SWURPG

The Force System

The Force is the energy field that binds the galaxy. In SWURPG, only certain classes and species access it — through Force Points (the resource that fuels powers), Force Training (the trait that grants known powers), and a Force DC tied to your Wisdom and proficiency.

Force Points

Force Points are the resource that powers Force abilities.

Force Points = (Wisdom Modifier × 2) + Character Level + Proficiency Bonus

Force Point Recovery

Rest TypeRecovery Amount
Short RestOne-third of total Force Points (rounded up, min. 1).
Long RestAll Force Points restored.

Force Training

A character who gains the Force Training trait learns a number of Force Powers equal to 1 + Wisdom modifier (minimum 1). A character with a negative Wisdom modifier still learns 1 power — a negative modifier never reduces the number of powers known below 1. This represents their initial attunement to the Force.

Force Training Rules

  • The character must meet each power's listed prerequisites.
  • The same power cannot be selected twice.
  • Known powers are persistent — no daily preparation is required.
  • Additional Force Training selections may be gained through level advancement or class features.

Force-Using Classes

Primary Force-sensitive classes:

  • Jedi Guardian
  • Jedi Sentinel
  • Jedi Consular
  • Jedi Pathfinder
  • Force Mystic
  • Force Warrior

Other classes may gain limited Force access through story events, class features, or GM approval.

Force Power Categories

CategoryDescription
Energy PowersDirect damage and destructive Force projection.
Kinetic PowersMovement manipulation — pushes, pulls, telekinesis, throws.
Mind PowersMental influence, illusions, emotion manipulation.
Lightsaber Form PowersCombat stances that enhance attacks, defense, or mobility.

Force DC

When a Force power requires a saving throw, the target rolls against the user's Force DC.

Force DC = 8 + Proficiency Bonus + Wisdom modifier

Concentration

Some Force powers require concentration to maintain their effect.

  • A character can only concentrate on one power at a time. Starting a new concentration power immediately ends the previous one.
  • When a concentrating character takes damage, they must make a Constitution saving throw. The DC equals 10 or half the damage taken, whichever is higher. On a failure, concentration breaks and the power ends.
  • Concentration also breaks if the character becomes Incapacitated or chooses to end it voluntarily.

Force Power Resolution

Force powers use one of two resolution methods depending on the power:

  • Use the Force skill check vs. a GM-set DC.
  • Saving throw — the target rolls Wisdom, Dexterity, or Constitution against the user's Force DC.

Most Force powers cost an Action. Some cost a Bonus Action or Reaction as noted in their description.

Light Side and Dark Side

SWURPG does not use an alignment score. A character's relationship with the light or dark side is expressed through narrative choices and the powers they select. NPC reactions and story consequences are determined by the GM based on observable Force usage patterns.


See the Force Powers Catalog for every power's costs, ranges, effects, and prerequisites — filterable by category (Energy, Kinetic, Mind, Sense, Lightsaber Form).