Force Powers
Easy Reference Guide
MODIFIERS
Relationship:
User and Target Are: Add to Difficulty:
Close relatives (married, siblings, parents) -----
Close friends +2
Friends +5
Acquaintances +7
Slight acquaintances +10
Met once +12
Never met, but know by reputation +15
Complete strangers +20
Complete strangers and not of the same species +30
Proximity:
User and Target Are: Add to Difficulty:
Touching -----
In line of sight but not touching +2
Not in line of sight, but 1-100 meters away +5
101 meters to 10 km away +7
11 to 1000 km away +10
Same planet but more than 1000 km away +15
Same star system but not on the same planet +20
Not in the same star system +30
CONTROL POWERS
Absorb/Dissipate Energy
Control Difficulty: Very Easy for sunburn and other very minor energy
sources; Easy for intense sun; Moderate for solar wind and
other modest energy sources; Difficult for radiation storms
and other intense energy sources. Characters may use this
power to absorb energy attacks (such as blaster bolts and
force lightning)--the difficulty is Moderate plus the
attack's damage roll.
The power may be kept "up" as long as the source of
energy is constant--it may not be kept "up" for blaster bolts
or Force lightning.
Effect: This power allows the Jedi to absorb or dissipate energy,
including light, heat, radiation and blaster bolts. A
successful control roll means that the energy is dissipated.
If the user fails the roll, she takes full damage from the
energy.
This power may be used to ward off sunburn,
heat-stroke and radiation exposure, as well as withstand
intense heat. This power may also be used to absorb blaster
bolts, as Darth Vader did on Cloud City.
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. The power can't be used 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: A Jedi who uses this power successfully may make two natural
healing rolls for the current day (12 hours apart) regardless
of the severity of the injury. The Jedi gets a +2 modifier to
both Strenth rolls to heal.
Blackness
Control Difficulty: Moderate
Required Powers: Hibernation trance, force lightning, injure/kill
Note: This power can only be used by characters who 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 eminating 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.
Concentration
Control Difficulty: Easy if the Jedi is relaxed and at peace;
Difficult if the Jedi is filled with aggression, fear or
other negative emotions; Very Difficult if the Jedi is acting
on those negative emotions.
Effect: When using this power, the Jedi clears all negative thoughts
from her mind, feeling the Force flowing through the universe
and her 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 or Character Points. This power is only in effect for
one round and may not be kept "up."
Control Disease
Control Difficulty: Very Easy for a mild infection, such as a cold;
Easy for a modest infection or illness, such as a high fever
or severe flu; Moderate for a severe illness, such as
gangrene or a hive virus; Difficult for a life-threatening
disease; Very Difficult for a massive, long-standing disease;
Heroic for a rapid-acting life-threatening disease.
Required Powers: Accelerate healing
Time to Use: 30 minutes to several uses over the course of weeks.
Effect: Control disease allows the Jedi to direct and control the
anti-bodies and healing resources of her body to throw off an
infection or to resist diseases within the body. Using the
power requires the Jedi to meditate for half an hour.
If the disease is life-threatening or long-standing,
the Jedi must make repeated skill attempts over the course of
several weeks or months to cure the disease entirely.
(Gamemaster's discretion as to how many rolls are needed and
how often.)
Control Pain
Control Difficulty: Very Easy for wounded or stunned characters, Easy
for incapacitated characters, Difficult for mortally wounded
characters.
The power can be kept "up," so the character can
ignore the pain of injuries for a long period of time.
However, whenever the character is injured again, the Jedi
must make a new control pain roll, with the difficulty being
the new level of injury.
Effect: A wounded Jedi who controls pain can act as if she 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 suffer any die code penalties; anincapacitated
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 character who's been wounded twice and
is wounded again would still become incapacitated. Mortally
wounded Jedi may still die from their injuries, even if they
aren't feeling any pain.
Detoxify Poison
Control Difficulty: Very Easy for a very mild poison, such as
alcohol; Easy for a mild poison; Moderate for an average
poison; Difficult for a virulent poison; Very Difficult to
Heroic for a neurotoxin.
Time to Use: Five minutes.
Effect: This power allows a Jedi to detoxify or eject poisons taht
have entered her body. If the Jedi makes the power roll, the
poison doesn't affect her.
Emptiness
Control Difficulty: Moderate.
Note: Characters who are consumed by the dark side of the Force may
not use this power.
Required Powers: Hibernation trance
Effect: The user empties her mind and allows the Force to flow
through her. The character seems to be in deep meditation and
is oblivious to her 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 user in emptiness, add the user's
emptiness roll to the difficulty for the other character's
sense roll (if the power doesn't use the sense skill, add the
difficulty to the control roll). This difficulty is added
regardless of where 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 spent in
emptiness. This bonus is reduced by -1 for each Dark Side
Point that the character has.
When in emptiness, characters dehydrate and hunger
normally--some initiates have died because they lacked enough
control to bring themselves out of emptiness.
A character must make a Difficult control skill roll
to bring herself out of emptiness. When the character enters
into emptiness, the player must state for how long the
character will be in meditation. 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 Skill
Control Difficulty: Easy for +1D; Difficult for +3D; Heroic for +5D.
Add +2 Difficulty levels for each skill after the first. Once
the difficulty for the power is Heroic, no more skills may be
included.
Required Powers: Enhance attribute
This power may be kept "up."
Effect: 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 which is at least one whole die greater
than their attribute, before taking any special
abilities into account. Otherwise they may 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 penalised
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 coordination and lightsaber
combat.
Hibernation Trance
Control Difficulty: Difficult
This power may be kept "up."
Effect: This power allows a Jedi to place herself into a deep trance,
remarkable slowing all body functions. The Jedi's heartbeat
slows, her breathing dops to barely perceivable levels, and
she falls unconscious. A Jedi can heal while in a hibernation
trance, but can do nothing else.
Anyone who comes across a Jedi in hibernation trance
assumes that the Jedi is dead unless she 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 she is alive.
When a Jedi enters a hibernation trance, the player
must declare under what circumstances the character will
awaken: after a specific amount of time, or what stimuli need
to be present (noise or someone touching them, for example).
Another Jedi can use the power place another in hibernation
trance to bring the user out of the trance.
Hibernation trance serves two purposes. It allows a
Jedi to "play dead" and 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--she can hibernate for a
week in a dry climate or for up to a month in a wet climate
before dying from lack of water. It is possible to hook the
character up to an intravenous water drip to survive
indefinitely.
A character can hibernate for up to three months
before dying of starvation. An intravenous sugar solution can
extend that to one year.
Reduce Injury
Control Difficulty: Moderate for incapacitated characters, Difficult
for mortally wounded characters, Very Difficult for dead
characters.
Required Powers: Control pain
Effect: A jedi may use this power to reduce the amount of injury she
suffers. This power is normally only used in desperation
because of its long-term repercussions.
The power must be used in the round that the injury
is suffered or in the round immediately following. When the
power is successful, the Jedi loses a Force Point.
Any injury that is suffered is reduced to wounded. If
the original injury would have killed the character, the
gamemaster will inflict a relevant permanent injury on the
character.
Note: 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 her friends from certain
doom--and if she fails, they certainly die--then this could
even be considered an heroic action.
Remain Conscious
Control Difficulty: Easy for stunned characters, Moderate for
incapacitated characters, Difficult for mortally wounded
characters.
Required Powers: Control pain
Effect: Remain conscious allows a Jedi to remain conscious even after
suffering injuries which would knock her unconscious. When a
character with this power suffers this kind of injury, she
loses all other actions for the rest of the round but she is
still conscious (a character without this power would simply
pass out).
At the beginning of 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 may only
perform one other action that round--often the character will
attempt to control pain. The character may make a last ditch
heroic effort before passing out. After that other action has
been completed, the Jedi will lapse into unconsciousness
(unless she has activated control pain or done something else
to stay conscious).
Resist Stun
Control Difficulty: Moderate
Time to Use: One Minute
This power may be kept "up."
Effect: Resist stun allows the Jedi to prepare her 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). An unconscious result
forces that Jedi to drop the power, and she is considered
stunned. Other injuries--wounded, incapacitated, mortally
wounded and killed--are treated normally.
SENSE POWERS
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 who
might otherwise remain hidden. When the power is activated,
the Jedi knows the location of all sentients within 10
meters--if the power is kept "up," the Jedi may know whenever
a sentient approaches within 10 meters of them or vice versa.
When approached by or approaching sentient creatures,
the Jedi should make a sense roll; each creature makes an
opposed control or Perception roll to avoid detection. (These
rolls don't count as actions, so there are no die code
penalties except those caused by injury.)
The Jedi detects each being that she ties or beats.
If the Jedi beats the target's roll by 10 or more points, she
is aware if this person has Force skills (yes or no), is
Force-sensitive (yes or no), if she has met the person before
(yes or no), and if yes, their identity.
Life Sense
Sense Difficulty: Very Easy. Modified by proximity and relationship.
Required Powers: 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 she searches. The user can sense how badly
wounded, diseased or otherwise physically disturbed the
target is.
A target may hide his identity from the Jedi using
life sense by rolling his control skill and adding it to the
difficulty.
Magnify Senses
Sense Difficulty: Very Easy. Modified by proximity.
Time to Use: Three rounds.
Effect: This power allows a Jedi to increase the effectiveness of her
normal senses to perceive things that otherwise would be
impossible without artificial aids. She can hear noises
beyond her normal hearing due to distance or softness (she
can't hear beyond normal frequencies). Likewise, she can see
normally visible things over distances that would require the
use of macrobinoculars; she can 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 hourse but less than a week
into the past; Difficult for seeing more than a week but less
than six months into the past; Very Difficult for seeing more
than six months but less than a year into the past; Heroic
for seeing more than a year but less than two years into the
past; +10 for each additional year.
Required Powers: Hibernation trance, life detection, sense Force
Time to Use: Five minutes; the time to use may be reduced by adding
+10 for each minute cut. Minimum time to use of one minute.
Effect: Postcognition allows a Jedi to investigate the tenuous
imprints of the Force left on objects when they are handled
by living beings. The character must be able to handle the
target object.
The Jedi must declare how far in the past is being
reviewed prior to rolling postcognition. If the roll is
successful, the Jedi can determine who has handled or touched
the object and what events have transpired around it. The
Jedi may "search" for specific incidents or simply review
past events, somewhat like viewing a hologram.
If the postcognition roll is equal to or higher than
three times the difficulty number, the character can witness
events when the object was present as if she were there
herself.
If the postcognition roll is greater than or equal to
twice the difficulty number, the Jedi gains a good sensory
impression of the event, but is limited in that the primary
sense (the sense which gives the most information, usually
sight) is wavery or obscured; the other sensory impressions
come through clearly.
If tghe postcognitoin 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.
Receptive Telepathy
Sense Difficulty: Very Easy for friendly, non-resisting targets. A
resisting target makes a Perception or control roll to
determine the difficulty. Modified by proximity and
relationship.
Required Powers: Life detection, life sense
This power may be kept "up" if the target is willing
and the proximity modifier doesn't increase.
Effect: A Jedi who makes the power roll can read the surface thoughts
and emotions of the target. The Jedi "hears" what the target
is thinking, but cannot probe for deeper information.
If the sense roll doubles the difficulty number, the
Jedi can sift through any memories up to 24 hours old. A Jedi
cannot sift through memories in the same round that contact
is made--this process takes a full round.
A Jedi can read the minds of more than one person at
a time, but each additional target requires a new receptive
telepathy roll. This power may be used on creatures and other
sensient species, although it cannot be used on droids.
Sense Force
Sense Difficulty: Moderate for an area; Difficult for sensing details
or specific objects within the area. Modified by proximity.
Effect: This power is used to sense the ambient Force within a place.
It cannot be used to specifically detect sentient beings, but
there are many forms of life and many areas of the galaxy
intertwined with the Force which can be sensed with this
power.
Sense Force will tell a character the rough magnitude
of the Force in an area or object (rich, moderate or poor in
the Force), the rough type and quantity of life-forms ("many
insects," "only microbes and bacteria," "teeming with plant
and animal life, including higher predators") and whether the
area or object tends toward the dark side or the light (for
example, the tree of Dagobah which Luke Skywalker entered is
a "dark side nexus" rich in the negative energies of the dark
side of the Force). An area rich in negative or positive
energies may indicate past events or the activities of past
inhabitants. The Jedi may also receive "vague premonitions"
about the area, such as "I sense something wrong," or "I
sense a great impending tragedy."
ALTER POWERS
Injure/Kill
Alter Difficulty: Target's control or Perception roll.
Required Powers: Life detection, 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, if the attacker's alter
roll is 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.
Strengthen Object
Alter Difficulty: Moderate=+3D; Difficult=+4D; Very Difficult=+5D;
Heroic=+6D to +8D depending on roll
Required Powers: Telekinesis
Time to Use: 1 round, may be kept "up"
Effect: 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 mroe 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 severly 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 dissassocites from carrier molecules,
causing oxygen-starvation. Hormones and neurotransmitters
will not disassociate from receptor proteins. Blood cells
will coaggulate on the blood vessel walls. DNA strans 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: Very Easy for objects weighing one kilogram or
less; Easy for objects weighing one to ten kilograms;
Moderate for objects 11 to 100 kilograms; Difficult for 101
kilograms to one metric ton; Very Difficult for 1001
kilograms to ten metric tons; Heroic for objects weighing
10001 kilograms to 100 metric tons.
Object may be moved at 10 meters per round; add +5
per additional 10 meters per round. The target must be in
sight of the Jedi.
Increased difficulty if object isn't moving in
simple, straight-line movement:
+1 to +5 for gentle turns.
+6 to +10 for easy maneuvers.
+11 to +25 or more for complex maneuvers, such as
using a levitated lightsaber to attack.
Modified by proximity.
This power maybe kept "up."
Effect: This power allows the Jedi to levitate and move objects with
the power of her mind alone. If used successfully, the object
moves as the Jedi desires.
A Jedi can levitate several objects simultaneously,
but each additional object requires a new telekinesis 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 her Perception or control roll to
the difficulty number.
Levitated objects can be used to attack other
characters, but this automatically gives the Jedi a Dark Side
Point. Such objects do 1D damage if under a kilogram, 2D if
one to ten kilos, 4D if 11 to 100 kilos, 3D speeder-scale
damage if 101 kilos to one metric ton, 3D starfighter-scale
damage if one to ten tons and 5D starfighter-scale damage if
11 to 100 metric tons.
Such attacks require an additional control roll by
the Jedi, which acts as an attack roll against the target's
dodge. If the target 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 meters +35
Required Powers: 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 mold 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.
CONTROL AND SENSE POWERS
Lightsaber Combat
Control Difficulty: Moderate.
Sense Difficulty: Easy.
This power may be kept "up."
Effect: Jedi use this power to wield this elegant but
difficulty-to-control weapon while also sensing their
opponents' actions 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 the Jedi is successful in using this power, she
adds her sense dice to her lightsaber skill roll when
attacking and parrying. The Jedi may add or subtract part or
all of her control dice to the lightsaber's 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 lightsaber
combat may only use the lightsaber skill for the duration of
the combat.
Finally, the Jedi may use lightsaber combat to parry
blaster bolts as a "reaction skill."
The Jedi may also attempt to control where deflected
blaster bolts go; this is a "reaction skill" and counts as an
additional action. (The Jedi cannot full parry when trying to
control deflected bolts.)
If the Jedi tries to control the blaster bolt, she
makes a control roll: the difficulty is the range of the
target (use the original weapon's ranges) or the target's
dodge roll. The blaster bolt's damage stays the same.
Mental Translocation
Control Difficulty: Difficult + proximity
Sense Difficulty: Moderate
Required Powers: Emptiness of 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 then
made, then the maximum movement is 1km/round (i.e. 200m/s).
The user's body dehydrates and hungers 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 results in the mind-body
connection being broken, and the Jedi being 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 always accidental.
In order for the Jedi to find the way back and
reinhabit 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 she is transmitting
(she is gagged or doesn't want to make a sound). Modified by
proximity.
Sense Difficulty: Very Easy if target is friendly and doesn't resist.
If target resists, roll Perception or control to determine
the difficulty. Modified by relationship.
Required Powers: Life detection, life sense, receptive telepathy
Effect: If the Jedi successfully projects her thoughts, the target
"hears" her thoughts and "feels" her emotions. The Jedi can
only broadcast feelings, emotions and perhaps a couple of
words--this power cannot be used to send sentences or to hold
conversations.
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 herself, the target doesn't know who is projecting
the thoughts. This power can only be used to communicate with
other minds, not control them.
Transmutation
Control Difficulty: Difficult for same species and race; Very
Difficult for same species different race; Heroic for
different species; Modified by relationship (ignore different
species modifications)
Sense Difficulty: Moderate for just one component; Difficult for two
components; Very Difficult 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 by one level and modify 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).
CONTROL AND ALTER POWERS
Accelerate Another's Healing
Control Difficulty: Very Easy. Modified by relatoinship.
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 she activates this power.
Control Another's Disease
Control Difficulty: Very Easy, as modified by relationship.
Alter Difficulty: Same as control disease.
Required Powers: Accelerate healing, control disease
Time to Use: 30 minutes to several uses over the course of several
weeks.
Effect: This power allows a Jedi to heal another character, using the
same rules and conditions as outlined in control disease. The
Jedi must be touching the character to be healed.
Control Another's Pain
Control Difficulty: Very Easy. Modified by relationship.
Alter Difficulty: Easy for wounded characters; Moderate for
incapacitated characters; Difficult for mortally wounded
characters.
Required Powers: Control pain
Effect: This power allows a Jedi to help another character control
pain, under the same rules and conditions outlined in the
control pain power. The Jedi must be touching the character
to use this power.
Force Transduction
Control Difficulty: Very Difficult
Alter Difficulty: Easy for small battery (takes 5 minutes); Moderate
for blaster pack (takes 30 minutes); Difficult for power
generator/repulsorlift scale fuel cell/ lightsaber power cell
(takes 2 hours); Very Difficult for starfighter scale fuel
cell (takes 8 hours); Heroic for capital ship scale fuel cell
(takes 1 day)
Required Powers: Absorb/dissipate energy, force of will, transfer
force
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.
Machinery may be powered directly by keeping this power "up"
at a +10 modifier to both the Control and Alter difficulties.
This power may also be used in reverse to drain power cells
in half the time at the appropriate difficulty.
Power cells in between the levels given above are
given a relative difficulty number (e.g. an AT-ST power cell
might be upper range Difficult, while an AT-AT power cell
might be lower range Very Difficult).
It is important to note that the values listed for
vehicle power cells are for a single power cell only (e.g. a
stock light freighter typically has 50 starfighter scale
power cells).
Place Another in Hibernation Trance
Control Difficulty: Very Easy, as modified by the target's
relationship.
Alter Difficulty: Very Easy, as modified by proximity.
Required Powers: Hibernation trance
Time to Use: Five minutes.
Effect: This power allows a Jedi to put another character into a
hibernation trance. The affected character must be in
physical contact with the power's user and must agree to be
shut down--the power cannot be used as an "attack" to knock
others unconscious.
This power can be used to bring another character out
of a hibernation trance, but the alter difficulty is
increased by +10.
Return Another to Consciousness
Control Difficulty: Easy. Modified by proximity and relationship.
Alter Difficulty: Easy for incapacitated characters; Difficult for
mortally wounded characters.
Required Powers: Remain conscious, control pain
Effect: The target returns to consciousness. The target has the same
restrictions as imposed by the remain conscious power, and
must be touching the Jedi.
Transfer Force
Control Difficulty: Easy. Modified by relationship.
Alter Difficulty: Moderate.
Required Powers: Control another's pain, control pain.
Time to Use: One minute.
Effect: This power will save a mortally wounded character from dying
because the Jedi is transferring her life force to the
target. The target character remains mortally wounded but
will not die unless injured again. The injured character is
in hibernation and will stay alive in this state for up to
six weeks. The Jedi must be touching the target character
when the power is activated.
When this power is used, the Jedi must spend a Force
Point (this is the life force that is transferred to the
target). This use is always considered heroic, so the Jedi
will get the Force Point back at the end of the adventure.
The recipient of this power must be willing.
SENSE AND ALTER POWERS
Remove Force Imprint
Sense Difficulty: Moderate
Alter Difficulty: Moderate
Required Powers: Hibernation trance, postcognition, 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 may be kept "up" until the removal meditation is
completed or given up on.
Effect: This power removes the Force imprint left by a Force user (or
the ambient imprint) of 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 all of the 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=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).
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 character
doesn't care one way or another. Easy for brief, visible
phenomena, for memories less than a year old, or if the
character feels only minor emotion regarding the conclusion
he is reaching. Moderate for short hallucinations, for
memories less than a day old, or if the target has strict
orders about the conclusion. Difficult for slight disguises
to facial features, hallucinations which can be sensed with
two senses (sight and sound, for example), for memories less
than a minute old, or if the matter involving the conclusion
is very important to the target. Very Difficult for
hallucinations which can be sensed by all five senses, if the
memory change is a major one, or if the logic is absolutely
clear and coming to the wrong conclusion is virtually
impossible.
Effect: The target character's perceptions are altered so that he
senses an illusion or fails to see what the user of the power
doesn't want him to see. This power is used to permanently
alter a target character's memories so that he remembers
things incorrectly or fails to remember something. This power
can also be used to alter a character's conclusions so that
he comes to an incorrect conclusion.
Before making skill rolls, the Jedi must describe
exactly what effect she is trying to achieve. 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.
The target character believes he is affected by any
successful illusions--a character who thinks he is struck by
an illusory object would feel the blow. If he thought he was
injured, he would feel pain, or if he thought he had been
killed, he would go unconscious. However, the character
suffers no true injury.
This power cannot affect droids or recording devices.
Conduit
Control Difficulty: Based on level of power required. Base difficulty
of Moderate. (e.g. Moderate for Computer, Electric kettle;
Difficult for Lightsaber, Blaster; Very Difficult for
Repulsorlift vehicle; Heroid for Starship.)
Sense Difficulty: Based on complexity of item to be powered. Base
difficulty of Moderate. (e.g. Moderate for Electric kettle;
Difficult for Lightsaber, Blaster; Very Difficult for
Vehicle; Heroic for Computer.)
Alter Difficulty: Difficult
The user of this power must be in contact with the
thing being powered.
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 over powered, 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 underpowered. 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.
Corporeal Translocation
Control Difficulty: Heroic + (2x proximity)
Sense Difficulty: Difficult
Alter Difficulty: Heroic + (2x proximity)
Required Powers: Absorb/dissipate energy, accelerate another's
healing, accelerate healing, control another's pain, control
pain, doppleganger, emptiness or rage, farseeing, force of
will, hibernation trance, instinctive astrogation, life
detection, life sense, magnify senses, mental translocation,
projective telepathy, receptive telepathy, remain conscious,
return another to consciousness, sense force, shift sense,
telekinesis, transfer force
Time to Use: 1 round to prepare + duration of power + 1 round for
"reassembly."
Note: This power assumes that Doppleganger should not be a power that
grants a Dark Side Point and thus both Doppleganger 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 allows 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
10km/rnd.
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 inteded distance travelled. Attempting (intentional or
accidental) reassembly in a space already occupied by another
object results in the death of the Jedi in most instances.
Create Homonculous
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, receptive telepathy
Time to Use: 1 hour (deep meditation)
Note: The creation of the Assassin homonculous requires an element of
hatred and anger to be used. For this reason, and for the
associated evil intent, creators of an Assassin Homonculous
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 homonculi (Assassin, Scout, and Burden) can be created
(for stats, see below).
Once the homonculous 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
homonculous.
Any life force the creature may seem to have is
simply a physical manifestation of the Force and while the
homonculi 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 Homonculi:
Note: Use of character points during creation of the
homonculous increases one skill one pip over
attribute and beyond the base skill level listed
below. Note that all homonculi have the same number
of base attribute and skill dice (+/-).
Type: Assassin Honoculous
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 higer, all stats
-1D per point (if any stat equals or drops below 0
then character is unconscious). The effects of the
poison last 3 hours.
Move: 10 walking, 15 gliding
Size: 50cm
Scale: Character
Description: Bat-like wings, sharp teeth & claws, long tail,
dark brown, green, or gray skin. Like a pterodactyl
with a stubby jaw.
Type: Burden Homonculous
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: 100cm
Scale: Character
Description: Flat back, furry, stubby stout legs, set low to
ground, small dull deeth, muscular, figners have
climbing claws.
Type: Scout Homonculous
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: 50cm
Scale: Character
Description: Feathered wings, dull beak, short claws, broad
tail, color determined by creator.
               (
geocities.com/area51/labyrinth/6354)                   (
geocities.com/area51/labyrinth)                   (
geocities.com/area51)