Control, Sense and Alter Powers
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Affect Mind
Battle Meditation
Conduit
Control Mind
Create Force Storms
Create Homonculous
Doppleganger
Drain Life
Drain Life Energy*
Drain Life Essence
Elemental Control
Enhanced Coordination
Force Harmony
Greater Force Shield
Imprison
Memory Wipe*
Projected Fighting
Protecting Wave
Telekinetic Kill
Transfer Life
Transmutation

* Indicates Sith Power--See Sith 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 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 that can be sensed with two senses (sight and sound, for example), for memories less than a minute old, or of the matter involving the conclusion is very important to the target. Very Difficult for hallucinations that 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: This power is used to alter a character’s perception so that he senses an illusion or fails to see what the user of the power does not want him to see. This power is used to permanently alter a 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 character must describe exactly the effect he is looking for. The power is normally used on only one target; two or more can only be affected if the power is used two or more times.
A 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.
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Force Line

Battle Meditation

Control Difficulty: Varies based on the number of targeted individuals:

Number of Individuals Difficulty
1-2 Very Easy
3-20 Easy
21-100 Moderate
101-1000 Difficult
1001-10,000 Very Difficult
10,001+ Heroic

Sense Difficulty: Varies based on the number of targeted individuals:

Number of Individuals Difficulty
1-2 Very Easy
3-20 Easy
21-100 Moderate
101-1000 Difficult
1001-10,000 Very Difficult
10,001+ Heroic

Alter Difficulty: Varies based on the number of targeted individuals:

Number of Individuals Difficulty
1-2 Very Easy
3-20 Easy
21-100 Moderate
101-1000 Difficult
1001-10,000 Very Difficult
10,001+ Heroic

This power may be kept "up".

Time to Use: Five minutes

Effect: Battle meditation has two possible effects. The Jedi can force her adversaries to abandon their assault and turn on each other, or she can alter the tide of the battle, strengthening her allies and at the same time weaken her enemies. Before initiating the power the Jedi must state which effect she wishes to use.
The targets of this power must have initiated combat for the effects to take hold. In game terms, a Jedi may only use this power effectively on or after the first round of combat, not before. Enemies are defined as those who seek to oppose the Jedi’s immediate goal (rescuing a prisoner, defeating a group of dark siders, et cetera); allies are defined as those who seek to uphold and forward the Jedi’s goal.
When attempting to turn attackers against each other, the Jedi’s highest skill roll (control, sense, and alter) to activate the skill becomes the difficulty the targets must beat to avoid the effect. Otherwise they immediately see their allies as the "true" enemy and attack. The Jedi must maintain the effect each round for the combatants to continue fighting. Once the power is dropped, its effects wear off instantly.
On a successful roll to change the balance of the battle in the Jedi’s allies favor (the power’s second function), the Jedi’s enemies lose 1D for every 4D of she has in her best Force skill, in a skill determined by the Jedi (i.e., Strength, Dexterity, et cetera) to a minimum of 1D, while her allies receive a bonus of the same value to an attribute of her choosing.
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Force Line

Conduit

Control Difficulty: Based on level of power required.

Base difficulty of Moderate

Difficulty

Computer, Electric kettle

Moderate

Lightsaber, Blaster

Difficult

Repulsorlift vehicle

Very Difficult

Starship

Heroic


Sense Difficulty: Based on complexity of item to be powered.

Base difficulty of Moderate

Difficulty

Electric kettle

Moderate

Lightsaber, Blaster

Difficult

Repulsorlift vehicle

Very Difficult

Computer

Heroic

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.
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Force Line

Control Mind

Warning: The use of this power gains the Jedi a Dark Side Point. The Jedi also gains a Dark Side Point for each evil action that he forces someone under his power to do.

Note: This power is so inherently corrupt that its difficulties are substantially reduced by those who have given themselves over to the powers of the Dark Side.

Note: The Jedi must have receptive telepathy, projective telepathy, telekinesis, and affect mind to posses this power. It is unknown if this is the true extent of this power-at this point, the limits below are what is known.

Control Difficulty: Moderate, as modified by relationship. Targets with an affinity with the Force (that is, have Force skills, Force Points) are allowed to make opposed control or Perception rolls, selecting either their roll or the base difficulty.

Sense Difficulty: Easy for a Jedi who has turned to the Dark Side, as modified by proximity. Moderate for a Jedi who id of the Light Side, as modified by proximity.

Alter Difficulty: Variable, depending upon the number of targets being controlled and whether they are willing. Targets with an affinity with the Force (that is, have Force skills, Force Points) are allowed to make opposed rolls, choosing either their roll or the difficulty, whichever number is higher.

For a Jedi who has turned to the Dark Side:

Number Willing Unwilling
1 Very Easy Easy
2 Easy Moderate
3 Moderate Difficult
4 - 5 Difficult Very Difficult
6 - 8 Very Difficult Heroic (31+)

For a Jedi who is of the Light Side:

Number Willing Unwilling
1 Moderate Difficult
2 Difficult Very Difficult
3 Very Difficult Heroic (31+)

Effect: The use of this power allows the Jedi to take control of another person, turning him into a puppet who must obey the Jedi’s will. When used successfully, a Jedi can control the actions of others, making them serve his will like automatons. This power may be kept "up" to allow the user to maintain control of his target’s mind- the Jedi must make a new roll if a new target is to be added.

Characters versed in the ways of the Force (with any Force skills) can actively resist by rolling control or Perception total. A character with an inherent affinity with the Force (character with Force Points) may resist by rolling a Perception total. The character may choose either the difficulty for the power use or his roll. If the Jedi attempts to control more than one such Force- sensitive characters at the same time, for all characters beyond the first, add +1 for each die code of Perception or control. The Jedi must make a new power roll whenever he attempts to take over a new target. Targets may be released without a roll.

Control mind cannot be used to control Droids or computers.
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Force Line

Create Force Storms

Control Difficulty: Heroic

Sense Difficulty: Heroic

Alter Difficulty: Heroic. Modified by proximity. Modified by the diameter of the storm desired: +5 for 100 meters or less, +10 for 100 to 1 kilometer, +15 for a base of one kilometer and +2 for every additional kilometer. Modified by damage: +5 per 1D of damage. Must make Heroic rolls each successive round to control the storm. Must make a Very Difficult roll to dissipate the storm.

Required Powers: Hibernation trance, life detection, life sense, magnify senses, receptive telepathy, sense Force, telekinesis, farseeing, projective telepathy, instinctive astrogation, rage

Warning: Force Storms are immensely destructive and violate the laws of nature. A Jedi using this power automatically receives a Dark Side Point.

Effect: This is perhaps the single most destructive Force power known. It allows the Jedi to twist the space-time continuum to create vast storms of Force. The power also allows limited control of these storms. Capable of creating annihilating vortices, the storms can swallow whole fleets of spaceships or tear the surfaces off worlds.
Use of this power requires the focusing of hate and anger to an almost palpable degree and there in considerable danger involved. Some are able to create Force storms, but fail at harnessing what they have foolishly unleashed. Often, those who fail to control the storm are themselves consumed and destroyed. If the Force-user is destroyed, the storm dissipates within minutes.
When a Jedi attempts to create a Force storm, he must determine the diameter and the amount of damage (the damage dice are capital scale). If the Jedi fails any of the rolls, the storm is summoned with the desired damage, but it attempts to consume the summoner.
At a +10 difficulty, the summoner can attempt unusual maneuvers with the storm, such as creating a vortex to draw unwary victims to a specified point.
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Force Line

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 reson, 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 base skill level listed below. Note that all homonculi have the same number of base attribute and skill dice (+/-).

Type: Assassin Homonculous
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 higher, 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 teeth, muscular, fingers 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, colour determined by creator.
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Force Line

Doppleganger

Control Difficulty: Very Difficult

Sense Difficulty: Very Difficult

Alter Difficulty: Heroic

Required Powers: Control pain, emptiness, life detection, life sense, magnify senses, receptive telepathy, sense Force, telekinesis, projective telepathy, control another’s pain, transfer Force, affect mind, dim another’s senses

This power may be kept up

Warning: A Character who uses this power receives a Dark Side Point.

Time to Use: Five minutes

Effect: This power creates a doppleganger of the Force-user. The doppleganger is an illusion, but to those who interact with it, it seems real. The user can sense all normal senses through the doppleganger, and the duplicate seems to have form and substances: the doppleganger registers as normal on all droid audio and video sensors. Those with the doppleganger believe it to be a real person. The doppleganger acts with half the skill dice of the person using this power. The user must roll once every five minutes to maintain the dopplerganger; if the Jedi stops using the power or the dopplerganger is fatally injured, it simply fades into nonexistence.
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Force Line

Drain Life

Sense difficulty: Moderate

Control and Alter difficulty: (the vampires are considered Human, if they are not Human, reallocate the table as necessary)

Type

Difficulty

Human

Difficult

Near-human

Very Difficult

Alien

Heroic

Force-sensitive

+10

Non-carbon based

+10


The user of this power gains a Dark Side point
.

Effect: This power will drain the life from any organic based living form, or the life from any sentient being, whether carbon-based or not. Only very alien races might be immune to this power (DM's decision). This life is determined as the Strength and Knowledge of the being. The power can be kept "up", with the normal difficulties. A
Moderate Control roll is required in any round this power is kept "up" (i.e., not the first round).
To determine game effect: Roll Strength and Knowledge. Use the Alter result of the aggressor (i.e. Force user) as an attack vs. the combined dice. Consult the damage chart. No effect: The vampire could not Drain the life from the being this round. The vampire can re-initiate the power next round, or keep the power "up" (which would necessitate resisting the same Alter result, but with a reroll of dice), or try another attack.
Stun result: The vampire has drained Character Points from the character. The vampire can drain max. number of Character Points as the vampire has dice in Alter (i.e. 8D+2 = 8 character points).

Wound result: As per Stun, only that the vampire also drains Force points from the character, at a rate of 1 per 15 or fraction thereof rolled on the Alter dice.
Incapacitated: As per Wound, but the vampire also permanently drains a pip from both Strength and Knowledge.
Kill: The vampire can drain all Character Points and all Force points from the character. Strength and Knowledge stats are drained to 0. The vampire can use the Character and Force points drained as per the normal rules. The pips drained from Strength and Knowledge raises the respective dice codes of the vampire temporarily (like, 2d6 rounds or something). The vampire can decide to forgo this boost in order to heal itself one wound category (i.e., Kill -> Incapacitated -> Wound -> Stun -> No Effect).
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Force Line

Drain Life Essence

Control Difficulty: Very difficult, inversely modified by relationship. For example, using this power on a close relative would add +30 to the difficulty; using this power on a complete stranger of another species would add nothing to the difficulty.

Sense Difficulty: Use the chart below:

Difficulty Number of Victims
Very Easy 1 - 5
Easy 6 - 50
Moderate 51 - 1000
Difficult 1001 - 50,000
Very Difficult 50,001 - 1 million
Heroic 1 million - 10 million

Alter Difficulty: Easy for willing, worshipful subjects. Difficult for ambivalent or apathetic individuals. Heroic for enemies. Add +10 to the difficulty if individuals are imbued with the Light Side of the Force.

Required Powers: Control pain, hibernation trance, life detection, life sense, magnify senses, receptive telepathy, sense Force, telekinesis, farseeing, projective telepathy, control another’s pain, transfer Force, affect mind, control mind, dim another’s senses.

This power may be kept up

Warning: Any Jedi who uses this power gains a Dark Side point.

Effect: This power allows a Jedi to draw life energy from those around him and to channel the negative effects of the dark side into those victims.
Al living things are a part of and contribute to the Force; even those with no awareness of the Force are affected by and are a part of it. Many beings go through their daily lives wasting much of their life energy. This power draws that life energy from beings, allowing a Jedi to use that energy to further his or her own ends.
To draw this energy the Jedi must roll for the power once per day. The power is considered to be up at all times, and thus the Jedi suffers appropriate die penalties.
The amount of energy the Jedi draws depends on the number of individuals affected by the power and the length of time they have been drained.

For individuals who have been drained for less than on week or longer than one month:

For individuals who have been drained longer than one week and less than one month;

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Force Line

Elemental Control

Control Difficulty:

Type

Difficulty

Mild weather

Easy

Medium weather

Moderate

Heavy weather

Difficult

Storms (tornadoes, etc.)

Very Difficult


Sense Difficulty: Moderate, modified by proximity.

Alter Difficulty: Modified by proximity/distance of weather change.

Type

Difficulty

Mild changes in intensity or direction

Easy

medium changes

Moderate

Large changes

Difficult

Dramatic, drastic changes

Very Difficult


Effect:
This power changes the weather, effects storms, alter wind, currents of a large body of water, or effect the path of a fire.
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Force Line

Enhanced Coordination

Control Difficulty: Moderate, as modified by proximity.

Sense Difficulty: Difficult

Alter Difficulty: Dependent upon the number of individuals being affected by this power.

Number of Individuals Difficulty
1-10 Very Easy
11-100 Easy
101-500 Moderate
501-5,000 Difficult
5,001-50,000 Very Difficult
50,000-500,000 Heroic

Effect: The used of this power allows the Jedi to coordinate the activities of a group in order to increase the group’s effectiveness at a given task. This power was often used by the Emperor to increase the fighting ability of his troops, mentally driving them on and supplementing their will to fight. This power may only be used on individuals who are in agreement with the intent of the Jedi, and it in no way grants the Jedi mental control over the troops affected. Instead, it links the troops on a subconscious level, allowing them to fight more proficiently and with better organization. If the power is successfully called upon, the Jedi picks three specific skills. The skills must be the same for the entire group. For every 3D (round down) in those skills that the troops have, they receive a bonus of +1D.
The Jedi may keep this power "up," although he must make a new power roll whenever new troops are to be added to the power, or skills are to be changed. The Jedi may only affect Dexterity, Technical or Strength skills.
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Force Line

Force Harmony

Control Difficulty: Difficult, modified by proximity

Sense Difficulty: Difficult, modified by relationship

Alter Difficulty: Moderate

Required Powers: Life detection, life sense, projective telepathy, receptive telepathy

This power may be kept "up"

Effect: This power allows several willing Jedi to manifest the power of the light side. As long as the power is operating, it bathes the user in the celestial illumination that is the light side. It can act as a shield against the powers of the dark side, giving an extra 5D for each Force-user involved to resist the effects of powers called upon by the dark side servants. Note that +5D may seem to be an immense bonus, but since this power must be maintained, the Jedi calling upon it suffers a 2D penalty. The number of Force-users linked in this power is limited by the number of dice the power’s initiator has in the control or sense skill, whichever is lower. For example, if Leia, who has a control of 5D+1 and a sense of 4D+2, used Force harmony she would be able to link only four people (including herself).

When acting as a shield against the dark side, if both the control and sense rolls exceed the success roll of the dark side power used (if the power requires multiple skill rolls, the highest roll wins), the dark side power id interrupted. All up powers are interrupted as if the user were stunned. It cannot cancel out the presence of the dark side, but can distract its servants and make their actions more difficult.
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Force Line

Greater Force Shield

Submitted By: Audun "Kor Fanix"

Control Difficulty: Moderate

Sense Difficulty: Difficult

Alter Difficulty: Very Difficult

Required Powers: Lesser Force shield (normal force shield)

This power may be kept "up"

Effect: This power allows the jedi to surround his body with a force-generated shield. the shield can be used to repel energy (and physical attacks as well as mind/force based attacks) matter away from the jedi's body, down to the molecular level.

The shields protects STR+3D against all kinds of attacks, including sith and dark side Force powers (gamemaster directions, but usually protects against all attacks the jedi is unwilling of). It also protects against directional attacks such as greande blasts and gas clouds.

This shield is stronger than the Lesser Force shield, which is more "common" among the "normal" jedi, therefore it also takes one force point to use, per time.
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Force Line

Imprison

Control Difficulty: Heroic + Victim's Control

Sense: Heroic

Alter: Heroic + Victim's Alter

All difficulties are modified by proximity and relation. In addition, there are modifiers for using less than 5 Jedi Masters in a group:

Modifiers

Difficulty

1 Jedi Master

+30

2 Jedi Masters

+20

3 Jedi Masters

+10

4 Jedi Masters

+5


This power cannot be kept "up".

Required Powers: Absorb/Dissipate Energy, Emptiness, Farseeing, Life Sense, Control Another's Pain, Instinctive Astrogation, Magnify Senses, Projective Telepathy, Receptive Telepathy, Force of Will, Transfer Force, Dim Another's Senses, Affect Mind

Effect: Imprison is one of the most terrible powers a Jedi can use on another living creature. It's use automatically gives all users a Dark Side point. Through many thousands of years of research, the Jedi have uncovered different dimensions. Some have come about accidentally, like the spatial vortexes caused by a failed Warp Matter experiment, while others have come about through active research. Some have even come about by dealing with Dark Jedi and defending against Force Storms and such. The end result is that a group of Jedi masters can open up a gateway into the unknown and forever imprison a victim in this new dimension. It seems that there exists a "pocket universe" somewhere beyond hyperspace where this power leads to. In ancient times, it was thought that no one could ever return from this prison. However, recently, a long imprisoned Dark Jedi Master, the Highlord escaped and made his way back to our galaxy. He did this only through many hundreds of years of planning, but was luckily defeated by the Jedi Knight, Garret Sample. Besides special events, the victim is considered, for all in tense and purposes, to be wiped from the face of the galaxy.
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Force Line

Projected Fighting

Control Difficulty: Difficult

Sense Difficulty: Difficult

Alter Difficulty: Moderate, modified by proximity.

Required Powers: Concentration, telekinesis

The target must be in within the Jedi’s line of sight.

Time to use: One round

Effect: Projected fighting allows the Jedi to strike at an opponent, inflicting damage without physically touching the target. Use of this power is more than a little risky; in many cases projected fighting is quite simply using the Force to attack. However, the Jedi attempting to use projected fighting can only elect to cause stun damage only, and even then should only attempt to use this power if it is to protect an innocent in immediate danger. A Jedi who uses projected fighting for any other reason, or causes anything more serious than stun damage, receives a Dark Side Point.
After successfully using the power, the Jedi makes a brawling skill roll. If attacking a Force-sensitive, the target may use the control or brawling parry skill roll to avoid the attack. Otherwise, the target cannot deflect the Jedi’s blows. If the target is not Force-sensitive, a Difficult brawling parry roll is necessary to block the Jedi’s attack. If the brawling roll is successful, the Jedi rolls his or her full Strength versus the target’s Strength. The Jedi may target a specific portion of the body (which adds +1D to damage), but must subtract an additional -1D from his brawling skill. Be sure to add any armor bonuses that the target may have.
This power can be kept "up" as long as the distance between the Jedi and the target remains the same. Should the target move significantly or the Jedi wish to select a new target, the power must be rerolled.
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Force Line

Protecting Wave

Submitted By: Audun "Kor Fanix"

Control Difficulty: Moderate

Sense Difficulty: Difficult

Alter Difficulty: Target's Control/perception roll

This power may be kept "up".

Warning: If this power is not used purely for self defense or to defend some poor being, tha character gains a dark side point.

Required Powers: Greater Force shield, Telekinetic kill, Force lightning

Effect: The jedi makes a strong and dangerous force field around him, and anyone that intends to harm the jedi coming closer than 1/2 meters to the jedi gets injured by the force field. Note that the character may be injured himself if he fails the control and sense difficulty numbers, damage 4D (why he injures himself, may be that he made the "attack" with purpose of attacking, and not to defend himself).

The character that goes into the Force field intending to injure the jedi is damaged by the jedi's alter die code, which may be total or no damage at all; it is up to the jedi if he wants to damage the attacker or not, if not, the attacker is stunned for 1D rounds even if the jedi doesn't want to damage him.
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Force Line

Telekinetic Kill

Control Difficulty: Easy. Modified by proximity.

Sense Difficulty: Easy. Modified by proximity.

Alter Difficulty: The target’s control or Perception roll.

Required Powers: Control pain, inflict pain, injure/kill, life sense

Warning: A character who uses this power automatically receives a Dark Side Point.

Effect: This power is used to telekinetically injure or kill a target. When the user makes his alter roll against the character’s control or Perception total to determine damage. The exact method used to kill the target varies: collapse the trachea, stir the brain, squeeze the heart, or any number of other methods.
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Force Line

Transfer Life

Control Difficulty: Heroic, modified by relationship. If target is unwilling, increase the difficulty by +15.

Sense Difficulty: Heroic, modified by proximity. If target is unwilling, increase difficulty by +15.

Alter Difficulty: Variable, depending on willingness and Force affinity.

Circumstances Difficulty
Specially prepared Clone host body Easy
Recently dead body Moderate
Live willing host Very Difficult
Live unwilling host Heroic

Those who a Force-sensitive may make an opposed alter or willpower roll, selecting either the roll of the difficulty, whichever is higher.

Required Powers: Absorb/dissipate energy, accelerate healing, control pain, detoxify poison, emptiness, hibernation trance, reduce injury, remain conscious, resist stun, life detection, life sense, magnify senses, receptive telepathy, sense Force, injure/kill, telekinesis, farseeing, projective telepathy, accelerate another’s healing, control another’s pain, feed on the dark side, inflict pain, return another to conscious, transfer Force, affect mind, control mind, dim another’s senses

Warning: Any Jedi using this power receives two Dark Side Points. If attempting to possess an unwilling host, the Jedi receives four Dark Side Points.

Effect: This power allows the character to transfer his or her life energy into another body. The key to immortality itself, this is one of the most difficult and evil of all dark side powers. To overcome a sprit already residing in a body is nearly impossible. This is why the power is nearly useless without the ability to clone host bodies.
Though theoretically possible, it is not yet known what the effects on an unborn fetus would be. Fortunately, there is almost no history of this power being used successfully. It is believed that if the user’s body perishes as an attempt fails, the user’s life energy is lost dispersed to the void.
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Force Line

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".

Effect: 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 DM 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).

Force Lights

Required Powers: Absorb/Dissipate Energy

Control Difficulty:

Size/Form of Beam

Base Difficulty/Modifier

Unfocused

3

Thick Beam(flashlight)

14

Thin Beam(blaster bolts)

23

Focused Beam(surgical laser)

37

Multiple Beams

+4


Alter Difficulty:

Intensity

Base Difficulty/Modifier

Candle

Very Easy

Daylight

Easy

Fluorescent

Moderate

Searchlight

Difficult

Engine Glow

Very Difficult

Star

Heroic


Effect: This power is typically used by Jedi to light darkened areas, but it has it's uses as an offensive power and a heat source as well. When activated unfocused, the Jedi glows with the desired intensity so long as it is achieved. Heat and light radiate outward from all points on the Jedi's body. At any intensity greater than "Fluorescent", the Jedi and others around him receive damage:

Intensity

User Damage

Other's Damage

Searchlight

4D per round

Blinded (dur +1 rd)

Engine Glow

15D per round

10D,blinded +5

Star

30D per round

20D, blind


Note: When used unfocused, the Jedi can attempt to Absorb/ Dissipate the energy that he is receiving, with an appropriate roll based on the above Alter difficulties.

When activated as a thick beam:

Intensity

Result

Candle

Bright

Daylight

Brighter Light

Fluorescent

Blinding Light(Duration +1 round)

Searchlight

Heated Light(2D damage, blinded +2)

Engine Glow

Burning Light(6D damage, blinded+5)

Star

Searing Light(14D damage, blind)


When activated as a thin beam:

Intensity

Result

Candle

Bright Light

Daylight

Blinding Light

Fluorescent

Heated Light

Searchlight

Burning Light

Engine Glow

Searing Light

Star

Blazing Light(20D damage, blind)


When activated as a focused beam:

Intensity

Result

Candle

Blinding Light

Daylight

Heated Light

Fluorescent

Burning Light

Searchlight

Searing Light

Engine Glow

Blazing Light

Star

Supernova Light(30D damage, blind)


This power may be kept "up." (for as long as the Jedi can stand it). When aiming a beam, the Jedi uses his Control dice. While using any beam, the Jedi receives 1/3 damage, rounded to the nearest whole dice, never to drop below 1D.
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