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.