Control and Sense Powers
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Call Animal
Death Sense
Electronic Communication
Farseeing
Life Bond
Lightsaber Combat
Mediation
Mental Translocation
Projective Telepathy
Project Senses
Share Senses
Summon Creature
Unarmed Combat

Call Animal

Submitted By: Ben Bravmann

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

Sense Difficulty: Easy

Required Powers: Sense Life, Beast Languages

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

Additional Game Notes: Created by David Barnhart you can find it in the Jedi Handbook version 1.2 and higher
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Force Line

Death Sense

Control Difficulty: Moderate

Sense Difficulty: Heroic; modified by Relationship and Proximity

Required Power: Life detection, danger sense, farseeing

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

Electronic Communication

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

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

Required Powers: Projective telepathy, electronic sense

Effect: 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.
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Force Line

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 Jedi’s 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 character’s 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 character’s vision is even more accurate and detailed, complete with minor, almost trivial details.
When a character farsees into the future, the gamemaster has to make an honest effort to correctly represent what will happen: if the characters get a 75% result, the gamemaster must try to predict what he thinks the characters will do and what the outcome 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.
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Force Line

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).
Detailed information can be learned by activating the power. If both characters have the life bond power, reduce all sense difficulties by one level (although both characters must still roll for life bond to achieve the benefits listed below). The following benefits are only in effect when the characters are actively using the life bond power.

As an added benefit, the two characters can have premonitions about each other: for example, if one character is severely injured, his other life bond partner will sense that something bad has happened. This aspect of the life bond power is modified by proximity only, as outlined below. Sensing premonitions is automatic if within 11,000 kilometers of each other. If on the same planet but more than 1,000 kilometers from each other, a Very Easy sense roll is necessary to sense premonitions. If not on the same planet but in the same star system, an Easy sense roll is necessary to sense premonitions. If not in the same star system but within 10 light-years, a Moderate sense roll is required. If more than 10 light-years but less than 100 light-years away, a Difficult sense roll is necessary. If more than 100 light-years away from each other, a Very Difficult sense roll is necessary.
Life bonded characters may not share skills, attributes, Force points, Character Points. However, since the do have such a close bond, the actions of one can affect the other. If a life bonded character commits an evil action, the Jedi partner receives a Dark Side Point even though these actions were not the Jedi’s fault. Obviously, life bonding is an exceeding serious commitment, and not to be taken lightly.
Both characters must agree to the life bond for the power to work and a character may only life bond with one other individual. Life bonding takes 1D weeks to complete (as the Jedi becomes accustomed to the background Force presence of the life bond partner). During that time, the Jedi’s control is -1D. The life bond power may not be activated until the bond is completely formed.
Death is the only means of severing the life bond. If one member of a life bonded couple is killed, the surviving partner enters a near-catatonic state of shock of 1D days. After re-awakening, the partner grieves and readjusts to solitary existence; all die codes are reduced by -1D for the same amount of time it took to forge the life bond.
Any attempt to forge a new life bond in the future requires a much longer period of adjustment: 2D weeks for a second bond, 3D weeks for a third bond, and so forth.
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Force Line

Lightsaber Combat

Control Difficulty: Moderate

Sense Difficulty: Easy

This power may be kept "up.

Effect: To use a lightsaber most effectively, a Jedi learns this power. The Jedi uses this power both to wield this elegant but difficult-to-control weapon while also sensing his opponent's actions through his connection 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).
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Force Line

Mediation

Control Difficulty: Moderate

Sense Difficulty: Moderate; Modified by Relationship

This power may be kept "up."

Time to Use: one minute

Required Powers: Truth sense, receptive telepathy, translation

Effect: This power allows the Jedi to mediate between two parties for the purposes of coming to an agreement. The Jedi attempts to read the intentions of the persons being mediated, and then tries to make a judgment call.

If 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.
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Force Line

Mental Translocation

Control Difficulty: Difficult + proximity

Sense Difficulty: Moderate

Required Powers: Emptiness or rage, farseeing, hibernation trance, instinctive astrogation, life detection, life sense, magnify senses, projective telepathy, remain conscious, shift sense

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

Effect: When using this power, the Jedi's mind can leave his/her/its body and travel away from it in any direction and through any physical obstacle. The physical universe cannot harm the Jedi's mind (unless hypnotic/brainwashing or mind-affecting stimuli are perceived).
The Jedi uses the Force to perceive the surroundings, essentially duplicating the function of normal sensory organs. However, due to the complexity of this power, the Jedi can only use two "non-interactive'' senses to perceive the environment (Jedi's choice; e.g. vision and audition). The sense of touch, or any sense that would require "interaction'' with the environment cannot be used. Attempts to use "interactive'' senses results in only one sense being available. If this too is an interactive sense, the Jedi is totally blind and cannot return to the body (the Jedi has no senses).
The non-corporeal Jedi may move at a maximum rate of 10m/round, unless a Heroic + proximity Control roll then made, then the maximum movement is 1km/round (i.e. 200m/s).
The user's body dehydrates and hungers at twice the normal rate.
Proximity modifier is based on the furthest extent of the intended distance (declared before the skill rolls are made). Should the Jedi wish to go beyond this limit, a new Control roll must be made, modified by the increase in intended distance. Failing this roll 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 nearly 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'').
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Force Line

Projective Telepathy

Control Difficulty: Very Easy. Increase difficulty by +5 to +10 if the Jedi cannot verbalize the thoughts he is transmitting (he is gagged, 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 roll to determine the difficulty. Modified by relationship.

Required Power: Receptive telepathy

Effect: If the Jedi successfully projects his thoughts, the target "hears" his thoughts and "feels" his emotions. The target understands that the thoughts and feelings he is experiencing are not his own and that they belong to the user of the power. If the Jedi doesn't "verbally" identify himself, the target doesn't know who is projecting thoughts to him. This power can only be used to communicate with other minds, not control them.
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Force Line

Project Senses

Control Difficulty: Very Difficult; modified by Proximity

Sense Difficulty: Difficult; modified by Proximity

Required Powers: Absorb/dissipate energy, emptiness or rage, force of will, hibernation trance, direction sense, instinctive astrogation, magnify sense, receptive telepathy, shift sense, farseeing, projective telepathy

Time to Use: one round to prepare + duration of projection + one round to re-enter body

Effect: 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.
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Force Line

Share Senses

Control Difficulty: Moderate; modified by Relationship and Proximity

Sense Difficulty: Moderate; modified by Relationship and Proximity

This power may be kept "up."

Required Powers: Project senses

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

As the Jedi experiences all sensation from the target, the Jedi also experiences the target's joy, pain and emotions. If the target is injured, the Jedi experiences the injury at one level lower than the target.

The Jedi cannot control the target in any way
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Force Line

Summon Creature

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 telepathy

Time to Use: one minute

This 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.
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Force Line

Unarmed Combat

Control Difficulty: Moderate

Sense Difficulty: Easy

This power may be kept "up."

Required Powers: Absorb/dissipate energy, enhance attribute

Effect: Jedi use this power to wield their body as a weapon while also sensing their opponent through the Force.

This power is called upon at the start of a battle and remains "up" until the Jedi is stunned, wounded, or worse; a Jedi who has been injured or stunned may attempt to bring the power back "up."

If a Jedi is successful in using this power, he adds his sense dice to his brawling skill roll when attacking and to his brawling parry skill when parrying. The Jedi may add or subtract part or all of his control dice to the strength damage; players must decide how many control dice they are adding or subtracting when the power is activated.

A Jedi who fails when trying to activate unarmed combat may only use the brawling skill for the duration of the combat.

Finally, similar to the absorb/dissipate energy power, the Jedi may use unarmed combat to parry blaster bolts as a "reaction skill."
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