Jedi Powers
* Indicates a Dark Side Power.
Control Powers:
Absorb/Dissipate Energy
This power can only be kept up as long as the source of energy is constant.
Control Difficulty: Sunburn-very easy, intense sun-easy, solar wind-moderate, radiation
storm-difficult. Characters may use this power for energy attacks at a difficulty of
moderate plus the damage roll of the attack.
Effect: This power allows the Jedi to absorb or dissipate energy, including light, heat,
radiation and blaster bolts. A successful Control roll means that the energy is dissipated.
If the user fails the roll, he takes full damage from the energy. The character must
activate the power in the same round to absorb the blaster bolt or Force Lightning - the
character must be able to roll the power before the attack lands. He can't use this power
after the attack has hit.
Accelerated Healing
This power can not be kept up, and takes one minute.
Control Difficulty: Wounded-easy, incapacitated-moderate, mortally wounded-difficult.
Effect: The Jedi, when a successful control roll is made, makes two natural healing rolls
in the current day and receives a +2 modifier to both rolls, regardless of the injury.
Anger*
This power can not be kept up, and takes one round.
Control Difficulty: Dark Side Jedi-very easy, Light Side Jedi-moderate.
Effect: To use this power, a character concentrates all of his negative feelings, and
touches the Dark Side of the Force momentarily. This imparts a +1D bonus on all rolls
for the next two rounds. The Dark Side is finicky as the bonus could at one time be 6 and
at another time be 1.
Blackness*
This power may be kept up.
Control Difficulty: Moderate.
Required Powers: Force Lightning, Injure/Kill, Eclipse.
Effect: This power enshrouds a Dark Jedi in a camouflaging veil of the Dark Side. The
power roll is added to the difficulty of any Sense roll of a power attempting to detect the
presence of the user of this power. It also subtracts 2D from any skill attempts to perceive
them, or 4D if the power roll succeeds by 15 or more. The power causes people to
overlook the user as he or she blends into the surroundings and any smells or sound
emanating from them are muffled. The user of this power still may make skill checks as
usual while the power is up. However, the user may not use combat oriented Force
powers while this power is kept up. This power does not affect electronic life-form
sensors.
Calculate
This power can not be kept up, and takes one minute.
Control Difficulty: Simple Equations-moderate, complex equations-heroic.
Required Powers: Concentrate, Cognitive Trance.
Effect: Using Jedi meditation techniques, this allows a Jedi to calculate high-order
equations with the aid of the Force. The equations can be solved or, under certain special
case situations, approximated, using standard Jedi meditation techniques. This is usually
done as a training exercise.
Calm
This power can not be kept up and takes one round.
Control Difficulty: Relaxed without Dark Side Points-easy. Increase difficulty one level
for every Dark Side Point the character has.
Effect: This power calms the Jedi, giving him an enhanced defense against the Dark
Side. The Jedi receives a bonus of +4 to all rolls for the next two rounds and an extra
bonus of +4 to resist the effects of powers called upon by Dark Side servants.
Cognitive Trance
This power may be kept up and takes one minute.
Control Difficulty: Easy.
Effect: Jedi uses control of his inner Force to enter the specific trance. His thinking
process is hastened, and he may absorb information much faster, he just scrolls the text
very, very quickly.
Concentration
This power can not be kept up and takes one round.
Control Difficulty: Easy if the Jedi is relaxed and at peace, Difficult if the Jedi is filed
with aggression, fear or other negative emotions, Very Difficult if the Jedi is acting on
those negative emotions.
Effect: When using this power, Jedi clear all negative thoughts from their minds, feeling
the Force flowing through the universe and their own being. The individual Jedi
concentrates on one specific task at hand. If the skill roll is successful, the Jedi may add
+4D to any one action in that round. The Jedi may do nothing other than using the
concentration power and using that one skill for one action. The Jedi receives no bonus if
anything else is done in that round, including duplicate uses of the same skill or dodges
or parries. This power may be used in conjunction with Force Points and Character
Points.
Contort/Escape
This power can be kept up until free from the restraint.
Control Difficulty: Very easy for loose bonds, easy for hand binders, moderate for
serious restraints, difficult to Heroic for maximum security. Varies at GM's discretion,
depending on security measures.
Required Powers: Concentration, Control Pain, and Enhance Attribute.
Effect: The character escapes bonds by contorting in painful and difficult (but physically
possible) ways. By dislocating joints, softening bones, and the like, a Jedi can escape
almost any physical restraining device. While this is indeed a painful procedure, Jedi are
trained to block out pain and focus at the task at hand.
Control Body Temperature
This power can be kept up until the temperature changes.
Control Difficulty: Very easy for 1-10 degrees from body temperature, easy for 11-20,
moderate for 21-30, difficult for 31-40, heroic for >40, and +10 to difficulty for every 10
degrees after 50.
Required Powers: Control Pain, Absorb/Dissipate Energy.
Effect: A Jedi character keeps his body temperature stable when necessary to achieve a
task in extreme temperatures. Using the Force a Jedi can heat or cool down his insides to
maintain the average body temperature for his species. This is especially useful for those
cold-blooded Jedi.
Control Disease
This power can not be kept up and takes 30 minutes to several uses over the course of
weeks.
Control Difficulty: Very easy for a mild infection, such as a cold. Easy for a modest
infection or illness, such as a high fever or severe flu. Moderate for a severe illness such
as gangrene or a hive virus. Difficult for a life threatening disease. Very difficult for a
massive, long-standing disease. Heroic for a rapid-acting life-threatening disease.
Required Powers: Accelerate Healing.
Effect: Control Disease allows a Jedi to direct and control the anti-bodies and healing
resources of her body to throw off an infection to resist diseases within the body. Using
the power requires the Jedi to meditate for half an hour. If the disease is life threatening
or long-standing, the Jedi must make repeated skill attempts over the course of several
weeks or months to cure the disease entirely.
Control Pain
This power can be kept up until the Jedi is injured again.
Control Difficulty: Wounded or stunned-very easy, incapacitated-easy, mortally
wounded-difficult.
Effect: A wounded Jedi who Controls Pain can act as if he has not been wounded starting
with the round after the power roll has been made. The wound is not healed, but the
character doesn't suffer the penalties of being wounded: a wounded Jedi doesn't lose 1D
from all actions, an incapacitated character can still act normally, as can a mortally
wounded character. This power can also be used to shrug off any stun results. However
the character is still injured, and thus is prone to getting worse, even if the Jedi doesn't
feel the pain. For example, a wounded character that is wounded again would still
become incapacitated. Mortally wounded Jedi still have to make the same rolls as other
mortally wounded characters.
Detoxify Poison
This power can not be kept up and takes about 5 minutes.
Control Difficulty: Very easy for a very mild poison (alcohol), Easy for a mild poison,
Moderate for an average poison, Difficult for a virulent poison, Very Difficult to Heroic
for a neuro-toxin.
Effect: This power allows a Jedi to detoxify or eject poisons that have entered his body.
If the Jedi makes the Power roll, the poison doesn't affect him.
Divide Attention
This power can not be kept up and takes place during declaration of actions.
Control Difficulty: Moderate for two actions, difficult for three actions, very difficult for
four actions, and heroic for more than five, but no more than seven (Gamemaster sets
difficulty past five).
Required Powers: Concentration, Enhance Attribute, Cognitive Trance.
Effect: This power allows a Jedi to initiate more than one action in a round with no
penalty to the die code. If a Jedi wishes to perform four tasks, but only rolls a moderate,
he gets the penalty for three actions, instead of four actions. However, he still rolls for all
four actions, but at a -2d instead of -3d.
Emptiness
This power can not be kept up.
Control Difficulty: Moderate to enter, difficult to exit.
Required Powers: Hibernation Trance.
Effect: The user empties his mind and allows the Force to flow through him. The
character seems to be in deep meditation, and a character experiencing Emptiness is
oblivious to his surroundings. A character in Emptiness may not move or take any action
except to try to disengage from the Emptiness. While in Emptiness, a character is difficult
to sense or affect with the Force. When another character attempts to use a Force power
on the character in Emptiness, add the meditating character's Emptiness roll to the
difficulty for the other character's Sense or Control rolls (this affects only the Sense roll,
if the power doesn't use the Sense skill, then add the difficulty to the Control roll). This
difficulty is added regardless of whether or not the empty character would willingly
receive the power's effect. Once the character comes out of Emptiness, the character gets
a +6 bonus modifier to all Force skill rolls for a period of time equal to the amount of
time the character spent in Emptiness. This bonus is reduced by one for each Dark Side
Point the character has. When in Emptiness, characters dehydrate and hunger normally -
some initiates have died because they lacked enough Control to bring themselves out or
Emptiness. When the character enters into Emptiness, the player must state for how long
the character will be in meditation. A character must make a Difficult Control skill roll to
bring himself out of Emptiness, the character may attempt to come out of meditation
under the following circumstances: -When the stated time has passed. -Once each hour
beyond the original time limit. -The character's body takes any damage more serious than
stun damage. Characters who are consumed by the Dark Side of the Force may not use
this power.
Enhance Attribute
This power can be kept up for as long as the skill roll allows.
Control Difficulty: Moderate.
Effect: A Jedi uses this power to increase a single attribute for a limited amount of time.
An increased attribute can help a Jedi jump higher, dodge quicker, see better, and run
faster. All skills controlled by the enhanced attribute are increased by the appropriate
amount for as long as the power is in effect. An attribute increased by this power remains
enhanced for the duration listed below. Duration and attribute increase is determined by
how much a character's Control skill roll beats the difficulty number. Duration can be
extended through the use of character points - for every character point a Jedi spends
after invoking this power, the duration is extended by one combat round. The points can
be spent at any time before the power fades. A Jedi can only increase one attribute at a
time. If a character invokes the power to enhance a second attribute while the first
attribute is still enhanced, then the first enhancement fades and the second attribute
receives the benefit. Skill roll beats difficulty by 0-13 +1D for 3 Rounds, 14-25 +2D for 2
Rounds, 26+ +3D for 1 Round.
Enhance Skill
This power can be kept up.
Control Difficulty: Easy for +1D, difficult for +3D, heroic for +5D, +2 Difficulty levels
for each skill after the first. Once the difficulty for the power is Heroic, no more skills
may be included.
Required Powers: Enhance Attribute.
Effect: With this power, Jedi can enhance their abilities in particular skills. The bonus
dice are added to the skill dice so long as the power is up. If a force user wishes to change
which skills are enhanced or by how much, then a new power roll must be made. Force
users may only enhance those skills in which they have a skill that is at least one whole
die greater than their attribute, before taking any special abilities into account. Otherwise
they must pay 1 character point for each skill they are enhancing in which they do not
have the required skill dice. If this power is not kept up, the force user may make only
one action using the enhanced skill, as well as the power roll during the round and not be
penalized for multiple actions. This may only be for an action that is one off, such as
Luke using this power to enhance his grenade skill and then throwing the rock to activate
the door controls to the Rancor pit. It may not be used for an extended action such as a
swimming check. This power may not be used with another that enhances the same skill
by adding to the number of dice usable. Thus it is incompatible with Combat Sense,
Enhanced Co-ordination and Lightsaber Combat.
Force Charged Strike*
This power can not be kept up and takes one round for each additional die to charge.
Control Difficulty: Moderate-1D maximum charge, Difficult-2D, Very Difficult- 3D,
Heroic-4D, >40-5D, >45-6D, >50-7D etc. up to Control dice equals damage.
Required Powers: Emptiness or Rage, Absorb/Dissipate Energy.
Effect: Through total concentration, a Jedi is able to deliver a single, devastating blow to
an opponent. It takes one action for every die of charge before the strike to charge a fist
or any other striking body part i.e. foot, knee, elbow, or forehead. Upon a successful hit
the damage is delivered. This can also be used with brawling parry.
Force Jump
Control Difficulty: Easy
Effect: This power is used to perform the great leaps and acts of agility that Jedi are
renowned for, allowing them to jump massive distances and heights. In use it adds the
Jedi's Control directly to their Jump skill (or the Strength Attribute if defaulting),
allowing them to make more difficult jumps more easily. Because of the level that this
takes their skill to, it may now be possible for them to make jumps which appear to
require levitation or similar powers (Games Masters should make rolls for nearly
impossible jumps in the Heroic +10 or greater region, since Heroic is given in the book
for the leap Luke Skywalker makes out of the Carbon Freezing Pit on Bespin, so the
jumps that Obi-Wan Kenobi makes in Episode 1 should be slightly more difficult than
this).
Force of Will
This power can be kept up.
Control Difficulty: Easy.
Effect: By using Force of will, the character uses his or her own Willpower skill to fight
the effect of hostile Force powers and prevent detection by Force means. If faced with a
telekinetic - or mind-based power, the Jedi's Willpower skill roll may be added to either
the Control or Perception Code. The Control (or Perception) plus Willpower total is
referred to as the protection number. If the attack roll is less than the target's Control (or
Perception) roll, the character suffers no ill effects. If the attack roll is greater than the
protection number, the Jedi suffers the full effects of the attacking power. If the attack
roll is greater than the Control roll, but less than the protection number, the Jedi is
protected from the power, but his Willpower is considered to be battered. Subtract -1D
from the character's Willpower skill. The Jedi can still continue to defend, but must now
do so with decreased Willpower. Reroll for a new protection number in this case. In the
event a Jedi's Willpower skill ever reaches 0D, the Force of Will power is automatically
dropped, and the Jedi can only resist with Control or Perception. It takes one day to
recover 1D of damage from battering of the will, or one hour in Emptiness (Rage) for
each 1D recovered.
Force Speed
This power can be kept up.
Control Difficulty: Moderate
Effect: A Jedi uses this power to increase his movement speed (i.e. his Move Statistic)
for a limited amount of time. This makes them run at a much higher rate with powerful
Jedi Capable of becoming faster than some vehicles. This power may be kept up for
multiple rounds as long as the Jedi desires. The Enhancement received depends on the
level of success in the power activation roll according to the table below.
Control Roll beats Target by 0-13 = Move Increased by 1D
Control Roll beats Target by 14-25 = Move Increased by 2D
Control Roll beats Target by 26+ = Move Increased by 3D
Heal
This power can be kept up and takes five minutes to use per level of difficulty.
Control Difficulty: Very easy if stunned, easy if wounded or wounded twice, moderate
if incapacitated, difficult if mortally wounded.
Required Powers: Accelerate Healing, Detoxify Poison, Emptiness, and Control Pain.
Effect: Completely removes one injury to the user. If use of this power fails, the
difficulty is raised by one level for every repeated attempt.
Hammerhand
This power can not be kept up and takes one round.
Control Difficulty: Difficult if healthy, heroic if wounded
Effect: Hammerhand double's the Jedi's STR attribute for damage and resistance
purposes only. Any armor bonuses are not taken into account when doubled, but are
added on after for resistance to damage only. For damage, the armor is subtracted from
the Jedi's doubled strength, if it covers the part of the Jedi which is doing the damage.
Hibernation Trance
This power can be kept up.
Control Difficulty: Difficult.
Effect: This power allows a Jedi to place himself into a deep trance, remarkably slowing
all body functions. The Jedi's heartbeat slows, his breathing drops to barely perceivable
levels, and he falls unconscious. When a Jedi enters a Hibernation Trance, the character
must declare under what circumstances the character will awaken: after a specific amount
of time or what stimuli needs to be present (noise, someone touching them). A Jedi can
heal while in a Hibernation Trance, but the character may not use skills or Jedi powers
while in a trance. Hibernation Trance serves two purposes. It allows a Jedi to play dead.
It can be used to survive when food or air supplies are low. A character in Hibernation
uses only about a tenth as much air as someone who is sleeping - he can hibernate for a
week in a dry climate or for up to one month in a wet climate before dying from lack of
water. Anyone who comes across a Jedi in Hibernation Trance assumes that the Jedi is
dead unless he makes a point of testing him. Another Jedi with the Sense skill or the Life
Detection power will be able to detect the Force within the Hibernating character and
realize that he is alive.
Immerse
(If any one has a definition for the power, please send it to ghoti_of_fan@[Link])
Instinctive Astrogation Control
This power can not be kept up and takes one minute.
Control Difficulty: Very Difficult. Modified by astrogation difficulty of very easy-0,
easy-+5, moderate-+10, difficult-+15, very difficult-+20, and heroic-+30.
Effect: Instinctive Astrogation Control is far more difficult than the standard Sense-based
Instinctive Astrogation power because instead of trying to feel the correct solutions to the
hyperspace equations, the Jedi calculates them in his head. This is quite possible, and is
often done as a training exercise, but the figures generated are rarely utilized because it is
so easy even for a Jedi to make a mistake. If the Control total is successful, a Very easy
Astrogation roll is necessary to enter the correct routes into the nav. computer. If the Jedi
fails the attempt, he overlooks an obstacle, and sends the ship down an inherently
dangerous path and thus instead of requiring a Very easy Astrogation total, the difficulty
is automatically Very Difficult. If the Control is missed by five or more points, increase
the difficulty to Heroic. This is a largely unknown application of the Control power that
allows Jedi to plot astrogation paths, instead of using the more well known Sense-based
Instinctive Astrogation power. The difficulty is modified by how hard the task is with a
nav. computer.
Meditative Trance
This power can not be kept up, and takes five minutes.
Control Difficulty: Very easy, increase difficulty by one level per Dark Side Point.
Effect: This power is usually taught first to a Jedi-in-training. It allows a Jedi to enter
into a deep meditation which is calming and very restful. Meditative trance may be used
in place of sleep and the Jedi may elect to set a time to awaken fully refreshed. Any
damage of stun or greater to the Jedi will awaken the Jedi immediately.
Rage*
This power can not be kept up.
Control Difficulty: Difficult.
Required Powers: Hibernation Trance.
Effect: This Power can only be used by characters who have been consumed by the Dark
Side of the Force. This power allows a character to feel the dread influence of the Dark
Side. It functions as counterpart to Emptiness. The character must tense himself
completely and allow the mindless rage of the Dark Side to possess him. When using this
power, a character will appear lifeless. They are amplifying the negative aspects of their
own personality, leaving the face clenched in a rictus of horror and fear. A character must
determine how long he wishes to be in Rage when he enters the trance. Barring an attack
or the arrival of a specific person (as explained below), the Jedi will stay in the trance for
the chosen duration. The Jedi must make a Difficult Control roll for every four hours in
the trance or he will come out of the trance. When the Jedi leaves this state, he gets a +10
modifier to all Force skill rolls for a period of time equal to the time spent in Rage. The
character takes one die of damage for every two hours they were in trance after the bonus
has subsided. Like Emptiness, this power makes characters oblivious to their
surroundings, they cannot move. Unlike Emptiness, however, characters in this state
strongly exude the Dark Side. The internal focusing does provide some protection for the
character against others using the Force on them. Add the Rage Control roll to the
difficulty roll when another attempts to use a Force power on someone in Rage.
Characters dehydrate and hunger twice as fast as normally when using Rage and are even
more susceptible to damage (-1D to Strength to resist damage from physical and energy
attacks while in this state.). Characters who plan an extended trance will need intravenous
nourishment. In Rage, the character is less oblivious to his surroundings than a
corresponding Jedi in Emptiness. For example, any physical contact by a living being
may revive them and provoke an instant berserker-like attack, regardless of who the
person may be. The character must then make a Difficult Control roll to cease the attack
before the offending character has been killed. A character using Rage can choose to
anticipate the arrival of a foe. They must make a Difficult Sense roll (modified by
relationship) with the Life Sense power at the time they enter Rage. This will allow them
to instantly awaken (Easy Control roll) if the expected person comes within five meters
of the person in Rage.
Reduce Injury
This power can not be kept up.
Control Difficulty: Moderate for incapacitated characters, difficult for mortally wounded
characters, Very Difficult for dead characters.
Required Powers: Control Pain.
Effect: By using this power, a Jedi may call upon the Force to reduce the amount of
injury he suffers, this power is normally only used in desperation because of its long-term
repercussions. When the power is successfully used, the Jedi loses a Force Point. Any
injury that is suffered is reduced to wounded. If the original injury would have killed the
character he must choose to suffer a permanent injury of some kind. Spending Force
points in this manner - not at the beginning of the round - is allowed. Also it is not always
a selfish act to save one's life, so the character might be able to get the Force point back.
If the character was fighting to save his friends from certain doom - and if he falls, they
certainly die - then this could even be considered an heroic action. It still involves great
sacrifice.
Remain Conscious
This power can not be kept up.
Control Difficulty: Easy for stunned characters, moderate for incapacitated characters,
Difficult for mortally wounded characters.
Required Powers: Control Pain.
Effect: Remain Conscious allows a Jedi to remain conscious even when he has suffered
injuries which would knock him unconscious. In game terms, when a character with this
power suffers this kind of injury, he loses all of his actions for the rest of the round but he
is still conscious (normal characters automatically pass out). On the next round, the
character may attempt to activate the power - this must be the first action of that round,
the Jedi cannot even dodge or parry. If the roll is unsuccessful the character passes out
immediately. If the roll is successful, the Jedi can do any one other action that he has
declared for that round - often the character will attempt to Control Pain so that he will be
able to remain conscious. After that other action has been completed, the Jedi will lapse
into unconsciousness, unless he has activated Control Pain or done something else that
will keep the character conscious.
Remove Fatigue
This power can be kept up.
Control Difficulty: Moderate.
Required Powers: Accelerate Healing, Control Pain.
Effect: The character uses this power to combat the effects of strenuous work. The Jedi
manipulates the Force, causing bodily toxins to be ejected much more efficiently, thus
allowing for greater stamina. While kept up, the Jedi must make a Stamina check once
per day. While using this power, a Jedi must fail two Stamina checks before he or she is
fatigued. The character still has to eat and drink normally. If the Jedi does fail two
stamina checks and becomes fatigued, a -1D penalty is applied to all attributes and skills
for 1D hours.
Resist Stun
This power can be kept up. It also takes one minute to use.
Control Difficulty: Moderate.
Effect: Resist Stun allows the Jedi to prepare his body to resist the effects of stun
damage. The power must be activated before the character has suffered any damage. A
successful result allows the Jedi to resist all stun results except for unconscious and
normal injuries. An unconscious result forces the Jedi to drop the power, and he is
considered stunned. Normal injuries (wounded, incapacitated, mortally wounded and
killed) are treated normally. This power can be combined with Control Pain to eliminate
all stun effects.
Short Term Memory Enhancement
This power can not be kept up.
Control Difficulty: Difficult. If skill roll beats difficult by 0 - 8 through current episode,
9 - 20 through last episode, 21+ through last two episodes.
Required Powers: Hibernation Trance.
Effect: When a Jedi uses this power, he or she can replay recent events in order to more
carefully examine images and peripheral occurrences. Using the power, a Jedi can freeze
images and even scan memory tracks to recall details that were seen but he did no register
consciously at the time of observation. In game terms, this power can be used to alert a
Jedi to information, items, other characters, or anything else that passed before his or her
senses within a specific span of time. In addition, if a gamemaster provided clues or leads
to clues that the players originally missed or ignored, this power can be used to recall
them. When players get stuck on a puzzle or mystery within an adventure, this power can
alert them to possible solutions, if those solutions were observed earlier in the adventure.
How far back a Jedi can remember with this power is determined by the success of his
Control skill roll.
Voice Amplification
This power can be kept up, and takes one round.
Control Difficulty: Easy, modified by size of area small room +2, medium-sized room
+5, large room +7, audience chamber +10, concert hall +12, Coruscant Great Council
Hall +15.
Effect: This power lets a Jedi amplify her voice to fill an area. The Jedi may speak, sing
or otherwise communicate verbally while maintaining this power.
Sense Powers:
Beast Languages
This power can be kept up.
Sense Difficulty: Easy if the animal is domesticated/friendly (such as a bantha),
moderate to difficult if the animal is wild, but non-predatory (such as an undomesticated
tauntaun), very difficult to heroic if the animal is ferocious/predatory (such as a wild
vornskr or rancor).
Required Powers: Receptive Telepathy, Projective Telepathy, and Translation.
Effect: This power allows the Jedi to translate a beast language and speak it in kind. As
creatures rarely have true languages, the Jedi is actually imparting and reading emotional
differences within grunts and growls and of body language. Note that the character may
keep this power up if the Jedi needs to continue talking to a creature. For beasts that can
be ridden, subtract -2D from their Orneriness code while this power is in effect.
Blind Sense
This power can be kept up.
Sense Difficulty: Moderate.
Effect: This power allows the Jedi to see normally when he has been blinded (Perception
at normal). This power cannot be used to see in the dark. Young Jedi sometimes learn this
power accidentally when lightsaber training and have been blindfolded.
Combat Sense
This power can not be kept up, and lasts for ten combat rounds.
Sense Difficulty: Moderate for one opponent, modified by +3 for every additional
opponent a Jedi wants to defend against.
Required Powers: Danger Sense, Life Detection.
Effect: Combat Sense helps a Jedi focus on the battle at hand. Everything else becomes
dulled and muted as the Jedi's senses are all turned to the combat happening around him.
All targets become mentally highlighted in the Jedi's mind, aiding him in attack and
defense. In game terms by focusing his attention on his opponents, a Jedi gains certain
important advantages. First he gets to decide when he wants to act during a round - no
initiative rolls are needed while this power is in effect. If more than one Jedi is using this
power, whichever Jedi rolled highest when invoking the power gets to determine exactly
when they are acting in the round. Second, his attack and defense rolls are increased by
+2D. Combat sense doesn't count as a skill use for determining die code penalties.
Danger Sense
This power can be kept up.
Sense Difficulty: Moderate or attacker's Control roll.
Required Powers: Life Detection.
Effect: Danger Sense allows a Jedi to extend his senses around himself like protective
sensors, creating an early warning system for as long as the power is in effect. When this
power is used, the Jedi detects any attacks a round before they are made. This gives the
Jedi a round to decide how to react to the danger. In game terms, if any character is going
to attack a Jedi on the next round, they must declare their action the round before it
happens. Characters who are going to attack the Jedi may roll their Control skill to
increase the difficulty of using the power.
Direction Sense
This power can be kept up, and takes one round.
Sense Difficulty: Easy, modified by Proximity.
Effect: This allows the Jedi the ability to sense the direction of an object or location by
its resonance in the Force. It could be an object of importance, the north pole of a planet,
the nearest cantina, but this power does not sense life forms. If the roll fails by five
points, the Jedi just knows the general direction the object or location is in left, right,
forward, behind, above, below. On a Difficult roll, the Jedi can anchor himself to a
location and know exactly in what direction and how far away the location is from their
current position.
Instinctive Astrogation
This power can not be kept up.
Sense Difficulty: Moderate, modified by difficulty of journey, very easy-0, easy-0,
moderate-0, difficult-+5, very difficult-+10, heroic-+15.
Required Powers: Magnify Senses.
Effect: This is the better known ability of the Jedi to calculate astrogation routes without
the use of a nav. computer. The Jedi uses his Sense skill to feel through the myriad
hyperspace routes to determine the safest path. If the Jedi succeeds at charting the course
the Jedi needs only make an easy Astrogation total to plot a safe path. If the Jedi fails the
roll, the Astrogation difficulty is automatically very difficult, if the roll is missed by more
than five points, increase the difficulty to heroic.
Life Detection
This power can be kept up.
Sense Difficulty: Very easy if the subject has Force skills or is Force-sensitive, Moderate
if not. Modified by relationship.
Effect: This power allows Jedi to detect live sentient beings, who might otherwise remain
hidden from their normal senses. When the power is activated, the Jedi knows the
location of all life forms within 10 meters - if the power is kept up, the Jedi may know
whenever a sentient approaches within 10 meters of them or vice versa. When a Jedi
approaches or is approached by sentient creatures, make a Sense roll for the Jedi and each
creature makes an opposed Control or Perception roll to avoid detection. Both rolls are
free actions and don't count as a power use. If the Jedi ties or rolls higher, he senses the
creature in question. If the Jedi beats the target's roll by 10 or more points, the Jedi is
aware if this person has Force skills (yes or no), is Force sensitive (yes or no) or if they
have met the person before (yes or no), and if yes, what their identity is.
Life Sense
This power can be kept up to track a target.
Sense Difficulty: Very easy. Modified by proximity and relationship.
Required Powers: Life Detection.
Effect: The user can sense the presence and identity of a specific person for whom he
searches. The user can sense how badly wounded, diseased or otherwise physically
disturbed the target is. A target may use the Control skill to hide his identity from the Jedi
using Life Sense. The character's Control skill is added to the Senser's difficulty.
Life Web
This power can not be kept up and takes at least two days.
Sense Difficulty: See below. Modified by proximity. and size, very easy-population in
tens of billions, easy- population in billions, moderate-population in hundreds of millions,
difficult-population in tens of millions, very difficult-population in millions, heroic-
population in hundreds of thousands. This power may not be used to detect populations
smaller than 100.000 individuals. The Force-user must choose one specific species as a
specialization (see below).
Required Powers: Life Detection, Life Sense, Sense Force.
Effect: This power is used to detect large concentrations of members of a specific
species, such as humans, Rodians, or Ssi-ruuk, for example. When the power is used
successfully, the user senses the general direction that leads to the population. If the user
beats the difficulty by 10 or more points, the user also knows approximate distance (i.e.,
hundreds, or thousands of km or single, tens, hundreds or thousands of light years for
example.) When this power is selected, the Force-user must select one specific intelligent
species to specialize in. A Force-user may select more life web specializations at a cost of
three Character Points per additional species. The Force-user must be familiar with the
species for example, Luke Skywalker could specialize in life web: Wookiee since he is
familiar with Chewbacca's unique Force presence, but he would not be able to select life
web: Noghri until he spent a time with a member of this species. This power may only be
used to detect species that the Force-user has specialized in, life web cannot be used to
detect unspecialized species. This power requires at least two days of continuous
concentration. For each additional two days of concentration, the Force-user may add +1
to his or her Sense roll.
Magnify Senses
This power can not be kept up and takes three rounds.
Sense Difficulty: Very easy. Modified by proximity.
Effect: This power allows a Jedi to increase the effectiveness of his normal senses to
perceive things that otherwise would be impossible without artificial aids. He can hear
noises beyond his normal hearing due to distance or softness - he can't hear beyond
normal frequencies. Likewise, he can see normally visible things over distances that
would normally require the use of macrobinoculars, and identify scents and odors that are
normally too faint for Human olfactory senses.
Postcognition
This power can not be kept up and takes five minutes. The time to use may be reduced by
adding +10 for each minute cut, minimum time to use of one minute.
Sense Difficulty: Easy if seeing less than two hours into the past, Moderate for seeing
more than two hours but less than a week into the past, Difficult for seeing more than a
week but less than six months into the past, Very Difficult for seeing more than six
months but less than a year into the pas, Heroic for seeing more than a year but less than
two years into the past, +10 for each added year.
Required Powers: Hibernation Trance, Life Detection, Sense Force.
Effect: Postcognition allows a Jedi to investigate the tenuous imprints of the Force left on
objects when they are handled by living beings. The character must be able to handle the
target objects. The Jedi must declare how far in the past is being reviewed prior to rolling
postcognition. If the roll is successful, the Jedi can determine who has handled or touched
the object and what events have transpired around it. The Jedi may search for specific
incidents or simply review past events, somewhat like viewing a hologram. If the
Postcognition roll is equal or higher than three times the difficulty number the character
can witness events when the object was present as if she were there herself. If the
Postcognition roll is greater or equal to twice the difficulty number, the Jedi gains a good
sensory impression of the event. However, is limited in that the primary sense (the sense
which gives the most information, usually sight) is wavy or obscured, the other sensory
impressions come through clearly. If the Postcognition roll is simply greater than the
difficulty number, then all sensory impressions are muffled, tactile sense is dulled ,
smells or tastes are indistinct or mixed. The Jedi receives a vague sense of who handled
the object and what events transpired around it.
Predict Natural Disaster
This power can not be kept up and takes 15 minutes. May be reduced in five minute
increments by increasing difficulty one level per five minute increment (minimum time to
use of one minute).
Sense Difficulty: Easy if the Jedi has lived in the area for more than a year, moderate if
the Jedi has lived in the area between six and twelve months, difficult if the Jedi has lived
in the area between one and six months, very difficult if the Jedi has lived in the area for
less than one month. Modified by severity of disaster and degree to which the disaster
could reasonably be predicted.
Required Powers: Danger Sense, Life Detection, Weather Sense.
Effect: This power allows the Jedi to sense local meteorological and geological
conditions and predict imminent disasters, such as quakes, volcanic eruptions, floods,
landslides, avalanches, cave-ins, mine subsidence, large scale conflagrations (such as
forest fires) and even dangerous storms, tornadoes and hurricanes (which can also be
predicted by Weather Sense). By opening his or her senses to the environment, the Jedi
can predict these disturbances much as animals can seemingly sense a quake hours or
even days before it happens. Like Weather Sense, this power does not lend itself to quick
predictions. It customarily takes weeks for a Jedi to acclimate to local weather patterns
and topography. The prediction is effective for 12 hours. The difficulty increases by one
level for each additional 12-hour period by which the Jedi wishes to extend the
prediction.
Radar Sense
This power can be kept up.
Sense Difficulty: Moderate.
Required Powers: Life Detection, Magnify Senses.
Effect: This ability is used when the Jedi can not see or is entering combat. It gives
him/her sense dice to add to his/her perception each round. These can be used for
initiative or for any of the basic sensual skills under perception. This power is very
similar to Life Detection, except the Jedi feels the emotional intentions of the people in
his range. The Targets can not hide from this ability because he feels the vibrations in the
force that their presence makes. The range is equal to their sense roll +10 in meters. The
Jedi does not perceive anything but the position of the creatures and the basic intentions.
Receptive Telepathy
This power can be kept up only if the target is willing and the proximity modifier doesn't
increase.
Sense Difficulty: Very easy for friendly, non-resisting targets. If target resists, he makes
a Perception or Control roll to determine the difficulty. Modified by proximity and
relationship.
Required Powers: Life Sense.
Effect: If the Jedi makes the power roll, he can read the surface thoughts and emotions of
the target. The Jedi hears what the target is thinking, but cannot probe for deeper
information. When the Jedi uses the power on another player character, the gamemaster
asks the player if he minds the power being used on his character, if the target is a
gamemaster character, the gamemaster must determine for himself if the target is friendly
or resistant. If the skill roll is double the difficulty, the Jedi can sift through any memories
up to 24 hours old. A Jedi cannot sift through memories in the same round that the
contact is made - this process takes a full round. A Jedi can read the minds of more than
one person at a time, but each additional person counts as an additional action, with
separate rolls and multiple skill use penalties. This power may be used on creatures and
other sentient species, although it cannot be used on Droids.
Sense Force
This power can not be kept up.
Sense Difficulty: Moderate for an area, difficult for sensing details or specific objects
within the area, modified by proximity.
Effect: This power is used to sense the ambient Force within a place. It cannot be used to
detect sentient beings, but there are many forms of life and many areas of the galaxy
intertwined with the Force which can be sensed with this power. Sense Force will tell a
character the rough magnitude of the Force in an area of object, and whether the area or
object tends toward the Dark Side or the Light.
Sense Force Disturbance
This power can be kept up.
Sense Difficulty: Very easy, Modified by proximity.
Required Powers: Sense Force.
Effect: this enables a character to sense a disturbance in the Force. This does not give the
character specific details, but instead a vague feeling of what has occurred. Once learned,
this power is effectively up at all times. When a disturbance happens, the Jedi can take a
free action roll to sense the disturbance. The GM should have the player roll his
character's Sense against the modified difficulty. What effect the disturbance has on the
Jedi is up to the GM. If successful, the GM should secretly inform the player that his
character senses a tremor, or a stirring in the Force, tell the player a vague feeling of who
or what the disturbance is about, and if it is of the Light or Dark Side.
Sense Force Potential
This power can not be kept up and takes six rounds.
Sense Difficulty: Moderate for friendly, non-resisting targets. Moderate plus target's
Perception or Control roll (whichever is higher) to determine the difficulty of the probe
on an unwilling subject.
Required Powers: Life detection, Life Sense, Receptive Telepathy, Sense Force.
Effect: This power allows a Jedi to probe the mind of a target and determine whether that
person has the potential to be strong in the Force. The deep subconscious of a Force-
sensitive person is shielded by a protective barrier which prevents another Force wielder
from penetrating his or her inner mind. This shield pushes violently back at an intruder,
sending him or her stumbling back. This shield is an involuntary defense mechanism
maintained by every Force-sensitive person. It is one reliable way to determine which
people might have the potential to become Jedi. The magnitude of the backlash generated
by the shield depends on the character's strength in the Force. A person who is merely
Force-sensitive will shove the intruder back several feet. Someone with actual Force
skills will produce a more intense reaction. Those with little training send the intruder
reeling back across the room. Someone who is well-trained, or who has a great deal of
raw talent in the Force, might actually hurl an intruder across the room.
Sense Force Strength
This power can not be kept up and takes one minute.
Sense Difficulty: Moderate.
Required Powers: Life detection, Life Sense, Receptive Telepathy, Sense Force.
Effect: This allows a Jedi to sense the Force Strength of a character. This tells the Jedi
the Force Strength bonus a character has, as well as the number of Character Points,
Force Points, Dark Side Points, and skill code for each Force skill. This does not tell the
Jedi what powers the character has.
Sense Path
This power can be kept up.
Sense Difficulty: Moderate.
Required Powers: Emptiness, Hibernation Trance.
Effect: This power tells a character what path he is on, whether his current actions are
likely to lead him to the Dark Side, and whether any specified future actions are likely to
do so. Bear in mind that without Control, the Jedi has no control over whether he sees the
past, present, or a possible future. The visions he receives are more likely to be
allegorical in nature, to receive specific details, the farseeing power must be used. When
giving the results of this power, be honest but obscure: if the character has gained any
Dark Side Points and is attempting to atone, this power will tell him how successful he is
being within a game context. The Jedi can choose to consciously use this power, or it can
be a plot device. If the latter, at an appropriate point in a scenario, you may call for a roll
on this power and give the Jedi a vision if he succeeds. You may use this to tell the
players how well they are doing, or to give them a premonition of doom just before a
critical encounter in order to heighten the game atmosphere. You may use it to warn them
(by showing them what will happen if they continue their current course), to encourage
them (particularly if they have done the right thing, but because of the way the scenario
has been written they seem to have failed), to give them hints, or to foreshadow later
events. A vision from the Force should never be taken lightly by the players. It should
give them something to think about, along with the attendant chances for some good role-
playing. Bear in mind that different Jedi will tend to receive different renditions of the
same scene, and consequently you should tailor the details you give to fit the character
concerned. Instead, you might consider altering the way you describe the scenery, for the
Dark Side you might always describe rocky and barren terrain, with a cold wind blowing,
or alternatively it might always be night for dark visions, and daytime or dawn for the
Light Side. You can present these images in as contrary a manner as you wish, provided
that you are always consistent with descriptions. Another thing to bear in mind is that it is
never easy to tell which is the right course to take (although the path of Darkness may be
clear enough, the path of Light is far more elusive). The Jedi must still be sure to follow
the Jedi Code regardless of what his visions seem to be telling him, otherwise his own
desires will encourage a less truthful vision and cause his downfall. And it is quite
possible for a skilled Dark Jedi to twist the readings of this power to suit his own ends.
Shift Sense
This power can be kept up and takes one minute. This may be reduced by 10 second
increments by increasing difficulty by one level per 10 second increment (Minimum time
to use of 30 seconds).
Sense Difficulty: Moderate for simple phenomena (such as heat or simple scents),
difficult for more uncommon phenomena (such as comm. frequencies, infrared radiation),
very difficult for specific, complex phenomena (such as setting olfactory nerves to detect
the presence of tibanna gas).
Required Powers: Magnify Senses.
Effect: The character may shift his or her senses as to detect phenomena of a different
type than normal, shifting eyesight to the infrared spectrum, setting olfactory nerves to
detect specific chemical combinations, or hearing frequencies above or below normal
range for his or her species. This power counts as a skill use for determining die code
penalties. Please note that this power is exceptionally useful in some aspects, but fairly
limited in others. For example a Jedi may detect comm. frequencies, but that does not
mean the Jedi can listen in on the transmissions. The Jedi will be able to detect that a
transmission is present, but may not necessarily be able to locate the signal's source, and
certainly will not be able to decode the information carried by the transmission.
Time Sense
This power can be kept up.
Sense Difficulty: Very easy, Easy - explanation see below.
Required Powers: Sense Force.
Effect: Sensing the rhythm, pulse, and the ebb and flow of the Force, the Jedi is able to
track the passage of time as precisely as the best chronometer. With a Very easy sense
roll, the Jedi can use this power as a stopwatch. With an Easy sense roll, the Jedi can use
this power as an alarm clock.
Translation
This power can be kept up and takes one minute.
Sense Difficulty: Moderate for humans or aliens, difficult for high-density languages
used by droids. If the target is being purposely cryptic, add +5 to the difficulty, +20 if the
language is written down.
Required Powers: Receptive Telepathy, Projective Telepathy.
Effect: This power allows the character to translate a language and speak it in kind. The
Jedi may decipher body language, explore the spoken word, or translate ancient Sith
texts. In order for this power to work, the character must first hear the target speak, or see
the words in written form (such as an ancient text or document). This power has may
advantages. First, it takes only one application of this power to understand a language. As
long as they all speak the same language and the power is kept up, the character need not
roll for each individual talking. Also, because they also speak using beeps and whistles,
droids may be communicated with using this power. Finally, the Jedi can translate
ancient texts, even if the language has long since vanished from the galaxy. Note that the
character does not really know the language. Once the power is no longer in use, the Jedi
is once again unable to decipher the target language.
Truth Sense
This power can be kept up and takes one minute.
Sense Difficulty: Easy, modified by Relationship.
Effect: This allows the Jedi to sense whether a person believes what they are saying is
true. It does not sense whether what they are saying is true in the overall reality, just
whether the subject believes it or not. This is the Force equivalent of a lie-detector test.
Weather Sense
This power can be kept up.
Sense Difficulty: Easy if the Jedi has lived in the area for more than a year, moderate if
the Jedi has lived in the area between six and twelve months, difficult if the Jedi has lived
in the area between one and six months, very difficult if the Jedi has lived in the area less
than one month, and is modified for proximity and local meteorological conditions.
Required Powers: Magnify senses.
Effect: This power allows the Jedi to attune himself to the workings of local weather
patterns. By sensing the movements of clouds, winds, tides, and solar bodies, someone
using this power can discern patterns in the weather and so make limited predictions
regarding the behavior of atmospheric phenomenon. The power does not lend itself to
quick predictions, however. It usually takes weeks for a Jedi to become accustomed to
local weather patterns and become familiar with unique features of the local topography
that it is possible to obtain accurate readings. The prediction is effective for four hours.
The difficulty increases if the Jedi wishes to make more extended forecasts.
Alter Powers:
Bolt of Hatred*
This power can not be kept up and takes one round.
Alter Difficulty: Moderate.
Effect: The Force-user creates in his hand a radiant sphere of pure hatred which he can
hurl at any target within his line of sight. After a successful alter roll to initiate the effect,
the Force-wielder makes a Thrown Weapons roll with a 2D bonus to launch the bold of
energy at his target. Characters hit by the sphere suffer 6D damage and automatically lose
a Character Point.
Cell Burst*
This power can not be kept up.
Alter Difficulty: Easy for organic material, Moderate for inorganic material. Modified
by Proximity
Effect: Disrupts the cells in matter causing 4D damage.
Dark Side Web*
This power can be kept up.
Alter Difficulty: Difficult.
Effect: When successfully initiated, this power summons strands of dark side power that
wrap around the Force-user's target, ensnaring him in a mesh of brilliance. The lattice of
energy severs the connection between the Force and the trapped individual and saps the
strength from his body. In game terms, the target of the Dark Side Web loses a number of
Force skill dice up to the number of the Force-wielder's alter dice. For example, if King
Ommin had 6D alter he could lower any of Master Arca's Force skills by six dice, or he
could break up those six dice across all of Arca's Force skills (Control, Sense, Alter),
lowering each by 2D (or in any combination as long as the total number of dice removed
totals 6D). If the Force-user desires, he may include the Strength attribute in the
reduction, thereby given him the option of temporarily removing dice from Control,
Sense, Alter and Strength in any combination of dice that adds up to his Alter skill.
Empower Weapon
This power can be kept up.
Alter Difficulty: Difficult.
Effect: This power is used to extend a field of energy around a melee weapon to create
the effects of a light weapon. When used on a sword, the blade becomes infused with
energy and has all the properties of a lightsaber (able to parry lightsabers, can be used
with Lightsaber Combat, able to parry blaster bolts, etc.), except damage is reduced to 4D
(and like a true lightsaber, the strength of the user makes no difference to the damage).
The power has similar affects on daggers, staffs, axes, etc.
Injure/Kill*
This power can not be kept up and takes one round.
Alter Difficulty: Target's Control or Perception roll.
Required Powers: Life Sense.
Effect: An attacker must be touching the target to use this power. In combat, this means
making a successful brawling attack in the same round that the power is to be used. When
the power is to activated, the user makes one roll. If he rolls higher than the character's
resisting Control or Perception total, figure damage as if the power roll was a damage
total and the Control or Perception roll was a Strength roll to resist damage.
Raise/Lower Temperature
This power can be kept up.
Alter Difficulty: Very easy-5 degree centigrade change, easy-10 degree centigrade
change, moderate-15 degrees centigrade change, difficult-20 degrees centigrade change,
very difficult-25 degrees centigrade change.
Effect: Affects a 20 meter diameter circle, with target change at center (with user) and
reducing 5 degrees every 5 meters from user.
Resonate
This power can be kept up.
Alter Difficulty: Moderate, modified by proximity and material strength.
Required Powers: Telekinesis.
Effect: This power allows the Jedi to set up a resonance in an object or area. This could
serve various purposes: rub air molecules together to produce light and heat, to create a
tremor to shake someone off their feet, to shatter a weapon in someone's hand. Use of this
power against living matter will give the Jedi a Dark Side Point.
Resonate Material
This power can be kept up.
Alter Difficulty: Easy, modified by proximity and material strength.
Required Powers: Resonate, Cell Burst.
Effect: This power allows the Jedi to set up a vibrating resonance in an object or area of
material. If the roll exceeds the difficulty by 10, the material starts to heat up. If the roll
exceeds the difficulty by 20, the material is destroyed. Increase the difficulty one level for
each cubic meter over the first that the Jedi wishes to resonate. Use of this power against
living matter will give the Jedi a Dark Side Point.
Strengthen Object
This power can be kept up and takes one round.
Alter Difficulty: Moderate +3D, difficult +4D, very difficult +5D, heroic +6D to +8D
depending on roll.
Size modifiers in m3 up to 1/4-+0, 1-+10, 2-+20, 4-+30.
Required Powers: Telekinesis.
Effect: This power strengthens and reinforces the structure of an object. Some Jedi have
discovered that is can also be used to weaken objects in a similar manner. Using the
Force, the Jedi reinforces the inter- and intra-molecular bonds in the object. The object
has the same density, volume, and mass as before, but it takes more energy to break the
bonds holding the object together. This is a relatively basic skill and is usually taught
early in a Jedi's studies. This reinforcement strengthens the object versus shearing forces,
stress, or disintegration/disassociation by high energies. Thus, a 1D staff strengthened at
the very difficult level would now have a strength of 6D - enough to resist a Lightsaber,
most of the time. Note that this does not effect the object's ability to do damage! Just
increases its resistance to breakage or destruction. And severely limits chemical
reactions. This Force Power may be used on living matter. However, because the various
enzymatic and chemical reactions, and protein interactions in living tissue are strongly
inhibited, use of this Force Power on living tissue is very damaging. For example:
Oxygen will no longer disassociates from carrier molecules, causing oxygen-starvation.
Hormones and neurotransmitters will not disassociate from receptor proteins. Blood cells
will coagulate on the blood vessel walls. DNA strands cannot be separated for
transcription to RNA--thus halting protein synthesis. There are very few organisms that
can withstand such inhibition of chemical reactions. Use of this Power on living tissue is
thus grounds for a Dark Side Point.
Telekinesis
This power can be kept up.
Alter Difficulty: Very easy for objects weighing one kilogram or less, easy for objects
weighing one to ten kilograms, moderate for objects 11 to 100 kilograms, difficult for
101 kilograms to one metric ton very difficult for 1001 kilograms to ten metric tons,
heroic for objects weighing 10001 kilograms to 100 metric tons. Object may be moved at
10 meters per round, add +5 per additional 10 meters per round. The target must be in
sight of the Jedi. Increased difficulty if object isn't moving in simple, straight-line
movement, +1 to +5 for gentle turns, +6 to +10 for easy maneuvers, +11 to +25 or more
for more complex maneuvers, such as using a levitated Lightsaber to attack and modified
by proximity. If the Jedi gestures then a bonus of +5 is granted.
Effect: This power allows the Jedi to levitate and move objects with the power of his
mind alone. If used successfully, the object moves as the Jedi desires. A Jedi can levitate
several objects simultaneously, but each additional object requires the Jedi to make a new
power roll. This power can be used to levitate oneself or others. It can be used as a
primitive space drive in emergencies. When used to levitate someone against their will,
the target may resist by adding their Perception or Control roll to the difficulty number.
Levitated objects can be used to attack other characters, but this automatically gives the
Jedi a Dark Side Point. Such objects do 1D damage if under a kilogram, 2D if one to ten
kilos, 4D if 11 to 100 kilos, 3D Speeder-scale damage if 101 kilos to one metric ton, 3D
Starfighter-scale damage if one to ten tons and 5D Starfighter-Scale if 11 to 100 metric
tons. Such attacks would require an additional Control roll by the Jedi, which would be
the to hit roll against the target's dodge. If the character doesn't dodge the attack, the
difficulty is easy.
Warp Matter
This power can not be kept up and takes 1-12 rounds, scaled by difficulty.
Alter Difficulty: Easy for liquid matter, moderate for malleable matter, difficult for hard
matter (metal, wood), very difficult for very dense matter (hulls, reinforced metal walls)
or gases. Size Modifiers: 1 cm3 +0, 1 litre/1000 cm3 +10, 1 m3 +25, 10 m3 +35.
Required Powers: Telekinesis.
Effect: This power allows the Jedi to mould a volume of matter to a new shape. The Jedi
must be able to touch some part of the object to be molded. This power does not destroy
the matter, it merely changes its shape or position (much like a very advanced
telekinesis). The effect is permanent. This Jedi is literally changing the world around
them. This power coaxes millions of atoms and molecules to move controlling each
particle. The fact that it is easier for the Jedi to affect the volume of matter as a whole
rather than as distinct particles is reflected in the harder difficulty of managing gases with
this power as opposed to some solids or liquids. This power can not be used on living
things. This one is for all the imaginative Jedi. You can do so much with this one, even if
it's only 1-3 cubic cm. Some examples include: peep holes, picking locks (melting),
sealing doors (spot weld), parting rivers (small ones), passing through walls, repair work
on anything mechanical, even breathing in space/water for short times.
Control and Sense Powers:
Anticipation
This power can not be kept up.
Control Difficulty: Moderate.
Sense Difficulty: Target's Perception or Control roll +10 (for resisting target) or Easy
(for non-resisting target). Modified by relationship and proximity.
Required Powers: Farseeing, Receptive Telepathy, Combat Sense.
Effect: This power enables a Jedi to anticipate an opponents' immediate actions and react
accordingly. The Jedi must declare use of this power at the beginning of the round
(before initiative is determined). If successful, the Jedi rolls his/her sense dice rather than
perception for initiative, and if s/he succeeds, the target must declare all of his/her actions
first, but the Jedi's declared actions occur first in the round (if the target declares a move
and a shot and the Jedi declares two shots, the Jedi's first shot occurs first, followed by
the target's move, followed by the Jedi's second shot, followed by the target's shot). The
use of control and sense at the beginning of the round gives the Jedi -2D penalty on all
other actions even if the skill use is successful. This power may be used on as many
targets per round as the Jedi wishes, but the subtracted dice are cumulative. The Jedi must
check each round to successfully anticipate another being's actions.
Blaster Combat
This power can be kept up.
Control Difficulty: Moderate.
Sense Difficulty: Easy.
Effect: This power is used to make a blaster more effective and efficient. A Jedi (usually
a Teepo Paladin) uses this power to control slight hand movements and to sense the
movement of his/her target. It is basically the Teepo version of lightsaber combat and
grants the following bonuses: Add Sense to Blaster Skill to strike. If the Jedi uses a
partial dodge he/she may add as many control and/or sense dice to the dodge. These dice,
however, can only be used once. If they are used to increase to hit chances they can not
be used to dodge as well. Therefore every round a Teepo has a dice pool to use in
changing his abilities in combat. This power can be used if the Jedi is performing a full
dodge as well. The power has to be brought up first however. Since a blaster can not
deflect a blaster, the Teepo Jedi have no form of parry, but the dodge bonuses should
create a balance. If the Teepo makes his Sense roll by 15 he automatically acts first in
that round and only that round. This is above and beyond normal initiative. It is also not
considered an unprovoked act. The Jedi senses the intent and action of the opponent
before the opponent can act. The Teepo Jedi must make his control roll at Difficult level
if he/she wishes to use two blasters in combat at once. Add 1D of Damage for every 5
points a Strike succeeds by. This power is exclusively taught by Teepo Paladins and will
only be taught to students who reject the use of lightsabers.
Call Animal
This power can not be kept up.
Control Difficulty: Very easy, Modified by Relationship (Max Difficulty = 24).
Sense Difficulty: Moderate, Modified by Proximity.
Required Powers: Sense Life, Beast Languages.
Effect: Allows a force user to call an animal to his aid. Sense is used to find the creature
and Control is used to contact it. This power does not give any control over the
summoned creature.
Death Sense
This power can not be kept up.
Control Difficulty: Moderate.
Sense Difficulty: Heroic, modified by relationship and proximity.
Required Powers: Life detection, Danger Sense, Farseeing.
Effect: This power allows the Jedi to sense the impending death of a character. The
prediction is within six rounds, and if the player beats the control roll by 15, the
prediction is extended to 5 minutes.
Disguise
This power can be kept up.
Control Difficulty: Difficult for Same species and race, very difficult for same species
different race, heroic for different species. Modified by relationship for a specific being
(ignore different species modifications).
Sense Difficulty: Moderate for just one component, difficult for two components, very
difficult for three components.
Effect: With this power the Force user can change various components to disguise
themselves, or even impersonate someone. The three components are: appearance, voice,
and gestures. The GM may rule that this power requires the expenditure of a Force Point
or a Character point to enable this change. If the character is attempting to impersonate
someone, increase the difficulty of the Sense roll by proximity (this is due to the fact that
the user must make contact through the Force with the being they want to impersonate in
order to do so authentically).
Eyes of the Eagle
This power can be kept up.
Control Difficulty: Moderate, modify by relationship and proximity.
Sense Difficulty: Moderate, modify by relationship and proximity.
Required Powers: Sense Life, Call Animal, Magnify Senses.
Effect: Allows a Jedi to piggy-back inside an animal's mind. The Jedi experiences all of
the creature's senses but may not control the animal in any way.
Farseeing
This power can not be kept up and takes one minute.
Control Difficulty: Very easy. Modified by proximity. Add +5 to +20 to the difficulty if
the character wishes to see into the past. Add +10 to +30 or more if the character wishes
to see into the future.
Sense Difficulty: Very easy if target is friendly and doesn't resist. If the target resists,
make a Control or Perception total for the difficulty. Modified by relationship.
Required Powers: Life Sense.
Effect: The user sees the person or place he wishes to see in his mind as the situation
currently exists. The power can also be used to see the past or future. The Jedi also sees
the immediate surroundings, and so can know, for example, when a friend is in danger, or
what has happened on his home planet in his absence. Farseeing requires calm conditions
and at least one minute, but often takes a few minutes. Farseeing cannot be done in the
face of danger. The Jedi's visions may not be entirely accurate. If difficulty is beat by, 0-
10, the past and present are 50%/the future is 10%, 11-20, 75%/25%, 21-30, 90%/50%,
31+, 100%/75%. The past and present are set and it is merely a matter of the Jedi having
correct perceptions. However, the future is always fluid, always in motion, never set until
it becomes the present - therefore it is much harder to predict. The percentages on the
chart are a rough measure of how much correct information the character receives in their
vision. For example, 10% means that the character will only be able to make out the most
basic details of a situation, such as my friends are in danger. 25% means, that the Jedi
gets a somewhat accurate vision of what will transpire, but most major details will be
missing from the vision. 50% means that the character's vision was about half right. 75%
means that the character has an understanding of the critical happenings, but the character
still has missed a major details or two, which, of course, can complicate things. 90%
means that the character has a very accurate and very detailed vision of what has or will
transpire. 100% means that the character's vision is even more accurate and detailed,
complete with minor, almost trivial details. When a character looks into the future, the
gamemaster has to make an honest effort to correctly represent what will happen: if the
characters get a 75% result, the gamemaster must try to predict what he thinks the
characters will do and what the outcome may be. Of course, since the future is so fluid,
things are always subject to change. Farseeing is a great mechanic for the gamemaster to
reveal part of the story, enough to tantalize the players, without ruining the story.
Force Call
This power can not be kept up and takes one round.
Control Difficulty: Vary based on the number of targeted individuals: 1-2 very easy, 3-
20 easy, 21-100 moderate, 101-1000 difficult, 1001-10000 very difficult, 10001+ heroic.
Sense Difficulty: Targets perception.
Required Powers: Receptive Telepathy, Projective Telepathy.
Effect: A Jedi can call upon the force to frighten enemies away from a fight. The call is
actually a call of an animal that the target fears.
Ka
This power can be kept up.
Control Difficulty: Moderate.
Sense Difficulty: Moderate.
Required Powers: Combat Sense, Emptiness or Rage.
Effect: Ka is more than just a power, it is a philosophy and code which describes and
dictates all influences in a Disciple of Shimura's life. Every movement, kata, and breath
tells a story and teaches a lesson. When activated, a Jedi enters a state similar to
Lightsaber Combat where he extends his senses and control of the Force around him to
enhance his effectiveness in hand-to-hand combat. While keeping this power up the Jedi
receives several bonuses, one free Brawling Parry per round, add 1/2 Sense Dice to
Brawling for strikes, add Control to Strength for Stun damage (through striking an
opponent's pressure points. Pressure strikes require a harder difficulty modified by
location and knowledge of the target's species, although a successful Alien Species or
Sense Life may reduce the Pressure Strike penalty), add Control to Strength to resist
Blunt damage (Blunt ONLY), add Sense to Brawling Parry (vs. Brawling strikes), add
Control to Brawling following a successful Brawling Parry to use the opponent's energy
against him in a throw doing damage equal to the target's Strength. This maneuver
requires an extra action but if successful there is no defense. Only followers of Shimura
should have any knowledge of Ka. Learning Ka takes much longer than learning other
skills/powers. Disciples of Shimura are dedicated to the slow, rewarding path of the
Force, and their style of teaching reflects those beliefs. Learning Ka requires at least 3
years of study at a Temple, the power Ka may not be learned until the student has first
learned the skill Ka Lore and the special ability Ka Combat.
Life Bond
This power can be kept up.
Control Difficulty: Moderate.
Sense Difficulty: See below. Modified by proximity.
Required Powers: Life Detection, Life Sense, Magnify Senses, Receptive Telepathy.
Effect: A Jedi character may choose the Life Bond power to permanently form a mental
link with one other individual, normally a life mate. Detailed information can be learned
by activating the power. If both characters have the Life Bond power, reduce all Sense
difficulties by one level, but both characters must still roll for Life Bond to achieve the
benefits listed below. The following benefits are only in effect when the characters are
actively using the Life Bond power. With an Easy Sense roll, the Force-user is aware of
the other's general location and general emotional state: whether the person is frightened,
in pain, injured, happy or experiencing some other strong emotion. With a Moderate
Sense roll, the Force-user experiences the other's senses: he or she sees through the
other's eyes, hears what the other hears, and smells, tastes and feels what the other person
is experiencing. However, at this level, the characters are affected by each others'
experiences - both characters share pain, and if one character is injured, the other
character suffers an injury one level lower (i.e., if one character is mortally wounded, the
life-bonded character is incapacitated). With a Difficult Sense roll, the Force-user is
considered telepathically-linked to the life-bonded partner (as per the projective telepathy
power), allowing the characters to carry on a telepathic conversation. As an added
benefit, the two characters can sense premonitions about each other: for example, if one
character is severely injured, his or her life bond partner will sense that something bad
has happened. This aspect of the Life Bond power is modified by proximity only, as
outlined below. Sensing premonitions is automatic if within 1000 km of each other. If on
the same planet but more than 1000 km from each other, a very easy Sense roll is
necessary to sense premonitions. If not on the same planet but in the same star system, an
easy Sense roll is necessary to sense premonitions. If not in the same star system but
within 10 light years, a moderate Sense roll is necessary to sense premonitions. If more
than 10 light years away but less than 100 light years distant, a difficult Sense roll is
necessary. If more than 100 light years away from each other a very difficult Sense roll is
necessary. Life bonded characters may not share skills, attributes, Force Points or
Character Points. However, since the characters do have such a close bond, the actions of
one can affect another. If a life bonded character commits an evil action, the Jedi partner
receives a Dark Side Point even though these actions were not the Jedi's fault. Obviously,
life bonding is an exceedingly serious commitment, not to be taken lightly. Both
characters must agree to the Life Bond for the power to work and the character may only
life bond with one other individual. Life bonding takes 1D weeks to be completed, during
that time, the Jedi's Control is -1D. The Life Bond power may not be activated until the
bond is completely formed. Death is the only means of severing the life bond. If one
member of a life-bonded couple is killed, the surviving partner enters a near-catatonic
state of shock for 1D days. After re-awakening, the partner grieves and readjusts to a
solitary existence, all die codes are reduced by -1D for the same amount of time it took to
forge the life bond. Any attempt to forge a new life bond in the future requires a much
longer period of adjustment: 2D weeks for a second bond, 3D weeks for a third bond, and
so forth. Life bonding is more than a helpful power, it is representative of an extremely
strong and powerful emotional link between two individuals. As previously indicated,
this power is normally used between spouses, but close relatives and friends may choose
to life bond. This skill does have tactical advantages: the two characters could act
independently yet be fully aware of the other's actions. One character could enter into a
hazardous situation, while the other remains with a unit commander. The life bond is a
permanent link of mind and spirit that was probably first achieved accidentally.
Misunderstandings between life-bonded individuals are rare since this power leads to a
relationship of absolute honesty and very intimate emotional awareness. The life bond
develops over time and the change to feeling another's emotions and senses - establishing
a sensory and emotional synthesis - is a life changing event. If only one character in the
life bond is a Force-sensitive, often the other partner takes up study of the Force, with the
original Jedi serving as teacher. The standard times and Character Point costs apply for
learning Force abilities. Of course, moral obligation inherent in wielding Force powers
must be communicated as those powers are taught, especially since one character can
accumulate Dark Side Points because of the actions of the other partner.
Lightsaber Combat
This power can be kept up.
Control Difficulty: Moderate.
Sense Difficulty: Easy.
Effect: To use a Lightsaber most effectively, a Jedi learns this power. The Jedi uses this
power both to wield this elegant but difficult-to-control weapon while also sensing his
opponent's actions through his connection with the Force. This power is called upon at
the start of a battle and remains up until the Jedi is stunned or injured, a Jedi who has
been injured or stunned may attempt to bring the power back up. If the Jedi is successful
in using this power, the Jedi adds his Sense dice to his Lightsaber skill roll when trying to
hit a target or parry, and he adds or subtracts up to the number of his Control dice to the
Lightsaber's 5D damage when it hits in combat. Players must decide how many Control
dice they are adding or subtracting before they roll damage. If the Jedi fails the power
roll, he must use the Lightsaber with only his Lightsaber skill to hit and the weapon's
normal damage in combat and he cannot attempt to use the power again for the duration
of the combat. Finally, the Jedi may use Lightsaber Combat to parry blaster bolts. To do
this, the character must declare that he is parrying that round, using his Lightsaber skill as
normal. The Jedi may also attempt to control where the deflected blaster bolts go,
although this counts as an additional action. The Jedi must declare which specific shot he
is controlling. Then, once the roll is made to see if the blaster bolt was parried by the
Jedi, the Jedi makes a Control roll, with the difficulty being his new target's dodge or the
range. The damage is that of the original blaster bolt.
Machine Empathy
This power can be kept up.
Control Difficulty: Moderate.
Sense Difficulty: Difficult.
Effect: This power is used by the Jedi to sense the inner workings of a machine and to
guide his actions while repairing them. While this skill is up, a Jedi can add his sense or
control dice to his repair skills.
Mediation
This power can be kept up and takes one minute.
Control Difficulty: Moderate.
Sense Difficulty: Moderate, modified by relationship.
Required Powers: Truth Sense, Receptive Telepathy.
Effect: This power allows the Jedi to mediate between two parties for the purposes of
coming to an agreement. The Jedi attempts to read the intentions of the persons being
mediated, and then tries to make a judgement call. If there are more than two participants,
add one difficulty level per person over two.
Mental Translocation
This power can not be kept up and takes 3 rounds to prepare plus duration of power.
Control Difficulty: Difficult, modified by proximity.
Sense Difficulty: Moderate.
Required Powers: Emptiness or Rage, Farseeing, Hibernation Trance, Instinctive
Astrogation, Life Detection, Life Sense, Magnify Senses, Projective Telepathy, Remain
Conscious, Shift Sense.
Effect: When using this power, the Jedi's mind can leave his/her/its body and travel away
from it in any direction and through any physical obstacle. The physical universe cannot
harm the Jedi's mind (unless hypnotic/brainwashing or mind-affecting stimuli are
perceived). The Jedi uses the Force to perceive the surroundings, essentially duplicating
the function of normal sensory organs. However, due to the complexity of this power, the
Jedi can only use two non-interactive senses to perceive the environment. The sense of
touch, or any sense that would require interaction with the environment cannot be used.
Attempts to use interactive senses results in only one sense being available. If this too is
an interactive sense, the Jedi is totally blind and cannot return to the body (the Jedi has no
senses). The non-corporeal Jedi may move at a maximum rate of 10m/round, unless a
Heroic + proximity Control roll made, then the maximum movement is 1 km/round (i.e.
200m/s). The user's body dehydrates and hungers at twice the normal rate. Proximity
modifier is based on the furthest extent of the intended distance (declared before the skill
rolls are made). Should the Jedi wish to go beyond this limit, a new Control roll must be
made, modified by the increase in intended distance. Failing this roll results in the mind-
body connection being broken, and the Jedi being unable to inhabit his former body (It is
believed that the Emperor used a modification of this power to break his mind free from
his body at the moment of his death on the 2nd Death Star. This suggests it may be
possible to use Force Powers while using Mental Translocation such as Transfer Life).
The only method of detecting the presence of the incorporeal Jedi is by using Life
Detection. Obviously, detection of the Jedi in this manner is nearly always accidental. In
order for the Jedi to find the way back and re-inhabit his body, the Jedi must make a
Moderate Control roll. This skill cannot be used to inhabit bodies other than the original
host. Also, while using Mental Translocation, the body is very susceptible to the Force
power Transfer Life (treat as recently dead body).
Projective Telepathy
This power can not be kept up.
Control Difficulty: Very easy. Increase difficulty by +5 to +10 if the Jedi cannot
verbalize the thoughts he is transmitting. Modified by proximity.
Sense Difficulty: Very easy if target is friendly and doesn't resist. If target resists, roll
Perception or Control roll to determine the difficulty. Modified by relationship.
Required Powers: Receptive Telepathy.
Effect: If the Jedi successfully projects his thoughts, the target hears his thoughts and
feels his emotions. The target understands that the thoughts and feelings he is
experiencing are not his own and that they belong to the user of the power. If the Jedi
doesn't verbally identify himself, the target doesn't know who is projecting thoughts to
him. This power can only be used to communicate with other minds, not control them.
Read Mind
This power can be kept up.
Control Difficulty: Moderate, modified by proximity.
Sense Difficulty: Moderate, modified by relationship.
Required Powers: Projective Telepathy, Receptive Telepathy.
Effect: This power allows a Jedi to see what a person is thinking without the target
knowing that anyone has invaded his mind. If the target being read can use the ways of
the Force, he realizes this is happening only if a Sense roll equal or greater to the users is
made. With a equal or greater Control roll the target can break free from the reading.
Depending on how much greater the target's Control roll is, the Jedi might enter a state of
shock.
Share Senses
This power can be kept up.
Control Difficulty: Moderate, modified by relationship and proximity.
Sense Difficulty: Moderate, modified by relationship and proximity.
Required Powers: Projective Telepathy.
Effect: This power allows the Jedi to experience all of the senses of a person or creature.
This lets the Jedi see through the target's eyes, hear what the target hears, and smells,
tastes, and feels what the target is experiencing. As the Jedi experiences all sensation
from the target, the Jedi also experiences the target's joy, pain and emotions. If the target
is injured, the Jedi experiences the injury at one level lower than the target. The Jedi may
only piggy-back and cannot control the target in any way.
Telepathy
This power can be kept up.
Control Difficulty: Very easy, increase difficulty by +5 to +10 if the Jedi cannot
verbalize the thoughts. Modified by proximity.
Sense Difficulty: Very easy if the target is friendly, known and open to the contact, if the
target resists then Control or Per, whichever is higher, will be rolled to determine the
difficulty. Add +5 to +10 if searching for data depending upon how specifically you
know it. Modified by relationship.
Effect: This follows the dictionary definition of telepathy, two-way communication and
mental searching by means other than sensory. Thus two or more beings could
communicate privately and mentally with each other taking turns sending and receiving
thoughts and/or feelings or one could probe another's mind for data such as a code or
password. It is thought, no pun intended, that there are races that communicate only by
telepathy in the Outer Rim and Unexplored Territories. If the sender does not identify
herself to the target(s) then the target(s) have no idea who is contacting them. [GM Note:
each additional being contacted beyond the first counts as an additional action and suffers
appropriate D loss].
Trepanning
This power can not be kept up and lasts one round.
Control Difficulty: Moderate, modifies by proximity.
Sense Difficulty: Targets search or perception.
Effect: This power allows a Jedi to call upon the force to lead someone or something off
his trail, or into a trap. A popular use is to throw your scent somewhere else, as cover,
while you make an escape. The further away the target gets from you the harder it is to
maintain.
Control and Alter Powers:
Aura of Uneasiness*
This power can be kept up.
Control Difficulty: Easy, modified by proximity but limited to the line of sight.
Alter Difficulty: Easy.
Effect: This power allows a Sith to project a field of vague discomfort and unease around
him. which causes non-sentient creatures to sense a vague uneasiness about the person.
Aura of Uneasiness effectively acts as the Intimidation skill. When used against a sentient
being, the Sith rolls Alter+3D against the targets Willpower or Perception.
Accelerate Another's Healing
This power can not be kept up and takes one minute.
Control Difficulty: Very easy, modified by relationship.
Alter Difficulty: Very easy.
Required Powers: Accelerate Healing.
Effect: The target is allowed to make extra healing rolls, as outlined in Accelerate
Healing. The Jedi must be touching the character whenever he attempts a healing roll.
Cause Disease*
This power can not be kept up and takes one minute.
Control Difficulty: Very easy, modified by how bad the disease is (Gamemaster's
decision).
Alter Difficulty: Very easy.
Required Powers: Accelerate Another's Healing, Control Disease.
Effect: The target becomes diseased by a virus. The Jedi must be touching the character
whenever this power is activated.
Cause Unconsciousness*
This power can not be kept up.
Control Difficulty: Easy. Modified by proximity. Modified by relationship.
Alter Difficulty: Easy for wounded characters, moderate for stunned characters, difficult
for all others.
Required Powers: Control Another's Pain, Remain Conscious.
Effect: The target passes into unconsciousness.
Control Another's Disease
This power can not be kept up and takes one minute.
Control Difficulty: Very easy, modified by relationship.
Alter Difficulty: Very easy.
Required Powers: Accelerate Another's Healing, Control Disease.
Effect: The target is allowed to make extra healing rolls as outlined in Accelerate
Healing. The Jedi must be touching the character whenever this power is activated.
Control Another's Pain
This power can be kept up. If power is dropped, the target suffers penalties as normal.
Control Difficulty: Very easy, modified by proximity and relationship.
Alter Difficulty: Easy for wounded characters, moderate for incapacitated characters,
difficult for mortally wounded characters.
Required Powers: Control Pain.
Effect: This power has the same effect on the target that Control Pain does on his user.
Control Breathing
This power can be kept up.
Control Difficulty: Moderate.
Alter Difficulty: Very difficult.
Required Powers: Concentration, Hibernation Trance, Telekinesis.
Effect: This power allows a Jedi to control the amount of oxygen flowing into his or her
body. The Jedi takes control of the surrounding atmosphere, pulling oxygen molecules
through the skin and into the lungs. With this power the Jedi can effectively breathe
underwater, and conversely a water breather could survive on land. In game terms, this
power negates the need for a breath mask, mechgill, or any re-breather gear. In the cold
of space or a hard vacuum, however, this power would be of little use. Even if the Jedi
could somehow survive the drastic changes in pressure or the extreme temperatures, there
is not enough oxygen in these environments for the Jedi to grab. The power will remain
up until the character either takes incapacitating damage or willfully drops it.
Detoxify Poison in Another
This power can not be kept up and takes five minutes.
Control Difficulty: Very easy, modified by relationship.
Alter Difficulty: Very easy for a very mild poison (alcohol), easy for a mild poison,
moderate for an average poison, difficult for a virulent poison, very difficult to heroic for
a neurotoxin.
Required Powers: Accelerate Healing, Accelerate Another's Healing, Control Pain,
Control Another's Pain, Detoxify Poison.
Effect: This power allows a Jedi to remove or detoxify poison from a patient's body
faster than is normally possible. While using this power, the Jedi remains in physical
contact with the patient. As long as the Jedi is in contact with the target, that person is
considered immune to the effects of the poison. Failure to make the required Control and
Alter difficulty checks or breaking physical contact during the use of the power causes
the patient a wound.
Electronic Manipulation*
This power can not be kept up and takes one round to use.
Control Difficulty: Easy for non-sentient machines, moderate for sentient machines,
difficult for sentient hostile to Sith, modified by proximity.
Alter Difficulty: Easy for slight alterations, moderate for significant changes in
programming, difficult for major reprogramming.
Required Powers: Absorb/Dissipate Energy, Affect Mind.
Effect: This power allows the Sith to channel his anger into the electronic circuits of a
computer, droid, or machine, and reprogram it by manipulating its physical and electrical
components. The reprogramming can only restore original programming that has been
altered, not actually rewrite a computer’s programming. Since this Sith power can only
be evoked in a state of rage, the Jedi have avoided using it.
Feed on Dark Side*
This power can be kept up.
Control Difficulty: Moderate when activated, very easy for each round thereafter.
Alter Difficulty: Moderate when raised, no roll for subsequent rolls.
Required Powers: Sense Force.
Effect: This power allows a Jedi to feed on the fear, hatred or other negative emotions of
others to make himself more powerful. It does not matter to the Dark Side why the others
are filled with dark emotion, the feelings alone suffice. In game terms, in any round in
which a character using this power is in the presence of a Light Side Force-Sensitive who
gains a Dark Side Point, the character gains a Dark Side Point, and a Force Point. If
multiple characters gain Dark Side Points in the same round, the character gains multiple
Force Points. These Force Points must be spent within five minutes of being received.
This is a power that Dark Jedi use to gain power from the anger and hatred they cause in
their foes. For player characters who are quick to anger, it is impossible to die-roll their
way out of this situation. The only way they can stop a Jedi from gaining extra Force
Points from this power is not to give in to the Dark Side. This can be extremely difficult,
particularly as there is nothing to stop the Dark Jedi from doing everything in his power
to provoke these negative emotions. This might include deception, butchering innocents,
taunts, insults, threats against the characters, their friends, families, home planet or base,
and anything else that is likely to make them call on the Dark Side. Players who are
unable to think of a better way of defeating a Dark Jedi than by brute force are very likely
to be destroyed if faced with this power. Avoid overuse of this power as it can severely
disrupt game balance if not used in moderation.
Fertilize
This power can not be kept up.
Control Difficulty: Moderate.
Alter Difficulty: Easy-growth/birth rate x1.25, moderate-growth/birth rate x1.5, difficult-
growth/birth rate x1.75, very difficult-growth/birth rate x2, heroic- growth/birth rate x4.
If subject is sentient, modify for relationship.
Required Powers: Detoxify Poison in Another, Sense Life, Accelerate Another's
Healing.
Effect: Makes soil/animals more fertile.
Force Lights
This power can be kept up (for as long as the Jedi can stand it).
Control Difficulty: Unfocused-very easy, thick beam (glowrod)-moderate, thin beam
(blaster bolts)-difficult, focused beam (surgical laser)-heroic, multiple beams +4 each.
Alter Difficulty: Candle intensity-very easy, daylight intensity-easy, fluorescent
intensity-moderate, searchlight intensity-difficult, engine glow intensity-very difficult,
star intensity-heroic.
Required Powers: Absorb/Dissipate Energy.
Effect: This power is typically used by Jedi to light darkened areas, but it has it's uses as
an offensive power and a heat source as well. When activated unfocused, the Jedi glows
with the desired intensity so long as it is achieved. Heat and light radiate outward from all
points on the Jedi's body. At any intensity greater than Fluorescent, the Jedi/others around
him receive damage: searchlight-4D per round/blinded (duration +1 rounds), engine
glow-15D per round/10D rounds and blinded(duration +5 rounds), star-30D per
round/20D rounds and blind. When used unfocused, the Jedi can attempt to
Absorb/Dissipate the energy that he is receiving, with an appropriate roll based on the
above Alter difficulties. When activated as a thick beam: candle-bright, daylight-brighter
light, fluorescent-blinding light (duration +1 round), searchlight-heated light (2D damage,
blinded +2), engine glow-burning light (6D damage, blinded +5), star-searing light (14D
damage, blind). When activated as a thin beam: candle-bright light, daylight-blinding
light, fluorescent-heated light, searchlight-burning light, engine glow-searing light, star-
blazing light (20D damage, blind). When activated as a focused beam: candle-blinding
light, daylight-heated light, fluorescent-burning light, searchlight-searing light, engine
glow-blazing light, star-supernova light (30D damage, blind). When aiming a beam, the
Jedi uses his Control dice. While using any beam, the Jedi receives 1/3 damage, rounded
to the nearest whole dice, never to drop below 1D.
Force Lightning*
Control Difficulty: Difficult. Modified by proximity but limited to the line of sight.
Alter Difficulty: Perception or Control roll of target.
Required Powers: Absorb/Dissipate Energy, Injure/Kill, Inflict Pain.
Effect: This power is a corruption of the Force, harnessing pure hatred and evil from the
user and the Dark Side. When used, it produces bolts of white or blue energy which fly
from the user's fingertips, like lightning. These bolts tear through the target, causing
intense pain and injury. The user must make a Control roll to summon the energy for
these bolts. These lightning bolts cannot be parried or dodged. Once the lightning bolts
are called forth, the victims only hope is to roll higher with his Perception or Control. If
the victim does roll higher, the lightning bolts reach out toward the victim, but are
deflected or go around. A Jedi armed with a Lightsaber can use the Lightsaber Combat
power to block force lightning by rolling a higher Control total, but Force Lightning
cannot be deflected to other targets. This power can be dissipated with the
Absorb/Dissipate Energy power - the intended victim simply absorbs the bolts. When
someone uses force lightning, the damage is 1D for each 1D of Alter the user has. The
victim resists damage with his Strength, armor is useless against force lightning. Force
lightning courses over and into its target, convulsing him with pain, siphoning off his
energies and eventually killing him. If this power stuns, wounds, or causes any other
injury to a character, he is so convulsed with pain, that he is incapable to performing any
actions for the rest of the round and the next round.
Force Transduction
Control Difficulty: Very difficult.
Alter Difficulty: Easy-small battery (1 Min), moderate-character scale (1 Hour),
difficult-speeder/walker scale (2 Hours), very difficult-starfighter scale (takes 8 hours),
heroic-capital ship scale (takes 1 day).
Required Powers: Absorb/Dissipate Energy, Force of Will, Transfer Force, Conduit.
Effect: Using this power, the Jedi can charge energy cells using the Force. Only one
power cell can be charged at a time (Most Stock Light Freighters carry about 50
Starfighter Scale energy cells).
Force Weapon*
This power can be kept up for specific weapons, but another Dark Side Point is gained
every five rounds.
Control Difficulty: Very Difficult.
Alter Difficulty: Special, see below.
Required Powers: Force Lightning, Absorb/Dissipate Energy, Transfer Force.
Effect: This power utilizes pure Force energy to create a weapon powered by the Force.
This can be used for any blaster or lightsaber (and similar energy weapons). The Dark
Jedi uses his Control to energize the weapon, and a blade or blaster bolt of pure Force is
created. The Jedi uses Alter for damage. The weapons used for this acts identically to
their real varieties in all respects. Each weapon must be specially created like a
lightsaber, but a Dark Jedi can make a real weapon into the same structure. Use of this
power does not harm any internal weapon components. This is a potentially unbalancing
power, and as such is only known by a few (one person in my galaxy, Eildath the Dark).
Heal Another
This power can not be kept up and take five minutes for each level to be healed.
Control Difficulty: Easy-wounded and wounded twice, moderate-incapacitated,
difficult-mortally wounded.
Alter Difficulty: Very easy, Modified by Relationship.
Required Powers: Accelerate Another's Healing, Control Another's Pain, Emptiness,
Detoxify Poison in Another.
Effect: This power completely removes one level of an injury. If the first use of this
power is unsuccessful, each repeated attempt raises the difficulty by one level. The user
must be in touch of the target to use this power.
Immerse Another
(If any one has a definition for the power, please send it to ghoti_of_fan@[Link])
Induced Sleep
This power can not be kept up.
Control Difficulty: The target's Willpower, Stamina, or Control.
Alter Difficulty: Very easy-1 target, easy-2 targets, moderate-4 targets, difficult-8
targets, very difficult-12 targets, heroic-20+ targets. -10 If target is tired or has failed a
stamina roll, -5 If the user first uses Affect Mind to convince the target that they are tired,
+0 if target is not actively doing something that requires complete attention, +5 If target
is doing something that requires attention, +10 If target is actively doing something that
requires attention, +20 If the target is actively engaged in combat or is in a combat
situation.
Required Powers: Dim Another's Senses, Affect Mind.
Effect: Induced sleep allows a Jedi to put a target into a deep sleep, from which the target
cannot be awakened while the power is in effect. Sleep lasts for 1D6 hours after this
power is discontinued, however targets can be awakened before that time by natural
means. If the Jedi or anyone with the Jedi harms the target while they are helpless, the
Jedi receives a Dark Side Point. This power cannot affect Droids or creatures who do not
require sleep.
Inflict Pain*
This power can not be kept up.
Control Difficulty: Very easy, modified by proximity.
Alter Difficulty: Target's Control or Perception roll, modified by proximity.
Required Powers: Control Pain, Life Sense.
Effect: The target experiences great agony. The user causes damage by rolling their Alter
skill while the target resists damage with its Control, Perception or Willpower. Damage is
figured as if the attack was a stun attack, although, if the target suffers any damage at all,
they are incapable of acting for the rest of the round and the next round.
Null Gravity
This power can be kept up and takes ten minutes of meditation.
Control Difficulty: Difficult.
Alter Difficulty: Difficult.
Required Powers: Telekinesis, Resonate, Absorb/Dissipate Energy.
Effect: The user creates an interference field, which disrupts the gravity in a two meter
radius. Anyone caught in it, floats upward provided that there is proper force applied. The
user must be in the center of the radius and the field may not be moved.
Place Another in Hibernation Trance
This power can not be kept up and takes five minutes.
Control Difficulty: Very easy, modified by relationship.
Alter Difficulty: Very easy, modified by proximity.
Required Powers: Hibernation Trance.
Effect: This power allows a Jedi to put another character into a Hibernation Trance. The
affected character must be in physical contact with the power's user and must agree to be
shut down this power cannot be used as attack to knock others unconscious. This power
can be used to bring another character out of a Hibernation Trance, but the Alter
difficulty is increased by +10.
Poison Another*
This power can not be kept up and takes five minutes.
Control Difficulty: Very easy.
Alter Difficulty: Very easy for a very mild poison (alcohol), easy for a mild poison,
moderate for an average poison, difficult for a virulent poison, very difficult to heroic for
a neurotoxin.
Required Powers: Accelerate Healing, Accelerate Another's Healing, Control Pain,
Control Another's Pain, Detoxify Poison.
Effect: This power allows a Jedi to poison a person's body faster than is normally
possible. While using this power, the Jedi remains in physical contact with the target. As
long as the Jedi is in contact with the target, that person is considered immune to the
effects of the poison. Failure to make the required Control and Alter difficulty checks or
breaking physical contact during the use of the power causes no harm to the patient.
Project Force
This power can be kept up and takes one minute per cubic meter.
Control Difficulty: Easy, modified by proximity but limited to the line of sight.
Alter Difficulty: Moderate.
Effect: With this power, the Jedi can project ambient personal Force away from her
body. If the Jedi is of the Light Side, anyone within the projection will feel warmth and a
sense of well-being. If the Jedi is of the Dark Side, see Aura of Uneasiness.
Remove Another's Fatigue
This power can not be kept up.
Control Difficulty: Easy.
Alter Difficulty: Moderate, modified by proximity and relationship.
Required Powers: Accelerate Healing, Accelerate Another's Healing, Control Pain,
Control Another's Pain, Remove Fatigue.
Effect: This power allows the Jedi to remove the effects of fatigue in another. However,
unlike the basic power, the Jedi must wait until the target is actually fatigued, before
offering assistance. Hence the penalties for filing a stamina check can be counteracted,
but must be addressed as they occur.
Return Another to Consciousness
This power can not be kept up.
Control Difficulty: Easy, modified by proximity and relationship.
Alter Difficulty: Easy for incapacitated characters, difficult for mortally wounded
characters.
Required Powers: Control Another's Pain, Remain Conscious.
Effect: The target returns to consciousness. The target has the same restrictions as
imposed by the Remain Conscious power.
Scribing
(If any one has a definition for the power, please send it to ghoti_of_fan@[Link])
Transfer Force
This power can not be kept up and takes one minute.
Control Difficulty: Easy, modified by relationship and proximity.
Alter Difficulty: Moderate.
Required Powers: Control Another's Pain.
Effect: This power will save a mortally wounded character from dying because the Jedi
is transferring his life force to the target. When a character has force transferred to him,
he remains mortally wounded, but he will not die, provided he isn't injured again. The
character is in hibernation, and will stay alive in this state for up to six weeks. The Jedi
must be touching the target character is activated. When this power is used, the power
must spend a Force Point (this is the life force that is transferred to the target). This use is
always considered heroic, so the character will get the Force Point back at the end of the
adventure. The recipient of this power must be willing.
Waves of Darkness*
This power can be kept up.
Control Difficulty: 1-2 m-moderate, 3-10 m-difficult, 11-20 m-very difficult, 21-30 m-
heroic.
Alter Difficulty: 1-2 m-moderate, 3-10 m-difficult, 11-20 m-very difficult, 21-30 m-
heroic.
Effect: The user delves into the darkness of her own spirit and dredges up the feelings of
hatred, jealousy, greed and rage that linger in shadowed recesses. Using the Force as a
power source, she expels these vile emotions in waves of dark side energy that radiate
outward in an expanding sphere. Anyone caught in the disturbance suffers immediate
confusion, and a few seconds later flees in fear. In game terms, those entering the area
infested by the dark side waves must make a Willpower or Control roll against the Force-
user's Control total for initiating the effect. Anyone who fails the roll cannot take his next
action (in this combat round or the next) and must flee on the successive round. Anyone
who succeeds becomes confused and can take no more than one action each combat
round until he exits the field of dark side energy.
Sense and Alter Powers:
Affect Emotions
This power can be kept up.
Sense Difficulty: Target's Control, Willpower or Perception (Highest) modified by
relationship.
Alter Difficulty: Moderate-hunger/thirst, difficult-happy/sad/awe/fear/fatigue/confused,
very difficult-very sad/very happy, heroic-hatred/love. Add/Subtract Difficulties where
appropriate. Example: Target is happy and user desires love (Hate). The difficulty is 15
(45) or 30-15 (30+15).
Required Powers: Affect Mind.
Effect: Allows a Jedi to manipulate the emotional state of a target. Be careful, this power
can lead to a Dark Side Point real fast.
Commune With Nature
This power can be kept up.
Sense Difficulty: Moderate.
Alter Difficulty: Easy-feeling of tranquillity, moderate-grass grows, difficult-flowers
grow/animals attracted, very difficult-trees grow/fresh water springs, heroic-terra form
(GM sets Difficulty). Difficulties are based on an open plain. Modify for climate, temp,
etc: desert +20, Dark Side imprint +20, tundra +15, ocean bank +15. Modify by
proximity.
Required Powers: Sense Life, Emptiness, Fertilize, Call Animal.
Effect: While meditating in an outdoor area, the Jedi bonds with all living creatures in
the area and influences their development. Soil becomes more fertile, plants begin to
grow, creatures sense tranquillity, etc. Sense is used to create the link and Alter makes
changes in the pattern of nature around him.
Create Fire
This power can not be kept up and takes one minute.
Sense Difficulty: Moderate.
Alter Difficulty: Easy, modified by target Strength.
Required Powers: Telekinesis.
Effect: The Jedi is able to start a fire anytime, anywhere there is enough oxygen and fuel
to support the flame. If need be, even starship hull plating can be ignited. When used in
conjunction with Transmutation, a fire may even be ignited under water or in space. If
used as an attack, the Jedi receives a Dark Side Point. To figure damage, roll target's
Strength against the Alter roll. A result of a 4 or better gets through to the target and
ignites it.
Dim Other's Senses*
This power can be kept up. Target's attributes will suffer until dropped.
Sense Difficulty: Easy, modified by proximity.
Alter Difficulty: Target's Control or Perception roll.
Effect: This power greatly reduces the Perception of the target character. If successful,
reduce the character's Perception and all Perception skills, depending upon the result if
beat by, 0-5 -1 pips, 6-10 -2 pips, 11-15 -1D, 16-20 -2D, 21+ -3D. The power may be
used on more than one target at a time, with an increase of +3 to the Sense difficulty for
each additional target, the target with the highest Control or Perception rolls for the entire
group.
Empower Self
This power can be kept up.
Sense Difficulty: Moderate.
Alter Difficulty: Moderate.
Required Powers: Ka, Absorb/Dissipate Energy.
Effect: When this power is activated an energy field surrounds the body (especially the
hands and forearms) of the Monk (follower of Shimura) allowing him to parry and deflect
blaster bolts as well as lightsabers. While kept up the Monk may add his Sense to
Brawling Parry and may deflect blaster bolts using sense as per Lightsaber Combat.
While the Monk is empowered he may also add Alter to his brawling damage.
Force Wind*
This power can be kept up.
Sense Difficulty: Moderate.
Alter Difficulty: Moderate to affect 5 meters, difficult to affect 10 meters, very difficult
to affect 15 meters.
Required Powers: Magnify Senses, Shift Sense, Telekinesis.
Effect: This power allows the Sith to manipulate and channel air currents to form
powerful and destructive tornadoes that can lift people into the air and fling them about.
The cyclone does the Sith's Alter code in damage to all within its range.
Greater Force Shield
This power can be kept up.
Sense Difficulty: As per Starship Shields Skill.
Alter Difficulty: Total roll divided by 7 is the #D. Example: Jedi rolls 14 with 5D Alter,
the dice added to resist damage is 2D.
Required Powers: Lesser Force Shield.
Effect: The Jedi creates a protective shield around his body. This power is used like
starship shields. Sense is used to aim the shield (just like starship shields) and Alter
dictates the dice added to a strength roll to resist damage. This power works equally well
against both physical and energy attacks.
Group Mind
This power can be kept up.
Sense Difficulty: Easy.
Alter Difficulty: Very easy modified by relationship. Add 2 difficulty levels for every
creature in range not to take part in Group Mind.
Required Powers: Projective Telepathy.
Effect: Allows user to telepathically communicate with all creatures within 30 meters.
Lesser Force Shield
This power can be kept up.
Sense Difficulty: Easy.
Alter Difficulty: Moderate.
Required Powers: Absorb/Dissipate Energy, Concentration, Magnify Senses,
Telekinesis.
Effect: This power allows the Jedi to surround his body with a Force-generated shield.
The shield can be used to repel energy and physical matter away from the Jedi's body,
down to the molecular level. The shield acts as STR+1D armor to all energy and physical
attacks made against the Jedi, including non-directional attacks such as gas clouds and
grenade blasts. The shield is not particularly strong, but can sometimes be just enough to
protect the Jedi from serious injury.
Magnify Another’s Senses
This power can not be kept up and takes three rounds.
Sense Difficulty: Very easy, modified by proximity.
Alter Difficulty: Easy modified by proximity.
Effect: This power allows a Jedi to increase the effectiveness of another person's normal
senses to perceive things that otherwise would be impossible without artificial aids. The
target can hear noises beyond his normal hearing due to distance or softness - he can't
hear beyond normal frequencies. Likewise, he can see normally visible things over
distances that would normally require the use of macrobinoculars, and identify scents and
odors that are normally too faint for Human olfactory senses.
Modify Sense
This power can not be kept up and takes three rounds.
Sense Difficulty: Easy.
Alter Difficulty: Moderate.
Effect: With this power, a Jedi can modify one of his senses to perform the function of
another of his senses if the original sense is disabled. For example, a Jedi stricken blind
can use Modify Senses to enable his ears to hear light, thereby regaining normal vision. A
deaf Jedi could feel sound with his skin, and so on. The modified sense may not be
enhanced with Magnify Senses. The sense that was in place before modifying still
functions. If a Jedi uses his eyes to see sound, he will still perceive light through his eyes
normally (unless he was blind too). A sense can only be transferred to a sense organ that
works. If a Jedi's eyes are disabled, then they can't be modified to see anything else.
Precipitate
This power can not be kept up and takes one minute per m3.
Sense Difficulty: Difficult.
Alter Difficulty: Heroic, modified by proximity.
Required Powers: Telekinesis, Magnify Senses, Shift Sense.
Effect: This power allows the Jedi to selectively separate an element or molecule from an
area. This, of course, could be used to make it rain, remove all oxygen from an inferno
(to put it out), or remove all iron from a life form (would give a Dark Side Point).
Remove Force Imprint
This power must be kept up until the removal meditation is completed or given up, and
takes 20 minutes for less than or equal to 1 cubic meter, 4 hours for 10 cubic meters, 1
week for 100 cubic meters, 1 year for 1 cubic km, +1 year for each additional 0.5 cubic
km.
Sense Difficulty: Moderate.
Alter Difficulty: Moderate.
Required Powers: Hibernation Trance, Postcognition, Sense Force.
Effect: This power removes the Force imprint left by a Force user (or the ambient
imprint) on an object or area. When another Force user tries to Sense Force on the
affected object or area, add +10 or the Alter roll, whichever is higher, to the difficulty.
This power requires intense meditation and the Jedi must go into a trance to erase all of
the imprint over long periods of time. Short breaks may be taken every week to eat and
drink, but the power must be kept up and the delay must not be more than 10 minutes.
While in the Remove Force Imprint trance, the Jedi must not be distracted by any large
stimulus (e.g. a loud bang or shout, a slap, an extremely strong smell, etc.). After
finishing, the Jedi should leave the vicinity of the object or area, preferably within 24
hours. Contact longer than this increases the probability of a new Force imprint being
created. Using the Force near the object or area, after erasing the imprint (convert cubic
meters to meters of distance, e.g. 100 cubic meters equal 100 meters from the object or
place is considered near) creates a new imprint. Removing the Force imprint of a Force
Nexus, especially a Dark Side Nexus (like the Dagobah Cave) is extremely dangerous for
your mental health (GM to arbitrate specific results).
Sense Weight
This power can not be kept up and takes one round.
Sense Difficulty: Very difficult.
Alter Difficulty: Moderate, modified by proximity.
Required Powers: Telekinesis.
Effect: This allows the Jedi to sense the weight of an object down to the nearest 0.001
milligram.
Sensory Overload*
This power can be kept up until the target passed out.
Sense Difficulty: Very easy-target's per 1D-2D, easy-target's per 3D-4D, moderate-
target's per 5D-6D, difficult-target's per 7D+.
Alter Difficulty: Target's Stamina roll modified by Relationship.
Required Powers: Magnify Senses, Projective Telepathy.
Effect: Causes the target to experience a huge influx of stimuli, causing him to pass out.
Storytelling
This power can be kept up.
Sense Difficulty: Very easy by relationship, add 2 for every person, after the first,
through tenth, add 1 every five people thereafter. People tend to act as those around them.
If 10 people are really moved so will the 11th.
Alter Difficulty: Very easy-one sense, easy-two senses, moderate-three senses, difficult-
four senses, very difficult-five senses (holographic), heroic-the viewers are in the story.
Required Powers: Projective Telepathy.
Effect: This power is used to entertain, educate or just make a point. While a Jedi tells a
story the very reality around him warps to accommodate the theme of the story. Wind
will pick up, lights will flash, unusual sounds will be heard, etc. Whatever could enhance
the experience of the viewer.
Telekinetic Repair
This power can be kept up.
Sense Difficulty: Easy.
Alter Difficulty: Moderate.
Effect: While this power is up, the Jedi can repair a device from the outside.
Control, Sense and Alter Powers:
Affect Mind
This power can not be kept up and takes one round.
Control Difficulty: Very easy for perceptions, easy for memories, moderate for
conclusions, modified by proximity.
Sense Difficulty: The target's Control or Perception roll.
Alter Difficulty: Very easy for slight, momentary misperceptions, minor changes to
distant memories, or if the target doesn't care one way or the other. Easy for brief, visible
phenomena, memories less than a year old, or if the target feels some emotion about the
conclusion he is reaching. Moderate for short hallucinations, for memories less than a day
old, or if the target has strict orders about the conclusion. Difficult for slight disguises to
facial features or hallucinations which can be sensed by two senses, or for memories less
than a minute old, or if the matter involving the conclusion is extremely important to the
target. Very Difficult for hallucinations which can be sensed by all senses, if the memory
change is a major one, or if the logic is absolutely clear and coming to the wrong
conclusion is virtually impossible.
Effect: This power is used to alter a character's perception so that he senses an illusion or
fails to see what the user of the power does not want him to see. This power is used to
permanently alter a character's memories so that he remembers things incorrectly or fails
to remember something. This power can also be used to alter a characters conclusions so
that he comes to an incorrect conclusion. Before making skill rolls, the character must
describe exactly the effect he is looking for. The power is normally used on only one
target, two or more targets can only be affected if the power is used two or more times. A
character believes he is affected by any successful illusions - a character who thinks he is
struck by an illusory object would feel the blow. If he thought he was injured, he would
feel pain, or if he thought he had been killed, he would fall unconscious. However, the
character suffers no true injury. This power cannot affect Droids or recording devices.
Battle Meditation
This power can be kept up and takes five minutes to initiate.
Control Difficulty: Vary based on the number of targeted individuals: 1-2 very easy, 3-
20 easy, 21-100 moderate, 101-1000 difficult, 1001-10000 very difficult, 10001+ heroic.
Sense Difficulty: See Control.
Alter Difficulty: See Control.
Effect: Battle meditation has two possible effects. The Jedi can force her adversaries to
abandon their assault and turn on each other, or she can alter the tide of the battle,
strengthening her allies and at the same time weakening her enemies. Before initiating the
power the Jedi must state which effect she wishes to use.
The targets of this power must have initiated combat for the effects to take hold. In game
terms, a Jedi may only use this power effectively on or after the first round of combat, not
before. Enemies are defined as those who seek to oppose the Jedi's immediate goal
(rescuing a prisoner, defeating a group of Dark Side Jedi) allies are defined as those who
seek to uphold and forward the Jedi's goal. When attempting to turn attackers against
each other the Jedi's highest skill roll (Control, Sense or Alter) to activate the skill
becomes the difficulty the targets must beat to avoid the effect. Otherwise they
immediately see their allies as the true enemy and attack. The Jedi must maintain the
effect each round for the combatants to continue fighting. Once the power is dropped, its
effects wear off instantly. On a successful roll to change the balance of the battle in the
Jedi's allies' favor (the power's second function), the Jedi's enemies lose 1D for every 4D
she has in her best Force skill, in a skill determined by the Jedi (i.e., Strength, Dexterity,
et cetera) to a minimum of 1D while her allies receive a bonus of the same value to an
attribute of her choosing.
Block Force Ability
This power can be kept up and takes one round for every level of duration.
Control Difficulty: Depending on duration Desired: 1 round-easy, 2 rounds-moderate, 3-
5 rounds-difficult, 15 rounds to 3 hours-very difficult, 3 hours to 1 day-heroic, 1 day to 1
week-heroic, 1 week to 1 month-heroic, 1 month to 1 year-Heroic, up to 5 years-heroic,
up to 15 years-heroic, permanent-heroic.
Sense Difficulty: Target's Control modified by Proximity
Alter Difficulty: depending on type of Force to Block: single, specific use-difficult,
single skill power-very difficult, 2 skill power-heroic, 3 skill power-heroic, all skill-
Heroic.
Required Powers: Hibernation Trance, Life Detection, Sense Force, Projective
Telepathy, Transfer Force, Affect Mind, Control Pain, Control Another's Pain.
Effect: In game terms this is a most devastating power. This power can be activated as a
reaction to a specific force power used by another Jedi, or it can have a more
premeditated use. When used, the user suffers a -1D to all Force Skills for 2 times the
duration called for. For instance if Dark Jedi used this power to stop Light Jedi from
using Absorb/Dissipate *at one specific instance, then Dark Jedi, regardless of his
success or failure, suffers a -1D to all his force Skills for 2 Rounds(because the shortest
duration is one round). If Dark Jedi decided to try to block Light Jedi's ability to use
Absorb/Dissipate permanently, then Dark Jedi would suffer that -1D for twice as long.
Any dice lost this way can, of course, be recovered through the spending of character
points. And Character who has had all three Skills(Control, Sense and Alter) blocked will
appear to any mode of detection as non-force sensitive. The user of this power can use it
on himself.
Change Appearance
Control Difficulty: Moderate, modified by proximity.
Sense Difficulty: Target's Control or Perception roll.
Alter Difficulty: Very difficult.
Effect: With the use of this power successfully a Jedi can change his physical appearance
to biological entities which are looking at him. Droids and other electronic devices are
not affected.
The Cleansing
This power can not be kept up.
Control Difficulty: Moderate.
Sense Difficulty: Own Perception ability value.
Alter Difficulty: Very Difficult.
Effect: This power is used to preserve neutrality in a Baadu. It makes them better able to
control the force within them, at early levels. In later levels of ability, advancement
becomes very difficult, as the two sides of the force become further apart. By using The
Cleansing, Baadu are better able to resist the temptation of the Dark Side, but are much
more limited in their advancement in the study of the Force. When characters use the
Cleansing, they become Baadu in all respects. Whichever side of the Force is lesser (DS
points or LS points) is subtracted from whichever side of the Force is greater. The lesser
of the two is set to zero. Birtaa Baadu has 7 Dark Side Points and four Light Side Points
(it's been a long time since his last cleansing, and he's been a bad boy!). Once he is done
using the power, he will have 3 Dark Side Points (7 DSP - 4 LSP = 3 DSP), and he will
be left with 0 Light Side Points (4 LSP - 4 LSP = 0). Note: Players of Baadu can't use the
cleansing for an easy way out of being neutral, they must actually be neutral. A Baadu
cannot be more evil than good, or vice versa, or their neutrality will be disrupted.
Conduit
This power can be kept up.
Control Difficulty: Moderate-computer, electric kettle, difficult-lightsaber, blaster, very
difficult-repulsorlift vehicle, heroic-starship.
Sense Difficulty: Moderate-electric kettle, difficult-lightsaber, blaster, very difficult-
vehicle (all scales), heroic-computer.
Alter Difficulty: Difficult.
Required Powers: Absorb/Dissipate Energy.
Effect: This power enables a force user to convert force energy into some other form of
energy. This enables the user to fire a blaster or wield a lightsaber which has a dead
power pack. Of course if an item is overpowered, it could burn out or even explode,
under power the item and it may fail to function or function inefficiently. If the control
roll is failed by 5 or less then the item is under powered. If the sense roll is failed by 5 or
less and the control roll succeeded by greater than 5 then the item has been over powered.
Note that this power is not restricted to electrical energy, any kind of energy can be
produced, but this power does not enable the user to do force lightning, project heat from
their eyes a la superman or even project a beam of light from an open palm. It can only be
used to power some sort of powered item. The user of this power must be in contact with
the thing being powered.
Control Animal*
This power can be kept up.
Control Difficulty: Moderate, modified by proximity.
Sense Difficulty: Target's Perception, modified by relationship.
Alter Difficulty: Moderate-insect, difficult-true animal, very difficult-kind of smart,
heroic-truly alien.
Required Powers: Eyes of Eagle.
Effect: You take total control of an animal's mind/body.
Control Mind*
This power can be kept up, but the Jedi must make a new power roll whenever he adds or
switches targets.
Control Difficulty: Easy for a Dark Side Jedi, moderate for a Light Side Jedi.
Sense Difficulty: Target's Perception or Control roll. Modified by relationship.
Alter Difficulty: Variable, depending upon the number of targets and whether the Jedi is
of the Dark Side or Light Side: 1-very easy/moderate, 2-easy/difficult, 3-moderate/very
difficult, 4-5-difficult/heroic, 6-8-very difficult/NA, 9-15-heroic/na.
Required Powers: Receptive Telepathy, Telekinesis, Affect Mind.
Effect: The use of this power allows Jedi to take control of other people, turning them
into puppets who must obey the Jedi's will - they must serve the Jedi like automatons.
This power may not be used on Droids or computers. Controlled characters may attempt
a new roll to escape versus the Jedi's Sense roll whenever the Jedi adds new characters to
his Control. A Jedi who uses this power gains a Dark Side Point. A Jedi who has not
turned to the Dark Side gains a Dark Side Point for each evil action he forces a person
under his power to perform, but a Jedi who has turned to the Dark Side does not.
Control Weather
This power can be kept up and takes one round for every level of change.
Control Difficulty: Difficult, modified by proximity.
Alter Difficulty: 5 for every step on the scale: Totally clear or no wind, partly cloudy or
wind 5 mph, cloudy or wind 10 mph, cloudy, drizzle/light snow or wind 15 mph, steady
rain/snow or wind 20 mph, hard rain/snow/sleet or wind 25 mph, deluge/blizzard/hail or
wind 30 mph, heavy thunderstorms or wind 40 mph, gale force winds or wind 50 mph,
hurricanes/twisters or wind 75 mph, hurricanes/twisters or wind 90 mph,
hurricanes/twisters or wind 105 mph Example: If it is already drizzling and the Jedi wants
a hurricane, his difficulty is 30.
Required Powers: Commune With Nature, Precipitate.
Effect: Through using this power a Jedi may actually control the very weather. Control is
used to handle the forces at play and Alter is used to make the changes.
Corporeal Translocation
This power can not be kept up and takes 1 round to prepare, duration of the power, and 1
round to reassemble.
Control Difficulty: Heroic modified by 2x proximity.
Sense Difficulty: Difficult.
Alter Difficulty: Heroic modified by 2x proximity.
Required Powers: Absorb/Dissipate Energy, Accelerate Another's Healing, Accelerate
Healing, Control Another's Pain, Control Pain, Doppelganger, Emptiness or Rage,
Farseeing, Force of Will, Hibernation Trance, Instinctive Astrogation, Life Detection,
Life Sense, Magnify Senses, Mental Translocation, Projective Telepathy, Receptive
Telepathy, Remain Conscious, Return Another to Consciousness, Sense Force, Shift
Sense, Telekinesis, Transfer Force.
Effect: This power effectively transports the Jedi over long distances. This is one of the
most difficult powers a Jedi can learn. This power allows disassembly of the Jedi's
constituent molecules. The power then transports them a given distance and reassembles
them. The Force user effectively enters hyperspace (although this is not actually known)
and can move the constituent atoms as a 10x hyperdrive. Note that nearby gravity wells
have no effect on this power. A different mechanism seems to be used for short distances
(on a planet for example). For these short distances, treat as 10 km/round. The proximity
modifier is based on the furthest extent of intended distance, declared before the skill roll
is made. Generally, the user must be familiar with the destination, preferable having
visited and studied it before. If the Jedi is not familiar with the destination (it was
described to the Jedi, the Jedi only visited it for a few minutes, etc., GM to arbitrate),
there is a +20 modifier to the Control roll. Failure of the Control roll affects the location
of reassembly. Roll 1D for the direction of failure. 1= forwards, 2= right, 3= left, 4=
backwards, 5= up, and 6= down. These directions are relative to the desired position of
the Jedi at the destination. Use of a character point before this roll gives a -1 modifier to
the direction roll. The distance moved in the indicated direction is 2D% of the intended
distance traveled. Attempting (intentional or accidental) reassembly in a space already
occupied by another object results in the death of the Jedi in most instances. This power
assumes that Doppelganger should not be a power that grants a Dark Side Point and thus
both Doppelganger and this power should be usable by all Force users, and not just Dark
Side users. This one raises lots of questions, how much stuff can the Jedi take with him,
can the Jedi transport another being, if forward on the direction failure roll relative to the
planet's surface, or is it a tangent? You'll have to decide these on your own.
Create Creature*
This power can not be kept up, and takes one hour of meditation.
Control Difficulty: Heroic.
Sense Difficulty: Heroic.
Alter Difficulty: Heroic.
Required Powers: Absorb/Dissipate Energy, Affect Mind, Anger, Control Animal,
Control Mind, Control Pain, Create Homunculus, Farseeing, Life Detection, Life Sense,
Projective Telepathy, Receptive Telepathy .
Effect: A Dark Side Master can bring two creature together to form a new creature. If he
has the proper knowledge of biology and chemistry, and a proper lab of equipment and
chemicals, the Dark Master can actually improve upon the new creature with a heroic roll
in Control, Alter, Biology and Chemistry, for each new feature he wishes to add. Some of
the most popular features of these creations of the Dark Side include wings, scorpion
tails, fangs, and claws so sharp they can cut through the hull of a freighter. Once created
these creatures can only be controlled by the Force through Control Animal, it doesn’t
matter how many years you spent training Rancors, these creatures are pure Dark Side
and don’t want to be controlled. These creatures can also procreate and can live on a
planet for thousands of years, but only if the creator made a male and a female, or
designed them to procreate by some other means. They are not a fun thing to deal with.
Create Evil*
This power can not be kept up.
Control Difficulty: Moderate.
Sense Difficulty: Moderate.
Alter Difficulty: Heroic.
Required Powers: Draw in Evil, Rage, Injure/Kill, Hibernation Trance, Concentration.
Effect: This power actually creates a pocket of evil. It lasts indefinitely. Any characters
in the area of effect without at least 4 Dark Side Points must immediately roll a
Willpower vs. the Alter roll of the user. A successful roll results in the character getting a
sense of foreboding of the area. A character that fails by less than 16 points they receive a
-1D to all skills and attributes while within the effected area. A character who fails by
16+ points immediately gains 1 Dark Side Point and receives 3D damage which may
only be resisted by an unmodified Strength roll (No Armor bonuses at all), plus the -1D
penalty. A character with 4 Dark Side Points or more immediately gains another Dark
Side Point as well as a feeling of paranoia towards any characters they can see.
Willpower rolls to resist the Dark Side by characters with 4 or more Dark Side Points
receives a -4D penalty. The user of this power receives 3 Dark Side Points, a failed
attempt receives the Dark Side Points and 3D damage which may only be resisted by a
Strength roll. To effect an area of 1-5 meters +0 difficulty, 6-19 meters +10 difficulty,
20-30 meters +15 difficulty, 31+ meters +31+ difficulty.
Create Force Storms*
Control Difficulty: Heroic.
Sense Difficulty: Heroic.
Alter Difficulty: Heroic. Modified by proximity. Modified by size of storm desired: +5
for 100 meters or less, +10 for 100 meters to one km, +15 for a base of one km, and +2 to
difficulty for every km diameter in size. Modified by damage: +5 per 1D of damage.
Must make Heroic rolls each successive round to control the storm. Must make a Very
Difficult roll to dissipate the storm.
Required Powers: Hibernation Trance, Life Detection, Life Sense, Magnify Senses,
Receptive Telepathy, Sense Force, Telekinesis, Farseeing, Projective Telepathy,
Instinctive Astrogation, Rage.
Effect: This is perhaps the single most destructive Force power known. This power
allows the Jedi to twist the space-time continuum to create vast storms of Force. The
power also allows limited control of these storms. Capable of creating annihilating
vortices, the storms can swallow whole fleets of spaceships or tear the surfaces off
worlds. Use of this power requires the focusing of hate and anger to an almost palpable
degree and there is considerable danger involved. Some are able to create Force Storms,
but fail at harnessing what they have foolishly unleashed. Often those who fail to control
the storm are themselves consumed and destroyed. If the user is destroyed, the storm
dissipates within minutes. When the Force user attempts to create a Force Storm, the Jedi
must determine the diameter and the amount of damage (the damage dice are capital
scale). If the Jedi fails any of the rolls, the storm is summoned with the desired damage,
but it attempts to consume the summoner. The summoner can attempt unusual maneuvers
with the storm, such as to create a vortex to draw unwary victims to a specified point, at a
+10 to difficulty.
Create Gravity Well
This power can be kept up and takes one hour of meditation.
Control Difficulty: Heroic.
Sense Difficulty: Heroic.
Alter Difficulty: Heroic.
Required Powers: Absorb/Dissipate Energy, Null Gravity, Concentration, Emptiness,
Instinctive Astrogation.
Effect: Through using this power a Jedi is able to create a gravity well in realspace, much
like the interdictor class capital ship, which projects a giant shadow into hyperspace. Any
ship travelling through hyperspace in the vicinity of the Gravity Well is ripped out of
hyperspace by the craft's computers to avoid collision with the imaginary shadow. This
power may not be activated in an atmosphere. Doing so would be suicide. When used in
the vacuum of space, all nearby craft must slow to atmospheric speeds to compensate for
the new gravity.
Create Homunculus
This power can not be kept up, and takes one hour of meditation.
Control Difficulty: Difficult.
Sense Difficulty: Very Difficult.
Alter Difficulty: Heroic.
Required Powers: Absorb/Dissipate Energy, Affect Mind, Control Mind, Control Pain,
Farseeing, Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy.
Effect: Creates a Force construct that can be controlled by the Jedi, yet also has some
degree of free will. One of three types of homunculi (Assassin, Scout, and Burden) can be
created (for statistics, see below). Once the homunculus is created, this power need not be
kept up. However, a Difficult Sense roll is necessary to use the creature's senses as the
Jedi's own. This done, a moderate Control roll allows communication/command of the
homunculus. Any life force the creature may seem to have is simply a physical
manifestation of the Force and while the homunculi are capable of limited independent
thought, they tend to simply follow the last command given. When the creature suffers
damage greater than a wound, it begins to disintegrate, then fade, and finally returns to
the dust its physical form was created from. Use of character points during creation of the
homunculus increases one skill one pip over attribute and beyond base skill level listed
below. Note that all homunculi have the same number of base attribute and skill dice (+/-
).
Type: Assassin Homunculus*
DEXTERITY 3D: Dodge 5D, melee combat 4D KNOWLEDGE 2D MECHANICAL 1D
PERCEPTION 1D STRENGTH 2D TECHNICAL 1D
Special Abilities: Poison Claw Glands: Secrete a poison onto claws. Roll 2D vs. victim's
STR for effects. If poison higher, all statistics -1D per point (if any statistic equals or
drops below 0 then character is unconscious). The effects of the poison last 3 hours.
Move: 10 walking, 15 gliding Size: 50 cm Scale: Character
Description: Bat-like wings, sharp teeth & claws, long tail, dark brown, green, or gray
skin. Like a pterodactyl with a stubby jaw.
Type: Burden Homunculus
DEXTERITY 2D KNOWLEDGE 1D MECHANICAL 1D
PERCEPTION 1D STRENGTH 4D: Lifting 6D, stamina 5D TECHNICAL 1D
Special Abilities: Climbing Claws: Add +2D to climbing skill. Webbed Digits: Add +1D
to swimming skill.
Move: 10 Size: 100 cm Scale: Character
Description: Flat back, furry, stubby stout legs, set low to ground, small dull teeth,
muscular, fingers have climbing claws.
Type: Scout Homunculus
DEXTERITY 2D KNOWLEDGE 1D MECHANICAL 1D
PERCEPTION 3D: Search 5D, sneak 4D STRENGTH 2D TECHNICAL 1D
Special Abilities: Acute Vision: Add +2D to visual searches. Auditory Sensitivity: Add
+1D to audio searches.
Move: 10 walking, 20 flying Size: 50 cm Scale: Character
Description: Feathered wings, dull beak, short claws, broad tail, color determined by
creator.
Dark Side Dissipation
This power can not be kept up.
Control Difficulty: Depending on size of target: very easy-small pouches, easy-regular
boxes, moderate-land vehicles, difficult-walkers and sentient beings, very difficult-
starships, heroic-huge amounts of dark side.
Sense Difficulty: Object's Strength or Person's Control/Perception plus amount of Dark
Side Points.
Alter Difficulty: Depending on length of Duration: very easy-1-2 rounds, easy-2-3
rounds, moderate-several minutes, difficult-1 hour to a couple days, very difficult-several
days to a few weeks, heroic-a few weeks to a month.
Required Powers: Absorb/Dissipate Energy, Emptiness, Sense Force, Projective
Telepathy, Transfer Force, Magnify Senses, Strengthen Object, and Concentration.
Effect: This power is a very rare ability. The user must activate Absorb/Dissipate Energy
to protect them from the harsh effects of what they're about to do. After this is done
(Difficulty is based on the object, its contamination and its own energy source), the user
focuses on the target (a Dark Side Corrupted object) and begins to glow and hum very
audibly. Then, a large, bright beam shoots from the user. Like a plasma torch burning
through metal, it penetrates the Dark Side object, drawing Dark Side points away and
decontaminating the object. Usually, with a normal object, this will cause a small
explosion at the beam's point and cause minor damage to the object, but very little. If
used on a person, the user's personal Force will transfer into the Dark Side person and
begin to drain their Dark Side Points and their corruption of the Dark Side. The target
must make a Control or Perception roll every round to see if they break free of the light
Jedi's atonement power. If they do, a massive explosion erupts, knocking both people
backwards, causing damage to whoever isn't protected. The unfortunately if the hold is
broken, the person being redeemed will regain all of his lost Dark Side points and
abilities. If facing something of enormous Dark Side power, such as Palpatine or a Force
Storm, and explosion will occur when the Light energy has broken through the Dark. The
character using this power must use Absorb/Dissipate Energy before attempting because
of the unleashing of huge amounts of Dark Force energy. The damage taken if
Absorb/Dissipate is not used is 8D and possible Dark Side corruption. Note: Force-users
with all abilities at least 8D and up can do the above in one-half to three quarters the
usual time and if they've had experience before.
Doppelganger*
This power must be kept up and takes five minutes.
Control Difficulty: Very difficult.
Sense Difficulty: Very difficult.
Alter Difficulty: Heroic.
Required Powers: Control Pain, Emptiness, Life Detection, Life Sense, Magnify Senses,
Receptive Telepathy, Sense Force, Telekinesis, Projective Telepathy, Control Another's
Pain, Transfer Force, Affect Mind, Dim Other's Senses.
Effect: This power creates a doppelganger of the person using the power. The
doppelganger is an illusion, but to those who interact with it, it will seem real. The user
can sense all normal senses through the doppelganger, and the duplicate seems to have
form and substance: the doppelganger registers as normal on all droid audio and video
sensors. Those who are with the doppelganger believe it to be a real person. The
doppelganger acts with half the skill dice of the person using the power. The user must
roll once every five minutes to maintain the doppelganger, if the Jedi stops using the
power or the doppelganger is fatally injured, it simply fades away.
Drain Life Energy*
This power can be kept up.
Control Difficulty: Easy.
Sense Difficulty: Easy, modified by proximity.
Alter Difficulty: Easy.
Required Powers: Affect Mind, Control Pain, Control Another's Pain, Dim Other's
Senses, Hibernation Trance, Life Detection, Life Sense, Receptive Telepathy, Sense
Force, Transfer Force.
Effect: This power allows a Sith to draw power from nearby non-sentient beings to boost
his ability to go without sleep. As long as this power is kept up, the Sith will not fatigue
or require sleep. Use of the power depends on a ready supply of nearby insects, small
rodents, birds and so on to draw energy from. This power may not be used to draw
energy from sentient beings.
Drain Life Essence*
This power can be kept up.
Control Difficulty: Very Difficult, inversely modified by relationship. For example,
using this power on a close relative would add +30 to the difficulty, using this power on
complete strangers of other species would add nothing to the difficulty.
Sense Difficulty: Very easy-1-5 people, easy-6-50, moderate-51-1000, difficult-1001-
50,000, very difficult-50,001-1 million, heroic-1 million to 10 million.
Alter Difficulty: Easy for willing, worshipful subjects. Difficult for ambivalent or
apathetic individuals. Heroic for enemies. Add +10 to the difficulty if individuals are
imbued with the Light Side of the Force.
Required Powers: Control Pain, Hibernation Trance, Life Detection, Life Sense,
Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Farseeing, Projective
Telepathy, Control Another's Pain, Transfer Force, Affect Mind, Control Mind, Dim
Other's Senses.
Effect: This power allows a Jedi to draw life energy from those around him and to
channel the negative effects of the Dark Side into those victims. All living things are a
part of and contribute to the Force, even those with no awareness of the Force are
affected by and are a part of it. Many beings go through their daily lives wasting much of
their life energy. This power draws that life energy from beings, allowing a Jedi to use
that energy to further his or her own ends. In order to draw this energy, the Jedi must roll
for this power once per day, this power is considered up all the times, and thus the Jedi
suffers appropriate die penalties. The amount of energy the Jedi draws depends on the
number of individuals affected by the power and how long they have been drained. For
individuals who have been drained for less than one week or longer than one month: 6-
50-a Force Point per five days, 51-1000-a Force Point per three days, 1001-50,000-a
Force Point per two days, 50,001-1 million-a Force Point per day, 1 million to 10 million-
a Force Point per 12 hours. For individuals who have been drained longer than one week
and less than one month: 1-5-a Force Point per five days and +1D to all Force skills, 6-
50-a Force Point per three days and +2D to all Force skills, 51-1000-a Force Point per
two days and +3 D to all Force skills, 1001-50,000-a Force Point per day and +3D+2 to
all Force skills, 50,001-1 million-a Force Point per 12 hours and +4D to all Force skills, 1
million to 10 million-a Force Point per 6 hours and +4D+2 to all Force skills.
Eclipse
This power can be kept up.
Control Difficulty: Moderate.
Sense Difficulty: Targets perception modified by relationship.
Alter Difficulty: Easy-passers-by don't notice you while you're not moving, moderate-
passers-by don't notice you while you're walking, difficult-passers-by don't notice you
while you're running, very difficult-passers-by don't notice you while you're naked at
church.
Required Powers: Hibernation trance, Affect Mind, Projective Telepathy.
Effect: This power enshrouds a Jedi in a camouflaging veil. The ability allows a force
user to avoid drawing attention to himself from casual observers. When no one is looking
for the Jedi the Sense roll is moderate (don't modify by Relationship), but when someone
is searching for the user the Sense difficulty becomes the subject's Search (or Perception).
Roll +5 if the subject has little knowledge of the user (Stormtrooper who heard an alarm
go off), +10 if the subject has seen the user (Same trooper saw the user on a vid-screen),
+15 if subject knows much of user through reputation (Luke Skywalker has been reported
on the premises), +20 if subject knows user personally (Sneaking past Aunt Beru after an
all night Rager). This power does not affect electronic life-form sensors but may affect
people viewing vid-screens.
Elemental Control
This power can be kept up and takes one minute.
Control Difficulty: Easy for mild weather, moderate for medium weather, difficult for
heavy weather, very difficult for storms.
Sense Difficulty: Moderate, modified by proximity.
Alter Difficulty: Easy for mild changes in intensity or direction, moderate for medium
changes, difficult for large changes very difficult for dramatic, drastic changes, modified
by proximity/distance of weather change.
Required Powers: Create Fire, Precipitate, Warp Matter.
Effect: This power changes the weather, effects storms, alter wind, currents of a large
body of water, or effect the path of a fire.
Enhanced Coordination
This power can be kept up, but a new roll must be made for each new action.
Control Difficulty: Moderate.
Sense Difficulty: Difficult.
Alter Difficulty: 1-10 people-very easy, 11-100-easy, 101-500-moderate, 501-5000-
difficult, 5001-50.000-very difficult, 50.001-500,000-heroic. Modified by proximity.
Required Powers: Life Sense, Affect Mind.
Effect: The use of this power allows a Jedi to co-ordinate the activities of a group in
order to increase the group's effectiveness at a given task. This power was often used by
Emperor Palpatine to increase the fighting ability of his troops, mentally driving them on
and supplementing their will to fight. This power may only be used on targets who are in
agreement with the intent of the Jedi (such as, to defeat the rebellion). It does not grant
the Jedi mental control over the affected troops. Instead this power links all of the troops
on a subconscious level, allowing them to fight more proficiently and with better
organization. If the power is successfully called upon, the Jedi picks three specific
Dexterity, Mechanical, or Strength skills. All troops receive a bonus of 1D for every 3D
(rounded down) that they have in the given skills.
Force Discord*
This power can be kept up.
Control Difficulty: Difficult, modified by proximity.
Sense Difficulty: Difficult, modified by relationship.
Alter Difficulty: Moderate.
Required Powers: Life Detection, Life Sense, Projective Telepathy, Receptive
Telepathy.
Effect: This allows several willing Jedi to manifest the power of the Dark Side. As long
as the power is held up, it bathes the users in the Dark Side. It can act as a shield against
the powers of the Light Side, giving an extra 5D for each Force user involved to resist the
effects of powers called upon by Light Side servants. This +5D may appear to be an
immense bonus, but since this power must be kept up, the Jedi calling upon the power is
suffering a 2D penalty simply for calling upon this power. One can only link as many
Force users as the initiator of the power has Control or Sense dice, whichever skill is
lower. When acting as shield against the Light Side, if both the Control and Sense rolls
exceed the success roll of the Light Side Power used (if the power requires multiple skill
rolls, the highest roll), then the Light Side power is interrupted. All up powers are
interrupted as if the user were stunned. It does not cancel out the presence of the Light
Side, but can distract its servants and make their actions more difficult.
Force Harmony
This power can be kept up.
Control Difficulty: Difficult, modified by proximity.
Sense Difficulty: Difficult, modified by relationship.
Alter Difficulty: Moderate.
Required Powers: Life Detection, Life Sense, Projective Telepathy, Receptive
Telepathy.
Effect: This allows several willing Jedi to manifest the power of the Light Side. As long
as the power is held up, it bathes the users in the celestial illumination that is the Light
Side. It can act as a shield against the powers of the Dark Side, giving an extra 5D for
each Force user involved to resist the effects of powers called upon by Dark Side
servants. Note that +5D may appear to be an immense bonus, but since this power must
be kept up, the Jedi calling upon the power is suffering a 2D penalty simply for calling
upon this power. One can only link as many Force users as the initiator of the power has
Control or Sense dice, whichever skill is lower. For example if Leia used Force
Harmony, since her Control is 5D+1 and her Sense is 4D+2, she would only be able to
link a total of four people (including herself). When acting as shield against the Dark
Side, if both the Control and Sense rolls exceed the success roll of the Dark Side Power
used (if the power requires multiple skill rolls, the highest roll), then the Dark Side power
is interrupted. All up powers are interrupted as if the user were stunned. It does not cancel
out the presence of the Dark Side, but can distract its servants and make their actions
more difficult.
Force Illusion
(If any one has a definition for the power, please send it to ghoti_of_fan@[Link])
Force Link
This power is permanent and takes five minutes.
Control Difficulty: Difficult, modified by relationship.
Sense Difficulty: Difficult, modified by proximity.
Alter Difficulty: Difficult, modified by relationship and proximity between the targets.
Required Powers: Projective Telepathy, Life Detection, Life Sense, Receptive
Telepathy.
Effect: This power is used to link two individuals, Force-sensitive or not, to each other
through the Force. This link allows the two individuals to telepathically communicate
with each other, sense each other's emotions, and be able to read surface thoughts from
each other's minds. This power basically duplicates the effect of the Force powers
Projective Telepathy, Receptive Telepathy, Life Sense, and Life Detection only in respect
to the two linked individuals. This linkage is permanent, and can't be shut off. Once you
are Force Linked to someone, it is for life. Both targets must consent to the link or else it
won't work. The only evidence I've seen of this power so far is the Force Link between
Landon Darkwood and Lara. These two were linked by Adol Larynth after he realized the
depth of their relationship shortly after meeting the couple.
Force Piloting
This power can be kept up.
Control Difficulty: Very easy for character scale, easy for speeder scale or smaller,
moderate for walker scale, difficult for starfighter scale, heroic for capital ship scale or
larger.
Sense Difficulty: Very easy for minimal moving parts (bicycle or a rowboat), easy for a
small motor vehicle (motor vehicles), moderate for a vehicle with internal components
(small repulsor vehicles or walker), difficult for standard vehicles with a central computer
core (unmodified starships), very difficult for large standard vehicles or slightly modified
vehicles (capital scale or larger, or a YT-1300 with faster engines), heroic for overhauled
vehicles (the Falcon).
Alter Difficulty: Moderate to add amount equal to dice for Alter to total roll (if you have
4d +2 Alter, then you add 4 to the total roll), difficult to add up to the vehicles original
maneuverability, heroic to add up to a quarter of the characters total Alter dice (round
down to nearest die).
Required Powers: Concentration, Emptiness, Hibernation Trance, Instinctive
Astrogation Control, Sense Weight, Shift Sense, Telekinesis.
Effect: This allows a Jedi to use the Force within a vehicle he is piloting to help
maneuver the vehicle. The Jedi needs to know nothing about the vehicle or how it works.
Using the Jedi's ability to Sense the Force, the Force will guide him. Therefor a character
who does not know how to pilot a starfighter can use this power to enhance the vehicles
maneuverability.
Force Unity
This power can be kept up as long as the number of targets remains the same.
Control Difficulty: Moderate modified by relationship.
Sense Difficulty: Moderate modified by relationship.
Alter Difficulty: Moderate modified by relationship.
Required Powers: Projective Telepathy, Transfer Force.
Effect: This power allows Jedi to link there power's together with to one individual. Use
the combined actions rules to figure out the bonus using each D in a control, sense, and
alter as a person and add that to the Jedi receiving the power. A Jedi giving his/her power
to another Jedi may not do anything else that round since they are in the deep
concentration.
Image
(If any one has a definition for the power, please send it to ghoti_of_fan@[Link])
Imprison*
This power can not be kept up.
Control Difficulty: Heroic modified by the victim's Control.
Sense Difficulty: Heroic.
Alter Difficulty: Heroic modified by the victim's Alter.
Required Powers: Absorb/Dissipate Energy, Emptiness, Farseeing, Life Sense, Control
Another's Pain, Instinctive Astrogation, Magnify Senses, Projective Telepathy, Receptive
Telepathy, Force of Will, Transfer Force, Dim Another's Senses, Affect Mind, Warp
Matter.
Effect: Imprison is one of the most terrible powers a Jedi can use on another living
creature. It's use automatically gives all users a Dark Side point. Through many
thousands of years of research, the Jedi have uncovered different dimensions. Some have
come about accidentally, like the spatial vortexes caused by a failed Warp Matter
experiment, while others have come about through active research. Some have even come
about by dealing with Dark Jedi and defending against Force Storms and such. The end
result is that a group of Jedi masters can open up a gateway into the unknown and forever
imprison a victim in this new dimension. It seems that there exists a pocket universe
somewhere beyond hyperspace where this power leads to. In ancient times, it was
thought that no one could ever return from this prison. However, recently, a long
imprisoned Dark Jedi Master, the Highlord escaped and made his way back to our galaxy.
He did this only through many hundreds of years of planning, but was luckily defeated by
the Jedi Knight, Garret Sample. Besides special events, the victim is considered, for all in
tense and purposes, to be wiped from the face of the galaxy. All difficulties are modified
by proximity and relation. In addition, there are modifiers for using less than 5 Jedi
Masters in a group: 1 Jedi Master +30 to all difficulties, 2 Jedi Masters +20 to all
difficulties, 3 Jedi Masters +10 to all difficulties, 4 Jedi Masters +5 to all difficulties.
Lightsaber Throw
This power can not be kept up and takes one round.
Control Difficulty: Moderate.
Sense Difficulty: Moderate.
Alter Difficulty: Moderate +6 for every additional target, +12 for every additional target
after the third. Must make a Very easy roll to catch.
Required Powers: Lightsaber Combat, Telekinesis.
Effect: This power controls all aspects of the strike, from the throw to the hit to the catch.
If the Alter roll fails, the lightsaber falls to the ground. Alter also effects how many of his
targets the Jedi actually hits. The difficulty for each of the desired strikes must first be
determined. If the roll is under the total difficulty, then only the strikes that are possible
under the actual roll hit. When the hitable targets are struck, the lightsaber makes a direct
line to the Jedi, who must make a moderate Alter roll to catch it, or be struck with it. Like
the Lightsaber and Blaster Combat skills, this skill improves the capabilities of the
thrower and of the weapon. The Jedi may add or subtract any number of his Control dice
to the damage roll of the lightsaber. He may also add HALF the number of his Sense dice
to his the dice he rolls for his physical skill to determine if he hits. The lightsaber may be
used to intercept blaster bolts, but the physical skill and Alter skills are increased by +10
(due to the reaction time involved), and the Sense and Control powers are the same as for
Lightsaber Combat.
Memory Wipe*
This power can not be kept up and takes five minutes.
Control Difficulty: Moderate.
Sense Difficulty: Target's Willpower, Perception or Control roll, modified by
relationship.
Alter Difficulty: Target's Willpower, Perception or Control roll, modified by
relationship.
Required Powers: Control pain, Hibernation Trance, Life Detection, Life Sense,
Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Farseeing, Projective
Telepathy, Affect Mind, Control Mind, Dim Other's senses.
Effect: This dreadful power allows a Sith to sift through another person's mind and
destroy all knowledge of specific events or learned skills. Use of the skill requires direct
contact with the target, and only one specified objective can be pursued per session.
Projected Fighting
This power can be kept up, as long as the proximity remains the same, and takes one
round.
Control Difficulty: Difficult.
Sense Difficulty: Difficult.
Alter Difficulty: Moderate, modified by proximity.
Required Powers: Concentration, Telekinesis.
Effect: The target must be in the Jedi's line of sight. Projected Fighting allows a Jedi to
strike at an opponent, inflicting damage without physically touching the target. Use of
this power is more than a little risky, in many cases Projected Fighting is quite simply to
using the Force to attack. However, the Jedi attempting to use Projected Fighting can
elect to cause stun damage only, and even then should only attempt to use this power if it
is to protect an innocent in immediate danger. A Jedi who uses Projected Fighting for any
other reason, or causes anything more serious than stun damage, receives a Dark Side
Point. After successfully using the power, the Jedi makes a Brawling skill roll. If
attacking a Force-sensitive, the target may use the Control or Brawling Parry skill to
avoid the attack. Otherwise, the target cannot deflect the Jedi's blows. If the target is not
Force-sensitive, a Difficult Brawling Parry roll is necessary to block the Jedi attack. If the
Brawling roll is successful, the Jedi rolls his or her full Strength versus the target's
Strength. The Jedi may target a specific portion of the body (which adds +1D to the
damage), but must subtract an additional -1D from his Brawling skill. Be sure to add any
armor bonuses that the target may have. Should the target move significantly or the Jedi
wish to select a new target, the power must be re-rolled.
Purify
Control Difficulty: Moderate.
Sense Difficulty: Moderate, inversely modified by amount of Dark Side taint.
Alter Difficulty: Moderate, plus the number of Dark Side points, modified by the size of
object or area to be purified, one object (may be held in up to two hands)-+2/one hour,
one object (larger than can be held in two hands but still a single object)-+5/four hours,
area 1-99 m-+5/four hours, area 100 m to 10 km-+7/8 hours, area 11-1,000 km-+10/24
hours, area planet-+15/48 hours or more, +1 hour per Dark Side point.
Required Powers: Calm, Concentration, Dark Side Dissipation, Emptiness, Sense Force
Project Force.
Effect: This power may not be used in place of atonement nor may it be used on a
sentient being, willing or unwilling. This power allows a Jedi to seek out the taint of the
Dark Side in an area or an object and remove it. The more taint the easier it is to detect.
However, the larger the area or object the longer and harder it is to remove. The Jedi
must remain undisturbed while in deep meditation seeking out the taint and purifying it
otherwise the process must be started over again. Time may be reduced if one or more
Jedi join in the process through Group Mind or if Life Bonded Jedi work together. Time
is reduced by 2 hours per Jedi in a Group Mind to a minimum of 1 hour. Life Bonded
Jedi must be with each other physically and successfully make difficult Sense rolls and
Purify power, if that is accomplished then time is halved.
Telekinetic Kill*
This power can not be kept up and takes one round.
Control Difficulty: Easy, modified by proximity.
Sense Difficulty: Easy, modified by proximity.
Alter Difficulty: The target's Control or Perception roll.
Required Powers: Control Pain, Inflict Pain, Injure/Kill, Life Sense.
Effect: This power is used to telekinetically injure or kill a target. When the user makes
his Alter roll against the character's Control or Perception total to determine damage. The
exact method used to kill the target varies: collapse the trachea, stir the brain, squeeze the
heart, or any number of other methods.
Transfer Life*
This power can not be kept up.
Control Difficulty: Heroic, modified by relationship. If target is unwilling, increase
difficulty by +15.
Sense Difficulty: Heroic, modified by proximity. If target is unwilling, increase difficulty
by +15.
Alter Difficulty: Variable, depending on willingness and Force affinity. Specially
prepared clone host body-easy, recently dead body-moderate, live willing host-very
difficult, live unwilling host-heroic.
Required Powers: Absorb/Dissipate Energy, Accelerate Healing, Control Pain, Detoxify
Poison, Emptiness, Hibernation Trance, Reduce Injury, Remain Conscious, Resist Stun,
Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force,
Injure/Kill, Telekinesis, Farseeing, Projective Telepathy, Accelerate Another's Healing,
Control Another's Pain, Feed on Dark Side, Inflict Pain, Return Another to
Consciousness, Transfer Force, Affect Mind, Control Mind, Dim Other's Senses.
Effect: Those who are Force-sensitive may make an opposed Alter or Willpower roll,
selecting either the roll or the difficulty, whichever is higher. Any Jedi using this power
receives two Dark Side Points. If attempting to possess an unwilling host, the Jedi
receives four Dark Side Points. This power allows the character to transfer his or her life
energy into another body. The key to immortality itself, this is one of the most difficult
and evil of all Dark Side powers. To overcome a spirit already residing in a body is
nearly impossible. This is why the power is nearly useless without the ability to clone
host bodies. Though theoretically possible, it is not yet known what the effect on an
unborn fetus would be. Fortunately, there is almost no history of this power being used
successfully. It is believed that if the user's body perishes as an attempt fails, the user's
life energy is lost, dispersed to the void.
Teleportation
This power can not be kept up and takes two rounds.
Control Difficulty: Moderate plus one tenth of the weight in kg.
Sense Difficulty: Difficult modified by proximity.
Alter Difficulty: Very difficult modified by proximity, plus mass and any opposing
Control rolls.
Required Powers: Absorb/Dissipate Energy, Accelerate Another's Healing, Accelerate
Healing, Control Another's Pain, Control Pain, Farseeing, Force of Will, Hibernation
Trance, Instinctive Astrogation, Life Detection, Life Sense, Magnify Senses, Projective
Telepathy, Receptive Telepathy, Remain Conscious, Return Another to Consciousness,
Sense Force, Shift Sense, Telekinesis, Transfer Force.
Effect: This power allows the Jedi the ability to manipulate items and people on a
molecular level, letting them move the object through space from place to place. The Jedi
must first visualize the location, either via farseeing or it's a place they know intimately.
The Jedi then concentrates for a round (no die bonus from this). If unable to do so,
increase the difficulty all around by +5. Any momentum the Jedi has at the time of
teleportation remains, unless a Telekinesis roll is included. If the roll is failed, the teleport
may not work, or work in a way the Jedi doesn't want. The Jedi may be parted with his
clothing, possessions or body parts. They may arrive inside of something (damage left up
to circumstances- about 7D to 10D), or they may arrive in a completely different place
than the Jedi intended, such as Oz, or the Emperor's throne room on Coruscant. The Jedi
may re-arrange body parts and arrive with their legs on backwards, or just disperse their
molecules and become one with the universe in a big way. This is not a power to be used
lightly The level and effects of the failed roll is completely up to the cruel whims of the
GM.
Transmutation
This power can not be kept up and take one minute.
Control Difficulty: Heroic, modified for proximity.
Sense Difficulty: Very difficult, modified for complexity of change (none for combining
oxygen and hydrogen into water, +10 for hydrogen into oxygen, + 40 for making carbon,
hydrogen, nitrogen and oxygen into nitroglycerine).
Alter Difficulty: Moderate-500g, difficult-1 kg, very difficult-5 kg, heroic-10 kg +.
Required Powers: Absorb/Dissipate Energy, Concentration, Hibernation Trance,
Magnify Senses, Sense Force, Strengthen, Telekinesis, Warp Matter.
Effect: This power allows a Jedi to change the atomic structure of matter, allowing
fission and fusion to occur in a controlled manner and forming and deforming
compounds, with the Jedi absorbing the energy release. Only relatively simple
compounds may usually be formed, with such things as DNA, explosives and most
medicines being outside the range of all but the most powerful Jedi. The (theoretical)
maximum amount of matter that may be converted is 10 kg of starting mass. The process
always involves the loss of 10% of the original starting mass (their lost quantity is
converted into pure E=mc², and absorbed by the Jedi). The energy flare may be
detected from several km away by such simple instruments as a magnetic compass or a
human eye.
Vampirism*
This power can be kept up.
Control Difficulty: Per the following table (the vampires are considered Human, if they
are not Human, reallocate the table as necessary): Human-difficult, Near-human-very
difficult, Alien-heroic, Force-sensitive-+10, Non-carbon based-+10.
Sense Difficulty: Moderate.
Alter Difficulty: See Control Difficulty.
Effect: This power will drain the life from any organic based living form, or the life from
any sentient being, whether carbon-based or not. Only very alien races might be immune
to this power (GM's decision). This life is determined as the Strength and Knowledge of
the being. The power can be kept up, with the normal difficulties. A Moderate Control
roll is required in any round this power is kept up. (not the first round). To determine
game effect roll Strength and Knowledge. Use the Alter result of the aggressor (Force
user) as an attack vs. the combined dice. Consult the damage chart. No effect-The
vampire could not Drain the life from the being this round. The vampire can reinitiate the
power next round, or keep the power up (which would necessitate resisting the same
Alter result, but with a re-roll of dice), or try another attack. Stun-The vampire has
drained Character Points from the character. The vampire can drain max. number of
Character Points as the vampire has dice in Alter (i.e. 8D+2 = 8 character points).
Wound-As per Stun, only that the vampire also drains Force Points from the character, at
a rate of 1 per 15 or fraction there of rolled on the Alter dice. Incapacitated-As per
Wound, but the vampire also permanently drains a pip from both Strength and
Knowledge. Kill-The vampire can drain all Character Points and all Force Points from the
character. Strength and Knowledge statistics are drained to 0. The vampire can use the
Character and Force Points drained as per the normal rules. The pips drained from
Strength and Knowledge raises the respective dice codes of the vampire temporarily
(like, 2d6 rounds or something). The vampire can decide to forgo this boost in order to
heal itself one wound category (i.e., Kill -> Incapacitated -> Wound-> Stun -> No
Effect).
Special Force Powers:
Force Scream*
Effect: The dark side of the Force is seductive, offering tremendous power to lure the
weak-willed into its grip. Fear, anger and jealousy are the ties that bind the servants of the
dark side, and by tapping into such emotions the Dark Jedi are capable of unleashing
untold devastation. The power to destroy, however, does little to improve control of these
abilities. Dark Jedi who have become angered sometimes lose control of their emotions.
This can trigger shock waves that ripple through the Force, devastating both the Dark
Jedi and those who are unfortunate enough to be in close proximity. The Force Scream,
as it is called, has been called a wave of hatred, amplified and fuelled by the dark side,
that is capable of smashing through mental and physical defenses with ease. A number of
references to Dark Jedi in Old Republic archives often mention the Dark Jedi losing
control, violently, in the final moments of battle with the Jedi affiliated with the light side
of the Force. In game terms, a Force Scream is a reflex, usually occurring when Dark Jedi
are provoked into losing their tempers. A Dark Jedi must make a Difficult willpower roll
whenever angered to the point of rage, if this roll fails, the Jedi releases the Force
Scream. A Dark Jedi that fails this roll has all die codes reduced by -2D for one hour and
must rest for one hour, or suffer an additional penalty of 2D until rested (penalties are
cumulative). The Force Scream causes damage equal to the Dark Jedi's Alter skill to al
beings within 50 meters, including the Dark Jedi who unleashes this mental energy.
Force-sensitive characters roll their Alter dice to resist damage, those without the Alter
skill use Strength to resist damage. This is an involuntary power that may be activated
when the Dark Jedi loses control of his or her temper.