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Index:   Proximity & Relationship Modifiers

CONTROL POWERS


Absorb / Dissipate Energy
Accelerate Healing
Anger
Blackness
Calculate
Calm
Cognitive Trance
Concentration
Contort / Escape
Control Disease
Control Pain
Detoxify Poison
Emptiness
Enhance Attribute
Enhance Skill
Force Charged Strike
Force of Will
Hammerhead
Heal

Hibernation Trance
Imitate
Instinctive Astrogation Control
Meditative Trance
Perceptive Trance
Rage
Reduce Injury
Remain Conscious
Remove Fatigue
Resist Stun
Short-Term Memory Enhancement
Voice Amplification

SENSE POWERS


Alert Sense
Beast Languages
Blind Sense
Combat Sense
Cybersense
Danger Sense
Direction Sense
Electronic Sense
Instinctive Astrogation
Life Detection
Life Sense
Life Web
Magnify Senses
Postcognition
Predict natural Disaster
Radar Sense
Receptive Telepathy
Sense Force
Sense Force Disturbance
Sense Force Potential
Sense Force Strength
Sense Path
Shift Sense
Time Sense
Track Hyperspace Trail
Translation
Truth Sense
Weather Sense

ALTER POWERS


Bolt of Hatred
Cell Burst
Dark Side Web
Empower Weapon
Haste
Injure / Kill
Light
Null Gravity
Power Drain
Project Force
Pyrokinesis
Raise / Lower Temperature
Resonate
Strengthen Object
Telekinesis
Warp Matter


CONTROL & SENSE POWERS


Anticipation
Blaster Combat
Call Animal
Daisho Combat
Death Sense
Disguise
Electronic
  Communication
Eyes of the Eagle
Farseeing
Ka
Life Bond
Lightsaber Combat
Mediation
Mental Translocation
Projective Telepathy
Share Senses
Speak With Machine
Staff Combat
Summon Creature
Telepathy
Unarmed Combat

CONTROL & ALTER POWERS


Aura of Uneasiness
Accelerate Another's
  Healing
Control Another's
  Disease
Control Another's Pain
Control Breathing
Control Weather
Detoxify Poison in
  Another
Feed on Dark Side
Fertilize
Force Explosive
Force Lightning
Force Lights
Force Transduction
Heal Another
Inflict Pain
Lightwhip Combat
Place Another in
  Hibernation Trance
Remove Another's
  Fatigue
Return Another to
  Consciousness
Transfer Force
Waves of Darkness

SENSE & ALTER POWERS


Affect Emotions
Commune With
  Machines
Commune With Nature
Dim Other's Senses
Empower Self
Force Wind
Greater Force Shield
Group Mind
Induced Sleep
Lesser Force Shield
Precipitate
Psychometry
Raise / Break Morale
Remove Force Imprint
Sense Weight
Sensory Overload
Storytelling
Thermogenesis

CONTROL, SENSE & ALTER POWERS


Affect Mind
Battle Meditation
Block Force Ability
Cleansing, The
Conduit
Control Animal
Control Mind
Corporeal Translocation
Create Force Storms
Create Gravity Well
Create Homunculus
Cyberlocke
Dark Side Dissipation
Doppelganger
Drain Life Energy
Drain Life Essence
Eclipse
Enhanced
  Coordination
Force Bolt
Force Harmony
Leap
Light Boomerang Combat
Memory Wipe
Projected Fighting
Purify
Telekinetic Kill
Transfer Life
Transmutation
Vampirism

Control Powers

  Absorb / Dissipate Energy

Control Difficulty:
Very Easy = Sunburn
Easy = Intense Sun
Moderate = Solar Wind 
Difficult = Radiation Storm

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.

This 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. A +2 modifier is added to both rolls.


Anger

Control Difficulty: Very Easy for a Dark Side Jedi, Moderate for a Light Side Jedi

Time to Use: One round

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

Effect: To use this power, a character concentrates all of his negative feelings, and touches the Dark Side of the Force momentarily. This imparts a +1D bonus on all rolls for the next two rounds. The Dark Side is somewhat selective and the bonus will be random from 1 to 6.


Blackness

Control Difficulty: Moderate

Required Powers: Force Lightning, Injure / Kill and Eclipse

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

This power may be kept "up".

Effect: This power enshrouds a Dark Jedi in a camouflaging veil of the Dark Side. The power roll is added to the difficulty of any Sense roll of a power attempting to detect the presence of the user of this power. It also subtracts 2D from any skill attempts to perceive them, or 4D if the power roll succeeds by 15 or more. The power causes people to overlook the user as he or she blends into the surroundings and any smells or sound emanating from them are muffled. The user of this power still may make skill checks as usual while the power is up (i.e. at a -1D penalty). However, the user may not use combat oriented Force powers while this power is kept up (e.g. Lightsaber Combat, Combat Sense, Injure / Kill, Telekinetic Kill, Inflict Pain, etc.).   This power does not affect electronic life-form sensors.


Calculate

Control Difficulty: Moderate for Simple Equations, Heroic for Complex Equations

Time To Use: One minute

Required Powers: Concentrate, Perceptive Trance

Effect: Using Jedi meditation techniques, this allows a Jedi to calculate high-order equations with the aid of the Force. The equations can be solved or, under certain special case situations, approximated, using standard Jedi meditation techniques. This is usually done as a training exercise.


Calm

Control Difficulty: Easy if relaxed without Dark Side Points. Increase difficulty one level for every Dark Side Point the character has.

Time to Use: One round

Effect: This power calms the Jedi, giving him an enhanced defense against the Dark Side. The Jedi receives a bonus of +4 to all rolls for the next two rounds and an extra bonus of +4 to resist the effects of powers called upon by Dark Side servants.


Cognitive Trance

Control Difficulty: Easy

Time to Use: 1 minute

This power may be kept "up".

Effect: Jedi uses control of his inner Force to enter the specific trance. His thinking process is hastened, and he may absorb information much faster (from data screens, voicetapes set on very high speed or by other methods), i.e. he reads even faster than a Mon Calamari -- just scrolls the text very, very quickly.


Concentration

Control Difficulty: Easy if the Jedi is relaxed and at peace; Difficult if the Jedi is filed with aggression, fear or other negative emotions; Very Difficult if the Jedi is acting on those negative emotions.

Effect: When using this power, Jedi clear all negative thoughts from their minds, feeling the Force flowing through the universe and their own being.

The individual Jedi concentrates on one specific task at hand. If the skill roll is successful, the Jedi may add +4D to any one action in that round. The Jedi may do nothing other than using the concentration power and using that one skill for one action. The Jedi receives no bonus if anything else is done in that round, including duplicate uses of the same skill or dodges or parries.

This power may be used in conjunction with Force Points and Character Points. This power is only in effect for one round and may not be kept "up".


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 GM's discretion, depending on security measures.

Required Powers: Concentration, Control Pain, and Enhance Attribute

Effect: The character escapes bonds by contorting in painful and difficult (but physically possible) ways. By dislocating joints, softening bones, 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 pain and focus on the task at hand.


Control Disease

Control Difficulty:

Very Easy for a mild infection, such as a cold
Easy for a modest infection or illness, such as a high fever or severe flu
Moderate for a severe illness such as gangrene or a hive virus
Difficult for a life threatening disease
Very Difficult for a massive, long-standing disease
Heroic for a rapid-acting life-threatening diseases.

Required Powers: Accelerate Healing

Time to Use : 30 minutes to several uses over the course of weeks.

Effect: Control Disease allows a Jedi to direct and control the anti-bodies and healing resources of her body to throw off an infection to resist diseases within the body. Using the power requires the Jedi to meditate for half an hour. If the disease is life threatening or long-standing, the Jedi must make repeated skill attempts over the course of several weeks or months to cure the disease entirely. (Gamemasters discretion as to how many rolls are needed and how often.)


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 his injuries for a long period of time. However, whenever the character is injured again, the Jedi must make a new Control Pain roll, with the difficulty being the new level of injury.

Effect: A wounded Jedi who Controls Pain can act as if he has not been wounded starting with the round after the power roll has been made. The wound is not healed, but the character doesn't suffer the penalties of being wounded: a wounded Jedi doesn't lose 1D from all actions; an incapacitated character can still act normally, as can a mortally wounded character. This power can also be used to shrug off any stun results.

However the character is still injured, and thus is prone to getting worse, even if the Jedi doesn't feel the pain. For example, a wounded character that 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 a neurotoxin.

Time to Use: Five minutes

Effect: This power allows a Jedi to detoxify or eject poisons that have entered his body. If the Jedi makes the Power roll, the poison doesn't affect him.


Emptiness

Control Difficulty: Moderate

Note: Characters who are consumed by the Dark Side of the Force may not use this power.

Required Power: 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 one for each Dark Side Point the character has.

When in Emptiness, characters dehydrate and hunger normally - some initiates have died because they lacked enough Control to bring themselves out or 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 is determined by how much a character's Control skill roll beats the difficulty number. Duration can be extended through 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.

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 difficulty by: Attribute increase Duration:

  • 0 - 13 +1D 3 Rounds
  • 14 - 25 +2D 2 Rounds
  • 26+ +3D 1 Rounds

Enhance Skill

Control Difficulty:

+2 Difficulty levels for each skill after the first.

Once the difficulty for the power is Heroic, no more skills may be included.

Required Power: Enhance Attribute.

This power may be kept "up".

Effects: With this power, Jedi can enhance their abilities in particular skills. The bonus dice are added to the skill dice so long as the power is "up". If a force user wishes to change which skills are enhanced or by how much, then a new power roll must be made. Force users may only enhance those skills in which they have a skill that is at least one whole die greater than their attribute, before taking any special abilities into account. Otherwise they must pay 1 character point for each skill they are enhancing in which they do not have the required skill dice. If this power is not kept up, the force user may make only one action using the enhanced skill, as well as the power roll during the round and not be penalized for multiple actions. This may only be for an action that is one off, such as Luke using this power to enhance his grenade skill and then throwing the rock to activate the door controls to the Rancor pit. It may not be used for an extended action such as a swimming check. This power may not be used with another that enhances the same skill by adding to the number of dice usable. Thus it is incompatible with Combat Sense, Enhanced Co-ordination and Lightsaber Combat.


Force Charged Strike

Control Difficulty:

Moderate: 1D maximum charge

Difficult: 2D "

Very Difficult: 3D "

Heroic: 4D "

> 40: 5D "

> 45: 6D "

> 50: 7D "

Etc. up to Control dice equals damage

Required Powers: Emptiness or Rage, Absorb / Dissipate Energy

Effect : Through total concentration, a Jedi is able to deliver a single, devastating blow to an opponent. It takes one action for every die of charge before the strike to charge a fist or any other striking body part i.e. foot, knee, elbow, or forehead. Upon a successful hit the damage is delivered. This can also be used with brawling parry.


Force of Will

Control Difficulty: Easy

This power may be kept "up".

Effect: By using Force of will, the character uses his or her own Willpower skill to fight the effect of hostile Force powers and prevent detection by Force means. If faced with a telekinetic - or mind-based power, the Jedi's Willpower skill roll may be added to either the Control or Perception Code.

The Control (or Perception) plus Willpower total is referred to as the "protection number". If the attack roll is less than the target's Control (or Perception) roll, the character suffers no ill effects. If the attack roll is greater than the protection number, the Jedi suffers the full effects of the attacking power. If the attack roll is greater than the Control roll, but less than the protection number, the Jedi is 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 now do so with decreased Willpower. Re roll for a new protection number in this case. In the event a Jedi's Willpower skill ever reaches 0D, the Force of Will power is automatically dropped, and the Jedi can only resist with Control or Perception.

It takes one day to recover 1D of damage from "battering of the will", or one hour in Emptiness (Rage) for each 1D recovered.


Hammerhead

Control Difficulty: Difficult if healthy, Heroic if wounded.

Time to Use: 1 round

Effect: Hammerhead double's the Jedi's STR attribute for damage and resistance purposes only. Any armor bonuses are not taken into account when doubled, but are added on after for resistance to damage only. For damage, the armor is subtracted from the Jedi's doubled strength, if it covers the part of the Jedi which is doing the damage.


Heal

Control Difficulty:

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

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

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


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 one 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.


Imitate

Control Difficulty: Moderate; modified by Relationship

Time to Use: One round

Required Powers: Contort/Escape

This power may be kept "up".

Effect: The Jedi is able to contort his features to imitate facial expressions and control his musculature to produce desired body language of a person. This also allows the Jedi to control their voice to imitate a person's or a creature's vocal patterns. This power is beneficial when the Jedi is trying to imitate a person or trying to pose as the relative of the person.


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 utilized 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 better 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.


Meditative Trance

Control: Very Easy, increase difficulty by one level per Dark Side pt.

Time required: 5 minutes

This power is usually taught first to a Jedi-in-training. It allows a Jedi to enter into a deep meditation that is calming and very restful. Meditative trance may be used in place of sleep and the Jedi may elect to set a time to awaken fully refreshed. Any damage of stun or greater to the Jedi will awaken the Jedi immediately.


Perceptive Trance

Control Difficulty: Easy

Required Power: Enhance Attribute

This power may be kept "up".

Effect: This allows the Jedi to accelerate his mental processes and the processing of visual, audio, or other sensory input.  The Jedi uses the control of his inner Force to absorb information much faster than normal.  The Jedi adds his control roll to his Perception for the duration of the power. This could be information from datascreens, voicetapes set on very high speed or by other methods.


Rage

Control Difficulty: Difficult

Required Power: Hibernation Trance

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

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

Effect: This power allows a character to feel the dread influence of the Dark Side. It functions as counterpart to Emptiness.

The character must tense himself completely and allow the mindless rage of the Dark Side to possess him. When using this power, a character will appear lifeless. They are amplifying the negative aspects of their own personality, leaving the face clenched in a rictus of horror and fear.

A character must determine how long he wishes to be in Rage when he enters the trance. Barring an attack or the arrival of a specific person (as explained below), the Jedi will stay in the trance for the chosen duration. The Jedi must make a Difficult Control roll for every four hours in the trance or he will come out of the trance.

When the Jedi leaves this state, he gets a +10 modifier to all Force skill rolls for a period of time equal to the time spent in Rage. The character takes one die of damage for every two hours they were in trance after the bonus has subsided.

Like Emptiness, this power makes characters oblivious to their surroundings; they cannot move. Unlike Emptiness, however, characters in this state strongly exude the Dark Side. The internal focusing does provide some protection for the character against others using the Force on them. Add the Rage Control roll to the difficulty roll when another attempts to use a Force power on someone in Rage.

Characters dehydrate and hunger twice as fast as normally when using Rage and are even more susceptible to damage (-1D to Strength to resist damage from physical and energy attacks while in this state.). Characters who plan an extended trance will need intravenous nourishment.

In Rage, the character is less oblivious to his surroundings than a corresponding 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 berserk-like attack, regardless of who the person may be. The character must then make a Difficult Control roll to cease the attack before the offending character has been killed.

A character using Rage can choose to anticipate the arrival of a foe. They must make a Difficult Sense roll (modified by relationship) with the Life Sense power at the time they enter Rage. This will allow them to instantly awaken (Easy Control roll) if the expected person comes within five meters of the person in Rage.


Reduce Injury

Control Difficulty: Moderate for incapacitated characters, Difficult for mortally wounded characters, Very Difficult for dead characters.

Required Power: Control Pain

Effect: By using this power, a Jedi may call upon the Force to reduce the amount of injury he suffers; this power is normally only used in desperation because of its long-term repercussions.

When the power is successfully used, the Jedi loses a Force Point. Any injury that is suffered is reduced to wounded. If the original injury would have killed the character he must choose to suffer a permanent injury of some kind.

Note: Spending Force points in this manner - not at the beginning of the round - is allowed. Also it is not always a selfish act to save one's life, so the character might be able to get the Force point back. If the character was fighting to save his friends from certain doom - and if he falls, they certainly die - then this could even be considered a heroic action. It still involves great sacrifice.


Remain Conscious

Control Difficulty: Easy for stunned characters, Moderate for incapacitated characters, Difficult for mortally wounded characters.

Required Power: 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, he loses all of his actions for the rest of the round but he is 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

This power may be kept "up".

Required Powers: Accelerate Healing, Control Pain

Effect: The character uses this power to combat the effects of strenuous work. The Jedi manipulates the Force, causing bodily toxins to be ejected much more efficiently, thus allowing for greater stamina. While kept up, the Jedi must make a Stamina check once per day. While using this power, a Jedi must fail two Stamina checks before he or she is fatigued. The character still has to eat and drink normally., If the Jedi does fail two stamina checks and becomes fatigued, a -1D penalty is applied to all attributes and skills for 1D hours.


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. This power can be combined with Control Pain to eliminate all stun effects.


Short-Term Memory Enhancement  

Control: Difficult

Required Power: Hibernation Trance

Effect: When a Jedi uses this power, he or she can replay recent events in order to more carefully examine images and peripheral occurrences. Using the power, a Jedi can freeze images and even scan memory tracks to recall details that were seen but he did no 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 get stuck on a puzzle or mystery within an adventure, this power can alert them to possible solutions, if those solutions were observed earlier in the adventure.

How far back a Jedi can remember with this power is determined by the success of his Control skill roll.

Skill roll beats difficulty by: Memory extends back...

  • 0 - 8 Through current episode
  • 9 - 20 Through last episode
  • 21+ Through last two episodes

Voice Amplification

Control: Easy, modified by size of area

Time required: one round

This power may be kept "up".

This power lets a Jedi amplify her voice to fill an area. The Jedi may speak, sing or otherwise communicate verbally while maintaining this power.

 



Sense Powers

Alert Sense

Sense Difficulty:

Alert Sense

Sense Difficulty: Very Difficult

This power may be kept "up".

Required Powers: Blind sense, Danger sense, Direction sense, Electronic sense, Magnify senses, Receptive telepathy, and Sense Force

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).

This power may be kept "up".

Required Powers: Receptive Telepathy, Projective Telepathy, and Translation

Effect: This power allows the Jedi to translate a beast language and speak it in kind. As creatures rarely have "true" languages, the Jedi is actually imparting and reading emotional differences within grunts and growls and of body language. Note that the character may keep this power up if the Jedi needs to continue talking to a creature. For beasts that can be ridden, subtract -2D from their Orneriness code while this power is in effect. (Obviously, the creature's Orneriness code cannot drop below 0D


Blind Sense

Sense Difficulty : Moderate

This power may 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.


Combat Sense

Sense Difficulty: Moderate for one opponent, modified by +3 for every additional opponent a Jedi wants to defend against.

Required Powers: Danger Sense, Life Detection

Effect: Combat Sense helps a Jedi focus on the battle at hand. Everything else becomes dulled and muted as the Jedi's senses are all turned to the co mbat 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 this 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 Sen se lasts for ten combat rounds and doesn't count as a "skill use" for determining die code penalties.


Cybersense

Sense Difficulty: Very Easy by Relationship and Proximity

This power may be kept "up."

Required Powers:
None

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


Danger Sense

Sense Difficulty: Moderate or attacker's Control roll

Required Power: Life Detection

This power can be kept "up".

Effect: Danger Sense allows a Jedi to extend his senses around himself like protective sensors, creating an early warning system for as long as the power is in effect.

When this power is used, the Jedi detects any attacks a round before they are made. This gives the Jedi a round to decide how to react to the danger.

In game terms, if any character is going to attack a Jedi on the next round, they must declare their action the round before it happens. Characters who are going to attack the Jedi may roll their Control skill to increase the difficulty of using the power.


Direction Sense

Sense Difficulty: Easy; modified by Proximity

Time to Use: One round

This power may be kept "up".

Effect: This allows the Jedi the ability to sense the direction of an object or location by its resonance in the Force. It could be an object of importance, the north pole of a planet, the nearest cantina, etc...but this power does not sense life forms. If the roll fails by five points, the Jedi just knows the general direction the object or location is in: left, right, forward, behind, above, below. On a Difficult roll, the Jedi can anchor himself to a location and know exactly in what direction and how far away the location is from their current position.


Electronic Sense

Sense Difficulty: Easy; modified by Proximity

This power may be kept "up".

Effect: This power allows the Jedi to detect active electronics that might otherwise remain hidden from their normal senses. When the power is activated, the Jedi knows the location of active electronics within 10 meters - if the power is kept "up," the Jedi may know whenever a Droid or other electronic construct approaches within 10 meters of them or vice versa. When a Jedi approaches or is approached by active electronics, make a sense roll for the Jedi and each electronic construct makes an opposed Perception roll to avoid detection if possible. Both rolls are "free" actions and don't count as a power use. If the Jedi ties or rolls higher, he senses the electronics in question. If the Jedi beats the target's roll by 10 or more points, if she has had access to the system or met the Droid before (yes or no), and if yes, what their identity is.


Instinctive Astrogation

Sense Difficulty: Moderate, modified by difficulty of journey.

Required Power: Magnify Senses

Effect: This is the better 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
  • Difficult +5
  • Very Difficult +10
  • Heroic +15

If 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 Jedi to detect live sentient beings, which might otherwise remain hidden from their normal senses. When the power is activated, the Jedi knows the location of all sentient within 10 meters - if the power is kept "up", the Jedi may know whenever a sentient approaches within 10 meters of them or vice versa.

When a Jedi approaches or is approached by sentient creatures, make a Sense roll for the Jedi and each creature makes an opposed Control or Perception roll to avoid detection. Both rolls are free actions and don't count as a power use. If the Jedi ties or rolls higher, he senses the creature 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.

Required Power: Life Detection

This power may be kept "up" to track a target.

Effect: The user can sense the presence and identity of a specific person for whom 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 using 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 Powers: Life Detection, Life Sense, Sense Force.

Time to Use: Two days or more.

Effect: This power is used to detect large concentrations of members of a specific species, such as humans, Rodians, or Ssi-ruuk, for example. When the power is used successfully, the user senses the general direction that leads to the population. If the user beats 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 for example.)

The base difficulty to use this power depends upon the size of the nearest significant population:

This power may not be used to detect populations smaller than 100.000 individuals.

When this power is selected, the Force-user must select one specific intelligent species to specialize in. A Force-user may select more life web specializations at a cost of three Character Points per additional species. The Force-user must be familiar with the species - for example, Luke Skywalker could specialize in life web: Wookiee since he is familiar with Chewbacca's unique Force presence, but he would not be able to select life web: Noghri until he spent a time with a member of this species. This power may only be used to detect species that the Force-user has specialized in; life web cannot be used to detect unspecialized species.

This power requires at least two days of continuous concentration. For each additional two days of concentration, the Force-user may add +1 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 can't 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 but less than a year into the past
  • Heroic for seeing more than a year but less than two years into the past

+10 for each added year.

Required powers : Hibernation Trance, Life Detection, and 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 objects.

The Jedi must declare how far in the past is being reviewed prior to rolling postcognition. If the roll is successful, the Jedi can determine who has handled or touched the object and what events have transpired around it. The Jedi may search for specific incidents or simply review past events, somewhat like viewing a hologram.

If the Postcognition roll is equal 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 roll is greater (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 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 six and twelve months
  • Difficult if the Jedi has lived in the area between one and six months
  • Very Difficult if the Jedi has lived in the area for less than one month

Modified by severity of disaster (larger disasters are more easy to predict) and degree to which the disaster could reasonably be predicted (e.g. gamemaster may decide that certain disasters are easier or harder to predict based on a multitude of factors.)

Required Powers: Danger Sense, Life Detection, and Weather Sense

Time to Use: 15 minutes. May be reduced in five-minute increments by increasing difficulty one level per five-minute increment (minimum time to use 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 by Weather Sense). By opening his or her senses to the environment, the Jedi can predict these disturbances much as animals can seemingly sense a quake hours or even days before it happens.

Like Weather Sense, this power does not lend itself to quick predictions. It customarily takes weeks for a Jedi to acclimate to local weather patterns and topography.

The prediction is effective for 12 hours. The difficulty increases by one level for each additional 12-hour period by which the Jedi wishes to extend the prediction.


Radar Sense

Sense Difficulty: Moderate

Required Powers: Life Detection, Magnify Senses

This power may be kept "up".

Effect: This ability is used when the Jedi can not see or is entering combat. It gives him / her sense dice to add to his / her perception each round. These can be used for initiative or for any of the basic sensual skills under perception (cannot be used for command, bargain, persuasion, etc).

This power is very similar to Life Detection, except the Jedi feels the emotional intentions of the people in his range. The Targets can not hide from this ability because he feels the vibrations in the force that their presence makes. The range is equal to their sense roll +10 in meters. The Jedi does not perceive anything but the position of the creatures and the basic intentions (i.e., friendship, hate, about to attack, etc.)


Receptive Telepathy

Sense Difficulty: Very Easy for friendly, non-resisting targets. If target resists, he makes a Perception or Control roll to determine the difficulty. Modified by proximity and relationship.

Required Power: Life Sense

This power may be kept "up". if the target is willing and the proximity modifier doesn't increase.

Effect: If the Jedi makes the power roll, he can read the surface thoughts and emotions of the target. The Jedi hears what the target is thinking, but cannot probe for deeper information. When the Jedi uses the power on another player character, the gamemaster asks the player if he minds the power being used on his character; if the target is a gamemaster character, the gamemaster must determine for himself if the target is friendly or resistant.

If the skill roll is double the difficulty, the Jedi can sift through any memories up to 24 hours old. A Jedi cannot sift through memories in the same round that the contact is made - this process takes a full round.

A Jedi can read the minds of more than one person at a time, but each additional person counts as an additional action, with separate rolls and multiple skill use penalties.

This power may be used on creatures and other sentient species, although it cannot be used on Droids.


Sense Force

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 of object, and whether the area or object tends toward the Dark Side or the Light.


Sense Force Disturbance

Sense Difficulty : Very Easy, Modified by proximity

Effect: this enables a character to sense a disturbance in the Force. This does not give the character specific details, but instead a vague feeling of what has occurred.

Once learned, this power is effectively "up" at all times. When a disturbance happens, the Jedi can take a "free" action roll to sense the disturbance. The GM should have the player roll his character's Sense

against the modified difficulty. What effect the disturbance has on the Jedi is up to the GM.

If successful, the GM should secretly inform the player that his character senses a tremor, or a stirring in the Force, tell the player a vague feeling of who or what the disturbance is about, and if it is of the Light or Dark Side.


Sense Force Potential

Sense Difficulty: Moderate for friendly, non-resisting targets. Moderate plus target's Perception or Control roll (whichever is higher) to determine the difficulty of the probe on an unwilling subject.

Required Powers: Life detection; Life Sense; Receptive Telepathy; Sense Force

Time to Use: Six rounds.

Effect : This power allows a Jedi to probe the mind of a target and determine whether that person has the potential to be strong in the Force.

A protective barrier that prevents another Force wielder from penetrating his or her inner mind shields the deep subconscious of a Force-sensitive person. This shield pushes violently back at an intruder, sending him or her stumbling back. This "shield" is an involuntary defense mechanism maintained by every Force-sensitive person. It is one reliable way to determine which people might have the potential to become Jedi.

The magnitude of the backlash generated by the shield depends on the character's strength in the Force. A person who is merely Force-sensitive will shove the intruder back several feet. Someone with actual Force skills will produce a more intense reaction. Those with little training send the intruder reeling back across the room. Someone who is well trained, or who has a great deal of raw talent in the Force, might actually hurl an intruder across the room.


Sense Force Strength

Sense Difficulty: Moderate

Time to Use: One minute

Effect: This allows a Jedi to sense the Force Strength of a character. This tells the Jedi the Force Strength bonus a character has, as well as the number of Character Points, Force Points, Dark Side Points, and skill code for each Force skill. This does not tell the Jedi what powers the character has.


Sense Path

Sense Difficulty: Moderate

Required Power: 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). Bear in mind 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 any 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 a plot device. If you choose the latter, at an appropriate point in a 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 in order to heighten the game atmosphere. You may use it to warn them (by showing what will happen if they continue their current course), or to encourage them (particularly if they have done the right thing, but feel as if they have failed), or to give them hints and 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. Bear in mind that different Jedi will tend to receive different renditions of the same scene, and consequently you should "tailor" the details you give to fit the character concerned. Instead, you might consider altering the way you describe the scenery; for the Dark Side you might always describe rocky and barren terrain, with a cold wind blowing, or alternatively it might always be night for 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 bear in mind is that it is never easy to tell which is the right course to take (although the path of Darkness may be clear enough, the path of Light is far more elusive). The Jedi must still be sure to follow the Jedi Code regardless of what his visions seem to be telling him, otherwise his own desires will encourage a less truthful vision and cause his downfall. And it is quite possible for a skilled Dark Jedi to "twist" the readings of this power to suit his own ends.


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 Power: Magnify Senses

Time to Use: One minute. May be reduced in 10 second increments by increasing 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 transmissions. The Jedi will be able to detect that a transmission is present, but may not necessarily be able to locate the signal's source, and certainly will not be able to decode the information carried by the transmission.


Time Sense

Sense Difficulty: Very Easy, Easy - explanation see below

This power may be kept "up".

Effect: Sensing the rhythm, pulse, and the ebb and flow of the Force, the Jedi is able to track the passage of time as precisely as the best chronometer. With a Very Easy sense roll, the Jedi can use this power as a stopwatch. With an Easy sense roll, the Jedi can use this power as an alarm clock.


Track Hyperspace Trail

Sense Difficulty: Difficult modified by instinctive astrogation difficulty

Required Powers: Instinctive Astrogation, Sense Force

Effect: Any object that goes through hyperspace leaves a trace that the Jedi can sense. If the object includes a Force-sensitive person, the difficulty for this power is reduced one level.


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 may 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 the power is no longer in use, the Jedi is once again unable to decipher the target language.


Truth Sense

Sense Difficulty: Easy; modified by Relationship

Time to Use: One round

This power may be kept "up".

Effect: This allows the Jedi to sense whether a person believes what they are saying is true. It does not sense whether what they are saying is true in the overall reality; just whether the subject believes it or not. This is the Force equivalent of a lie-detector test.


Weather Sense

Sense Difficulty:

Modified for proximity and local meteorological conditions.

Required Powers: Magnify senses

This power may be kept "up".

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.



Alter Powers

Bolt of Hatred

Alter Difficulty: Moderate

Warning! Anyone who uses this power gains a Dark Side Point.

Effect: The Force-user creates in his hand a radiant sphere of pure hatred that he can be hurled at any target within his line of sight. After a successful alter roll to initiate the effect, the Force-wielder makes a Thrown Weapons roll with a 2D bonus to launch the bold of energy at his target. Characters hit by the sphere suffer 6D damage and automatically lose a Character Point.


Cell Burst

Alter Difficulty: Easy for organic material, Moderate for inorganic material. Modified by Proximity

Warning!: Use of this power against a living creature awards a Dark Side Point.

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


Dark Side Web

Alter Difficulty: Difficult

Warning! Any character that uses this power gains a Dark Side Point.

This power may be kept "up".

Effect: When successfully initiated, this power summons strands of dark side power that wrap around the Force-user's target, ensnaring him in a mesh of brilliance. The lattice of energy severs the connection between the Force and the trapped individual and saps the strength from his body.

In game terms, the target of the Dark Side Web loses a number of Force skill dice up to the number of the Force-wielder's alter dice. For example: If King Ommin had 6D in alter he could lower any of Master Arca's Force skills by six dice. Or he could break up those six dice across all of Arca's Force skills (Control, Sense, Alter), lowering each by 2D (or in any combination as long as the total number of dice removed totals 6D).

If the Force-user desires, he may include the Strength attribute in the reduction, thereby given him the option of temporarily removing dice from Control, Sense, Alter and Strength in any combination of dice that adds up to his Alter skill.


Empower Weapon

Alter Difficulty: Difficult

Required Powers: Absorb / Dissipate Energy

This power may be kept "up".

Effect: This power is used to extend a field of energy around a melee weapon to create the effects of a "light" weapon. When used on a sword, the blade becomes infused with energy and has all the properties of a lightsaber (i.e. the weapon is able to parry lightsabers, can be used with the Lightsaber Combat skill, able to parry blaster bolts, etc.). Except that damage is reduced to 4D (and like a true lightsaber, the strength of the user makes no difference to the damage). The power has similar affects on daggers, staffs, axes, etc.


Haste

Alter Difficulty: Heroic

Effect: Haste allows the user to make twice as many actions as normal within the time frame of one round (i.e. 2 full attacks, 4 attacks with 1D knocked off each attack, etc.). Whether or not the alter power is successful, the Jedi will move at -1D from all actions the next round after Haste is used.


Injure/Kill

Alter 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.


Light

Alter Difficulty: Very Easy

This power may be kept "up".

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


Null Gravity

Alter Difficulty: Difficult

Required Powers: Telekinesis, Resonate, and Absorb / Dissipate Energy

Time to Use: 10 minutes meditation.

This power may be kept "up".

Effect: The user creates an interference field that disrupts the gravity in a two-meter radius. Anyone caught in it, floats upward provided that there is proper force applied. The user must be in the center of the radius and the field may not be moved.


Power Drain

Alter Difficulty:

Required Powers: Conduit

Time to Use:
One round per Difficulty Level squared. (1 round for Easy, 16 rounds for Heroic).

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


Project Force

Alter Difficulty: Moderate; Modified by Proximity

This power may be kept "up".

Time to Use: one minute per cubic meter

Effect: With this power, the Jedi can project ambient personal Force away from her body. If the Jedi is of the Light Side, anyone within the projection will feel warmth and a sense of well-being. If the Jedi is of the Dark Side, anyone within the projection will feel cold and a sense of dread.


Pyrokinesis

Alter Difficulty: very easy +
+5 paper, kindling, really dry wood
+10 typical wall, clothing, plastic
+15 plants, glass, people (A dark side act. A no-no)
+20 brick, concrete, rock
+25 reinforced bulkhead, reactor shielding, a Twinkie
+30 something flame-proof and REALLY hard to burn

Required Powers: Telekinesis

This power may be kept "up".

Time to Use: one round

Effect: With this ability, the Jedi can rub molecules together really fast and either heat up an object, or start a fire. The size, intensity, and rate of burn depends on success of the roll and combustibility of the source. Failure means either nothing happens, it burns out of control, or ignites where the Jedi didn't want it. A lesser usage of the power could be used to generate small amounts of light and heat, instead a roaring fire. In this case, just the air molecules are manipulated for source material, The difficulty then ranges from 10 for a small area like a closet, up to 30 and up for a large area like the Houston Astrodome.


Raise/Lower Temperature

Alter Difficulty:

This power may be kept "up".

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


Resonate

Alter Difficulty: Easy; modified by Proximity and Material Strength

Required Powers: Telekinesis

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

This power may be kept "up".

Effect: This power allows the Jedi to set up a vibrating resonance in an object or area of material. This could serve various purposes: rub air molecules together to produce light and heat; to create a tremor to shake someone off their feet; to shatter a weapon in someone's hand.

If the roll exceeds the difficulty by 10, the material starts to heat up. If the roll exceeds the difficulty by 20, the material is destroyed. Increase the difficulty one level for each cubic meter over the first that the Jedi wishes to resonate.


Strengthen Object

Alter Difficulty :
Moderate +3D
Difficult +4D
Very Difficult +5D
Heroic +6D to +8D depending on roll
Size modifiers:
up to 1/4 cubic meter = +0
1 cubic meter = +10
2 cubic meters = +20
4 cubic meters = +30

Required Power: Telekinesis

Time to Use: 1 round

This Power may be kept "up".

Effect: This power strengthens and reinforces the structure of an object. Some Jedi have discovered that is can also be used to weaken objects in a similar manner.

Using the Force, the Jedi reinforces the inter- and intra-molecular bonds in the object. (Amplification of the strong and weak nuclear forces, I guess :). The object has the same density (more or less), volume, and mass as before, but it takes more energy to break the bonds holding the object together. This is a relatively basic skill and is usually taught early in a Jedi's studies. This reinforcement strengthens the object versus shearing forces, stress, or disintegration/disassociation by high energies. Thus, a 1D staff Strengthened at the Very Difficult level would now have a Strength of 6D - enough to resist a Lightsaber, most of the time. Note that this does not effect the object's ability to do damage! Just increases its resistance to breakage or destruction. And severely limits chemical reactions (such as oxidation).

This Force Power may be used on living matter. However, because the various enzymatic and chemical reactions, and protein interactions in living tissue are strongly inhibited, use of this Force Power on living tissue is very damaging.

For example: Oxygen (or other vital gases) no longer disassociates from carrier molecules, causing oxygen-starvation. Hormones and neurotransmitters will not disassociate from receptor proteins. Blood cells will coagulate on the blood vessel walls. DNA strands cannot be separated for transcription to RNA--thus halting protein synthesis. There are very few organisms that can withstand such inhibition of chemical reactions. Use of this Power on living tissue is thus grounds for a Dark Side Point.


Telekinesis

Alter Difficulty:

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.

If the Jedi gestures then a bonus of +5 is granted.

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 11 to 100 kilos, 3D Speeder-scale damage if 101 kilos to one metric ton, 3D Starfighter-scale damage if one to ten tons and 5D Starfighter-Scale if 11 to 100 metric tons.

Such attacks would require an additional Control roll by the Jedi, which would be the to hit roll against the target's dodge. If the character doesn't dodge the attack, the difficulty is Easy.


Warp Matter

Alter Difficulty:
Easy for liquid matter;
Moderate for malleable matter;
Difficult for hard matter (metal, wood);
Very Difficult for very dense matter (hulls, reinforced metal walls), gases;

Modifiers:
1 cubic cm +0
1
liter /1000 cubic cm +10
1 cubic meter +25
10 cubic meter +35

Required Power: Telekinesis

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

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

Effect: This power allows the Jedi to mould a volume of matter to a new shape. The Jedi must be able to touch some part of the object to be molded. This power does not destroy the matter, it merely changes its shape or position (much like a very advanced telekinesis). The effect is permanent.

This Jedi is literally changing the world around them. This power coaxes millions of atoms and molecules to move controlling each particle. The fact that it is easier for the Jedi to affect the volume of matter as a whole rather than as distinct particles is reflected in the harder difficulty of managing gases with this power as opposed to some solids or liquids.

Designer's Notes: This one is for all the imaginative Jedi. You can do so much with this one, even if it's only 1-3 cubic cm. Some examples include: peep holes, picking locks (melting?), sealing doors (spot weld), parting rivers (small ones), passing through walls, repair work on anything mechanical, even "breathing" in space/water for short times.



Control and Sense Powers

Anticipation

Control Difficulty: Moderate

Sense Difficulty: Target's Perception or Control roll +10 (for resisting target) or Easy (for non-resisting target). Modified by relationship and proximity.

Required Powers: Farseeing, Receptive Telepathy, and Combat Sense

Effect: This power enables a Jedi to anticipate an opponent’s immediate actions and react accordingly. The Jedi must declare use of this power at the beginning of the round (before initiative is determined). If successful, the Jedi rolls his/her sense dice rather than perception for initiative. If s/he succeeds, the target must declare all of his/her actions first. BUT the Jedi's declared actions occur first in the round (e.g., if the target declares a move and a shot and the Jedi declares two shots, the Jedi's first shot occurs first, followed by the target's move, followed by the Jedi's second shot, followed by the target's shot). The use of control and sense at the beginning of the round gives the Jedi -2D penalties on all other actions even if the skill use is successful. This power may be used on as many targets per round as the Jedi wishes, but the subtracted dice are cumulative. It may not be kept "up"; the Jedi must check each round to successfully anticipate another being's actions.


Blaster Combat

Control Difficulty: Moderate

Sense Difficulty: Easy

This power may be kept "up".

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

Effect: This power is used to make a blaster more effective and efficient. A Jedi (usually a Teepo Paladin) uses this power to control slight hand movements and to sense the movement of his/her target. It is basically the Teepo version of lightsaber combat and grants the following bonuses:

Add Sense to Blaster Skill to strike.

If the Jedi uses a partial dodge he/she may add as many control and/or sense dice to the dodge. These dice, however, can only be used once. If they are used to increase "to hit" chances they can not be used to dodge as well. Therefore every round a Teepo has a dice pool to use in changing his abilities in combat. This power can be used if the Jedi is performing a full dodge as well. The power has to be brought up first however.

Since a blaster can not deflect a blaster, the Teepo Jedi have no form of parry, but the dodge bonuses should create a balance.

If the Teepo makes his Sense roll by 15 he automatically acts first in that round and only that round. This is above and beyond normal initiative. It is also not considered an unprovoked act. The Jedi senses the intent and action of the opponent before the opponent can act. The Teepo Jedi must make his control roll at Difficult level if he/she wishes to use two blasters in combat at once (See Tricks of the Trade in the Teepo section).

Add 1D of Damage for every 5 points a Strike succeeds by (through using Sense the Teepo is able to locate and exploit structural weaknesses in their targets).


Call Animal

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

Sense Difficulty: Moderate, Modified by Proximity

Required Powers: Sense Life, Beast Languages

Effect: Allows a force user to call an animal to his aid. Sense is used to find the creature and Control is used to contact it. This power does not give any control over the summoned creature.


Daisho Combat

Control Difficulty: Difficult

Sense Difficulty: Moderate

Required Powers: Lightsaber Combat

Effect: This power allows a Jedi to wield two sabers (one long and one short -- A Lightsaber and a Lightdagger for example) simultaneously. A character wielding two blades who successfully activates the power may attack and parry once each with no multiple action penalties (one strike and one parry totals one action, not two), although other penalties still apply, including the penalty for keeping the power "up". If a character makes no attack in a round and chooses only to parry, he receives a +1D bonus to parry and also receives a +1D bonus at attempts to deflect blaster bolts. Otherwise the power grants all bonuses given by the Lightsaber Combat power (Control to Dam, Sense to Strike/Parry).


Death Sense

Control Difficulty: Moderate

Sense Difficulty: Heroic; modified by relationship and proximity

Required Powers: Life detection, Danger Sense, Farseeing

Effect: This power allows the Jedi to sense the impending death of a character. The prediction is within six rounds, and if the player beats the control roll by 15, the prediction is extended to 5 minutes.


Disguise

Control Difficulty: Difficult for Same species and race

Very Diff for Same species different race

Heroic for Different species

Modified by relationship to imitate a specific being (ignore different species modifications)

Sense Difficulty: Moderate for just one component

Difficult for two components

Very Diff for three components

This power may be kept "up".

Effects: With this power the Force user can change various components to disguise themselves, or even impersonate someone. The three components are: appearance, voice, and gestures. The GM may rule that this power requires the expenditure of a Force Point or a Character point to enable this change. If the character is attempting to impersonate someone, increase the difficulty of the Sense roll by proximity (this is due to the fact that the user must make contact through the Force with the being they want to impersonate in order to do so authentically).


Electronic Communication

Control Difficulty: Moderate for process reception, Very Difficult for command/request projection

Sense Difficulty: Easy, ancient computer system; Moderate for non-sentient machines; Very Difficult for sentient machines

Required Powers: Projective telepathy, Electronic sense

Effects: This power allows the Jedi to communicate mentally with electronic systems, as if using receptive and projective telepathy. The Jedi can read the surface processes of an electronic system. The Jedi "hears" what the machine is processing, but cannot probe for deeper information. If the sense roll doubles the difficulty number, the Jedi can sift through the system 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. The Jedi can also project his thoughts into the computer system. The Jedi can only send short commands and requests of the system, to gather information and accomplish tasks; the Jedi cannot reprogram the system in any way. If the Jedi does not have clearance to the system, the Jedi may roll Con to try to bypass the security on the system


Eyes of the Eagle

Control Difficulty: Moderate, modify by Relationship and Proximity

Sense Difficulty: Moderate, modify by Relationship and Proximity

Required Powers: Sense Life, Call Animal, Magnify Senses

This power may be kept "up".

Effect: Allows a Jedi to "piggy-back" inside an animal's mind. The Jedi experiences all of the creature's senses but may not control the animal in any way.


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 target is friendly and doesn't resist. If the target resists, make a Control or Perception total for the difficulty. Modified by relationship.

Required Power: Life Sense

Time to Use: At least one minute

Effect: The user sees the person or place he wishes to see in his mind as the situation currently exists. The power can also be used to see the past or future. The Jedi also sees the immediate surroundings, and so can know, for example, when a friend is in danger, or what has happened on 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 beats Sense difficulty by Past/Present Future

  • 0 - 10 50% 10%
  • 11 - 20 75% 25%
  • 21 - 30 90% 50%
  • 31+ 100% 75%

The past and present are set and it is merely a matter of the Jedi having correct perceptions. However, the future is always fluid, always in motion, never set until it becomes the present - therefore it is much harder to predict. The percentages on the chart are a rough measure of how much correct information the character receives in their vision.

For example, 10% means that the character will only be able to make out the most basic details of a situation, such as "My friends are in danger." 25% means, that the Jedi gets a somewhat accurate vision of what will transpire, but most major details will be missing from the vision. 50% means that the character's vision was about half correct. 75% means that the character has an understanding of the critical happenings, but the character still has missed a major detail or two, which, of course, can complicate things. 90% means that the character has a very accurate and very detailed vision of what has or will transpire. 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 may 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.


Ka

Control Difficulty: Moderate

Sense Difficulty: Moderate

Required Powers: Combat Sense, Emptiness or Rage

This Power may be kept "up".

Notes: Only followers of Shimura should have any knowledge of Ka. Learning Ka takes much longer than learning other skills/powers. Disciples of Shimura are dedicated to the slow, rewarding path of the Force, and their style of teaching reflects those beliefs. Learning Ka requires several years (at least 3) of study at a Temple (the power "Ka" may not be learned until the student has first learned the skill "Ka Lore" and the special ability "Ka Combat.")

Effect: Ka is more than just a power, it is a philosophy and code that describes and dictates all influences in a Disciple of Shimura's life. Every movement, kata, and breath tells a story and teaches a lesson.

When activated, a Jedi enters a state similar to Lightsaber Combat where he extends his senses and control of the Force around him to enhance his effectiveness in hand-to-hand combat. While keeping this power "up" the Jedi receives several bonuses:

One "free" Brawling Parry per round.

Add 1/2 Sense Dice to Brawling for strikes.

Add Control to Strength for Stun damage (through striking an opponent's pressure points. Pressure strikes require a harder difficulty modified by location and knowledge of the target's species, although a successful Alien Species or Sense Life may reduce the Pressure Strike penalty).

Add Control to Strength to resist Blunt damage (Blunt ONLY)

Add Sense to Brawling Parry (vs. Brawling strikes)

Add Control to Brawling following a successful Brawling Parry to use the opponent's energy against him in a throw doing damage equal to the target's Strength. This maneuver requires an extra action but if successful there is no defense.


Life Bond

Control Difficulty: Moderate

Sense Difficulty: See below. Modified by proximity.

Required Powers: Life Detection, Life Sense, Magnify Senses, and 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.

With 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.

With a Moderate Sense roll, the Force-user experiences the other's senses: he or she sees through the other's eyes, hears what the other hears, and smells, tastes and feels what the other person is experiencing. However, at this level, the characters are affected by each other’s experiences - both characters share pain, and if one character is injured, the other character suffers an injury one level lower (i.e., if one character is mortally wounded, the life-bonded character is incapacitated).

With a Difficult Sense roll, the Force-user is considered telepathically linked to the life-bonded partner (as per the projective telepathy power), allowing the characters to carry on a telepathic conversation.

As a n added benefit, the two characters can sense premonitions about each other: for example, if one character is severely injured, his or her life bond partner will sense that something bad has happened. This aspect of the Life Bond power is modified by proximity only, as outlined below. Sensing premonitions is automatic if within 1000 kilometers of each other. If on the same planet but more than 1000 kilometers from each other, a Very Easy Sense roll is necessary to sense premonitions. If not on the same planet but in the sa me 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 necessary to sense premonitions. If more than 10 light years away, but less than 100 light years distant, a Difficult Sense roll is necessary. If more than 100 light years away from each other a Very Difficult Sense roll is necessary.

Life bonded characters may not share skills, attributes, Force Points or Character Points. However, since the characters do have such a close bond, the actions of one can affect another. 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 a exceedingly serious commitment, not to be taken lightly.

Both characters must agree to the Life Bond for the power to work and the character may only life bond with one other individual. Life bonding takes 1D weeks to be completed (as the Jedi becomes accustomed to the background Force presence of other 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 for 1D days. After re-awakening, the partner grieves and readjusts to a solitary existence; all die codes are reduced by -1D for the same amount of time it took to forge the life bond.

Any attempt to forge a new life bond in the future requires a much longer period of adjustment: 2D weeks for a second bond, 3D weeks for a third bond, and so forth.

Life Bonding Notes:

Life bonding is more than a helpful power; it is representative of an extremely strong and powerful emotional link between two individuals. As previously indicated, this power is normally used between spouses, but close relatives and friends may choose to life bond.

This skill does have tactical advantages: the two characters could act independently yet be fully aware of the other's actions. One character could enter into a hazardous situation, while the other remains with a unit commander.

The life bond is a permanent link of mind and spirit that was probably first achieved accidentally. Misunderstandings between life-bonded individuals are rare since this power leads to a relationship of absolute honesty and very intimate emotional awareness.

The life bond develops over time and the change to feeling another's emotions and senses - establishing a sensory and emotional synthesis - is a life-changing event.

If only one character in the life bond is a Force-sensitive, often the other partner takes up study of the Force, with the original Jedi serving as teacher. The standard times and Character Point costs apply for learning Force abilities. Of course, moral obligation inherent in wielding Force powers must be communicated as those powers are taught, especially since one character can accumulate Dark Side Points because of the actions of the other partner.


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 with 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 the 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.


Mediation

Control Difficulty: Moderate

Sense Difficulty: Moderate; modified by relationship

This power may be kept "up".

Time to use: one minute

Required Powers: Truth Sense, Receptive Telepathy

Effect: This power allows the Jedi to mediate between two parties for the purposes of coming to an agreement. The Jedi attempts to read the intentions of the persons being mediated, and then tries to make a judgment call. If there are more than two participants, add one difficulty level per person over two.


Mental Translocation

Control Difficulty: Difficult + proximity

Sense Difficulty: Moderate

Required Powers: Emptiness or Rage, Farseeing, Hibernation Trance, Instinctive Astrogation, Life Detection, Life Sense, Magnify Senses, Projective Telepathy, Remain Conscious, Shift Sense

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

Effect: When using this power, the Jedi's mind can leave his/her/its body and travel away from it in any direction and through any physical obstacle. The physical universe cannot harm the Jedi's mind (unless hypnotic/brainwashing or mind-affecting stimuli are perceived).

The Jedi uses the Force to perceive the surroundings, essentially duplicating the function of normal sensory organs. However, due to the complexity of this power, the Jedi can only use two "non-interactive" senses to perceive the environment (Jedi's choice; e.g. vision and audition). The sense of touch or any sense that would require "interaction" with the environment cannot be used. Attempts to use "interactive" senses results in only one sense being available. If this too is an interactive sense, the Jedi is totally blind and cannot return to the body (the Jedi has no senses). The non-corporeal Jedi may move at a maximum rate of 10m/round, unless a Heroic + proximity Control roll made, then the maximum movement is 1 km/round (i.e. 200m/s).

The user's body dehydrates and hungers at twice the normal rate .

Proximity modifier is based on the furthest extent of the intended distance (declared before the skill rolls are made). Should the Jedi wish to go beyond this limit, a new Control roll must be made modified by the increase in intended distance. Failing this roll will result in the mind-body connection being broken and the Jedi will be unable to inhabit his former body. It is believed that the Emperor used a modification of this power to break his mind free from his body at the moment of his death on the 2nd Death Star. This suggests it may be possible to use Force Powers while using Mental Translocation - such as Transfer Life!

The only method of detecting the presence of the incorporeal Jedi is by using Life Detection. Obviously, detection of the Jedi in this manner is nearly always accidental.

In order for the Jedi to find the way back and re-inhabit his body, the Jedi must make a Moderate Control roll.

This skill cannot be used to inhabit bodies other than the original host. Also, while using Mental Translocation, the body is very susceptible to the Force power Transfer Life (treat as "recently dead body").


Projective Telepathy

Control Difficulty: Very Easy. Increase difficulty by +5 to +10 if the Jedi cannot verbalize the thoughts he is transmitting. 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.


Share Senses

Control Difficulty: Moderate; modified by Relationship and Proximity

Sense Difficulty: Moderate; modified by Relationship and Proximity

This power may be kept "up".

Required Powers: Projective Telepathy

Effect: This power allows the Jedi to experience all of the senses of a person or creature. This lets the Jedi see through the target's eyes, hear what the target hears, and smells, tastes, and feels what the target is experiencing.

As the Jedi experiences all sensation from the target, the Jedi also experiences the target's joy, pain and emotions. If the target is injured, the Jedi experiences the injury at one level lower than the target. The Jedi may only "piggy-back" and cannot control the target in any way.


Speak with Machine

Control Difficulty:

Sense Difficulty: Moderate by Relationship and Proximity

Required Powers:
Projective Telepathy, Cyber Sense

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


Staff Combat

Control: Moderate

Sense: Easy

This power may be kept "up".

Staff combat is a power that allows a Jedi to fight and defend more effectively with a staff. There are several groups of Monks and Jedi that use this power instead of using lightsabers or other types of weapons. Once this power is successfully initiated it remains "up" until dropped by the Jedi or the Jedi takes stun damage or worse.

Sense skill is added or split between melee combat, (s) melee combat: staff, melee parry and/or

(s) melee parry: staff while Control skill is added to weapon damage and allows the wielder to do either stun or regular damage in any particular combat round (yes, it may vary but must be determined before initiative rolling).

This power does not imbue a staff with the ability to parry a lightsaber nor does it enhance its natural resistance to damage (requires strengthen object for that).


Summon Creature

Control: Creature's Orneriness code; modified by Proximity.

Sense: Easy if the animal is domesticated/friendly (such as a Bantha); Moderate to Difficult if the animal is wild, but non-predatory (such as an undomesticated tauntaun); Very Difficult to Heroic if the animal is ferocious/predatory (such as a wild vornskr or rancor).

This power may be kept "up."

Required Powers: Beast languages, Projective telepathy

Time to use: one minute

Effect: With this power, the Jedi can mentally "ask" a creature to come to the Jedi's aid and accomplish a task for the Jedi. This Jedi cannot control the creature in any way. Note that the character may keep this power "up " if the Jedi wants to continue picking up the emotional state of a creature.


Telepathy

Control: Very easy, increase difficulty by +5 to +10 if the Jedi cannot verbalize the thoughts.

Modified by proximity.

Sense: Very easy if the target is friendly, known and open to the contact, if the target resists then Control or Per, whichever is higher, will be rolled to determine the difficulty. Add +5 to

+10 if searching for data depending upon how specifically you know it. Modified by relationship.

This power may be kept "up."

Effect: This follows the "dictionary" definition of telepathy, (i.e.: Two-way communication and mental searching by means other than sensory.) Thus two or more beings could communicate privately and mentally with each other taking turns sending and receiving thoughts and/or feelings or one could probe another’s mind for data such as a code or password.

It is believed that there are races that communicate only by telepathy in the Outer Rim and Unexplored Territories.

If the sender does not identify herself to the target(s) then the target(s) have no idea who is making contact.

GM Note: each additional being contacted beyond the first counts as an additional action and suffers an appropriate penalties for multiple actions.


Unarmed Combat

Control: Moderate

Sense: Easy

This power may be kept "up."

Required Powers: Absorb/dissipate energy, enhance attribute

Effect: Jedi use this power to wield their body as a weapon while also sensing their opponent through the Force. This power is called upon at the start of a battle and remains "up" until the Jedi is stunned, wounded, or worse; a Jedi who has been injured or stunned may attempt to bring the power back "up." If a Jedi is successful in using this power, he adds his sense dice to his brawling skill roll when attacking and to his brawling parry skill when parrying. The Jedi may add or subtract part or all of his control dice to the strength damage; players must decide how many control dice they are adding or subtracting when the power is activated. A Jedi who fails when trying to activate unarmed combat may only use the brawling skill for the duration of the combat. Finally, similar to the absorb/dissipate energy power, the Jedi may use unarmed combat to parry blaster bolts as a "reaction skill."



Control and Alter Powers

Aura of Uneasiness

Control Difficulty: Easy. Modified by Proximity but limited to the line of sight.

Alter Difficulty: Easy

This power may be kept "up".

Warning! A character that uses this power against a sentient being immediately gets a Dark Side Point.

Effect: This power allows a Sith to project a field of vague discomfort and unease around him which causes non-sentient creatures to sense a vague "uneasiness" about the person.

Aura of Uneasiness effectively acts as the Intimidation skill. When used against a sentient being, the Sith rolls Alter+3D against the targets Willpower or Perception.


Accelerate Another's Healing

Control Difficulty: Very Easy. Modified by Relationship.

Alter Difficulty: Very Easy.

Required Power: 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. Modified by relationship.

Alter Difficulty: Very Easy.

Required Powers: Control Another's Pain, Control Pain.

Time to Use: One minute.

Effect: The target is allowed to make extra healing rolls as outlined in Accelerate Healing. The Jedi must be touching the character whenever this power is activated.


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 Power: Control Pain

This power can be kept "up". If the power is dropped, the character suffers pain and penalties normally.

Effect: This power has the same effect on the target that Control Pain does on his user.


Control Breathing

Control Difficulty: Moderate

Alter Difficulty: Very Difficult

Required Powers: Concentration, Hibernation Trance, and 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 not enough oxygen in these environments for the Jedi to "grab".

The power will remain up until the character either takes incapacitating damage or willfully drops it.


Control Weather

Control Difficulty: Difficult, modified by Proximity

Alter Difficulty: 5 for every step on the scale:

  • Totally Clear No Wind
  • Partly Cloudy Wind 5 mph
  • Cloudy Wind 10 mph
  • Cloudy, Drizzle/Lt Snow Wind 15 mph
  • Steady Rain or Snow Wind 20 mph
  • Hard Rain, Snow or Sleet Wind 25 mph
  • Deluge, Blizzard, Hail Wind 30 mph
  • Heavy Thunderstorms Wind 40 mph
  • Gale Force Winds Wind 50 mph
  • Hurricanes/Twisters Wind 75 mph
  • Hurricanes/Twisters Wind 90 mph
  • Hurricanes/Twisters Wind 105 mph

Example: If it is already drizzling and the Jedi wants a hurricane, his difficulty is 30.

Required Powers: Commune with Nature

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

This power may be kept "up".

Effect: Through using this power a Jedi may actually control the very weather. Control is used to handle the forces at play and Alter is used to make the changes.


Detoxify Poison in Another

Control Difficulty: Very Easy, modified by relationship.

Alter Difficulties: 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 a neurotoxin.

Required Powers: Accelerate Healing, Accelerate Another's Healing, Control Pain, Control Another's Pain, Detoxify Poison

Time to Use: Five minutes

Effect: This power allows a Jedi to remove or detoxify poison from a patient's body faster than is normally possible. While using this power, the Jedi remains in physical contact with the patient. As long as the Jedi is in contact with the target, that person is considered immune to the effects of the poison. Failure to make the required Control and Alter difficulty checks or breaking physical contact during the use of the power causes the patient a wound.


Feed on Dark Side

Control Difficulty: Moderate when activated; Very Easy for each round thereafter

Alter Difficulty: Moderate when raised; no roll for subsequent rolls

Required Power: Sense Force

Warning! Any Jedi who activates this power 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 in to 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, 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.


Fertilize

Control Difficulty: Moderate

Alter Difficulty:

If subject is sentient, modify for relationship.

Required Powers : Detoxify Poison in Another, Sense Life, Accelerate Another's Healing

Effect: Makes soil/animals more fertile.


Force Explosive

Control Difficulty: Heroic

Alter Difficulty: See Below

WARNING! Using the power grants a Dark Side Point when used, and an additional Dark Side Point for casualties, compounded upon normal Dark Side Point gains.

Required Powers: Conduit

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


Force Lightning

Control Difficulty: Difficult. Modified by proximity but limited to the line of sight.

Alter Difficulty: Perception or Control roll of target.

Required Powers: Absorb / Dissipate Energy, Injure/Kill, and Inflict Pain

Warning!: A Jedi who uses this power for any reason immediately gets a Dark Side Point.

Effect: This power is a corruption of the Force, harnessing pure hatred and evil from the user and the Dark Side. When used, it produces bolts of white or blue energy, which flies from the user's fingertips, like sorcerers lightning. These bolts tear through the target, causing intense pain and injury.

The user must make a Control roll to summon the energy for these bolts. These lightning bolts cannot be parried or dodged. Once the lightning bolts are called forth, the victims only hope is to roll higher with his Perception or Control. If the victim does roll higher, the lightning bolts reach out toward the victim, but are deflected or go around. A Jedi armed with a Lightsaber can use the Lightsaber Combat power to block force lightning by rolling a higher Control total, but Force Lightning cannot be deflected to other targets. This power can be dissipated with the Absorb / Dissipate Energy power - the intended victim simply absorbs the bolts.

When someone uses force lightning, the damage is 1D for each 1D of Alter the user has. The victim resists damage with his Strength; armor is useless against force lightning. Force lightning courses over and into its target, convulsing him with pain, siphoning off his energies and eventually killing him. If this power stuns, wounds, or causes any other injury to a character, he is so convulsed with pain, that he is incapable to performing any actions for the rest of the round and the next round.


Force Lights

Control Difficulty :

  • Unfocused Very Easy
  • Thick Beam (flashlight) Moderate
  • Thin Beam (Blaster bolts) Difficult Focused Beam (surgical laser) Heroic

Multiple Beams +4 each

Alter Difficulty:

  • "Candle" Intensity Very Easy
  • "Daylight" Intensity Easy
  • "Fluorescent" Intensity Moderate
  • "Searchlight" Intensity Difficult
  • "Engine Glow" Intensity Very Difficult
  • "Star" Intensity Heroic

Required Powers : Absorb / Dissipate Energy

Effect: This power is typically used by Jedi to light darkened areas, but it has it's uses as an offensive power and a heat source as well. When activated unfocused, the Jedi glows with the desired intensity so long as it is achieved. Heat and light radiate outward from all points on the Jedi's body.

At any inte nsity greater than "Fluorescent", the Jedi and others around him receive damage:

Intensity

User Damage Other's Damage
"Searchlight" 4D per round Blinded (duration +1 rd)
"Engine Glow" 15D per round 10D rounds, blinded +5
"Star" 30D per round 20D rounds, totally blind

Note : When used unfocused, the Jedi can attempt to Absorb / Dissipate the energy that he is receiving, with an appropriate roll based on the above Alter difficulties. : When used unfocused, the Jedi can attempt to Absorb / Dissipate the energy that he is receiving, with an appropriate roll based on the above Alter difficulties.

When activated as a thick beam:

When activated as a thin beam:

When activated as a focused beam:

This power may be kept "up" (for as long as the Jedi can stand it). When aiming a beam, the Jedi uses his Control dice. While using any beam, the Jedi receives 1/3 damage, rounded to the nearest whole dice, never to drop below 1D.


Force Transduction

Control Difficulty: Very Difficult

Alter Difficulty:

Required Powers: Absorb/dissipate energy, force of will, transfer force, conduit

Time To Use:
See Above

Effect:
Using this power, the Jedi can charge energy cells using the Force. Only one power cell can be charged at a time (Most Stock Light Freighters carry about 50 Starfighter Scale energy cells).


Heal Another

Control Difficulty: Easy Wounded and Wounded Twice

Moderate Incapacitated

Difficult Mortally Wounded

Alter Difficulty : Very Easy Modified by Relationship.

Required Powers: Accelerate Another's Healing, Control Another's Pain, Emptiness, and Detoxify Poison in Another.

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

Effect: This power completely removes one level of an injury. If the first use of this power is unsuccessful, each repeated attempt raises the difficulty by one level. The user must be in touch of the target to use this power.


Inflict Pain

Control Difficulty: Very Easy. Modified by proximity.

Alter Difficulty: Target's Control or Perception roll. Modified by proximity

Required Powers: Control Pain, Life Sense

Warning!: A character who uses this power immediately receives a Dark Side Point.

Effect: The target experiences great agony. The user causes damage by rolling their Alter skill while the target resists damage with its 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 incapable of acting for the rest of the round and the next round.


Lightwhip Combat

Control Difficulty: Moderate

Alter Difficulty: Moderate

This power may be kept "up".

Effect: The Sith used this power to wield the double-edged Lightwhip, and guide it's movement through the Dark Side. If the Sith is successful, he may add his Alter dice to his lightwhip skill roll to hit or parry, and he adds or subtracts put to his Control dice to the damage. If he fails, he must use his lightwhip skill and the standard damage only for the duration of the combat.

To parry blaster bolts, the Sith may use Lightwhip Combat. To do this, the character must declare that he is parrying that round, using his lightwhip skill as normal. The Sith may also attempt to control where the deflected blaster bolt goes, although this counts as an additional action. The Sith must declare which specific bolt he is controlling, with difficulties as per Lightsaber Combat (SWRPG2 151).


Place Another in Hibernation Trance

Control Difficulty: Very Easy. Modified by Relationship

Alter Difficulty: Very Easy. Modified by Proximity.

Required Power: Hibernation Trance

Time to Use: Five minutes

Effect: This power allows a Jedi to put another character into a Hibernation Trance. The affected character must be in physical contact with the power's user and must agree to be "shut down" - this power cannot be used as 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 filing 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 Power: 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 isn't injured again. The character is in hibernation, and will stay alive in this state for up to six weeks. The Jedi must be touching the target character is activated.

When this power is used, the power must spend a Force Point (this is the life force that is transferred to the target). This use is always considered heroic, so the character will get the Force Point back at the end of the adventure.

The recipient of this power must be willing.


Waves of Darkness

Control Difficulty:

Area of Effect Difficulty

  • 1-2 meters Moderate
  • 3-10 meters Difficult
  • 11-20 meters Very Difficult
  • 21-30 meters Heroic

Alter Difficulty:

Area of Effect Difficulty

  • 1-2 meters Moderate
  • 3-10 meters Difficult
  • 11-20 meters Very Difficult
  • 21-30 meters Heroic

Warning! Any character that uses this power gains a Dark Side Point.

This power may be kept "up".

Effect: The user delves into the darkness of her own spirit and dredges up the feelings of hatred, jealousy, greed and rage that linger in shadowed recesses. Using the Force as a power source, she expels these vile emotions in waves of dark side energy that radiate outward in an expanding sphere. Anyone caught in the disturbance suffers immediate confusion, and a few seconds later will flee in fear.

In game terms, those entering the area infested by the dark side waves must make a Willpower or Control roll against the Force-user's Control total for initiating the effect. Anyone who fails the roll cannot take his next action (in this combat round or the next) and must flee on the successive round. Anyone who succeeds becomes confused and can take no more than one action each combat round until he exits the field of dark side energy.



Sense and Alter Powers

Affect Emotions

Sense Difficulty: Target's Con, Willpower or Perception (Highest) modified by Relationship

Alter Difficulty:

  • Moderate Hunger/Thirst
  • Difficult Happy/Sad/Awe/Fear/Fatigue/Confused
  • Very Diff Very Sad/Very Happy
  • Heroic Hatred / Love

If target has the opposite attitude form what the jedi wants, increase the difficulty by 1 level (i.e. target is sad and jedi wants him to be happy.  Or target hates an object and the jedi wants him to love it).

Required Powers: Affect Mind

This power may be kept "up".

Effect: Allows a Jedi to manipulate the emotional state of a target. Be careful... this power can lead to a Dark Side Point real fast!


Commune with Machines

Sense Difficulty:
Moderate

Alter Difficulty:

This power may be kept "up."

Required Powers:
CyberLocke

Effect:
Similar to Commune with Nature, this skill allows a meditating Jedi to influence the efficiency of nearby machines. They will be faster, use less energy, never critically fail from the (un)lucky die (or those using these systems) etc.


Commune With Nature

Sense Difficulty: Moderate

Alter Difficulty : Modified by proximity

Difficulties are based on an open plain. Modify for climate, temp, etc:

  • Desert +20
  • Dark Side Imprint +20
  • Tundra +15
  • Ocean Bank +15
  • Vacuum +170

This power may be kept "up".

Required Powers: Sense Life, Emptiness, Fertilize, Call Animal

Effect: While meditating in an outdoor area, the Jedi bonds with all living creatures in the area and influences their development. Soil becomes more fertile, plants begin to grow, creatures sense tranquillity, etc. Sense is used to create the link and Alter makes changes in the pattern of nature around him.


Dim Other'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 > Control or Perception roll by Reduce Perception

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.


Empower Self

Sense Difficulty: Moderate

Alter Difficulty: Moderate

This power may be kept "up".

Required Powers: Ka, Absorb / Dissipate Energy

Effect: When this power is activated an energy field surrounds the body (especially the hands and forearms) of the Monk (follower of Shimura) allowing him to parry and deflect blaster bolts as well as lightsabers. While kept "up" the Monk may add his Sense to Brawling Parry and may deflect blaster bolts using sense as per Lightsaber Combat. While the Monk is empowered he may also add Alter to his brawling damage.


Force Wind

Sense Difficulty: Moderate

Alter Difficulty: Moderate to affect 5 meters; Difficult to affect 10 meters; Very Difficult to affect 15 meters.

Required Powers: Magnify Senses, Shift Sense, and Telekinesis

This power may be kept "up".

Warning! A character who uses this power immediately gets a Dark Side Point.

Effect: This power allows the Sith to manipulate and channel air currents to form powerful and destructive tornadoes that can lift people into the air and fling them about. The cyclone does the Sith's Alter code in damage to all within its range.


Greater Force Shield

Sense Difficulty: As per Starship Shields Skill

Alter Difficulty: Total divided by 7 = #D

Example => Jedi rolls 14 with 5D Alter, the dice added to resist damage is 2D.

Required Powers: Lesser Force Shield

This power may be kept "up".

Effect: The Jedi creates a protective shield around his body. This power is used like starship shields. Sense is used to "aim" the shield (just like starship shields) and Alter dictates the dice added to a strength roll to resist damage. This power works equally well against both physical and energy attacks.


Group Mind

Sense Difficulty: Easy

Alter Difficulty: Very Easy modified by average Relationship. Plus 2 difficulty for every creature in range not to take part in Group Mind.

Required Powers: Projective Telepathy.

This power may be kept "up".

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


Induced Sleep

Sense Difficulty : The target's Willpower, Stamina, or Control Modified by Relationship & Proximity

Alter Difficulty:

Then, modify by:

Required Power: Dim Another's Senses, Affect Mind

Effect: Induced sleep allows a Jedi to put a target into a deep sleep, from which the target cannot be awakened while the power is in effect. Sleep lasts for 1D6 hours after this power is discontinued, however targets can be awakened before that time by natural means. If the Jedi or anyone "with" the Jedi harms the target while they are helpless, the Jedi receives a Dark Side Point. This power cannot affect Droids or creatures who do not require sleep.

This power can be kept "up" but the Jedi must make a new power roll whenever he adds or switches targets.


Lesser Force Shield

Sense Difficulty: Easy

Alter Difficulty: Moderate

Required Powers: Absorb / Dissipate Energy, Concentration, Magnify Senses, and Telekinesis

This power may be kept "up".

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.


Precipitate

Sense Difficulty: Difficult

Alter Difficulty: Heroic; Modified by Proximity

Time to Use: one minute per cubic meter

Required Powers: Telekinesis, Magnify Senses, and Shift Sense

Effect: This power allows the Jedi to selectively separate an element or molecule from an area. This, of course, could be used to make it rain, remove all oxygen from an inferno (to put it out), or remove all iron from a life form (would give a Dark Side Point.)


Psychometry

Sense Difficulty: Easy for objects, Moderate for locations under 10m radius, Difficult for 10m to 20m, Very difficult for 20m to 30m, and Heroic for over 30m radius.

Alter Difficulty: Moderate for emotions associated with object or area. Difficult for general information about object or area i.e.: the last person to use it (a mental picture only), and the last action performed with it by that person. Very difficult for detailed information about object or area. i.e.: the last owner's name, the last location where it was used by that person, what their thoughts were at the time. Heroic for a complete history of the object, or area (only major events that would have left an impression though, like a death, or some important occurrence.)

This power may be kept "up".

Effect: This is the ability to telepathically get information, from an object or location, about its past. Information about past users, actions taken place there, etc, can be determined. The Jedi must be in contact with the object in some way (touching, holding, etc.), or must be in the location in question. Therefore there are no modifiers for proximity, or relationship.

Note: Dead bodies are objects and can be read using this power, but it will not work on a living creature (use Receptive Telepathy for that). Although nothing says that you can't use it to read the objects on the person, to find out what kind of person they are. Also note that this power will not give you an in-depth look into the person who owned it, just their actions with that object


Raise/Break Morale

Sense Difficulty: Very Easy modified by Relationship (+2 for every person, after the first, through tenth... +1 every five people thereafter. People tend to act as those around them. If 10 people are really moved so will the 11th). Storytelling may be used to reduce difficulty. -7 if the Storytelling power was successfully used in the round before.

Alter Difficulty:

  • Moderate +/-1D to Skills
  • Difficult +/-2D to Skills
  • Very Diff +/-3D to Skills
  • Heroic +/-4D to Skills

Required Powers: Projective Telepathy

This power may be kept "up".

Effect: This is a lesser form of Jedi Battle Meditation. Through using this power a Jedi may either raise the confidence of a small group, or break the morale of an enemy. In order to use this power the Jedi must make some effort to demonstrate his intent (i.e. singing a song before battle, giving a moving speech, burning an opponent's jersey at a pep rally, etc). The bonuses are kept as long as the Jedi keeps the power "up" (the moving story may get things started but it takes the force to keep them going).


Remove Force Imprint

Sense Difficulty: Moderate

Alter Difficulty: Moderate

Required Po wers: Hibernation Trance, Postcognition, and Sense Force

Time To Use : 20 minutes for less than or equal to 1 cubic meter; 4 hours for 10 cubic meters; 1 week for 100 cubic meters; 1 year for 1 cubic kilometer ; +1 year for each additional 0.5 cubic kilometer

Note: This power must be kept "up" until the removal meditation is completed or given up.

Effect: This power removes the Force imprint left by a For ce user (or the ambient imprint) on an object or area. When another Force user tries to Sense Force on the affected object or area, add +10 or the Alter roll, whichever is higher, to the difficulty.

This power requires intense meditation and the Jedi must go into a trance to erase the entire imprint over long periods of time. Short breaks may be taken every week to eat and drink, but the power must be kept up and the delay must not be more than 10 minutes. While in the Remove Force Imprint trance, the Jedi must not be distracted by any large stimulus (e.g. a loud bang or shout, a slap, an extremely strong smell, etc.). After finishing, the Jedi should leave the vicinity of the object or area, preferably within 24 hours. Contact longer than this increases the probability of a new Force imprint being created. Using the Force near the object or area, after erasing the imprint (convert cubic meters to meters of distance, e.g. 100 cubic meters equal 100 meters from the object or place is considered near) creates a new imprint.

Removing the Force imprint of a Force Nexus, especially a Dark Side Nexus (like the Dagobah Cave) is extremely dangerous for your mental health (GM to arbitrate specific results).


Sense Weight

Sense Difficulty: Very Difficult

Alter Difficulty: Moderate; Modified by Proximity

Required Powers: Telekinesis

Time to Use: one round

Effect: This allows the Jedi to sense the weight of an object down to the nearest 0.001-milligram.


Sensory Overload

Sense Difficulty:

  • Very Easy Target's Per = 1D - 2D
  • Easy Target's Per = 3D - 4D
  • Moderate Target's Per = 5D - 6D
  • Difficult Target's Per = 7D+

Alter Difficulty: Target's Stamina roll modified by Relationship.

Required Powers: Magnify Senses, Projective Telepathy

Effect: Causes the target to experience a huge influx of stimuli, causing him to pass out.


Storytelling

Sense Difficulty : Very Easy by Relationship (+2 for every person, after the first, through tenth... +1 for every five people thereafter. People tend to act as those around them. If 10 people are really moved so will the 11th).

Alter Difficulty:

  • Very Easy One Sense (a howl is heard)
  • Easy Two Senses
  • Moderate Three Senses
  • Difficult Four Senses
  • Very Diff Five Senses (holographic)
  • Heroic The viewers are in the story!

This power may be kept "up".

Required Powers: Projective Telepathy

Effect: This power is used to entertain, educate or just make a point. While a Jedi tells a story the very reality around him warps to accommodate the theme of the story. Wind will pick up, lights will flash, unusual sounds will be heard, etc. Whatever could enhance the experience of the viewer.


Thermogenesis

Sense Difficulty: Moderate

Alter Difficulty: Easy, modified by target Strength.

Required Power: Telekinesis

Effect: The Jedi is able to start a fire anytime, anywhere there is enough oxygen and fuel to support the flame. If need be, even starship hull plating can be ignited. When used in conjunction with Transmutation, a fire may even be ignited under water or in space. If used as an attack, the Jedi receives a Dark Side Point (unless he has one hell of a good excuse!). To figure damage: Roll target's Strength against the Alter roll. A result of a 4 or better gets through to the target and ignites it.



Control, Sense and Alter Powers

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 target doesn't care one way or the other. Easy for brief, visible phenomena, memories less than a year old or if the target feels some emotion about 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 or hallucinations that can be sensed by two senses or for memories less than a minute old or if the matter involving the conclusion is extremely important to the target. Very Difficult for hallucinations which can be sensed by all 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 characters conclusion so that he comes to an incorrect conclusion.

Before making skill rolls, the character must describe exactly the effect he is looking for. The power is normally used on only one target; two or more targets can only be affected if the power is used two or more times.

A character believes he is affected by any successful illusions - a character that 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 fall unconscious. However, the character suffers no true injury.

This power cannot affect Droids or recording devices.


Battle Meditation

Control, Sense and Alter Difficulties: Vary based on the number of targeted individuals:

Number of Individuals Difficulty

  • 1-2 Very Easy
  • 3-20 Easy
  • 21-100 Moderate
  • 101-1000 Difficult
  • 1001-10000 Very Difficult
  • 10001+ Heroic

This power can be kept "up".

Time to Use: Five minutes

Effect: Battle meditation has two possible effects. The Jedi can force her adversaries to abandon their assault and turn on each other, or she can alter the tide of the battle, strengthening her allies and at the same time weakening her enemies. Before initiating the power the Jedi must state which effect she wishes to use.

The targets of this power must have initiated combat for the effects to take hold. In game terms, a Jedi may only use this power effectively on or after the first round of combat, not before. Enemies are defined as those who seek to oppose the Jedi's immediate goal (rescuing a prisoner, defeating a group of dark-siders, 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 or Alter) to activate the skill becomes the difficulty the targets must beat to avoid the effect. Otherwise they immediately see their allies as the "true" enemy and attack. The Jedi must maintain the effect each round for the combatants to continue fighting. Once the power is dropped, its effects wear off instantly.

On a successful roll to change the balance of the battle in the Jedi's (or allies') favor (the power's second function), the Jedi's enemies will lose 1D for every 4D 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.


Block Force Ability

Control Difficulty: Depending on duration Desired

  • 1 Round Easy - 10
  • 2 Rounds Moderate - 15
  • Up to 5 Rounds Difficult - 20
  • Up to 15 Rounds Very Diff - 25
  • Up to 3 Hours Very Diff - 30
  • Up to 1 Day Heroic - 40
  • Up to 1 Week Heroic - 45
  • Up to 1 Month Heroic - 50
  • Up to 1 Year Heroic - 60
  • Up to 5 Years Heroic - 70
  • Up to 15 Years Heroic - 80
  • Permanent Heroic - 100

Sense Difficulty: Target's Control modified by Proximity

Alter Difficulty: depending on type of Force to Block:

  • Single, Specific Use Difficult - 17
  • Single Skill Power Very Diff - 27
  • 2 Skill Power Heroic - 39
  • 3 Skill Power Heroic - 52
  • Entire Skill Heroic - 76

This power may be kept "up".

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

Required Powers: Hibernation Trance, Life detection, Sense Force, Projective Telepathy, Transfer Force (?), Affect Mind, Control Mind, Control Pain, Control Another's Pain

Effect: In game terms this is a most devastating power. This power can be activated as a reaction to a specific force power used by another Jedi, or it can have a more premeditated use.

When used, the user suffers a -1D to all Force Skills for 2 times the duration called for. For instance if Dark Jedi used this power to stop Light Jedi from using Absorb / Dissipate *at one specific instance*, then Dark Jedi, regardless of his success or failure, suffers a -1D to all his force Skills for 2 Rounds (because the shortest duration is one round). If Dark Jedi decided to try to block Light Jedi's ability to use Absorb / Dissipate permanently, then Dark Jedi would suffer that -1D for twice as long. Any dice lost this way can, of course, be recovered through the spending of character points. And Character who has had all three Skills (Control, Sense and Alter) blocked will appear to any mode of detection as non-force sensitive. The user of this power can use it on him.


Cleansing, The

Control Difficulty: Moderate

Sense Difficulty: Own Perception ability value

Alter Difficulty: Very Difficult

Effect: This power is used to preserve neutrality in a Baadu. It makes them better able to control the force within them, at early levels. In later levels of ability, advancement becomes VERY difficult, as the two sides of the force become further apart. By using The Cleansing, Baadu are better able to resist the temptation of the Dark Side, but are much more limited in their advancement in the study of the Force. When characters use the Cleansing, they become Baadu in all respects.

Whichever side of the Force is lesser (DS points or LS points) is subtracted from whichever side of the Force is greater. The lesser of the two is set to zero.

Example: Birtaa Baadu has 7 Dark Side Points and four Light Side Points (it's been a long time since his last cleansing, and he's been a bad boy!). Once he is done using the power, he will have 3 Dark Side Points (7 DSP - 4 LSP = 3 DSP), and he will be left with 0 Light Side Points (4 LSP - 4 LSP = 0)

Note: Players of Baadu can't use the cleansing for an easy way out of being neutral; they must actually BE neutral. A Baadu cannot be more evil than good, or vice versa, or their neutrality will be disrupted.


Conduit

Control Difficulty:

  • Moderate => Computer, Electric kettle.
  • Difficult => Lightsaber, Blaster.
  • Very Diff => Repulsorlift vehicle.
  • Heroic => Starship.


Sense Difficulty:

  • Moderate => Electric kettle.
  • Difficult => Lightsaber, Blaster.
  • Very Diff => Vehicle (all scales).
  • Heroic => Computer.

Alter Difficulty: Difficult.

Required Powers: Absorb/Dissipate Energy

This power may be kept "up."

Effect: This power enables a force user to convert force energy into some other form of energy. This enables the user to fire a blaster or wield a lightsaber which has a dead power pack. Of course if an item is overpowered, it could burn out or even explode, under power the item and it may fail to function or function inefficiently. If the control roll is failed by 5 or less then the item is under powered. If the sense roll is failed by 5 or less and the control roll succeeded by greater than 5 then the item has been over powered. Note that this power is not restricted to electrical energy, any kind of energy can be produced, but this power does not enable the user to do force lightning, project heat from their eyes a la superman or even project a beam of light from an open palm. It can only be used to power some sort of powered item. The user of this power must be in contact with the thing being powered.


Control Animal

Control Difficulty:


Control Animal

Control Difficulty: Moderate by Proximity

Sense Difficulty: Target's Perception by Relationship

Alter Difficulty:

  • Moderate Insect
  • Difficult True Animal (Beaver/Hawk)
  • Very Diff Kind of Smart (Dog/Ape)
  • Heroic Truly Alien

Required Powers: Eyes of Eagle

This power may be kept "up".

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


Control Mind

Control Difficulty: Easy for a Jedi who has turned to the Dark Side. Moderate for a Jedi who is of the Light Side.

Sense Difficulty: Target's Perception or Control roll. Modified by relationship.

Alter Difficulty: Variable, depending upon the number of targets and whether the Jedi is of the Dark Side or Light Side. See chart below. Modified by proximity. Variable, depending upon the number of targets and whether the Jedi is of the Dark Side or Light Side. See chart below. Modified by proximity.

Number of Targets Dark Side Light Side
1 Very Easy Moderate
2 Easy Difficult
3 Moderate Very Difficult
4-5 Difficult Heroic
6-8 Very Difficult N/A
9-15 Heroic N/A

Required Powers: Receptive Telepathy, Telekinesis, and Affect Mind

Warning!: A Jedi who uses this power gains a Dark Side Point. A Jedi who has not turned to the Dark Side gains a Dark Side Point for each evil action that he forces a person under his power to perform, but a Jedi who has turned to the Dark Side does not.

This power may be kept "up", but the Jedi must make a new power roll whenever he adds or switches targets.

Effect: The use of this power allows Jedi to take control of other people, turning them into puppets who must obey the Jedi's will - they must serve the Jedi like automatons. This power may not be used on Droids or computers.

Controlled characters may attempt a new roll to escape versus the Jedi's Sense roll whenever the Jedi adds new characters to his Control.


Corporeal Translocation

Control Difficulty: Heroic + (2x proximity)

Sense Difficulty : Difficult

Alter Difficu lty: Heroic + (2x proximity)

Required Powers: Absorb / Dissipate Energy, Accelerate Another's Healing, Accelerate Healing, Control Another's Pain, Control Pain, Doppelganger, Emptiness or Rage, Farseeing, Force of Will, Hibernation Trance, I nstinctive Astrogation, Life Detection, Life Sense, Magnify Senses, Mental Translocation, Projective Telepathy, Receptive Telepathy, Remain Conscious, Return Another to Consciousness, Sense Force, Shift Sense, Telekinesis, and Transfer Force.

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

Note: This power assumes that Doppelganger should not be a power that grants a Dark Side Point and thus both Doppelganger and this power should be usable by all Force users, and not just Dark Side users.

Effect: This power effectively transports the Jedi over long distances. This is one of the most difficult powers a Jedi can learn. This power allo ws disassembly of the Jedi's constituent molecules. The power then transports them a given distance and reassembles them. The Force user effectively enters hyperspace (although this is not actually known) and can move the constituent atoms as a 10x hyperdrive. Note that nearby gravity wells have no effect on this power. A different mechanism seems to be used for short distances (on a planet for example). For these short distances, treat as 10 km/round.

The proximity modifier is based on the furthest extent of intended distance, declared before the skill roll is made. Generally, the user must be familiar with the destination, preferable having visited and studied it before. If the Jedi is not familiar with the destination (it was described to the Jedi, the Jedi only visited it for a few minutes, etc., GM to arbitrate), there is a +20 modifier to the Control

roll.

Failure of the Control roll affects the location of reassembly.

Roll 1D for the direction of failure. 1= forwards, 2= right, 3= left, 4= backwards, 5= up, and 6= down. These directions are relative to the desired position of the Jedi at the destination. Use of a character point before this roll gives a -1 modifier to the direction roll. The distance moved in the indicated direction is 2D% of the intended distance traveled. Attempting (intentional or accidental) reassembly in a space already occupied by another object results in the death of the Jedi in most instances.

Designer's Notes: This one raises lots of questions: How much stuff ca n the Jedi take with him? Can the Jedi transport another being? If "forward" on the direction failure roll relative to the

planet's surface, or is it a tangent? You'll have to decide these on your own.


Create Force Storms

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 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 also allows limited control of these storms. Capable of creating annihilating vortices, the storms can swallow whole fleets of spaceships or tear the surfaces off worlds.

Use of this power requires the focusing of hate and anger to an almost palpable degree and there is considerable danger 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 a +10 to difficulty.


Create Gravity Well

Control Difficulty: Heroic

Sense Difficulty: Heroic

Alter Difficulty: Heroic

Required Powers: Absorb / Dissipate Energy, Null Gravity, Concentration, Emptiness, and Instinctive Astrogation

Time to Use: 1 hour of meditation

This power may be kept "up".

Effect: Through using this power a Jedi is able to create a gravity well in realspace, much like the interdictor class capital ship, which projects a giant shadow into hyperspace. Any ship traveling through hyperspace in the vicinity of the Gravity Well is ripped out of hyperspace by the craft's computers to avoid collision with the imaginary shadow. This power may not be activated in an atmosphere. Doing so would be suicide. When used in the vacuum of space, all nearby craft must slow to atmospheric speeds to compensate for the new gravity.


Create Homunculus

Control Difficulty: Difficult

Sense Difficulty: Very Difficult

Alter Difficulty: Heroic

Required Powers: Absorb / Dissipate Energy, Affect Mind, Control Mind, Control Pain, Farseeing, Life Detection, Life Sense, Projective Telepathy, and Receptive Telepathy

Time To Use : 1 hour (deep meditation)

Warning! The creation of the Assassin homunculus requires an element of hatred and anger to be used. For this reason, and for the associated evil intent, creators of an Assassin Homunculus automatically receive a Dark Side Point at the time of power use.

Effect: Creates a Force construct that can be controlled by the Jedi, yet also has some degree of free will. One of three types of homunculi (Assassin, Scout, and Burden) can be created (for statistics, see below). Once the homunculus is created, this power need not be kept "up". However, a Difficult Sense roll is necessary to use the creature's senses as the Jedi's own. This done, a moderate Control roll allows communication/command of the homunculus.

Any life force the creature may seem to have is simply a physical manifestation of the Force and while the homunculi are capable of limited independent thought, they tend to simply follow the last command given.

When the creature suffers damage greater than a wound, it begins to disintegrate, then fade, and finally returns to the dust its physical form was created from.

Types Of Homunculi

Note: Use of character points during creation of the homunculus increases one skill one pip over attribute and beyond base skill level listed below. Note that all homunculi have the same number of base attribute and skill dice (+/-).

Type: Assassin Homunculus

  • DEXTERITY 3D
  • Dodge 5D, melee combat 4D
  • KNOWLEDGE 2D
  • MECHANICAL 1D
  • PERCEPTION 1D
  • STRENGTH 2D
  • TECHNICAL 1D

Special Abilities:

Poison Claw Glands: Secrete a poison onto claws. Roll 2D vs. victim's STR for effects. If poison higher, all statistics -1D per point (if any statistic equals or drops below 0 then character is unconscious). The effects of the poison last 3 hours.

Move: 10 walking, 15 gliding

Size: 50 cm

Scale: Character

Description: Bat-like wings, sharp teeth & claws, long tail, dark

brown, green, or grey skin. Like a pterodactyl with a stubby jaw.

Type: Burden Homunculus

  • DEXTERITY 2D
  • KNOWLEDGE 1D
  • MECHANICAL 1D
  • PERCEPTION 1D
  • STRENGTH 4D
  • Lifting 6D, stamina 5D
  • TECHNICAL 1D

Special Abilities:

Climbing Claws: Add +2D to climbing skill.

Webbed Digits: Add +1D to swimming skill.

Move: 10

Size: 100 cm

Scale: Character

Description: Flat back, furry, stubby stout legs, set low to ground, small dull teeth, muscular, fingers have climbing claws.

Type: Scout Homunculus

  • DEXTERITY 2D
  • KNOWLEDGE 1D
  • MECHANICAL 1D
  • PERCEPTION 3D
  • Search 5D, sneak 4D
  • STRENGTH 2D
  • TECHNICAL 1D

Special Abilities:

Acute Vision: Add +2D to visual searches.

Auditory Sensitivity: Add +1D to audio searches.

Move: 10 walking, 20 flying

Size: 50 cm

Scale: Character

Description: Feathered wings, dull beak, short claws, broad tail, colour determined by creator.


CyberLocke

Control Difficulty: Very Easy by Proximity

Sense Difficulty: Easy By Relationship

Alter Difficulty:

  • Moderate => +1D to Technical Skills
  • Difficult => +2D to Technical Skills
  • Very Diff => +3D to Technical Skills
  • Heroic => +4D to Technical Skills

Required Powers: Speak With Machines

This power may be kept "up."

Effect:
Through using this power a Jedi becomes one with a machine. When successful a Jedi enters a state where he thinks like the computer, thus allowing him greater skill with which to manipulate it.

This skill may also be used to negate side effects from cybernetic replacements. When doing so, the Jedi rolls his Alter as usual to determine the amount of dice to roll versus difficulty gained by cyber points.

Example: If a character has 7 cyber points, all difficulties are raised by 21 points (3 points per cyber point). If he wishes, he may activate CyberLocke on himself (with no added difficulty from cyber points) in an attempt to strengthen his connection with the Force. If he rolls a 16 (Difficult) for Alter, the difficulty added to Force Skills from cyber points is reduced by 2D (per the table above). He then rolls the 2D and gets 7. The new difficulty added to Force Skills is 14.

A Jedi may also reach out to a machine and order it to do his bidding (difficulty vs. computer programming). Example: Ordering a blaster to lock up or a sensor to give a false reading.
Through using this power a Jedi becomes one with a machine. When successful a Jedi enters a state where he thinks like the computer, thus allowing him greater skill with which to manipulate it.

This skill may also be used to negate side effects from cybernetic replacements. When doing so, the Jedi rolls his Alter as usual to determine the amount of dice to roll versus difficulty gained by cyber points.

Example: If a character has 7 cyber points, all difficulties are raised by 21 points (3 points per cyber point). If he wishes, he may activate CyberLocke on himself (with no added difficulty from cyber points) in an attempt to strengthen his connection with the Force. If he rolls a 16 (Difficult) for Alter, the difficulty added to Force Skills from cyber points is reduced by 2D (per the table above). He then rolls the 2D and gets 7. The new difficulty added to Force Skills is 14.

A Jedi may also reach out to a machine and order it to do his bidding (difficulty vs. computer programming). Example: Ordering a blaster to lock up or a sensor to give a false reading.


Dark Side Dissipation

Control Difficulty : Depending on size of Target

  • Very Easy => Small Pouches
  • Easy => Regular Boxes
  • Moderate => Land Vehicles
  • Difficult => Walkers and Sentient Beings
  • Very Diff => Starships
  • Heroic => Huge Amounts of Dark Side Energy

Sense Difficulty : Object's Strength or Person's Control/Perception plus amount of Dark Side Points.

Alter Difficulty : Depending on length of Duration:

  • Very Easy => 1-2 rounds
  • Easy => 2-3 rounds
  • Moderate => Several minutes
  • Difficult => 1 hour to a couple days
  • Very Diff => Several days to a few weeks
  • Heroic => A few weeks to a month

Required Powers : Absorb/Dissipate Energy, Emptiness, Sense Force, Projective Telepathy, Transfer Force, Magnify Senses, Strengthen Object, and Concentration.

Warning!: The character using this power must use Absorb/Dissipate Energy before attempting because of the unleashing of huge amounts of Dark Force energy. The damage taken if Absorb/Dissipate is not used is 8D and possible Dark Side corruption.

Effect : This power is a very rare ability. The user must activate Absorb/Dissipate Energy to protect them from the harsh effects of what they're about to do. After this is done (Difficulty is based on the object, its contamination and its own energy source), the user focuses on the target (a Dark Side Corrupted object) and begins to glow and hum very audibly. Then, a large, bright beam shoots from the user. Like a plasma torch burning through metal, it penetrates the Dark Side object, drawing Dark Side points away and decontaminating the object. Usually, with a normal object, this will cause a small explosion at the beam's point and cause minor damage to the object, but very little. If used on a person, the user's personal Force will transfer into the Dark Side person and begin to drain their Dark Side Points and their corruption of the Dark Side. The target must make a Control or Perception roll every round to see if they break free of the light Jedi's atonement power. If they do, a massive explosion erupts, knocking both people backwards, causing damage to whoever isn't protected. The unfortunately if the hold is broken, the person being redeemed will regain all of his lost Dark Side points and abilities. If facing something of enormous Dark Side power, such as Palpatine or a Force Storm, and explosion will occur when the Light energy has broken through the Dark.

Note: Force-users with all abilities at least 8D and up can do the above in one-half to three-quarters the usual time and if they've had experience before. GM's decision.


Doppelganger

Control Difficulty: Very Difficult

Sense Difficulty: Very Difficult

Alter Difficulty: Heroic

R equired 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 Other's Senses

This power must be kept "up".

Time to Use : Five Minutes

Effect: This power creates a doppelganger of the person using the power. The doppelganger is an illusion, but to those who interact with it, it will seem real. The user can sense all normal senses through the doppelganger, and the duplicate seems to have form and substance: the doppelganger registers as normal on all droid audio and video sensors. Those who are with the doppelganger believe it to be a real person. The doppelganger acts with half the skill dice of the person using the power. The user must roll once every five minutes to maintain the doppelganger; if the Jedi stops using the power or the doppelganger is fatally injured, it simply fades away.


Drain Life Energy

Control Difficulty: Easy

Sense Difficulty: Easy. Modified by Proximity.

Alter Difficulty: Easy

Required Powers: Affect Mind, Control Pain, Control Another's Pain, Dim Other's Senses, Hibernation Trance, Life Detection, Life Sense, Receptive Telepathy, Sense Force, Transfer Force

This power may be kept "up".

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

Effect: This power allows a Sith to draw power from nearby non-sentient beings to boost his ability to go without sleep. As long as this power is kept up, the Sith will not fatigue or require sleep. Use of the power depends on a ready supply of nearby insects, small rodents, and birds and so on to draw energy from. This power may not be used to draw energy from sentient beings.


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 complete strangers of other 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
  • Difficulty 1001 - 50.000
  • Very Difficulty 50.001 - 1 million
  • Heroic 1 million to 10 million

Alter Difficulty: Easy for willing, worshipful subjects. Difficult for ambivalent or apathetic individuals. Heroic for enemies. Add +10 to the difficulty if individuals are imbued with the Light Side of the Force.

Required Powers: Control Pain, Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Farseeing, Projective Telepathy, Control Another's Pain, Transfer Force, Affect Mind, Control Mind, Dim Other's 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.

All 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.

In order to draw this energy, the Jedi must roll for this power once per day; this power is considered "up" all the 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 how long they have been drained.

For individuals who have been drained for less than one week or longer than one month:

  • 6 - 50 - One Force Point per five days
  • 51 - 1000 - One Force Point per three days
  • 1001 - 50.00 - One Force Point per two days
  • 50.001 - 1 million - One Force Point per day
  • 1 million to 10 million - One Force Point per 12 hours

For individuals who have been drained longer than one week and less than one month:

  • 1 - 5 - One Force Point per five days and +1D to all Force skills
  • 6 - 50 - One Force Point per three days and +2D to all Force skills
  • 51 - 1000 - One Force Point per two days and +3 D to all Force skills
  • 1001 - 50.00 - One Force Point per day and +3D+2 to all Force skills
  • 50.001 - 1 million - One Force Point per 12 hours and +4D to all Force skills
  • 1 million to 10 million - One Force Point per 6 hours and +4D+2 to all Force skills

Eclipse

Control Difficulty:

Control Difficulty: Moderate

Sense Difficulty: Special, See Below

Alter Difficulty:

  • Easy Passers-by don't notice you while you're not moving
  • Moderate Passers-by don't notice you while you're walking
  • Difficult Passers-by don't notice you while you're running
  • Very Diff Passers-by don't notice you while you're naked at church

Required Powers: Hibernation trance, Affect Mind, Projective Telepathy.

This power may be kept "up".

Effect: This power enshrouds a Jedi in a camouflaging veil. The ability allows a force user to avoid drawing attention to himself from casual observers. When no one is looking for the Jedi (or for similar trouble) the Sense roll is moderate (don't modify by Relationship), but when someone is searching for the user the Sense Difficulty becomes the subject's Search (or Perception... whatever's most relevant)

Further modifiers:

  • +5 if the subject has little knowledge of the user (Stormtrooper who heard an alarm go off),
  • +10 if the subject has seen the user (Same trooper saw the user on a video screen,
  • +15 if subject knows much of user through reputation (Luke Skywalker has been reported on the premises)
  • +20 if subject knows user personally (Sneaking past Aunt Beru after an all night Rager).

This power does not affect electronic life-form sensors but may affect people viewing video screens (GM's discretion).


Enhanced Coordination

Control Difficulty: Moderate

Sense Difficulty: Difficult

Alter Difficulty: Variable, depending upon number of targets. Modified by proximity.

Number of individuals to be affected Difficulty

  • 1 - 10 Very Easy
  • 11 - 100 Easy
  • 101 - 500 Moderate
  • 501 - 5000 Difficult
  • 5001 - 50.000 Very Difficult
  • 50.001 - 500.000 Heroic

Required Powers: Life Sense, Affect Mind

This power may be kept "up", but a new power roll must be made whenever the Jedi wishes to co-ordinate new troops or skills are to be changed.

Effect: The use of this power allows a Jedi to co-ordinate the activities of a group in order to increase the group's effectiveness at a given task. This power was often used by Emperor Palpatine 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 targets who are in agreement with the intent of the Jedi (such as, "to defeat the rebellion"). It does not grant the Jedi mental control over the affected troops.

Instead this power links all of 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 Dexterity, Mechanical, or Strength skills. All troops receive a bonus of 1D for every 3D (rounded down) that they have in the given skills.


Force Bolt

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

Difficult Normal Blaster

Very Difficult Laser Torch (Cutting)

Sense Difficulty: As per blaster skill.

Alter Difficulty :

  • Very Easy 2D Dam
  • Easy 3D Dam
  • Moderate 4D Dam
  • Difficult 5D Dam
  • Very Diff 6D Dam
  • Heroic 7D Dam

Required Powers: Absorb/Dissipate Energy

Effect: The Jedi focuses the force into a coherent blast of energy with the same properties of a blaster (i.e. it can be reflected by a lightsaber). Control is used to call forth the power and determine how well defined the blast is. Use Sense as if it was your Blaster skill and Alter dictates the damage (see above). As with most force powers, the skill in itself is not evil, therefore a character does not take a Dark Side Point just for using it. Its *how* a Jedi uses the power that matters.


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, and Receptive Telepathy

This power can be kept "up".

Effect: This allows several willing Jedi to manifest the power of the Light Side. As long as the power is held "up", it bathes the users 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 Dark Side servants. Note that +5D may appear to be an immense bonus, but since this power must be kept "up", the Jedi calling upon the power is suffering a 2D penalty simply for calling upon this power. One can only link as many Force users as the initiator of the power has Control or Sense dice, whichever skill is lower. For example if Leia used Force Harmony, since her Control is 5D+1 and her Sense is 4D+2, she would only be able to link a total of four people (including herself).

When acting as shield against the Dark Side, if both the Control and Sense rolls exceed the success roll of the Dark Side Power used (if the power requires multiple skill rolls, the highest roll), then the Dark Side power is interrupted. All "up" powers are interrupted as if the user were stunned. It does not cancel out the presence of the Dark Side, but can distract its servants and make their actions more difficult.


Leap

Control Difficulty: Very Difficult (to enter)

+5 difficulty (to exit) [Must make two separate Control rolls*]

Sense Difficulty: Heroic, modified by proximity to LZ

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

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

Required Powers: Absorb/dissipate Energy, Accelerate Healing, Combat Sense, Concentration, Control Another's Pain, Detoxify Poison, Doppelganger , Emptiness, Enhance Attribute, Farseeing, Force of Will, Hibernation Trance, Instinctive Astrogation, Lesser Force Shield, Life Detection, Life Sense, Magnify Senses, Projective Telepathy, Remain Conscious, Remove Fatigue, Sense Force, Shift Sense, Strengthen Object, Telekinesis, Transfer Force, Transmutation, Warp Matter.

Note: Time travel is possible with this power. Modify the listed difficulties by the number of weeks that one wishes to travel (+3 per week or +30, which ever is greater). A Willpower roll must be made equal to the modifier, or the Jedi's exposure to "Jedi-Space" warps his or mind.

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

Effect: This is one of the rarest of Jedi powers, having been developed at the tail end of the Clone Wars. This power allows Jedi to "leap" through space, or father the Force, without the use of a spaceship. In its more mundane applications, it allows the Jedi to jump across continents in a matter of microseconds.

Leap allows a Jedi to move his physical being through the Force as readily as his mind. Because of this, he is able to move from point to point almost instantly. The only real time lag that exists is when the Jedi is re-entering Real Space. Not all Jedi did return to the normal universe, and have been unseen since. No Jedi had any idea where the lost ones are, or even if they are still alive. It has even been said that even time may be twisted in the "Jedi-space".


Light Boomerang Combat

Control Difficulty: Moderate

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

Alter Difficulty: Easy, +1D for every additional target, +2D for every additional target after the third. Must make a Very Easy roll to catch.

Required Powers: Lightsaber Combat, Telekinesis

This power may be kept "up".

Effect: This is the power that lets a Jedi pick up, much less throw a Light Boomerang. This power controls all aspects of the strike, from the throw to the hit to the catch. Without this power, no one should ever pick up a light boomerang, much less try to throw it.

If the Alter roll fails, the boomerang just does not ignite, and clatters to the ground, a lifeless hunk of metal. Alter also effects how many of his targets the Jedi actually hits. The difficulty for each of the desired strikes must first be determined. If the roll is under the total difficulty, then only the strikes that are possible under the actual roll hit. When the hittable targets are struck, the boomerang makes a direct line to the Jedi, who must make a Very Easy Alter roll to deactivate the boomerang or be struck with it.

Like the Lightsaber, Light Whip and Blaster Combat skills, this skill improves the capabilities of the thrower and of the weapon. The Jedi may add or subtract any number of his Control dice to the damage roll of the boomerang. He may also add HALF the numbers of his Sense dice to the dice he rolls for his physical skill to determine if he hits. The light boomerang may be used to intercept blaster bolts, but the physical skill and Alter skills are increased by +10 (due to the reaction time involved), and the Sense and Control powers are the same as for Lightsaber Combat.


Memory Wipe

Control Difficulty: Moderate

Sense Difficulty: Target's Willpower, Perception or Control roll. Modified by Relationship

Alter Difficulty: Target's Willpower, Perception or Control roll. Modified by Relationship

Required Powers: Control pain, Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Farseeing, Projective Telepathy, Affect Mind, Control Mind, Dim Other's senses

Warning! A character that uses this power immediately gets a Dark Side Point.

Time to Use: Five minutes

Effect: This dreadful power allows a Sith to sift through another person's mind and destroy all knowledge of specific events or learned skills. Use of the skill requires direct contact with the target, and only one specified objective can be pursued per session.


Projected Fighting

Control Difficulty: Difficult

Sense Difficulty: Difficult

Alter Difficulty: Moderate, modified by proximity.

The target must be in the Jedi's line of sight.

Required Powers: Concentration, Telekinesis

Time to Use: One round

Effect: Projected Fighting allows a Jedi to strike at an opponent, inflicting damage without physically touching the target. Use of this power is more than a little risky; in many cases Projected Fighting is quite simply to using the Force to attack. However, the Jedi attempting to use Projected Fighting can elect to cause stun damage only, and even then should only attempt to use this power if it is to protect an innocent in immediate danger. A Jedi who uses 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 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 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 the 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.


Purify

Control: Moderate

Sense: Moderate, inversely modified by amount of Dark Side taint

Alter: Moderate + # of Dark Side pts. + Size of object or area to be purified

Size

Added Difficulty Time Taken
One object that can be held in up to 2 hands

+2

1 hour
one object (larger than can be held in two hands but still a single object)

+5

4 hours
Area 1-99 meters

+5

4 hours
Area 100 meters to 10km

+7

8 hours
Area 11-1,000 km

+10

24 hours
Area (planet sized)

+15

48 hours or more

( Add +1 hour per Dark Side point of the user)

GM NOTE: This power may not be used in place of atonement nor may it be used on a sentient being, willing or unwilling.

Required Powers: Calm, Concentration, Emptiness, Sense Force and Project Force.

Effect: This power allows a Jedi to seek out the taint of the Dark Side in an area (or object) and remove it. The more taint present, the easier it is to detect. However, the larger the area or object the longer and harder it is to remove.  The Jedi must remain undisturbed while in deep meditation seeking out the taint and purifying it otherwise the process must be started over again.   Time may be reduced if one or more Jedi join in the process through Group Mind or if Life Bonded Jedi work together. Time is reduced by 2 hours per Jedi in a Group Mind to a minimum of 1 hour. Life Bonded Jedi must be with each other physically and successfully make difficult Sense rolls and Purify power, if that is accomplished then time is halved.


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 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.

Circumstances Difficulty

  • Specially Prepared Clone Host Body Easy
  • Recently Dead Body Moderate
  • Live Willing Host Very Difficult
  • Live Unwilling Host Heroic

Those who are Force-sensitive may make an opposed Alter or Willpower roll, selecting either the roll or the difficulty, whichever is higher.

Required Powers: Absorb/Dissipate Energy, Accelerate Healing, Control Pain, Detoxify Poison, Emptiness, Hibernation Trance, Reduce Injury, Remain Conscious, Resist Stun, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Injure/Kill, Telekinesis, Farseeing, Projective Telepathy, Accelerate Another's Healing, Control Another's Pain, Feed on Dark Side, Inflict Pain, Return Another to Consciousness, Transfer Force, Affect Mind, Control Mind, Dim Other's Senses.

Warning!: 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 spirit already residing in a body is nearly impossible. This is why the power is nearly useless without the ability to clone host bodies.

Though theoretically possible, it is not yet known what the effect on an unborn fetus would be. Fortunately, there is almost no history of this power being used successfully. It is believed that if the user's body perishes as an attempt fails, the user's life energy is lost, dispersed to the void.


Transmutation

Control Difficulty : Heroic, modified for range

Sense Difficulty : Very Difficult, modified for complexity of change (ie: none for combining oxygen and hydrogen into water; +10 for Hydrogen into Oxygen; + 40 for making carbon, hydrogen, nitrogen and oxygen into n itro-glycerin)

[it really helps to have periodic table and some basic chemistry knowledge to eyeball the difficulties]

Alter Difficulty:

  • Moderate 500g
  • Difficult 1 kg
  • Very Diff. 5 kg
  • Heroic 10+ kg

Time to Use: One minute.

Required Powers: Absorb/Dissipate Energy, Concentration, Hibernation Trance, Magnify Senses, Sense Force, Strengthen, Telekinesis, and Warp Matter.

Effect: This power allows a Jedi to change the atomic structure of matter, allowing fission and fusion to occur in a controlled manner and forming and deforming compounds, with the Jedi absorbing the energy release. Only relatively simple compounds may usually be formed, with such things as DNA, explosives and most medicines being outside the range of all but the most powerful Jedi. The (theoretical) maximum amount of matter that may be converted is 10 kg of starting mass. The process always involves the loss of 10% of the original starting mass (their lost quantity is converted into pure E=mc˛, and absorbed by the Jedi). The energy flare may be detected from several kilometers away by such simple instruments as a magnetic compass or a human eye.


Vampirism

Sense Difficulty: Moderate

Control & Alter Difficulties: Per the following table (the vampires are considered Human, if they are not Human, reallocate the table as necessary):

  • Human: Difficult
  • Near human: Very Difficult
  • Alien: Heroic

Force-sensitive: +10 ; Non-carbon based: +10

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

Effect: This power will drain the life from any organic based living form, or the life from any sentient being, whether carbon-based or not. Only very alien races might be immune to this power (GM's decision). This life is determined as the Strength and Knowledge of the being.

The power may be kept "up"., with the normal difficulties. A Moderate Control roll is required in any round this power is kept "up". (I.e., not the first round).

To determine game effects: Roll Strength and Knowledge. Use the Alter result of the aggressor (i.e. Force user) as an attack vs. the combined dice. Consult the damage chart.

No effect: The vampire could not Drain the life from the being this round. The vampire can re-initiate the power next round, or keep the power "up" (which would necessitate resisting the same Alter result, but with a reroll of dice), or try another attack.

Stun result: The vampire has drained Character Points from the character. The vampire can drain max. number of Character Points as the vampire has dice in Alter (i.e. 8D+2 = 8 character points).

Wound result: As per Stun, only that the vampire also drains Force Points from the character, at a rate of 1 per 15 or fraction there of rolled on the Alter dice.

Incapacitated: As per Wound, but the vampire also permanently drains a pip from both Strength and Knowledge.

Kill: The vampire can drain all Character Points and all Force Points from the character. Strength and Knowledge stats are drained to 0. The vampire can use the Character and Force Points drained as per the normal rules. The pips drained from Strength and Knowledge raises the respective dice codes of the vampire temporarily (like, 2d6 rounds or something). The vampire can decide to forgo this boost in order to heal itself one wound category (i.e., Kill -> Incapacitated -> Wound-> Stun -> No Effect).



Special Force Powers

Force Scream

Note : This is an involuntary power that may be activated when the Dark Jedi loses control of his or her temper.

Effect: The dark side of the Force is seductive, offering tremendous power to lure the weak-willed into its grip. Fear, anger and jealousy are the ties that bind the servants of the dark side, and by tapping into such emotions the Dark Jedi are capable of unleashing untold devastation.

The power to destroy, however, does little to improve control of these abilities. Dark Jedi who have become angered sometimes lose control of their emotions. This can trigger shock waves that ripple through the Force, devastating both the Dark Jedi and those who are unfortunate enough to be in close proximity.

The Force Scream, as it is called, has been called a wave of hatred, amplified and fuelled by the dark side, that is capable of smashing through mental and physical defenses with ease. A number of references to Dark Jedi in Old Republic archives often mention the Dark Jedi losing control, violently, in the final moments of battle with the Jedi affiliated with the light side of the Force.

In game terms, a Force Scream is a reflex, usually occurring when Dark Jedi are provoked into losing their tempers. A Dark Jedi must make a Difficult willpower roll whenever angered to the point of rage; if this roll fails, the Jedi releases the Force Scream. A Dark Jedi that fails this roll has all die codes reduced by -2D for one hour and must rest for one hour, or suffer an additional penalty of 2D until rested (penalties are cumulative).

The Force Scream causes damage equal to the Dark Jedi's Alter skill to al beings within 50 meters, including the Dark Jedi who unleashes this mental energy. Force-sensitive characters roll their Alter dice to resist damage; those without the Alter skill use Strength to resist damage.



Appendix I: Relationship/Proximity Charts

Relationship Modifiers :

User and target are: Add to difficulty:

  • Close Relatives +0
  • Close Friends +2
  • Friends +5
  • Acquaintances +7
  • Slight Acquaintances +10
  • Met once +12
  • Never Met, Known by Reputation +15
  • Complete Strangers +20
  • Stranger of Another Species +30

Proximity Modifiers :

User and Target are: Add to difficulty:

  • Touching 0
  • In Line of Sight +2
  • Out of Sight, 100 Meters +5
  • Up to 10-km away +7
  • Up to 1,000-km away +10
  • Same Planet, over 1,000 km +15
  • Same Star System, Different Planet +20
  • Not in the Same Star System +30