After an interesting discussion on G+ about how to model Jedi powers in Fate, I came up with another way to do it, one I like a bit better than my Wild Blue method.
There are two costs for being Force sensitive: first, you reduce your refresh by 1 (in a Jedi game, you’d probably want to increase base refresh to 5 or 6 in order to give players enough points to spend on cool Jedi powers). Then, you choose a high concept that reflects your Force sensitive nature: Impulsive Padawan, Grizzled Jedi Knight, Force Sensitive Mercenary, and so on.
Being Force sensitive gives you a few baseline benefits:
- You can use Will to move small objects telekinetically, in your zone or an adjacent zone. This allows you to overcome obstacles and create advantages, but isn’t powerful enough to attack or defend with.
- You can use Notice to detect other Force sensitive beings in the immediate area.
- You can communicate short telepathic messages to people in the immediate area or, for a fate point, communicate a short telepathic message to anyone anywhere, as long as it’s someone you know well.
- You can invoke your high concept on nearly anything, provided it’s something the Force could help you with.
- You can call upon the Dark Side for power.
The Dark Side is modeled by its own stress track, which has a 1, 2, and 3 box. There’s no way to increase it. You can call upon the Dark Side deliberately, taking a 1-stress hit to gain the benefits of having invoked an aspect (a +2 or a reroll). You can do this as many times on a single roll as you want to; each invocation increases the size of the hit by 1.
You can also take Dark Side stress by performing evil acts, and by abusing the Force (using it for direct attack or pure personal gain at the expense of another person). When this happens, the GM decides the severity of the act (between Average (+1) and Great (+4)), which sets the difficulty for your defense roll using Will. Take stress as usual.
Dark Side stress doesn’t go away at the end of the scene like other stress does, and Dark Side consequences can be a bit stickier. Instead, when you perform an act of significant attonement, you can do one of the following:
- Clear the highest box on your Dark Side stress track.
- Reword a Dark Side consequence to imply recovery.
- Reduce the severity of a Dark Side consequence in recovery.
- Erase a minor Dark Side consequence in recovery.
If you’re taken out by a Dark Side hit, you fall to the Dark Side. Rewrite your high concept. Also, if you have any Dark Side consequences, those become permanent aspects, replacing some of your existing aspects. The Dark Side has remade you in its image. Clear out those consequence slots and clear out your Dark Side stress track. If you’re taken out by the Dark Side again, it consumes you body and soul. You’re a shell of what you once were, and no longer a playable character.
Finally, a Force sensitive character can take Force stunts. All Force stunts have a baseline use and an extra-special use that costs a fate point. An example:
Force Mobility: You can move 1 extra zone for free on your turn, and you get a +1 bonus to Athletics rolls made to run and jump. If you spend a fate point on your turn, you can reposition yourself to any zone in the conflict without taking an action to do so. This doesn’t allow you to move through walls or other physical barriers, but it does allow you to jump over them if such a thing is possible.
Some of these stunts are labeled as Dark Side stunts; simply using them is considered a Dark Side transgression (with a severity determined by the GM). An example:
Force Choke: You can make physical attacks with Will against your target’s Physique. These attacks are Weapon: 2, and you can make them against any target in your zone or an adjacent zone. If you spend a fate point, you can automatically kill a mob of up to 6 nameless NPCs; against other targets your attack is Weapon: 4.

