Force Powers

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Control Powers

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Absorb/Dissipate Energy

bulletControl 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.
bullet 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.
bullet 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.
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Accelerate Healing

bulletControl Difficulty: Easy for wounded characters; Moderate for incapacitated characters; Difficult for mortally wounded characters.
bullet Time to Use: One minute.
bullet 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

bulletControl 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.
bullet 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."
bullet 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

bulletControl 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).
bullet Required Powers: Concentration, control pain, enhance attribute.
bullet 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

bulletControl 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.
bulletRequired Powers: Accelerate healing
bulletTime to Use: Thirty minutes to several uses over the course of weeks.
bulletEffect: 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

bulletControl Difficulty: Very Easy for wounded or stunned characters, Easy for incapacitated characters, Difficult for mortally wounded characters.
bullet 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.
bullet 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

bulletControl 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.
bullet Time to Use: Five minutes.
bullet 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

bulletControl Difficulty: Moderate.
bullet Note: Characters who are consumed by the dark side of the Force may not use this power.
bullet Required Powers: Hibernation trance
bullet 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

bulletControl Difficulty: Moderate.
bulletEffect: 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

bulletControl Difficulty: Easy.
bullet This power can be kept up.
bullet 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.
bullet 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.
bullet 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.
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Hibernation Trance

bulletControl Difficulty: Difficult.
bullet This power can be kept up.
bullet 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

bulletControl Difficulty: Very Difficult. Modified by astrogation difficulty.
bullet Time To Use: One minute.
bullet 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.

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Rage

bulletControl Difficulty: Difficult
bulletNote: This power can only be used by characters who have been consumed by the Dark Side of the Force.
bulletWarning: A Jedi who uses this power gains a Dark Side point
bulletRequired Powers: Hibernation trance
bulletEffect: 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

bulletControl Difficulty: Moderate for incapacitated characters, Difficult for mortally wounded characters, Very Difficult for dead characters.
bullet Required Powers: Control pain.
bullet 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.
bullet 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.
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Remain Conscious

bulletControl Difficulty: Easy for stunned characters, Moderate for incapacitated characters, Difficult for mortally wounded characters.
bullet Required Powers: Control pain.
bullet 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.
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Remove Fatigue

bulletControl Difficulty: Moderate.
bullet Required Powers: Accelerate healing, control pain.
bulletThis power may be kept ''up.''
bullet Time to Use: One round.
bullet 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.)
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Resist Stun

bulletControl Difficulty: Moderate
bullet Time to Use: One minute
bullet This power may be kept ''up.''
bullet 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.
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Short-Term Memory Enhancement

bulletControl Difficulty: Difficult.
bullet Required Powers: Hibernation trance.
bullet 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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Sense Powers

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Beast Languages

bulletSense 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).
bullet This power can be kept up.
bullet Required Powers: Receptive telepathy, projective telepathy, translation.
bullet 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.)
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Combat Sense

bullet''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 . . .''
bulletSense Difficulty: Moderate for one opponent, modified by +3 for every additional opponent a Jedi wants to defend against.
bullet Required Powers: Danger sense, life detection.
bullet 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.
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Danger Sense

bullet''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 . . .''
bulletSense Difficulty: Moderate or attacker's control roll.
bullet Required Powers: Life Detection.
bullet This power may be kept ''up.''
bullet 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.
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Instinctive Astrogation, Sense

bulletSense Difficulty: Moderate, modified by difficulty of journey.
bullet Required Power: Magnify senses.
bullet Effect: This is the more well known ability of the Jedi to calculate astrogation routes without the use of a nav computer. The Jedi uses his sense skill to feel through the myriad hyperspace routes to determine the safest path.
    The difficulty is modified by the treacherousness of the path:
Task is Modifier (add to Difficulty)
Very Easy 0
Easy 0
Moderate 0
Difficult +5
Very Difficult +10
Heroic +15

    If the Jedi succeeds at charting the course, she need only generate an Easy astrogation total to plot a safe path. If the Jedi fails the roll, the astrogation difficulty is automatically Very Difficult; if the roll is missed by more than five points, increase the difficulty to Heroic.

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Life Detection

bulletSense Difficulty: Very Easy if the subject has Force skills or is Force-sensitive; Moderate if not. Modified by relationship.
bullet The power can be kept up.
bullet 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.
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Life Sense

bulletSense Difficulty: Very Easy. Modified by proximity and relationship.
bullet Required Powers: Lift Detection
bullet This power may be kept ''up'' to track a target.
bullet 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.
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Life Web

bulletSense Difficulty: See below; modified by proximity.
bullet Note: The Force-user must choose one specific species as a specialization (see below).
bullet Required Powers: Life detection, life sense, sense Force.
bullet Time To Use: Two days (or more).
bullet 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.

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Magnify Senses

bulletSense Difficulty: Very Easy. Modified by proximity.
bullet Time to Use: Three Rounds.
bullet 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.
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Postcognition

bulletSense 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.
bulletRequired Powers: Hibernation trance, life detection, sense Force
bulletTime 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.
bulletEffect: 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.
bulletExample: 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.
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Predict Natural Disaster

bulletSense 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).
bulletRequired Powers: Danger sense, life detection, weather sense
bulletTime 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.
bulletEffect: 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.
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Receptive Telepathy

bulletSense 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.
bullet Required Power: Life sense.
bullet This power may be kept up if the target is willing and the proximity modifier doesn't increase.
bullet 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.
bullet

Sense Force

bulletSense Difficulty: Moderate for an area; Difficult for sensing details or specific objects within the area. Modified by proximity.
bullet 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.
bullet

Sense Force Potential

bulletSense 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.
bullet Required Powers: Life detection, life sense, receptive telepathy, sense Force.
bullet Time To Use: Six rounds.
bullet 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.
bullet

Sense Path

bulletSense Difficulty: Moderate.
bullet Required Powers: Emptiness, hibernation trance.
bullet This power can be kept up.
bullet 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.
bullet 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."
bullet 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."
bullet

Shift Sense

bulletSense 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).
bullet This power can be kept up.
bullet Required Power: Magnify senses.
bullet 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.
bullet

Translation

bulletSense 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.
bullet This power can be kept up.
bullet Required Powers: Receptive telepathy, projective telepathy.
bullet 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.
bullet

Weather Sense

bulletSense 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.
bullet Required Power: Magnify senses.
bullet This power can be kept up.
bullet 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.
bullet

Alter Powers

bullet

Bolt of Hatred

bulletAlter Difficulty: Moderate.
bulletWarning: Anyone who uses this power gains a Dark Side Point.
bulletEffect: 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.
bullet

Dark Side Web

bulletAlter Difficulty: Difficult.
bulletWarning: Any character who uses this power gains a Dark Side Point.
bulletThis power can be kept up.
bulletEffect: 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.
bullet

Injure/Kill

bulletAlter Difficulty: Target's control or Perception roll.
bulletRequired Powers: Life sense
bulletWarning: Any character who uses this power receives a Dark Side Point.
bulletEffect: 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.
bullet

Telekinesis

bulletAlter 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.

bulletThis power can be kept up.
bulletEffect: 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.
bullet

Control & Sense Powers

bullet

Farseeing

bulletControl 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.
bulletSense 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.
bulletRequired Power: Life sense.
bulletTime To Use: At least one minute.
bulletEffect: 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.

bullet

Life Bond

bulletControl Difficulty: Moderate.
bulletSense Difficulty: See below. Modified by proximity.
bulletRequired Powers: Life detection, life sense, magnify senses, receptive telepathy.
bulletThis power can be kept up.
bulletEffect: 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.
bullet

Lightsaber Combat

bulletControl Difficulty: Moderate.
bulletSense Difficulty: Easy.
bulletThis power can be kept up.
bulletEffect: 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.
bulletExample: 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).
bullet

Projective Telepathy

bulletControl 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.
bulletSense 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.
bulletRequired Power: Receptive telepathy.
bulletEffect: 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.
bullet

Control & Alter Powers

bullet

Accelerate Another's Healing

bulletControl Difficulty: Very Easy. Modified by relationship.
bullet Alter Difficulty: Very Easy.
bullet Required Powers: Control another's pain, control pain.
bullet Time to use: One minute.
bullet 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.
bullet

Aura of Uneasiness

bullet''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.''
bulletControl Difficulty: Easy. Modified by proximity, but limited to line of sight.
bulletAlter Difficulty: Easy.
bulletThis power may be kept up.
bulletWarning: Any character who uses this power against a sentient being immediately gains a Dark Side Point.
bulletEffect: 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.
bullet

Control Another's Disease

bulletControl Difficulty: Very Easy. Modified by relationship.
bullet Alter Difficulty: Very Easy. Modified by relationship.
bullet Required Powers: Accelerate healing, control disease.
bullet Time to Use: 30 minutes to several uses over the course of several weeks
bullet 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.
bullet

Control Another's Pain

bulletControl Difficulty: Very Easy. Modified by relationship.
bullet Alter Difficulty: Easy for wounded characters; Moderate for incapacitated characters; Difficult for mortally wounded characters.
bullet Required Powers: Control pain.
bullet 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.
bullet

Control Breathing

bulletControl Difficulty: Moderate.
bullet Alter Difficulty: Very Difficult.
bullet Required Powers: Concentration, hibernation trance, telekinesis.
bullet 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.
bullet

Detoxify Poison in Another

bulletControl Difficulty: Very Easy, modified by relationship.
bullet 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.
bullet Required Powers: Accelerate healing, accelerate another's healing, control pain, control another's pain, detoxify poison.
bullet Time To Use: Five minutes.
bullet 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.
bullet

Electronic Manipulation

bullet'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.''
bulletControl Difficulty: Easy for nonsentient machines; Moderate for sentient machines; Difficult for sentient machines hostile to the Sith. Modified by proximity.
bulletAlter Difficulty: Easy for slight alterations; Moderate for significant changes in programming; Difficult for major reprogramming.
bulletRequired Powers: Absorb/dissipate energy, affect mind.
bulletTime to Use: One round.
bulletWarning: Any character who uses this power against a sentient being immediately gains a Dark Side Point.
bulletEffect: 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.
bullet

Feed on Dark Side

bulletControl Difficulty: Moderate when activated; Very easy for each round thereafter
bulletAlter Difficulty: Moderate when raised; no roll for subsequent rounds
bulletRequired Power: Sense force
bulletWarning: A Jedi who uses this power gains a Dark Side Point
bulletThis power can be kept up.
bulletEffect: 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.
bulletWarning: Avoid overusing this power, since it can severely disrupt game balance if not used in moderation.
bullet

Force Lightning

bulletControl Difficulty: Difficult, as modified by proximity.
bulletAlter Difficulty: Perception or control roll of target.
bulletWarning: A Jedi who uses this power gains a Dark Side Point
bulletEffect: 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).
bullet

Inflict Pain

bulletControl Difficulty: Very Easy. Modified by proximity.
bullet Alter Difficulty: Target's control or Perception roll. Modified by proximity.
bullet Required Powers: Control pain, life sense.
bullet Warning: A character who uses this power immediately receives a Dark Side Point.
bullet 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.
bullet

Place Another in Hibernation Trance

bulletControl Difficulty: Very Easy. Modified by relationship.
bullet Alter Difficulty: Very Easy. Modified by proximity.
bullet Required Power: Hibernation trance.
bullet Time To Use: Five minutes.
bullet 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.
bullet

Remove Another's Fatigue

bulletControl Difficulty: Easy.
bullet Alter Difficulty: Moderate. Modified by proximity and relationship.
bullet Required Powers: Accelerate healing, accelerate another's healing, control pain, control another's pain, remove fatigue.
bullet 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.
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Return Another to Consciousness

bulletControl Difficulty: Easy. Modified by proximity and relationship.
bullet Alter Difficulty: Easy for incapacitated characters; Difficult for mortally wounded characters.
bullet Required Powers: Remain conscious, control pain.
bullet 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.
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Transfer Force

bulletControl Difficulty: Easy. Modified by proximity and relationship.
bullet Alter Difficulty: Moderate.
bullet Required Powers: Control another's pain
bullet 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.
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Waves of Darkness

bulletControl Difficulty:
Area of Effect Difficulty
1-2 meters Moderate
3-10 meters Difficult
11-20 meters Very Difficult
21-30 meters Heroic
bullet Alter Difficulty:
Area of Effect Difficulty
1-2 meters Moderate
3-10 meters Difficult
11-20 meters Very Difficult
21-30 meters Heroic
bullet Warning: A character who uses this power immediately receives a Dark Side Point.
bulletThis power can be kept up.
bullet 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.
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Control, Sense, & Alter Powers

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Affect Mind

bulletControl Difficulty: Very Easy for perceptions; Easy for memories; Moderate for conclusions. Modified by proximity.
bullet Sense Difficulty: The target's control or Perception roll.
bullet 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.
bullet 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.
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Battle Meditation

bulletControl 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
bullet 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
bullet 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
bullet This power can be kept up.
bullet Time To Use: Five minutes.
bullet 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.
bullet 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).
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Control Mind

bullet

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.

bullet

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.

bullet 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+)
bulletWarning: 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.
bullet 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.
bullet Control Mind cannot be used to control droids or computers.
bullet

Create Force Storms

bullet

Control Difficulty: Heroic

bullet

Sense Difficulty: Heroic

bullet

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. 

bulletRequired powers: Hibernation trance, life detection, life sense, magnify senses, receptive telepathy, sense Force, telekinesis, farseeing, protective telepathy, instinctive astrogation, rage
bulletWarning: Force Storms are immensely destructive and violate the laws of nature. A Jedi using this power automatically receives a Dark Side Point.
bulletEffect: 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.
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Dopplegänger

bulletControl Difficulty: Very Difficult.
bullet Sense Difficulty: Very Difficult.
bullet Alter Difficulty: Heroic.
bullet 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.
bullet Warning: A character who uses this power receives a Dark Side Point.
bullet Time To Use: Five minutes.
bullet 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.
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Drain Life Energy

bulletControl Difficulty: Easy.
bulletSense Difficulty: Easy. Modified by proximity.
bulletAlter Difficulty: Easy.
bulletRequired 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.
bulletThis power may be kept up.
bulletWarning: Any character who uses this power against a sentient being immediately gains a Dark Side Point.
bulletEffect: 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.
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Drain Life Essense

bulletControl 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.
bullet 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
bulletAlter 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.
bulletRequired 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
bulletWarning: A character who uses this power receives a Dark Side Point
bulletThis power can be kept up.
bulletEffect: 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

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Enhance Coordination

bulletControl Difficulty: Moderate, as modified by proximity.
bullet Sense Difficulty: Difficult.
bullet 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
bulletEffect: 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.
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Force Harmony

bulletControl Difficulty: Difficult. Modified by proximity.
bullet Sense Difficulty: Difficult. Modified by relationship.
bullet Alter Difficulty: Moderate.
bullet Required Powers: Life detection, life sense, projective telepathy, receptive telepathy.
bullet This power may be kept ''up.''
bullet 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.
bullet 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

bulletControl Difficulty: Difficult.
bullet Sense Difficulty: Difficult.
bullet Alter Difficulty: Moderate, modified by proximity, but limited to line of sight.
bullet Required Powers: Concentration, telekinesis.
bullet Time to use: One round.
bullet 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.
bullet 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

bulletControl Difficulty: Easy.  Modified by proximity.
bullet Sense Difficulty: Easy.  Modified by proximity.
bullet Alter Difficulty: The target's control or Perception roll.
bullet Required Powers: Control pain, inflict pain, injure/kill, life sense
bullet Warning: A character who uses this power automatically receives a dark side point.
bullet 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

bulletControl Difficulty: Heroic, modified by relationship.  If the target is unwilling, increase the difficulty by +15.
bullet Sense Difficulty: Heroic, modified by proximity.  If the target is unwilling, increase the difficulty by +15.
bullet 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.

bullet 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.
bulletWarning: A character who uses this power automatically receives a dark side point.
bullet 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

bullet

Dim Other's Senses

bulletSense Difficulty: Easy. Modified by proximity.
bullet Alter Difficulty: Target's Control or Perception roll.
bulletThe attribute and skills are reduced as long as the power is kept up.
bullet Effect: This power greatly reduces the Perception of the target character.  If successful, reduce the character's Perception and all Perception skills, depending upon the result:
Alter roll > Control or
Perception
roll by:
Reduce Perception
0-5 -1 pip
6-10 -2 pips
11-15 -1D
16-20 -2D
21+ -3D

    The power may be used on more than one target at a time, with an increase of +3 to the Sense difficulty for each additional target; the target with the highest Control or Perception rolls for the entire group.

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Force Wind

bulletSense Difficulty: Moderate
bullet Alter Difficulty: Moderate to affect 5 meters; Difficult to affect 10 meters; Very Difficult to affect 15 meters.
bullet Required Powers: Magnify senses, shift sense, telekinesis
bulletThis power can be kept up.
bulletWarning: A character who uses this power receives a Dark Side Point
bullet 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.
bullet

Lesser Force Shield

bulletSense Difficulty: Easy
bullet Alter Difficulty: Moderate
bullet Required Powers: Absorb/dissipate energy, concentration, magnify senses, telekinesis
bulletThis power can be kept up.
bullet 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

bulletNote: This is an involuntary power that may be activated when a Dark Jedi loses control of his or her temper.
bulletWarning: A character who uses this power receives a Dark Side Point
bullet 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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