The Force binds the galaxy together, touching all life — but only a few can hear it clearly. In SWURPG, the Force is a complete subsystem of classes, traits, and powers built around resource management and cinematic, story-driven play.
This page explains how Force Points, Force Training, and Force Powers work together, and how Jedi and other Force-sensitive heroes fit into your campaign.
The Force in SWURPG is neither a spell list nor a separate mini-game. It is woven directly into the core rules: the Use the Force skill, dedicated Force-using classes, and a shared Force Point system that balances power and risk.
Every Force user makes meaningful choices about when to unleash their strongest abilities and when to conserve their strength for the next confrontation. You are always trading short-term impact for long-term endurance over an adventure day.
Mechanically, the Force system is built around three pillars:
On top of that, the GM can layer narrative elements like temptation, balance, and moral choices without needing extra crunchy subsystems.
Only certain classes are full Force users from level 1, while others might gain limited access through story or special options. The core Force-focused classes are:
Other classes may gain limited Force access through special story events, rare feats, or GM-approved options. This lets you tell stories about smugglers with a hint of sensitivity or soldiers who discover hidden potential.
Force Training is the primary trait that grants Force Powers. It appears at specific levels for Force-using classes and can sometimes be selected instead of certain other advancement options, as described on each class page.
Some classes, such as the Jedi Guardian, can sometimes take Force Training instead of a standard Ability Score Improvement, trading raw stats for a deeper Force toolkit.
All powers you learn via Force Training are persistent; you do not need to “prepare” them each day. If your character concept changes dramatically, the GM may allow you to retrain one or two Force powers during key story milestones.
Force Points are the energy pool that powers your Force abilities. They represent focus, willpower, and connection to the Force more than simple stamina.
Force Points = (Wisdom Modifier × 2) + Character Level + Proficiency Bonus
Each Force Power has a Force Point cost. When you activate a power, you spend that many points from your pool. When you hit 0 Force Points, you can no longer use powers that require a cost until you recover more.
Force Powers in SWURPG are grouped into broad categories that describe how they interact with the world and combat system. These categories are primarily organizational but can matter for traits and prerequisites.
Energy powers focus on pure Force projection: blasts, arcs, and destructive surges that directly damage or overwhelm targets.
Kinetic powers manipulate motion and momentum: pushes, pulls, throws, leaps, and crushing telekinetic pressure.
Mind powers target perception, emotion, and thought: influence, illusion, fear, calm, and other mental manipulations.
Lightsaber Form powers represent advanced combat stances and sequences built on classical lightsaber forms. They usually enhance attacks, defense, positioning, or reactions while wielding a lightsaber.
For full details on individual powers, costs, and effects, see the Force Powers List.
Most Force Powers follow a familiar pattern: you choose a target, spend Force Points, and then roll an attack or force a saving throw, or apply a specific effect described in the power.
Because Force powers plug into the same action economy as everything else, they coexist smoothly with attacks, skills, and movement. You decide each turn whether your best move is a lightsaber strike, a skill check, or a Force-fueled gambit.
In SWURPG, a character’s connection to the Light or Dark side of the Force is driven by narrative choices rather than mechanical alignment scores. There is no numeric Light/Dark meter, and players are never locked into one path by hard rules. Instead, a character’s actions, temperament, and use of certain Force abilities shape how the story—and the galaxy—responds to them.
Some Force Powers are clearly marked as Light Side or Dark Side. These tags do not impose restrictions by default, but they serve as narrative indicators:
When a character frequently uses powers aligned with one philosophy, it naturally influences their personal story. A Guardian who leans heavily on Dark Side abilities may face consequences such as mistrust, emotional strain, or tension with mentors. A Consular who consistently relies on Light Side techniques may earn respect, alliances, and opportunities that reflect their compassion and restraint.
None of these shifts impose automatic mechanical penalties or bonuses. Instead, the GM determines when a character’s Force choices affect NPC reactions, relationships, or narrative outcomes. This keeps the system flexible for all playstyles—whether your table prefers a subtle moral undercurrent or a dramatic exploration of temptation, redemption, and destiny.
Here are a few example concepts that show how Force Training, Force Points, and power selection come together.
Force Points are the resource that Force-sensitive characters spend to activate their Force Powers. When your Force Points run out, you can no longer use powers with a cost until you recover them on a Short or Long Rest.
Use the formula (Wisdom Modifier × 2) + Character Level + Proficiency Bonus. That total is the size of your Force Point pool. On each Short Rest you recover one-third of that total (rounded up, with a minimum of 1 Force Point if you are empty), and on a Long Rest you return to full.
Force Training is a trait that lets Force-sensitive characters learn new Force Powers. Each time you gain Force Training, you learn 1 + your Wisdom modifier powers of your choice from the Force power list, as long as you meet any prerequisites.
The main Force-using classes are Jedi Guardian, Jedi Sentinel, Jedi Consular, Jedi Pathfinder, Force Mystic, and Force Warrior. Other classes may gain limited Force access via story awards or special options agreed on with the GM.
Normally, Force Points are recovered during Short and Long Rests, not in the middle of combat. On Short Rests you recover one-third of your Force Points (rounded up), and on Long Rests you recover all of them, unless a specific trait or Force Power explicitly lets you regain Force Points mid-encounter.
You can browse the full Force power list, organized by type and cost, on the Force Powers page.