The Jedi Handbook

Note: These notes are for the role playing game but give good background information for story composition.
back

Table of Contents:

Part VIII: The Weapons of a Jedi

Part IX: Lightsaber Dueling

Part X: Adventure Ideas

Part XI: The Powers

Part XII: Random Lightsaber Rolls

Part XII: Known Force Users

 

Part IX: The Weapons of the Jedi

Weapon Descriptions:

In addition to the traditional lightsaber, several more exotic (and if they’re exotic for Jedi, they must be rare!!) weapons were produced by the Jedi. All are character scale, and normally unavailable, even to most Jedi. All have the same inherent danger to the user as the Lightsaber, except for the Teepo Blaster (unless otherwise stated, the wielder is hit with these weapons if the difficulty is missed by 10+). All listed damages are considered "base" as if constructed with a natural gem. Reduce damage by 1D if synthetic gems are used.

Lightdagger

Type: Compact lightsaber

Skill: Lightsaber: Lightdagger

Difficulty: Difficult

Damage: 3D

Notes: -1D to parry. Character is hit if difficulty is missed by more than 12.

This is a smaller version of the lightsaber. The handle was usually 13cm long (as opposed to 25-30cm), and slightly slimmer than the saber’s. The blade is only about 20cm long, instead of the normal 60-70cm length of a lightsaber. It was typically used for training or utility purposes, or carried by Jedi as a combat backup (often used as Daisho).

Dual-setting Lightsaber

Type: Variable length Energy Sword

Skill: Lightsaber: lightsaber

Difficulty: Difficult (setting 1), Very Difficult (setting 2)

Damage: 5D (setting 1), 4D (setting 2)

Notes: +1D to parry others wielding lightsabers or melee weapons, but not to parry blaster bolts (in setting 2).

Must state setting to be used at the start of the turn.

This is a rare and unusual variation on the normal lightsaber, in that it had two different settings. In the first, it has the normal length, but more powerful, as the traditional lightsaber. In the second setting, the blade losses about 15% of it’s power, but doubles in length. This extra length is useful for keeping others at a greater distance, but makes it much more unwieldy to deflect blaster bolts and attack.

For these reason, it used primarily by young, reckless Jedi, who eventually decide to keep it in its first setting, or going to a traditional saber. It was, however, popular with some Jedi who rode into battle on beast back. The dual nature of the blade often gave it a stunning blade-within-a-blade appearance, with one color forming the core, and a second, clearly different one forming the outside sheath. Less than two hundred examples were ever made.

Double-bladed Lightsaber (Lightstaff)

Type: Double-ended Energy Staff

Skill: Lightsaber: double saber

Difficulty: Very Difficult

Damage: 5D

Notes: +1D to parry. If wielder misses difficulty by more than 5 points, the wielder struck.

Most specimens may be used as a regular lightsaber (specialty Lightsaber: lightsaber), but without the parry bonus. Must declare at the beginning of the round. Damage remains 5D.

An ultra rare light weapon, the double lightsaber consisted of an elongated handle (about 2.25 times the normal length), which projects a blade from each end. This gave it the versatility and speed against attacks of a quarterstaff, but made it MUCH more dangerous to the user. For this reason, it could usually be used like a normal, single bladed lightsaber. This was considered by many Jedi to be a Dark Side weapon, mainly because its most famous user was the Sith Lord Exar Kun. Less than a dozen examples where ever made.

Stunsaber

Type: Stun Effect Energy Sword

Skill: Lightsaber: Lightsaber

Difficulty: Difficult

Damage: 5D Stun

Notes: When used against stun bolts, it can absorb up to its die in stun-damage die, like piece armor. The Jedi may add their Control die to the damage of a stun saber. May also be used to parry melee weapons and lightsabers.

Incapable of cutting matter, the Stun Saber produced a neurological shock to the target, who would wake up in about ten minutes with a planet shattering headache. This made a perfect weapon for dealing with an unruly mob that the Jedi can not pacify. It handles exactly like a lightsaber, making it the perfect training weapon. Unfortunately, it can not block projectiles or blaster bolts. Less than fifty are believed to have been made.

Force Lash

Type: Wave-guide channeled energy blade

Difficulty: Moderate

Skill: Lightsaber: Force Lash

Damage: 3D

Note: Due to merged physical/energy nature, when used against an armored target, use Physical Armor -1D or Energy Armor, whichever is greater.

The Force Lash, when deactivated, looks much like a lightsaber handle. The actual lash is a telescoping wave guide, approximately 80cm long. The guide is encased in energy. This guide (and the energy wrapped around it) is somewhat flexible, but not enough to wrap around the target. It was used as a training aid, although some Jedi (especially Baadu and Dark Siders) carried them instead of a lightsaber.

Lightwhip

Type: Flexible, wave-guide energy lash

Difficulty: Very Difficult

Skill: Lightwhip

Damage: 5D

Notes: If character misses base difficulty by 10+, whip strikes wielder. If character beats base difficulty by 20+, the whip may wrap around the target doing 5D+/-Control damage per round.

Due to merged physical/energy nature, when used against an armored target, use Physical Armor -1D or Energy Armor, whichever is greater. Due to energy cocoon, may be used to parry lightsabers, and even ensnare them. Must roll lightsaber Vs lightwhip damage to see if they damage each other.

The lightwhip is the prized weapon of many Sith and Dark Jedi, but only a scant handful of Jedi. Similar in many respects to the Force Lash, the Lightwhips were harnessed energy coiled around incredibly strong, 2.5 to 4.5m long (length varies between users, and is based, in part, on the builder’s height), alloy whips. They can easily cut through the strongest metals in the hands of a skilled user. Because the lightwhip is flexible and unwieldy, it is very dangerous to the beginner, and those without any formal training are as much a danger to themselves as they to others. In the hands of a skilled user, however, the lightwhip is capable of deflecting blaster bolts and solid projectiles, in addition to its formidable capabilities.

Light Boomerang

Type: Energy field assisted boomerang

Difficulty: Variable (see below)

Skill: (A) Light Boomerang

Ranges: 2-10 (moderate)/20 (difficult)/60 (very difficult)

Damage: 5D

Notes: If throw or catch difficulty missed by >10, the boomerang either actives too early (causing damage to user’s hand), or isn’t caught (inflicting damage randomly). Requires the Light Boomerang Combat Force power to use.

The light boomerang was at one time a highly prized weapon, used primarily by Jedi who enjoyed showing off or where on the front lines of the Sith conflicts. Today, there are none believed to still exist, and only a scant handful of scholars know of it’s existence. Like the light whip and force lash, it uses crystal, wave-guide and mirror technology to create an energy field around the actual weapon. For safety reasons, it may only be activated telekinetically, otherwise the user’s hand would be instantly removed. Once thrown, the Jedi would be able to guide his weapon against several targets in one throw. Attempting to use this weapon without intense training is suicidal.

Light Claws

Type: Energy-blade claws

Difficulty: Moderate

Skill: Lightsaber: lightclaws

Damage: 2D (It is believed that some models where as powerful as true lightsabers)

Notes: The Jedi may add the Damage + Control to their Climbing. They may also be used to deflect blaster bolts.

This is an unusual weapon, used mainly by Dark Jedi Assassins. They may be concealed in the sleeves of a tunic or robe. Each claw emits a pair of blades about a meter long. They may also be used to help climbers.

Teepo Master’s Blaster

Type: Custom made blaster pistol

Skill: Blaster: pistol

Ranges: 3-10/40/120

Ammo: 100

Damage: 4D+1

Note: +2D difficulty to hit for all other than it’s intended owner.

These weapons were wielded by Masters ONLY. Most Paladins carried stock, commercial models. This weapon is a custom made blaster, built by individual Masters. Each weapon, like a lightsaber, is made to a typical template, but each Master would make his blaster to fit his own needs. Some weapons have longer range and lower power ratings. Others have iron sights, but some have optics or reflex sights. Each set of grips was custom made to fit the hand of the Master, with the powerpack type often changing to fit a particular Master’s idea of balance and ergonomics. The balance matched to their personal shooting stance. Some didn’t even have triggers, instead relying on the Force. Each weapon was tuned to fight it’s builder like a glove. Less than a dozen pairs of Master’s Blasters are known to still be in existence.

Making a Weapon:

Designing and crafting a weapon is often (and always is for those of the Warrior Discipline) the final step in the initial training of a Jedi. The following rules are for the creation and modification of sabers. Once understood, they may easily be modified to produce the more exotic weapons like Light Claws and Boomerangs.

A Jedi’s weapon is a part of his very being. When a Jedi constructs his own weapon he gains a +2 bonus to strike and parry rolls when using that weapon. Unfortunately, he also becomes so attached to his weapon that if separated he suffers a -1D penalty to all Force Skills until he recovers his weapon or builds a new one.

Building a lightsaber:

Step 1) Costs: The majority of the parts found in a lightsaber are pretty common (the major exception being the gem) and can be purchased in most major towns or starports. The cost for the basic lightsaber is $100 not including a gem. Gems cost $5,000 - $100,000 depending on supply/demand etc. (granted, gems will be less expensive in the TotJ period than during the Empire... but may be closely guarded by the Academy and requiring a permit of sorts). Synthetic gems may be purchased (depending on the GM..... there is still some debate as to the plausibility of synthetic gems) at a cost of $1,000 - $10,000.

Step 2) Time & Construction: It takes a week (7 days) to build a standard lightsaber. At the end of every day roll your Lightsaber Repair (or Lightsaber Technology) versus a difficulty of 20 (modified by working conditions and available tools). A successful roll means that day’s worth of work was successful and you may continue on to the next (a roll of Heroic indicates that 2 days worth of work was accomplished). A failed roll means nothing was accomplished that day (but you suffered no setbacks either). For every full 7 points you fail by you are set back a day’s worth of work (i.e. You’re on your fifth day of work and you fail your roll by 15 points, you are setback to the third day). If the wild die comes up as a 1 followed by a 6 (a complication) you really screwed up and along with the usual penalties (count up the remainder of the dice to see how far you are

set back) the lightsaber’s gem has shattered. After the seventh day is successful the craftsman spends 10 Character Points to complete the process (thus making the weapon an extension of himself and gaining the +2 bonus... see below) and has a basic lightsaber as described in the books except there is a -1D penalty to damage and blaster parry if constructed with a synthetic gem (there’s no substitution for nature . . . especially where the Force is concerned).

Step 3) Modifications: After a basic lightsaber has been constructed it may be modified to become a natural extension of the wielder. Any Jedi who constructs his own lightsaber (or blaster for Teepo Paladins) automatically gains a +2 bonus to strike and parry when using it. The rules for modifications are much the same as construction but with a few alterations (see table below). I suppose it is possible to modify a lightsaber by using base technology or similar technological skill but the difficulty would be doubled. Note: Lightsabers are only large enough to hold 3 modifications without becoming cumbersome and difficult (if not impossible) to wield.

Cost of Adegan Crystals (Lightsaber Gems)

Name: Base Damage: Cost:

Syn Kathracite 2D+2 $2,500

Kathracite 3D+2 $5,000

Syn Relacite 3D $3,500

Relacite 4D $10,000

Syn Danite 3D+2 $7,500

Danite 4D+2 $15,000

Syn Mephite 4D $8,750

Mephite 5D $25,000

Syn Pontite 4D+2 $15,000

Pontite 5D+2 $100,000

 

** Although Adegan Crystals may be purchased, they are often gifts to remarkable students from their Masters.

Lightsaber Modification Table

Name: Difficulty: CP: $Cost Time:

Pressure Grip Mod 2 25 1 day

Lock Blade Mod 2 15 ½ day

Var. Lengths Diff 7 80 + Gem 3 days

2 Blades (Staff) Diff 7 80 + Gem 3 days

Extra Dam Very Diff 10 60 + Gem 3 days

Light Suppression Very Diff 10 75 4 days

Sound Suppression Very Diff 13 70 5 days

Non-Metal Const. Very Diff 15 5,000 13 days

Ooze Diff 2 50 + 2 Gems 2 days

 

Pressure Grip: A good modification for beginners. When the hilt is let go of (as in a drop or fumble) the blade automatically shuts off to reduce the chance of harming the user (or, God forbid, an innocent). Note: the Pressure Grip may be thrown but the user must use Telekinesis to keep pressure on the grip at all times.

Lock Blade: The Lock Blade is the opposite of the pressure grip. The saber stays on until the wielder shuts it off, thus allowing the user to throw the saber at a target.

Var. Lengths (see above): This allows the saber to effectively have two blades (each with different lengths) which extend in the same direction. This allows a user to select the best length for the given task. This modification grants a good number of style points when both blades are extended and of different colors, one outlining the other.

2 Blades (Lightstaff.... see above): With this modification the saber extends a blade out of each end thus resembling a lightstaff (a la Exar Kun). These are very difficult to properly wield as they may only be held in the middle and usually do more harm to the user than the intended target.

Extra Damage: Simply, it adds 1D to the base damage.

Light Suppression: For all the lamers out there who want to sacrifice all style points, this modification exists. There are two ways to make this modification work. One is to "dim" the light made bay the saber, and sacrificing 1D of base damage, and the other is to tune it to the UV or IR spectrums. If the later is the case only certain aliens or humans wearing goggles (or using Shift Sense) would be able to see the blade.

Sound Suppression: Another one for those without style. This modification reduces the famous hum of a lightsaber. With this modification a Perception roll of Difficult is required to detect the user with sound.

Non-Metal Construction: This is rebuilding the saber from scratch with non-metal components to help fool scanners. A Very Difficult Sensors roll is required to detect such a weapon.

Ooze: This modification is the ultimate (IMHO) in style points. Through using at least three different gems of different colors and set up with a special modulation, the colors within the blade create an "oozing like pattern" similar to a lava lamp. Although there probably aren’t any practical uses, there are tales of Jedi using the blade to hypnotize a target.

 

 

Part X: Lightsaber Dueling

Have you ever noticed how boring lightsaber duels can get in the RPG? They have none of the flair, excitement, or fun from those epic duels in the films. West End Games has successfully reduced the most grand aspect of Lucas’ masterpiece to an annoyingly redundant series of strikes and parries. So . . . here are a few optional rules to add a little fun and excitement to your lightsaber duels.

Step One: Initiative

Both combatants roll initiative as usual. Also the winner gains a +1D bonus to strike or parry for the next round for every full 7 points his roll exceeds the loser’s roll. Dueling rewards the aggressive.

Step Two: Declare Actions

The winner of the initiative sets the pace and chooses to either attack, defend, or maneuver. Strikes, parries and dodges are handled same as usual . . . the major change comes with maneuvers (other, often strategic, actions taken instead of attacking).

Maneuvers:

Maneuver: Table Fighting

Description: Attacker (winner of initiative) decides to move to higher ground and jumps on top of a table or other similar structure.

Mechanics: Roll Dex with a difficulty of 15. Failure means you fall flat on your face (not a good place to be during a duel)!

Effect: While atop a table opponent’s strike difficulties are raised by 5.

 

Maneuver: Telekinetic Leap

Description: Attacker uses the Telekinesis power to propel himself into the air.

Mechanics: Moderate to Difficult Alter roll, depending on user’s mass, as-well-as a Dexterity or Acrobatics roll of 15.

Effect: This maneuver can be used to either remove himself from combat (full dodge), shoot straight up and take defender by surprise (and make it much more difficult to parry), or another creative use.

 

Maneuver: Stair Fighting

Description: Not so much a maneuver as a location for a duel. One combatant is on a higher stair and the other (of course) is on the lower.

Mechanics: Whoever is on the higher stair adds +1D to strike rolls and whoever stands on the lower is at a better angle to defend and adds +1D to parry. This is only really useful when you A) know your opponent’s strike/parry roll is so low the extra 1D won’t help and B) when you’re shooting for Cinematic Bonuses (see below).

Effect: Following every attack the defender must make a Moderate Dexterity check to avoid tripping and falling down (up) the stairs!

 

 

Maneuver: "Forcing"

Description: No, this is not a new, fantastic power . . . it is a battle of strength and will to push (or "force") an opponent’s blade back onto him (if you don’t fight two-handed, give it up).

Mechanics: Ok . . . this one gets a bit complex but I’ll try and make it as simple as possible. If the attacker of the last round was parried and wins initiative for the next round (and is on the same plane as the defender, i.e. not on a table, stairs, etc.) he may use the "forcing" maneuver. Both attacker and defender roll strength. The difference between the two rolls are considered "points" and are awarded to the winner of the contest. The first person to score 20 points wins (see below). If the difference of the strength rolls was less than 20 the struggle continues to the next round. Roll initiative again. The winner gets to decide whether to continue the "forcing." If the winner was the attacker last round he may break the struggle without penalty, if the winner was the defender last round he may only break the struggle by scoring 20 points (see below). If the fight continues, both characters must make a Stamina check (Easy the first round and increasing 5 points every round thereafter). A failure means you are too exhausted to put up a fight and give in. The other character automatically gains 20 "points" and wins the contest (again, see below). If both fail, its a stalemate and the contest is broken up. If both combatants make the Stamina check, the contest continues as usual, both roll Strength (as above). The winner of the strength roll first subtracts this round’s "points" from his opponent’s total and then adds the remainder to his. The first to 20 wins.

Effect: If the attacker wins, the defender cuts into himself doing standard damage (typically 5D, exceptions being modified sabers). If the defender wins, he overpowers and throws the attacker away. In this case the loser must make a dexterity check to avoid falling down.

 

Maneuver: Feint/Attack

Description: The character "fakes" an attack to throw off his opponent’s balance and then runs his saber home.

Mechanics/Effect: The winner of initiative takes the role of attacker and declares the Feint/Attack maneuver (or declares 2 strikes and slides a piece of paper to the GM declaring his true actions in the case of two players dueling). The attacker is taking 2 actions this round and must adjust his dice pool accordingly (-1D to both actions). The first roll is for the feint. Attacker rolls his strike versus his opponent’s total in Perception and Sense. If the attacker wins, his opponent took the bait and is off balance for the real attack. On the attacker’s second, real attack, he rolls strike -1D (multiple actions) plus the amount his feint succeeded by. The defender must now defend the attack as normal, with a -1D penalty for multiple actions due to taking two defensive actions, even if the first wasn’t real (he sure thought it was). If the feint is not successful, the defender recognizes the attempt as being fake and doesn’t bother defending against it. On the second, real attack he may defend without penalty.

 

Maneuver: Feint/Dodge

Description: Attacker feints an attack in a direction he wishes the defender to go and then moves around him, much like a matador fighting a bull. He fakes the attack and when the defender steps forward and braces to parry, the attacker may take advantage of the situation and move around (behind) him. This can be useful when trying to make an escape, embarrass your opponent (spin behind and slash his belt, revealing his Power Ranger boxer shorts to the Galaxy), trick him into a dangerous environment (spin behind and kick him into a lava pit), etc.

Mechanics/Effect: Similar to Feint/Attack. Attacker rolls a feint (as above) and if successful he adds the difference to his dodge (or acrobatics to flip over an opponent, or whatever’s appropriate). Failure has the same effect as above.

 

Maneuver: Flip/Kick

Description: An unarmed defender grabs his attacker’s wrists (usually during an over-hand strike), falls to the floor rolling onto his shoulder blades, and kicking the attacker over himself. This maneuver is especially useful when defending with your back to a cliff.

Mechanics/Effect: The defender must make a successful brawling parry versus the attacker’s weapon skill plus 5 with a 1D penalty for multiple actions, followed by a moderate Dexterity check (no penalty, this is considered a reflex action) to fall an roll without touching the saber, and then a brawling strike (difficulty 5 for being point blank) with the 1D penalty. If successful, the victim must roll Strength versus kicking damage (as usual) and also make a Stamina check versus damage to avoid being disarmed.

 

Maneuver: Disarm

Description: The player attempts to remove the saber from his opponent’s hands. This can be done one of two ways: 1) he hits the lightsaber so hard it flies from his opponent’s hands or 2) he skillfully "wraps" his blade around his opponent’s, gaining leverage and prying it from his opponent’s hands.

Mechanics/Effect: The first way can be accomplished by making a "called strike" to the saber instead of the defender (this is often accomplished as a Feint/Attack because the defender must parry instead of dodge for it to work). Attacker rolls strike at a difficulty of 25 (for a standard lightsaber). If parry is attempted but unsuccessful than the defender is automatically disarmed. If the parry is successful, the attacker rolls strength versus the defender’s strength plus the amount the parry was successful by. If the attacker wins, his opponent’s saber goes flying (and possibly damaging the user or an innocent bystander). If the defender wins, combat continues as usual.

To disarm using the second method, a Jedi uses the specialization Lightsaber: Disarm. The attacker rolls his specialization plus Sense versus his opponent’s Lightsaber plus Control. If attacker wins, the defender is disarmed. This is useful when trying to disarm Wookkiee size Jedi.

 

Step Three: Roll Dice and Determine Outcome

Step Four: Roll Initiative Again

When you’re on a roll, its hard to slow you down. If you were the attacker you gain +1D to initiative for the next round. Also, you gain +1D to initiative if you stay in the game by parrying all incoming attacks instead of dodging.

Cinematic Rules:

Some players like to keep things as real as possible while others wish to recreate Highlander style duels. These rules are for the later. Whenever a players does something worthy of a MacLeod (as determined by the GM), he gains a bonus to his strikes and parries for that round (or next if the occurrence came at the end of the round). Anything worthy of style or originality should be rewarded.

Here are a few examples:

A witty remark/insult => +1 pip - +2D

Use of an "Ooze" saber => +1D

Cinematic Maneuvers (Table Combat) => +2 pips

Acrobatic Maneuvers (Acrobatic Dodges) => +1D

Saying, "There can be only one!" => Automatic loss

 

Part XI: Adventure Ideas

Soon to be completed (feel free to submit any ideas you may have).

Part XII: The Powers

Force Powers (Official)

CONTROL POWERS

Absorb/Dissipate Energy TotJ 41, 2RPG 148, 2R&E 142

Accelerate Healing TotJ 41, 2RPG 148, 2R&E 143

Concentration TotJ 41, 2R&E 143

Contort/Escape TotJ 41, ACAD 42, 1RPG 72

Control Disease 1RPG 76, 2R&E 143

Control Pain TotJ 41, 2RPG 148,2R&E 143

Detoxify Poison TotJ 44, 2R&E 144

Emptiness TotJ 44, 2RPG 148, 2R&E 144

Enhance Attribute TotJ 44, THR 55

Force of Will TotJ 45, ACAD 44

Hibernation Trance TotJ 45, 2RPG 148-149, 2R&E 144

Instinctive Astrogation Control TotJ 46, FFTR 77-78

Reduce Injury TotJ 46, 2RPG 149, 2R&E 144

Remain Conscious TotJ 47, 2RPG 149, 2R&E 144

Remove Fatigue TotJ 47, ACAD 44

Resist Stun TotJ 47, 2RPG 149, 2R&E 145

Short-Term Memory Enhancement TotJ 47, THR 56

 

SENSE POWERS

Beast Languages TotJ 48, ACAD 44

Combat Sense TotJ 48, THR 56

Danger Sense TotJ 48, THR 56

Instinctive Astrogation TotJ 48, FFTR 78

Life Detection TotJ 49, 2RPG 149, 2R&E 146

Life Sense TotJ 49, 2RPG 149-150, 2R&E 146

Life Web TotJ 49

Magnify Senses TotJ 49, 2R&E 146

Postcognition 2R&E 146

Predict Natural Disaster ACAD 45

Receptive Telepathy TotJ 49, 2RPG 150, 2R&E 146

Sense Force TotJ 50, 2RPG 150, 2R&E 147

Sense Force Potential TotJ 50, ACAD 45

Sense Path TotJ 50, FFTR 78-79

Shift Sense TotJ 51, ACAD 45

Translation TotJ 52, ACAD 46

Weather Sense TotJ 52, ACAD 46

 

ALTER POWERS

Telekinesis TotJ 52, 2RPG 151, 2R&E 147

CONTROL AND SENSE POWERS

Farseeing TotJ 53, THR 56

Life Bond TotJ 54

Lightsaber Combat TotJ 54, 2RPG 151-152, 2R&E 148

Projective Telepathy TotJ 55, 2RPG 152, 2R&E 148

 

CONTROL AND ALTER POWERS

Accelerate Another’s Healing TotJ 55, 2RPG 152, 2R&E 148

Control Another’s Disease TotJ 55, 2R&E 148

Control Another’s Pain TotJ 56, 2RPG 152, 2R&E 149

Control Breathing TotJ 56

Detoxify Poison in Another TotJ 56, ACAD 46

Place Another in Hibernation TotJ 57, 2R&E 149

Remove Another’s Fatigue TotJ 57, ACAD 46

Return Another To Consciousness TotJ 57, 2RPG 152, 2R&E 149

Transfer Force TotJ 57, 2RPG 152, 2R&E 149

 

SENSE AND ALTER POWERS

Dim Other’s Senses TotJ 64, THR 59

Lesser Force Shield TotJ 65, ACAD 46

CONTROL, SENSE AND ALTER POWERS

Affect Mind TotJ 58, 2RPG 152, 2R&E 149

Battle Meditation TotJ 58

Doppleganger TotJ 60, DESB 70

Enhanced Coordination TotJ 62, THR 59

Force Harmony TotJ 62, DESB 70-71

Projected Fighting TotJ 63, ACAD 47

 

SPECIAL FORCE POWERS

 

 

Force Powers (Home-brew)

CONTROL

Calculate Kelly Kollman

Calm Kelly Kollman

Cognitive Trance Mike (Leszek Karlik)

Enhance Skill Traveller

Heal Dave Barnhart, PC 199

SENSE

Blind Sense Kelly Kollman

Cyber Sense Dave Barnhart

Direction Sense Kelly Kollman

Radar Sense Peter Skanes

Sense Force Strength Kelly Kollman

Time Sense Kelly Kollman

Track Hyperspace Trail Kelly Kollman

Truth Sense Kelly Kollman

 

ALTER

Cell Burst Dave Barnhart, PC 199

Empower Weapon Dave Barnhart

Light Dave Barnhart, PC 199

Null Gravity Dave Barnhart, PC 199

Power Drain Dave Barnhart, PC 199

Project Force Kelly Kollman

Raise/Lower Temperature Dave Barnhart, PC 199

Resonate Kelly Kollman

Resonate Material Kelly Kollman

Strengthen Object Andrew Jackson

Warp Matter Andrew Jackson

 

CONTROL AND SENSE

Anticipation Jason Zanon

Blaster Combat Peter Skanes

Call Animal Dave Barnhart

Daisho Combat Author Unknown

Death Sense Kelly Kollman

Disguise Traveller

Eyes of Eagle Dave Barnhart

Ka Dave Barnhart

Mediation Kelly Kollman

Mental Translocation Andrew Jackson

Share Senses Kelly Kollman

Speak with Machines Dave Barnhart

 

CONTROL AND ALTER

Control Weather Dave Barnhart

Fertilize Dave Barnhart

Force Transduction Andrew Jackson

Heal Another Dave Barnhart, PC 199

Precipitate Kelly Kollman

SENSE AND ALTER

Affect Emotions Dave Barnhart

Commune with Machines Dave Barnhart

Commune with Nature Dave Barnhart

Empower Self Dave Barnhart

Greater Force Shield Dave Barnhart

Group Mind Dave Barnhart, PC 199

Induced Sleep Chris Erickson

Precipitate Kelly Kollman

Raise/Break Morale Dave Barnhart

Remove Force Print Andrew Jackson

Sense Weight Kelly Kollman

Sensory Overload Dave Barnhart, PC 199

Storytelling Dave Barnhart

Thermogenesis Dennis Merrill

 

CONTROL, SENSE, AND ALTER

Conduit Traveller

Control Animal Dave Barnhart

Corporal Translocation Andrew Jackson

Create Gravity Wells Dave Barnhart

Create Homunculus Andrew Jackson

CyberLocke Dave Barnhart

Dark Side Dissipation Mike Gagne

Eclipse Dave Barnhart

Force Bolt Dave Barnhart

Light Boomerang Combat Dennis Merrill

Transmutation RPGML, Author Unknown

 

SPECIAL FORCE POWERS

Sense Disturbance Kelly Kollman

Legend:

TotJ—Tales of the Jedi Companion

DESB—Dark Empire Sourcebook

FFTR—Galaxy Guide 9: Fragments From The Rim

MTSB—The Movie Trilogy Sourcebook

RPGML—Star Wars Role-playing Game Mailing List

2RPG—Star Wars Role-playing Game (2nd Edition)

THR—Thrawn Trilogy Sourcebook

1RPG--1st Edition Star Wars Role Playing Game

2R&E--2nd edition Star Wars Role Playing Game, Revised & Expanded

ACAD—Jedi Academy Sourcebook

PC—Power adapted from the Planets Collection

 

 

Control Powers

Anger

Control Difficulty: Very Easy => Dark Sider

Moderate => Light Sider

Time to use: One round

Warning: A Jedi who uses this power gains a Dark Side Point.

Effect: To use this power, a character concentrates all of his negative feelings, and touches the Dark Side of the Force momentarily. This imparts a +1D bonus on all rolls for the next two rounds. The Dark Side is finicky as the bonus could at one time be 6 and at another time be 1.

 

Blackness

Control Difficulty: Moderate

Required Powers: Force lightning, injure/kill, eclipse

Note: This power can only be used by characters who have been

consumed by the Dark Side.

This power can 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 emanating 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.

 

Calculate

Control Difficulty: Moderate => Simple Equations

Heroic => Complex Equations

Time To Use: One minute

Required Powers: Concentrate, perceptive trance

Effect: Using Jedi meditation techniques, this allows a Jedi to calculate high-order equations with the aid of the Force. The equations can be solved or, under certain special case situations, approximated, using standard Jedi meditation techniques. This is usually done as a training exercise.

 

Calm

Control Difficulty: Easy => Relaxed without Dark Side Points.

Time to use: One round

Effect: This power calms the Jedi, giving him an enhanced defense against the Dark Side. The Jedi receives a bonus of +4 to all rolls for the next two rounds and an extra bonus of +4 to resist the effects of powers called upon by Dark Side servants.

 

Cognitive Trance

Control Difficulty: Easy

Time to use: 1 minute

This power can be kept "up."

Effect: Jedi uses control of his inner Force to enter the

specific trance. His thinking process is hastened, and he may absorb

information much faster (from datascreens, voicetapes set on very

high speed or by other methods), i.e. he reads even faster than Mon

Calamari - just scrolls the text very, very quickly.

 

Force Charged Strike

Control Difficulty: Moderate => 1D max charge

Difficult=> 2D max charge

Very Diff=> 3D "

Heroic => 4D "

40 => 5D "

45 => 6D "

50 => 7D "

etc. up to Control dice equals damage

Required Powers: Emptiness or Rage, Absorb/Dissipate Energy

Effect: Through total concentration, a Jedi is able to deliver a single, devastating blow to an opponent. It takes one action for every die of charge before the strike to charge a fist or any other striking body part i.e. foot, knee, elbow, or forehead. Upon a successful hit the damage is delivered. This can also be used with brawling parry.

 

Heal

Control Difficulty: Very Easy => Stunned

Easy => Wounded, Wounded Twice

Moderate => Incapacitated

Difficult => Mortally Wounded

Required Powers: Accelerate Healing, Detoxify Poison, Emptiness, and Control Pain

Time to Use: 5 minutes meditation per level of difficulty.

Effect: Completely removes one injury to the user. This power may not be used on others (see Heal Another). If use of this power fails, the difficulty is raised by one level for every repeated attempt.

 

 

Sense Powers

Blind Sense

Sense Difficulty: Moderate

This power can be kept "up."

Effect: This power allows the Jedi to see normally when he has been blinded (Perception at normal). This power cannot be used to see in the dark. Young Jedi sometimes learn this power accidentally when lightsaber training and have been blindfolded.

 

Cyber Sense

Sense Difficulty: Very Easy by Relationship and Proximity

This power may be kept "up."

Required Powers: None

Effect: Allows a force user to sense the prescience of a machine, computer or droid.

 

Direction Sense

Sense Difficulty: Easy; modified by Proximity

Time to use: One round

This power can be kept "up."

Effect: This allows the Jedi the ability to sense the direction of an object or location by it’s resonance in the Force. It could be an object of importance, the north pole of a planet, the nearest cantina, etc...but this power does not sense life forms. If the roll fails by five points, the Jedi just knows the general direction the object or location is in: left, right, forward, behind, above, below. On a Difficult roll, the Jedi can anchor himself to a location and know exactly in what direction and how far away the location is from their current position.

 

Radar Sense

Sense Difficulty: Moderate

Required Abilities: Life Detection, Magnify Senses

This power may be kept "up."

Effect: This ability is used when the Jedi can not see or is entering combat. It gives him/her sense dice to add to his/her perception each round. These can be used for initiative or for any of the basic sensual skills under perception (cannot be used for command, bargain, persuasion, etc). This power is very similar to Life Detection, except the Jedi feels the emotional intentions of the people in his range. The Targets can not hide from this ability because it feels the vibrations in the force that their presence makes. The range is equal to their sense roll +10 in meters. The Jedi does not perceive anything but the position of the creatures and the basic intentions (i.e., friendship, hate, about to attack, etc.)

 

Sense Force Strength

Sense Difficulty: Moderate

Time to Use: One minute

Effect: This allows a Jedi to sense the Force Strength of a character. This tells the Jedi the Force Strength bonus a character has, as well as the number of Character Points, Force Points, Dark Side Points, and skill code for each Force skill. This does not tell the Jedi what powers the character has.

 

Time Sense

Sense Difficulty: See below

This power can be kept "up."

Effect: Sensing the rhythm, pulse, and the ebb and flow of the Force, the Jedi is able to track the passage of time as precisely as the best chronometer. With a Very Easy sense roll, the Jedi can use this power as a stopwatch. With an Easy sense roll, the Jedi can use this power as an alarm clock.

 

Track Hyperspace Trail

Sense Difficulty: Difficult modified by instinctive astrogation difficulty

Required Powers: Instinctive Astrogation, Sense Force

Effect: Any object that goes through hyperspace leaves a trace that the Jedi can sense. If the object includes a Force-sensitive person, the difficulty for this power is reduced one level.

 

Truth Sense

Sense Difficulty: Easy; modified by Relationship

Time to use: One round

This power can be kept "up."

Effect: This allows the Jedi to sense whether a person believes what they are saying is true. It does not sense whether what they are saying is true in the overall reality; just whether the subject believes it or not. This is the Force equivalent of a lie-detector test.

 

Alter Powers

Cell Burst

Alter Difficulty: Easy => organic material

Moderate => inorganic material

*modified by Proximity

WARNING: Use of this power against a living creature awards a Dark Side Point. Use with caution.

Effect: Disrupts the cells in matter causing 4D damage.

Empower Weapon

Alter Difficulty: Difficult

Required Powers: Absorb/Dissipate Energy

This power may be kept "up."

Effect: This power is used to extend a field of energy around a melee weapon to create the effects of a "light" weapon. When used on a sword, the blade becomes infused with energy and has all the properties of a lightsaber (able to parry lightsabers, can be used with Lightsaber Combat, able to parry blaster bolts, etc.), except damage is reduced to 4D (and like a true lightsaber, the strength of the user makes no difference to the damage). The power has similar affects on daggers, staffs, axes, etc.

 

Light

Alter Difficulty: Very Easy

This power may be kept "up."

Effect: This power must be centered on an object weighing no more than one kilogram and within 10 meters of the user. When used successfully, a globe up to 10 meters in diameter is created. The object may be moved and the light will move with it.

 

Null Gravity

Alter Difficulty: Difficult

Required Powers: Telekinesis, Resonate, Absorb/Dissipate Energy

Time to Use: 10 minutes meditation.

This power may be kept "up."

Effect: The user creates an interference field which disrupts the gravity in a two meter radius. Anyone caught in it, floats upward provided there is proper force applied. The user must be in the center of the radius and the field may not be moved.

 

Power Drain

Alter Difficulty: Easy => Personal Scale

Moderate => Speeder Scale

Difficult => Starfighter/Walker Scale

Very Diff => Capital Ship Scale

Heroic => Death Star Scale

Required Powers: Conduit

Time to Use: One round per Difficulty Level squared. (1 round for Easy, 16 rounds for Heroic).

Effect: Drains all power out of a single battery or other charge holding device.

 

Project Force

Alter Difficulty: Moderate; Modified by Proximity

This power can be kept "up."

Time to Use: one minute per cubic meter

Effect: With this power, the Jedi can project ambient personal Force away from her body. If the Jedi is of the Light Side, anyone within the projection will feel warmth and a sense of well-being. If the Jedi is of the Dark Side, anyone within the projection will feel cold and a sense of dread.

Raise/Lower Temperature

Alter Difficulty: Very Easy => 5 Degrees Centigrade Change

Easy => 10 Degrees Centigrade Change

Moderate => 15 Degrees Centigrade Change

Difficult => 20 Degrees Centigrade Change

Very Diff => 25 Degrees Centigrade Change

This power may be kept "up."

Effect: Affects a 20 meter diameter circle, with target change at center (with user) and reducing 5 degrees every 5 meters from user.

 

Resonate

Alter Difficulty: Moderate; modified by Proximity and Material Strength.

This power may be kept "up."

WARNING: Use of this power against living matter will give the Jedi a Dark Side Point.

Required Power: Telekinesis

Effect: This power allows the Jedi to set up a resonance in an object or area. This could serve various purposes: rub air molecules together to produce light and heat; to create a tremor to shake someone off their feet; to shatter a weapon in someone’s hand.

 

Resonate Material

Alter Difficulty: Easy; modified by Proximity and Material

Strength

This power may be kept "up."

Warning: Use of this power against living matter will give the Jedi a Dark Side Point.

Required Powers: Resonate, Cell Burst

Effect: This power allows the Jedi to set up a vibrating resonance in an object or area of material. If the roll exceeds the difficulty by 10, the material starts to heat up. If the roll exceeds the difficulty by 20, the material is destroyed.

Increase the difficulty one level for each cubic meter over the

first that the Jedi wishes to resonate.

Strengthen Object

Alter Difficulty: Moderate = +3D

Difficult = +4D

Very Diff = +5D

Heroic = +6D to +8D depending on roll

Size modifiers: up to ¼ cubic meter = +0

1 cubic meter = +10

2 cubic meters = +20

4 cubic meters = +30

Required Powers: Telekinesis

This power may be "kept up."

Effect: This power strengthens and reinforces the structure of an object. Some Jedi have discovered that is can also be used to weaken objects in a similar manner. 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 more 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 of6D—enough to resist a lightsaber, most of the time. NOTE THAT THISDOES NOT EFFECT THE OBJECT’S ABILIY TO DO DAMAGE! Just increases it’s resistance to breakage or destruction. And severely 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 disassociates from carrier molecules, causing oxygen-starvation. Hormones and neurotransmitters will not disassociate from receptor proteins. Blood cells will coagulate on the blood vessel walls. DNA strands 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.

Warp Matter

Alter Difficulty: Easy => liquid matter

Moderate => malleable matter

Difficult => hard matter (metal, wood)

Very Diff => 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 meter => +35 Required Power: 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 anew 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 it’s 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.

Designer’s Notes: This one is for all the imaginative Jedi. You can do so much with this one, even if it’s only 1-3 cubic cm.

 

Control and Sense Powers

Anticipation

Control Difficulty: Moderate

Sense Difficulty: Target’s PERCEPTION or CONTROL roll +10 (for resisting target) or Easy (for non-resisting target). Modified by relationship and proximity.

Required Powers: Farseeing, Receptive Telepathy, Combat Sense

Effect: This power enables a Jedi to anticipate an opponents’ immediate actions and react accordingly. The Jedi must declare use of this power at the beginning of the round (before initiative is determined). If successful, the Jedi rolls his/her sense dice rather than perception for initiative, and if s/he succeeds, the target must declare all of his/her actions first BUT the Jedi’s declared actions occur first in the round (e.g., if the target declares a move and a shot and the Jedi declares two shots, the Jedi’s first shot occurs first, followed by the target’s move, followed by the Jedi’s second shot, followed by the target’s shot). The use of control and sense at the beginning of the round gives the Jedi -2D penalty on all other actions even if the skill use is successful. This power may be used on as many targets per round as the Jedi wishes, but the subtracted dice are cumulative. It may not be kept "up;" the Jedi must check each round to successfully anticipate another being’s actions.

 

 

Blaster Combat

Control Difficulty: Moderate

Sense Difficulty: Easy

This power can be kept "up."

Note: This power is exclusively taught by Teepo Paladins and will only be taught to students who reject the use of sabers (and other "light" weapons).

Effect: This power is used to make a blaster more effective and efficient. A Jedi (usually a Teepo Paladin) uses this power to control slight hand movements and to sense the movement of his/her target. It is basically the Teepo version of lightsaber combat and grants the following bonuses:

Add Sense to Blaster Skill to strike.

If the Jedi uses a partial dodge he/she may add as many control and/or sense dice to the dodge. These dice, however, can only be used once. If they are used to increase "to hit" chances they can not be used to dodge as well. Therefore every round a Teepo has a dice pool to use in changing his abilities in combat. This power can be used if the Jedi is performing a full dodge as well. The power has to be brought up first however.

Since a blaster can not deflect a blaster, the Teepo Jedi have no form of parry, but the dodge bonuses should create a balance.

If the Teepo makes his Sense roll by 15 he automatically acts first in that round and only that round. This is above and beyond normal initiative. It is also not considered an unprovoked act. The Jedi senses the intent and action of the opponent before the opponent can act. The Teepo Jedi must make his control roll at Difficult level if he/she wishes to use two blasters in combat at once (See Tricks of the Trade in the Teepo section).

Add 1D of Damage for every 5 points a Strike succeeds by (through using Sense the Teepo is able to locate and exploit structural weaknesses in their targets).

 

Call Animal

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

Sense Difficulty: Moderate by Proximity

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.

 

Daisho Combat

Control Difficulty: Difficult

Sense Difficulty: Moderate

Required Powers: Lightsaber Combat

Effect: This power allows a Jedi to wield two sabers (one long and one short—A Lightsaber and a Lightdagger for example) simultaneously. A character wielding two blades who successfully activates the power may attack and parry once each with no multiple action penalties (one strike and one parry totals one action, not two), although other penalties still apply, including the penalty for keeping the power up. If a character makes no attack in a round and chooses only to parry, he receives a +1D bonus to parry and also receives a +1D bonus at attempts to deflect blaster bolts. Otherwise the power grants all bonuses given by the Lightsaber Combat power (Control to Dam, Sense to Strike/Parry).

 

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.

 

Disguise

Control Difficulty: Difficult => Same species and race

Very Diff => Same species different race

Heroic => Different species

*Modified by relationship to imitate a specific being (ignore different species modifications)

Sense Difficulty: Moderate => Just one component

Difficult => Two components

Very Diff => Three components

This power can 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 of 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).

Eyes of the Eagle

Control Difficulty: Moderate

*Modify by Relationship and Proximity

Sense Difficulty: Moderate

*Modify by Relationship and Proximity

This power may be kept "up."

Required Powers: Sense Life, Call Animal, Magnify Senses

Effect: Allows a Jedi to "piggy-back" inside an animal’s mind. The Jedi experiences all of the creature’s senses but may not control the animal in any way.

 

Ka

Control Difficulty: Moderate

Sense Difficulty: Moderate

Required Powers: Combat Sense, Emptiness or Rage

This Power may be kept "up."

Notes: Only followers of Shimura should have any knowledge of Ka. Learning Ka takes much longer than learning other skills/powers. Disciples of Shimura are dedicated to the slow, rewarding path of the Force, and their style of teaching reflects those beliefs. Learning Ka requires several years (at least 3) of study at a Temple (the power "Ka" may not be learned until the student has first learned the skill "Ka Lore" and the special ability "Ka Combat."

Effect: Ka is more than just a power, it is a philosophy and code which describes and dictates all influences in a Disciple of Shimura’s life. Every movement, kata, and breath tells a story and teaches a lesson.

When activated, a Jedi enters a state similar to Lightsaber Combat where he extends his senses and control of the Force around him to enhance his effectiveness in hand-to-hand combat. While keeping this power up the Jedi receives several bonuses:

One "free" Brawling Parry per round.

Add ½ Sense Dice to Brawling for strikes.

Add Control to Strength for Stun damage (through striking an opponent’s pressure points. Pressure strikes require a harder difficulty modified by location and knowledge of the target’s species, although a successful Alien Species or Sense Life may reduce the Pressure Strike penalty).

Add Control to Strength to resist Blunt damage (Blunt ONLY)

Add Sense to Brawling Parry (vs. Brawling strikes)

Add Control to Brawling following a successful Brawling Parry to use the opponent’s energy against him in a throw doing damage equal to the target’s Strength. This maneuver requires an extra action but if successful there is no defense.

Mediation

Control Difficulty: Moderate

Sense Difficulty: Moderate; modified by relationship

This power can be kept "up."

Time to use: one minute

Required Powers: Truth Sense, Receptive Telepathy

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 there are more than two participants, add one difficulty level per person over two.

 

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 this 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").

 

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: Projective Telepathy

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 may only "piggy-back" and cannot control the target in any way.

 

Speak with Machine

Control Difficulty: Very Easy => A.I.

Easy => Complex Mainframe

Moderate => Dedicated Computer

Difficult => Macintosh

Heroic => Win95

Sense Difficulty: Moderate by Relationship and Proximity

Required Powers: Projective Telepathy, Cyber Sense

Effect: Allows a Jedi to interface with a computer (just like Projected Telepathy). The user may only gather information and accomplish tasks someone with his clearance normally could. Computers are stubborn and won’t give into a mere mortal on this level. GM may allow user to use Con, though, to convince the computer that he has higher access.

 

Control and Alter Powers

Control Weather

Control Difficulty: Difficult by Proximity

Alter Difficulty: 5 for every step on the scale:

Totally Clear No Wind

Partly Cloudy Wind 5mph

Cloudy Wind 10mph

Cloudy, Drizzle/Lt Snow Wind 15mph

Steady Rain or Snow Wind 20mph

Hard Rain,Snow or Sleet Wind 25mph

Deluge, Blizzard, Hail Wind 30mph

Heavy Thunderstorms Wind 40mph

Gale Force Winds Wind 50mph

Hurricanes/Twisters Wind 75mph

Hurricanes/Twisters Wind 90mph

Hurricanes/Twisters Wind 105mph

Example: If it is already drizzling and the Jedi wants a hurricane, his difficulty is 30. This power may be kept "up."

Required Powers: Commune With Nature

Time to Use: One round for every level of change desired

Effect: Through using this power a Jedi may actually control the very weather. Control is used to handle the forces at play and Alter is used to make the changes.

 

Fertilize

Control Difficulty: Moderate

Alter Difficulty: Easy => Growth/Birth rate x1.25

Moderate => Growth/Birth Rate x1.5

Difficult => Growth/Birth Rate x1.75 (Roach)

Very Diff. => Growth/Birth Rate x2 (Bunnies)

Heroic => Bebe’s Kids

*If subject is sentient, modify for relationship.

Required Powers: Detoxify Poison in Another, Sense Life, Accelerate Another’s Healing

Effect: Makes soil/animals more fertile.

Force Explosive

Control Difficulty: Heroic

Alter Difficulty: See Below

WARNING! Using the power grants a Dark Side Point when used, and an additional Dark Side Point for casualties, compounded upon normal Dark Side Point gains.

Required Powers: Conduit

Effect: This power utilizes the Dark Side of the Force to create an explosive "charge" of pure Force energy. Any object conceivable can be charged, with a Control penalty of +5 for as many times bigger than a grenade it is. Control is used to energize the object being used for an explosive, and Alter is used for damage. Alter is also used for timing the explosive. Any number of D can be removed from Alter to create a "timer" of D number of rounds before the explosion. If no D are placed in the "timer," the weapon must be used immediately or it will explode in the Dark Sider’s hand. Explosions appear similar to other Force Energy uses, such as Force Lightning or Force Weapon, as a light blue electrical energy pulse.

 

Force Transduction

Control Difficulty: Very Difficult

Alter Difficulty: Easy => small battery (1 Min)

Moderate => Character Scale (1 Hour)

Difficult => Speeder/Walker Scales (2 Hours)

Very Diff => Starfighter Scale (takes 8 hours)

Heroic => Capital Ship Scale (takes 1 day) Required Powers: Absorb/dissipate energy, force of will, transfer force, conduit

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 (Most Stock Light Freighters carry about 50 Starfighter Scale energy cells).

 

Heal Another

Control Difficulty: Easy => Wounded and Wounded Twice

Moderate => Incapacitated

Difficult => Mortally Wounded

Alter Difficulty: Very Easy Modified by Relationship.

Required Powers: Accelerate Another’s Healing, Control Another’s Pain, Emptiness, Detoxify Poison in Another.

Time to Use: 5 minutes meditation per level of difficulty.

Effect: This power completely removes one level of an injury. If the first use of this power is unsuccessful, each repeated attempt raises the difficulty by one level. The user must be in touch of the target to use this power.

 

 

Sense and Alter Powers

Affect Emotions

Sense Difficulty: Target’s Con, Will or Per (Highest) modified by Relationship

Alter Difficulty: Moderate => Hunger/Thirst

Difficult => Happy/Sad/Awe/Fear/Fatigue/Confused

Very Diff => Very Sad/Very Happy

Heroic => Hatred / Love

*Add/Subtract Difficulties where appropriate. Ex=> Target is Happy and user desires Love (Hate). The difficulty is 15 (45) or 30-15 (30+15).

Required Powers: Affect Mind

This power may be kept "up."

Effect: Allows a Jedi to manipulate the emotional state of a target. Be careful... this power can lead to a Dark Side Point real fast!

 

Commune with Machines

Sense Difficulty: Moderate

Alter Difficulty: Easy => ½ Normal Energy Used

Moderate => Information Processed x2

Difficult => Never "Botch" a roll

Very Diff => ¼ Energy & Info Pro. x3

Heroic => No energy used & Info Pro. x4 This power may be kept "up."

Required Powers: CyberLocke

Effect: Similar to Commune with Nature, this skill allows a meditating Jedi to influence the efficiency of nearby machines. They will be faster, use less energy, never critically fail from the (un)lucky die (or those using these systems) etc.

 

Commune With Nature

Sense Difficulty: Moderate

Alter Difficulty: Easy => Feeling of Tranquillity

Moderate => Grass Grows

Difficult => Flowers Grow / Animals Attracted

Very Dif. => Trees Grow, Fresh Water Springs

Heroic => Terra Form (GM sets Difficulty)

*Difficulties are based on an open plain. Modify for climate, temp, etc:

Desert => +20

Dark Side Imprint => +20

Tundra => +15

Ocean Bank => +15

Vaccuum => +170

*Modify by Proximity

This power may be kept "up."

Required Powers: Sense Life, Emptiness, Fertilize, Call Animal

Effect: While meditating in an outdoor area, the Jedi bonds with all living creatures in the area and influences their development. Soil becomes more fertile, plants begin to grow, creatures sense tranquillity, etc. Sense is used to create the link and Alter makes changes in the pattern of nature around him.

 

Empower Self

Sense Difficulty: Moderate

Alter Difficulty: Moderate

This power may be kept "up."

Required Powers: Ka, Absorb/Dissipate Energy

Effect: When this power is activated an energy field surrounds the body (especially the hands and forearms) of the Monk (follower of Shimura) allowing him to parry and deflect blaster bolts as well as lightsabers. While kept up the Monk may add his Sense to Brawling Parry and may deflect blaster bolts using sense as per Lightsaber Combat. While the Monk is empowered he may also add Alter to his brawling damage.

 

Greater Force Shield

Sense Difficulty: As per Starship Shields Skill

Alter Difficulty: Total divided by 7 = #D

Ex => Jedi rolls 14 with 5D Alter, the dice added to resist damage is 2D.

This power may be kept "up."

Required Powers: Lesser Force Shield

Effect: The Jedi creates a protective shield around his body. This power is used like starship shields. Sense is used to "aim" the shield (just like starship shields) and Alter dictates the dice added to a strength roll to resist damage. This power works equally well against both physical and energy attacks.

 

Group Mind

Sense Difficulty: Easy

Alter Difficulty: Very Easy modified by average Relationship. Plus 2 difficulty for every creature in range not to take part in Group Mind.

Required Powers: Projective Telepathy.

This power may be kept "up."

Effect: Allows user to telepathically communicate with all creatures within 30 meters.

 

Induced Sleep

Sense Difficulty: The target’s willpower, stamina, or Control

Modified by Relationship & Proximity

Alter Difficulty: Very Easy => 1 Target

Easy => 2 Targets

Moderate => 4 Targets

Difficult => 8 Targets

Very Diff => 12 Targets

Heroic => 20+ Targets

are tired.

+0 If target is not actively doing something that requires complete

attention.

+5 If target is doing something that requires attention.

+10 If target is actively doing something that requires attention.

+20 If the target is actively engaged in combat or is in a combat

situation.

Required Power: Dim Another’s Senses, Affect Mind

Effect: Induced sleep allows a Jedi to put a target into a deep sleep, from which the target cannot be awakened while the power is in effect. Sleep lasts for 1D6 hours after this power is discontinued, however targets can be awakened before that time by natural means. If the Jedi or anyone "with" the Jedi harms the target while they are helpless, the Jedi receives a Dark Side Point. This power cannot affect Droids or creatures who do not require sleep.

This power can be kept up but the Jedi must make a new power roll whenever he adds or switches targets.

 

Lightwhip Combat

Control Difficulty: Moderate

Alter Difficulty: Moderate

This power may be kept "up."

Effect: The Sith used this power to wield the double-edged Lightwhip, and guide it’s movement through the Dark Side. If the Sith is successful, he may add his Alter dice to his lightwhip skill roll to hit or parry, and he adds or subtracts put to his Control dice to the damage. If he fails, he must use his lightwhip skill and the standard damage only for the duration of the combat.

To parry blaster bolts, the Sith may use Lightwhip Combat. To do this, the character must declare that he is parrying that round, using his lightwhip skill as normal. The Sith may also attempt to control where the deflected blaster bolt goes, although this counts as an additional action. The Sith must declare which specific bolt he is controlling, with difficulties as per Lightsaber Combat (SWRPG2 151).

 

Precipitate

Sense Difficulty: Difficult

Alter Difficulty: Heroic, Modified by Proximity

Time to use: one minute per cubic meter

Required Powers: Telekinesis, Magnify Senses, Shift Sense

Effect: This power allows the Jedi to selectively separate an element or molecule from an area. This, of course, could be used to make it rain, remove all oxygen from an inferno (to put it out), or remove all iron from a life form (would give a Dark Side Point.)

 

Raise/Break Morale

Sense Difficulty: Very Easy by Relationship (+2 for every person, after the first, through tenth... +1 every five people thereafter. People tend to act as those around them. If 10 people are really moved so will the 11th). Storytelling may be used to reduce difficulty. -7 if the Storytelling power was successfully used in the round before.

Alter Difficulty: Moderate => +/-1D to Skills

Difficult => +/-2D to Skills

Very Diff => +/-3D to Skills

Heroic => +/-4D to Skills

This power may be kept "up."

Required Powers: Projective Telepathy

Effect: This is a lesser form of Jedi Battle Meditation. Through using this power a Jedi may either raise the confidence of a small group, or break the morale of an enemy. In order to use this power the Jedi must make some effort to demonstrate his intent (i.e. singing a song before battle, giving a moving speech, burning an opponent’s jersey at a pep rally, etc). The bonuses are kept as long as the Jedi keeps the power up (the moving story may get things started but it takes the force to keep them going).

 

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; 4hours for 10 cubic meters; 1 week for 100 cubic meters; 1 year for 1cubic kilometer; +1 year for each additional 0.5 cubic kilometer

Note: This power must 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) on 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. 100cubic 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). Naomi asked about this one, so I decided to type it up.

Sense Weight

Sense Difficulty: Very Difficult

Alter Difficulty: Moderate; Modified by Proximity

Required Powers: Telekinesis

Time to use: one round

Effect: This allows the Jedi to sense the weight of an object down to the nearest 0.001 milligram.

 

Sensory Overload

Sense Difficulty: Very Easy => Target’s Per = 1D - 2D

Easy => Target’s Per = 3D - 4D

Moderate => Target’s Per = 5D - 6D

Difficult => Target’s Per = 7D+

Alter Difficulty: Target’s Stamina roll modified by Relationship.

Required Powers: Magnify Senses, Projective Telepathy

Effect: Causes the target to experience a huge influx of stimuli,

causing him to pass out.

Storytelling

Sense Difficulty: Very Easy by Relationship (+2 for every person, after the first, through tenth... +1 every five people thereafter. People tend to act as those around them. If 10 people are really moved so will the 11th).

Alter Difficulty: Very Easy => One Sense (a howl is heard)

Easy => Two Senses

Moderate => Three Senses

Difficult => Four Senses

Very Diff => Five Senses (holographic)

Heroic => The viewers are in the story! This power may be kept "up."

Required Powers: Projective Telepathy

Effect: This power is used to entertain, educate or just make a point. While a Jedi tells a story the very reality around him warps to accommodate the theme of the story. Wind will pick up, lights will flash, unusual sounds will be heard, etc. Whatever could enhance the experience of the viewer.

 

Thermogenesis

Sense Difficulty: Moderate

Alter Difficulty: Easy, modified by target Strength.

Prerequisites: Telekinesis

Effect: The Jedi is able to start a fire anytime, anywhere there is enough oxygen and fuel to support the flame. If need be, even starship hull plating can be ignited. When used in conjunction with Transmutation, a fire may even be ignited under water or in space. If used as an attack, the Jedi receives a Dark Side Point (unless he has one hell of a good excuse!). To figure damage: Roll target’s Strength against the Alter roll. A result of a 4 or better gets through to the target and ignites it.

 

Control, Sense and Alter Powers

Block Force Ability

Control Difficulty:

Duration Desired 1 Round Easy - 10

2 Rounds Moderate - 15

Up to 5 Rounds Difficult - 20

Up to 15 Rounds Very Diff - 25

Up to 3 Hours Very Diff - 30

Up to 1 Day Heroic - 40

Up to 1 Week Heroic - 45

Up to 1 Month Heroic - 50

Up to 1 Year Heroic - 60

Up to 5 Years Heroic - 70

Up to 15 Years Heroic - 80

Permanent Heroic - 100

Sense Difficulty: Targets Control + Proximity

Alter Difficulty:

Type of Force to Block:

Single, Specific Use Difficult - 17

Single Skill Power Very Diff - 27

2 Skill Power Heroic - 39

3 Skill Power Heroic - 52

Entire Skill Heroic - 76

This power may be kept "up."

Time to use: One Round for every level of duration.

Required Powers: Hibernation Trance, Life detection, Sense Force, Projective Telepathy, Transfer Force(?) Affect Mind, Control Mind, Control Pain, Control Another’s Pain

Effect: In game terms this is a most devastating power. This power can be activated as a reaction to a specific force power used by another Jedi, or it can have a more premeditated use.

When used, the user suffers a -1D to all Force Skills for 2 times the duration called for. For instance if Dark Jedi used this power to stop Light Jedi from using Absorb/Dissipate at one specific instance, then Dark Jedi, regardless of his success or failure, suffers a -1D to all his force Skills for 2 Rounds(because the shortest duration is one round). If Dark Jedi decided to try to block Light Jedi’s ability to use Absorb/Dissipate permanently, then Dark Jedi would suffer that -1D for twice as long. Any dice lost this way can, of course, be recovered through the spending of character points.

And Character who has had all three Skills(Control, Sense and Alter) blocked will appear to any mode of detection as non-force sensitive. The user of this power can use it on himself.

 

Cleansing, The

Control Difficulty: Moderate

Sense Difficulty: Own Perception ability value

Alter Difficulty: Very Difficult

Effect: This power is used to preserve neutrality in a Baadu. It makes them better able to control the force within them, at early levels. In later levels of ability, advancement becomes VERY difficult, as the two sides of the force become further apart. By using The Cleansing, Baadu are better able to resist the temptation of the Dark Side, but are much more limited in their advancement in the study of the Force. When a characters use the Cleansing, they become Baadu in all respects.

Whichever side of the Force is lesser (DS points or LS points) is subtracted from whichever side of the Force is greater. The lesser of the two is set to zero.

Example: Birtaa Baadu has 7 Dark Side Points and four Light Side Points (it’s been a long time since his last cleansing, and he’s been a bad boy!). Once he is done using the power, he will have 3 Dark Side Points (7 DSP - 4 LSP = 3 DSP), and he will be left with 0 Light Side Points (4 LSP - 4 LSP = 0)

Note: Players of Baadu can’t use the cleansing for an easy way outof being neutral; they must actually BE neutral. A Baadu cannot be more evil than good, or vice versa, or their neutrality will be disrupted.

 

Conduit

Control Difficulty: Moderate => Computer, Electric kettle.

Difficult => Lightsaber, Blaster.

Very Diff => Repulsorlift vehicle.

Heroic => Starship.

Sense Difficulty: Moderate => Electric kettle.

Difficult => Lightsaber, Blaster.

Very Diff => Vehicle (all scales).

Heroic => Computer.

Alter Difficulty: Difficult.

Required Powers: Absorb/Dissipate Energy

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 overpowered, 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 under powered. 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. The user of this power must be in contact with the thing being powered.

 

Control Animal

Control Difficulty: Moderate by Proximity

Sense Difficulty: Target’s Perception by Relationship

Alter Difficulty: Easy => Trekkies

Moderate => Insect

Difficult => True Animal (Beaver/Hawk)

Very Diff => Kinda Smart (Dog/Ape)

Heroic => Truly Alien

This power may be kept "up."

Required Powers: Eyes of Eagle

Effect: You take total control of an animal’s mind/body.

 

 

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 10xhyperdrive. 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 intended distance traveled. Attempting (intentional or accidental) reassembly in a space already occupied by another object results in the death of the Jedi in most instances.

Designer’s Notes: This one raises lots of questions: How much stuff can the Jedi take with him? Can the Jedi transport another being? If "forward" on the direction failure roll relative to the planet’s surface, or is it a tangent? You’ll have to decide these on your own.

Create Gravity Well

Control Difficulty: Heroic

Sense Difficulty: Heroic

Alter Difficulty: Heroic

Required Powers: Absorb/Dissipate Energy, Null Gravity, Concentration, Emptiness, Instinctive Astrogation

Time to Use: 1 hour of meditation

This power may be kept "up."

Effect: Through using this power a Jedi is able to create a gravity well in realspace, much like the interdictor class capital ship, which projects a giant shadow into hyperspace. Any ship traveling through hyperspace in the vicinity of the Gravity Well is ripped out of hyperspace by the craft’s computers to avoid collision with the imaginary shadow. This power may not be activated in an atmosphere. Doing so would be suicide. When used in the vacuum of space, all nearby craft must slow to atmospheric speeds to compensate for the new gravity.

 

Create Homunculus

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 homunculus requires an element of hatred and anger to be used. For this reason, and for the associated evil intent, creators of an Assassin Homunculus 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 homunculi (Assassin, Scout, and Burden) can be created (for stats, see below).

One the homunculus 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 homunculus.

Any life force the creature may seem to have is simply a physical manifestation of the Force and while the homunculi 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 Homunculi:

Note: Use of character points during creation of the homunculus increases one skill one pip over attribute and beyond base skill level listed below. Note that all homunculi have the same number of base attribute and skill dice (+/-).

 

Type: Assassin Homunculus

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 Homunculus

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: 10Size: 100cm

Scale: Character

Description: Flat back, furry, stubby stout legs, set low to ground, small dull teeth, muscular, fingers have climbing claws.

 

Type: Scout Homunculus

DEXTERITY 2D

KNOWLEDGE 1D

MECHANICAL 1D

PERCEPTION 3DSearch 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.

 

CyberLocke

Control Difficulty: Very Easy by Proximity

Sense Difficulty: Easy By Relationship

Alter Difficulty: Moderate => +1D to Technical Skills

Difficult => +2D to Technical Skills

Very Diff => +3D to Technical Skills

Heroic => +4D to Technical Skills Required Powers: Speak With Machines

This power may be kept "up."

Effect: Through using this power a Jedi becomes one with a machine. When successful a Jedi enters a state where he thinks like the computer, thus allowing him greater skill with which to manipulate it.

This skill may also be used to negate side effects from cybernetic replacements. When doing so, the Jedi rolls his Alter as usual to determine the amount of dice to roll versus difficulty gained by cyber points.

Example: If a character has 7 cyber points, all difficulties are raised by 21 points (3 points per cyber point). If he wishes, he may activate CyberLocke on himself (with no added difficulty from cyber points) in an attempt to strengthen his connection with the Force. If he rolls a 16 (Difficult) for Alter, the difficulty added to Force Skills from cyber points is reduced by 2D (per the table above). He then rolls the 2D and gets 7. The new difficulty added to Force Skills is 14.

A Jedi may also reach out to a machine and order it to do his bidding (difficulty vs. computer programming). Example: Ordering a blaster to lock up or a sensor to give a false reading.

 

Dark Side Dissipation

Control Difficulty:

Size of Target: Very Easy => Small Pouches

Easy => Regular Boxes

Moderate => Land Vehicles

Difficult => Walkers and Sentient Beings

Very Diff => Starships

Heroic => Huge Amounts of Dark Side Energy

Sense Difficulty: Object’s Strength or Person’s Control/Perception plus amount of Dark Side Points.

Alter Difficulty:

Length of Duration:

Very Easy => 1-2 rounds

Easy => 2-3 rounds

Moderate => Several minutes

Difficult => 1 hour to a couple days

Very Diff => Several days to a few weeks

Heroic => A few weeks to a month

Required Powers: Absorb/Dissipate Energy, Emptiness, Sense Force, Projective Telepathy, Transfer Force, Magnify Senses, Strengthen Object, and Concentration.

Warning: The character using this power must use Absorb/Dissipate Energy before attempting because of the unleashing of huge amounts of Dark Force energy. The damage taken if Absorb/Dissipate is not used is 8D and possible Dark Side corruption.

Effect: This power is a very rare ability. The user must activate Absorb/Dissipate Energy to protect them from the harsh effects of what they’re about to do. After this is done (Difficulty is based on the object, its contamination and its own energy source), the user focuses on the target (a Dark Side Corrupted object) and begins to glow and hum very audibly. Then, a large, bright beam shoots from the user. Like a plasma torch burning through metal, it penetrates the Dark Side object, drawing Dark Side points away and decontaminating the object. Usually, with a normal object, this will cause a small explosion at the beam’s point and cause minor damage to the object, but very little. If used on a person, the user’s personal Force will transfer into the Dark Side person and begin to drain their Dark Side Points and their corruption of the Dark Side. The target must make a Control or Perception roll every round to see if they break free of the light Jedi’s atonement power. If they do, a massive explosion erupts, knocking both people backwards, causing damage to whoever isn’t protected. The unfortunately if the hold is broken, the person being redeemed will regain all of his lost Dark Side points and abilities. If facing something of enormous Dark Side power, such as Palpatine or a Force Storm, and explosion will occur when the Light energy has broken through the Dark.

*Note: Force-users with all abilities at least 8D and up can do the above in one-half to three quarters the usual time and if they’ve had experience before. GM’s decision.

Eclipse

Control Difficulty: Moderate

Sense Difficulty: Special, See Below

Alter Difficulty: Easy => Passers-by don’t notice you (Not Moving)

Moderate => Passers-by don’t notice you (Walking)

Difficult => Passers-by don’t notice you (Running)

Very Diff => Passers-by don’t notice you (Naked

at Church)

Required Powers: Hibernation trance, Affect Mind, Projective Telepathy.

This power can be kept "up."

Effect: This power enshrouds a Jedi in a camouflaging veil. The ability allows a force user to avoid drawing attention to himself from casual observers. When no one is looking for the Jedi (or for similar trouble) the Sense roll is moderate (don’t modify by Relationship), but when someone is searching for the user the Sense Difficulty becomes the subject’s Search (or Perception... whatever’s most relevant) Roll +5 if the subject has little knowledge of the user (Stormtrooper who heard an alarm go off), +10 if the subject has seen the user (Same trooper saw the user on a vid screen, +15 if subject knows much of user through reputation (Luke Skywalker has been reported on the premises) and +20 if subject knows user personally (Sneaking past Aunt Beru after an all night Rager).

This power does not affect electronic life-form sensors but may affect people viewing vid screens (GM’s discretion).

Force Bolt

Control Difficulty: Moderate => Spray (1/2 Range & Damage)

Difficult => Normal Blaster

Very Difficult => Laser Torch (Cutting)

Sense Difficulty: As per blaster skill.

Alter Difficulty: Very Easy => 2D Dam

Easy => 3D Dam

Moderate => 4D Dam

Difficult => 5D Dam

Very Diff => 6D Dam

Heroic => 7D Dam

Required Powers: Absorb/Dissipate Energy

Effect: The Jedi focuses the force into a coherent blast of energy with the same properties of a blaster (i.e. it can be reflected by a lightsaber). Control is used to call forth the power and determine how well defined the blast is. Use Sense as if it was your Blaster skill and Alter dictates the damage (see above). As with most force powers, the skill in itself is not evil, therefore a character does not take a Dark Side Point just for using it. Its how a Jedi uses the power that matters.

 

FZOOOK

Control Difficulty: Heroic +10

Sense Difficulty: Heroic +10

Alter Difficulty: Heroic +10

Modified by Relationship and Proximity.

Required Powers: Leap

Effect: A fast moving bar of white steel. Liquid fire.

If it hits a target, he never existed. If it misses it keeps going

‘till it hits a living being. Like a dog, a person, your little

brother. All objects in it’s path are destroyed until it hits a living being (who is then ultimately nullified). This power has only been used by the great Empress Jae, and who her targets were . . . well . . . I can’t seem to remember.

 

Leap

Control Difficulty: Very Difficult (to enter)

+5 difficulty (to exit)

[Must make two separate Control rolls*]

Sense: Heroic, modified by proximity to LZ

Alter: Heroic, modified by proximity to LZ (x2)

+5 for every 10kg of material carried over 10kg.

Required Powers: Absorb/dissipate Energy, Accelerate Healing, Combat Sense, Concentration, Control Another’s Pain, Detoxify

Poison, Doppleganger, Emptiness, Enhance Attribute, Farseeing, Force of

Will, Hibernation Trance, Instinctive Astrogation, Lesser Force Shield, Life Detection, Life Sense, Magnify Senses, Projective Telepathy, Remain Conscious, Remove Fatigue, Sense Force, Shift Sense, Strengthen Object, Telekinesis, Transfer Force, Transmutation, Warp Matter.

Note: Time travel is possible with this power. Modify the listed

difficulties by the number of weeks that one wishes to travel (+3@week or +30, which ever is greater). A Willpower roll must be made equal to the modifier, or the Jedi’s exposure to "Jedi-Space" warps his or mind.

Time to use: 10 rounds, +1 round for every day’s worth of time being leapt across.

Effect: This is one of the rarest of Jedi powers, having been developed at the tai end of the Clone Wars. This power allows Jedi to "leap" through space, or father the Force, without the use of a spaceship. In its more mundane applications, it allows the Jedi to jump across continents in a matter of microseconds.

Leap allows a Jedi to move his physical being through the Force as

readily as his mind. Because of this, he is able to move from point to

point almost instantly. The only real time lag that exists is when the Jedi is reentering Real Space. Not all Jedi did return to the normal universe, and have been unseen since. No Jedi had any idea where the lost ones are, or even if they are still alive. It has even been said that even time may be twisted in the "Jedi-space".

 

Light Boomerang Combat

Control Difficulty: Moderate

Sense Difficulty: Moderate, +1D difficulty per additional target

Alter Difficulty: Easy, +1D for every additional target, +2D for every additional target after the third. Must make a Very Easy roll to catch.

Required Powers: Lightsaber Combat, Telekinesis

This power maybe kept "up."

Effect: This is the power that lets a Jedi pick up, much less throw a Light Boomerang. This power controls all aspects of the strike, from the throw to the hit to the catch. Without this power, no one should ever pick up a light boomerang, much less try to throw it.

If the Alter roll fails, the boomerang just does not ignite, and

clatters to the ground, a lifeless hunk of metal. Alter also effects how many of his targets the Jedi actually hits. The difficulty for each of the desired strikes must first be determined. If the roll is under the total difficulty, then only the strikes that are possible under the actual roll hit. When the hitable targets are struck, the boomerang makes a direct line to the Jedi, who must make a Very Easy Alter roll to deactivate the boomerang or be struck with it.

Like the Lightsaber, Light Whip and Blaster Combat skills, this

skill improves the capabilities of the thrower and of the weapon. The Jedi may add or subtract any number of his Control dice to the damage roll of the boomerang. He may also add HALF the number of his Sense dice to his the dice he rolls for his physical skill to determine if he hits. The light boomerang may be used to intercept blaster bolts, but the physical skill and Alter skills are increased by +10 (due to the reaction time involved), and the Sense and Control powers are the same as for Lightsaber Combat.

Transmutation

Control Difficulty: Heroic, modified for range

Sense Difficulty: Very Difficult, modified for complexity of change (ie: none for combining oxygen and hydrogen into water; +10 for Hydrogen into Oxygen; + 40 for making carbon, hydrogen, nitrogen and oxygen into nitroglycerin)

[it really helps to have periodic table and some basic chemistry knowledge to eyeball the difficulties]

Alter Difficulty: Moderate => 500g

Difficult => 1kg

Very Dif => 5kg

Heroic => 10+kg

Time to Use: One minute.

Prerequisites: Absorb/Dissipate Energy, Concentration, Hibernation Trance, Magnify Senses, Sense Force, Strengthen, Telekinesis, Warp Matter.

Effect: This power allows a Jedi to change the atomic structure of matter, allowing fission and fusion to occur in a controlled manner and forming and deforming compounds, with the Jedi absorbing the energy release. Only relatively simple compounds may usually be formed, with such things as DNA, explosives and most medicines being outside the range of all but the most powerful Jedi. The (theoretical) maximum amount of matter that may be converted is 10kg of starting mass. The process always involves the loss of 10% of the original starting mass (their lost quantity is converted into pure E=mc², and absorbed by the Jedi). The energy flare may be detected from several kilometers away by such simple instruments as a magnetic compass or a human eye.

 

Vampirism

Sense Difficulty: Moderate

Control & Alter Difficulties: Per the following table (the vampires are considered Human, if they are not Human, reallocate the table as necessary):

Human: Difficult

Near-human: Very Difficult

Alien: Heroic

Force-sensitive: +10

Non-carbon based: +10

WARNING: The user of this power gains a Dark Side Point. 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 (GM’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 effects: 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 there of 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).

 

Special Powers

Sense Disturbance

Sense Difficulty: Moderate

Time to Use: One minute.

Effect: This allows a Jedi to sense the Force Strength of a character. This tells the Jedi the Force Strength bonus a character has, as well as the number of Character Points, Force Points, Dark Side Points, and skill code for each Force skill. This does not tell the Jedi what powers the character knows.

FORCE ARTIFACTS

All objects are considered extremely rare.

Alien Artifact

This is an artifact from a lost race, maybe even from outside the Galaxy. It’s functions and power will be unknown. It is up to the GM to determine the functions and the limit of it’s power.

Battle Armor

This is armor created specifically to withstand the impact of a lightsaber or similar energy. As there are very few substances in the Galaxy that can withstand a lightsaber strike, armor of this type is very rare. Mandalorian Iron is one example of this type of substance. Provides +5D to physical attacks and +4D to energy attacks.

Force Enhancer

This is a Republic-Era artifact used by the Jedi for enhancement of Force Skills and is always programmed with Force Powers. Usually only used by new Jedi, it is presumed that Jedi Masters never used these devices as they were too weak.

Force Scanner

This is a type of detection tool used to determine the Force potential of a person. The scanner is very delicate and can be broken easily.

Force Shard

This is a large (1 meter across) crystal that greatly enhances a character’s Force Powers. The shard can only be held with both hands as it is very heavy. It is usually placed in a base or statue. It seems to have been faceted at one time, but there are chips and cracks throughout the Shard. The Shard imparts +8D to all Force Skills while touching the Shard. The Shard glows with an inner light when touched. The Shard will also impart a random bonus Force Power if the Shard is touched for four hours at one time without any distractions. Note: This cannot be done while in Hibernation Trance, Rage, etc.... (Careful, this is a very, very powerful artifact and can easily unbalance the game; It is my recommendation that this artifact be destroyed or shattered somehow during the course of the adventure. It would be very hard to go against a villain that starts at 12D Force Skills boosted to 20D! Not to mention how many Powers the villain could gain........)

Force Splinter

This is a chip from the Force Shard. It enhances a character’s Force Powers just like the shard; although not as strongly. A splinter is usually worn in a pendant or amulet. There are 7 known Small Splinters at about 1 inch long; they impart a +1D to all Force Skills while touching the Splinter. There are 3 known Medium Splinters at about 3 inches long; they impart a +2D to all Force Skills while touching the Splinter. There is 1 known Large Splinter at about 5 inches long; it imparts a +3D to all Force Skills while touching the Splinter.

Holocron

The New Jedi Holocron is an interactive teaching device that becomes active when held by Force-Sensitive characters. Organic crystals inside the Holocron sense the Force of the user determining whether the user is with the Light or Dark Side of the Force. The Holocron then senses the surface thoughts of the user, presenting them with Jedi wisdom. The Holocron can be used as a Jedi encyclopedia or as a training instructor. The Holocron holds about 200 Force Powers.

Lightblade

This is a specialized version of a lightsaber and is thus very rare. Some lightsabers have the lightblade as one of the settings. The blade is one-quarter of the length of a normal lightsaber, but is the only setting able to be used. Damage is 2D.

Light Boomerang

The Light Boomerang was once, during the time of the Old Republic, a highly prized weapon. But its technology and use has been forgotten by all but a few. When activated, the Light Boomerang causes 5D damage. When not activated, this weapon looks like a tiny (1mm in thickness) metal boomerang, but with no curves or bends that a proper boomerang would have. It can only be activated telekinetically, otherwise the user’s fingers would be instantly removed upon ignition. The user throws the boomerang, using his telekinesis powers to steer, activate, and return it to their hand. Attempting to use this weapon without intense training is suicidal.

Lightsaber

Known throughout the Galaxy as the symbol of the Jedi Knights, a lightsaber is an elegant and very lethal weapon in the right hands. How to create a lightsaber is a carefully guarded secret and a lightsaber will never be sold on the open market.

 

Lightsaber, Ancient

This is a lightsaber that has survived eons of use and has been left with a residue from it’s users. It will give a character bonus of +2D to their Sense power and when first held, will give the character a symbolic vision - a type of Farseeing.

LightWhip

The lost and highly prized weapon of many Siths and Dark Jedi, lightwhips are harnessed energy coiled around incredibly strong alloy whips capable of cutting through the densest of materials. See Part VIII: The Weapons of a Jedi.

Manuscript

This describes a number of different methods of recording Force Powers. It includes but is not limited to: Scrolls, Books, Manuscripts, or Datatapes.

Natural Ilum crystals

Ilum crystals where used in ancient times to build lightsabers. These crystals, only found in the Adegan system, spontaneously emit powerful bursts of light and energy when resonant frequencies are run through them.

Null Sphere

A Null Sphere is a smoky glass-like sphere (nearly impossible to destroy) that resonates with a negative Force. These artifacts were created by unknown means for unknown uses and have only come to light from archaeological digs in areas where the culture largely self-destructed without a logical reason why. Basically, a Null Sphere has the effect of an Ysalimir, canceling out the Force in a specific area around itself. The degree of cancellation is variable, but usually extending several meters in diameter.

Plasma Blade

This is the Elven version of the Lightsaber with a few differences. All Plasma Blades have a rippling blue blade. Unlike lightsabers, the blade has a small weight to it, giving it an appreciated balance. It can also parry other weapons, but it cannot deflect blaster fire or force lightning. The Elves guard the Plasma Blade’s construction as closely as the Jedi do with the lightsaber. The damage done by the Plasma Blade is 4D instead of 5D as with a normal Lightsaber.

Sonic Blaster

This weapon concentrates, focuses, and enhances the voice of the user and turns it into a highly concentrated blast of sonic force. Damage is 2D + Control.

Part XII: Random Lightsaber Tables

LIGHTSABER TABLES

Whenever a GM needs to have a character with a lightsaber, or if a character finds a lightsaber during the course of an adventure, the following tables will allow the GM to generate a unique Jedi weapon. These tables are set up for the Skywalker Era, but could be modified for TotJ Era.

TYPE OF LIGHTSABER

Roll 2D

2 Ancient Darkened (1000 yrs +) add +1 to sense, add 1 to DSP’s

3 Ancient (5000 yrs +)add +2 to sense

4 Modern

5 Modern

6 Modern

7 Modern

8 Modern

9 Modern

10 Modern

11 Ancient (1000 yrs +)add +1 to sense

12 Ancient (10000 yrs +)add +1D to sense, external power cell if 3 or less(1D)

LIGHTSABER MATERIAL

Roll 1D

1 Organic (resists weapon scans)

2 Mineral

3 Metallic

4 Metallic

5 Metallic

6 Exotic Metal/Mineral

LIGHTSABER QUALITY AND WORKMANSHIP

Roll 1D

1 no damage bonus; don’t roll on Lightsaber Features table

2 no damage bonus; roll once on Lightsaber Features table

3 +1 to damage; roll once on Lightsaber Features table

4 +1 to damage; roll twice on Lightsaber Features table

5 +2 to damage; roll three times on Lightsaber Features table

6 +1D to damage; roll four times on Lightsaber Features table

LIGHTSABER FEATURES

Roll 2D

2 Dual Blades (acts as double normal blade length; -1D to lightsaber skill)

3 External Power Cell with Cable Attachment

4 Increase/Decrease Illumination

5 Dual Color Switch (roll twice on Lightsaber Color table)

6 Reduce/Increase Damage (-2/+2 damage)

7 Pressure Grip

8 Reduce/Increase Blade (half and ¼ / double and triple blade length)

9 Blade Lock/Balanced For Throwing (no external power cell)

10 Stun Setting (5D stun damage)

11 Increase/Decrease Sonic Emanations

12 Tri-blade setting (blades ¼ normal blade length)

LIGHTSABER GEMS

Roll 2D

2 Pontites (5D+2 damage)

3 Synthesized Crystal (5D damage)

4 Danite (4D+2 damage)

5 Synthesized Crystal (4D+2 damage)

6 Synthesized Crystal (4D+1 damage)

7 Synthesized Crystal (4D+1 damage)

8 Kathracite (3D+2 damage)

9 Synthesized Crystal (4D+2 damage)

10 Relacite (4D damage)

11 Synthesized Crystal (5D damage)

12 Mephite (5D damage)

LIGHTSABER COLORS

Roll 2D

2 Odd Color (GM’s Choice)

3 Entwined (Roll two colors)

4 Silver Grey

5 Red

6 Gold

7 Green

8 Blue

9 Violet

10 Orange

11 White

12 Cycling Colors (all colors...Ooze)

LIGHTSABER HILT LENGTH

Roll 1D

1 25 centimeters

2 26 centimeters

3 27 centimeters

4 28 centimeters

5 29 centimeters

6 30 centimeters

LIGHTSABER BLADE LENGTH

Roll 1D

1 1.0 meters

2 1.1 meters

3 1.2 meters

4 1.3 meters

5 1.4 meters

6 1.5 meters

Appendix VI: @ Known Force Users

The "Grey" Jedi

The Baadu

Disciples of Shimura

Monks of Ka

Masters of Ka

The Brotherhood of the Sith

Sith Apprentices

Sith Adepts

Sith Warriors

Dark Lords of the Sith

The Jedi Knighthood

Jedi Acolytes

Jedi Apprentices

Jedi Guardians

Jedi Masters

Jedi Grand Masters

The Krath

Maja

Maja Apprentices

Majus

Grand Majus

Minions of the Emperor

The Emperor’s Hands

Imperial Sovereign Protectors

The Inquisitorius

Jedi Hunters

Dark Side Adepts

Imperial Sentinels

Dark Troopers

Dark Side Executor

Ancient Neti Masters

Teepo Paladins

Tyia

Witches of Dathomir

 

 

 

1