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Star Wars Force Powers II

The Powers

Force Powers

CONTROL POWERS

Absorb/Dissipate Energy

Accelerate Healing

Concentration

Contort/Escape

Control Disease

Control Pain

Detoxify Poison

Emptiness

Enhance Attribute

Force of Will

Hibernation Trance

Instinctive Astrogation Control

* Rage

Reduce Injury

Remain Conscious

Remove Fatigue

Resist Stun

Short-Term Memory Enhancement

SENSE POWERS

Beast Languages

Combat Sense

Danger Sense

Instinctive Astrogation

Life Detection

Life Sense

Life Web

Magnify Senses

Postcognition

Predict Natural Disaster

Receptive Telepathy

Sense Force

Sense Force Potential

Sense Path

Shift Sense

Translation

Weather Sense

ALTER POWERS

* Bolt of Hatred

* Dark Side Web

* Injure/Kill

Telekinesis

CONTROL AND SENSE POWERS

Farseeing

Life Bond

Lightsaber Combat

Projective Telepathy

CONTROL AND ALTER POWERS

* Aura of Uneasiness

Accelerate Another’s Healing

Control Another’s Disease

Control Another’s Pain

Control Breathing

Detoxify Poison in Another

Electronic Manipulation

* Feed On Dark Side

* Force Lightning

* Inflict Pain

Place Another in Hibernation

Remove Another’s Fatigue

Return Another To Consciousness

Transfer Force

* Waves of Darkness

SENSE AND ALTER POWERS

Dim Other’s Senses

* Force Wind

Lesser Force Shield

CONTROL, SENSE AND ALTER POWERS

Affect Mind

Battle Meditation

* Control Mind

* Create Force Storms

Doppleganger

* Drain Life Energy

* Drain Life Essence

Enhanced Coordination

Force Harmony

* Memory Wipe

Projected Fighting

* Telekinetic Kill

* Transfer Life

SPECIAL FORCE POWERS

* Force Scream

Force Powers

CONTROL

* Anger

* Blackness

Calculate

Calm

* Cloak of Darkness

Cognitive Trance

* The Dragon

Enhance Skill

* Forced Charged Strike

* Hands of the Jhemadan

Heal

Regenerate

Wisdom

SENSE

Blind Sense

* The Clouds

Cyber Sense

Direction Sense

Radar Sense

Sense Force Strength

Time Sense

Track Hyperspace Trail

Truth Sense

ALTER

* Break Bones

Cell Burst

* Crimson Burst

Empower Weapon

* Force Static

Light

Null Gravity

Power Drain

Project Force

Raise/Lower Temperature

Resonate

Resonate Material

Strengthen Object

* Surge

Warp Matter

CONTROL AND SENSE

Aiki Combat

Anticipation

Blaster Combat

Call Animal

Daisho Combat

Death Sense

Disguise

Dream

Empowered Lightbo Combat

Eyes of Eagle

Force Archery Mike

Jhemadan Combat

* Ka

Mediation

Mental Translocation

Share Senses

Speak with Machines

CONTROL AND ALTER

Control Weather

Fertilize

* Force Explosive

Force Transduction

Heal Another

Lightwhip Combat

Regenerate Other

* Shadow Split

Survive in Hard Vacuum

SENSE AND ALTER

Affect Emotions

Commune with Machines

Commune with Nature

* Empower Self

Greater Force Shield

Group Mind

Induced Sleep

Precipitate

Remove Force Print

Sense Weight

Sensory Overload

Storytelling

Thermogenesis

CONTROL, SENSE, AND ALTER

Block Force Ability

* Bloodlust

* Cleansing

Conduit

Control Animal

Corporal Translocation

Create Gravity Wells

* Create Homunculus

CyberLocke

Dark Side Dissipation

Discharge Spirit

Eclipse

Force Bolt

* FZOOOK

Lightbo Combat Mike

Lightsai Combat Mike

Light Boomerang Combat

* Mind Sand

Pacifism

Release Spirit

Transmutation RPGML

* Vampirism

SPECIAL FORCE POWERS

Sense Disturbance

* Not taught at the Academy (either because it is a Power unknown to the Knighthood, or due to its inherent Darkness).

Control Powers

Anger

Control Difficulty: Very Easy => Dark Sider

Moderate => Light Sider

Time to use: One round

Warning: A Jedi who uses this power gains a Dark Side Point.

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

Control Difficulty: Moderate

Required Powers: Force lightning, injure/kill, eclipse

Note: This power can only be used by characters that have been consumed by the Dark Side.

This power can be kept “up.”

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.” (i.e. at

a -1D penalty). However, the user may not use combat oriented Force powers while this power is kept “up.” (e.g. lightsaber combat, combat

sense, injure/kill, telekinetic kill, inflict pain, etc.).

This power does not affect electronic life-form sensors.

Calculate

Control Difficulty: Moderate => Simple Equations

Heroic => Complex Equations

Time To Use: One minute

Required Powers: Concentrate, perceptive 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

Control Difficulty: Easy => Relaxed without Dark Side Points.

* Increase difficulty one level for every Dark

Side Point the character has.

Time to use: One round

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.

Cloak of Darkness

Control Difficulty: Heroic minus total Dark Side Points, to a minimum of 5, may not be attempted by an individual with less than 5 DSPs.

This is a power that can be kept “up.”

Warning: Use of this power grants a Dark Side Point.

Note: This power is exclusively used by the Shadow Dragons.

Effect: When this power is called, the Jedi calls upon the palpable essence of the Dark Side, turning himself into a silhouette so dark that the eye recoils from it. When this power is invoked, it grants a +3D bonus to the Hide and +2D to Sneak, and the Jedi holding it will not register on electronic sensors of any type (although the space he is in will register as being completely empty, and some sophisticated systems will be able to detect him due to the lack of normal air in his space).

Cognitive Trance

Control Difficulty: Easy

Time to use: 1 minute

This power can be kept “up.”

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 (from datascreens, voicetapes set on very high speed or by other methods), i.e. he reads even faster than Mon Calamari – just scrolls the text very, very quickly.

The Dragon

Control Difficulty: Very Difficult

Required Powers: Emptiness, Control Pain

Warning: Although the use of this Power does not automatically grant a dark Side Point, it does increase the desire to take evil actions (which will grant Dark Side Points). Use with caution.

Note: This power is exclusively used by the Shadow Dragons.

Effect: This is the power that proved the undoing of the Jhemadan, and it remains the cornerstone of the Shadow Dragons. The Jhemadan had been experimenting with essences, and the Dragon was the image associated with the essence of Power. When the power is invoked, the Jedi’s physical Strength doubles, for as long the power is maintained. In addition, the thought processes of the invoker increase 33% in speed, enabling much more efficient retrieval of information (KNO skills).

This tampering with the essential nature of the invoker is not without it’s penalties, as the Jhemadan discovered. When a Jedi is under the influence of the Dragon, he sees everything through the amoral and arrogant view of unbound power. In addition, the power is somewhat addictive in nature, and once experienced, the Jedi will find himself

desiring to repeat that experience whenever possible. Finally, frequent

use of the power diminishes the power of it’s effects, and starts to

cause a physical transformation of it’s user into a six limbed, reptilian creature of some sort, but as the partial transformations have always proved fatal somewhere along the line, the exact nature of the creature that the Jedi is on the road to becoming is unknown. In game terms, the first time the power is invoked, the invoker must make an easy willpower roll to avoid committing an evil act when the opportunity presents itself when the power is up. Each additional time that the power is invoked, the difficulty of the check increases by

2. Secondly, once the user has invoked the power once, they must make

an easy willpower roll to avoid attempting to call on that power when

the need arises. Each subsequent time the power is called upon will

increase the difficulty of that check by 2. This number will decrease

by 2 for every month that passes without the power being called upon,

until it no longer exists. However, each time the power is called upon

after that, the check will reappear, at the highest level of difficulty

that it reached, +2. Thirdly, every third time the power is called

upon, it’s power decreases by 10%. Finally, if the wild die comes up

with a mishap any time the power is called, a minor physical change will take place in the invoker. 3 changes will be noticeable, and 10 will be fatal.

Force Charged Strike

Control Difficulty: Moderate => 1D max charge

Difficult => 2D max charge

Very Diff => 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.

Hands of the Jhemadan

Control Difficulty: Medium

Note: This power is exclusively used by the Shadow Dragons.

Effect: This is one of the powers that have carried over from the

Jhemadan times. When called upon, this power causes the Jedi’s hands to

be encased in a glowing blue field of Force. This field is

impenetrable, and extends up to the users elbows. The power protects

it’s users hands from extreme heat and cold, but that is not it’s

primary function. When used in conjunction with Jhemadan school martial

arts, the Hands of the Jhemadan add 2D+2 to the damage caused. When

invoked by a Dark Jedi, the field is a deep red that grows darker for

those more attuned to the dark side. There are rumors that the Jhemadan

had a more powerful version of this power, but they have never been

proven. This is a power that can be kept up.

Heal

Control Difficulty: Very Easy => Stunned

Easy => Wounded, Wounded Twice

Moderate => Incapacitated

Difficult => Mortally Wounded

Required Powers: Accelerate Healing, Detoxify Poison, Emptiness, and Control Pain

Time to Use: 5 minutes meditation per level of difficulty.

Effect: Completely removes one injury to the user. This power may not be used on others (see Heal Another). If use of this power fails, the difficulty is raised by one level for every repeated attempt.

Regenerate

Control Difficulty: Moderate => Simple Organ (eye, liver, kidney)

Difficult => Complex Organ (Heart)

Very Diff => Limb or System (Arm, Spine)

Heroic => Brain, A.I.D.S, Terminal Cancer

Required Powers: Heal

Time to use: One month per level of difficulty (1 month for an eye, 3 months to repair spinal damage)

The Power *has* to be kept “up.”

Effect: Allows a Force-user to repair extensive damage to the point of regrowth. During the period of Regeneration, the character must rest as detailed in the Natural Healing section of the rulebook.

Everyday during this rest period the user must activate the power.

Failure means treatment has been set back one day for every point the

roll missed by. A critical failure means the organ/limb has been destroyed and user must start over (in the case of regenerating a damaged brain, the user dies). At the end of the period (provided rest

was never broken) he may roll Strength or Control versus the above difficulty. For every full week of rest and treatment past the required

time, the final Strength/Control Difficulty is reduced by one level. If

successful, he has a new, fully working organ/limb or is cured from the

targeted disease (Cancer, AIDS, etc.). If unsuccessful, he has a fully

grown organ/limb that either his body has rejected or is just unusable. Wisdom

Control Difficulty: Very Difficult

Time to use: 1 hour of research

Effect: Makes the user have an insight on the force, increases their knowledge, by their Control Dice for a single roll.

Sense Powers

Blind Sense

Sense Difficulty: Moderate

This power can be kept “up.”

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.

The Clouds, Parting

Sense Difficulty: Moderate

Note: This Power is Exclusively used by the Shadow Dragons.

Effect: Another of the powers that was also practiced by the Jhemadan, The Clouds, Parting is designed to sweep away all the obstacles blocking clear sight and Sense powers. When invoked, all powers in effect designed to obstruct or confuse the target must immediately make opposed rolls with the Jedi who invoked The Clouds, Parting. Failure causes those powers to be dispelled instantly, and even a near miss will cause them to waver slightly.

Cyber Sense

Sense Difficulty: Very Easy by Relationship and Proximity

This power may be kept “up.”

Required Powers: None

Effect: Allows a force user to sense the prescience of a machine, computer or droid.

Direction Sense

Sense Difficulty: Easy; modified by Proximity

Time to use: One round

This power can be kept “up.”

Effect: This allows the Jedi the ability to sense the direction of an object or location by it’s resonance in the Force. It could be an object of importance, the north pole of a planet, the nearest cantina,

etc…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.

Radar Sense

Sense Difficulty: Moderate

Required Abilities: Life Detection, Magnify Senses

This power may be kept “up.”

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 (cannot be used for command,

bargain, persuasion, etc). 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 it

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 (i.e., friendship, hate, about to attack, etc.)

Sense Force Strength

Sense Difficulty: Moderate

Time to Use: One minute

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.

Time Sense

Sense Difficulty: See below

This power can be kept “up.”

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.

Track Hyperspace Trail

Sense Difficulty: Difficult, modified by half the difficulty of

the journey of the ship being tracked; also modified by Proximity

Required Powers: Instinctive astrogation sense, Sense Force

Effect: Any object that goes through hyperspace leaves a trace

that the Jedi can sense. The Jedi uses his sense skill to “feel”

through hyperspace to track an object’s path.

If the Jedi succeeds at tracking the course, he need only generate an Easy astrogation total to plot a safe path to follow the object. If the Jedi fails the roll, he is unable to track the object.

If the object includes a Force-sensitive being, the difficulty for this power is reduced one level.

Truth Sense

Sense Difficulty: Easy; modified by Relationship

Time to use: One round

This power can be kept “up.”

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.

Alter Powers

Break Bones

Alter Difficulty: Heroic modified by relationship and proximity

Warning: User receives a dark side point for using this power

Required Powers: Telekinesis, Telekinetic Kill, Rage

Effect: Allows Jedi to crush and malign 2d6 bones in a target, inflicting Alter dice in damage.

Cell Burst

Alter Difficulty: Easy => organic material

Moderate => inorganic material

*modified by Proximity

WARNING: Use of this power against a living creature awards a Dark

Side Point. Use with caution.

Effect: Disrupts the cells in matter causing 4D damage.

Crimson Burst

Alter Difficulty: Target’s Control or Perception roll, modified by

proximity (line of sight only).

Note: This Power is exclusively used by the Shadow Dragons.

Warning: This power grants a Dark Side Point.

Required Powers: Life Sense, Telekinesis

Effect: This power is the Shadow Dragon’s version of the Telekinetic Kill power. In game terms, it has the same effects as that power, except it can be used from a distance, as long as line of sight is maintained. In actuality, the power is far more gruesome, as it’s effects are achieved by altering the pressures on the various areas of

the targets bodies. The result is that blood starts to flow from the

target’s pores and orifices as soon as he starts to take damage.

Eyesight is lost immediately, in addition to the damaging effects.

Empower Weapon

Alter Difficulty: Difficult

Required Powers: Absorb/Dissipate Energy

This power may be kept “up.”

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.

Force Static

Alter Difficulty: Very Easy, modified by Relationship and Proximity

This power may be kept “up.”

Warning: Use of this power for any reason results in a Dark Side Point.

Effect: When using this power, the Jedi releases into the environment a flood of random Force energy which directly interferes with the way creatures inter-act with the Force. When used, the Jedi rolls his Alter as usual. When a Jedi is in the area (whether his presence is known to the user), he must add the success of Force Disturbance to the Difficulty of any Force Use other than Life Sense and Force Sense. In the cases of Life and Force Sense (when they are specifically used to detect or identify the user of Force Static), the success of Force Static is added to all Force rolls, not difficulties.

The more people using Force Powers in the area, the less the individual difficulties. As more “positive” energy is added to the area, the “negative” energy begins to wear thin. When 2 or more Jedi in the area activate a power in the same round, the Force Static roll is divided between them, rounded down. Note: The Force Static roll is divided equally between people using the Force, not the individual powers, or skills used within those powers.

Example: Exar Kun is meditating in the center of his temple on

Yavin IV. He activates Force Static and rolls his Alter with a result

of 23. Ulic Qel-Droma enters the temple and attempts to activate Lesser

Force Shield in anticipation of an upcoming confrontation. The difficulty should be easy (5) but due to Exar’s use of Force Static, the difficulty is raised to 16. Here’s how it breaks down: Exar’s roll was 23. Subtract the difficulty for relationship; Acquaintances -7 (16), and subtract the difficulty for Proximity; Less than 100 meters, but not in sight -5 (11). So Exar’s success of 11 is added to Ulic’s base difficulty of 5, making the new, modified difficulty 16. Ulic feels the added stress and knows something is disrupting his connection to the Force. He knows this must be Exar’s doing and attempts to locate him via Life Sense. The usual difficulty of 12 (Very Easy Difficulty of 0 modified by Relationship and Proximity) is reduced by 11 (Exar’s success). Ulic must roll a 1 to be successful (automatic success, baring the Wild Die). As soon as Ulic begins he discovers that the ripples of power interfering with his concentration can easily be followed back to its source. In fact the user has become a beacon of

Force activity.

Ulic follows this trail to its source, Exar’s inner chamber.

There he finds Exar waiting and attempts to use Projective Telepathy and call his friend Nomi (who is a few kilometers away) for help. The base difficulties for this act are Control 7, and Sense 2. These difficulties are each raised by 14 (Exar’s roll of 23 minus relationship 7, and Proximity 2). Ulic’s new, modified difficulties are Control 21 and Sense 16. Looks like Ulic is going to have to go solo.

If Nomi does stumble into the action and attempts to activate a power in the same round as Ulic, she faces half the static. Ulic tries to keep Lesser Force Shield “up” and use Lightsaber Combat, while Nomi

begins her Battle Meditation. All of Ulic’s rolls are affected by half

the Static roll rounded down, 12. This number is then modified by

Relationship and Proximity (9) leaving three. Due to Nomi’s added “positive” Force use, his Force Difficulties are only raised by 3. The

difficulties in Nomi’s Battle Meditation are also raised by 3. Note:

Only the unmodified Alter score is identical between Force Users. If

Nomi and Exar were considered “Friends,” her difficulties would be raised by 5 while Ulic’s would only be raised by 3.

Light

Alter Difficulty: Very Easy

This power may be kept “up.”

Effect: This power must be centered on an object weighing no more than one kilogram and within 10 meters of the user. When used successfully, a globe up to 10 meters in diameter is created. The object may be moved and the light will move with it.

Null Gravity

Alter Difficulty: Difficult

Required Powers: Telekinesis, Resonate, Absorb/Dissipate Energy

Time to Use: 10 minutes meditation.

This power may be kept “up.”

Effect: The user creates an interference field which disrupts the gravity in a two meter radius. Anyone caught in it, floats upward provided there is proper force applied. The user must be in the center

of the radius and the field may not be moved.

Power Drain

Alter Difficulty: Easy => Personal Scale

Moderate => Speeder Scale

Difficult => Starfighter/Walker Scale

Very Diff => Capital Ship Scale

Heroic => Death Star Scale

Required Powers: Conduit

Time to Use: One round per Difficulty Level squared. (1 round for

Easy, 16 rounds for Heroic).

Effect: Drains all power out of a single battery or other charge

holding device.

Project Force

Alter Difficulty: Moderate; Modified by Proximity

This power can be kept “up.”

Time to Use: one minute per cubic meter

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, anyone within the projection will feel

cold and a sense of dread.

Raise/Lower Temperature

Alter Difficulty: Very Easy => 5 Degrees Centigrade Change

Easy => 10 Degrees Centigrade Change

Moderate => 15 Degrees Centigrade Change

Difficult => 20 Degrees Centigrade Change

Very Diff => 25 Degrees Centigrade Change

This power may be kept “up.”

Effect: Affects a 20 meter diameter circle, with target change at center (with user) and reducing 5 degrees every 5 meters from user.

Resonate

Alter Difficulty: Moderate; modified by Proximity and Material Strength.

This power may be kept “up.”

WARNING: Use of this power against living matter will give the

Jedi a Dark Side Point.

Required Power: 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.

Resonate Material

Alter Difficulty: Easy; modified by Proximity and Material

Strength

This power may be kept “up.”

Warning: Use of this power against living matter will give the Jedi a Dark Side Point.

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.

Shadow Mist

Alter Difficulty: Difficult

Note: This Power is exclusively used by the Shadow Dragons.

Effect: When this power is called upon, a thick layer of mist will pour from the ground around the Jedi calling it up. This layer will produce a ground hugging layer around one meter thick, and around twenty meters in diameter. The mist will dissipate after an hour, but until that time, it is impenetrable to visible and electronic imaging, making it ideal for concealing retreats. The Jedi who produces this mist can see through it as though it was not there. This power can be negated by “The Clouds, Parting.”

Strengthen Object

Alter Difficulty: Moderate = +3D

Difficult = +4D

Very Diff = +5D

Heroic = +6D to +8D depending on roll

Size modifiers: up to 1/4 cubic meter = +0

1 cubic meter = +10

2 cubic meters = +20

4 cubic meters = +30

Required Powers: Telekinesis

This power may be “kept up.”

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. (Amplification of the

strong and weak nuclear forces, I guess :). The object has the same

density (more or less), 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 of6D–enough to resist a lightsaber, most of the time. NOTE THAT THIS DOES NOT AFFECT THE OBJECT’S ABILIY TO DO DAMAGE! Just increases it’s resistance to breakage or destruction. And severely limits chemical reactions (such as oxidation).

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 (or other vital

gases) no longer disassociates from carrier molecules, causing oxygenstarvation.

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.

Surge

Alter Difficulty: Easy => small objects

Moderate => for droids and computers

Difficult => Speeder scale

Very Diff => Walker scale

Heroic => Starfighter scale

Warning: Using this power causes the user to get a Dark Side point.

Time to Use: 3 Minutes

Effect: When a Jedi uses this power he uses the Force to overload the target’s circuits and causes it to explode. Everything in the immediate blast radius takes 5d damage.

Warp Matter

Alter Difficulty: Easy => liquid matter

Moderate => malleable matter

Difficult => hard matter (metal, wood)

Very Diff => very dense matter (hulls, reinforced metal walls), gases;

modifiers: 1 cubic cm => +0

1 liter/1000 cubic cm => +10

1 cubic meter => +25

10 cubic meter => +35

Required Power: Telekinesis

Time To Use: 1-12 rounds, scaled by difficulty number.

Note: This power will not work and cannot be used against living

matter.

Effect: This power allows the Jedi to mold a volume of matter to anew 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 it’s 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 articles is reflected in the harder difficulty of managing gases with this power as opposed to some solids or liquids.

Control and Sense Powers

Anticipation

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 (e.g., 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. It may not be kept “up;” the Jedi must check each round to successfully anticipate another being’s actions.

Blaster Combat

Control Difficulty: Moderate

Sense Difficulty: Easy

This power can be kept “up.”

Note: This power is exclusively taught by Teepo Paladins and will only be taught to students who reject the use of sabers (and other “light” weapons).

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 she/she wishes to use two blasters in combat at once (See Tricks of the Trade in the Teepo section).

Add 1D of Damage for every 5 points a Strike succeeds by (through

using Sense the Teepo is able to locate and exploit structural weaknesses in their targets).

Call Animal

Control Difficulty: Very Easy by Relationship (Max Diff = 24).

Sense Difficulty: Moderate 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.

Daisho Combat

Control Difficulty: Difficult

Sense Difficulty: Moderate

Required Powers: Lightsaber Combat

Effect: This power allows a Jedi to wield two sabers (one long and

one short — A Lightsaber and a Lightdagger for example) simultaneously.

A character wielding two blades who successfully activates the power may attack and parry once each with no multiple action penalties (one strike and one parry totals one action, not two), although other penalties still apply, including the penalty for keeping the power up. If a character makes no attack in a round and chooses only to parry, he

receives a +1D bonus to parry and also receives a +1D bonus at attempts

to deflect blaster bolts. Otherwise the power grants all bonuses given

by the Lightsaber Combat power (Control to Dam, Sense to Strike/Parry).

Death Sense

Control Difficulty: Moderate

Sense Difficulty: Heroic; modified by relationship and proximity

Required Power: 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

Control Difficulty: Difficult => Same species and race

Very Diff => Same species different race

Heroic => Different species

*Modified by relationship to imitate a

specific being (ignore different

species modifications)

Sense Difficulty: Moderate => Just one component

Difficult => Two components

Very Diff => Three components

This power can be kept “up.”

Effects: 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).

Dream

Control Difficulty: Moderate => 10 minutes

Difficult => 10 minutes with no die penalty

Very Diff => 1 hour

Heroic => 1 hour with no die code penalty

Sense Difficulty: Moderate => +1D

Difficult => +2D

Very Diff => +3D

Heroic => +4D

Required Powers: Hibernation Trance

Effect: The Jedi goes into a trance and mentally role-plays/dreams going

through an action. They then gain dice on the related skill for an

extended amount of time. Dream may only be used for one skill per day.

Empowered Lightbo Combat

Control difficulty: Difficult (20)

Sense difficulty: Moderate (15)

Note: This Power is exclusively used by Aiki Jedi.

Prerequisites: Lightsaber combat, combat sense, empower weapon.

Effect: This power was designed by Morihei Ushiba to wield his Empowered staff. It is used to move the “empowerment free” area used for holding the staff in the needed place, and is in all other aspects

identical to Lightsaber combat (add Control to damage and Sense to

attack).

Eyes of the Eagle

Control Difficulty: Moderate

*Modify by Relationship and Proximity

Sense Difficulty: Moderate

*Modify by Relationship and Proximity

This power may be kept “up.”

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.

Force Archery

Control Difficulty: Difficult (20) + proximity modifiers

Sense Difficulty: Moderate (15) + 10 if target is not seen

Prerequisites: Lightsaber combat, telekinesis, combat sense.

Note: This power cannot be kept “up” for the entire fight – it has to be activated for each shot. However, it can be kept “up”, in which case you get a free TK roll next round to retrieve the arrow (and since you know exactly where it is, no proximity modifiers). Also, you get to add your Sense to attack roll and 1/2 of your Control to damage. This power can be used for normal arrows, however, you do not add Control to damage in this case, and add 1 dice less to attack roll (1/2 Control – 1D).

Jhemadan Combat

Control Difficulty: Moderate

Sense Difficulty: Easy

Note: This Power is exclusively used by the Shadow Dragons.

Effect: This power is handled in the same way as lightsaber combat, except that it is used to amplify the user’s skills at the Jhemadan school of unarmed combat instead of Lightsaber combat. It can be used in conjunction with the “Hands of the Jhemadan” power, and the blaster bolt deflection can only be done when that power is up.

Ka

Control Difficulty: Moderate

Sense Difficulty: Moderate

Required Powers: Combat Sense, Emptiness or Rage

Note: This Power is exclusively used by Monks of Shimura.

This Power may be kept “up.”

Notes: 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 several years (at least 3) of intensive 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”).

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 the Return Melee Attack Maneuver as described in Ka

Combat.

Mediation

Control Difficulty: Moderate

Sense Difficulty: Moderate; modified by relationship

This power can be kept “up.”

Time to use: one minute

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

judgment call. If there are more than two participants, add one

difficulty level per person over two.

Mental Translocation

Control Difficulty: Difficult + 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

Time To Use: 3 rounds to prepare + duration of power

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 “noninteractive”

senses to perceive the environment (Jedi’s choice; e.g.

vision and audition). 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 then made, then the

maximum movement is 1km/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

this 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 reinhabit 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”).

Share Senses

Control Difficulty: Moderate; modified by Relationship and

Proximity

Sense Difficulty: Moderate; modified by Relationship and Proximity

This power may be kept “up.”

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.

Speak with Machine

Control Difficulty: Very Easy => A.I.

Easy => Complex Mainframe

Moderate => Dedicated Computer

Difficult => Macintosh

Heroic => Win95

Sense Difficulty: Moderate by Relationship and Proximity

Required Powers: Projective Telepathy, Cyber Sense

Effect: Allows a Jedi to interface with a computer (just like Projected Telepathy). The user may only gather information and accomplish tasks someone with his clearance normally could. Computers are stubborn and won’t give into a mere mortal on this level. GM may allow user to use Con, though, to convince the computer that he has higher access.

Control and Alter Powers

Control Weather

Control Difficulty: Difficult by Proximity

Alter Difficulty: 5 for every step on the scale:

Totally Clear No Wind

Partly Cloudy Wind 5mph

Cloudy Wind 10mph

Cloudy, Drizzle/Lt Snow Wind 15mph

Steady Rain or Snow Wind 20mph

Hard Rain, Snow or Sleet Wind 25mph

Deluge, Blizzard, Hail Wind 30mph

Heavy Thunderstorms Wind 40mph

Gale Force Winds Wind 50mph

Hurricanes/Twisters Wind 75mph

Hurricanes/Twisters Wind 90mph

Hurricanes/Twisters Wind 105mph

Example: If it is already drizzling and the

Jedi wants a hurricane, his difficulty is 30.

This power may be kept “up.”

Required Powers: Commune With Nature

Time to Use: One round for every level of change desired

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.

Fertilize

Control Difficulty: Moderate

Alter Difficulty: Easy => Growth/Birth rate x1.25

Moderate => Growth/Birth Rate x1.5

Difficult => Growth/Birth Rate x1.75 (Roach)

Very Diff. => Growth/Birth Rate x2 (Bunnies)

Heroic => Bebe’s Kids

*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 Explosive

Control Difficulty: Heroic

Alter Difficulty: See Below

WARNING! Using the power grants a Dark Side Point when used, and

an additional Dark Side Point for casualties, compounded upon normal

Dark Side Point gains.

Required Powers: Conduit

Effect: This power utilizes the Dark Side of the Force to create

an explosive “charge” of pure Force energy. Any object conceivable can

be charged, with a Control penalty of +5 for as many times bigger than a grenade it is. Control is used to energize the object being used for an explosive, and Alter is used for damage. Alter is also used for timing the explosive. Any number of D can be removed from Alter to create a “timer” of D number of rounds before the explosion. If no D are placed in the “timer,” the weapon must be used immediately or it will explode in the Dark Sider’s hand. Explosions appear similar to other Force Energy uses, such as Force Lightning or Force Weapon, as a light blue electrical energy pulse.

Force Transduction

Control Difficulty: Very Difficult

Alter Difficulty: Easy => small battery (1 Min)

Moderate => Character Scale (1 Hour)

Difficult => Speeder/Walker Scales (2 Hours)

Very Diff => Starfighter Scale (takes 8 hours)

Heroic => Capital Ship Scale (takes 1 day)

Required Powers: Absorb/dissipate energy, force of will, transfer force, conduit Time To Use: See Above

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).

Heal Another

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.

Time to Use: 5 minutes meditation per level of difficulty.

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.

Regenerate Other

Control Difficulty: Moderate => Simple Organ (eye, liver, kidney)

Difficult => Complex Organ (Heart)

Very Diff => Limb or System (Arm, Spine)

Heroic => Brain, A.I.D.S, Terminal Cancer

Alter Difficulty: Very Easy by Relationship (plus Willpower or

Control if target resists)

Required Powers: Heal Another, and Regenerate

Time to use: One month per level of difficulty (1 month for an eye, 3 months to repair spinal damage)

The Power *has* to be kept “up.”

Effect: Allows a Force-user to repair extensive damage to the

point of regrowth. During the period of Regeneration, the target must

rest as detailed in the Natural Healing section of the rulebook. The

user must visit the resting target at least once per day to re-apply the treatment. A failed roll means treatment is setback for one day for

every point missed. At the end of the period (provided rest was never

broken) the target may roll Control or Strength versus the above Control difficulty. For every full week of rest and treatment past the required period, the target’s Strength/Control roll is reduced by one Difficulty level. If the Strength/Control roll is successful, he has a new, fully working organ/limb. If unsuccessful, he has a fully grown organ/limb that either his body has rejected or is just unusable.

This power may be used in conjunction with Warp Matter (to reengineer

organs/limbs) or Mind Control (to re-program target).

Difficulties for Warp Matter are one level lower (you are shaping while

building) and difficulties for Mind Control are one level higher

(effects are more lasting if not permanent). Either use is a perversion

of nature and earns a Dark Side Point.

Shadow Split

Control Difficulty: Easy

Sense Difficulty: Moderate

Note: This Power is exclusively used by the Shadow Dragons.

This Power may be kept “up” (see below).

Effect: When this power is called upon, the Jedi invoking it

appears to split into four copies of himself, each of moves away in a

different direction. In actuality, only one of the images is real, the

others are merely shadows, created by the portioning out of some of the

invoker’s life force. Each time the power is invoked, the Jedi must

expend a character point. These images do not take damage, and are

completely insubstantial. As all forms of matter and energy pass right

through them, they can be detected in that manner. This power can be

maintained from round to round, costing a character point every 10

rounds. The images can attack, although they cause no damage on a

successful hit. The two ways in which this power is commonly used are

to aid in flight, with the various images running away as well, drawing

off enemy fire, and to aid in combat, where they draw fire, and distract

opponents, making them dodge or parry illusionary attacks. This power

can be dispelled by “The Clouds, Parting.”

Survive in Hard Vacuum

Control Difficulty: Difficult

Alter Difficulty: Moderate => 1 turn

Difficult => 1 minute

Very Diff => 10 minutes

Heroic => 30 minutes

Heroic +10 => 1 hour

Required Powers: Hibernation Trance, Control Breathing

Effect: User may temporarily survive in a vacuum.

Sense and Alter Powers

Affect Emotions

Sense Difficulty: Target’s Con, Will or Per (Highest) modified by

Relationship

Alter Difficulty: Moderate => Hunger/Thirst

Difficult => Happy/Sad/Awe/Fear/Fatigue/Confused

Very Diff => 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

This power may be kept “up.”

Effect: Allows a Jedi to manipulate the emotional state of a

target. Be careful… this power can quickly lead to a Dark Side Point!

Commune with Machines

Sense Difficulty: Moderate

Alter Difficulty: Easy => 1/2 Normal Energy Used

Moderate => Information Processed x2

Difficult => Never “Botch” a roll

Very Diff => 1/4 Energy & Info Pro. x3

Heroic => No energy used & Info Pro. x4

This power may be kept “up.”

Required Powers: CyberLocke

Effect: Similar to Commune with Nature, this skill allows a

meditating Jedi to influence the efficiency of nearby machines. They

will be faster, use less energy, never critically fail from the

(un)lucky die (or those using these systems) etc.

Commune With Nature

Sense Difficulty: Moderate

Alter Difficulty: Easy => Feeling of Tranquillity

Moderate => Grass Grows

Difficult => Flowers Grow / Animals Attracted

Very Diff => 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

Vacuum => +170

*Modify by Proximity

This power may be kept “up.”

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

tranquility, etc. Sense is used to create the link and Alter makes

changes in the pattern of nature around him.

Empower Self

Sense Difficulty: Moderate

Alter Difficulty: Moderate

This power may be kept “up.”

Note: This Power is exclusively used by Monks of Shimura.

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

in order to parry lightsabers or block/deflect blaster bolts as per Lightsaber Combat. These bonuses are not in addition to any gained from

keeping the Ka Power up. While the Monk is empowered he may also add

Alter to his brawling damage.

Greater Force Shield

Sense Difficulty: As per Starship Shields Skill

Alter Difficulty: Total divided by 7 = #D

Ex => Jedi rolls 14 with 5D Alter, the dice

added to resist damage is 2D.

This power may be kept “up.”

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

Sense Difficulty: Easy

Alter Difficulty: Very Easy modified by average Relationship.

Plus 2 difficulty for every creature in range

not to take part in Group Mind.

Required Powers: Projective Telepathy.

This power may be kept “up.”

Effect: Allows user to telepathically communicate with all creatures within 30 meters.

Induced Sleep

Sense Difficulty: The target’s willpower, stamina, or Control

Modified by Relationship & Proximity

Alter Difficulty: Very Easy => 1 Target

Easy => 2 Targets

Moderate => 4 Targets

Difficult => 8 Targets

Very Diff => 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 Power: 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 that do not require sleep.

This power can be kept up but the Jedi must make a new power roll

whenever he adds or switches targets.

Lightwhip Combat

Control Difficulty: Moderate

Alter Difficulty: Moderate

This power may be kept “up.”

Effect: The Sith used this power to wield the double-edged Lightwhip, and guide it’s movement through the Dark Side. If the Sith is successful, he may add his Alter dice to his lightwhip skill roll to

hit or parry, and he adds or subtracts put to his Control dice to the

damage. If he fails, he must use his lightwhip skill and the standard

damage only for the duration of the combat. To parry blaster bolts, the Sith may use Lightwhip Combat. To do this, the character must declare that he is parrying that round, using his lightwhip skill as normal. The Sith may also attempt to control where the deflected blaster bolt goes, although this counts as an additional action. The Sith must declare which specific bolt he is controlling, with difficulties as per Lightsaber Combat.

Precipitate

Sense Difficulty: Difficult

Alter Difficulty: Heroic, Modified by Proximity

Time to use: one minute per cubic meter

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

Sense Difficulty: Moderate

Alter Difficulty: Moderate

Required Powers: Hibernation trance, postcognition, sense force

Time To Use: 20 minutes for less than or equal to 1 cubic meter;

4hours for 10 cubic meters; 1 week for 100 cubic meters; 1 year for

1cubic kilometer; +1 year for each additional 0.5 cubic kilometer

Note: This power must be kept “up” until the removal meditation is

completed or given up on.

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. 100cubic meters=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). Naomi asked about this one, so I decided to type it up.

Sense Weight

Sense Difficulty: Very Difficult

Alter Difficulty: Moderate; Modified by Proximity

Required Powers: Telekinesis

Time to use: one round

Effect: This allows the Jedi to sense the weight of an object

down to the nearest 0.001 milligram.

Sensory Overload

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

Sense Difficulty: Very Easy by Relationship (+2 for every person, after the first, through tenth… +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 (a howl is heard)

Easy => Two Senses

Moderate => Three Senses

Difficult => Four Senses

Very Diff => Five Senses (holographic)

Heroic => The viewers are in the story!

This power may be kept “up.”

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.

Thermogenesis

Sense Difficulty: Moderate

Alter Difficulty: Easy, modified by target Strength.

Prerequisites: 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 (unless he has

one hell of a good excuse!). 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.

Control, Sense and Alter Powers

Aiki Combat

Control Difficulty: Difficult

Sense Difficulty: Moderate

Alter Difficulty: Easy

Note: This Power is exclusively used by the Aiki Order.

This power can be kept “up”.

Effect: This power allows a Jedi to use his body as a weapon. He controls his own Force to allow for precise movements and senses the

flow of the Force within his opponent to find his weak spots and predict his actions. He is effectively using the Force to augment his martial arts training. However, this power can only augment his abilities. When he doesn’t know how to fight, he will not gain any bonuses – that’s why this power is used mainly by Aiki Jedi. After all, the Force may guide you, but it will not replace the need for long training – the quick and easy path is the path to the Dark Side. Using this power, the Jedi also alters the flow of the Force around him to create a protective shield around himself.

Game Effect: Add 1/2 of Control and 1/2 of Sense dice to Martial

Arts pool. However, skill bonus cannot exceed Brawling + Martial Arts

(you need to know how to fight, and not rely solely on Force. Force will guide you, but the easy path is the path of the Dark Side…). Also, he may add 1/4 of Sense and 1/4 of Control (round down) to damage (stun only – to increase physical damage, use dice from MA pool). Finally, he uses Alter to create a protective shield around him.

This has 2 advantages:

* Absorb/Dissipate Energy difficulty is Easy + damage roll (however,

remember about the penalty from keeping C,S&A power of Aiki Combat up).

* The greatest concentration of the Force is around his hands. He may

Brawling Parry blaster shots with his Sense skill (but he may allocate

dice from MA pool) without any consequences. He may also parry or even

catch a lightsaber blade. However, deflecting the lightsaber blade is

relatively easy (use sense skill and allocate dice from MA pool) and

harmless (unless the Jedi will roll 1 on the Wild Die for the parry roll

– in this case he must resist lightsaber’s 5D energy damage to his

hand), then catching it is pretty difficult stunt (roll 1/2 sense dice,

and allocate dice from MA pool at 1 to 2 ratio). Basically, each round

roll Control dice against normal lightsaber damage – 5D + Control.

Remember, that this is damage to the hand, so it won’t kill you. Treat

Incapacitated and above as Maimed – you loose your hand and you’re left

at Wounded).

Block Force Ability

Control Difficulty:

Duration Desired 1 Round Easy – 10

2 Rounds Moderate – 15

Up to 5 Rounds Difficult – 20

Up to 15 Rounds Very Diff – 25

Up to 3 Hours Very Diff – 30

Up to 1 Day Heroic – 40

Up to 1 Week Heroic – 45

Up to 1 Month Heroic – 50

Up to 1 Year Heroic – 60

Up to 5 Years Heroic – 70

Up to 15 Years Heroic – 80

Permanent Heroic – 100

Sense Difficulty: Targets Control + Proximity

Alter Difficulty:

Type of Force to Block:

Single, Specific Use Difficult – 17

Single Skill Power Very Diff – 27

2 Skill Power Heroic – 39

3 Skill Power Heroic – 52

Entire Skill Heroic – 76

This power may be kept “up.”

Time to use: One Round for every level of duration.

Required Powers: Hibernation Trance, Life detection, Sense Force,

Projective Telepathy, Transfer Force(?) Affect Mind, Control 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.

Bloodlust

Control Difficulty: Moderate

Sense Difficulty: Easy => 1 – 2 Targets

Moderate => 3 – 20 Targets

Difficult => 21 – 100 Targets

Very Diff => 101 – 1,000 Targets

Heroic => 1,000 – 10,000 Targets

* Modified by single highest individual proximity

Alter Difficulty: Easy plus target’s Perception, Willpower or

Control roll.

This power may be kept “up.”

Required Powers: Affect Mind, Rage, Project Force, and Anger

Warning: The user of this power gains a Dark Side Point.

Notes: Target’s with Dark Side Points receive a penalty to resist

equal to the bonus granted by their Dark Side Points. For example, a

Jedi has one Dark Side point from embracing the Dark Side (see Part II:

The Dark Side) which usually gives a +2D bonus to all Force Skills.

When using this power he rolls Control, Sense, and Alter with a +3D

bonus (+2D from his earlier Dark Side Points plus an additional +1D from the new Dark Side Point gained from attempting this power). When the same Jedi attempts to resist this power, the Alter difficulty (for the user) becomes Easy plus Control (or Willpower, or Perception) minus 2D. Since he has already been touched by the Dark Side it is harder for him to refuse it.

When a Jedi of the Light is under the influence of this power it

is likely he will commit evil acts. Such a Jedi does not receive Dark

Side points for Action (striking first, aggressively, or out of anger),

but does take Dark Side Points for Inaction (the guilt he feels for not

being able to control himself).

Effect: When this power is used, the Jedi radiates the Dark Side

of the force, sending waves of anger and hatred washing over his

targets. The game affect of this power is that all targets go into a

berserker state, granting a +2D bonus to all combat actions (attacks and parries/dodges), but they may make no other actions in the same round.

Also, record all wound results of “stunned” or “wounded” but do not

invoke any die penalties for those under the influence of this power. A

target may roll their resistance once per round against the Jedi’s

standing Alter roll, to break free. Each failed resistance attempt

incurs a -5 penalty on the next attempt (cumulative).

Cleansing, The

Control Difficulty: Moderate

Sense Difficulty: Own Perception ability value

Alter Difficulty: Very Difficult

Note: This Power is exclusively used by the Baadu.

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 a character uses 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.

Example: 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

Control Difficulty: Moderate => Computer, Electric kettle.

Difficult => Lightsaber, Blaster.

Very Diff => Repulsorlift vehicle.

Heroic => Starship.

Sense Difficulty: Moderate => Electric kettle.

Difficult => Lightsaber, Blaster.

Very Diff => Vehicle (all scales).

Heroic => Computer.

Alter Difficulty: Difficult.

Required Powers: Absorb/Dissipate Energy

This power may be kept “up.”

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

Control Difficulty: Moderate by Proximity

Sense Difficulty: Target’s Perception by Relationship

Alter Difficulty: Easy => Trekkies

Moderate => Insect

Difficult => True Animal (Beaver/Hawk)

Very Diff => Kinda Smart (Dog/Ape)

Heroic => Truly Alien

This power may be kept “up.”

Required Powers: Eyes of Eagle

Effect: You take total control of an animal’s mind/body.

Corporeal Translocation

Control Difficulty: Heroic + (2x proximity)

Sense Difficulty: Difficult

Alter Difficulty: Heroic + (2x proximity)

Required Powers: Absorb/dissipate energy, accelerate another’s

healing, accelerate healing, control another’s pain, control pain,

Doppleganger, 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

Time To Use: 1 round to prepare + duration of power + 1 round for

“reassembly.”

Note: This power assumes that Doppleganger should not be a power

that grants a Dark Side Point and thus both Doppleganger and this power

should be usable by all Force users, and not just Dark Side users.

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 10xhyperdrive. 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 10km/rnd.

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.

Designer’s Notes: 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 Gravity Well

Control Difficulty: Heroic

Sense Difficulty: Heroic

Alter Difficulty: Heroic

Required Powers: Absorb/Dissipate Energy, Null Gravity,

Concentration, Emptiness, Instinctive Astrogation

Time to Use: 1 hour of meditation

This power may be kept “up.”

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 traveling 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

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

Time To Use: 1 hour (deep meditation)

Note: The creation of the Assassin homunculus requires an element of

hatred and anger to be used. For this reason, and for the associated

evil intent, creators of an Assassin Homunculus automatically receive a

Dark Side Point at the time of power use.

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 stats, see

below).

One 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.

Types Of Homunculi:

Note: 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 stats -1D per point (if any stat equals

or drops below 0 then character is unconscious). The effects of the

poison last 3 hours.

Move: 10 walking, 15 gliding

Size: 50cm

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: 10Size: 100cm

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 3DSearch 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: 50cm

Scale: Character

Description: Feathered wings, dull beak, short claws, broad tail, color

determined by creator.

CyberLocke

Control Difficulty: Very Easy by Proximity

Sense Difficulty: Easy By Relationship

Alter Difficulty: Moderate => +1D to Technical Skills

Difficult => +2D to Technical Skills

Very Diff => +3D to Technical Skills

Heroic => +4D to Technical Skills

Required Powers: Speak With Machines

This power may be kept “up.”

Effect: Through using this power a Jedi becomes one with a

machine. When successful a Jedi enters a state where he thinks like the

computer, thus allowing him greater skill with which to manipulate it.

This skill may also be used to negate side effects from cybernetic

replacements. When doing so, the Jedi rolls his Alter as usual to

determine the amount of dice to roll versus difficulty gained by cyber

points.

Example: If a character has 7 cyber points, all difficulties are

raised by 21 points (3 points per cyber point). If he wishes, he may

activate CyberLocke on himself (with no added difficulty from cyber

points) in an attempt to strengthen his connection with the Force. If

he rolls a 16 (Difficult) for Alter, the difficulty added to Force

Skills from cyber points is reduced by 2D (per the table above). He

then rolls the 2D and gets 7. The new difficulty added to Force Skills

is 14.

A Jedi may also reach out to a machine and order it to do his

bidding (difficulty vs. computer programming). Example: Ordering a

blaster to lock up or a sensor to give a false reading.

Dark Side Dissipation

Control Difficulty:

Size of Target: Very Easy => Small Pouches

Easy => Regular Boxes

Moderate => Land Vehicles

Difficult => Walkers and Sentient Beings

Very Diff => Starships

Heroic => Huge Amounts of Dark Side Energy

Sense Difficulty: Object’s Strength or Person’s Control/Perception

plus amount of Dark Side Points.

Alter Difficulty:

Length of Duration:

Very Easy => 1-2 rounds

Easy => 2-3 rounds

Moderate => Several minutes

Difficult => 1 hour to a couple days

Very Diff => 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.

Warning: 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.

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.

*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. GM’s decision.

Discharge Spirit

Control Difficulty: Heroic

Sense Difficulty: Heroic

Alter Difficulty: Heroic

Note: User MUST have RELEASE SPIRIT or TRANSFER LIFE to get back

to a living body.

Time to use: 10 minutes

Effect: User leaves his body and puts his spirit into a Sohn-Ja

(or “soul jar” to the uneducated). The object must have great

significance to the user and specifically designed for this action.

Materials for the Sohn-Ja usually cost $100,000 to $1,000,000 (Sohn-Jae

may only be crafted from the finest materials, and even the slightest

imperfection could cause damage to the spirit within). While a body is

vacant of a soul it will begin to deteriorate as if in a coma. Without

proper assistance, the body will shortly die.

Eclipse

Control Difficulty: Moderate

Sense Difficulty: Special, See Below

Alter Difficulty: Easy => Passers-by don’t notice you (Not

Moving)

Moderate => Passers-by don’t notice you

(Walking)

Difficult => Passers-by don’t notice you

(Running)

Very Diff => Passers-by don’t notice you (Naked

at Church)

Required Powers: Hibernation trance, Affect Mind, Projective

Telepathy.

This power can be kept “up.”

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 (or for similar

trouble) 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… whatever’s most relevant) 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) and +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 (GM’s discretion).

Force Bolt

Control Difficulty: Moderate => Spray (1/2 Range & Damage)

Difficult => Normal Blaster

Very Difficult => Laser Torch (Cutting)

Sense Difficulty: As per blaster skill.

Alter Difficulty: Very Easy => 2D Dam

Easy => 3D Dam

Moderate => 4D Dam

Difficult => 5D Dam

Very Diff => 6D Dam

Heroic => 7D Dam

Heroic +10=> 8D Dam Etc.

Required Powers: Absorb/Dissipate Energy

Effect: The Jedi focuses the force into a coherent blast of energy

with the same properties of a blaster (i.e. it can be reflected by a

lightsaber). Control is used to call forth the power and determine how

well defined the blast is. Use Sense as if it was your Blaster skill

and Alter dictates the damage (see above). As with most force powers,

the skill in itself is not evil, therefore a character does not take a

Dark Side Point just for using it. Its *how* a Jedi uses the power that

matters.

FZOOOK

Control Difficulty: Heroic +10

Sense Difficulty: Heroic +10

Alter Difficulty: Heroic +10

Modified by Relationship and Proximity.

Note: This Power is exclusively used by Empress Jae.

Required Powers: Leap

Effect: A fast moving bar of white steel. Liquid fire.

If it hits a target, he never existed. If it misses it keeps going

’till it hits a living being. Like a dog, a person, your little

brother. All objects in it’s path are destroyed until it hits a living

being (who is then ultimately nullified). This power has only been used

by the great Empress Jae, and who her targets were . . . well . . . I

can’t seem to remember.

Leap

Control Difficulty: Very Difficult (to enter)

+5 difficulty (to exit)

[Must make two separate Control rolls*]

Sense: Heroic, modified by proximity to LZ

Alter: Heroic, modified by proximity to LZ (x2)

+5 for every 10kg of material carried over 10kg.

Required Powers: Absorb/dissipate Energy, Accelerate Healing,

Combat Sense, Concentration, Control Another’s Pain, Detoxify

Poison, Doppleganger, Emptiness, Enhance Attribute, Farseeing, Force of

Will, Hibernation Trance, Instinctive Astrogation, Lesser Force Shield,

Life Detection, Life Sense, Magnify Senses, Projective Telepathy, Remain Conscious, Remove Fatigue, Sense Force, Shift Sense, Strengthen Object, Telekinesis, Transfer Force, Transmutation, Warp Matter.

Note: Time travel is possible with this power. Modify the listed difficulties by the number of weeks that one wishes to travel (+3@week

or +30, which ever is greater). A Willpower roll must be made equal to

the modifier, or the Jedi’s exposure to “Jedi-Space” warps his or mind.

Time to use: 10 rounds, +1 round for every day’s worth of time being leapt across.

Effect: This is one of the rarest of Jedi powers, having been

developed at the tai end of the Clone Wars. This power allows Jedi to

“leap” through space, or father the Force, without the use of a

spaceship. In its more mundane applications, it allows the Jedi to jump

across continents in a matter of microseconds.

Leap allows a Jedi to move his physical being through the Force as

readily as his mind. Because of this, he is able to move from point to

point almost instantly. The only real time lag that exists is when the

Jedi is reentering Real Space. Not all Jedi did return to the normal

universe, and have been unseen since. No Jedi had any idea where the

lost ones are, or even if they are still alive. It has even been said

that even time may be twisted in the “Jedi-space”.

Lightbo Combat

Control difficulty: Difficult (20)

Sense difficulty: Moderate (15)

Alter difficulty: Difficult (20)

Prerequisites: Lightsaber combat, telekinesis, combat sense.

Effect: Using lightbo without this power is almost impossible – it

holds both handles in one line using Telekinesis, and moves them where

needed. In all other aspects, it is identical to Empowered Lightbo

Combat and Lightsaber Combat.

Light Boomerang Combat

Control Difficulty: Moderate

Sense Difficulty: Moderate, +1D difficulty per additional target

Alter Difficulty: Easy, +1D for every additional target, +2D for

every additional target after the third. Must make a Very Easy roll to

catch.

Required Powers: Lightsaber Combat, Telekinesis

This power maybe kept “up.”

Effect: This is the power that lets a Jedi pick up, much less

throw a Light Boomerang. This power controls all aspects of the

strike, from the throw to the hit to the catch. Without this power, no

one should ever pick up a light boomerang, much less try to throw it.

If the Alter roll fails, the boomerang just does not ignite, and

clatters to the ground, a lifeless hunk of metal. 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 boomerang

makes a direct line to the Jedi, who must make a Very Easy Alter roll to deactivate the boomerang or be struck with it.

Like the Lightsaber, Light Whip 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 boomerang. 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 light boomerang 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.

Mind Sand

Control Difficulty: Easy

Sense Difficulty: Target’s Control or Perception Roll (whichever

is higher).

Alter Difficulty: Moderate

Note: This Power is exclusively used by the Shadow Dragons.

Required Powers: Affect Mind

Effect: This power is designed to cripple the abilities of

opposing Jedi. When invoked, and the target’s roll is lower than the

sense roll, the target can no longer use the force skill of Sense, and

any powers based on that skill. When he tries to do so, all he will see

is a featureless grey field. If he tries, he can make an opposed roll

every round to break the control, though that does count as an action.

All other Force Powers can still be used normally. This power can be

kept up from round to round. It is particularly vulnerable to “The

Clouds, Parting” as a successful invocation of that power will not only

negate the effects of this power, the person holding the “Mind Sand”

power will still believe that the power is up, and can expend effort

trying to keep it up with no effect.

Pacifism

Control Difficulty: Moderate

Sense Difficulty: Easy => 1 – 2 Targets

Moderate => 3 – 20 Targets

Difficult => 21 – 100 Targets

Very Diff => 101 – 1,000 Targets

Heroic => 1,000 – 10,000 Targets

* Modified by single highest individual

proximity

Alter Difficulty: Easy plus target’s Perception, Willpower or

Control roll.

Required Powers: Affect Mind, Emptiness, Calm, and Project Force

This power may be kept up (see below).

Note: The bonuses usually granted to a Jedi for having Dark Side

Points (See Part II: The Dark Side) become penalties when using this

power. For example, If a Jedi has two Dark Side Points from embracing

the Dark Side (which usually grants a +4D bonus when using Force

Skills), suffers a -4D penalty to all rolls when activating or keeping

up this power. Also, it is impossible for any character with six or

more Dark Side Points to manipulate the Light Side enough to use this

power.

Effect: A Jedi using this power radiates the light side of the

force, sending waves of peace and happiness washing over his targets.

Unwilling targets resist with either Willpower, Perception, or Control

(whichever is higher), with a +2 to their resistance for each Dark Side

Point they possess. The game affect of this power is that all targets

may not make any violent or angry actions (attacks etc..) while under

its influence. People under the influence of this power lose one Dark

Side Point for every hour. A target may attempt to break the influence

of this power by rolling their resistance once a round, against the

Jedi’s Alter roll (from when the power was activated). Each failed

resistance attempt incurs a -3 penalty on the next attempt (cumulative).

Editorial Note: Like everything else in this Handbook, the effects

of this power are up to each individual GM. I personally, think there

is a great distinction between calming down and washing away sin.

Therefore, I would not allow use of this power to eliminate Dark Side

Points. Evil acts should be atoned for through great sacrifices and

hardships, but it is really up to each individual GM to decide how it

effects their game.

Release Spirit

Control Difficulty: Very Difficult modified by relationship

Sense Difficulty: Heroic

Alter Difficulty: Heroic

Time to use: 30 minutes

Effect: Allows user to release a spirit contained in a Sohl-Ja

(see Discharge Spirit). Upon release, the spirit may attempt to re

this round. The vampire can re-initiate the power next round, or keep

the power “up.” (which would necessitate resisting the same Alter

result, but with a reroll of dice), or try another attack.

Stun result: 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 result: 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 stats 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 Powers

Sense Disturbance

Sense Difficulty: Very Easy, Modified by proximity

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.

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