"The Force is what gives a Jedi his power. It's an energy field created by all living things. It surrounds us and penetrates us. It binds the galaxy together." --Ben to Luke
Arcane Skill: Force (Spirit)
Power Points: None. (As per 'No Power Points' setting rule)
Starting Powers: 3 + Telekinesis
Wild Die: The Wild die for Force powers is not a d6, but the Light Side skill dice.
Eligible Powers: Armor (Self Only), Barrier, Beast Friend, Boost Trait (Self Only), Confusion, Darksight (Self Only), Deflection (Self Only),Dispel, Divination, Entangle, Environmental Protection (Self Only), Far Sight (Self Only), Fly (Self Only), Healing, Intangibility (Self Only),Mind Reading, Quickness (Self Only),Speed (Self Only),Succor, Warrior's Gift (Self Only)
Backlash: When a Jedi rolls a one on his Force die, or critically fumbles,he takes a point of fatigue. A regular failure can be re-rolled at the cost of a Benny, a critical may not.
Success with a Raise will recoup a lost point of Fatigue as the force rejuvenates the Jedi.
The Light Side of the Force is primarily to be used defensively, or to assist others. This being the case, the majority of Light Side powers impact or enhance the Jedi directly.
Trappings: Low-key and generally nuanced.
Seduced by the Dark Side: By voluntarily giving in to the temptation of the Dark Side, a Jedi reduces her Light Side skill dice by one step. For the duration of the scene the Jedi may now 'enjoy' access to EVERY power in the Dark Side eligible powers list AND use the enhanced 'casting' speed. Please note that once your Light Side skill steps down from d4, you have Fallen and once you have fully turned you will be subject to the FULL limitations of that arcane background and a d4 Dark Side skill.
(Edit: Added Telekinesis as one of the 4 powers received. This seems to be a core element of Force training in the films. How do you lift an X-Wing out of a swamp? Well I'm going to steal elements of Rituals from Lankhmar as well for that...)