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.

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