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Control Powers
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Absorb/Dissipate Energy
 | Control Difficulty: Sunburn - Very Easy;
intense sun - Easy; solar wind - Moderate; radiation storm - Difficult.
Characters may use this power for energy attacks, such as blaster bolds and
Force lightning - the difficulty is Moderate plus the damage roll of the
attack. |
 |
This power can be kept up as long as the source of energy is constant - it
may not be kept up for blaster bolts or Force lightning. |
 |
Effect: This power allows the Jedi to absorb or dissipate energy,
including light, heat, radiation, and blaster bolts. A successful control
roll means that the energy is dissipated. If the user fails the roll, he takes
full damage from the energy.
The character must activate the power in the same round to absorb the blaster
bolt or Force lightning - the character must be able to roll the power
before the attack lands. He can't use this power after the attack has hit. |
|
 |
Accelerate Healing
 | Control Difficulty: Easy for wounded characters; Moderate for
incapacitated characters; Difficult for mortally wounded characters. |
 |
Time to Use: One minute. |
 |
Effect: If a Jedi uses this power successfully, he may make two natural
healing rolls for the current day regardless of the injury. He gets a +2
modifier to his roll for both rolls. |
|
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Concentration
 | Control Difficulty: Easy if the Jedi is relaxed and at peace;
Difficult if the Jedi is filled with aggression, fear, or other negative
emotions; Very Difficult if the Jedi is acting on those negative emotions. |
 |
Effect: When using this power, Jedi clear all negative thoughts from
their minds, feeling the Force flowing through the universe and their own being.
The individual Jedi concentrates on one specific task at hand. If the skill roll
is successful, the Jedi may add +4D to any one action in that round. The Jedi
may do nothing other than using the Concentration power and using that one skill
for one action. The Jedi receives no bonus if anything else is done in that
round, including duplicate uses of the same skill or dodges or parries.
This power may be used in conjunction with Force Points and Character Points.
This power is only in effect for one round, and may not be kept "up." |
 |
Example: Luke is flying down the trench of the Death Star. With Ben's
urging, he clears his mind of negative thoughts, and feels the Force flowing
through him. Using the Force, he concentrates on the task of firing a proton
torpedo into the unshielded exhaust port. Since he has cleared his mind, the
control difficulty is Easy.
Luke's player declares that Luke is also expending a Force Point to accomplish
the task this round. Luke's starship gunnery skill is 6D. He loses -1D for doing
one other thing this round (using the Force counts as an action), reducing his
starship gunnery skill to 5D. Because he rolls successfully for his control, he
receives the bonus of +4D, making his effective skill for that round 9D. Because
he is spending a Force Point, his skill level is doubled to 18D!
If Luke attempted any other action in that round, including firing another
proton torpedo or blaster, or dodging enemy shots, he would receive no bonus!
|
|
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Contort/Escape
 | Control Difficulty: Very Easy for loose bonds; Easy for hand binders;
Moderate for serious restraints; Difficult to Heroic for maximum security (varies
at gamemaster's discretion, depending on security measures). |
 |
Required Powers: Concentration, control pain, enhance attribute. |
 |
Effect: The character escapes bongs by contorting in painful and
difficult (but physically possible ways. By dislocating joints and the
like, a Jedi can escape almost any physical restraining device. While this is
indeed a painful procedure, Jedi are trained to block out the pain and focus on
the task at hand. |
|
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Control Disease
 | Control Difficulty:
Very Easy for a mild infection, such as a cold; Easy for a
modest infection or illness, such as a high fever or severe flu; Moderate
for a severe illness, such as gangrene or a hive virus; Difficult for a
life-threatening disease; Very Difficult for a massive, long-standing
disease; Heroic for a rapid-acting life-threatening disease. |
 | Required Powers:
Accelerate healing |
 | Time to Use: Thirty
minutes to several uses over the course of weeks. |
 | Effect: Control
disease allows the Jedi to direct and control the anti-bodies and healing
resources of her body to throw off an infection or to resist diseases
within the body. Using the power requires the Jedi to meditate for half an
hour.
If the disease is life-threatening or long-standing, the Jedi
must make repeated skill attempts over the course of several weeks or
months to cure the disease entirely. (Gamemaster’s discretion as to how
many rolls are needed and how often.) |
|
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Control Pain
 | Control Difficulty: Very Easy for wounded or stunned characters, Easy
for incapacitated characters, Difficult for mortally wounded characters. |
 |
The power can be kept ''up,'' so the character can ignore the pain of injuries
for a long period of time. However, whenever the character is injured again,
the Jedi must make a new control pain roll, with the difficulty being the
new level of injury. |
 |
Effect: A wounded Jedi who controls pain can act as if he has not
been wounded starting with the round after the power roll has been made. The
wound is not healed, but the character doesn't suffer the penalties of being
wounded: a wounded Jedi doesn't lose 1D from all actions; an incapacitated
character can still act normally, as can a mortally wounded character. This
power can also be used to shrug off any stun results.
However, the character is still injured, and thus is prone to getting worse,
even if the Jedi doesn't feel the pain. For example, a wounded character who is
wounded again would still become incapacitated. Mortally wounded Jedi still have
to make the same rolls as other mortally wounded characters. |
|
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Detoxify Poison
 | Control Difficulty: Very Easy for a very mild poison, such as alcohol;
Easy for a mild poison Moderate for an average poison; Difficult for a virulent
poison; Very Difficult to Heroic for a neurotoxin. |
 |
Time to Use: Five minutes. |
 |
Effect: This power allows a Jedi to detoxify or eject poisons that have
entered her body. If the Jedi makes the power roll, the poison doesn't affect
her. |
|
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Emptiness
 | Control Difficulty: Moderate. |
 |
Note: Characters who are consumed by the dark side of the Force may not
use this power. |
 |
Required Powers: Hibernation trance |
 |
Effect: The user empties his mind and allows the Force to flow through
him. The character seems to be in deep meditation, and a character experiencing
emptiness is oblivious to his surroundings. A character in emptiness
may not move or take any action except to try to disengage from the emptiness.
While in emptiness, a character is difficult to sense or affect with the
Force. When another character attempts to use a Force power on the character in
emptiness, add the meditating character's emptiness roll to the
difficulty for the other character's sense or control rolls (this
affects only the sense roll; if the power doesn't use the sense
skill, then add the difficulty to the control roll). This difficulty is
added regardless of whether or not the empty character would willingly
receive the power's effect.
Once the character comes out of emptiness, the character gets a +6 bonus
modifier to all Force skill rolls for a period of time equal to the amount of
time the character spent in emptiness. This bonus reduced by 1 for each
Dark Side Point that the character has.
When in emptiness, characters dehydrate and hunger normally - some
initiates have died because they lacked enough control to bring
themselves out of emptiness.
When the character enters into emptiness, the player must state for how
long the character will be in meditation. A character must make a Difficult
control skill roll to bring himself out of emptiness; the character
may attempt to come out of meditation under the following circumstances:
When the stated time has passed. Once each hour beyond the original time limit. The character's body takes any damage more serious than stun damage.
|
|
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Enhance Attribute
 | Control Difficulty: Moderate. |
 | Effect: A Jedi uses this power to increase a single attribute for a
limited period. An increased attribute can help a Jedi jump higher, see better,
and run faster. All skills governed by the enhanced attribute increase by the
same amount for as long as the power remains in effect.
An attribute increased by this power remains enhanced for the duration listed
below. Duration and attribute increase are determined by how much a character's
control skill roll exceeds the difficulty number. Duration can be extended
through the use of character points - for every character point a Jedi spends,
the duration is increased by one combat round. The points can be spent at any
time before the power fades.
A Jedi can only increase one attribute at a time. If a
character invokes the power to enhance a second attribute while the first
attribute is still enhanced, then the first enhancement fades and the
second attribute receives the increase.
|
Skill Roll > Difficulty By |
Attribute Increase |
Duration |
| 0-13 |
+1D |
3 rounds |
| 14-25 |
+2D |
2 rounds |
| 26+ |
+3D |
1 round |
|
|
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Force of Will
 | Control Difficulty: Easy. |
 |
This power can be kept up. |
 |
Effect: By using force of will, the character uses his or her own
willpower skill to fight the effects of hostile Force powers. If faced
with a telekinetic- or mind-based power, the Jedi's willpower skill roll
may be added to either the control or Perception code.
The control (or Perception) plus willpower total is
referred to as the "protection number." If the attack roll is less than the
target's control (or Perception) roll, the character suffers no
ill effects. If the attack roll is greater than the protection number, the Jedi
suffers the full effects of the attacking power. If the attack roll is greater
then the control roll, but less than the protection number, the Jedi is
considered to be "battered." Subtract -1D from the character's willpower
skill. The Jedi can still continue to defend, but must do so with decreased
willpower. Reroll for a new protection number in this case. In the event a
Jedi's willpower skill ever reaches 0D, the force of will power is
automatically dropped, and the Jedi can only resist with control or
Perception.
It takes one day to recover 1D of damage from "battering of the will," or one
hour in emptiness for each 1D recovered. |
 |
Note: Force of will does not protect against Force lightning
or Force storms or objects hurled by telekinesis, since in each
case the power creates a distinct physical manifestation. These are external
rather than internal powers, in which case willpower would have no
bearing on resistance. Force of will works on injure/kill,
telekinetic kill, inflict pain and other powers which directly use
the Force to affect the target. |
 |
Example: Alexandra is attacked by an alien being whose skills reach into
the dark side. With an Easy control roll, Nomi initiates the force of
will power. The alien decides to use the telekinetic kill power on
Alex. The alien's control and sense rolls are successful, and he
now rolls his alter skill against Alex's control skill of 6D.
Because Alex is using the force of will power, she adds her willpower
skill of 7D+2 to her control code for a protection number of 13D+2.
If the alien rolls less than Alex's control skill, she would remain
unaffected.
If the alien rolls greater than the protection number, Alex would be struck by
the full force of her opponent's attack. The alien would make an additional
alter roll against Alex's unaided control roll to determine damage.
If the alien rolls greater than Alex's control skill, but less than her
protection number, she would be fully protected from the hostile Force power.
However, her will is considered to be battered, and her willpower skill
drops -1D to 6D+2. She must roll the 6D+2 to get a new (and presumably lower)
protection number. It will take her either a full day of meditating, or one hour
in emptiness to bring her willpower die code back up to 7D+2. |
|
 |
Hibernation Trance
 | Control Difficulty: Difficult. |
 |
This power can be kept up. |
 |
Effect: This power allows a Jedi to place himself into a deep trance,
remarkably slowing all body functions. The Jedi's heartbeat slows, his breathing
drops to barely perceivable levels, and he falls unconscious.
When a Jedi enters a hibernation trance, the character must declare under
what circumstances the character will awaken: after a specific amount of time,
or what stimuli needs to be present (noise, someone touching them). A Jedi can
heal while in a hibernation trance, but the character may not use skills
or Jedi powers while in a trance.
Hibernation trance serves two purposes. It allows a Jedi to "play dead."
It can be used to survive when food or air supplies are low. A character in
hibernation uses only about a tenth as much air as someone who is sleeping - he
can hibernate for a week in a dry climate or for up to a month in a wet climate
before dying from lack of water.
Anyone who comes across a Jedi in hibernation trance assumes that the
Jedi is dead unless he makes a point of testing him. Another Jedi with the
sense skill or the life detection power will be able to detect the
Force within the hibernating character and realize that he is alive. |
|
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Instinctive Astrogation, Control
 | Control Difficulty: Very Difficult. Modified by astrogation
difficulty. |
 |
Time To Use: One minute. |
 |
Effect: Instinctive astrogation control is far more difficult than
the standard sense-based instinctive astrogation power because
rather than trying to feel the correct solutions to the hyperspace equations,
the Jedi calculates them in his head. This is quite possible, and is often done
as a training exercise, but the figures generated are rarely utilized because it
is so easy for even a Jedi to make a mistake.
The difficulty is modified by how hard the task is with a nav computer.
| Task is |
Modifier (add to Difficulty) |
| Very Easy |
0 |
| Easy |
+5 |
| Moderate |
+10 |
| Difficult |
+15 |
| Very Difficult |
+20 |
| Heroic |
+30 |
If the control roll is successful, a Very Easy astrogation roll is
necessary to enter the correct routes into the nav computer. If the Jedi fails
the attempt, he overlooks an obstacle, and sends the ship down an inherently
dangerous path, thereby automatically making the astrogation difficulty
Very Difficult. If the control roll is missed by five ore more points,
the astrogation difficulty increases to Heroic.
This is a largely unknown application of the control power that allows
Jedi to plot astrogation paths, instead of using the more well-known sense-based
instinctive astrogation power. Instinctive astrogation control is
little more than a curiosity, studied only by a few Jedi theoreticians. |
|
 |
Rage
 | Control Difficulty:
Difficult |
 | Note: This power
can only be used by characters who have been consumed by the Dark Side of
the Force. |
 | Warning: A Jedi who
uses this power gains a Dark Side point |
 | Required Powers:
Hibernation trance |
 | Effect: Rage
allows a character to feel the great influence of the dark side. It
functions as a counterpart to emptiness.
The character must tense up completely, and allow the
mindless rage of the dark side to possess them. When using this power, a
character will appear lifeless. The Force-user is amplifying the negative
aspects of their personality, leaving their face clenched in a rictus of
horror and fear.
A character must determine how long they wish to be in rage when they
enter the trance. Barring an attack or the arrival of a specific person
(as explained below) the Jedi stays in the trance for the chosen duration.
The Jedi must make a difficult control roll for every four hours in the
trance or they suddenly awaken.
When the Jedi leaves this state, they receive a +10 modifier to
all force skill rolls for a period equal to the time spent in rage. After
the bonus has subsided the character takes one die of damage for every two
hours they were in the trance.
Like emptiness, rage makes characters oblivious to their surroundings;
they are rendered immobile. Unlike emptiness, however, characters in this
states strongly exude the dark side. The internal focusing even provides
some protection against others using the force to manipulate them in some
way. Add the rage control roll to the difficulty of the Force power
employed by the "attacking" character.
Characters dehydrate and hunger twice as quickly when using rage, and
are even more susceptible from damage (-1D to strength when resisting
damage from energy and physical attacks while in this state) characters
who plan an extended trance require intravenous nourishment.
In rage, the character is less oblivious to their surroundings than a
Jedi in emptiness. For example, any physical contact by a living being may
revive them (the Jedi must make a moderate control roll) and provoke an
instant berserker-like attack, regardless of who the person is. The
character must then make a difficult control roll to cease the attack
before the "offending" character is killed.
A character using rage can choose to anticipate the arrival of a foe.
The character must make a difficult sense roll (modified by relationship)
with the life sense power at the time he enters rage. This allows them to
instantly awaken (easy control roll) if the expected person comes within
five meters of the person in rage.
This power may be used in a preparation ritual for the transfer life
power. When a raged person uses transfer life their original body is
instantly and completely consumed by the dark side often bursting
into blue flames. For every three points in which the
control roll exceeded the rage difficulty, the body does 1d damage upon
explosion (three meter blast radius). |
|
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Reduce Injury
 | Control Difficulty: Moderate for incapacitated characters, Difficult
for mortally wounded characters, Very Difficult for dead characters. |
 |
Required Powers: Control pain. |
 |
Effect: By using this power, a Jedi may call upon the Force to reduce the
amount of injury he suffers; this power is normally only used in desperation
because of its long-term repercussions.
When the power is successfully used, the Jedi loses a Force Point. Any injury
that is suffered is reduced to wounded. If the original injury would have
killed the character, he must choose to suffer a permanent injury of some kind. |
 |
Note: Spending Force points in this manner - not at the beginning of the
round - is allowed. Also, it is not always a "selfish" act to save one's
life, so the character might be able to get the Force point back. If the
character was fighting to save his friends from certain doom - and if he falls,
they certainly die - then this could even be considered a heroic action.
It still involves great sacrifice. |
|
 |
Remain Conscious
 | Control Difficulty: Easy for stunned characters, Moderate for
incapacitated characters, Difficult for mortally wounded characters. |
 |
Required Powers: Control pain. |
 |
Effect: Remain conscious allows a Jedi to remain conscious even
when he has suffered injuries which would knock him unconscious. In game terms,
when a character with this power suffers this kind of injury, they lose all of
their actions for the rest of the round, but they are still conscious (normal
characters automatically pass out). On the next round, the character may attempt
to activate the power - this must be the first action of that round; the Jedi
cannot even dodge or parry.
If the roll is unsuccessful, the character passes out immediately. If the roll
is successful, the Jedi can do any one other action that he had declared for
that round - often the character will attempt to control pain so that he
will be able to remain conscious. After that other action has been completed,
the Jedi will lapse into unconsciousness, unless he has activated control
pain or done something else that will keep the character conscious. |
|
 |
Remove Fatigue
 | Control Difficulty: Moderate. |
 |
Required Powers: Accelerate healing, control pain. |
 | This power may be kept ''up.'' |
 |
Time to Use: One round. |
 |
Effect: The character uses this power to combat the effects of strenuous
work. The Jedi manipulates the Force, causing bodily toxins to be ejected much
more efficiently, thus allowing for greater stamina. While kept up, the Jedi
must make a stamina check once per day. While using this power, a Jedi
must fail two stamina checks before he or she is fatigued. The character
still has to eat and drink normally. If the Jedi does fail two stamina
checks and becomes fatigued, a -1D penalty is applied to all attributes and
skills for 1D hours. Please note that this power cannot be used for lifting.
The Force power enhance attribute would be used in this case.) |
|
 |
Resist Stun
 | Control Difficulty: Moderate |
 |
Time to Use: One minute |
 |
This power may be kept ''up.'' |
 |
Effect: Resist stun allows the Jedi to prepare his body to resist the
effects of stun damage. The power must be activated before the character has
suffered any damage.
A successful result allows the Jedi to resist all stun results except for
unconscious and normal injuries. An unconscious result forces the Jedi to drop
the power, and he is considered stunned. Normal injuries (wounded, incapacitated,
mortally wounded, and killed) are treated normally. |
|
 |
Short-Term Memory Enhancement
 | Control Difficulty: Difficult. |
 |
Required Powers: Hibernation trance. |
 |
Effect: When a Jedi uses this power, he or she can replay recent events
in order to more carefully examine images and peripheral occurrences. Using the
power, a Jedi can freeze images and even scan memory tracks to recall details
that were seen but not consciously registered at the time of observation.
In game terms, this power can be used to alert a Jedi to information, items,
other characters, or anything else that passed before his senses within a
specific span of time. In addition, if a gamemaster provided clues or leads to
clues that the players originally missed or ignored, this power can be used to
recall them. When players get stuck on a puzzle or mystery within an
adventure, this power can alert them to possible solutions, if those solutions
were observed earlier in the adventure.
How far back a Jedi can remember depends on the success of his control
roll.
| Skill Roll Exceeds Difficulty By |
Memory Extends Back |
| 0-8 |
Through current episode |
| 9-20 |
Through last episode |
| 21+ |
Through last two episodes |
|
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|
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Sense Powers
 |
Beast Languages
 | Sense Difficulty: Easy if the animal is domesticated/friendly (such as
a bantha); Moderate to Difficult if the animal is wild, but non-predatory (such
as an undomesticated tauntaun); Very Difficult to Heroic if the animal is
ferocious/predatory (such as a wild vornskr or rancor). |
 |
This power can be kept up. |
 |
Required Powers: Receptive telepathy, projective telepathy,
translation. |
 |
Effect: This power allows the Jedi to translate a beast-language and
speak it in kind. As creatures rarely have "true" languages, the Jedi is
actually imparting and reading emotional differences within grunts and growls
and other cues of body language. Note that the character may keep this power up
if the Jedi needs to continue talking to a creature. For beasts that can be
ridden, subtract -2D from their Orneriness code while this power is in effect.
(Obviously, the creature's orneriness code cannot drop below 0D.) |
|
 |
Combat Sense
 | ''Luke held his ground, feeling the Force flowing into him and out
through his arms, evoking an odd sort of tunnel vision effect that turned
mental spotlights on the attack itself and relative darkness on everything
else . . .'' |
 | Sense Difficulty: Moderate for one opponent, modified by +3 for every
additional opponent a Jedi wants to defend against. |
 |
Required Powers: Danger sense, life detection. |
 |
Effect: Combat sense helps a Jedi focus on the battle at hand.
Everything else becomes dull and muted as the Jedi's senses are all turned to
the combat happening around him. All targets become mentally highlighted in the
Jedi's mind, aiding him in attack and defense. In game terms, by focusing his
attention on his opponents, a Jedi gains certain important advantages.
First, he gets to decide when he wants to act during a round - no initiative
rolls are needed while the power is in effect. If more than one Jedi is using
this power, whichever Jedi rolled highest when invoking the power gets to
determine exactly when they are acting in the round.
Second, his attack and defense rolls are increased by +2D. Combat sense
lasts for ten combat rounds and doesn't count as a "skill use" for determining
die code penalties. |
|
 |
Danger Sense
 | ''It came as a flicker of movement from one of the doorways, and an
abrupt ripple in the Force. 'Duck!' Luke barked, igniting his lightsaber. With
a snap-hiss the brilliant green-white blade appeared - and moved almost of its
own accord to neatly block the blaster bolt that shot toward them . . .'' |
 | Sense Difficulty: Moderate or attacker's control roll. |
 |
Required Powers: Life Detection. |
 |
This power may be kept ''up.'' |
 |
Effect: Danger sense allows a Jedi to extend his senses around
himself like protective sensors, creating an early warning system for as long as
the power is kept in effect.
When this power is used, the Jedi detects any attacks the round before they are
made. This gives the Jedi a round to decide how to react to the danger.
In game terms, if any character is going to attack a Jedi on the next round,
they must declare their action the round before it happens. Characters who are
going to attack the Jedi may roll their control skill to increase the
difficulty of using the power. |
|
 |
Instinctive Astrogation, Sense
|
 |
Life Detection
 | Sense Difficulty: Very Easy if the subject has Force skills or is
Force-sensitive; Moderate if not. Modified by relationship. |
 |
The power can be kept up. |
 |
Effect: This power allows Jedi to detect live sentient beings who might
otherwise remain hidden from their normal senses. When the power is activated,
the Jedi knows the location of all sentients within 10 meters - if the power is
kept up, the Jedi may know whenever a sentient approaches within 10 meters of
them or vice versa.
When a Jedi approaches or is approached by sentient creatures, make a sense
roll for the Jedi and each creature makes an opposed control or
Perception roll to avoid detection. Both rolls are "free" actions and don't
count as a power use. If the Jedi ties or rolls higher, he senses the creatures
in question.
If the Jedi beats the target roll by 10 or more points, the Jedi is aware if
this person has Force skills (yes or no), is Force-sensitive (yes or no) or if
they have met the person before (yes or no), and if yes, what their identity is.
|
|
 |
Life Sense
 | Sense Difficulty: Very Easy. Modified by proximity and relationship. |
 |
Required Powers: Lift Detection |
 | This power may be kept ''up'' to track a target. |
 | Effect: The user
can sense the presence and identity of a specific person for whom she searches.
The user can sense how badly wounded, diseased, or otherwise physically
disturbed the target is.
A target may hide his identity from the Jedi using life sense by rolling
his control skill and adding it to the difficulty. |
|
 |
Life Web
 | Sense Difficulty: See below; modified by proximity. |
 |
Note: The Force-user must choose one specific species as a specialization
(see below). |
 |
Required Powers: Life detection, life sense, sense Force. |
 |
Time To Use: Two days (or more). |
 |
Effect: This power is used to detect large concentrations of members of a
specific species, such as humans, Rodians, or Chandra-Fan. When the power is
used successfully, the users sense the general direction toward the
population. If the user's roll exceeds the difficulty by 10 or more points, the
user also knows approximate distance (i.e., hundreds or thousands of kilometers,
or single, tens, hundreds, or thousands of light-years).
The base difficulty to use this power depends upon the size of the nearest
significant population:
| Task is |
Population |
| Very Easy |
Tens of billions |
| Easy |
Billions |
| Moderate |
Hundreds of millions |
| Difficult |
Tens of millions |
| Very Difficult |
Millions |
| Heroic |
Hundreds of thousands |
This power may not be used to detect populations smaller than 100,000
individuals.
When this power is selected, the Force-user must select a specific intelligent
species to specialize in. A Force-user may select more life web species
specializations at a cost of three Character Points per additional species. The
Force-user must be familiar with the species - for example, Ulic Qel-Droma could
specialize in life web: Twi'lek since he is familiar with Tott Doneeta's
unique "Force presence," but he would not be able to select life web: Rodian
until he spent time with a member of that species. This power may only be used
to detect species that the Force-user has specialized in.
This power requires at least two days of continuous concentration. For each
additional two days of concentration, the Force-user may add +1D to his or her
sense roll.
|
|
 |
Magnify Senses
 | Sense Difficulty: Very Easy. Modified by proximity. |
 |
Time to Use: Three Rounds. |
 |
Effect: This power allows a Jedi to increase the effectiveness of her
normal senses to perceive things that otherwise would be impossible without
artificial aids. She can hear noises beyond her normal hearing due to distance
or softness (she can't hear beyond normal frequencies.) Likewise, she can see
normally things over distances that would require the use of macrobinoculars;
she can identify senses and odors that are normally too faint for human
olfactory senses. |
|
 |
Postcognition
 | Sense Difficulty: Easy if seeing less
than two hours into the past; Moderate for seeing more than two hours but less
than a week into the past; Difficult for seeing more than a week but less than
six months into the past; Very Difficult for seeing more than six months but
less than a year into the past; Heroic for seeing more than a year but less
than two years into the past; +10 for each additional year. |
 | Required Powers: Hibernation
trance, life detection, sense Force |
 | Time to Use: Five minutes; the time to
use may be reduced by adding +10 to the difficulty for each minute cut.
Minimum time to use of one minute. |
 | Effect: Postcognition allows a
Jedi to investigate the tenuous imprints of the Force left on objects when
they are handled by living beings. The character must be able to handle the
target object.
The Jedi must declare how far in the past is being reviewed prior to
rolling postcognition. If the roll is successful, the Jedi can
determine who has handled or touched the object and what events have
transpired around it. The Jedi may "search" for specific incidents or simply
review past events, somewhat like viewing a hologram.
If the postcognition roll is equal to or higher than three times
the difficulty number, the character can witness events when the object was
present as if she where there herself.
If the postcognition roll is greater than or equal to twice the
difficulty number, the Jedi gains a good sensory impression of the event, but
is limited in that the primary sense (the sense which give the most
information, usually sight) is wavery or obscured; the other sensory
impressions come through clearly.
If the postcognition roll is simply greater than the difficulty
number, then all sensory impressions are muffled, tactile sense is dulled,
smells or tastes are indistinct or mixed. The Jedi receives a vague sense of
who handled the object and what events transpired around it. |
 | Example: Alex is going to use
postcognition on a blaster to see if it was used to murder a New Republic
officer. She declares that she will search back a full year (a Very Difficult
task) — her postcognition total is 24, which just barely beats the
difficulty number. Alex gets several sensory impressions – blurry images of a
woman grabbing the gun, a muffled scream as a man is shot and falls to the
ground. Unfortunately, the images are so indistinct that Alex can’t tell
exactly who is using the gun and who was shot.
If Alex had limited her postcognition viewing to less than two
hours — an Easy task — her roll of 24 would have been more than three times
the difficulty. She would have seen any events with crystal clear clarity. |
|
 |
Predict Natural Disaster
 | Sense Difficulty: Easy if the Jedi has
lived in the area for more than a year; Moderate if the Jedi has lived in the
area between six and 12 months; Difficult if the Jedi has lived in the area
between one and six months; Very Difficult if the Jedi has lived in the area
for less than one month. Modified by the severity of the disaster (larger
disasters are easier to predict) and degree to which the disaster could
reasonably be predicted (e.g. gamemasters may decide that certain disasters
are easier to predict based on a multitude of factors). |
 | Required Powers: Danger sense, life
detection, weather sense |
 | Time to Use: 15 minutes. May be
reduced in five minute increments by increasing difficulty one level per five
minute increment. Minimum time to use: one minute. |
 | Effect: The power allows the Jedi to
sense local meteorological and geological conditions and predict imminent
disasters, such as quakes, volcanic eruptions, floods, landslides, avalanches,
cave-ins, mine subsidences, large scale conflagrations (such as forest fires),
and even dangerous storms, tornados, and hurricanes (which can also be
predicted with weather sense). By opening his or her senses to the
environment, the Jedi can predict these disturbances, much like animals can
seemingly sense a quake hours or even days before it happens.
Like weather sense, this power does not lend itself to quick
predictions. It customarily takes weeks for a Jedi to acclimate to local
weather patterns and topography.
The prediction is effective for 12 hours. The difficulty increases by one
level for each additional 12 hour period by which the Jedi wishes to extend
the prediction. |
|
 |
Receptive Telepathy
 | Sense Difficulty: Very Easy for friendly, non-resisting targets. If
target resists, he makes a Perception or control roll to determine
the difficulty. modified by proximity and relationship. |
 |
Required Power: Life sense. |
 | This power may be kept up if the target is willing and the proximity modifier
doesn't increase. |
 |
Effect: If the Jedi makes the power roll, he can read the surface
thoughts and emotions of the target. The Jedi "hears" what the target is
thinking, but cannot probe for deeper information. When the Jedi uses the power
on another player character, the gamemaster asks the player if he minds the
power being used on his character; if the target is a gamemaster character, the
gamemaster must determine for himself if the target is friendly or resistant.
If the skill roll is double the difficulty, the Jedi can sift through any
memories up to 24 hours old. A Jedi cannot sift through memories in the same
round that contact is made - this process takes a full round.
A Jedi can read the minds of more than one person at a time, but each additional
person counts as an additional action, with separate rolls and multiple skill use
penalties.
This power may be used on creatures and other sentient species, although it
cannot be used on droids. |
|
 |
Sense Force
 | Sense Difficulty: Moderate for an area; Difficult for sensing details
or specific objects within the area. Modified by proximity. |
 |
Effect: This power is used to sense the ambient Force within a place. It
cannot be used to detect sentient beings, but there are many forms of life and
many areas of the galaxy intertwined with the Force which can be sensed with
this power.
Sense Force will tell a character the rough magnitude of the Force in an
area or object, and whether the area or object tends toward the dark side or the
light. |
|
 |
Sense Force Potential
 | Sense Difficulty: Moderate for friendly, non-resisting targets.
Moderate plus target's Perception or control roll (whichever is
higher) to determine the difficulty of the probe on an unwilling subject. |
 |
Required Powers: Life detection, life sense, receptive telepathy,
sense Force. |
 |
Time To Use: Six rounds. |
 |
Effect: This power allows a Jedi to probe the mind of a target, and
determine whether that person has the potential to be b in the Force.
The deep subconscious of a Force-sensitive person is shielded by a protective
barrier which prevents another Force wielder from penetrating his or her inner
mind. This shield pushes violently back at an intruder, sending him or her
stumbling back. This "shield" is an involuntary defense mechanism maintained by
every Force-sensitive person. It is one reliable way to determine which people
might have the potential to become Jedi.
The magnitude of the backlash generated by the shield depends on the character's
strength in the Force. A person who is merely Force-sensitive will shove the
intruder back by a meter. Someone with actual Force skills will produce a more
intense reaction. Those with little training will send the intruder reeling back
across the room. Someone who is well trained, or who has a great deal of raw
talent in the Force, might actually hurl an intruder across the room. |
|
 |
Sense Path
 | Sense Difficulty: Moderate. |
 |
Required Powers: Emptiness, hibernation trance. |
 | This power can be kept up. |
 |
Effect: This power informs a character of the "path" he travels: whether
his current actions are likely to lead him to the dark side, and whether any
specified future actions are likely to do so (this power may be thought as
farseeing without control). Bear in mind that without control, the Jedi does not
have the ability to decide whether he sees the past, present, or a possible
future. The visions he receives are more likely to be allegorical in nature; to
receive specific details, the farseeing power must be used.
When giving the results of this power, be honest but obscure if the character
has gained any Dark Side Points and is attempting to atone, this power will tell
him how successful he has been within a game context.
The Jedi can choose to consciously use this power, or it can be a plot device.
If the latter, at an appropriate point in the scenario, you may call for a roll
on this power, and give the Jedi a vision if he succeeds. You may use this to
tell the players how well they are doing, or to give them a premonition of doom
just before a critical encounter to heighten the tension. You may use it to warn
them (by showing the future of their current course), to encourage them (particularly
when they have done the right thing, but have no way of knowing), to provide
hints, or to foreshadow upcoming events.
A vision from the Force should never be taken lightly by the players. It should
give them something to think about, along with the attendant chances for good
roleplaying. Bear in mind that different Jedi will tend to receive different
renditions of the same scene, and consequently you should tailor the details you
give to fit the character concerned. Instead, you might consider altering the
way you describe the scenery; for the dark side you might always describe rocky
and barren terrain, with a cold wind blowing, or it might always be night for
the dark side and daytime or dawn for the light side. You can present these
images in as contrary a manner as you wish, provided you are consistent with the
descriptions.
Another thing to bear in mind is that it is never easy to tell which is the
right course to take (although the path of darkness may be clear enough, the
path of light is far more elusive). The Jedi must still be sure to follow the
Jedi Code regardless of what his visions seem to be telling him, otherwise his
own desires will encourage a less truthful vision and cause his downfall. And it
is quite possible for a skilled Dark Jedi to twist the readings of this power to
suit his own ends. |
 |
Example: "You are scrambling through a rocky landscape at night. The only
light is a feeble glow ahead of you, coming from behind the next outcropping.
You are hurrying, trying to arrive in time to avert...something. When you pass
the outcrop, the terrain falls away on all sides, and you find yourself on the
edge of a gigantic precipice, like the inner rim of a volcano. Rock walls loom
high on the opposite side of the pit. Standing, alone and vulnerable on a spike
of rock scarcely half a meter side at the tip, is your companion Tetsu. He is
scared and crying. The column he is on is nowhere connected to the rim where you
are standing; there is no way to reach him. A wind begins to howl up from
below." |
 |
Example: Another narration: "You are walking along a path; the route is
straight and wide...and as black as coal. On your left is a second path, just as
broad, just as straight, and shining brilliant white. You become aware of a
presence walking along the second pathway matching you pace for pace. Ahead your
paths cross, and the path that leads away from the point of intersection is
twice as wide as your own...and of indeterminate color." |
|
 |
Shift Sense
 | Sense Difficulty: Moderate for simple phenomena (such as heat or
simple scents); Difficult for more uncommon phenomena (such as comm frequencies,
infrared radiation); Very Difficult for specific, complex phenomena (such as
setting olfactory nerves to detect the presence of Tibanna gas). |
 |
This power can be kept up. |
 |
Required Power: Magnify senses. |
 |
Effect: The character may shift his or her senses as to detect phenomena
of a different type than normal; shifting eyesight to the infrared spectrum,
setting olfactory nerves to detect specific chemical combinations, or hearing
frequencies above or below normal range for his or her species. This power
counts as a "skill use" for determining die code penalties.
Please note that this power is exceptionally useful in some aspects, but fairly
limited in others. For example, a Jedi may detect comm frequencies, but that
does not mean the Jedi can listen in on the transmission. The Jedi will be able
to detect that a transmission is present, but may not necessarily be able to
locate the signal's source, and certainly will not be able to decode the
information carried by the transmission. |
|
 |
Translation
 | Sense Difficulty: Moderate for humans or aliens, Difficult for droids.
If the target is being purposely cryptic, add +5 to the difficulty, +20 if the
language is written down. |
 |
This power can be kept up. |
 |
Required Powers: Receptive telepathy, projective telepathy. |
 |
Effect: This power allows the character to translate a language and speak
it in kind. The Jedi may decipher body language, explore the spoken word, or
translate ancient Sith texts. In order for this power to work, the character
must first hear the target speak, or see the words in written form (such as an
ancient text or document). This power, though similar to telepathy, has many
advantages. First, it takes only one application of this power to "understand" a
language. As long as they all speak the same language and the power is kept up,
the character need not roll for each individual talking. Also, because they also
"speak" using beeps and whistles, droids may be communicated with using this
power. Finally, the Jedi can translate ancient texts, even if the language has
long since vanished from the galaxy.
Note that the character does not really know the language. Once this
power is no longer in use, the Jedi is once again unable to decipher the target
language. |
|
 |
Weather Sense
 | Sense Difficulty: Easy if the Jedi has lived in the area for more than
a year; Moderate if the Jedi has lived in the area between six and twelve
months; Difficult if the Jedi has lived in the area between one and six months;
Very Difficult if the Jedi has lived in the area less than one month. Modified
for proximity and local meteorological conditions. |
 |
Required Power: Magnify senses. |
 | This power can be kept up. |
 |
Effect: This power allows the Jedi to attune himself to the workings of
local weather patterns. By sensing the movement of clouds, winds, tides, and
solar bodies, he can discern patterns in the weather, and so make limited
predictions regarding the behavior of atmospheric phenomenon.
The power does not lend itself to quick predictions, however. It takes weeks for
a Jedi to so acclimate himself to local weather patterns and become familiar
with unique features of the local topography that he can obtain accurate
readings.
The prediction is effective for four hours. The difficulty increases if the Jedi
wishes to make more extended forecasts. |
|
|
 |
Alter Powers
 |
Bolt of Hatred
 | Alter Difficulty: Moderate. |
 | Warning: Anyone who uses this
power gains a Dark Side Point. |
 | Effect: The Force-user creates in
his hand a radiant sphere of pure hatred that he can hurl at any target
within his line of sight. After a successful alter roll to initiate
the effect, the Force-wielder makes a thrown weapons roll with a 2D
bonus to launch the bolt of energy at his target. Characters hit by the
sphere suffer 6D damage and automatically lose a Character Point. |
|
 |
Dark Side Web
 | Alter Difficulty: Difficult. |
 | Warning: Any character who uses
this power gains a Dark Side Point. |
 | This power can be kept up. |
 | Effect: When successfully
initiated, this power summons strands of dark side power that wrap around
the Force-user’s target, ensnaring him in a mesh of brilliance. The
lattice of energy severs the connection between the Force and the trapped
individual and saps the strength from his body.
In game terms, the target of the dark side web loses a
number of Force skill dice up to the number of the Force-wielder’s alter
dice. For example, if King Ommin had 6D in alter, he could lower any one
of Master Arca’s Force skills by six dice; or, he could break up those six
dice across all three of Arca’s Force skills (control, sense,
and alter), lowering each one by 2D (or any combination as long as
the total number of dice removed totals 6D).
If the Force-user desires, he may include the Strength
attribute in the reduction, thereby giving him the option of removing dice
from control, sense, alter, and Strength in any
combination of dice that adds up to his alter skill. |
|
 |
Injure/Kill
 | Alter Difficulty: Target's
control or Perception roll. |
 | Required Powers: Life sense |
 | Warning: Any character who uses this
power receives a Dark Side Point. |
 | Effect: An attacker must be touching
the target to use this power. In combat, this means making a successful
brawling attack in the same round that the power is to be used.
When the power is activated, the user makes one roll. If he
rolls higher than the character's resisting control or Perception
total, figure damage as if the power roll was a damage total and the
control or Perception roll was a Strength roll to resist damage.
|
|
 |
Telekinesis
 | Alter Difficulty: Very Easy for
objects weighing one kilogram or less; Easy for objects weighing one to ten
kilograms; Moderate for objects 11 to 100 kilograms; Difficult for 101
kilograms to one metric ton; Very Difficult for 1,001 kilograms to ten
metric tons; Heroic for objects weighing 10,001 kilograms to 100 metric
tons.
Object may be moved at 10 meters per round; add +5 per
additional 10 meters per round. The target must be in sight of the Jedi.
Increased difficulty if object isn't moving in simple,
straight-line movement:
| +1 to +5 for gentle turns |
| +6 to +10 for easy maneuvers |
| +11 to +25 or more for complex maneuvers, such as using a levitated
lightsaber to attack |
Modified by proximity. |
 | This power can be kept up. |
 | Effect: This power allows the Jedi
to levitate and move objects with the power of his mind alone. If used
successfully, the object moves as the Jedi desires.
A Jedi can levitate several objects simultaneously, but each
additional object requires the Jedi to make a new power roll.
This power can be used to levitate oneself or others. It can be used as a
primitive space drive in emergencies.
When used to levitate someone against their will, the target may resist by
adding their Perception or control roll to the difficulty
number.
Levitated objects can be used to attack other characters, but
this automatically gives the Jedi a Dark Side Point. Such objects do 1D
damage if under a kilogram, 2D if one to ten kilos, 4D if 11 to 100 kilos,
3D Speeder-scale damage if 101 kilos to one metric ton, 3D Starfighter-scale
damage if one to ten tons and 5D Starfighter-scale damage if 11 to 100
metric tons.
Such attacks would require an additional control roll
by the Jedi, which would be the to hit roll against the target's dodge.
If the character doesn't dodge the attack, the difficulty is Easy. |
|
|
 |
Control & Sense Powers
 |
Farseeing
 | Control Difficulty: Very Easy.
Modified by proximity. Add +5 to +20 to the difficulty if the character
wishes to see into the past. Add +10 to +30 or more if the character
wishes to see into the future. |
 | Sense Difficulty: Very Easy if the
target is friendly and doesn't resist. If the target resists, make a
control or Perception total for the difficulty. Modified by
relationship. |
 | Required Power: Life sense. |
 | Time To Use: At least one minute. |
 | Effect: The user sees the person
or place he wishes to see in his mind as the situation currently exists.
The power can also be used to see the past or the future. The Jedi also
sees the immediate surroundings, and so can know, for example, when a
friend is in danger, or what has happened to his home planet in his
absence.
Farseeing requires calm conditions and at
least one minute, but often takes a few minutes. Farseeing cannot
be done in the face of danger. The Jedi's visions may not be entirely
accurate:
|
Skill Roll > Difficulty By |
Past/Present |
Future |
| 0-10 |
50% |
10% |
| 11-20 |
75% |
25% |
| 21-30 |
90% |
50% |
| 31+ |
100% |
75% |
The past and present are set and it is merely a
matter of the Jedi having correct perceptions. However, the future is
always fluid, always in motion, never set until it becomes the present -
therefore it is much harder to predict. The percentages on the chart are a
rough measure of how much correct information the character receives in
their vision.
For example, 10% means that the character will only be able
to make out the most basic details of a situation, such as "My friends are
in danger." 25% means that the Jedi gets a somewhat accurate vision of
what will transpire, but most major details will be missing from the
vision. 50% means that the character's vision was about half right. 75%
means that the character has an understanding of the critical happenings,
but the character still has missed a major detail or two, which, of
course, can complicate things. 90% means that the character has a very
accurate and very detailed vision of what has or will transpired. 100%
means that the character's vision is even more accurate and detailed,
complete with minor, almost trivial details.
When a character farsees into the future, the
gamemaster has to make an honest effort to correctly represent what will
happen: if the character gets 75% result, the gamemaster must try to
predict what he thinks the characters will do and what the outcome will
be. Of course, since the future is so fluid, things are always subject to
change. Farseeing is a great mechanic for the gamemaster to reveal
part of the story - enough to tantalize the players, without ruining the
story. |
|
 |
Life Bond
 | Control Difficulty: Moderate. |
 | Sense Difficulty: See below.
Modified by proximity. |
 | Required Powers: Life
detection, life sense, magnify senses, receptive telepathy. |
 | This power can be kept up. |
 | Effect: A Jedi character may
choose the life bond power to permanently form a mental link with one
other individual, normally a mate (although sometimes siblings, parent and
child, or even very close friends choose to life bond).
Detailed information can be learned by activating the power.
If both characters have the life bond power, reduce all sense difficulties
by one level (although both characters must still roll for life bond to
achieve the benefits listed below). The following benefits are only in
effect when the characters are actively using the life bond power.
On an Easy sense roll, the Force-user is aware of the other's
general location and general emotional state: whether the person is
frightened, in pain, injured, happy, or experiencing some other strong
emotion.
On a Moderate sense roll, the Force-user experiences the
other's senses: he or she sees through the other's eyes, hears what the
other hears, and smells, tastes, and feels what the other person is
experiencing. However, at this level, the characters are affected by each
other's experiences - both characters share pain, and if one character is
injured, the other character suffers an injury one level lower (i.e., if
one character is mortally wounded, the life bonded character is
incapacitated).
On a Difficult sense roll, the Force-user is considered
telepathically linked to the life bond partner and can read the surface
thoughts of the other if the other is willing to share those thoughts (as
per the receptive telepathy power, but this is not an additional skill
roll).
On a Very Difficult sense roll, the Force-user can send
thoughts to the life-bonded partner (as per the projective telepathy
power), allowing the characters to carry on a telepathic conversation.
As an added benefit, the two characters have premonitions
about each other: for example, if one character is severely injured, his
or her life bond partner will sense that something bad has happened. This
aspect of the life bond power is modified by proximity only as outlined
below. Sensing premonitions is automatic if within 11,000 kilometers of
each other. If on the same planet but more than 11,000 kilometers from
each other, a Very Easy sense roll is necessary to sense premonitions. If
not on the same planet but in the same star system, an Easy sense roll is
necessary to sense premonitions. If not in the same star system but within
10 light-years, a Moderate sense roll is required. If more than 10
light-years but less than 100 light-years, a Difficult sense roll is
necessary. If more than 100 light-years away from each other, a Very
Difficult sense roll is necessary.
Life-bonded characters may not share skills, attributes,
Force Points, or Character Points. However, since the characters do have
such a close bond, the actions of one can affect the other. If a
life-bonded character commits an evil action, the Jedi partner receives a
Dark Side Point even though these actions were not the Jedi's fault.
Obviously, life bonding is an exceeding serious commitment, and not to be
taken lightly.
Both characters must agree to the life bond for the power to
work and a character may only life bond with one other individual. Life
bonding takes 1D weeks to complete (as the Jedi becomes accustomed to the
back ground Force presence of the life bond partner). During that time,
the Jedi's control is -1D. The life bond power may not be activated until
the bond is completely formed.
Death is the only means of severing the life bond. If one
member of a life-bonded couple is killed, the surviving partner enters a
near-catatonic state of shock of 1D days. After re-awakening, the partner
grieves and readjusts to a solitary existence; all die codes are reduced
by -1D for the same amount of time it took to forge the life bond.
Any attempt to forge a new life bond in the future requires a
much longer period of adjustment: 2D weeks for a second bond, 3D weeks for
a third bond, and so forth. |
|
 |
Lightsaber Combat
 | Control Difficulty: Moderate. |
 | Sense Difficulty: Easy. |
 | This power can be kept up. |
 | Effect: To use a lightsaber most
effectively, a Jedi learns this power. The Jedi uses this power both to
wield this elegant but difficult-to-control weapon while also sensing his
opponent's actions through his connection to the Force.
The power is called upon at the start of a battle and remains
up until the Jedi is stunned or injured; a Jedi who has been injured or
stunned may attempt to bring the power back up.
If the Jedi is successful in using this power, the Jedi adds
his sense dice to his lightsaber skill roll when trying to
hit a target or parry, and he adds or subtracts up to the number of his
control dice to the lightsaber's 5D damage when it hits in combat.
Players must decide how many control dice they are adding or
subtracting before they roll damage.
If the Jedi fails the power roll, he must use the lightsaber
with only his lightsaber skill to hit and the weapon's normal
damage in combat and he cannot attempt to use the power again for the
duration of the combat.
Finally, the Jedi may use lightsaber combat to parry
blaster bolts. To do this, the character must declare that he is parrying
that round, using his lightsaber skill as normal.
The Jedi may also attempt to control where deflected blaster
bolts go, although this counts as an additional action. The Jedi must
declare which specific shot he is controlling. Then, once the roll is made
to see if the blaster bolt was parried by the Jedi, the Jedi makes a
control roll, with the difficulty being his new target's dodge
or the range (figured from the Jedi to the target). The damage is that of
the original blaster bolt. |
 | Example: Jamier is entering
lightsaber combat, and has a lightsaber skill of 5D+2, a
control of 3D+1 and a sense of 2D+2. If Jamier makes his
Moderate control roll and his Easy sense roll, he gets to
add his control to his lightsaber skill in combat, so he
would fight and parry with a skill of 9D. He would also add his sense
to the lightsaber's normal damage of 5D, for a new damage of 8D+1. These
bonuses are in effect until Jamier drops the power or is stunned or
injured and forced to drop the power. However, since the power is "up,"
Jamier subtracts -2D from all actions while using the power.
If Jamier wants to deflect blaster bolts during a round, in
the declaration phase he must say that he is lightsaber parrying
and that he will attempt to deflect a specific shot back at someone
standing only four meters away. The attacker is 20 meters away and using a
blaster pistol (4D damage).
First, Jamier must wait and see if his lightsaber parry
was good enough to deflect the blaster bolt out of the way. If he does
parry, Jamier can now attempt to deflect the bolt. He must make an
additional control roll, at -2D (because lightsaber combat
is still up), but since his target is only four meters away, which is
short range for such a weapon, his difficulty is only a 6. Jamier rolls
his die - and gets a 6. He hits the target with the reflected blaster
bolt, which does 4D damage (normal damage for the weapon). |
|
 |
Projective Telepathy
 | Control Difficulty: Very Easy.
Increase difficulty by +5 to +10 if the Jedi cannot verbalize the thoughts
he is transmitting (he is gagged, doesn't want to make a sound). Modified
by proximity. |
 | Sense Difficulty: Very Easy if
target is friendly and doesn't resist. If target resists, roll
Perception or control to determine the difficulty. Modified by
relationship. |
 | Required Power: Receptive
telepathy. |
 | Effect: If the Jedi successfully
projects his thoughts, the target "hears" his thoughts and "feels" his
emotions. The target understands that the thoughts and feelings he is
experiencing are not his own and that they belong to the user of the
power. If the Jedi doesn't "verbally" identify himself, the target doesn't
know who is projecting thoughts to him. This power can only be used to
communicate with other minds, not control them. |
|
|
 |
Control & Alter Powers
 |
Accelerate Another's Healing
 | Control Difficulty: Very Easy. Modified by relationship. |
 |
Alter Difficulty: Very Easy. |
 |
Required Powers: Control another's pain, control pain. |
 |
Time to use: One minute. |
 |
Effect: The target is allowed to make extra healing rolls, as outlined in
accelerate healing. The Jedi must be touching the character whenever activating this power.
|
|
 |
Aura of Uneasiness
 | ''Insects and small biting creatures buzzed and scuttled around them,
but none bothered Kyp. He consciously exuded a shadow of uneasiness around
him so that lower creatures had no incentive to come nearer. Exar Kun had
taught him that trick too.'' |
 | Control Difficulty: Easy. Modified
by proximity, but limited to line of sight. |
 | Alter Difficulty: Easy. |
 | This power may be kept up. |
 | Warning: Any character who uses this
power against a sentient being immediately gains a Dark Side Point. |
 | Effect: This power allows a Sith to
project a field of vague discomfort and unease around him, which causes
nonsentient creatures to avoid him. Sentient creatures sense a vague
"uneasiness" about the person.
Aura of uneasiness effectively acts as the
intimidation skill. When used against a sentient being, the Sith rolls
alter+3D against the target's willpower or Perception. (See sample
modifiers and skill description on page 43 of The Star Wars Roleplaying
Game.)
When used against predatory animals, the Sith rolls alter+5D
against the target's willpower or Perception. |
|
 |
Control Another's Disease
 | Control Difficulty: Very Easy. Modified by relationship. |
 |
Alter Difficulty: Very Easy. Modified by relationship. |
 |
Required Powers: Accelerate healing, control disease. |
 |
Time to Use: 30 minutes to several uses over the course of several weeks |
 |
Effect: This power allows a Jedi to heal another character, using the
same rules and conditions as outlined in the control disease power. The
Jedi must be touching the character to be healed. |
|
 |
Control Another's Pain
 | Control Difficulty: Very Easy. Modified by relationship. |
 |
Alter Difficulty: Easy for wounded characters; Moderate for incapacitated
characters; Difficult for mortally wounded characters. |
 |
Required Powers: Control pain. |
 |
Effect: This power allows a Jedi to help another character control
pain, under the same rules and conditions outlined in the control pain
power. The Jedi must be touching the character to use this power. |
|
 |
Control Breathing
 | Control Difficulty: Moderate. |
 |
Alter Difficulty: Very Difficult. |
 |
Required Powers: Concentration, hibernation trance, telekinesis. |
 |
Effect: This power allows a Jedi to control the amount of oxygen flowing
into his or her body. The Jedi takes control of the surrounding atmosphere,
pulling oxygen molecules through the skin and into the lungs. With this power
the Jedi can effectively breath underwater, and conversely, a water breather
could survive on land. In game terms, this power negates the need for a breath
mask, mechgill, or any rebreather gear. In the cold of space or hard vacuum,
however, this power would be of little use. Even if the Jedi could somehow
survive the drastic changes in pressure or the extreme temperatures, there is
not enough oxygen in these environments for the Jedi to "grab." This power will
remain up until the character either takes incapacitating damage or
willfully drops it. |
|
 |
Detoxify Poison in Another
 | Control Difficulty: Very Easy, modified by relationship. |
 |
Alter Difficulty: Very Easy for very mild poison (such as alcohol); Easy
for a mild poison; Moderate for an average poison; Difficult for a virulent
poison; Very Difficult to Heroic for a neurotoxin. |
 |
Required Powers: Accelerate healing, accelerate another's healing,
control pain, control another's pain, detoxify poison. |
 |
Time To Use: Five minutes. |
 |
Effect: This power allows a Jedi to remove or detoxify poison from a
patient's body faster than is normally possible. While using this power, the
Jedi remain in physical contact with the patient. As long as the Jedi is in
contact with the target, that person is considered immune to the effects of the
poison. Failure to make the required control and alter difficulty
checks or breaking physical contact during the use of the power causes the
patient a wound. |
|
 |
Electronic Manipulation
 | 'In outrage Kyp found the power to send a burst of controlling
thought through the integrated circuits in the Sun Crusher's computer. He
flushed the alien programming, wiping pathways clean and rebuilding them
in an instant. He remapped the functions with a sudden mental pinpoint
that made the Sun Crusher whole again.'' |
 | Control Difficulty:
Easy for nonsentient machines; Moderate for sentient
machines; Difficult for sentient machines hostile to the Sith. Modified by
proximity. |
 | Alter Difficulty: Easy for slight alterations; Moderate for significant changes in
programming; Difficult for major reprogramming. |
 | Required Powers:
Absorb/dissipate energy, affect mind. |
 | Time to Use: One
round. |
 | Warning: Any
character who uses this power against a sentient being immediately gains a
Dark Side Point. |
 | Effect: This power
allows a Sith to channel his anger into the electronic circuits of a
computer, droid or machine, and reprogram it by manipulating its physical
and electrical components. The reprogramming can only restore original
programming which has been altered, not actually rewrite a computer's
programming.
Since this Sith power can only be evoked in a state of rage,
the Jedi have long avoided using it. |
|
 |
Feed on Dark Side
 | Control Difficulty: Moderate when
activated; Very easy for each round thereafter |
 | Alter Difficulty: Moderate when
raised; no roll for subsequent rounds |
 | Required Power: Sense force |
 | Warning: A Jedi who uses this
power gains a Dark Side Point |
 | This power can be kept up. |
 | Effect: This power allows a Jedi
to feed on the fear, hatred, or other negative emotion of others to make
himself more powerful. It does not matter to the dark side why the others
are filled with dark emotions; the feelings alone suffice.
In game terms, in any round in which a character using this
power is in the presence of a light side Force-sensitive who gains a Dark
Side Point, the character gains a Dark Side Point and Force Point. If
multiple characters gains Dark Side Points. These Force Points must be
spent within five minutes of being received.
This is the power that Dark Jedi use to gain power from the
anger and hatred they create in their foes. For player characters who are
quick to anger, it is impossible to die-roll their way out of this
situation. The only way to stop a Jedi from gaining extra Force Points
from this power is to resist the dark side. This can be extremely
difficult, particularly since there is nothing to prevent the Dark Jedi
from doing everything in his power to provide these negative emotions.
This might include deception, the butchering of innocents, taunts,
insults, threats against the characters, their friends, families, home
planets or bases, and anything else likely to make them call on the dark
side.
Players who fail to devise a better way of defeating a Dark
Jedi other than by brute force are very likely to be destroyed if faced
with this power. |
 | Warning: Avoid overusing this
power, since it can severely disrupt game balance if not used in
moderation. |
|
 |
Force Lightning
 | Control Difficulty: Difficult, as
modified by proximity. |
 | Alter Difficulty: Perception or
control roll of target. |
 | Warning: A Jedi who uses this
power gains a Dark Side Point |
 | Effect: This power is a corruption
of the Force. When used it produces bolts of white or blue energy that fly
from the user's fingertips like sorcerous lightning. The bolts tear
through their target, causing painful wounds. Since this power is
Force-generated, it can be Force-repelled using dissipate energy.
Force lightning courses over and into its target, convulsing
the target with pain, siphoning off his power, and eventually killing him.
Armor does not protect a character from Force lightning. Force lightning
causes 1D of damage for each 2D of alter the user has (round down: a
character with an alter of 5D would cause 2D damage). |
|
 |
Inflict Pain
 | Control Difficulty: Very Easy. Modified by proximity. |
 |
Alter Difficulty: Target's control or Perception roll.
Modified by proximity. |
 |
Required Powers: Control pain, life sense. |
 |
Warning: A character who uses this power immediately receives a Dark Side
Point. |
 |
Effect: The target experiences great agony. The user causes damage by
rolling their alter skill, while the target resists damage with their
control, Perception, or willpower. Damage is figured as if the attack
was a stun attack, although if the target suffers any damage at all, they
are so crippled by pain that they are incapable of acting for the rest of the
round and the next round. |
|
 |
Place Another in Hibernation Trance
 | Control Difficulty: Very Easy. Modified by relationship. |
 |
Alter Difficulty: Very Easy. Modified by proximity. |
 |
Required Power: Hibernation trance. |
 |
Time To Use: Five minutes. |
 |
Effect: This power allows a Jedi to put another character into a
hibernation trance. The affected character must be in physical contact with the
power's user and must agree to be "shut down" - this power cannot be used as an
attack to knock others unconscious.
This power can be used to bring another character out of a hibernation trance,
but the alter difficulty is increased by +10. |
|
 |
Remove Another's Fatigue
 | Control Difficulty: Easy. |
 |
Alter Difficulty: Moderate. Modified by proximity and relationship. |
 |
Required Powers: Accelerate healing, accelerate another's healing,
control pain, control another's pain, remove fatigue. |
 |
Effect: This power allows the Jedi to remove the effects of fatigue in
another. However, unlike the basic power, the Jedi must wait until the target is
actually fatigued, before offering assistance. Hence the penalties for failing a
stamina check can be counteracted, but must be addressed as they occur.
|
|
 |
Return Another to Consciousness
 | Control Difficulty: Easy. Modified by proximity and relationship. |
 |
Alter Difficulty: Easy for incapacitated characters; Difficult for
mortally wounded characters. |
 |
Required Powers: Remain conscious, control pain. |
 |
Effect: The target returns to consciousness. The target has the same
restrictions as imposed by the remain conscious power, and must be
touching the Jedi. |
|
 |
Transfer Force
 | Control Difficulty: Easy. Modified by proximity and relationship. |
 |
Alter Difficulty: Moderate. |
 |
Required Powers: Control another's pain |
 |
Effect: This power will save a mortally wounded character from dying
because the Jedi is transferring his life force to the target. When a character
has force transferred to him, he remains mortally wounded, but he will not die
provided he isn't injured again. The character is in hibernation, and will stay
alive in this state for up to six weeks. The Jedi must be touching the target
character when the power is activated.
When this power is used, the user must spend a Force Point (this is the life
force that is transferred to the target). This use is always considered heroic,
so the character will get the Force Point back at the end of the adventure.
The recipient of this power must be willing. |
|
 |
Waves of Darkness
 | Control Difficulty:
| Area of Effect |
Difficulty |
| 1-2 meters |
Moderate |
| 3-10 meters |
Difficult |
| 11-20 meters |
Very Difficult |
| 21-30 meters |
Heroic |
|
 |
Alter Difficulty:
| Area of Effect |
Difficulty |
| 1-2 meters |
Moderate |
| 3-10 meters |
Difficult |
| 11-20 meters |
Very Difficult |
| 21-30 meters |
Heroic |
|
 |
Warning: A character who uses this power immediately receives a Dark Side
Point. |
 | This power can be kept up. |
 |
Effect: The user delves into the darkness of her own spirit and dredges up the feelings
of hatred, jealousy, greed, and rage that linger in shadowed recesses. Using the
Force as a power source, she expels these vile emotions in waves of dark side
energy that radiate outward in an expanding sphere. Anyone caught in the
disturbance suffers immediate confusion, and a few seconds later, flees in fear.
In game terms, those entering the area infested by the dark side waves
must make a willpower or control roll against the Force-user’s
control total for initiating the effect. Anyone who fails the roll cannot
take his next action (in this combat round or the next) and must flee on the
successive round. Anyone who succeeds becomes confused and can take no more than
one action each combat round until he exits the field of dark side energy. |
|
|
 |
Control, Sense, & Alter Powers
 |
Affect Mind
 | Control Difficulty: Very Easy for perceptions; Easy for memories;
Moderate for conclusions. Modified by proximity. |
 |
Sense Difficulty: The target's control or Perception roll. |
 |
Alter Difficulty: Very Easy for slight, momentary misperceptions, minor
changes to distant memories, or if the character doesn't care one way or
another. Easy for brief, visible phenomena, for memories less than a year old,
or if the character feels only minor emotion regarding the conclusion he is
reaching. Moderate for short hallucinations, for memories less than a day old,
or if the target has strict orders about the conclusion. Difficult for slight
disguises to facial features, hallucinations which can be sensed with two senses
(sight and sound, for example), for memories less than a minute old, or if the
matter involving the conclusion is very important to the target. Very Difficult
for hallucinations which can be sensed by all five senses, if the memory change
is a major one, or if the logic is absolutely clear and coming to the wrong
conclusion is virtually impossible. |
 |
Effect: This power is used to alter a character's perception so that he
senses an illusion or fails to see what the user of the power doesn't want him
to see. This power is used to permanently alter a character's memories so that
he remembers things incorrectly or fails to remember something. This power can
also be used to alter a character's conclusions so that he comes to an incorrect
conclusion.
Before making skill rolls, the character must describe exactly the effect
he is looking for. The power is normally used on only one target; two or more
targets can only be affected if the power is used two or more times.
A character believes he is affected by any successful illusions - a character
who thinks he is struck by an illusory object would feel the blow. If he thought
he was injured, he would feel pain, or if he thought he had been killed, he
would go unconscious.
However, the character suffers no true injury.
This power cannot affect droids or recording devices. |
|
 |
Battle Meditation
 | Control Difficulty: Varies based on the number of targeted
individuals:
| Number of Individuals |
Difficulty |
| 1-2 |
Very Easy |
| 3-20 |
Easy |
| 21-100 |
Moderate |
| 101-1000 |
Difficult |
| 1001-10,000 |
Very Difficult |
| 10,001+ |
Heroic |
|
 |
Sense Difficulty: Varies based on the number of targeted individuals:
| Number of Individuals |
Difficulty |
| 1-2 |
Very Easy |
| 3-20 |
Easy |
| 21-100 |
Moderate |
| 101-1000 |
Difficult |
| 1001-10,000 |
Very Difficult |
| 10,001+ |
Heroic |
|
 |
Alter Difficulty: Varies based on the number of targeted individuals:
| Number of Individuals |
Difficulty |
| 1-2 |
Very Easy |
| 3-20 |
Easy |
| 21-100 |
Moderate |
| 101-1000 |
Difficult |
| 1001-10,000 |
Very Difficult |
| 10,001+ |
Heroic |
|
 |
This power can be kept up. |
 |
Time To Use: Five minutes. |
 |
Effect: Battle meditation has two possible effects. The Jedi can force
her adversaries to abandon their assault and turn on each other, or she can
alter the tide of the battle, strengthening her allies and at the same time
weakening her enemies. Before initiating the power the Jedi must state which
effect she wishes to use.
The targets of this power must have initiated combat for the effects to take
hold. In game terms, a Jedi may only use this power effectively on or after the
first round of combat, not before. Enemies are defined as those who seek to
oppose the Jedi's immediate goal (rescuing a prisoner, defeating a group of dark
siders, etc.); allies are defined as those who seek to uphold and forward the
Jedi's goal.
When attempting to turn attackers against each other, the Jedi's highest skill
roll (control, sense, or alter) to activate the skill
becomes the difficulty the targets must beat to avoid the effect. Otherwise they
immediately see their allies as the "true" enemy and attack. The Jedi must
maintain the effect each round for the combatants to continue fighting. Once the
power is dropped, its effects wear off instantly.
On a successful roll to change the balance of the battle in the Jedi's allies'
favor (the power's second function), the Jedi's enemies lose 1D for every 4D she
has in her best Force skill, in a skill determined by the Jedi (i.e., Strength,
Dexterity, etc.) to a minimum of 1D, while her allies receive a bonus of the
same value to an attribute of her choosing. |
 |
Example: Nomi Sunrider and three of her Jedi companions are battling a
dozen Dark Side minions - followers of Freedon Nadd. Seeing the tide of the
engagement turning in the dark siders' favor, Nomi decides to use her battle
meditation power to help her allies overcome their enemies. Since she has a
control of 1D+1, a sense of 2D+1, and an alter of 1D, she
may increase one skill of all her companions (she chooses Dexterity in
this case) by 2D+1 (the highest of the three), and decrease one skill of all her
opponents by 2D+1 (she chooses Strength), to a minimum of 1D, until she
drops the power. While Nomi continues to maintain the power, her allies all have
a 2D+1 bonus to Dexterity (and all its skills) and her enemies all have a
2D+1 penalty to Strength (and all its skills). |
|
 |
Control Mind
 |
Control Difficulty:
Moderate, as modified by relationship. Targets with an affinity for the
Force (i.e. have Force skills or Force Points) may make opposed control or
perception rolls, selecting either their roll of the base difficulty to
resist. |
 |
Sense Difficulty: Easy
for
a Jedi who has turned to the Dark Side, as modified by proximity. Moderate
for a Jedi who is the light side, as modified by proximity. |
 |
Alter Difficulty: Variable, depending on the
number of targets being controlled and whether or not they are willing.
Targets with an affinity for the Force may make opposed rolls, choosing
either their roll or the difficulty, whichever is higher.
This power is so inherently corrupt that its difficulties are
substantially reduced for those who have given themselves over to the dark
side.
For a Jedi who has turned to the Dark Side:
| Number |
Willing |
Unwilling |
| 1 |
Very Easy |
Easy |
| 2 |
Easy |
Moderate |
| 3 |
Moderate |
Difficult |
| 4-5 |
Difficult |
Very Difficult |
| 6-8 |
Very Difficult |
Heroic (31+) |
For a Jedi who is of the Light Side:
| Number |
Willing |
Unwilling |
| 1 |
Moderate |
Difficult |
| 2 |
Difficult |
Very Difficult |
| 3 |
Very Difficult |
Heroic (31+) |
|
 | Warning: Any Jedi who uses this
power automatically receives a Dark Side Point, plus an additional Dark
Side Point for each evil action she forces a victim of this power to
undertake. |
 |
Effect: The use of this power allows a Jedi to take control of another person, turning
him into a puppet who must obey the Jedi's will. When used successfully, a Jedi
can control the actions of others, making them serve his will like automatons.
The power may be kept up to allow the user to maintain control of his target's
mind - the Jedi must make a new roll if a new target is to be added.
Characters versed in the ways of the Force (with
any Force skills) can actively resist by rolling a control or Perception total.
A character with an inherent affinity for the Force may resist by rolling a
Perception total. The character may choose either the difficulty for the power
use or his own roll. If the Jedi attempts to control more than once such
Force-sensitive character at the same time, for all characters beyond the first,
add +1 for each die code of Perception or control. The Jedi must make a new
power roll whenever he attempts to take over a new target. Targets may be
released without a roll. |
 |
Control Mind cannot be used to control droids or computers. |
|
 |
Create Force Storms
 |
Control Difficulty: Heroic |
 |
Sense Difficulty: Heroic |
 |
Alter Difficulty: Heroic.
Modified by proximity. Modified by the diameter of the storm desired: +5 of
100 meters or less, +10 for 100 meters to one kilometer, +15 for a base of
one kilometer and +2 for every additional kilometer. Modified by damage: +5
per 1D of damage. Must make Heroic rolls each successive round to control
the storm. Must make a Very Difficult roll to dissipate the storm.
|
 | Required powers: Hibernation
trance, life detection, life sense, magnify senses, receptive telepathy,
sense Force, telekinesis, farseeing, protective telepathy, instinctive
astrogation, rage |
 | Warning: Force Storms are immensely
destructive and violate the laws of nature. A Jedi using this power
automatically receives a Dark Side Point. |
 | Effect: This is perhaps the single
most destructive Force power known. It allows the Jedi to twist the
space-time continuum to create vast storms of Force. The power also allows
limited control of these storms. Capable of creating annihilating vortices,
the storms can swallow whole fleets of spaceships or tear the surfaces off
worlds.
Use of this power requires the focusing of hate and anger to
an almost palpable degree and there is considerable danger. Some are able to
create Force storms, but fail at harnessing what they have foolishly
unleashed. Often, those who fail to control the storm are themselves
consumed and destroyed. If the Force-user is destroyed the storm dissipates
within minutes.
When a Jedi attempts to create a Force storm, he must
determine the diameter and the amount of damage (the damage dice are capital
scale). If the Jedi fails any of the rolls, the storm is summoned with the
desired damage, but it attempts to consume the summoner.
At a +10 difficulty, the summoner can attempt unusual
maneuvers with the storm, such as creating a vortex to draw unwary victims
to a specified point. |
|
 |
Dopplegänger
 | Control Difficulty: Very Difficult. |
 |
Sense Difficulty: Very Difficult. |
 |
Alter Difficulty: Heroic. |
 |
Required Powers: Control pain, emptiness, life detection, life sense,
magnify senses, receptive telepathy, sense Force, telekinesis, farseeing,
projective telepathy, control another's pain, transfer Force, affect mind, dim
other's senses. |
 |
Warning: A character who uses this power receives a Dark Side Point. |
 |
Time To Use: Five minutes. |
 |
Effect: This power creates a dopplegänger of the person using the power.
The dopplegänger is an illusion, but to those who interact with it, it will seem
real. The user can sense all normal senses through the dopplegänger, and the
duplicate seems to have form and substance; the dopplegänger registers as normal
on all droid audio and video sensors. Those who are with the dopplegänger
believe it to be a real person. The dopplegänger acts with half of the skill
dice of the person using the power. The user must roll once every five minutes
to maintain the dopplegänger; if the Jedi stops using the power or the
dopplegänger is fatally injured, it simply fades away. |
|
 |
Drain Life Energy
 | Control Difficulty: Easy. |
 | Sense Difficulty: Easy. Modified
by proximity. |
 | Alter Difficulty: Easy. |
 | Required Powers: Affect mind,
control pain, control another's pain, dim other's senses, hibernation
trance, life detection, life sense, receptive telepathy, sense Force,
transfer Force. |
 | This power may be kept up. |
 | Warning: Any character who uses
this power against a sentient being immediately gains a Dark Side Point. |
 | Effect: This power allows a Sith
to draw power from nearby nonsentient beings to boost his ability to go
without sleep. As long as this power is kept up, the Sith will not fatigue
or require sleep. Use of this power depends on a ready supply of nearby
insects, small rodents, birds, and so on to draw energy from. This power
may not be used to draw energy from sentient beings. |
|
 |
Drain Life Essense
 | Control Difficulty: Very
Difficult, inversely modified by relationship. For example, using
this power on a close relative would add +30 to the difficulty; using this
power on a complete stranger of another species would add nothing to the
difficulty. |
 |
Sense Difficulty: Varies based on the number of targeted individuals:
| Difficulty |
Number of Victims |
| Very Easy |
1 - 5 |
| Easy |
6 - 50 |
| Moderate |
51 - 1,000 |
| Difficult |
1,001 - 50,000 |
| Very Difficult |
50,001 - 1 million |
| Heroic |
1 million - 10 million |
|
 | Alter Difficulty: Easy for
willing, worshipful subjects. Difficult for ambivalent or apathetic
individuals. Heroic for enemies. Add +10 to the difficulty if individuals
are imbued with the light side of the Force. |
 | Required powers: Control pain,
hibernation trance, life detection, life sense, magnify senses, receptive
telepathy, sense Force, telekinesis, farseeing, projective telepathy,
control another's pain, transfer Force, affect mind, control mind, dim
other's sense |
 | Warning: A character who uses this
power receives a Dark Side Point |
 | This power can be kept up. |
 | Effect:
This power allows a Jedi to draw life energy from those around him and
to channel the negative effects of the dark side into those victims.
All living things are a part of and contribute to the Force;
even those whit no awareness of the Force are affected by and are a part
of it. Many beings go through their daily lives wasting much of their life
energy. This power draws that life energy from beings, allowing a Jedi to
use that energy to further his or her own ends.
To draw this energy the Jedi must roll for the power once per
day. The power is considered to be up at all times, and thus the Jedi
suffers appropriate die penalties.
The amount of energy the Jedi draws depends on the number of
individuals affected by the power and the length of time they have been
drained.
For individuals who have been drained for less than one week
or longer than one month:
|
1-5 |
one Force Point per week |
| 6-50 |
one Force Point per five days |
| 51-1,000 |
one Force Point per three days |
| 1,001-50,000 |
one Force Point per two days |
| 50,001-1 million |
one Force Point per day |
| 1 million to 10 million |
one Force Point per 12 hours |
For individuals who have been drained longer than
one week and less than one month:
|
1-5 |
one Force Point per five days and +1D to all Force
skills |
| 6-50 |
one Force Point per three days and +2D to all
Force skills |
| 51-1,000 |
one Force Point per two days and +3D to all Force
skills |
| 1,001-50,000 |
one Force Point per day and +3D+2 to all Force
skills |
| 50,001-1 million |
one Force Point per 12 hours and +4D to all Force
skills |
| 1 million to 10 million |
one Force Point per 6 hours and +4D+2 to all Force
skills |
|
|
 |
Enhance Coordination
 | Control Difficulty: Moderate, as modified by proximity. |
 |
Sense Difficulty: Difficult. |
 |
Alter Difficulty: Dependent upon the number of individuals being affected
by the power:
| Difficulty |
Number of Individuals to be Affected |
| Very Easy |
1 - 10 |
| Easy |
11 - 100 |
| Moderate |
101 - 500 |
| Difficult |
501 - 5,000 |
| Very Difficult |
5,001 - 50,000 |
| Heroic |
50,001 - 500,000 |
|
 | Effect: This power allows a Jedi to coordinate the activities of a
group to increase the group's effectiveness at a given task. The power was often
used by the Emperor to increase the fighting ability of his troops, mentally
driving them on and supplementing their will to fight. This power many only be
used on individuals who are in agreement with the intent of the Jedi, and it in
no way grants the Jedi mental control over the troops affected. Instead, it
links the troops on a subconscious level, allowing them to fight more
proficiently and with better organization. If the power is successfully called
upon, the Jedi picks three specific skills. The skill must be the same for the
entire group. For every 3D (round down) in those skills that the troops have,
they receive a bonus of +1D.
The Jedi many keep this power up, although he must make a new power roll
whenever new troops are added to the power's sphere of influence, or whenever
the skills affected are changed. The Jedi may only affect Dexterity,
Technical, and Strength skills. |
|
 |
Force Harmony
 | Control Difficulty: Difficult. Modified by proximity. |
 |
Sense Difficulty: Difficult. Modified by relationship. |
 |
Alter Difficulty: Moderate. |
 |
Required Powers: Life detection, life sense, projective telepathy,
receptive telepathy. |
 | This power may be kept ''up.'' |
 |
Effect: This allows several willing Jedi to manifest the power of the
Light Side. As long as the power is kept up, it bathes the users in the
celestial illumination of the Light Side. It can act as a shield against the
powers of the Dark Side, giving an extra 5D to each Force user involved to
resist the effects of powers called upon by Dark Side servants. Note that +5D
may appear an immense bonus, but since this power must be kept up, the Jedi
calling upon the power is suffering a 2D penalty simply for calling upon this
power. One can only link as many Force users as the initiator of the power has
control or sense dice, whichever is lower. For example, if Leia used Force
harmony, since her control is 5D+1 and her sense is 4D+2, she would only be
able to link a total of four people (including herself).
When acting as a shield against the Dark Side, if both the control and sense
rolls exceed the success roll of the Dark Side power used (if the power requires
multiple skill rolls, the highest roll), then the Dark Side power is
interrupted. All "up" powers are interrupted as if the user were stunned. It
does not cancel out the presence of the Dark Side, but can distract its servants
and make their actions more difficult. |
 |
Example: Leia and Luke Skywalker try to disrupt Palpatine's Force storm,
which is destroying the Republic's fleet. Palpatine is in the room with them.
Luke and Leia and Leia's new child are related by blood and are all strong with the
Force. Leia spends a Force Point and links Luke and the child with the Light
Side; her control roll is 47 and her sense roll is 36. She successfully uses the
Force harmony power, giving everyone a +5D against the effects of any Dark Side
powers.
If both of these rolls exceed Palpatine's highest roll when he summoned the
Force storm, then Palpatine's control over the Force storm is severed. |
|
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Projected Fighting
 | Control Difficulty: Difficult. |
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Sense Difficulty: Difficult. |
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Alter Difficulty: Moderate, modified by proximity, but limited to line of
sight. |
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Required Powers: Concentration, telekinesis. |
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Time to use: One round. |
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Effect: Projected fighting allows a Jedi to strike at an opponent,
inflicting damage without physically touching the target. Use of this power is
more than a little risky; in many cases projected fighting is quite simply using
the Force to attack. However, the Jedi attempting to use projected fighting
can elect to cause stun damage only, and even then should only attempt to use
this power if it is to protect an innocent in immediate danger. A Jedi who uses
projective fighting for any other reason, or causes anything more serious than
stun damage, receives a Dark Side Point.
After successfully using the power, the Jedi makes a brawling skill roll. If
attacking a Force-sensitive, the target may use the control or
brawling parry skill to avoid the attack. Otherwise, the target cannot
deflect the Jedi's blows. If the target is not Force-sensitive, a Difficult
brawling parry roll is necessary to block the Jedi's attack. If the brawling
roll is successful, the Jedi rolls his or her full Strength versus the target's
strength. The Jedi may target a specific portion of the body (which adds +1D to
damage), but must subtract an additional -1D from his brawling skill (see
Star Wars, Second Edition, page 63). Be sure to add any armor bonuses that the
target may have.
This power can be kept up as long as the distance between the Jedi and the
target remains the same. Should the target move significantly or the Jedi wish
to select a new target, the power must be rerolled. |
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Example: Harlan decides that she is going to make a projected fighting
attempt aimed specifically at a guard's head. She makes he control, sense, and
alter plus proximity rolls each with a -3D multiple action penalty (she is doing
four things: using her control, sense, alter, and brawling skills,
plus targeting the head). If she successfully rolls the first two, she then must
make an Easy brawling roll, this time with a -3D modifier, due to her preference
in hit location. Because the target is not Force-sensitive, no brawling parry
attempt can be made. Harlan makes her brawling roll and then rolls her
Strength against the guard's Strength. Because she aimed for the head, Harlan
gains an additional +1D to her damage roll. |
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Telekinetic Kill
 | Control Difficulty: Easy.
Modified by proximity. |
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Sense Difficulty: Easy. Modified by
proximity. |
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Alter Difficulty: The target's control
or Perception roll. |
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Required Powers: Control pain, inflict
pain, injure/kill, life sense |
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Warning: A character who uses this power
automatically receives a dark side point. |
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Effect: This power is used to
telekinetically injure or kill a target. When the user makes his
alter roll against the character's control or Perception
total to determine damage. The exact method used to kill the target
varies: collapse the trachea, stir the brain, squeeze the heart, or any
number of other methods. |
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Transfer Life
 | Control Difficulty: Heroic,
modified by relationship. If the target is unwilling, increase the
difficulty by +15. |
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Sense Difficulty: Heroic, modified by
proximity. If the target is unwilling, increase the difficulty by
+15. |
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Alter Difficulty: Variable, depending on
willingness and Force affinity.
| Circumstances |
Difficulty |
| Specially Prepared Clone Host Body |
Easy |
| Recently Dead Body |
Moderate |
| Live Willing Host |
Very Difficult |
| Live Unwilling Host |
Heroic |
Those who are Force-sensitive may make an opposed alter or willpower
roll, selecting either the roll or the difficulty, whichever is higher. |
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Required Powers: Absorb/dissipate energy,
accelerate healing, control pain, detoxify poison, emptiness, hibernation
trance, reduce injury, remain conscious, resist stun, life detection, life
sense, magnify senses, receptive telepathy, sense Force, injure/kill,
telekinesis, farseeing, projective telepathy, accelerate another's
healing, control another's pain, feed on Dark Side, inflict pain, return
another to consciousness, transfer Force, affect mind, control mind, dim
other's senses. |
 | Warning:
A character who uses this power automatically receives a dark side point. |
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Effect: This power allows the character to
transfer his or her life energy into another body. The key to
immortality itself, this is one of the most difficult and evil of all Dark
Side powers. To overcome a spirit already residing in a body is
nearly impossible. This is why the power is nearly useless without
the ability to clone host bodies.
Though theoretically possible, it is not yet known what the
effect on an unborn fetus would be. Fortunately, there is almost no
history of this power being used successfully. It is believed that
if the user's body perishes as an attempt fails, the user's life energy is
lost, dispersed to the void. |
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Sense & Alter Powers
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Dim Other's Senses
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Force Wind
 | Sense
Difficulty: Moderate |
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Alter Difficulty: Moderate to affect 5
meters; Difficult to affect 10 meters; Very Difficult to affect 15 meters. |
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Required Powers: Magnify senses, shift
sense, telekinesis |
 | This power can be kept up. |
 | Warning: A character who uses this
power receives a Dark Side Point |
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Effect: This power allows the Sith to
manipulate and channel air currents to form powerful and destructive
tornadoes that can lift people into the air and fling them about.
The cyclone does the Sith's Alter code in damage to all within
range. |
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Lesser Force Shield
 | Sense
Difficulty: Easy |
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Alter Difficulty: Moderate |
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Required Powers: Absorb/dissipate energy,
concentration, magnify senses, telekinesis |
 | This power can be kept up. |
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Effect: This power allows the Jedi to
surround his body with a Force-generated shield. The shield can be
used to repel energy and physical matter away from the Jedi's body, down
to the molecular level.
This shield acts as STR+1D armor to all energy and physical
attacks made against the Jedi, including non-directional attacks such as
gas clouds and grenade blasts. The shield is not particularly
strong, but it can sometimes be just enough to protect the Jedi from
serious injury. |
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Special Force Powers
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Force Scream
 | Note:
This is an involuntary power that may be activated when a Dark Jedi loses
control of his or her temper. |
 | Warning: A character who uses this
power receives a Dark Side Point |
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Effect: The dark side of the Force is seductive, offering tremendous power to lure the
weak-willed into its grip. Fear, anger, and jealousy are the ties that bind the
servants of the dark side, and by tapping into such emotions, the Dark Jedi are
capable of unleashing untold devastation.
The power to destroy, however, does little to improve control of these
abilities. Dark Jedi who have become angered sometimes lose control of their
emotions. This can trigger shock waves that ripple through the Force,
devastating both the Dark Jedi and those unfortunate enough to be in close
proximity.
The "Force scream," as it is called, has been called "a wave of hatred,
amplified and fueled by the dark side, that is capable of smashing through
mental and physical defenses with ease." A number of references to Dark Jedi in
Old Republic archives often mention the Dark Jedi losing control, violently, in
the final moments of battle with the Jedi of the light side of the Force.
In game terms, a Force scream is a reflex, usually occurring when Dark Jedi
are provoked into losing their tempers. A Dark Jedi must make a Difficult
willpower roll whenever angered to the point of rage; if the roll fails,
the Jedi releases the Force scream. All of the Dark Jedi’s die codes are reduced
by 2D for one hour, and he must rest for one hour or suffer an additional -2D
penalty until rested (penalties are cumulative).
The Force scream causes damage equal to the Dark Jedi’s alter skill to
all beings within 50 meters, including the Dark Jedi who unleashes this mental
energy. Force-sensitive characters roll their alter dice to resist
damage; those without the alter skill use Strength to resist
damage. |
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