When making a character with force-skills, you use the Attribute-dice to put on the force-skills, as well as attributes. You don´t have to put dice on all of them. When upgrading a characters force-skills between adventures, the cost is doubled unless the character has a teacher.
What powers, and how many, does my character get to know?
I haven´t found any exact rules for that, so I´ll throw in a suggestion; For each "pip" the character has in any force-skill he may learn one power of free choice. He may off course not pick a power that requires a skill that he hasn't got. If desired he may buy even more powers. Those will be bought for one pip for each 2.
Some powers are affected by the jedi´s relationship to the target of the power:
| User and target are: | Add to difficulty |
| Close relatives (married, siblings, parent and child etc) | - |
| Close friends | +2 |
| Friends | +5 |
| Acquaintances | +7 |
| Slight acquaintances | +10 |
| Met once | +12 |
| Never met, but know each other by reputation | +15 |
| Complete strangers | +20 |
| Complete strangers and not of the same species | +30 |
Some powers are affected by proximity -the farther away the target is, the harder it is for him to be affected by the force power:
| User and target are: | Add to difficulty |
| Touching | - |
| In line of sight but not touching | +2 |
| Not in line of sight, but 1-100 meters away | +5 |
| 101 meters to 10 km away | +7 |
| 11 to 1000 km away | +10 |
| Same planet but more than 1000 km away | +15 |
| Same star system but not on the same planet | +20 |
| Not in the same star system | +30 |
CONTROL POWERS:
Absorb/Dissipate energy
Control difficulty: Sunburn: very easy. Intense sun: easy. Solar wind: moderate. Radiation storm: difficult. When used for deflecting energy attacks, such as blaster bolts, the difficulty is moderate plus the damage of the attack.
This power may be kept "up" as long as the energy source is constant -not for blaster bolts.
Effect: This power is used to absorb or dissipate incoming energy, such as sunshine, radiation or blaster bolts. If the roll is successful the energy is harmless. If the roll fails, the jedi takes full damage. When used to deflect energy attacks, the roll must be made the same round as the energy hits the jedi.
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 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 emotions.
Effect: The Jedi concentrates on one specific task at hand. If the skill roll is successful, he may add +4D to any one action in that round. The Jedi may do nothing but using the Concentration power and that one skill for one action. He receives no bonus if anything else is done in that round, including multiple use of the same skill or dodges or parries. The effect may not be kept "up".
Control pain
Control difficulty: Very easy for stunned or wounded characters. Easy for incapacitated characters and Difficult for mortally wounded characters.
This power may be kept up for as long as desired, or until the jedi is injured, in which case he must make a new roll with the difficulty of the new level of injury.
Effect: This power allows the jedi to ignore pain, and act as if he wasn't wounded at all. If the roll is successful the jedi suffers no penalties that are due to injuries, but the wounds are still there -and may worsen if the jedi does any moves that strains the wounded area. A mortally wounded character must still make the same "survival"-rolls as other mortally wounded characters.
Detoxify poison
Emptiness
Required power: Hibernation trance.
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 is determined by how much the character's Control roll beats the difficulty number. Duration can be extended by the use of character points - for every character point a jedi spends after invoking this power, the duration is extended by one combat round. The points can be spent at any time before the power fades.
| Control roll beats ...
difficulty by: | Attribute
increase: ... |
Duration: |
| 0-13 | -1 pip | 3 rounds |
| 14-25 | -2 pips | 2 rounds |
| 26+ | -1D | 1 round |
Hibernation trance
Rage
Required power: Hibernation trance.
Remain conscious
Required power: Control pain.
Short-term memory enhancement
Required power: Hibernation trance.
SENSE POWERS:
Combat sense
Required power: Danger sense, Life detection.
Danger sense
Required power: Life detection.
Instinctive astrogation
Required power: Magnify senses.
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: When this power is activated, the jedi senses all live sentient beings within 10 meters from him. If the power is kept up the jedi might sense if he approaches or is approached by new individuals. A new power roll is made for each new individual, and they roll their Perception or Control to avoid detection. This roll is not counted as a power use. If the jedi beats the difficulty with 10 or more, he will know if the subject has force-skills, is force-sensitive and/or if he have met him before (yes or no), and in that case who it is.
Life sense
Required power: Life detection.
Life web
Required power: Life detection, life sense, Sense force.
Magnify senses
Difficulty: Very easy. Modified by proximity.
This power allows a jedi to increase the effectiveness of his normal senses to perceive things that would otherwise be impossible without artificial aids. He can hear the noises beyond the range of the human ear, see over distances that would normally require the use of macro binoculars, and even identify scents and odors that are normally beyond human senses.
Receptive telepathy
Required power: Life sense.
Sense force
Difficulty: Moderate for an area; Difficult for sensing details or specific objects within the area. Modified by proximity.
This power is used to sense the ambient force within a place. It can not 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 within an area or object, and whether the area or object tends toward the dark side or the light.
Sense path
Required power: Emptiness, Hibernation trance.
ALTER POWERS:
Injure/kill
Required power: Life sense.
Telekinesis
Alter difficulty: Very easy for objects weighing one kilo or less. Easy for objects weighing 1-10 kilos. Moderate for 11-100 kilos. Difficult for 101 kilos to 1 ton. Very difficult for 1001 kilos to 10 tons. Heroic for 10001 kilos to 100 tons.
Object may be moved at 10 meters per round. Add +5 to difficulty to increase the speed with 10 meters.
Increase difficulty if object isn't moving in simple straight-line movement;
+1 to +5 for gentle turns.
+6 to +10 for for easy maneuvers.
+11 to 25 or more, for complex maneuvers, such as using a levitated light saber to attack.
modified by proximity
This power may be kept up.
Effect: This power allows the jedi to levitate and move objects without touching them. If the roll is successful, object moves as desired.
To levitate several objects requires a separate power roll for each.
If used to levitate another being against his will, target may resist by adding his perception or control to the difficulty.
When using a force power that requires the use of several force skills, the multiple-use-rule applies, just like normal skills.
CONTROL AND SENSE POWERS:
Farseeing
Required power: Life sense.
Life bond
Required power: Life detection, Life sense, Magnify senses, Receptive telepathy.
Lightsaber combat
Control difficulty: Moderate.
Sense difficulty: Easy.
This power may be kept up.
This power is brought up at the beginning of a battle, and is kept up until the jedi is stunned or injured, or the jedi decides to turn it off. If it of some reason is turned off, the jedi may try to bring it back up. If the roll fails, he may not try again, to activate it for the duration of the battle.
This power allows the jedi to Channelize the force through the lightsaber, using it like an antennae. This enhances his ability to force his opponents actions, and thus placing the lightsaber in right place and position, in the right time. He may also focus the force into the lightsaber blade to increase or reduce its damage.
If the roll is successful, the jedi may add his Sense dice to his lightsaber skill when rolling to hit and parry, and he may add or subtract up to the number of his control dice when rolling for damage.
To parry blaster bolts, the character must declare that he will try to parry the bolt before it is fired. Then he rolls his Sense dice, and adds the result to the difficulty to hit him. If the attacker misses the total difficulty, the shot simply misses. If he beats the unmodified difficulty, but not the modified difficulty, the bolt is parried. If he beats the modified difficulty, the bolt hits.
Projective telepathy
Required power: Receptive telepathy.
CONTROL AND ALTER POWERS:
Accelerate another's healing
Required power: Control another's pain.
Control another's pain
Required power: Control 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 power: "Control pain".
Effect: This power has the same effect on the target as "Control pain" does on its user.
Force lightning
Control difficulty: Difficult. Modified by proximity, but limited to line of sight.
Alter difficulty: Perception or Control roll of target.
Required power: "Absorb/dissipate energy", "injure/kill" and "Inflict pain".
Warning: A jedi who uses this power for any reason mediately receives a dark side point.
Effect: The Jedi focus pure hatred and evil that takes the form of blue-white lightnings wich fly from the Jedi´s fingertips and tear into and through the target, causing intense pain and injury.
If the users control roll is successful the lightning bolts are summoned. These bolts cannot be Parried or Dodged. If the targets Perception or Control roll is higher than the users Alter roll, the bolts are deflected or go around. Otherwise target is hit. A Jedi armed with a lightsaber may use the force power "Lightsaber combat" to block Force lightning, by rolling higher Control total, but Force lightnings cannot be deflected to other targets. Force lightnings can also be dissipated with the force power "Absorb/dissipate energy".
When using Force lightnings, the damage is 1D for each 2D of Alter the user has. The target resists damage with his Strength. Armor is useless. If this power Stuns or causes any other injury to a character, he is so convulsed with pain that he is incapable of doing anything but scream and wriggle for the rest of the round and the next round.
Feed on dark side
Control difficulty: Moderate when activated; Very easy for every round thereafter.
Alter: Moderate when raised; no roll for subsequent rounds.
Required power: Sense force.
Effect: This power allows a jedi to feed on the fear, hatred or other negative emotions of others to make himself more powerful. It does not matter to the dark side why the others are filled with dark 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 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 side jedis 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 the jedi from gaining extra force points from this power is not to give in to the dark side. This can be extremely difficult, particularly as there is nothing to stop the jedi from doing everything in his power to provoke these negative emotions. This might include deceptions, butchering innocents, taunts, insults, threats against the characters, their friends, families, home planet or base, and anything else that is likely to make them call on the dark side.
Players who are unable to think of a better way of defeating a dark jedi than by brute force are very likely to be destroyed if faced with this power. Avoid overuse of this power, as it can severely disrupt game balance if not used in moderation.
Inflict pain
Control difficulty: Very easy. Modified by proximity.
Alter difficulty: Perception or Control roll of target. Modified by proximity.
Required power: "Control pain", "Life sense".
Warning: A jedi who uses this power for any reason mediately receives a dark side point.
Effect: The target experiences great agony and pain. The user causes damage by rolling his alter skill, and the target resists damage by rolling his Control, Perception or Willpower. Damage is figured as if the attack was a stun attack, although if the target suffers any damage at all, he is so crippled by pain that he is incapable of doing anything for the rest of the round and the next round.
Pain lightning
Control difficulty: Difficult. Modified by proximity, but limited to line of sight.
Alter difficulty: Perception or Control roll of target.
Required power: "Force lightning".
Warning: A jedi who uses this power for any reason mediately receives a dark side point.
Effect: The Jedi focus pure hatred and malice that takes the form of red-purple lightnings wich fly from the Jedi´s fingertips and tear into and through the target, causing injury and tremendous pain.
If the users control roll is successful the lightning bolts are summoned. These bolts cannot be Parried or Dodged. If the targets Perception or Control roll is higher than the users Alter roll, the bolts are deflected or go around. Otherwise target is hit. A Jedi armed with a lightsaber may use the force power "Lightsaber combat" to block Pain lightning, by rolling higher Control total, but Pain lightnings cannot be deflected to other targets. Pain lightnings can also be dissipated with the force power "Absorb/dissipate energy".
When using Pain lightnings, user makes two damage rolls. The target resists damage with his Strength. Armor is useless. First the real damage which is 1D for each 4D of Alter the user has. Then the pain damage which is 1D for each 1D of Alter the user has (Target will not take any real damage from the pain damage). If pain damage is less than targets strength roll, the pain will cut all his skill rolls in two (round up) for the rest of the round. If it "stuns" target, he is so convulsed with pain that he is incapable of doing anything but scream and wriggle for the rest of the round. For each degree of injury beyond "stunned" that target takes, the effect lasts one round more. For each 6 beyond "killed" the effect lasts one round longer.
Note: This power is my invention. It is a development of the Force lightning.
Return another to consciousness
Required power: Remain conscious.
Transfer force
Required power: Control another's pain.
SENSE AND ALTER POWERS:
Dim others senses
Sense difficulty: Easy. Modified by proximity.
Alter difficulty: Targets Control or Perception roll.
Effect: This power greatly reduces the Perception of the targeted character. If successful, reduce the characters Perception and all Perception skills, depending upon the result:
| Alter roll beats Control...
or Perception roll by: | Reduce
Perception: |
| 0-5 | -1 pip |
| 6-10 | -2 pips |
| 11-15 | -1D |
| 16-20 | -2D |
| 21+ | -3D |
CONTROL, SENSE AND ALTER POWERS:
Affect mind
Control difficulty: Very easy for perceptions, Easy for memories, Moderate for conclusions. Modified by proximity.
Sense difficulty: Targets Control or Perception roll.
Alter difficulty: Very easy for slight, momentary mis perceptions, minor changes to distant memories, or if the target doesn't care. Easy for brief visible phenomena, for memories less than a year old, or if target cares little about the conclusion he is considering. Moderate for short hallucinations, for memories less than a day old, or if target has strict orders about the conclusion. Difficult for slight disguises to facial features, hallucinations which can be sensed with two senses, for memories less than a minute old, or if 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 major, or if the logic is absolutely clear and coming to the wrong conclusion is virtually impossible.
Effect: This power is used to alter a characters perception so that he senses illusions, or fails to see things. It is also used to permanently alter a characters memories so that he remember things incorrectly or not at all. It can also be used to alter a characters conclusions.
Before attempting to affect someones mind, the jedi must specify exactly what effect he is looking for.
If successful, the target will interact with eventual illusions. If he believes he is struck by a blaster bolt, he will feel pain and suffer penalties due to the imagined injuries. If he believe he is killed, he will go unconscious. No true injuries are taken.
Control mind
Required power: Receptive telepathy, Telekinesis, Affect mind.
Dark bond (Sith power)
Control difficulty: Moderate for willing subjects. Heroic for forced subjects. Modified by relationship.
Sense difficulty: Easy for willing subjects. Moderate for forced subjects. Modified by relationship.
Alter difficulty: Very easy for willing subjects. Easy for forced subjects. A willing subject adds +1 for each 1D on his Control skill. A forced subject adds +2 for each 1D on his Control skill. Modified by relationship.
Required power: Absorb/dissipate energy, Rage, Hibernation trance, Life detection, Life sense, Magnify senses, Receptive telepathy, Sense force, Projective telepathy, Control another's pain, Feed on dark side, Transfer force, Affect mind, Control mind, Dim others senses.
Warning: A jedi who uses this power on a forced subject, for any reason, immediately receives a dark side point.
Warning 2: A jedi who surrender to this power receives three dark side points, and immediately turns to the dark side.
Subject must have at least 1D in Control, Sense and Alter.
Effect: Sith Lords use this power when taking a new apprentice. This power is used only once per subject.
When the bond is established, it remains until Apprentice/subject breaks free, User/master releases him, or one of them dies.
For each extra apprentice user wishes to take, difficulty for all force skills (when establishing the bond) is increased by +10.
When the bond is established Apprentice and Master gains certain modifiers to their force abilities...
Relationship between Master and Apprentice is now considered "Close relatives".
Master looses 1 pip from Control, Sense and Alter, permanently.
Whenever Apprentice increases one of his Force skills with 1D, Master receives 1 pip on the same skill.
If the bond is broken, Master looses half (round up) of these extra pips or dice.
Whenever Master wishes to use "Receptive telepathy" or "Projective telepathy" on Apprentice, Difficulty is reduced by 5, and the proximity modifier is cut in half. If Apprentice wiches to resist, he may only add half his Control.
Whenever Master wishes to use Empowerment on Apprentice, Difficulty is reduced by 10.
Apprentice looses all his Force points. If Apprentice surrenders willingly, Master gains half (round down) of them.
These lost Force points are regained by Apprentice, 1 per week. Master gets to keep his share, if there was any.
Whenever Apprentice wishes to use "Projective telepathy" on Master, Difficulty is reduced by 5, and the proximity modifier is cut in half.
If the bond is broken because Master releases Apprentice, both loose 1 pip from Control, Sense and Alter.
If the bond is broken because Master is killed, Apprentice must make a Difficult Control roll or loose all pips and dice on his force skills that he has gained from training under his Master. He keeps those pips and dice that he has learned by him self.
If the bond is broken because Apprentice overthrows Master without killing him, both roll their Control. If Apprentice's roll is LOWER, Apprentice loose 1 die from Control, Sense and Alter, and bond is broken. If Apprentice's roll is HIGHER, bond is broken. If Apprentice's roll beats Master's by 15 or more, bond remains and Apprentice becomes Master, and The new Master immediately learns all powers that the former Master know.
Doppelgänger
Required power: Control pain, Emptiness, Life detection, Life sense, Magnify senses, Receptive telepathy, Sense force, Telekinesis, Projective telepathy, Control anothers pain, Transfer force, Affect mind, Dim others senses.
Drain life essence
Required power: Control pain, Hibernation trance, Life detection, Life sense, Magnify senses, Receptive telepathy, Sense force, Telekinesis, Farseeing, Projective telepathy, Control anothers pain, Transfer force, Affect mind, Control mind, Dim others senses.
Empowerment
Control difficulty: Difficult. +5 for each 1D that are to be transferred.
Sense difficulty: Heroic. +10 for non force sensitives.
Alter difficulty: Very difficult. Modified by relationship. +10 for non force sensitives.
Required powers: Enhance attribute, Short-term memory enhancement, Life detection, Life sense, Magnify senses, Receptive telepathy, Sense force, Telekinesis, Farseeing, Projective telepathy, Transfer force, Affect mind.
Warning: This power bends the laws of nature. Any jedi using this power risks receiving a dark side point. Dark side points can be avoided by using it only when it is absolutely necessary to serve life, and by avoiding to grant empowerment subjects permanent skills. GM decides from time to time.
To use this power, the jedi must spend a force point (this force point grants no bonuses).
User must touch recipient.
Effect: This power allows the jedi to transfer part of his force, to another being. For each 1D in Control, Sense or Alter that user wants to transfer to the recipient, he must reduce his own skill with 1 pip. Example: If user wants to increase the recipients Control with 2D, and Sense with 1D, user must reduce his Control with 2 pips and his Sense with 1 pip. For each 1D that recipient receives, user may also give him one force power (only powers that user knows). User may give him extra force powers at Alter difficulty +2 and the expenditure of 1 character point each. Example: In the last example recipient received all together 3D. User may then give him 3 force powers. If user wants to give him 2 extra force powers it will cost him 2 character points, and the difficulty for the Alter roll is increased with +4.
Recipient will keep these skills and powers for 3 days. For each day after that, each force skill will be reduced by 1 pip until nothing remains. For each 1D of force skill that is reduced, 1 force power disappears (GM decides which one). If there are more force powers than skill dice, the last ones disappears with the last die. User regains his reduced skills at the same time as recipient looses them.
If user wants recipient to keep the empowerment for a longer time, he spends extra force points. For each extra force point that user spends on this, the recipient receives 3 more days, and the empowerment takes 1 more day per pip to be reduced. Example: A user spends 2 extra force points to elongate the period of empowerment. Recipient will keep the force skills and powers for 9 days. For each 3 days after that, each force skill will be reduced by 1 pip.
User can also transfer force points. For each 2 force points that user spends on this, recipient receives 1 force point. These force points must be spent within the time of empowerment.
If recipient is force sensitive, user can make the empowerment permanent. Control and Alter difficulty is +5, user must spend 1 force point for each 1D that recipient receives, and users force skills are reduced permanently. By granting permanent force skills, user violates the laws of nature, and the risk of receiving a dark side point is very high.
Empowerment produces a momentarily severe rupture in the force flow, that sends tremendous ripples thru the force. When someone is being empowered, count together the total amount of dice that is transferred to recipient, and add the total amount of force points that are being transferred, and the total amount of force points spent on elongating the empowerment. Subtract the total from 20 (15 if the empowerment is permanent), and you have a “detection difficulty”. All non force sensitives within line of sight from the user, can feel that something strange just happened if they beat detection difficulty with a perception roll. Force sensitives within line of sight receives a 2D bonus on their Perception or Sense roll to beat detection difficulty. Force sensitives on the same planet, but not within line of sight receives no bonus on this roll. Force sensitives in the same system, but not on the same planet must beat the difficulty x2. Force sensitives in an adjacent system, must beat the difficulty x3. Force sensitives in the same half of the galaxy, but not on an adjacent system, must beat the difficulty x4. Force sensitives not in the same half of the galaxy must beat the difficulty x5.
Enhanced coordination
Required powers: Life sense, Affect mind.
Force harmony
Required powers: Life detection, Life sense, Projective telepathy, Receptive telepathy.
Force storm
Control difficulty: Heroic
Sense difficulty: Heroic
Alter difficulty: Heroic. Modified by proximity. Modified by size of storm desired: +5 for 100 meters or less, +10 for 100 meters to one kilometer, +15 for a base of one kilometer, and +2 to difficulty for every kilometer diameter in size.
Modified by damage: +5 per 1D of damage. Must make heroic rolls each successive round to control the storm . Must make a very difficult roll to dissipate the storm.
Required powers: Hibernation trance, Life detection, Life sense, Magnify senses, Receptive telepathy, Sense force, telekinesis, Farseeing, Projective telepathy, Instinctive astrogation, Rage.
Warning: Force storms are immensely destructive and seriously violate the laws of nature. A jedi using this power automatically gains a dark side point.
Effect: This is perhaps the single most destructive force power known. This power allows the jedi to twist the space-time continuum to create vast storms of force. The power allows limited control of these storms. Capable of creating annihilating vortices, the storms can swallow whole fleets of spaceships or tear the surfaces off worlds.
Use of this power requires the focusing of hate and anger to an almost palpable degree and there is considerable danger involved. Some are able to create force storms, but fail at harnessing what they have foolishly unleashed. Often, those who fail to control the storm are themselves consumed and destroyed. If the user is destroyed, the storm dissipates within minutes.
When the force user attempts to create a force storm, the jedi must determine the diameter and the amount of damage (the damage dice are Capital scale). If the jedi fails any of the rolls, the storm is summoned with the desired damage, but it attempts to consume the summoner. The summoner can attempt unusual maneuvers with the storm, such as to create a vortex to draw unwary victims to a specified point, at +10 to difficulty.
Psionic shockwave
Control difficulty: Moderate
Sense difficulty: 1 for each meter of distance to target.
Alter difficulty: Moderate.
Required powers: Life detection, Life sense, Magnify senses, Receptive telepathy, Sense force, telekinesis, Transfer force.
Warning: Psionic shockwaves are very destructive and violate the laws of nature. A jedi using this power automatically gains a dark side point.
To use this power, the jedi must spend a character point.
Effect: This power could more or less be compared to a crossing between Force lightning and a small Force storm. The jedi collects all surplus energy from his near surrounding, amplifies it with the force and aims it in any desired direction. The result is a broad, white flash that comes out from his hands and surges into the target, burning and dissipating it violently. Since the shockwave contains all types of energy available –electricity, radioactivity, ionization, heat, magnetism, pure force- the damage affects practically anything it touches in a very chaotic way, making it extremely difficult to deflect or block. A jedi using Absorb/dissipate energy has +5 in difficulty. To block it with a lightsaber, a jedi receives an extra +5 difficulty to the Control roll. If the roll beats the normal difficulty but not the modified, the Shockwave is blocked but flows through the “blade” and into the lightsaber –roll damage on the lightsaber. Energy shields are useless.
The maximum range is limited to the jedis Sense dice x3 m. A jedi with Sense 5D will have a maximum range of 15 meters.
The damage is 1D Speeder scale +1 pip for each 1 that Alter roll beats difficulty with. If there are unnaturally high amounts of energy in the users surrounding, GM may add up to +1D to the damage.
User may also try to absorb energy with the force power Absorb/dissipate energy, thus charging like a battery. The difficulty is +5 above the difficulty for the given type of energy (se Absorb/dissipate energy). The absorbed bonus that the jedi may add to the damage of his Psionic shockwave, depends on the amount of energy; Sunburn +1 for each 2 rounds of absorbing. Standing amidst a bunch of speeders warming up; +1/round. Standing behind the exaust port of a starfighter warming up; +2/round. Standing in the exhaust vent of a leaking fusion power plant; +1D/round.
User can stop absorbing energy whenever he wants, but must keep Absorb/dissipate energy "up" until he wants to release the energy.
When user decides to release the absorbed energy, he turns off Absorb/dissipate energy the same round as he wants to release the Psionic shockwave. He then makes a Control roll with the absorbed amount of energy being the difficulty. If the roll fails, the energy dissipates and can not be added to the damage. If the roll fails with 10 or more, the energy causes the damage on the user (only the absorbed energy -not the shockwave). This Control roll is not counted as an action.
The jedi can spend character points to increase damage. For each extra character point, the damage is increased with +1D.
Note: This power is my addition. I have interpreted it in my own liking, from Star Craft. The original users are Protoss Arcons.
Psionic storm
Control difficulty: Easy. +1 for each 5 meter of distance to the center of the storm.
Sense difficulty: 1 for each 5 meter of distance to the center of the storm. +1 for each 5 meters diameter of the storm.
Alter difficulty: Easy. +1 for each 5 meters diameter of the storm.
Required powers: Life detection, Life sense, Magnify senses, Receptive telepathy, Sense force, telekinesis, Transfer force Psionic shockwave.
Warning: Psionic storms are very destructive and violate the laws of nature. A jedi using this power automatically gains a dark side point.
To use this power, the jedi must spend a character point.
Effect: This power is a more powerful version of "Psionic shockwave". The jedi magnifies all surplus energy within the affected area, amplifies it with the force, and ignites it. The result is a sparkling cascade of white flashes that surges wildly between all physical objects and beings within the affected area. Since the storm contains all types of energy available –electricity, radioactivity, ionization, heat, magnetism, pure force- the damage affects practically anything it touches in a very chaotic way, making it extremely difficult to deflect or block. A jedi using Absorb/dissipate energy has +5 in difficulty. Energy shields are useless -actually, they fuel the storm...
The maximum range between the jedi and the center of the storm is limited to the jedis Sense dice x10 m. A jedi with Sense 5D will have a maximum range of 50 meters.
The damage is 1D Speeder scale +1 pip for each 2 that Alter roll beats difficulty with. If there are unnaturally high amounts of energy in the affected area, GM may add up to +1D to the damage.
The bonus that the jedi may add to the damage of his Psionic storm, depends on the amount and type of energy in the affected area; A bunch of speeders warming up: +1. A starfighter warming up: +2. A leaking fusion power plant; +1D.
The jedi can spend character points to increase damage. For each extra character point, the damage is increased with +2.
The damage is rolled three times; first normal damage, then ionization on vehicles, equipment and droids, then stun on creatures and characters. Anyone trying to use sensors within or on the affected area will also have the damage dice added to difficulty. If using sensors within the area and rolling 1 on the wild die, sensors are burned out (GM decides how badly). If a vehicle or starship within the affected area have its shields on, roll the shield dice; for each 6 that is rolled the shields are reduced with 1 pip. If 1 is rolled on the wild die, shields overload and explodes causing their protection dice in damage on vehicle or starship.
This power may be kept "up", by rolling the Control, Sense and Alter dice again each round with difficulty reduced by 3. Size and damage will be the same as when the power was activated. User may attempt to move the storm up to 1/5 of its size each round. Control difficulty will then be increased with 5 instead of reduced by 3, but only for as long as the storm is kept moving. Don't forget that Sense difficulty changes if the distance between user and storm changes.
Note: This power is my addition. I have interpreted it in my own liking, from Star Craft. The original users are Protoss templars.
Telekinetic kill
Required powers: Control pain, Inflict pain, Injure/kill, Life sense.
Transfer life
Required powers: Absorb/dissipate energy, Accelerate healing, Control pain, Detoxify poison, Emptiness, Hibernation trance, Remain conscious, Life detection, Life sense, Magnify senses, Receptive telepathy, Sense force, Injure/kill, telekinesis, Farseeing, Projective telepathy, Accelerate anothers healing, Control anothers pain, Feed on dark side, Inflict pain, Return another to consciousness, Transfer force, Affect mind, Control mind, Dim others senses.
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