Control and
Sense Powers
back
Call Animal
Death Sense
Electronic Communication
Farseeing
Life Bond
Lightsaber Combat
Mediation
Mental Translocation
Projective Telepathy
Project Senses
Share Senses
Summon Creature
Unarmed Combat
Control Difficulty: Moderate
Sense Difficulty:
Heroic; modified by Relationship and ProximityRequired Power:
Life detection, danger sense, farseeingEffect:
This power allows the Jedi to sense the impending death of a character. The prediction is within six rounds, and if the player beats the control roll by 15, the prediction is extended to 5 minutes.Control Difficulty: Moderate for process reception, Very Difficult for command/request projection
Sense Difficulty:
Easy, ancient computer system; Moderate for non-sentient machines; Very Difficult for sentient machinesRequired Powers:
Projective telepathy, electronic senseEffect:
This power allows the Jedi to communicate mentally with electronic systems, as if using receptive and projective telepathy.The Jedi can read the surface processes of an electronic system. The Jedi "hears" what the machine is processing, but cannot probe for deeper information.
If the sense roll doubles the difficulty number, the Jedi can sift through the system memories up to 24 hours old. A Jedi cannot sift through memories in the same round that contact is made - this process takes a full round.
The Jedi can also project his thoughts into the computer system. The Jedi can only send
short commands and requests of the system, to gather information and accomplish tasks; the
Jedi cannot reprogram the system in any way. If the Jedi does not have clearance to the
system, the Jedi may roll Con to try to bypass the security on the system.
[ Back to Top ]
Farseeing
Control Difficulty: Very Easy. Modified by proximity. Add +5 to +20 to the difficulty if the character wishes to see into the past. Add +10 to +30 or more if the character wishes to see into the future.
Sense Difficulty: Very Easy if the target is friendly and does not resist. If the target resists, make a control or Perception total for the difficulty. Modified by relationship.
Required Powers: Life sense
Time to use: At least one minute
Effect: The user sees the person or place he wishes to see in his mind as
the situation currently exists. The power can also see the immediate surroundings, and so
can know, for example, when a friend is in danger, or what has happened to his home planet
in his absence.
Farseeing requires calm conditions and at least one minute, but often takes a few
minutes. Farseeing cannot be done in the face of danger. The Jedis visions
may not be entirely accurate:
Power roll = Past/
Sense Difficulty | Present | Future |
0-10 | 50% | 10% |
11-20 | 75% | 25% |
21-30 | 90% | 50% |
31+ | 100% | 75% |
The past and present are set and it is merely a
matter of the Jedi having correct perceptions. However, the future is always fluid, always
in motion, never set until it becomes the present-therefore it is much harder to predict.
The percentages on the chart are a rough measure of how much correct information the
character receives in their vision.
For example, 10% means that the character will only be able to make out the most basic
details of a situation, such as "My friends are in danger." 25% means that the
Jedi gets a somewhat accurate vision of what will transpire, but most major details will
be missing from the vision. 50% means that the characters vision was half right. 75%
means the character has an understanding of the critical happenings, but the character
still has missed a major detail or two, which of course, can complicate things. 90% means
that the character has a very accurate and very detailed vision of what has or will
transpires. 100% means that the characters vision is even more accurate and
detailed, complete with minor, almost trivial details.
When a character farsees into the future, the gamemaster has to make an honest
effort to correctly represent what will happen: if the characters get a 75% result, the
gamemaster must try to predict what he thinks the characters will do and what the outcome
will be. Of course, since the future is so fluid, things are always subject to change. Farseeing
is a great mechanic for the gamemaster to reveal part of the story-enough to tantalize the
players, without ruining the story.
[ Back to Top ]
Life Bond
Control Difficulty: Moderate Sense Difficulty: See Below. Modified by proximity. Required Powers: Life detection, life sense, magnify senses, receptive telepathy This power may be kept up. Effect: A Jedi character may choose the life bond power to permanently form a mental link with one other individual, normally a mate (although sometimes siblings, parent and child, or even very close friends choose to life bond).This power may be kept "up.
Effect: To use a lightsaber most effectively, a Jedi learns this power. The Jedi uses this power both to wield this elegant but difficult-to-control weapon while also sensing his opponent's actions through his connection to the Force.This power is called upon at the start of a battle and remains "up" until the Jedi is stunned or injured; a Jedi who has been injured or stunned may attempt to bring the power back "up."
If the Jedi is successful in using this power, the Jedi adds his sense dice to his lightsaber skill roll when trying to hit a target or parry, and he adds or subtracts up to the number of his control dice to the lightsaber's 5D damage when it hits in combat. Players must decide how many control dice they are adding or subtracting before they roll damage.
If the Jedi fails the power roll, he must use the lightsaber with only his lightsaber skill to hit and the weapon's normal damage in combat and he cannot attempt to use the power again for the duration of the combat.
Finally, the Jedi may use lightsaber combat to parry blaster bolts. To do this, the character must declare that he is parrying
that round, using his lightsaber skill as normal.
The Jedi may also attempt to control where deflected blaster bolts go, although this counts as an additional action. The Jedi must declare which specific shot he is controlling. Then, once the roll is made to see if the blaster bolt was parried by the Jedi, the Jedi makes a control roll, with the difficulty being his new target's dodge or the range (figured from the Jedi to the target). The damage is that of the original blaster bolt.
Example: Gerrick is entering lightsaber combat, and has a lightsaber skill of 4D, a control of 3D and a sense of 2D+2. If Gerrick makes his Moderate control roll and his Easy sense roll, he gets to add his control to his lightsaber skill in combat, so he would fight and parry with a skill of 7D. He would also add his sense to the lightsaber's normal damage of 5D, for a new damage of 7D+2. These bonuses are in effect until Gerrick drops the power or is stunned or injured and forced to drop the power However, since the power is "up, " Gerrick subtracts -2D from all actions while using the power.If Gerrick wants to deflect blaster bolts during a round, in the declaration phase he must say that he is lightsaber parrying and that he will attempt to deflect a specific shot back at someone standing only four meters away. The attacker is 20 meters away and using a blaster pistol (4D damage).
First, Dave, Gerrick's player must wait and see if his lightsaber parry was good enough
to deflect the blaster bolt out of the way. If he does parry, Gerrick can now attempt to
deflect the bolt He must make an additional control roll, at -2D (because lightsaber
combat is still up), but since his target is only four meters away, which is short range
for blaster pistol, his difficulty is only a 6. Gerrick rolls his die - and gets a 6. He
hits the target with the reflected blaster bolt, which does 4D damage (normal damage for
the weapon).
[ Back to Top ]
Control Difficulty: Moderate
Sense Difficulty:
Moderate; Modified by RelationshipThis power may be kept "up."
Time to Use:
one minuteRequired Powers:
Truth sense, receptive telepathy, translationEffect:
This power allows the Jedi to mediate between two parties for the purposes of coming to an agreement. The Jedi attempts to read the intentions of the persons being mediated, and then tries to make a judgment call.If the roll is successful, the Jedi know the truth of the matter and what needs to be
done to resolve the problem. If unsuccessful by 10 points, the Jedi still knows partial
truth of the situation, and can try to role-play out the resolution. If there are more
than two participants, add one difficulty level per person over two.
[ Back to Top ]
Control Difficulty: Difficult + proximity
Sense Difficulty:
ModerateRequired Powers:
Emptiness or rage, farseeing, hibernation trance, instinctive astrogation, life detection, life sense, magnify senses, projective telepathy, remain conscious, shift senseTime To Use:
3 rounds to prepare + duration of powerEffect:
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).Control Difficulty: Very Difficult; modified by Proximity
Sense Difficulty:
Difficult; modified by ProximityRequired Powers:
Absorb/dissipate energy, emptiness or rage, force of will, hibernation trance, direction sense, instinctive astrogation, magnify sense, receptive telepathy, shift sense, farseeing, projective telepathyTime to Use:
one round to prepare + duration of projection + one round to re-enter bodyEffect:
Using this power, a Jedi can project his mind outside his body, and can travel in any direction, through any physical obstacle. The Jedi can use all five physical senses while projected as if the body is there as well; although, the Jedi cannot affect the world except to communicate.The Proximity range of the projection is based on the farthest extent of the intended projection distance, and must be declared before the power is activated.
The Jedi's mind cannot be affected while this power is in use; although, projective telepathy, receptive telepathy, life detection, or life sense can be used to sense and communicate with the Jedi. However, the body is very susceptible to the Force power transfer life, being treated as "recently dead body". The body also dehydrates and hungers at twice the normal rate.
The Jedi is able to send his senses instantly to anywhere in the Proximity range, but
it takes one round to move to a farther range and requires a new power roll to maintain
the power. If this new roll fails, the Jedi's mind is instantly flung back in the Jedi's
body and the Jedi is disoriented for 1D rounds.
[ Back to Top ]
Control Difficulty: Moderate; modified by Relationship and Proximity
Sense Difficulty:
Moderate; modified by Relationship and ProximityThis power may be kept "up."
Required Powers:
Project sensesEffect:
This power allows the Jedi to experience all of the senses of a person or creature. This lets the Jedi see through the target's eyes, hear what the target hears, and smells, tastes, and feels what the target is experiencing.As the Jedi experiences all sensation from the target, the Jedi also experiences the target's joy, pain and emotions. If the target is injured, the Jedi experiences the injury at one level lower than the target.
The Jedi cannot control the target in any way
[ Back to Top ]
Control Difficulty: Creature's Orneriness code; modified by Proximity.
Sense Difficulty:
Easy if the animal is domesticated/friendly (such as a Bantha); Moderate to Difficult if the animal is wild, but non-predatory (such as an undomesticated tauntaun); Very Difficult to Heroic if the animal is ferocious/predatory (such as a wild vornskr or rancor).Required Powers:
Beast languages, projective telepathyTime to Use:
one minuteThis power may be kept "up."
Effect:
With this power, the Jedi can mentally "ask" a creature to come to the Jedi's aid and accomplish a task for the Jedi. This Jedi cannot control the creature in any way.Note that the character may keep this power "up " if the Jedi wants to
continue picking up the emotional state of a creature.
[ Back to Top ]
Control Difficulty: Moderate
Sense Difficulty:
EasyThis power may be kept "up."
Required Powers:
Absorb/dissipate energy, enhance attributeEffect:
Jedi use this power to wield their body as a weapon while also sensing their opponent through the Force.This power is called upon at the start of a battle and remains "up" until the Jedi is stunned, wounded, or worse; a Jedi who has been injured or stunned may attempt to bring the power back "up."
If a Jedi is successful in using this power, he adds his sense dice to his brawling skill roll when attacking and to his brawling parry skill when parrying. The Jedi may add or subtract part or all of his control dice to the strength damage; players must decide how many control dice they are adding or subtracting when the power is activated.
A Jedi who fails when trying to activate unarmed combat may only use the brawling skill for the duration of the combat.
Finally, similar to the absorb/dissipate energy power, the Jedi may use unarmed combat
to parry blaster bolts as a "reaction skill."
[ Back to Top ]