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The Sith Powers

Control Powers
-Absorb/Dissipate Energy
-Accelerate Healing
-Contort Escape
-Control Pain
-Emptiness
-Enhance Attribute
-Force of Will
-Hibernation Trance
-Instinctive Astrogation Control
-Rage
-Reduce Injury
-Remain Concious
-Remove Fatigue
-Resist Stun
-Short Term Memory Enhancement

Alter Powers
-Injure/Kill
-Telekinesis
-Farseeing
-Life Bond
-Lightsaber Combat
-Projective Telepathy
-Accelerate Another's Healing
-Control Another's Disease
-Control Another's Pain
-Control Breathing
-Detoxify Poison in Another
-Feed on the Dark Side
-Force Lightning
-Inflict Pain
-Place Another in Hibernation Trance
-Remove Another's Fatigue
-Return Another to Conciousness
-Tranfer Force

Sense Powers
-Alert Sense
-Beast Language
-Blind Sense
-Combat Sense
-Danger Sense
-Direction Sense
-Hyperspace Tracking
-Instinctive Astrogation
-Life Detection
-Life Sense
-Life Web
-Magnify Senses
-Postcognition
-Predict Natural Disaster
-Receptive Telepathy
-Sense Disturbance
-Sense Force
-Sense Force Potential
-Sense Path
-Sense Spirit
-Shift Sense
-Translation
-Time Sense
-Thruth Sense
-Weather Sense


Control, Sense and Alter Powers

-Affect Mind
-Battle Meditation
-Control Mind
-Create Force Storms
-Doppleganger
-Drain Life Essence
-Enhenced Coordination
-Force Harmony
-Projected Fighting
-Telekinetic Kill

Sense and Alter Powers
Dim Another's Senses
Lesser Force Shield


Control


Absorb/Dissipate Energy
Control Difficulty: Sunburn - Very Easy; intense sun Easy; solar wind - Moderate; radiation storm - Difficult. Characters may use this power for energy attacks, such as blaster bolts and force lightning - the difficulty is Moderate plus the damage roll of the attack. The power may be kept "up" as long as the source of energy is constant - it may not be kept "up" for blaster bolts or Force lightning.
Effect: This power allows the Jedi to absorb or dissipate energy, including light, heat, radiation and blaster bolts. A successful control roll means that the energy is dissipated. If the user fails the roll, he takes full damage from the energy.
The character must activate the power in the same round to absorb the blaster bolt or Force lightning - the character must be able to roll the power before the attack lands. He can't use this power after the attack has hit.
Accelerate Healing
Control Difficulty: Easy for wounded characters, Moderate for incapacitated characters, Difficult for mortally wounded characters.
Time to Use: One minute
Effect: If a Jedi uses this power successfully, he may make two natural healing rolls for the current day regardless of his injury. He gets a +2 modifier to his roll for both rolls.
Concentration
Control Difficulty: Easy if the Jedi is relaxed and at peace; Difficult if the Jedi is filled with aggression, fear or other negative emotions; Very Difficult if the Jedi is acting on those negative emotions.
Effect: When using this power, the Jedi clears all negative thoughts from their minds, feeling the Force flowing through the universe and their 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."
Contort Escape

Control Difficulty: Very easy for loose bonds; Easy for hand binders; Moderate for serious restraints; Difficult to Heroic for maximum security (varies at gamemaster's discretion, depending on security measures).
Required Powers: Concentration, control pain, enhance attribute.
Effect: The character escapes bonds 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.
Control Disease
Control Difficulty:
Mild infection (cold), Very Easy; high fever (bad flu), Easy; serious sickness (gangrene), Moderate; life-threatening disease (tuberculosis), Difficult; massive long-standing disease (lung cancer), Very Difficult to Heroic.
This power may be kept "up."
Effect: Allows the character to direct and control the anti-bodies and healing resources of his body to throw off an infection or to attack the diseased parts of the body. Using the power takes more than one round; the character must spend at least half an hour meditating (either hibernation trance or emptiness) while directing his body. If the disease is life-threatening or long-standing, repeated skill attempts over a period of weeks or months may be required to cure the disease entirely.
Control Pain
Control Difficulty:
Very Easy for wounded or stunned characters, Easy for incapacitated characters, Difficult for mortally wounded characters.
The power can be kept "up, " so the character can ignore the pain of injuries for a long period of time. However, whenever the character is injured again, the Jedi must make a new control pain roll, with the difficulty being the new level of injury.
Effect: A wounded Jedi who controls pain can act as if he has not been wounded starting with the round after the power roll has been made. The wound is not healed, but the character doesn't suffer the penalties of being wounded: a wounded Jedi doesn't lose ID 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.
Detoxify Poison
Control Difficulty:
Very Easy for a very mild poison (alcohol); Easy for a mild poison; Moderate for an average poison; Difficult for a virulent poison; Very Difficult to Heroic for neurotoxin.
Time To use: Five minutes
Effect: This power allows a Jedi to detoxify poisons or eject poisons that have entered his body. If the Jedi makes the power roll, the poison does not affect him.
Emptiness
Control Difficulty: Moderate
Note: Characters who are consumed by the Dark Side of the Force may not use this power.
Required Powers: Hibernation trance
Effect: The user empties his mind and allows the Force to flow through him. The character seems to be in deep meditation, and a character experiencing emptiness is oblivious to his surroundings. A character in emptiness may not move or take any action except to try to disengage from the emptiness.
While in emptiness, a character is difficult to sense or affect with the Force. When another character attempts to use a Force power on the character in emptiness, add the meditating character's emptiness roll to the difficulty for the other character's sense or control rolls (this affects only the sense roll; if the power doesn't use the sense skill, then add the difficulty to the control roll). This difficulty is added regardless of whether or not the empty character would willingly receive the power's effect.
Once the character comes out of emptiness, the character gets a +6 bonus modifier to all Force skill rolls for a period of time equal to the amount of time the character spent in emptiness. This bonus is 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.
Enhance Attribute

Control Difficulty: Moderate
Effect: A Jedi uses this power to increase a single attribute for a limited amount of time. An increased attribute can help a Jedi jump higher, dodge quicker, see better, and run faster. All skills controlled by the enhanced attribute are increased by the appropriate amount for as long as the power is in effect.
An attribute increased by this power remains enhanced for the duration listed below. Duration and attribute increase are determined by how much a character's control skill roll beats the difficulty number. Duration can be extended with Character Points-for every Character Point a Jedi spends after invoking this power, the duration is extended by one combat round. The points can be spent at any time before the power fades.
A Jedi can only increase one attribute at a time. If a character invokes the power to enhance a second attribute while the first attribute is still enhanced, then the first enhancement fades and the second attribute receives the benefit.
Skill Roll Beats Attribute
Difficulty By Increase Duration
- 0-13 +1D 3 Rounds
- 14-25 +2D 2 Rounds
- 26+ +3D 1 Rounds
Force of Will

Control Difficulty: Easy
This power may be kept "up."
Effect: By using force of will, the character uses his or her 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 effect. If the attack roll is greater than the protection number, the Jedi suffers the full effects of the attacking power. If the attack roll is greater than the control roll, but less than the protection number, the Jedi's protected from the power, but his willpower is considered to be "battered." Subtract -1D from the character's willpower skill. The Jedi can still continue to defend, but must 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.
Note that it takes one day to recover 1D of damage from "battering of the will," or one hour in emptiness (or rage) for each 1D recovered.
Note: Force of will does not protect against Force lightning or Force storms or objects hurled by telekinesis, since in each case the power creates a distinct physical manifestation. These are external rather than internal powers, in which case willpower would have no bearing on resistance. Force of will works on injure/kill, telekinetic kill, inflict pain and other powers that directly use the Force to affect the target.
Hibernation Trance
Control Difficulty: Difficult.
This power may be kept "up".
Effect: This power allows a Jedi to place himself into a deep trance, remarkably slowing all body functions. The Jedi's heartbeat slows, his breathing drops to barely perceivable levels, and he falls unconscious.
When a Jedi enters a hibernation trance, the character must declare under what circumstances the character will awaken: after a specific amount of time or what stimuli needs to be present (noise, someone touching them). A Jedi can heal while in a hibernation trance, but the character may not use skills or Jedi powers while in a trance.
Hibernation trance serves two purposes. It allows a Jedi to "play dead." It can be used to survive when food or air supplies are low. A character in hibernation uses only about a tenth as much air as someone who is sleeping - he can hibernate for a week in a dry climate or for up to a month in a wet climate before dying from lack of water.
Anyone who comes across a Jedi in hibernation trance assumes that the Jedi is dead unless he makes a point of testing him. Another Jedi with the sense skill or the life detection power will be able to detect the Force within the hibernating character and realize that he is alive.
Instinctive Astrogation Control

Control Difficulty: Very Difficult. Modified by astrogation difficulty.
Time to use: One minute
Effect: Instinctive astrogation control is far more difficult than the standard sense-based instinctive astrogation power because instead of trying to "feel" the correct solutions to the hyperspace equations, the Jedi calculates them in his head. This is quite possible, and is often done as a training exercise, but the figures generated are rarely used because it is so easy even for 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 total is successful, a Very Easy astrogation roll is necessary to enter the correct routes into the nav computer. If the Jedi fails the attempt, he overlooks an obstacle, and sends the ship down an inherently dangerous path and thus instead of requiring a Very Easy astrogation total, the difficulty is automatically Very Difficult. If the control roll is missed by five or more points, increase the difficulty to Heroic.
This is a largely unknown application of the control power that allows Jedi to plot astrogation paths, instead of using the more well known sense-based instinctive astrogation power. Instinctive astrogation control is little more than a curiosity, studied only by a few theoretical Jedi, the most prominent of which in recent memory was Hart Daele. In fact, Daele wrote a doctoral thesis on the subject, proving that the high-order equations could be solved or, under certain special case situations, approximated, using standard Jedi meditation techniques.
Rage

Control Difficulty: Difficult
Required Powers: Hibernation Trance
Warning: A Jedi who uses this power gains a Dark Side Point.
Note: This power can only be used by characters who have been consumed by the dark side of the Force.
Effect: Rage allows a character to feel the great influence of the dark side. It functions as a counterpart to emptiness.
The character must tense herself completely, and allow the mindless rage of the dark side to possess her. When using this power, a character will appear lifeless. The Force-user is amplifying the negative aspects of her personality, leaving her face clenched in a rictus of horror and fear.
A character must determine how long she wishes to be in rage when she enters 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 she suddenly awakens.
When the Jedi leaves this state, she receives 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 she was in the trance.
Like emptiness, rage makes characters oblivious to their surroundings; they are rendered immobile. Unlike emptiness, however, characters in this state strongly exude the dark side. This 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 to damage (-1D to Strength when resisting damage from physical and energy attacks while in this state). Characters who plan an extended trance require intravenous nourishment.
In rage, the character is less oblivious to her 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. She must make a Difficult sense roll (modified by relationship) with the life sense power at the time he enters rage. This allows her to instantly awaken (Easy control roll) of 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, her original body is instantly and completely consumed by the dark side, often bursting into blue flames. For every three points be which the control roll was exceeded the rage difficulty, the body does 1D damage upon explosion (three-meter radius).
Reduce Injury
Control Difficulty: Moderate for incapacitated characters, Difficult for mortally wounded characters, Very Difficult for dead characters.
Required Powers: Control pain
Effect: By using this power, a Jedi may call upon the Force to reduce the amount of injury he suffers; this power is normally only used in desperation because of its long-term repercussions.
When the power is successfully used, the Jedi loses a Force Point. Any injury that is suffered is reduced to wounded. If the original injury would have killed the character, he must choose to suffer a permanent injury of some kind.
Example: Luke Skywalker and Darth Vader are fighting in the Emperor's chambers on the new Death Star. Luke batters down Vader's defenses and makes a killing strike - but Vader uses the reduce injury power and expends a Force point. He is now only wounded, but he loses his hand.
Note: Spending Force points in this manner - not at the beginning of the round - is allowed. Also, it is not always a "selfish" act to save one's life, so the character might be able to get the Force point back. If the character was fighting to save his friends from certain doom - and if he falls, they certainly die - then this could even be considered a heroic action. It still involves great sacrifice.
Remain Conscious
Control Difficulty: Easy for stunned characters, Moderate for incapacitated characters, Difficult for mortally wounded characters.
Required Powers: Control pain
Effect: Remain conscious allows a Jedi to remain conscious even when he has suffered injuries which would knock him unconscious. In game terms, when a character with this power suffers this kind of injury, they lose all of their actions for the rest of the round, but they are still conscious (normal characters automatically pass out). On the next round, the character may attempt to activate the power - this must be the first action of that round; the Jedi cannot even dodge or parry.
If the roll is unsuccessful, the character passes out immediately. If the roll is successful, the Jedi can do any one other action that he has declared for that round - often the character will attempt to control pain so that he will be able to remain conscious. After that other action has been completed, the, Jedi will lapse into unconsciousness, unless he has activated control pain or done something else that will keep the character conscious.
Remove Fatigue

Control Difficulty: Moderate
Required Powers: Accelerate healing, control pain
This power may be kept "up."
Time to use: One round.
Effect: The character uses this power to combat the effects of strenuous work. The Jedi manipulates the Force, causing bodily toxins to be ejected much more efficiently, thus allowing for greater stamina. While kept up, the Jedi must make a stamina check once per day. While using this power, a Jedi must make a stamina check once per day. While using this power, a Jedi must fail two stamina checks before he or she is fatigued. The character still has to eat and drink normally. If the Jedi does fail two stamina checks and becomes fatigued, a -1D penalty is applied to all attributes and skills for 1D hours. Please note that this power cannot be used for lifting. (The Force power enhance attribute would be used in this case.)
Resist Stun
Control Difficulty: Moderate.
Time to Use: One minute
This power may be kept "up".
Effect: Resist stun allows the Jedi to prepare his body to resist the effects of stun damage. The power must be activated before the character has suffered any damage.
A successful result allows the Jedi to resist all stun results except for unconscious and normal injuries. An unconscious result forces the Jedi to drop the power, and he is considered stunned. Normal injuries (wounded, incapacitated, mortally wounded and killed) are treated normally.
Short Term Memory Enhancement

Control Difficulty: Difficult
Required Powers: Hibernation trance
Effect: When a Jedi uses this power, he or she can replay recent events in order to more carefully examine images and peripheral occurrences. Using this power, a Jedi can freeze images and even scan memory tracks to recall details that were seen but did not register consciously at the time of observation.
In game terms, this power can be used to alert a Jedi to information, items, other characters, or anything else that passed before his or her senses within a specific span of time. In addition, if a gamemaster provided clues or leads to clues that the players originally missed or ignored, this power can be used to recall them. When players become stuck on a puzzle or mystery within an adventure, this power can alert them to possible solutions, if those solutions were observed earlier in the adventure.
How far back a Jedi can remember with this power is determined by the success of his control skill roll.
Skill Roll Beats Memory
Difficulty By Extends Back ...
- 0-8 Through Current Episode
- 9-20 Through Last Episode
- 21+ Through Last Two Episodes

Alter


Injure/Kill

AAlter Difficulty: Target's control or Perception roll.
Required Power: Life sense
Warning: A character who uses this power receives a Dark Side Point.
Effect: An attacker must be touching the target to use this power. In combat, this means making a successful brawling attack in the same round that the power is to be used.
When the power is activated, the user makes one roll. If he rolls higher than the character's resisting control or Perception total, figure damage as if the power roll was a damage total and the control or Perception roll was a Strength roll to resist damage.
Telekinesis

Alter Difficulty: Very Easy for objects weighing one kilogram or less; Easy for objects weighting one to ten kilograms; Moderate for objects 11 to 100 kilograms; Difficult for 101 kilograms to one metric ton; Very Difficult for 1,001 kilograms to ten metric tons; Heroic for objects weighing 10,001 kilograms to 100 metric tons.
Object may be moved at 10 meters per round; add +5 per additional 10 meters per round. The target must be in sight of the Jedi.
Increased difficulty if object isn't moving in simple, straight-line movement:
· +1 to +5 for gentle turns
· + 6 to + 10 for easy maneuvers
· +11 to +25 or more for complex maneuvers, such as using a levitated lightsaber to attack
· Modified by proximity.
This power may be kept "up.
Effect: This power allows the Jedi to levitate and move objects with the power of his mind alone. If used successfully, the object moves as the Jedi desires.
A Jedi can levitate several objects simultaneously, but each additional object requires the Jedi to make a new power roll.
This power can be used to levitate oneself or others. It can be used as a primitive space drive in emergencies.
When used to levitate someone against their will, the target may resist by adding their Perception or control roll to the difficulty number.
Levitated objects can be used to attack other characters, but this automatically gives the Jedi a Dark Side Point. Such objects do 1D damage if under a kilogram, 2D if one to ten kilos, 4D if I I 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 I I to 100 metric tons.
Such attacks would require an additional control roll by the Jedi, which would be the to hit roll against the target's dodge. If the character doesn't dodge the attack, the difficulty is Easy.

Control & sense.


Farseeing

Control Difficulty: Very Easy. Modified by proximity. Add +5 to +20 to the difficulty if the character wishes to see into the past. Add +10 to +30 or more if the character wishes to see into the future.
Sense Difficulty: Very Easy if the target is friendly and does not resist. If the target resists, make a control or Perception total for the difficulty. Modified by relationship.
Required Powers: Life sense
Time to use: At least one minute
Effect: The user sees the person or place he wishes to see in his mind as the situation currently exists. The power can also see 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:
Power roll = Past/
Sense Difficulty 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 half right. 75% means 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 transpires. 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 characters get a 75% result, the gamemaster must try to predict what he thinks the characters will do and what the outcome will be. Of course, since the future is so fluid, things are always subject to change. Farseeing is a great mechanic for the gamemaster to reveal part of the story-enough to tantalize the players, without ruining the story.
Life Bond

Control Difficulty: Moderate
Sense Difficulty: See Below. Modified by proximity.
Required Powers: Life detection, life sense, magnify senses, receptive telepathy
This power may be kept up.

Effect: A Jedi character may choose the life bond power to permanently form a mental link with one other individual, normally a mate (although sometimes siblings, parent and child, or even very close friends choose to life bond).
Detailed information can be learned by activating the power. If both characters have the life bond power, reduce all sense difficulties by one level (although both characters must still roll for life bond to achieve the benefits listed below). The following benefits are only in effect when the characters are actively using the life bond power.
- On an Easy sense roll, the Force-user is aware of the other's general location and general emotional state: whether the person is frightened, in pain, injured, happy, or experiencing some other strong emotion.
- On a Moderate sense roll, the Force-user experiences the other's senses: he or she sees through the other's eyes, hears what the other hears, and smells, tastes, and feels what the other person is experiencing. however, at this level, the characters are affected by each other's experiences-both characters share pain, and if one character is injured, the other character suffers an injury one level lower (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), allowing the characters to carry on a telepathic conversation.
- 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 can have premonitions about each other: for example, if one character is severely injured, his other 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 1,000 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 away, 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, Character Points. However, since the 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 background 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 solitary existence; all die codes are reduced by -1D for the same amount of time it took to forge the life bond.
Any attempt to forge a new life bond in the future requires a much longer period of adjustment: 2D weeks for a second bond, 3D weeks for a third bond, and so forth.
Lightsaber Combat

Control Difficulty: Moderate
Sense Difficulty: Easy
This power may be kept "up.
Effect: To use a lightsaber most effectively, a Jedi learns this power. The Jedi uses this power both to wield this elegant but difficult-to-control weapon while also sensing his opponent's actions through his connection to the Force.
This power is called upon at the start of a battle and remains "up" until the Jedi is stunned or injured; a Jedi who has been injured or stunned may attempt to bring the power back "up."
If the Jedi is successful in using this power, the Jedi adds his sense dice to his lightsaber skill roll when trying to hit a target or parry, and he adds or subtracts up to the number of his control dice to the lightsaber's 5D damage when it hits in combat. Players must decide how many control dice they are adding or subtracting before they roll damage.
If the Jedi fails the power roll, he must use the lightsaber with only his lightsaber skill to hit and the weapon's normal damage in combat and he cannot attempt to use the power again for the duration of the combat.
Finally, the Jedi may use lightsaber combat to parry blaster bolts. To do this, the character must declare that he is parrying that round, using his lightsaber skill as normal.
The Jedi may also attempt to control where deflected blaster bolts go, although this counts as an additional action. The Jedi must declare which specific shot he is controlling. Then, once the roll is made to see if the blaster bolt was parried by the Jedi, the Jedi makes a control roll, with the difficulty being his new target's dodge or the range (figured from the Jedi to the target). The damage is that of the original blaster bolt.
Example: Gerrick is entering lightsaber combat, and has a lightsaber skill of 4D, a control of 3D and a sense of 2D+2. If Gerrick 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 7D. He would also add his sense to the lightsaber's normal damage of 5D, for a new damage of 7D+2. These bonuses are in effect until Gerrick drops the power or is stunned or injured and forced to drop the power However, since the power is "up, " Gerrick subtracts -2D from all actions while using the power.
If Gerrick 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, Dave, Gerrick's player must wait and see if his lightsaber parry was good enough to deflect the blaster bolt out of the way. If he does parry, Gerrick 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 blaster pistol, his difficulty is only a 6. Gerrick rolls his die - and gets a 6. He hits the target with the reflected blaster bolt, which does 4D damage (normal damage for the weapon).
Projective Telepathy

Control Difficulty: Very Easy. Increase difficulty by +5 to +10 if the Jedi cannot verbalize the thoughts he is transmitting (he is gagged, doesn't want to make a sound). Modified by proximity.
Sense Difficulty: Very Easy if target is friendly and doesn't resist. If target resists, roll Perception or control roll to determine the difficulty. Modified by relationship.
Required Power: Receptive telepathy
Effect: If the Jedi successfully projects his thoughts, the target "hears" his thoughts and "feels" his emotions. The target understands that the thoughts and feelings he is experiencing are not his own and that they belong to the user of the power. If the Jedi doesn't "verbally" identify himself, the target doesn't know who is projecting thoughts to him. This power can only be used to communicate with other minds, not control them.

Control & Alter


Accelerate Another's Healing

Control Difficulty: Very Easy. Modified by relationship.
Alter Difficulty: Very Easy.
Required Powers: Control another's pain
Time to use: One minute
Effect: The target is allowed to make extra healing rolls, as outlined in accelerate healing. The Jedi must be touching the character whenever he attempts a healing roll.
Control Another's Disease

Control Difficulty: Very Easy, as modified by relationship
Alter Difficulty: Same as control disease
Required Powers: Accelerate healing, control disease
Time to Use: 30 minutes to several uses over the course of several weeks.
Effect: This power allows a Jedi to heal another character, using the same rules and conditions as outlined in control disease. The Jedi must be touching the character to be healed.
Control Another's Pain

Control Difficulty: Very Easy. Modified by proximity and relationship.
Alter Difficulty: Easy for wounded characters; Moderate for incapacitated characters; Difficult for mortally wounded characters
Required Powers: Control pain
This power can be kept "up." If the power is dropped, the character suffers pain and penalties normally.
Effect: A Jedi can use this power to ease the pain of another and functions in the same manner as the control pain power.
A wounded character who has his pain controlled can act as if he has taken no wounds starting with the round after the power roll is made. The wounds are not healed, but the character suffers no pain from his injuries and does not suffer from the penalties of being wounded (-1D to all actions, for example).
However, the character is still injured and will suffer additional injuries normally. When a character who has had his pain controlled and is injured again, a new power roll must be made at the higher difficulty to see if the pain can be controlled.
Control Breathing

Control Difficulty: Moderate
Alter Difficulty: Very Difficult
Required Powers: Concentration, hibernation trance, telekinesis
Effect: This power allows a Jedi to control the amount of oxygen flowing into his or her body. The Jedi takes control of the surrounding atmosphere, pulling oxygen molecules through the skin and into the lungs. With this power the Jedi can effectively breathe underwater, and conversely, a water breather could survive on land. In game terms, this power negates the need for a breath mask, mechgill, or any rebreather gear. In the cold of space or a hard vacuum, however this power would be of little use even if the Jedi could somehow survive the drastic changes in pressure or the extreme temperatures, there is mot enough oxygen in these environments for a Jedi to "grab."
The power will remain up until the character either takes incapacitating damage or willfully drops it.
Detoxify Poison in Another

Control Difficulty: Very Easy. Modified by relationship.
Alter Difficulty: Very Easy for very mild poison (such as alcohol); Easy for a mild poison; Moderate for an average poison; Difficult for a virulent poison; Very Difficult to Heroic for a neurotoxin.
Required Powers: Accelerate healing, accelerate another's healing, control pain, control another's pain, detoxify poison
Time to use: 5 minutes
Effect: This power allows the Jedi to remove or detoxify poison from a patient's body faster than is normally possible. While using this power, the Jedi must 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 wounds the patient.
Feed On the Dark Side

Control Difficulty: Moderate when made active; Very Easy for each round thereafter.
Alter Difficulty: Moderate when raised; no roll for prior rounds.
Required Powers: Sense Force
Warning: Any Jedi who makes this power active automatically receives a Dark Side Point.
This power may be kept "up."
Effect: This power allows a Jedi to feed on the fear, hatred or other negative emotions of others to make himself more powerful. It does not matter to the Dark Side why the others are filled with dark emotion; the feelings alone suffice.
In game terms, in any round in which a character using this power is in the presence of a Light Side Force-sensitive who gains a Dark Side Point, the character gains a Dark Side Point and a Force Point. If multiple characters gain Dark Side Points in the same round, the character gains multiple Force Points. These Force Points must be spent within five minutes of being received.
This is a power that Dark Jedi use to gain power from the anger and hatred they cause in their foes. For player characters who are quick to anger, it is impossible to die-roll their way out of this situation. The only way they can stop a Jedi from gaining extra Force Points from this power is not to give into the Dark Side. This can be extremely difficult, particularly as there is nothing to stop the Dark Jedi from doing everything in his power to provoke these negative emotions. This might include deception, butchering innocents, taunts, insults, treats against characters, their friends, families, home planet or base, and anything else that is likely to make them call on the Dark Side.
Players who are unable to think of a better way of defeating a Dark Jedi than by brute force are very likely to be destroyed if faced with this power. Avoid overuse of this power, as it can severely disrupt game balance if not used in moderation.
Force Lightning

Warning: A Jedi who uses this power for any reason immediately gains a Dark Side Point.
Control Difficulty: Difficult, as modified by proximity. Limited to line of sight.
Alter Difficult: Perception or Control roll of target.
Effect: This power is a corruption of the Force. When used, it produces bolts of white or blue energy that fly from the user's fingertips like sorcerous lightning. These bolts tear through their target, causing painful wounds. As 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 alter of 5D would cause 2D damage with Force lightning).
Inflict Pain

Control Difficulty: Very Easy. Modified by proximity.
Alter Difficulty: Target's control or Perception roll. Modified by proximity.
Required Powers: Control pain, life sense
Warning: A character who uses this power immediately receives a Dark Side Point.
Effect: The target experiences great agony. The user causes damage by roll their alter skill, while the target resists damage with their control, Perception or willpower. Damage is figured as if the attack was a stun attack, although if the target suffers any damage at all, they are so crippled by pain that they are incapable of acting for the rest of the round and the next round.
Place Another in Hibernation Trance

Control Difficulty: Very Easy. Modified by relationship.
Alter Difficulty: Very Easy. Modified by proximity.
Required Powers: hibernation trance
Time to Use: Five minutes
Effect: This power allows a Jedi to put another character into a hibernation trance. The affected character must be in physical contact with the power's user and must agree to be "shut down"-this power cannot be used as an attack to knock others unconscious.
This power can be used to bring another character out of a hibernation trance, but the alter difficulty is increased by +10.
Remove Another's Fatigue

Control Difficulty: Easy
Alter Difficulty: Moderate. Modified by proximity and relationship.
Required Powers: Accelerate healing, accelerate another's healing, control pain, control another's pain, remove fatigue.
Effect: This power allows the Jedi to remove the effects of fatigue in another. However, unlike the basic power, the Jedi must wait until the target is actually fatigued, before offering assistance. Hence the penalties for failing a stamina check can be counteracted, but must be addressed as they occur.
Return Another to Consciousness

Control Difficulty: Easy. Modified by proximity. Modified by relationship.
Alter Difficulty: Easy for incapacitated characters; Difficult for mortally wounded characters.
Required Powers: Remain conscious
Effect: The target returns to consciousness. The target has the same restrictions as imposed by the remain conscious power.
Transfer Force

Control Difficulty: Easy. Modified by relationship. Modified by proximity.
Alter Difficulty: Moderate.
Required Power: Control another's pain
Time to use: One minute
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 is not 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.

Control & Sense & Alter


Affect Mind

Control Difficulty: Very Easy for perceptions; Easy for memories; Moderate for conclusions. Modified by proximity.
Sense Difficulty: The target's control or Perception roll.
Alter Difficulty: Very Easy for slight, momentary misperceptions, minor changes to distant memories, or if the 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 that can be sensed with two senses (sight and sound, for example), for memories less than a minute old, or of the matter involving the conclusion is very important to the target. Very Difficult for hallucinations that can be sensed by all five senses, if the memory change is a major one, or if the logic is absolutely clear and coming to the wrong conclusion is virtually impossible.
Effect: This power is used to alter a character's perception so that he senses an illusion or fails to see what the user of the power does not want him to see. This power is used to permanently alter a character's memories so that he remembers things incorrectly or fails to remember something. This power can also be used to alter a 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 can only be affected if the power is used two or more times.
A character believes he is affected by any successful illusions-a character who thinks he is struck by an illusory object would feel the blow. If he thought he was injured, he would feel pain, or if he thought he had been killed, he would go unconscious. However, the character suffers no true injury.
This power cannot affect Droids or recording devices.
Battle Meditation

Control Difficulty: Varies based on the number of targeted individuals:
Number of Individuals Difficulty
1-2 Very Easy
3-20 Easy
21-100 Moderate
101-1000 Difficult
1001-10,000 Very Difficult
10,001 + Heroic

Sense Difficulty: Varies based on the number of targeted individuals:
Number of Individuals Difficulty
1-2 Very Easy
3-20 Easy
21-100 Moderate
101-1000 Difficult
1001-10,000 Very Difficult
10,001 + Heroic

Alter Difficulty: Varies based on the number of targeted individuals:
Number of Individuals Difficulty
1-2 Very Easy
3-20 Easy
21-100 Moderate
101-1000 Difficult
1001-10,000 Very Difficult
10,001 + Heroic

This power may be kept up
Time to Use: Five minutes
Effect: Battle meditation has two possible effects. The Jedi can force her adversaries to abandon their assault and turn on each other, or she can alter the tide of the battle, strengthening her allies and at the same time weaken 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, et cetera); 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, and 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 of she has in her best Force skill, in a skill determined by the Jedi (i.e., Strength, Dexterity, et cetera) to a minimum of 1D, while her allies receive a bonus of the same value to an attribute of her choosing.
Control Mind

Warning: The use of this power gains the Jedi a Dark Side Point. The Jedi also gains a Dark Side Point for each evil action that he forces someone under his power to do.
Note: This power is so inherently corrupt that its difficulties are substantially reduced by those who have given themselves over to the powers of the Dark Side.
Note: The Jedi must have receptive telepathy, projective telepathy, telekinesis, and affect mind to posses this power. It is unknown if this is the true extent of this power-at this point, the limits below are what is known.
Control Difficulty: Moderate, as modified by relationship. Targets with an affinity with the Force (that is, have Force skills, Force Points) are allowed to make opposed control or Perception rolls, selecting either their roll or the base difficulty.
Sense Difficulty: Easy for a Jedi who has turned to the Dark Side, as modified by proximity. Moderate for a Jedi who id of the Light Side, as modified by proximity.
Alter Difficulty: Variable, depending upon the number of targets being controlled and whether they are willing. Targets with an affinity with the Force (that is, have Force skills, Force Points) are allowed to make opposed rolls, choosing either their roll or the difficulty, whichever number is higher.
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

Effect: The use of this power allows the 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. This 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 control or Perception total. A character with an inherent affinity with the Force (character with Force Points) may resist by rolling a Perception total. The character may choose either the difficulty for the power use or his roll. If the Jedi attempts to control more than one such Force- sensitive characters at the same time, for all characters beyond the first, add +1 for each die code of Perception or control. The Jedi must make a new power roll whenever he attempts to take over a new target. Targets may be released without a roll.
Control mind cannot be used to control Droids or computers.
Create Force Storms

Control Difficulty: Heroic
Sense Difficulty: Heroic
Alter Difficulty: Heroic. Modified by proximity. Modified by the diameter of the storm desired: +5 for 100 meters or less, +10 for 100 to 1 kilometer, +15 for a base of one kilometer and +2 for every additional kilometer. Modified by damage: +5 per 1D of damage. Must make Heroic rolls each successive round to control the storm. Must make a Very Difficult roll to dissipate the storm.
Required Powers: Hibernation trance, life detection, life sense, magnify senses, receptive telepathy, sense Force, telekinesis, farseeing, projective telepathy, instinctive astrogation, rage
Warning: Force Storms are immensely destructive and violate the laws of nature. A Jedi using this power automatically receives a Dark Side Point.
Effect: This is perhaps the single most destructive Force power known. It allows the Jedi to twist the space-time continuum to create vast storms of Force. The power also allows limited control of these storms. Capable of creating annihilating vortices, the storms can swallow whole fleets of spaceships or tear the surfaces off worlds.
Use of this power requires the focusing of hate and anger to an almost palpable degree and there in considerable danger involved. Some are able to create Force storms, but fail at harnessing what they have foolishly unleashed. Often, those who fail to control the storm are themselves consumed and destroyed. If the 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.
Doppleganger

Control Difficulty: Very Difficult
Sense Difficulty: Very Difficult
Alter Difficulty: Heroic
Required Powers: Control pain, emptiness, life detection, life sense, magnify senses, receptive telepathy, sense Force, telekinesis, projective telepathy, control another's pain, transfer Force, affect mind, dim another's senses
This power may be kept up
Warning: A Character who uses this power receives a Dark Side Point.
Time to Use: Five minutes
Effect: This power creates a doppleganger of the Force-user. The doppleganger is an illusion, but to those who interact with it, it seems real. The user can sense all normal senses through the doppleganger, and the duplicate seems to have form and substances: the doppleganger registers as normal on all droid audio and video sensors. Those with the doppleganger believe it to be a real person. The doppleganger acts with half the skill dice of the person using this power. The user must roll once every five minutes to maintain the dopplerganger; if the Jedi stops using the power or the dopplerganger is fatally injured, it simply fades into nonexistence.
Drain Life Essence

Control Difficulty: Very difficult, inversely modified by relationship. For example, using this power on a close relative would add +30 to the difficulty; using this power on a complete stranger of another species would add nothing to the difficulty.
Sense Difficulty: Use the chart below:
Difficulty Number of Victims
Very Easy 1-5
Easy 6-50
Moderate 51-1000
Difficult 1001-50,000
Very Difficult 50,001- 1 million
Heroic 1 million - 10 million

Alter Difficulty: Easy for willing, worshipful subjects. Difficult for ambivalent or apathetic individuals. Heroic for enemies. Add +10 to the difficulty if individuals are imbued with the Light Side of the Force.
Required Powers: Control pain, hibernation trance, life detection, life sense, magnify senses, receptive telepathy, sense Force, telekinesis, farseeing, projective telepathy, control another's pain, transfer Force, affect mind, control mind, dim another's senses.
This power may be kept up
Warning: Any Jedi who uses this power gains a Dark Side point.
Effect: This power allows a Jedi to draw life energy from those around him and to channel the negative effects of the dark side into those victims.
Al living things are a part of and contribute to the Force; even those with no awareness of the Force are affected by and are a part of it. Many beings go through their daily lives wasting much of their life energy. This power draws that life energy from beings, allowing a Jedi to use that energy to further his or her own ends.
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 on week or longer than one month:
- 1-5: One Force Point per week
- 6-50: One Force Point per five days
- 51-1000: One Force Point per three days
- 1001-50,000: One Force Point per two days
- 50,001-1million: one Force Point per day
- 1million 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
- 51-1000: One Force point per two days and +3D to all Force skills
- 1000-50,000: One Force Point per day and +3D+2 to all Force skills
- 50,001-1million: One Force Point per 12 hours and +4D to all Force Skills
- 1 million-10 million: One Force Point per 6 hours and +4D+2 to all Force skills
Enhanced Coordination

Control Difficulty: Moderate, as modified by proximity.
Sense Difficulty: Difficult
Alter Difficulty: Dependent upon the number of individuals being affected by this power.
Number of Individuals Difficulty
1-10 Very Easy
11-100 Easy
101-500 Moderate
501-5000 Difficult
5001-50,000 Very Difficult
50,001-500,000 Heroic

Effect: The used of this power allows the Jedi to coordinate the activities of a group in order to increase the group's effectiveness at a given task. This 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 may 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 skills 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 may keep this power "up," although he must make a new power roll whenever new troops are to be added to the power, or skills are to be changed. The Jedi may only affect Dexterity, Technical or Strength skills.
Force Harmony

Control Difficulty: Difficult, modified by proximity
Sense Difficulty: Difficult, modified by relationship
Alter Difficulty: Moderate
Required Powers: Life detection, life sense, projective telepathy, receptive telepathy
This power may be kept up
Effect: This power allows several willing Jedi to manifest the power of the light side. As long as the power is operating, it bathes the user in the celestial illumination that is the light side. It can act as a shield against the powers of the dark side, giving an extra 5D for each Force-user involved to resist the effects of powers called upon by the dark side servants. Note that +5D may seem to be an immense bonus, but since this power must be maintained, the Jedi calling upon it suffers a 2D penalty. The number of Force-users linked in this power is limited by the number of dice the power's initiator has in the control or sense skill, whichever is lower. For example, if Leia, who has a control of 5D+1 and a sense of 4D+2, used Force harmony she would be able to link only 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 wins), the dark side power id interrupted. All up powers are interrupted as if the user were stunned. It cannot cancel out the presence of the dark side, but can distract its servants and make their actions more difficult.
Projected Fighting

Control Difficulty: Difficult
Sense Difficulty: Difficult
Alter Difficulty: Moderate, modified by proximity.
Required Powers: Concentration, telekinesis
The target must be in within the Jedi's line of sight.
Time to use: One round
Effect: Projected fighting allows the 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 only elect to cause stun damage only, and even then should only attempt to use this power if it is to protect an innocent in immediate danger. A Jedi who uses projected fighting for any other reason, or causes anything more serious than stun damage, receives a Dark Side Point.
After successfully using the power, the Jedi makes a brawling skill roll. If attacking a Force-sensitive, the target may use the control or brawling parry skill roll 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. 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.
Telekinetic Kill

Control Difficulty: Easy. Modified by proximity.
Sense Difficulty: Easy. Modified by proximity.
Alter Difficulty: The target's control or Perception roll.
Required Powers: Control pain, inflict pain, injure/kill, life sense
Warning: A character who uses this power automatically receives a Dark Side Point.
Effect: This power is used to telekinetically injure or kill a target. When the user makes his alter roll against the character's control or Perception total to determine damage. The exact method used to kill the target varies: collapse the trachea, stir the brain, squeeze the heart, or any number of other methods.
Transfer Life
Control Difficulty: Heroic, modified by relationship. If target is unwilling, increase the difficulty by +15.
Sense Difficulty: Heroic, modified by proximity. If target is unwilling, increase difficulty by +15.
Alter Difficulty: Variable, depending on willingness and Force affinity.
Circumstance Difficulty
Specially prepared Clone host body Specially prepared Clone host body S Easy
Recently dead body Difficult
Live willing host Very Difficult
Live unwilling host Heroic

Those who a Force-sensitive may make an opposed alter or willpower roll, selecting either the roll of the difficulty, whichever is higher.
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 the dark side, inflict pain, return another to conscious, transfer Force, affect mind, control mind, dim another's senses
Warning: Any Jedi using this power receives two Dark Side Points. If attempting to possess an unwilling host, the Jedi receives four Dark Side Points.
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 sprit 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 effects 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.

Sense Powers


Alert Sense

Sense Difficulty: Very Difficult
Required Powers: Blind Sense, Danger Sense, Direction Sense, Magnify Senses, Receptive Telepathy, Sense Force
This power may be kept "up."
Effect: This allows the Jedi to sense the intentions and immediate actions and locations of any beings or creatures, as well as Droids and physical objects within 10 meters, creating a warning system for as long as the power is "up." This power is very effective if the Jedi has been blinded or is permanently blind.
The Jedi adds the sense roll to Perception for the duration of the power.
This counts towards initiative as well as any other Perception-based rolls.
The Jedi adds +1D to all attack and defense rolls, and the Jedi detects any attacks the round before they are made. This gives the Jedi a round to react to danger.
The Jedi is conscious of everything within 10 meters. When approached by or approaching a being, creature, or Droid, the Jedi should make a sense roll; each being, creature, or Droid makes an opposed control or Perception roll at half their normal skill dice to avoid detection.
It is very difficult for a character to hide from a Jedi using this power.
Beast Languages
Sense Difficulty: Easy if the animal is domesticated/friendly (such as a bantha); Moderate to Difficult if the animal is wild, but non-predatory (such as an undomesticated tauntaun); Very Difficult to Heroic if the animal is ferocious/predatory (such as a wild vornskr or rancor).
Required Powers: Receptive Telepathy, Projective Telepathy, Translation
This power may be kept "up."
Time To use: One minute.
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 reading the differences in surface emotions 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 picking up the emotional state of 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.)
Blind Sense
Sense Difficulty: Moderate
This power can be kept "up."
Effect: This power allows the Jedi to see normally when he has been blinded (Perception at normal). This power cannot be used to see in the dark. Young Jedi sometimes learn this power accidentally when lightsaber training and have been blindfolded.
If a character has been permanently blinded, he may choose to have this power "up" permanently at a constant reduction of -1D to sense.
Combat Sense
Sense Difficulty: Moderate for one opponent, modified by +3 for every opponent a Jedi wants to defend against.
Required Powers: Danger Sense, Life Detection
Effect: Combat sense helps a Jedi focus on the battle at hand. Everything else becomes dulled and muted as the Jedi's senses are all turned to the combat happening around him. All targets become mentally highlighted in the Jedi's mind, aiding him in attack and defense. In game terms, by focusing his attention on his opponents, a Jedi gains certain important advantages.
First, he gets to decide when he wants to act during a round-no initiative rolls are needed while 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 does not count as a "skill use" for determining die code penalties.
Danger Sense

Sense Difficulty: Moderate or attacker's control or Perception roll.
Required Powers: Life Detection
This power may be kept "up."
Effect: Danger sense allows the Jedi to extend his senses around himself like protective sensors, creating an early warning system for as long as the power is in effect.
When this power is used, the Jedi detects any attacks the round before they are made. This gives the Jedi a round to decided 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 or Perception skill to increase the difficulty of using the power.
Direction Sense

Sense Difficulty: Easy; Modified by Proximity
Time to use: One round
This power can be kept "up."
Effect: This allows the Jedi the ability to sense the direction of an object or location by it's resonance in the Force. This power does not sense life forms (use the life sense power to sense and track life forms).
If the roll fails by five points, the Jedi just knows the general direction the object or location is in: left, right, forward, behind, above, below.
On a Difficult roll, the Jedi can anchor himself to a location and know exactly in what direction and how far away the location is from his current position.
Hyperspace Tracking

Sense Difficulty: Difficult, modified by half the difficulty of the journey of the ship being tracked; also modified by Proximity
Required Powers: Instinctive Astrogation Sense, Sense Force
Effect: Any object that goes through hyperspace leaves a trace that the Jedi can sense. The Jedi uses his sense skill to "feel" through hyperspace to track an object's path.
If the Jedi succeeds at tracking the course, he need only generate an Easy astrogation total to plot a safe path to follow the object. If the Jedi fails the roll, he is unable to track the object.
If the object includes a Force-sensitive being, the difficulty for this power is reduced one level.
Instinctive Astrogation

Sense Difficulty: Moderate, modified by difficulty of journey.
Required Powers: Magnify Senses
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 how dangerous the path is:
Task is: Modifier (add to difficulty):
Very Easy 0
Easy 0
Moderate 0
Difficulty +5
Very Difficult +10
Heroic +15 vIf the Jedi succeeds at charting the course, the Jedi needs only make an Easy astrogation total to plot a safe path. If the Jedi fails the roll, the astrogation difficulty is automatically Very Difficult; if the roll is missed by more than five points, increase the difficulty to Heroic.
Life Detection

Sense Difficulty: Very Easy if the subject has Force skills or is Force-sensitive; Moderate if not. Modified by relationship.
This power may be kept "up."
Effect: This power allows the 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 sentience 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 do not count as a power use. If the Jedi ties or rolls higher, he senses the creatures in question.
If the Jedi beats the target's roll by 10 or more points, the Jedi is aware if this person has Force skills (yes or no), is Force-sensitive (yes or no) or if they have met the person before (yes or no), and if yes, what Their identity is.
Life Sense

Sense Difficulty: Very Easy. Modified by proximity and relationship.
Require Ability: Life detection vThis power may be kept "up."
Effect: The user can sense the presence and identity of a specific person for whom he searches. The user can sense how badly wounded, diseased or otherwise physically disturbed the target is.
A target may use the control skill to hide his identity from the Jedi use of life sense. The character's control skill is added to the senser's difficulty.
Life Web

Sense Difficulty: See Below; modified by proximity.
Note: The Force-user must choose one specific species as a specialization (see below)
Required Power: Life detection, life sense, sense Force
Time to Use: Two or more days
Effect: This power is used to detect large concentrations of members of a specific species, such as humans, Rodians, or Chadra-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
Very Easy Population in tens of Billions
Easy Population in billions
Moderate Population in hundreds of billions
Difficult Population in tens of millions
Very Difficult Population in millions
Heroic Population in hundreds of thousands
This power may not be used to detect populations smaller than 100,000 individuals.
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 a specialized in.
This power requires at least two day of continuous concentration. For each additional two days of concentration, the Force-user may add +1D to his or her sense roll.
Magnify Senses

Sense Difficulty: Very Easy. Modified by proximity.
Time To Use: Three rounds
Effect: This power allows a Jedi to increase the effectiveness of his normal senses to perceive things that otherwise would be impossible without artificial aids. He can hear noises beyond his normal hearing due to distance or softness-he cannot hear beyond normal frequencies. Likewise, he can see normally visible things over distances that would normally require the use of macrobinoculars, and identify scents and odors that are normally too faint for Human olfactory senses.
Postcognition

Sense Difficulty: Easy if seeing less than two hours into the past;
Moderate for seeing more than two hours but less than a week into the past; Difficult for seeing more than a week but less than six months into the past; Very Difficult for seeing more than six months nut less than one year into the past; Heroic for seeing more than a year but less than two years into the past; +10 for each additional year. Required Powers: Hibernation trance, life detection, sense Force
Time to Use: five minutes; the time to use may be reduced by adding +10 for each minute cut. Minimum time to use of one minute.
Effect: Postcognition allows a Jedi to investigate the tenuous imprints of the Force left on objects when they are handled by living beings. The character must be able to handle the target object.
The Jedi must declare how far in the past is being reviewed prior to rolling postcognition. If the roll is successful, the Jedi can determine who has handled or touched the object and what events have transpired around it. The Jedi may "search" for specific incidents or simply review past events, somewhat like 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 were there herself.
If the postcognition 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 gives 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.
Predict Natural Disaster

Sense Difficulty: Easy if the Jedi has lived in the area for more than a year; Moderate if the Jedi has lived in the area between 6 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 severity of disaster (larger disasters are easy to predict) and degree to which the disaster could reasonably be predicted (for example, gamemaster's may decide that certain disasters are easier or harder to predicate based on a multitude of factors).
Requires Powers: Danger sense, life detection, weather sense
Time To Use: 15 minutes. May be reduced in five increments by increasing the difficulty one level per five minutes increments (minimum time to use of one minute).
Effect: This power allows the Jedi to sense local meteorological and geological conditions and predict imminent disasters, such as quakes, volcanic eruptions, floods, landslides, avalanches, cave-ins, mine subsidence, large scale conflagrations (such as forest fires) and even dangerous storms, tornadoes and hurricanes (which can also be predicted with weather sense). By opening his or her senses to the environment, the Jedi can predict these disturbances, much as an animal can seemingly sense a quake hours or even days before it happens.
Like weather sense, this power does not lend itself to quick predications.
It customarily takes weeks for a Jedi to acclimate to local weather patterns and topography. vThe 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 predication.
Receptive Telepathy

Sense Difficulty: Very Easy for friendly, non-resisting targets. If the target resists, he makes a Perception or control roll to determine the difficulty. Modified by proximity and relationship.
Required Powers: Life Sense
This power may be kept "up" if the target is willing and the proximity modifier does not increase.
Effect: If the Jedi makes the power roll, he can read the surface thoughts and emotions of the target. The Jedi "hears" what the target is thinking, but cannot probe for deeper information. When the Jedi uses the power on another player character, the gamemaster asks the player if he minds the power being used on his character; if the target is a gamemaster character, the gamemaster must determine for himself if the target is friendly or resistant.
If the skill roll is double the difficulty, the Jedi can sift through any memories up to 24 hours old. A Jedi cannot sift through memories in the same round that contact is made- this process takes a full round. vA Jedi can read the minds of more than one person at a time, but each additional person counts as an additional action, with separate rolls and multiple skill use penalties.
This power may be used on creatures and other sentient species, although it cannot be used on Droids.
Sense Disturbance
Sense Difficulty: Very Easy; modified by Proximity
Effect: This enables a character to sense a disturbance in the Force. This does not give the character specific details, but gives the character a feeling of what has occurred.
This power, once learned, is effectively "up" at all times. When a disturbance happens, the Jedi can take a "free" action roll to sense the disturbance. The GM should have the player roll his character's sense against the modified difficulty. What effect the disturbance has on the Jedi is up to the GM.
If successful, the GM should secretly inform the player that his character senses a disturbance, a tremor, or a stirring in the Force, tell the player a vague feeling of who or what the disturbance is about, and if it is of the Light Side of the Force or the Dark Side.
Sense Force
Sense Difficulty: Moderate for an area; Difficult for sensing details or specific objects within the area. Modified by proximity.
Effect: This power is used to sense the ambient Force within a place. It cannot be used to detect sentient beings, but there are many forms of life and many areas of the galaxy intertwined with the Force that 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 towards the Dark Side or the Light Side.
Sense Force Potential

Sense Difficulty: Moderate for friendly, non-resisting targets. Moderate Plus the target's Perception or control roll (whichever is higher) to determine the difficulty of the probe on an unwilling subject.
Required Powers: Life Detection, Life Sense, Receptive Telepathy, Sense Force
Time To Use: Six rounds.
Effect: This power allows a Jedi to probe the mind of a target, and determine whether that person has the potential to be strong in the Force. The deep subconscious of a Force-sensitive person is shielded by a protective barrier that 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 a Jedi. The magnitude of the backlash generated by the shield depends on the character's strength in the Force. A person who is merely Force-sensitive will shove the intruder back several feet. Someone with actual Force skills will produce a more intense reaction. Those with little training will send the intruder reeling back across the room. Someone who is well trained, or who has a great deal or raw talent in the Force, might actually hurl an intruder across the room.
Sense Path

Sense Difficulty: Moderate
Required Powers: Emptiness, Hibernation Trance
This power may be kept "up."
Effect: This power tells a character what "path" he is on: whether his current actions are likely to lead him to the Dark Side, and whether any specified future actions are likely to do so (this power may be thought of as farseeing without control). Remember that without control, the Jedi has no control over whether he sees the past, present or a possible future. The visions he receives are more likely to be allegorical in nature; to receive specific details, the farseeing power must be used.
When giving the results of this power, be honest but obscure: if the character has gained ant Dark Side Points and is attempting to atone, this power will tell him how successful he is being within a game context. The Jedi can choose to consciously use this power, or it can be 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 game atmosphere. You may use it to warn them (by showing them what will happen if they continue their current course), to encourage them (particularly if they have done the right thing, but because of the way the scenario has been written they seem to have failed), to give them hints, or to foreshadow later events.
A vision from the Force should never be taken lightly by the players. It should give them something to think about, along with the attendant chances for some good role-playing. Remember that different Jedi will tend to receive different renditions of the same scene, and consequently you should "tailor" the details you give to fit the character concerned. Instead, you might consider altering the way you describe the scenery; for the Dark Side, you might always describe rocky and barren terrain, with a cold wind blowing, or alternatively it might always be night for the dark visions, and daytime or dawn for the light side. You can present these images in as contrary a manner as you wish, provided that you are always consistent with descriptions.
Another thing to remember 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 desires will encourage a less truthful vision and cause his downfall. It is quite possible for a skilled Dark Jedi to "twist" the readings of this power to suit his own ends.
Sense Spirit

Sense Difficulty: Very Easy
Effect: This allows a Jedi to sense a Force Spirit - a Force-sensitive who has died, but remains in this world. The stronger a character is, the more the character can sense a Spirit.
If the player rolls between 6 and 10, the character only hears a voice. If the roll is between 10 and 20, the character will also see the Spirit easily. If the roll is over 20, the character can interact with the Spirit as if the Spirit is alive.
Shift Sense

Sense Difficulty: Moderate for simple phenomena (such as heat or simple scents); Difficult for more uncommon phenomena (such as comm. frequencies, infrared radiation); Very Difficult for specific, complex phenomena (such as setting olfactory nerves to detect the presence of tibanna gas).
This power may be kept "up."
Required Powers: Magnify Senses
Time To Use: One minute. May be reduced in 10 second increments by increasing the difficulty by one level per 10 second increment (minimum time to use of 30 seconds).
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 not be able to decode the information carried by the transmission.
Translation

Sense Difficulty: Moderate for humans or aliens; Difficult for high-density languages used by droids. If the target is being purposely cryptic, add +5 to the difficulty, +20 if the language is written down.
Required Powers: Receptive Telepathy, Projective Telepathy
This power may be kept "up."
Time to use: One minute.
Effect: This power allows the character to translate a language and speak it in kind. The Jedi may decipher body language, explore the spoken word, or translate ancient Sith texts. In order for this power to work, the character must first hear the target speak, or see the words in written form (such as an ancient text or document). This power has 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 again unable to decipher the target language.
Time Sense

Sense Difficulty: See below
This power can be kept "up."
Effect: Sensing the rhythm, pulse, and the ebb and flow of the Force, the
Jedi is able to track the passage of time as precisely as the best chronometer. With a Very Easy sense roll, the Jedi can use this power as a stopwatch. With an Easy sense roll, the Jedi can use this power as an alarm clock
Truth Sense

Sense Difficulty: Easy; Modified by Relationship
Time to use: One round
This power can be kept "up."
Effect: Using the Force to sense changes in a body, this allows the Jedi to detect whether a character believes what they are saying is true. This is the Force equivalent of a lie-detector test.
Weather Sense

Sense Difficulty: Easy if the Jedi has lived in the area for more than a year; Moderate if the Jedi has lived in the area between 6 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 for proximity and local meteorological conditions.
Required Powers: Magnify Senses
This power may be kept "up."
Time to use: One minute.
Effect: This power allows the Jedi to attune himself to the workings of local weather patterns. By sensing the movements of clouds, winds, tides, and solar bodies, someone using this power can discern patterns in the weather, and so make limited predictions regarding the behavior of atmospheric phenomenon.
The power does not lend itself to quick predictions. However, it usually takes weeks for a Jedi to become accustomed to local weather patterns and become familiar with unique features of the local topography that it is possible to obtain accurate readings.
The prediction is effective for four hours. The difficulty increases if the Jedi wishes to make more extended forecasts.

Sense and Alter Powers


Dim Another's Senses

Sense Difficulty: Easy. Modified by proximity.
Alter Difficulty: Target's control or Perception roll.
The attribute and skills are reduced as long as the power is kept "up."
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 = controlor Reduce
Perception roll by 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.
Lesser Force Shield

Sense Difficulty: Easy
Alter Difficulty: Moderate
Required Powers: Absorb/dissipate energy, concentration, magnify senses, telekinesis
This power may be kept "up."
Time to use: One round
Effect: This power allows the Jedi to surround his body with a
Force-generated shield. The shield can be used to repel energy and physical matter away from the Jedi's body, down to the molecular level.
The shield acts as STR+1D armor to all energy and physical attacks made against the Jedi, including non-directional attacks such as gas clouds and grenade blasts. The shield is not particularly strong, but can sometimes be just enough to protect the Jedi from serious injury.