Beruflich Dokumente
Kultur Dokumente
POWERS
ii
INDEX
Topic Pgs
References ---------------------------------------------------------------------------------------------- iii
Accelerate Healing (SW2 – pg. 153-154, ToJC – pg. 41) Biocombustion (IFP)
Control Difficulty: Easy for wounded characters, Moderate for Control Difficulty: Difficult
incapacitated characters, Difficult for mortally wounded characters. Required Powers: Absorb/Dissipate Energy, Control Pain
Time To Use: One minute. This power may be kept up.
Effect: A Jedi who uses this power successfully may make two natural Effect: This power is most often used during any sort of brawling or hand-
healing rolls for the current day (12 hours apart) regardless of the severity to-hand combat by Jedi who wish to add a little extra heat to their offense.
of the injury. The Jedi gets a +2 modifier to both Strength rolls to heal. By controlling the blood and tissue temperatures in various parts of their
See Chapter Five, Combat and Injuries for healing rules. Accelerate body, a Jedi can concentrate energy and cause a certain area of their flesh
Healing may only be attempted once per day. to become incredibly hot, to the point of burning like hot metal. WHen the
power is activated the Jedi selects the part of their body in which to
Adrenaline Adjustment (D6H) increase the temperature, such as hands feet, shoulder, etc. If the difficulty
Control Difficulty: Moderate roll is successful, that portion of the body becomes sizzling hot where
Required Powers: Control Pain contact with that portion does 1D of heat damage. This extra damage can
This power can be kept up. be added to Brawling Combat attacks or while defending.
Effect: When this power is activated, the Jedi character induces increased
adrenaline flow throughout her body. A failed attempt at activating this Blackness (D6H)
power induces a -1D penalty to the character's Strength for 5 rounds, Control Difficulty: Moderate
during which the power may not be attempted again. When this power is Required Powers: Absorb/Dissipate Energy, Affect Mind, Dim Other's
activated, the Jedi's Strength is increased by 2D, movement is increased by Senses, Hibernation Trance, Life Detection
2, and gains one additional action per round without the multiple action Warning: A Jedi must be consumed by the Dark Side to use this power.
penalty. For every round this is kept up beyond the first, the Jedi must rest This power may be kept up.
for one hour without being disturbed, up to 4 rounds. After 5 rounds of Effect: The Jedi is enshrouded in a veil of the Dark Side. The power roll is
using this power, the character must make a Difficult Strength check added to any Sense roll of a power attempting to detect the presence of the
(without the +2D bonus from this power) or immediately fall to the user. It also subtracts 2D from any skill attempts to perceive them; -3D if
ground unconscious and fatigued. Additionally, that round and every the power roll succeeds by 15 and -4D if the roll is 30 or more.
round thereafter results in 3 hours of undisturbed rest required for the Jedi. This power causes people to overlook the user as he or she blends into the
After 8 rounds of use without resting the full required amount, the Jedi surroundings. Any smells or sounds emanating from the Jedi are muffled.
falls unconscious. The user of this power may still make skill checks as usual. However, the
user may not engage in any combat-oriented Force use (i.e.: lightsabre
Advanced Focus (IFP) combat, combat sense, injure/kill, telekinetic kill, inflict pain, etc...). This
Control Difficulty: Moderate to enter Advanced Focus, Difficult to come power does not affect electronic life-form sensors.
out of Advanced Focus.
Required Powers: Emptiness, Jedi Discipline Breath Control (IFP)
Note: This power may be kept up. Control Difficulty:
Effect: The user empties his mind and allows the Force to flow through Easy: 1 minute + 2 extra rounds
him. After a character uses Advanced Focus, they gain a +10 modifier to Moderate: 1 minute + 6 extra rounds
each skill roll for an amount of time equal to the amount of time spent in Difficult: 1 minute + 10 extra rounds
Advanced Focus. This bonus is reduced by 1 for each Dark Side Point the Very Difficult: 1 minute + 15 extra rounds
character has. While in Advanced Focus, characters are difficult to sense Heroic: 1 minute + 16+ extra rounds
or affect with the Force. When another character attempts to use a Force This power can be kept up.
Power on the character in Advanced Focus, add the defenders Advanced Effect: A Force user using breath control greatly decreases his bodies
Focus roll to the difficulty for the other character's Sense or Control rolls need for life-sustaining gas. The Jedi does not breathe in this state, and
(this affects only the Sense roll; if the power doesn't use the Sense skill, skin pores close, preventing harmful gases from entering the body. Jedi
then add the difficulty to the Control roll). This difficulty is added have been known to stay in such a state for hours, even days.
Force Powers 2
Burst of Speed (SW2 – pg. 154) Channel Rage ends, the user loses 2 pips from his Strength die code for
Control Difficulty: Moderate every round the power was kept up (reducing his Strength die code to a
Required Powers: Enhanced Attribute minimum of 1D).
Effect: A Jedi can use this power to enhance his Move rating, increasing
his running and walking speeds dramatically for a short period of time. Cloak of Darkness (D6H)
Both the duration and Move increase are determined by the amount the Control Difficulty: Heroic minus total Dark Side Points, to a minimum of
Jedi’s Control roll exceeds the difficulty. The duration can be increased by 5, may not be attempted by an individual with less than 5 DSPs
spending character points – for each character point spent, the duration is This power may be kept up.
increased by one round. These points can be spent at any time before the Warning: Use of this power grants a Dark Side Point.
power fades. Note: This power is used explusively by the The Shadow Dragons.
Control Roll > Difficulty By: Move Increase Duration Effect: When this power is called, the Jedi calls upon the palpable essence
0-8 +5 4 Rounds of the Dark Side, turning himself into a silhouette so dark that the eye
9-20 +10 3 Rounds recoils from it. When this power is invoked, it grants a +2D bonus to the
21+ +15 2 Rounds Hide and +3D to Sneak, and the Jedi holding it will not register on
electronic sensors of any type.
Calculate (D6H)
Cognitive Trance (D6H)
Control Difficulty:
Moderate => Simple Equations Control Difficulty: Easy
Heroic => Complex Equations Time to Use: 1 minute
Time To Use: One minute This power can be kept “up.”
Required Powers: Concentration, Perceptive Trance Effect: Jedi uses control of his inner Force to enter the specific trance. His
Effect: Using Jedi meditation techniques, this allows a Jedi to calculate thinking process is hastened, and he may absorb information much faster
high-order equations with the aid of the Force. The equations can be (from data screens, voice tapes set on very high speed or by other
solved or, special situations, approximated, using standard Jedi meditation methods), i.e. he reads even faster than Mon Calamari - just scrolls the text
techniques. This is usually done as a training exercise. very, very quickly.
Sense Path (SW2 – pg. 161-162, ToJC – pg. 50-51) Sense Spirit (D6H)
Sense Difficulty: Moderate Sense Difficulty: Very Easy
Required Powers: Emptiness, Hibernation Trance Effect: This allows a Jedi to sense a Force Spirit - a Force-sensitive who
This power can be kept up. has died, but remains in this world. The stronger a character is, the more
Effect: This power informs a character of the “path” he travels: whether the character can sense a Spirit. If the player rolls between 6 and 10, the
his current actions are likely to lead him to the dark side, and whether any character only hears a voice. If the roll is between 10 and 20, the character
specified future actions are likely to do so (this power may be thought of also sees the Spirit easily. If the roll is over 20, the character can interact
as farseeing without control). Bear in mind that without control, the Jedi with the Spirit as if the Spirit is alive.
does not have the ability to decide whether he sees the past, present, or a
possible future. The visions he receives are more likely to be allegorical in Sense Surroundings (PoJS – pg. 29)
nature to receive specific details, the farseeing power must be used. When Sense Difficulty: Easy.
giving the results of this power, be honest but obscure if the character has This power may be kept up.
gained any Dark Side Points and is attempting to atone, this power will tell Required Powers: Magnify Senses, Sense Force
him how successful he has been within a game context. The Jedi can Effect: Sense surroundings allows a Force-user to extend his senses
choose to consciously use this power, or it can be a plot device. If the through the Force, permitting him to fight and make Search checks despite
latter, at an appropriate point in the scenario, you may call for a roll on darkness or obstruction. This power doesn't duplicate the Magnify Senses
this power, and give the Jedi a vision if he succeeds. You may use this to power, but it does allow a character to perceive things normally through
tell the players how well they are doing, or to give them a premonition of the Force instead of through a normal sense. This power can only be used
doom just before a critical encounter to heighten the tension. You may use to counter either blindness or deafness. In order to counteract both lack of
it to warn them (by showing the future of their current course), to sight and sound, the power would need to be used twice (thus granting a
encourage them (particularly when they have done the right thing but have multiple action penalty).
no way of knowing), to provide hints, or to foreshadow upcoming events.
A vision from the Force should never be taken lightly by the players. It Sense Weakness (IFP)
should give them something to think about, along with the attendant Sense Difficulty: Opposed Strength or hull roll of object; Modified by
chances for good roleplaying. Bear in mind that different Jedi will tend to proximity.
receive different renditions of the same scene, and consequently you Note: Appropriate scales to be used. The sense skill roll is character-scale.
should tailor the details you give to the fit character concerned. Instead, Effect: This power allows the user to sense the physically or chemically
you might consider altering the way you describe the scenery; for the dark weakest part of an object. This power may be used upon a small part of an
side, you might always describe rocky and barren terrain, or with a cold object rather then over the entire object.
wind blowing, or it might always be night for the dark side and daytime or
dawn for the light side. You can present these images in as contrary Shatterpoint Sense (CWCG – pg. 52)
manner as you wish, provided you are consistent with the descriptions.
Another thing to bear in mind is that it is never easy to tell which is the Sense Difficulty: Very Difficult for present event, Very Difficult for
right course to take (although the path of darkness may be clear enough, future events (adding an additional +10 for events that are not in the
the path of the light may be far more elusive). The Jedi must still be sure immediate future).
to follow the Jedi Code regardless of what his visions seem to be telling Required Powers: Emptiness, Hibernation Trance, Sense Path,
him, otherwise his own desires will encourage a less truthful vision and Postcognition, Sense Force, Farseeing, Life Sense
cause his downfall. And it is quite possible for a skilled Dark Jedi to twist Time to use: One minute.
the readings of this power to suit his own ends. Effect: This power allows the Jedi to reach out through the Force and
Example: Another narration: “You are scrambling through a rocky view the events and people around him in such a way that reveals their
landscape at night. The only light is a feeble flow ahead of you, coming interconnectedness. The power extends through the Force to see the ever-
from behind the next outcropping. You are hurrying, trying to arrive in changing sea of events in terms of their probability and causality;
time to avert…something. When you pass the outcrop, the terrain falls however, it only allows the Jedi to understand connections between people
away on all sides, and you find yourself on the edge of a large precipice, and events. When viewing these events and connection, the power creates
an vision in the Jedi’s mind allowing them to view reality as though it
Force Powers 14
were a crystal or gem. It allows them to view multiple facets, as well as Time Sense (D6H)
viewing faults and veins as they run through the gem (the faults being the Sense Difficulty: See below
connections of causality and destiny that bind people together). Many of This power can be kept up.
the interconnections create shatterpoints, important linchpins in destiny. Effect: Sensing the rhythm, pulse, and ebb and flow of the Force, the Jedi
Having this understanding of these shatterpoints allows the Jedi to is able to track the passage of time precisely as the best chronometer. With
potential to strike the gem in hopes to shape events to the greater good. a Very Easy sense roll, the Jedi can use this power as a stopwatch. With an
However, the power has several limitations. Shatterpoint sense will not Easy sense roll, the Jedi can use this power as an alarm clock.
reveal much additional factual information about the universe. If a Jedi
were to have reached out to Chancellor Palpatine through Shatterpoint Track Hyperspace Trail / Hyperspace Tracking (D6H)
Sense, they would discover a strong (and growing) connection between
Sense Difficulty: Difficult, modified by half the difficulty of the journey
Palpatine and Anakin Skywalker. It would not reveal that Palpatine was a
of the ship being tracked; also modified by Proximity
Sith Lord, nor would it reveal Anakin’s destiny to become a Sith Lord.
Required Powers: Instinctive Astrogation Sense, Sense Force
However, in order to get a vision of Anakin’s shatterpoints, the Jedi would
Effect: Any object that goes through hyperspace leaves a trace that the
separately have to focus on Anakin, where he would see a strong
Jedi can sense. The Jedi uses his sense skill to "feel" through hyperspace
connection to both Palpatine and Padmé Amidala. Further, the power
to track an object's path.
would not allow them to understand the nature of Anakin’s connection to
If the Jedi succeeds at tracking the course, he need only generate an Easy
Padmé, or understand that they were secretly married.
astrogation total to plot a safe path to follow the object. If the Jedi fails the
In game terms, this power functions very well as a plot device. It can add a
roll, he is unable to track the object. If the object includes a Force sensitive
direction or richness to the intrigue of a campaign. Visions through
being, the difficulty for this power is reduced one level.
Shatterpoint Sense are always imperfect, and thus gamemasters are
discouraged from revealing too much information. The player must choose
to focus on one character, and if he makes the difficult, the gamemaster
Translation (SW2 – pg. 162, ToJC – pg.52)
may reveal that there is a strong connection between that character and Sense Difficulty: Moderate for humans or aliens. Difficult for droids. If
others. If the player exceeds the difficulty by 5, then the GM may reveal the target is being purposely cryptic add +5 to the difficulty, +20 if the
the strength of those connections, or whether or not they are growing or language is written down.
waning in strength. If the player exceeds the difficulty by 10, then the This power may be kept up.
gamemaster may reveal whether or not there is a taint of the Dark Side in Required Powers: Receptive Telepathy, Projective Telepathy, Life Sense
those connections. Effect: The character may translate a language and speak it. The Jedi may
decipher body language, explore the spoken word, or translate ancient Sith
Shatterpoint Strike (CWCG – pg. 52) texts, etc. In order for this to work, the character must first hear the target
speak, or see the works in written form (such as an ancient text or
Sense Difficulty: Very Difficult
document). It takes only one application of this power to understand a
Required Powers: Emptiness, Hibernation Trance, Sense Path,
language. As long as they all speak the same language and the power is
Farseeing, Life Sense, Shatterpoint Sense
kept up, the character need not roll for each individual talking. Also
Effect: Shatterpoint is a very rare power that allows a Jedi to see faults
because they also speak using beeps and whistles, droids may be
and fissures within objects, much like faults of a gem. These faults may
communicated with using this power. Note that the character does not
exist because of previous interactions with the Force (such as prior
really know the language. Once this power is no longer in use, the Jedi is
healings that may be undone), or natural fissures which occasionally
once again unable to understand or speak the language.
occur. Such fissures may only exist for the briefest moment, and can
disappear with very little provocation, such as a slight movement of the
person or object. These faults will generally make the object or person
Truth Sense (D6H)
much more vulnerable to attack. Just as striking on the fault of a gem may Sense Difficulty: Easy; modified by Relationship
cause it to shatter, striking a shatterpoint will easily destroy a person or Time to Use: One round
object. In game terms, if the GM determines that a shatterpoint exists This power can be kept up.
within a person or object, the Force user may make his rolls to sense it. Effect: This allows the Jedi to sense whether a person believes what they
The Force user must then, as a separate action, make an attack that same are saying is true. It does not sense whether what they are saying is true in
round to strike the shatterpoint. When the target rolls to resist damage, the the overall reality; just whether the subject believes it or not. This is the
damage resistance total is reduced by half. For every +10 that the Force Force equivalent of a lie-detector test.
user exceeds the difficulty, the resistance total is reduced by another -5.
Weather Sense (SW2 – pg. 162, ToJC – pg. 52)
Shift Sense (SW2 – pg. 162, ToJC – pg. 51-52) Sense Difficulty: Easy if the Jedi has lived in the area for more than a
Sense Difficulty: Moderate for simple phenomena (such as heat or simple year; Moderate if the Jedi has lived in the area between six and twelve
scents); Difficult for more uncommon phenomena (such as comm months; Difficult if the Jedi has lived in the area between one and six
frequencies, infrared radiation); Very Difficult for specific, complex months; Very Difficult if the Jedi has lived in the area less than one
phenomena (such as setting olfactory nerves to detect the presence of month. Modified for proximity and local meteorological conditions.
Tibanna gas). Required Powers: Magnify Senses
This power may be kept up. This power may be kept up.
Required Powers: Magnify Senses Effect: This power allows the Jedi to attune himself to the workings of
Effect: The character may shift his or her senses as to detect phenomena local weather patterns. By sensing the movements of clouds, winds, tides,
of a different type than normal. Shifting eyesight to the infrared spectrum, and solar bodies, someone using this power can discern patterns in the
hearing frequencies above or below normal range for his or her species, weather, and so make limited predictions regarding the behavior of
etc. This power counts as a skill use for determining die code penalties. atmospheric phenomenon. This power does not lend itself to quick
Please note that this power is exceptionally useful in some aspects, but predictions, however. It usually takes weeks for a Jedi to become
fairly limited in others. For example, a Jedi may detect comm frequencies, accustomed to local weather patterns and become familiar with unique
but that does not mean that the Jedi can listen in on the transmission. The features of the local topography that is possible to obtain accurate
Jedi will be able to detect that a transmission is present, but may not readings. The prediction is effective for four hours. The difficulty
necessarily be able to locate the signal’s source, and certainly will not be increases if the Jedi wishes to make more extended forecasts.
able to decode the information carried by the transmission.
Force Powers 15
Alter Powers 13-15 1-3 Caster looses 5 CP, 4-5 Caster takes 5D damage,
6 Caster looses 1D from all Force skills for 6 hours
16+ 1-3 Caster takes 6D damage, 4-5 Caster looses 1D in
Ballistakinesis (LECG – pg. 53) attributes/skills for 1 day, 6 Caster looses 1 FP
Alter Difficulty: Moderate or opposed dodge roll
Required Powers: Telekinesis Cell Burst (D6H)
Warning: Anyone who uses this power against a living being gains an Alter Difficulty:
automatic Dark Side Point. Easy => organic material
Effect: This allows the Force user to telekinetically spray a four square Moderate => inorganic material
meter area which can be up to 20 meters away but within line of sight. *modified by Proximity
Anyone within that area may make a dodge roll to get out of the range of Warning: Use of this power against a living creature awards a Dark Side
the effect. Any character unable to escape suffers 5D damage due to the Point. Use with caution.
spray of debris slashing, piercing, and bludgeoning their bodies. Effect: Disrupts the cells in matter causing 4D damage.
Dark Side Web (ToJC – pg. 87) Enlarge Force (HG – pg. 139)
Alter Difficulty: Difficult Alter Difficulty: Difficult
This power may be kept up. Effect: This power allows a Jedi to double the range of those Force powers
Warning: A character that uses this power receives a Dark Side Point. that are limited by distance (Life Bond, for example). The Jedi must
Effect: When successfully initiated, this power summons strands of Dark successfully activate enlarge Force in the same round as the Force power it
Side power that wrap around the target, ensnaring then in a mesh of is meant to enlarge. Force powers without range limitations aren’t affected.
brilliance. The lattice of energy severs the connection between the Force
and the trapped individual and saps the strength from the body. The target Extend Force (HG – pg. 140)
of the Dark Side Web loses a number of Force skill dice and/or Strength Alter Difficulty: Difficult
dice up to the number of the Force wielder's Alter dice. The lost dice can Effect: This power allows a Jedi to double the duration of those Force
only return by one of two ways. The character can permanently burn off a powers that has an affect that expires after a certain time (Combat Sense,
Force Point or up to 50 Character Points. or Enhance Attribute, for example). The Jedi must successfully activate
extend Force in the same round as the Force power it is meant to extend.
Effect Gravity (IFP) Multiple action penalties apply. Force powers that are not affected by
Alter Difficulty: Very Difficult duration or an expiration time are not affected by this power.
Required Powers: Conduit, Resonate, Sense Force
Note: This power is used exclusively by the Sith. Fireball (IFP)
Effect: This allows a Sith to channel Force energy and alter the Alter Difficulty: Difficult
gravitational forces in a region. A Sith can choose to use a Sith amulet to Required Powers: Conduit, Pyrokinesis, Sense Force
reduce the difficulty one level or amplify the effect by an order of ten. Note: This power is used exclusively by the Sith.
Doing either earns the Sith a Dark Side Point. Warning: This power will grant a Dark Side Point to the user.
Effect: This allows a Sith to channel Force energy and unleash a fireball.
Electric Judgement (IFP) A Sith can choose to use a Sith amulet to reduce the difficulty one level or
Alter Difficulty: Easy 2D damage, Moderate 3D damage, Difficult 4D amplify the effect by an order of ten. Doing either earns the Sith a Dark
damage (modified by proximity) Side Point.
Effects: Electric Judgment was a Force technique used by Plo Koon, and
it was the light side version of Force Lightning. Flash (IFP)
It showed up as yellow or green energy instead of blue or white, like Force Alter Difficulty: Easy
lightning. For instance, Plo Koon would shoot lightning from his Note: This power is used exclusively by the Noghri.
fingertips to wound enemies. Other Jedi would not use it, as it resembled Effect: This power causes a burst of light to appear close to the Force-user
Force Lightning used by the Sith and other Dark Jedi. that affects everyone within a five-meter radius who is looking at the light.
Note: Characters hit by Electric Judgment are stunned 5D rnd and must Those affected are unable to see for ten seconds, and are thus at a -2D to
make a very difficult Stamina check to come out of Stun ahead of time. all actions for that period.
Empower Force (HG – pg. 139) Force Blast (FUCG – pg.86)
Alter Difficulty: Very Difficult Alter Difficulty: See chart below
Effect: All Force powers that have a variable effect based on a die roll (for Required Powers: Telekinesis
example damage for Force Lightning, or benefits for Enhance Attribute) are Time to Use: One round
increased by one-half (multiply by 1.5, rounded down). This power must be Warning: A Jedi who uses this gains one Dark Side Point.
activated in the same round as the related power. Multiple action penalties Effect: This power allows a Force user to launch a blast of compressed air
apply. Once the damage or benefit has been rolled, the result is multiplied and debris. The power has a number of applications, both practical and
by 1.5 (rounded down) and then added to the total. If the Jedi wants to sinister. It allows the Jedi to clear a blocked passageway of debris or other
affect more than one power, he must make separate empower Force rolls. obstacles. However, it has been used by the less scrupulous to hurl a
Example: a Force-user wishes to attack a target with Force lightning. The barrage of projectiles at life forms standing in the Force user’s path. Any
Force-user’s alter die code is 7D. If he successfully activates empower Jedi who uses this on a sentient being gains an immediate Dark Side Point.
force before making his attack, he will roll his 3D for damage. He rolls a The amount of damage done by the blast is determined by the chart below:
nine, but has a final result of 13.
Alter Difficulty Damage
Easy 3D
Empower Weapon (D6H)
Moderate 4D
Alter Difficulty: Difficult Difficult 5D
Required Powers: Absorb/Dissipate Energy
Very Difficult 6D
This power may be kept up.
Heroic 7D
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
Force Powers 17
Force Flight (CR – pg. 108)
Alter Difficulty: Equal to the number of meters the Jedi wishes to move Force Static (D6H)
himself (20 meters maximum). Alter Difficulty: Very Easy, Modified by Relationship and Proximity
Required Powers: Concentration, Telekinesis This power may be kept up.
Effect: Using this power instead of walking, a Force-user can physically Warning: Use of this power for any reason results in a Dark Side Point
move himself a number of meters either horizontally or vertically. The Effect: When using this power, the Jedi released into the environment a
difficulty of the Alter roll for this ability is equal to the number of meters flood of random Force energy, which directly interferes with the way
that the Jedi wishes to move himself, but under no circumstances can the creatures interact with the Force. When used, the Jedi rolls his Alter as
distance be greater than 20 meters. If the Force-user has not landed by the usual. When a Jedi is in the area, he must add the success of Sense
end of the round, he may suffer falling damage (GM's discretion). Disturbance to the Difficulty of any Force use other than Life Sense and
Sense Force. In case of Life Sense and Sense Force, the success of Force
Force Jump (SW2 – pg. 167) Static is added to all Force rolls, not difficulties.
Alter Difficulty: Equal to the number of meters the Jedi wishes to move The more people using Force powers in the area, the less the individual
himself (20 meters maximum). difficulty, as energy that is more "positive" is added to the area, the
Required Powers: Concentration, Telekinesis negative area beings to wear thin. When two or more Jedi in the area
Effect: Using this power instead of walking, a Force-user can physically activate a power in the same round, the Force Static roll is divided
move himself a number of meters either horizontally or vertically. The between them, rounded down.
difficulty of the Alter roll for this ability is equal to ˝ the number of meters
the Jedi wishes to move himself, but under no circumstances can the Force Strike (D6H)
distance be greater than 20 meters. If the Force-user has not landed by the Alter Difficulty: Target's Control or Perception Roll, modified by
end of the round, he may suffer falling damage (GM's discretion). proximity.
Required Powers: Concentration, Injure/Kill, Life Detection, Life Sense,
Force Light (PoJS – pg. 12) Telekinesis
Alter Difficulty: Very Easy. Warning: A character who uses this power to injure a living being (or
Required Powers: Force Harmony, Life Detection, Life Sense, Projective beings) automatically receives a Dark Side Point.
Telepathy, Receptive Telepathy Effect: With this power, a Jedi may use the Force to strike up to four
Effect: This power allows a Jedi to channel the Force into blasts of light adjacent targets. Each target past the first incurs a -1D penalty on the Jedi
that can destroy Dark Side spirits, as well as cleanse the taint of Dark Side using the power (ie, 1 target, no penalty; 2 targets, -1D penalty; 3 targets, -
locations. This Light Side energy emanates out to ten meters from the 2D penalty; 4 targets, -3D penalty). Each target makes either a Control or
power's user, affecting all Dark Side characters, creatures, spirits, or sites Perception roll to resist the attack, and the acting Jedi's Alter roll result is
within that area. When activated, the player rolls his Alter score and compared to each result in turn to determine the effects. This power can be
checks his success on the following table: used to cause stun damage instead of physical damage.
Alter Roll > Character/ Dark Side Dark Side Site
Difficulty By: Creature Spirit Alter Roll > Difficulty By Effect
0-10 Easy 2D+2 No Effect 0-9 Target suffers 3D Damage
11-20 Moderate 5D No Effect 10-19 Target suffers 4D Damage
20-35 Difficult 7D+2 No Effect 20+ Target suffers 5D Damage
36+ Very Difficult 10D Reduce Site Power
In the case of Dark Side Characters/Creatures, those within the effective Force Wave (D6H)
range of the power must make a Control or Willpower skill roll with the Sense Difficulty: Easy
difficulty listed, or they will lose a Dark Side point. In the case of Dark Alter Difficulty: Moderate
Side spirits, the damage listed is inflicted upon them. If the target is a Dark Required Powers: Telekinesis
Side site, its power level may be reduced. Effect: This power allows a Jedi to create a wave of telekinetic energy
which spreads outward from his or her hand, knocking opponents to the
Force Push (SW2 – pg. 162-163) ground. This differs from Telekinesis in that there is no attempt at
controlling the targets, and more than one being or item can be affected by
Alter Difficulty: Target's Control or Strength Roll, modified by proximity.
it at once. Beings struck by the Force Wave must make a Dexterity check,
Required Powers: Concentration, Telekinesis
opposed to the user's Alter roll. If the Alter roll is more than twice the
Effect: With this power, a Jedi may use the Force to push up to four
opponent's Dexterity roll, the target(s) suffer 3D impact damage (the user
adjacent targets backwards, possibly knocking them prone. Each target
of this power may choose to use less than their full amount of Alter dice if
past the first incurs a -1D penalty on the Jedi using the power (ie, 1 target,
they do not wish to do any damage with this power). The range on this
no penalty; 2 targets, -1D penalty; 3 targets, -2D penalty; 4 targets, -3D
power is 10 meters, and it affects any beings along a single arc in combat
penalty). Each target makes either a Control or Strength roll to resist, and
(front, right, left, rear, etc.)
the acting Jedi's Alter roll result is compared to each result in turn to
determine the effects. A target that is knocked back into a wall or other Alter Roll > Difficulty By: Effect
solid object takes 2D damage, in addition to any other effects. 0-9 Target suffers 3D Damage
10-19 Target suffers 4D Damage
Alter Roll 20+ Target suffers 5D Damage
Difficulty Effect
0-5 Target(s) pushed back 1 meters, make Easy Dexterity roll Force Whirlwind (KORS – pg. 51)
or fall. Alter Difficulty: Moderate, or target’s Strength roll (whichever is higher).
6-10 Target(s) pushed back 2 meters, make Moderate Dexterity Required Powers: Telekinesis
roll or fall. Warning: Any character using this power to damage a living being gains
11-15 Target(s) pushed back 3 meters, make Difficult Dexterity an immediate Dark Side Point.
roll or fall. Effect: The Jedi may call upon the Force to surround a target in a swirling
16-20 Target(s) pushed back 4 meters, make Very Difficult vortex of Force energy. The whirlwind will lift the target approximately 1
Dexterity roll or fall. meter into the air and buffet them with Force energy. The target will be
21+ Target(s) pushed back 5 meters, make Heroic Dexterity lifted into the air, and incapable of movement for the rest of the round.
roll or fall. However, the Force user may attempt to extend the whirlwind by spending
one character point per round. When the whirlwind dissipates, the target
Force Powers 18
falls prone. It counts as an action for the target to get back up again. Kinetic Combat (SW2 – pg. 162, HG – pg.42)
The Force user has the option of additionally doing damage equal to one Alter Difficulty: Difficult
third of his or her alter roll. If the character does so, then he or she gains Required Powers: Telekinesis
an immediate Dark Side Point. Effect: Once the Jedi has successfully activated this power, he may wield
a melee weapon or lightsaber with the power of the Force at a distance up
Glow, The (IFP) to 10 meters, as though the weapon were in his hands using his melee
Alter Difficulty: Heroic+20 weapons or lightsaber skill respectively. Multiple action penalties apply.
Required Powers: Greater Force Shield The first round, the Jedi can make only one attack. As his control
This power may be kept up. improves, he may attack with the weapon as many times as possible (as
Effect: This power creates a blue glow around the user that adds 2D to determined by multiple action penalties).
any Brawling or Melee damage and +10 to resisting damage. Whenever
you hit, the energy it makes causes a kinetic explosion upon contact, there Knockout/Stun (IFP)
by throwing your opponent to the ground with a mere punch. If the Alter Difficulty: Target's control or Perception roll
Brawling or Melee attack is not sufficient to damage the opponent, the Required Power: Life Sense
kinetic energy needs to be expended, by throwing back the Jedi in the way Effect: Developed by Jedi Master Chi Wan Su, Knockout/Stun is a more
it was supposed to be used against the opponent. enlightened form of the Injure/Kill power. The Jedi must be touching the
target to use this power, requiring a successful brawling attack in the same
Grenade Defense (JATM – pg. 14) round the power is to be used. When the power is activated, the user makes
Alter Difficulty: Easy plus attacking missile weapons or grenade roll. one roll. If he rolls higher than the character's resisting control or perception
Required Powers: Danger Sense, Life Detection, Combat Sense, Telekinesis total, figure damage as if the power roll was a stun damage total and the
Effect: This power allows the Force user to stretch out through the force to control or Perception roll was a Strength roll to resist stun damage. Master
telekinetically defend himself against an incoming grenade. When an Chi Wan always taught his students this power long before he taught them
opponent makes an attack with a missile weapon or grenade, the Force user many other defensive powers. It is a lot more forgiving, and more in line
reaches out with his power and attempts to knock the explosive off of its with the peaceful nature of the Jedi, which Master Chi Wan was honored
intended course. In game terms, grenade defense allows a Force user to use for following.
his alter roll against an attacker’s grenades or missile weapons roll as a
reaction skill. This differs from Telekinesis as Telekinesis can’t be used as a Light (D6H)
reaction skill. Once an attacking character makes a grenade or missile Alter Difficulty: Very Easy
weapons skill roll, the GM adds that number to an easy difficulty to This power may be kept up.
determine the difficulty number for the alter roll. If the Force user’s roll is Effect: This power must be centered on an object weighing no more than
successful, then the grenade is deflected off course. The GM may use the one kilogram and within 10 meters of the user. When used successfully, a
grenade scatter diagram to determine its new path. If the character beats the globe up to 10 meters in diameter is created. The object may be moved
difficulty by 10 or more, then the grenade or missile is directed back at the and the light will move with it.
attacker.
Lightning (IFP)
Haste (IFP) Alter Difficulty: Difficult
Alter Difficulty: Heroic Note: This power is used exclusively by the Sith.
Required Powers: Enhance Attribute, Enhance Skill, Force Running Required Powers: Conduit, Control Pain, Inflict Pain, Injure/Kill, Sense
Effect: Haste allows the user to make twice as many actions as normal Force
within 1 round. It also allows double move rate. Whether or not the Alter Warning: This power will grant a Dark Side Point to the user.
power is successful, the Jedi receives -1D to all actions the next round. Effect: This allows a Sith to channel Force energy and unleash a blast of
lightning. Note: this is different than Force lightning. A Sith can choose to
Injure/Kill (SW2 – pg. 162, ToJC – pg. 52) use a Sith amulet to reduce the difficulty one level or amplify the effect by
Alter Difficulty: Target's Control or Perception roll an order of ten. Doing either earns the Sith a Dark Side Point.
Required Powers: Life Detection, Life Sense
Warning: A character that uses this power receives a Dark Side Point. Loud (IFP)
Effect: An attacker must be touching the target to use this power. In Alter Difficulty: Easy + volume modifier
combat, this means making a successful brawling attack in the same round Time to Use: One round
that the power is used. Effect: This ability allows the Jedi to make sounds and/or speak at
When the power is activated, the user makes one roll. If he roll is higher increased decibels. This power is useful for scaring someone with a Krayt
than the resisting character's Control or Perception total, figure damage as Dragon mating call impersonation, or making oneself heard across a noisy
if the power roll was a damage total and the Control or Perception roll was and crowded room. An accompanying intimidation, command, or
a Strength roll to resist damage. persuasion roll must be made to provide any conviction or authority
behind the sound - this power only supplies volume.
Inspire (PoJS – pg. 13) Volume Modifier
Alter Difficulty: Very Difficult, modified for proximity. Loud enough to be heard across a crowded cantina +5
Required Powers: Affect Mind, Battle Meditation Across a crowded cantina in the midst of a bar room brawl +10
This power may be kept up. Across a battlefield during a heated battle +20
Effect: With successful use of this power, a Jedi can instill great Across a stadium packed with rabid fans during the final +30
confidence in one or more of his allies. This inspiration is reflected in a lap of the Galactic Pod Race finals
+1D bonus to all ability and skill rolls made by an affected ally, and last as
long as the user desires to keep it up. The number of allies who gain the
bonus is determined by the success level of the initiating Alter roll:
Maximize Force (HG – pg. 140)
Alter Roll >Difficulty By Numberof Targets Alter Difficulty: Heroic
0-5 1-10 Effect: This power allows a Force-user to maximize the effect (usually
damage) of her Force abilities. Instead of rolling for damage or other
6-10 11-100
variable result, the die rolls are automatically calculated as though the she
11-15 101-1,000
had achieved the maximum effect possible. If the normal damage dice
16+ 1,001-10,000
would have been 3D+2, the result is automatically calculated as 20. This
Force Powers 19
power must be activated in the same round as the power it is attempting to Easy => Personal Scale
maximize. Multiple action penalties apply. Force powers without random Moderate => Speeder Scale
variables based on die rolls are not affected by this power. Difficult => Starfighter/Walker Scale
Very Diff => Capital Ship Scale
Nausea (IFP) Heroic => Death Star Scale
Alter Difficulty: Easy (modified by proximity) Required Powers: Conduit
Effect: This power causes extreme dizziness and nausea in a single target Time to Use: One round per Difficulty Level squared. (1 round for Easy,
within the user's line of sight. A target affected by this power is considered 16 rounds for Heroic).
to be stunned for 2D rounds, and cannot take any actions during that time. Effect: Drains all power out of a battery or other charge holding device.
Greater Force Shield (FP – pg. 46) Lesser Force Shield (ToJC – pg. 65)
Alter Difficulty: Difficult Sense Difficulty: Easy
Sense Difficulty: Very Difficult Alter Difficulty: Moderate
This power may be kept up. Required Powers: Absorb/Dissipate Energy, Concentration, Magnify
Required Powers: Absorb/Dissipate Energy, Concentration, Magnify Senses, Telekinesis
Senses, Telekinesis, Lesser Force Shield This power may be kept up.
Effect: When a Jedi successfully activatesthis power, he creates a Effect: This power allows the Jedi to surround his body with a Force-
protective shield around his body. This shield is effective against both generated shield. The shield can be used to repel energy and physical
energy and physical attacks. The strength of the shield is equal the matter away from the Jedi’s body, down to the molecular level. The shield
character’s alter roll divided by three, rounded down. For example, if the acts as STR+1D armor to all energy and physical attacks made against the
Jedi has 9D in alter, he may add 3D to his Strength roll to resist damage. If Jedi including non-directional attacks such as gas clouds and grenade
the Jedi exceeds the alter difficulty by +10, he may extend the greater force blasts. The shield is not particularly strong, but can sometimes be just
shield to another character if he has direct contact with that character. enough to protect the Jedi from serious injury.
Group Mind (D6H) Malacia (CWCG – pg. 51, PoJS – pg. 13)
Sense Difficulty: Easy Sense Difficulty: Moderate
Alter Difficulty: Very Easy modified by average Relationship. Plus 2 Alter Difficulty: Target's control or Strength roll.
difficulty for every creature in range not to take part in Group Mind. Required Powers: Enhance Another's Attribute, Enhanced Attribute,
Required Powers: Projective Telepathy Control Pain, Control Another's Pain, Transfer Force
This power may be kept up. Effect: This power causes extreme dizziness and nausea in a single target
Effect: Allows user to telepathically communicate with all creatures within the user’s line of sight. A target affected by this power is
within 30 meters. considered to be stunned for 2D rounds, and cannot take any actions
during that time.
Induce Sleep (D6H)
Obscure (LECG – pg. 54)
Sense Difficulty: The target's willpower, stamina, or Control modified by
Relationship & Proximity. Sense Difficulty: Easy, modified by proximity.
Alter Difficulty: Alter Difficulty: Moderate, or target’s Perception or control roll.
Very Easy => 1 Target Required Powers: Dim Another’s Senses
Easy => 2 Targets This power may be kept up.
Moderate => 4 Targets Effect: A Jedi may select a target, and use the Force to cloud his mind,
Difficult => 8 Targets making it harder for him to focus on his opponents. Though the target’s
Very Difficult => 12 Targets senses are unchanged, any person or thing that the target attempts to focus
Heroic => 20+ Targets on will appear indistinct under the mental pressure by the Jedi. The target
-10 If target is tired or has failed a stamina roll. receives a -2D penalty to any offensive rolls until the power is dropped.
-5 If first uses Affect Mind to convince the target that they are tired.
+0 If target isn’t doing something that requires complete attention. Precipitate (D6H)
+5 If target is doing something that requires attention. Sense Difficulty: Difficult
+10 If target is actively doing something that requires attention. Alter Difficulty: Heroic, Modified by Proximity
+20 If the target is actively in combat or is in a combat situation. Required Powers: Telekinesis, Magnify Senses, Shift Sense
Required Powers: Dim Other's Senses, Affect Mind Time to Use: One minute per cubic meter
Effect: Induced Sleep allows a Jedi to put a target into sleep, from which Effect: This power allows the Jedi to selectively separate an element or
the target can’t be awakened while the power is in effect. Sleep lasts for molecule from an area. This, of course, could be used to make it rain,
1D6 hours after this power is discontinued, however targets can be remove all oxygen from an inferno (to put it out), or remove all iron from
awakened by natural means. If the Jedi or anyone with the Jedi harms the a life form (would give a Dark Side Point).
target while they are helpless, the Jedi receives a Dark Side Point. This
power cannot affect Droids or creatures who do not require sleep. Psychomerty (PoJS – pg. 16-17)
This power can be kept up but the Jedi must make a new power roll Sense Difficulty: Objects (easy), Locations under 10 meter radius
whenever he adds or switches targets. (moderate), 10-20 meters (difficult), 20-30 meters (very difficult), 30+
meters (heroic).
Kinetic Release (D6H) Alter Difficulty: Emotions associated with object or area (moderate).
Sense Difficulty: Moderate General information about object or area such as a mental picture of the
Alter Difficulty: Difficult last person to use object and last action performed with it by that person
Time to Use: 2 rounds (difficult). Detailed information about object or area such as the last
Required Powers: Absorb/Dissipate Energy, Telekinesis owner's name, last location where it was used by that power on, what their
Effect: After two rounds of concentration, the Jedi may tap into the thoughts were at the time (very difficult). Complete history of the object
reservoir of stored energy and cause the object to explode, with a damage or area – only major events that would have left an impression like death
rating of 8D/6D/4D/2D. This power may not be used on any living being, or some other important occurrence (heroic).
as the constant shifting of energy patterns in a live creature are too This power can be kept up.
unstable for the Jedi to manipulate. Additionally, larger objects can be Required Powers: None
affected by this power, up to the equivalent of the Jedi's body's own mass. Time to Use: One round or more
For each additional cubic meter in volume, the power requires two more Effect: User gains ability to telepathically get information from an object
rounds of intense concentration, as well as adding one difficulty level to or location about its past when in contact with the object or in the location.
Force Powers 39
Raise/Break Morale (IFP) midichlorian count dropped drastically as well, as he no longer heard the
Sense Difficulty: Very Easy modified by Relationship (+2 for every Force whispering to him when he meditated. GMs should note that the use
person, after the first, through tenth... +1 every five people thereafter. of this power is an epic event, and that the power is granted only at the
People tend to act as those around them. If 10 people are really moved so discretion of the Force's will (i.e. only when the GM finds it dramatically
will the 11th). Storytelling may be used to reduce difficulty. -7 if the appropriate). It is not recommended that players be allowed to take this
Storytelling power was successfully used in the round before. feat during their normal progression of levels, but ultimately the GM must
Alter Difficulty: decide whether or not it is appropriate for his or her game to allow
Moderate +/-1D to Skills characters to obtain this power. NPC's, however, could possibly have this
Difficult +/-2D to Skills power at their command, since they are controlled by the GM and can use
Very Difficult +/-3D to Skills the power only when dramatically appropriate.
Heroic +/-4D to Skills
Required Powers: Projective Telepathy Sound Manipulation (IFP)
This power may be kept up. Sense Difficulty: Moderate
Effect: This is a lesser form of Jedi Battle Meditation. Through using this Alter Difficulty: Moderate, modified by proximity (distance sound is
power a Jedi may either raise the confidence of a small group, or break the created from Jedi)
morale of an enemy. In order to use this power the Jedi must make some Required Powers: Magnify Senses, Shift Sense, Telekinesis
effort to demonstrate his intent (i.e. singing a song before battle, giving a Effect: Sound is caused by the vibration of molecules. With this in mind,
moving speech, burning an opponent's jersey at a pep rally, etc). The a Jedi can manipulate the molecules in such a way to alter certain sounds.
bonuses are kept as long as the Jedi keeps the power up (the moving story For example, a Jedi can emit sounds that would be impossible to
may get things started but it takes the force to keep them going). reproduce by normal means, such as the cry of a Krayt dragon. A Jedi can
even generate a sound some distance away, causing a distraction.
Sense Weight (D6H)
Sense Difficulty: Very Difficult Storytelling (D6H)
Alter Difficulty: Moderate; Modified by Proximity Sense Difficulty: Very Easy by Relationship (+2 for every person, after
Required Powers: Telekinesis the first, through tenth... +1 every five people thereafter. People tend to
Time to Use: One round act as those around them. If 10 people are really moved so will the 11th).
Effect: This allows the Jedi to sense the weight of an object down to the Alter Difficulty:
nearest 0.001 milligram. Very Easy => One Sense (a howl is heard)
Easy => Two Senses
Sensory Overload (D6H) Moderate => Three Senses
Sense Difficulty: Difficult => Four Senses
Very Easy => Target’s Per = 1D - 2D Very Difficult => Five Senses (holographic)
Easy => Target’s Per = 3D - 4D Heroic => The viewers are in the story!
Moderate => Target’s Per = 5D - 6D This power may be kept up.
Difficult => Target’s Per = 7D+ Required Powers: Projective Telepathy
Alter Difficulty: Target’s Stamina roll modified by Relationship. Effect: This power is used to entertain, educate or just make a
Required Powers: Magnify Senses, Projective Telepathy point. While a Jedi tells a story the very reality around him warps to
Effect: Causes the target to experience a huge influx of stimuli, causing accommodate the theme of the story. Wind will pick up, lights will flash,
him to pass out. unusual sounds will be heard, etc. Whatever could enhance the experience
of the viewer.
Sever (D6H)
Sense Difficulty: Difficult
Thermo Genesis (D6H)
Alter Difficulty: Heroic Sense Difficulty: Moderate
Required Powers: Control Another's Pain, Life Detection, Life Sense, Alter Difficulty: Easy, modified by target Strength.
Projective Telepathy, Sense Force, Sense Force Potential, Transfer Force Prerequisites: Telekinesis
Time to Use: 2 rounds Effect: The Jedi is able to start a fire anytime, anywhere there is enough
Effect: When this power is activated and turned against an individual oxygen and fuel to support the flame. If need be, even starship hull plating
target, it has devastating results that permanently scar the being. If the can be ignited. When used in conjunction with Transmutation, a fire may
character using the power makes all of the required skill checks to activate even be ignited under water or in space. If used as an attack, the Jedi
the power, he must sacrifice 4 Force Points to complete the power's use. If receives a Dark Side Point (unless he has one hell of a good excuse!). To
he does so, the target of the power loses all dice in Control, Sense, figure damage: Roll target's Strength against the Alter roll. A result of a 4
and Alter, and is no longer considered Force-sensitive. From this point on, or better gets through to the target and ignites it.
he may not advance those skills, and may not use any Force powers.
Additionally, if he has more than 5 Force Points, his total is reduced to 5. UrTek-Ná (D6H)
This power is unique among all others in that it has only been used once in Sense Difficulty: Moderate
the recorded history maintained by the Jedi Temple on Coruscant. In fact, Alter Difficulty: Easy
the knowledge of how to use the power seems to have only been granted Required Powers and Skills:
by the will of the Force itself to the most powerful Jedi Masters through Telekinesis, Danger Sense, Life Detection
deep meditation and diligent study; as such, it is speculated by Brawl (Attack) 4D or more
philosophers that the power is actually used by the Force to balance itself Brawl (Parry) 4D or more
using a living being as the means for doing so. At the height of the Old Dodge 4D or more
Republic, it is recorded that the Jedi Knight Nomi Sunrider, while linked Recommended Powers: Absorb/Dissipate Energy
with Jedi Master Vodo Siosk-Baas, was guided by the will of the Force to The UrRu art of thought, movement and empty-hand combat (for
direct this power at Ulic Quel-Droma, and that even then Jedi Sunrider did the Retrieval story line).
not fully understand what had been done. Though no formal study was This power can be kept up.
performed on Quel-Droma, it is reported that he still existed in the Force This power is called upon at the start of a battle and remains up until the
as far as others were concerned, but he simply was no longer able to touch Jedi is stunned, wounded or worse; a Jedi who has been injured or stunned
the Force as other Jedi Knights could. Despite the fact that no scientific may attempt to bring the power back up.
analysis was ever performed, Jedi researchers theorize that Quel-Droma's When activated, the Jedi may:
Force Powers 40
• Add Sense to Brawling Effect: This power allows a Jedi to use his body as a weapon. He controls
• Add ½ Alter to Strength to increase unarmed damage, either as Stun his own Force to allow for precise movements and senses the flow of the
damage or as Blunt damage (must decide when this power is Force within his opponent to find his weak spots and predict his actions.
activated) He is effectively using the Force to augment his martial arts training.
However, this power can only augment his abilities. When he doesn't
• Melee Parry gets no bonus to defend against Brawling
know how to fight, he will not gain any bonuses - that's why this power is
• Use Brawling Parry to defend against blunt and edged weapons and used mainly by Aiki Jedi. After all, the Force may guide you, but it will
against lightsabers without penalty. not replace the need for long training - the quick and easy path is the path
• Use any defensive action as a reaction to a successful hit (normal to the Dark Side. Using this power, the Jedi also alters the flow of the
multi-action penalties apply). This includes offensive skills and Force around him to create a protective shield around himself.
powers used in a defensive way. Game Effect: Add 1/2 of Control and 1/2 of Sense dice to Martial Arts
• Add Sense to any defensive action used as above (this includes the pool. However, skill bonus cannot exceed Brawling + Martial Arts (you
use of force powers for this purpose). need to know how to fight, and not rely solely on Force. Force will guide
• The Jedi will not hurt himself by striking a hard or armored surface you, but the easy path is the path of the Dark Side...). Also, he may add
or by defending against blunt or edged weapons. 1/4 of Sense and 1/4 of Control (round down) to damage (stun only - to
It uses a combination of visions of the immediate future and telekinetic increase physical damage, use dice from MA pool). Finally, he uses Alter
techniques to avoid attacks, deflect blows and improve the efficiency of to create a protective shield around him.
unarmed blows and holds. It also makes use of pressure points, vulnerable This has 2 advantages: Absorb/Dissipate Energy difficulty is Easy +
nerve endings that the user senses instinctively to deliver stun damage like damage roll (however, remember about the penalty from keeping C,S&A
a blaster that was set to stun. While this power is up the movements of the power of Aiki Combat up). The greatest concentration of the Force is
user are flowing, almost liquid and the steps generally follow spiral around his hands. He may Brawling Parry blaster shots with his Sense
patterns, that either lead inward to draw an opponent in, or outward to skill (but he may allocate dice from MA pool) without any consequences.
sweep an opponent away. He may also parry or even catch a lightsaber blade. However, deflecting
As this is a combat style that developed from UrRu thought patterns, the lightsaber blade is relatively easy (use sense skill and allocate dice
movement and physique it is not easy to master for a humanoid that is from MA pool) and harmless (unless the Jedi will roll 1 on the Wild Die
missing two additional arms and a tail, but not impossible. To reflect this, for the parry roll - in this case he must resist lightsaber's 5D energy
a non-UrRu character learning this power must spend an additional 10 damage to his hand), then catching it is pretty difficult stunt (roll 1/2 sense
Character points to learn it. dice, and allocate dice from MA pool at 1 to 2 ratio). Basically, each
round roll Control dice against normal lightsaber damage - 5D + Control.
Control / Sense / Alter Powers This is damage to the hand, so it won't kill you. Treat Incapacitated and
above as Maimed - you loose your hand and you're left at Wounded).
Affect Mind (SW2 – pg. 169, ToJC – pg. 58) Alchemy (DSS – pg. 13)
Control Difficulty: Very Easy for perceptions; Easy for memories; Control Difficulty: Moderate
Moderate for conclusions. Modified by proximity. Sense Difficulty: Moderate
Sense Difficulty: The target's control or Perception roll. Alter Difficulty: Varies (see below)
Alter Difficulty: Very Easy for slight, momentary misperceptions, minor Required Powers: Accelerate Another's Healing, Control Another's Pain,
changes to distant memories, or if the character doesn't care one way or Control Pain, Enhance Attribute, Enhance Another's Attribute, Feed on
another. Easy for brief, visible phenomena, for memories less than a year Dark Side, Hibernation Trance, Injure/Kill, Life Detection, Life Sense,
old, or if the character feels only minor emotion regarding the conclusion Place Another in Hibernation Trance, Sense Force, Sith Sorcery, Transfer
he is reaching. Moderate for short hallucinations, for memories less than a Force
day old, or if the target has strict orders about the conclusion. Difficult for Warning: A character who uses this power receives a Dark Side Point.
slight disguises to facial features, hallucinations which can be sensed Effect: Using ancient Sith equipment and arcane formulae, a character
with two senses (sight and sound, for example), for memories less than a with this Force power can alter the molecular composition of living
minute old, or if the matter involving the conclusion is very important to beings, creating Dark Side mutants. All changes made to a being with this
the target. Very Difficult for hallucinations which can be sensed by all five power create horrific physical mutations. Altering multiple aspects
senses, if the memory change is a major one, or if the logic is absolutely requires multiple rolls, with each roll taking one minute and granting an
clear and coming to the wrong conclusion is virtually impossible. additional Dark Side Point. To use this power successfully requires
Effect: The target character's perceptions are altered so that he senses an thousands of credits worth of alchemical equipment and raw materials (as
illusion or fails to see what the user of the power doesn't want him to see. well as a subject). Each alteration made inflicts 4D damage against the
This power is used to permanently alter a target character's memories so subject. This power can also be used to reshape inanimate matter.
that he remembers things incorrectly or fails to remember something. This Alteration Alter Difficulty
power can also be used to alter a character's conclusions so that he comes Add Claws or Fangs (strength +2 damage) Difficult
to an incorrect conclusion. Before making skill rolls, the Jedi must Add Horns (strength +1D damage) Difficult
describe exactly what effect she is trying to achieve. The power is Add Natural Armor (+1D versus energy)* Heroic
normally used on only one target; two or more targets can only be affected Add Natural Armor (+1D versus physical)* Very Difficult
if the power is used two or more times. The target character believes he is
Alter Physical Appearance (+1D to Intimidation)* Moderate
affected by any successful illusions — a character who thinks he is struck
by an illusory object would feel the blow. If he thought he was injured, he Grant Darkvision (20') Very Difficult
would feel pain, or if he thought he had been killed, he would go Increase Attribute (+1 pip) Heroic
unconscious. However, the character suffers no true injury. Increase/Decrease Size By Half* Heroic
This power cannot affect droids or recording devices. Increase Move Score +2 ( up to twice original score) Very Difficult
Make Target Obedient (-1D to Willpower) Very Difficult
Aiki Combat (D6H) Each additional use of this alteration on the same target increases the Alter
Control Difficulty: Difficult difficulty by 5 points and grants an additional Dark Side point.
Sense Difficulty: Moderate
Alter Difficulty: Easy Alter Beings (IFP)
Note: This Power is exclusively used by the Aiki Order. Control Difficulty: Very Difficult
This power can be kept up. Sense Difficulty: Very Difficult
Force Powers 41
Alter Difficulty: Heroic true enemy and attack. The Jedi must maintain the effect each round. Once
Required Powers: Absorb/Dissipate Energy, Accelerate Another's the power is dropped, its effects wear off instantly.
Healing, Accelerate Healing, Concentrated Energy, Concentration, On a successful roll to change the balance of the battle in the Jedi's allies'
Detoxify Poison in Another, Emptiness, Instantaneous Healing, Life Sense, favor (the power's second function), the Jedi's enemies lose 1D for every
Magnify Senses, Regenerate Other, Sense Force, Strengthen Object, 4D she has in her best Force skill, in a skill determined by the Jedi (i.e.,
Transfer Force, Transmutation, Warp Matter Strength, Dexterity, et cetera) to a minimum of 1D, while her allies
Note: This power is used exclusively by the Sith. receive a bonus of the same value to an attribute of her choosing.
Warning: This power will grant a Dark Side Point to the user. Example: Nomi Sunrider and three of her Jedi Knight companions are
Effect: A derivative of the create Sithspawn power, this allows a Sith to battling a dozen Sith minions-followers of Freedon Nadd. Seeing the tide of
alter certain attributes of living beings while leaving the rest of the being the engagement turning in the dark siders' favor, Nomi decides to use her
untouched. As it's normally used as a form of torture, the Sith using this battle meditation power to help her allies overcome their enemies. Since she
power receives a Dark Side Point. has a control of 1D+1, a sense 2D+1, and an alter 1D, she may increase one
skill of all of her companions (she chooses Dexterity in this case) by 2D+1
Arcane Majeck (IFP) (the highest of the three), and decrease one skill of all of her opponents by
Control Difficulty: Difficult 2D+1 (she chooses Strength), to a minimum of 1D, until she drops the
Sense Difficulty: Difficult power. While Nomi continues to maintain the power, her allies all have a
Alter Difficulty: Very Difficult 2d+1 bonus to Dexterity (and all of its skills) and her enemies all have a
Required Powers: Blade Beam, Absorb/Dissipate Energy, Haste 2d+1 penalty to Strength (and all of its skills).
Note: This power is used exclusively by the Death Knights
Time to Use: 5 minutes of battle to get the adrenaline rushing. Beast Master (IFP)
Warning: Use of this power causes the user to receive a Darkside point. Control Difficulty: Moderate; Modified by proximity
Effect: The use of this unique power gives the Death Knight the speed of Sense Difficulty: Perception of the target beast
lightning and the deadly strikes of a cobra. The Death Knight cannot use Alter Difficulty: Strength of the target beast
any other power while using Arcane Majeck. In game effect, it gives the Required Power: Beast Soother
Death Knight four attacks in one round without penalty (Krath time This power may be kept up.
influence) and their Alter dice to their attack and their damage. It also Effect: This power allows a Jedi to hold a beast still and keep it quiet. The
effects any of their enemies with the same as the first effect of Battle beast being affected will lie down and remain quiet until the power is
Mediation that the Jedi use, causing their enemies to attack each other. dropped. After the power is dropped, the beast will resume what it was doing
This is one of the most used and dark of the Death Knights powers. unless the Jedi Alters the beast in another manner, such as by communicating
with it.
Awaken (D6H)
Control Difficulty: Moderate Block Force Ability (D6H)
Sense Difficulty: Difficult Control Difficulty: Duration Desired:
Alter Difficulty: Heroic 1 Round Easy - 10
Required Powers: Affect Mind, Life Bond, Life Detection, Life Sense, 2 Rounds Moderate - 15
Receptive Telepathy, Sense Force, Sense Force Potential, Projective Up to 5 Rounds Difficult - 20
Telepathy Up to 15 Rounds Very Diff - 25
Effect: This power allows a character to bestow Force-sensitivity upon Up to 3 Hours Very Diff - 30
another being. If the character using the power makes all of the required skill Up to 1 Day Heroic - 40
checks to activate the power, he must sacrifice 2 Force Points to complete Up to 1 Week Heroic - 45
the power's use. If he does so, the target of the power becomes force- Up to 1 Month Heroic - 50
sensitive, and gains 1D of control, sense, or alter dice (player's choice). Up to 1 Year Heroic - 60
Up to 5 Years Heroic - 70
Battle Meditation (SW2 – pg.169, ToJC – pg. 58-59) Up to 15 Years Heroic - 80
Control Difficulty: Varies based on the number of targeted individuals Permanent Heroic - 100
Very Easy: 1-2 targets Sense Difficulty: Targets Control + Proximity
Easy: 3-20 targets Alter Difficulty: Type of Force to Block:
Moderate: 21-100 targets Single, Specific Use Difficult - 17
Difficult: 101-1,000 targets Single Skill Power Very Diff - 27
Very Difficult: 1,001-10,000 targets 2 Skill Power Heroic - 39
Heroic: 10,001+ targets. 3 Skill Power Heroic - 52
Sense Difficulty: Varies as Control Difficulty above Entire Skill Heroic - 76
Alter Difficulty: Varies as Control Difficulty above This power may be kept up.
This power can be kept up. Time to Use: One Round for every level of duration.
Time to Use: 5 minutes. Required Powers: Hibernation Trance, Life detection, Sense Force,
Effect: Battle Meditation has two possible effects. The Jedi can force her Projective Telepathy, Transfer Force, Affect Mind, Control Mind, Control
adversaries to abandon their assault and turn on each other, or she can alter Pain, Control Another's Pain
the tide of the battle, strengthening her allies and at the same time Effect: In game terms this is a most devastating power. This power can be
weakening her enemies. Before initiating the power the Jedi must state activated as a reaction to a specific force power used by another Jedi, or it
which effect she wishes to use. can have a more premeditated use.
The targets of this power must have initiated combat for the effects to take When used, the user suffers -1D to all force skills for 2 times the duration
hold. In game terms, a Jedi may only use this power effectively on or after called for. If Dark Jedi used this power to stop Light Jedi from using Absorb
the first round of combat, not before. Enemies are defined as those who /Dissipate Energy at one specific instance, then Dark Jedi, regardless of his
seek to oppose the Jedi's immediate goal (rescuing a prisoner, defeating a success or failure, suffers a -1D to all his force Skills for 2 Rounds (because
group of dark siders, et cetera); allies are defined as those who seek to the shortest duration is 1 round). If Dark Jedi decided to try to block Light
uphold and forward the Jedi's goal. Jedi's ability to use Absorb/Dissipate Energy permanently, then Dark Jedi
When attempting to turn attackers against each other, the Jedi's highest skill would suffer that -1D for twice as long. Any dice lost this way can, of
roll (control, sense, or alter) to activate the skill becomes the difficulty the course, be recovered through the spending of character points.
targets must beat to avoid the effect. Otherwise they see their allies as the And Character who has had all three Skills (Control, Sense and Alter)
Force Powers 42
blocked will appear to any mode of detection as non-force sensitive. The Effect: This is the most powerful attack possible for a Jedi using the powers
user of this power can use it on himself. of the Light Side. The Jedi calls upon the celestial illumination that is the
Light Side and sends the bright energy towards an area that is tainted by the
Bloodlust (D6H) Dark Side. With this power, the Jedi can cleanse an area of the works of the
Control Difficulty: Moderate Dark Side or confine the Dark Side to a particular spot in the area. With this
Sense Difficulty: power the Jedi can also bathe a Dark Sider in the celestial illumination that is
Easy: 1-2 Targets the Light Side, causing the recipient to real from the light and stop whatever
Moderate: 3-20 Targets power he/she was using. This power can also unleash a cataclysm that can
Difficult: 21-100 Targets destroy the works of the Dark Side, but the cataclysm also devastates the
Very Difficult: 101-1000 Targets area containing the works of the Dark Side in the process.
Heroic: 1000-10,000 Targets
Modified by single highest individual proximity. Cause Solar Flare (IFP)
Alter Difficulty: Easy plus target’s Perception, Willpower or Control roll. Control Difficulty: Heroic
This power may be kept up. Sense Difficulty: Heroic
Required Powers: Affect Mind, Anger, Hibernation Trance, Rage, Alter Difficulty: Heroic+10
Project Force Required Powers: Absorb/Dissipate Energy, Farseeing, Life Sense,
Warning: The user of this power gains a Dark Side Point. Magnify Senses, Sense Force, Shift Sense, Telekinesis
Notes: Target’s with Dark Side Points receive a penalty to resist equal to Note: This power is used exclusively by the Sith.
the bonus granted by their Dark Side Points. For example, a Jedi has one Warning: This power will grant multiple Dark Side Points to the user.
Dark Side point, which usually gives a +1D bonus to all Force Skills. When Effect: This power causes the star's surface to grow unstable and to shoot out
using this power he rolls Control, Sense, and Alter with a +2D bonus (+1D a giant flare of heat and radiation into space. It can also trigger a supernova.
from his earlier Dark Side Point plus an additional +1D from the new Dark
Side Point gained from attempting this power). When the same Jedi Cleansing, The (D6H)
attempts to resist this power, the Alter difficulty (for the user) becomes Control Difficulty: Moderate
Easy plus Control (or Willpower, or Perception) minus 2D. Since the Dark Sense Difficulty: Own Perception ability value
Side has already touched him it is harder for him to refuse it. Alter Difficulty: Very Difficult
When a Jedi of the Light is under the influence of this power it is likely he Note: This Power is exclusively used by the Baadu.
will commit evil acts. Such a Jedi doesn’t receive Dark Side points for Effect: This power is used to preserve neutrality in a Baadu. It makes
Action (striking first, aggressively, or out of anger), but takes Dark Side them better able to control the Force within them at early levels. In later
Points for Inaction (guilt he feels for not being able to control himself). levels of ability, advancement becomes very difficult, as the two sides of
Effect: When this power is used, the Jedi radiates the Dark Side of the the force become further apart. By using The Cleansing, Baadu are better
force, sending waves of anger and hatred washing over his targets. The able to resist the temptation of the Dark Side, but are much more limited
game affect of this power is that all targets go into a berserker state, in their advancement in the study of the Force. When a character uses The
granting a +2D bonus to all combat actions (attacks and parries/dodges), Cleansing, they become Baadu in all respects. Whichever side of the
but they may make no other actions in the same round. Also, record all Force is lesser (DS points or LS points) is subtracted from whichever side
wound results of stunned or wounded but don’t invoke any die penalty for of the Force is greater. The lesser of the two is set to zero.
those under the influence of this power. A target may roll their resistance Example: Birtaa Baadu has 7 Dark Side Points and 4 Light Side Points (it's
once per round against the Jedi's Alter roll to break free. Each failed been a long time since his last cleansing, and he's been a bad boy!). Once he
resistance attempt incurs a -5 penalty on the next attempt (cumulative). 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)
Blur (IFP) Note: Players of Baadu can't use the cleansing for an easy way out of
Control Difficulty: Difficult being neutral; they must actually BE neutral. A Baadu cannot be more evil
Sense Difficulty: Difficult than good, or vice versa, or their neutrality will be disrupted.
Alter Difficulty: Very Difficult
Required Powers: Affect Mind, Dim Other's Senses, Eclipse, Hibernation Comfort (IFP)
Trance, Projective Telepathy Control Difficulty: Easy. Modified by proximity and limit to line of sight
Effect: When activated, it makes a Jedi almost impossible to look at. This Sense Difficulty: Easy
is useful when being fired upon. After activation of this power, the person Alter Difficulty: Easy. Modified by proximity and limited to line of sight
looking at the Jedi must look away or become disoriented for two rounds Required Powers: Absorb/Dissipate Energy, Telekinesis, Weather Sense
(length of effectiveness - 5 rounds). This power can be kept up.
Effect: This power allows the character to set up a zone of comfort centered
Body Strengthening (IFP) on himself. Temperatures, winds, and precipitation can all be adjusted within
Control Difficulty: Moderate the area to more comfortable levels. Those within this area will remain warm
Sense Difficulty: Moderate or cool, and can safely avoid the effects of or recover from hypothermia, heat
Alter Difficulty: Difficult stroke, etc. Rain and snow will not fall within the area, and strong winds,
Required Powers: Alter Beings, Strengthen Object sandstorms, and other such effects will not bother those within the field.
Note: This power is used exclusively by the Sith.
Effect: In some ways this is a lesser version of the create Sithspawn and Conduit (D6H)
Alter beings power. The Dark Side can give you many boons, often Control Difficulty:
extracted at a terrible price. Once such boon was the way the Dark Side Moderate => Computer, Electric kettle.
could make the body stronger, faster, more able. A Sith using this power Difficult => Lightsaber, Blaster.
receives a Dark Side Point. Very Difficult => Repulsorlift vehicle.
Heroic => Starship.
Bright Power (IFP) Sense Difficulty:
Control Difficulty: Heroic Moderate => Electric kettle.
Sense Difficulty: Very Difficult Difficult => Lightsaber, Blaster.
Alter Difficulty: Very Difficult Very Difficult => Vehicle (all scales).
Required Powers: Force Harmony, Project Force, Projective Telepathy, Heroic => Computer.
Sense Force Alter Difficulty: Difficult.
Force Powers 43
Required Powers: Absorb/Dissipate Energy For a Jedi who has turned to the dark side:
This power may be kept up. Number Willing Unwilling
Effect: This power enables a force user to convert force energy into some 1 Very Easy Easy
other form of energy. This enables the user to fire a blaster or wield a 2 Easy Moderate
lightsaber which has a dead power pack. Of course if an item is 3 Moderate Difficult
overpowered, it could burn out or even explode, under power the item and 4-5 Difficult Very Difficult
it may fail to function or function inefficiently. If the control roll is failed 6-8 Very Difficult Heroic (31+)
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 For a Jedi who is of the light side:
been over powered. Note that this power is not restricted to electrical Number Willing Unwilling
energy, any kind of energy can be produced, but this power does not 1 Moderate Difficult
enable the user to do Force Lightning, project heat from their eyes a la 2 Difficult Very Difficult
superman or even project a beam of light from an open palm. It can only 3 Very Difficult Heroic (31+)
be used to power some sort of powered item. The user of this power must
be in contact with the thing being powered. Warning: Any Jedi who uses this power automatically receives a Dark
Side Point, plus an additional Dark Side Point for each evil action she
Control Animal (D6H) forces a victim of this power to undertake.
Control Difficulty: Moderate by Proximity Note: This power is so inherently corrupt that its difficulties are substantially
Sense Difficulty: Target’s Perception by Relationship reduced for those who have given themselves over to the dark side.
Alter Difficulty: Effect: This power allows a Jedi to take control of another person, turning
Easy => Trekkies him into a puppet who must obey the Jedi's will. When used, a Jedi can
Moderate => Insect control the actions of others, making them serve his will like automatons.
Difficult => True Animal (Beaver/Hawk) The power may be kept up to allow the user to maintain control of his
Very Difficult => Kind of Smart (Dog/Ape) target's mind-the Jedi must make a new roll if a new target is added.
Heroic => Truly Alien Characters versed in the ways of the Force (with an Force skills) can
This power may be kept up. actively resist by rolling a control or Perception total. A character with an
Required Powers: Eyes of Eagle inherent affinity for the Force may resist by rolling a Perception total. The
Effect: You take total control of an animal’s mind/body. character may choose either the difficulty for the power use or his own
roll. If the Jedi attempts to control more than one such Force-sensitive
Control Mind (SW2 – pg. 170, ToJC – pg. 59) character at the same time, for all character beyond the first, add +1 for
Control Difficulty: Easy for a Jedi who has turned to the dark side. each die code of Perception or control (as per Combing Rules). The Jedi
Moderate for a Jedi who is of the Light Side. must make a new power roll whenever he attempts to take over a new
Sense Difficulty: Target's Perception or control roll. target. Targets may be released without a roll.
Modified by relationship. Control Mind cannot be used to control droids or computers.
Alter Difficulty: Variable, depending on number of targets and whether
the Jedi is of Dark or Light Side. See chart below. Modified by proximity. Corporeal Translocation (D6H)
Control Difficulty: Heroic + (2x proximity)
Number of Targets: Dark Side Light Side Sense Difficulty: Difficult
1 Very Easy Moderate Alter Difficulty: Heroic + (2x proximity)
2 Easy Difficult Required Powers: Absorb/Dissipate Energy, Accelerate Another’s
3 Moderate Very Difficult Healing, Accelerate Healing, Control Another's Pain, Control Pain,
4-5 Difficult Heroic Doppelganger, Emptiness or Rage, Farseeing, Force of Will, Hibernation
6-8 Very Difficult - Trance, Instinctive Astrogation, Life Detection, Life Sense, Magnify
9-15 Heroic - Senses, Mental Translocation, Projective Telepathy, Receptive Telepathy,
Remain Conscious, Return Another to Consciousness, Sense Force, Shift
Required Powers: Receptive Telepathy, Telekinesis, Affect Mind Sense, Telekinesis, Transfer Force
Warning: A Jedi who uses this power gains a dark side Point. A Jedi who Time To Use: 1 round to prepare + duration of power + 1 round for
has not turned to the dark side gains a dark side Point for each evil action reassembly.
he forces a person under his power to perform, but a Jedi who has turned Note: This power assumes that Doppelganger should not be a power that
to the dark side does not. This power may be kept "up," but the Jedi must grants a Dark Side Point and thus both Doppelganger and this power
make a new power roll whenever he adds or switches targets. should be usable by all Force users, and not just Dark Side users.
Effect: The use of this power allows Jedi to take control of other people, Effect: This power effectively transports the Jedi over long distances. This is
turning them into puppets who must obey the Jedi's will—they must serve one of the most difficult powers a Jedi can learn. This power allows
the Jedi like automatons. This power may not be used on droids or disassembly of the Jedi's constituent molecules. The power then transports
computers. Controlled characters may attempt a new roll to escape versus them a given distance and reassembles them. The Jedi effectively enters
the Jedi's sense roll whenever the Jedi adds new characters to his control. hyperspace (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
Control Mind (Variant Rules) (ToJC – pg. 87)
planet for example). For these short distances, treat as 10km/rnd.
Control Difficulty: Moderate, as modified by relationship. The proximity modifier is based on the furthest extent of intended
Targets with an affinity for the Force (i.e., have Force skills or Force distance, declared before the skill roll is made. Generally, the user must be
Points) may make opposed control or Perception rolls, selecting either familiar with the destination, preferable having visited and studied it
their roll or the base difficulty to resist. before. If the Jedi is not familiar with the destination (it was described to
Sense Difficulty: Easy for a Jedi who has turned to the dark side, as the Jedi, the Jedi only visited it for a few minutes, etc., GM to arbitrate),
modified by proximity. Moderate for a Jedi who is of the light side, as there is a +20 modifier to the control roll.
modified by proximity. Failure of the Control roll affects the location of reassembly. Roll 1D for
Alter Difficulty: Variable, depending on the number of targets being the direction of failure. 1=forwards, 2=right, 3=left, 4=backwards, 5=up,
controlled and whether or not they are willing. Targets with an affinity for and 6=down.
the Force may make opposed rolls, choosing either their roll or the These directions are relative to the desired position of the Jedi at the
difficulty, whichever is higher.
Force Powers 44
destination. Use of a character point before this roll gives a-1 modifier to Time to Use: 1 hour of meditation
the direction roll. This power may be kept up.
The distance moved in the indicated direction is 2D% of the intended Effect: Through using this power a Jedi is able to create a gravity well in
distance traveled. Attempting (intentional or accidental) reassembly in a real space, much like the interdictor class capital ship, which projects a
space already occupied by another object results in the death of the Jedi in giant shadow into hyperspace. Any ship traveling through hyperspace in
most instances. the vicinity of the Gravity Well is ripped out of hyperspace by the craft’s
Notes: This one raises lots of questions: How much stuff can the Jedi take computers to avoid collision with the imaginary shadow. This power may
with him? Can the Jedi transport another being? If forward on the not be activated in an atmosphere. Doing so would be suicide. When used
direction failure roll relative to the planet’s surface, or is it a tangent? in the vacuum of space, all nearby craft must slow to atmospheric speeds
You'll have to decide these on your own. to compensate for the new gravity.
Special Powers
Force Immersion (D6H)
Force immersion was a specialized technique developed by
the Fallanassi, by which a skilled user could immerse themselves in the
White Current, rendering themselves undetectable by any means, organic,
artificial, Force-based or otherwise. Only careful scrutiny could pierce the
immersion technique, and even then the weak-minded would remain
oblivious to their presence, unless the Fallanassi in question interacted
with the beings in question. Masters of Force Immersion where capable of
immersing others outside of themselves, such as another person or even
objects, into the Current
Force Powers – Alphabetical List 56
The Clouds, Parting 9
A Cognitive Trance 2
Combat Sense 9
Accelerate Another's Healing Acclimation 27 Combat Trance 2
Absorb/Dissipate Energy 1 Combustion 15
Accelerate Healing 1 Comfort 42
Acclimation 21 Commune with Machines 36
Adrenaline Adjustment 1 Commune with Nature 36
Advanced Focus 1 Computer/Machine Translation 9
Affect Emotions 36 Concentrated Energy 28
Affect Mind 40 Concentration 2
Aiki Combat 40 Conduit 42 – 43
Alchemy 40 Contort/Escape 3
Alter Beings 40 – 41 Control Animal 43
Alert Sense 41 Control Another's Breathing 28
Anger 1 Control Another's Disease 28
Anticipation 21 Control Another's Pain 28
Arcane Majeck 41 Control Another's Parasitic Infection 28
Aura of Uneasiness 27 Control Breathing 28
Awaken 41 Control Disease 3
Control Energy 3
Control Kinetic Energy 3
B Control Mind 43
Control Mind (Variant Rules) 43
Ballistakinesis 15 Control Pain 3
Ballistinesis 36 Control Weather 28
Battle Meditation 41 Corporeal Translocation 43 – 44
Battle Meld 21 Create Evil 44
Battle Mind 9 Create Force Storm 44
Beast Languages 9 Create Force Talisman 28
Beast Link 22 Create Gravity Well 44
Beast Master 41 Create Homunculus 44 – 45
Beast Soother 36 Crimson Burst 15
Biocombustion 1 Cryokinesis 15 – 16
Blackness 1 Cyber Sense 9
Blade Beam 27 CyberLocke 45
Blaster Combat 22
Blind Sense 9
Blinding 36 D
Block Force Ability 41 – 42
Block Force Sense 36 Daisho Combat 22
Bloodlust 42 Danger Sense 9
Blur 42 Danger Sense (Optional) 9
Body Strengthening 42 Danger Sense (Ur-Variant) 10
Bolt of Corruption 15 Dark Familiar 45
Bolt of Hatred 15 Dark Scent 3
Break Bones 15 Dark Side Dissipation 45
Breath Control 1 Dark Side Web 16
Bright Power 42 Dark Transfer 28 – 29
Burst of Speed 2 Death Sense 22
Deflect Blaster 3
Deflect Energy 3–4
C Detonate 36 – 37
Detoxify Another’s Poison 29
Calculate 2 Detoxify Poison 4
Call Animal 22 Dim 4
Calm 2 Dim Another’s Senses 37
Calm Another 28 Dimensional Leap 45 – 46
Calm Other 15 Direction Orientation 10
Calmness 2 Direction Sense 10
Cast Chaos 15 Discharge Spirit 46
Cause Solar Flare 42 Disguise 22
Cell Burst 15 Doppelganger 46
Channel Energy 2 Dragon, The 4
Channel Rage 2 Drain 29
Chaos Burst 15 Drain Energy 29
Chaos Web 15 Drain Life Energy 46
Clensing, The 42 Drain Life Essence 46
Cloak 36 Dream 22
Cloak of Darkness 2
Force Powers – Alphabetical List 57
Force Transduction 31
E Force Wave 17
Force Weapon 31
Eclipse 46 – 47 Force Whirlwind 17 – 18
Effect Gravity 16 Force of Will 5
Electric Judgement 16 Force Wind 37
Electronic Communication 22 Friendship 37 – 38
Electronic Manipulation 29
Electronic Sense 10
Empower Force 16 G
Empower Self 37
Empower Weapon 16 Glow, The 18
Empowered Lightbo Combat 22 Greater Force Shield 38
Emptiness 4 Greater Force Shield 48
Energy Blast 16 Grenade Defense 18
Enhance Another's Attribute 29 Group Mind 38
Enhance Attribute 4 Guided Attack 10
Enhance Reflexes 4
Enhance Skill 5
Enhanced Concentration 5
H
Enhanced Coordination 47
Enhanced Reflexes 23 Hallucination 48
Enhanced Speed 5 Hammerhand 5
Enlarge Force 16 Hands of the Jhemadan 5
Enlighten 23 Haste 18
Extend Force 16 Hatred 31
Eyes of the Eagle 23 Heal 5–6
Heal Another 31
Hesitate 31
F Hibernation Trance 6
Hide Force Sensitivity 23
Farseeing 23 Hyper-Acceleration 48
Fear 29
Feed on Dark Side 29 – 30
Fertilize 30
I
Fireball 16
Flames of Anger 37 Illusion 48
Flash 16 Illusion Bond 10
Fold Space 37 Imbue with Sensitivity 53 – 54
Force Archery 23 Imitate 6
Force Blast 16 Imprison 48
Force Bolt 47 Induce Sleep 38
Force Charge 47 Induce Tranquility 31 – 32
Force Charged Spike 5 Inflict Pain 32
Force Chariot 47 Influence Mind 49
Force Cloak 47 Inhabit Object 49
Force Explosion 30 Injure/Kill 18
Force Flight 17 Inspiration 23
Force Flight 30 Inspire 18
Force Harmony 47 Instantaneous Healing 32
Force Immersion 55 nstinctive Astrogation Control 6
Force Jump 17 nstinctive Astrogation Sense 10
Force Jump 30 Instinctive Navigation 11
Force Light 17 Intangibility 32
Force Lights 30 – 31 Invulnerability 54 – 55
Force Lightning 30
Force Link
Force Mask
48
53
J
Force Melt 48
Jedi Discipline 6
Force Push 17
Jedi Link 24
Force Repair 31
Jedi Martial Combat 24
Force Rift 53 – 54
Jhemadan Combat 24
Force Scream 55
Force Shield 48
Force Shot 10 K
Force Static 17
Force Strike 17 Ka 24
Force Torch 31 Kinetic Combat 18
Force Track 10 Kinetic Release 38
Force Travel 54 Knockout/Stun 18
Force Powers – Alphabetical List 58
Phase 51
Phase Shift 33
L Place Another in Hibernation Trance 33
Plant Surge 6
Lesser Force Bubble 32 Plant Surge 33
Lesser Force Shield 38 Plasma Force 33
Life Bond 24 Postcognition 11 – 12
Life Detection 11 Power Drain 19
Life Sense 11 Precipitate 38
Life Web 11 Predict Natural Disaster 12
Lifemerge 25 Project Force 19
Light 18 Project Senses 26
Light Boomerang Combat 49 Projected Fighting 51
Lightbo Combat 49 Projective Telepathy 26
Lightning 18 Psychomerty 38
Lightning Burst 32 Pyrokinesis 19
Lightsaber Combat 25
Lightwhip Combat 32
Link 32 Q
Long-Term Memory Enhancement 25
Loud 18
M R
Machine Sense 11 Radar Sense 12
Magnify Senses 11 Rage 6–7
Maintain Identity 49 Raise/Break Morale 39
Malacia 38 Raise/Lower Temperature 19
Malausys 49 – 50 Receptive Telepathy 12
Mask Force Sensitivity 25 Redirect Energy 33
Masquerade 50 Reduce Another's Injury 33 – 34
Maximize Force 18 – 19 Reduce Injury 7
Mecha Empathy 25 Regenerate 7
Mecha Manipulation 50 Regenerate Other 34
Mediation 25 Release Spirit 52
Memory Walk 32 – 32 Remain Conscious 7
Memory Wipe 50 Remove Another's Fatigue 34
Mental Translocation 25 – 26 Remove Fatigue 7
Merge Senses 11 Rend 52
Mimic Another Power 50 Rend Limb 52
Mind Sand 50 Repel Force Lightning 7
Mirror 50 Repulse 19
Morichro 33 Reshape Material 20
Resist Force 7–8
Resist Stun 8
N Resonate Material 20
Restore Another's Attribute 34
Nature Affinity 11 Restore Attribute 8
Nausea 19 Return Another to Consciousness 34
Nausea 50 – 51
Netherdart 19
Neutralize Force Ability 55 S
Null Gravity 19
Sense Disturbance 12
Sense Element 12
O Sense Force 12
Sense Force Potential 12 – 13
Object Shield 51 Sense Force Strength 13
Obscure 38 Sense Path 13
Sense Residual Magic 13
Sense Spirit 13
P Sense Surroundings 13
Sense Weakness 13
Pacifism 51 Sense Weight 39
Pall of the Dark Side 6 Sensory Overload 39
Paralyze Other 33 Sever 52
Paralyzing Touch 19 Sever Force 20
Pause 33 Shadow Bomb 20
Perceptive Trance 6 Shadow Mist 34
Perfect Telepathy 26
Force Powers – Alphabetical List 59
Share Senses 26
Shatterpoint Sense 13 – 14
Shatterpoint Strike 14
Shield Gauntlet Defense 26 Y
Shift Sense 14
Short-Term Memory Enhancement 8
Shroud 34
Sith Sorcery
Sith Sword Combat
26
27
Z
Slow 34
Zed'oric's Defense 8
Sound Manipulation 39
Speak with Machine 27
Split Force 20
Staff Combat 27
Sterilization/Purification Field 34
Storytelling 39
Strengthen/Weaken Material 20
Stun Droid/Mechanical 20
Stun Enemy 20
Summon Creatures 27
Super Leap 8
Surge 20
Survive in Hard Vacuum 35
T
Technometry 52
Telekinesis 20 – 21
Telekinetic Bubble 35
Telekinetic Defense 21
Telekinetic Kill 52
Telekinetic Wall 35
Telepathy 27
Teleportation 52 – 53
Thermo Genesis 39
Thought Bomb 35
Time Sense 14
Track Hyperspace Trail 14
Transfer Force 35
Transfer Life 53
Translation 14
Transmutation 27
Transmutation 53
Truth Sense 14
U
Unarmed Combat 27
Up the Walls 8
UrTek-Ná 39 – 40
V
Vampirism 53
Voice Amplification 8
W
Wall Crawling 21
Warp Mater 21
Waves of Darkness 35
Weather Sense 14
Wisdom 8
X
Force Tables 60
Proximity Modifiers:
User and the target are: Add to difficulty:
Touching +0
Line of sight (not touching) +2
Not line of site, at 1-100 meters +5
101 meters, to 10 kilometers +7
11 to 1,000 kilometers +10
Same planet more than 1,000 kilometers +15
Same star system, different planet +20
Not in same star system +20
Relationship Modifiers:
User and the target are: Add to difficulty:
Close relatives (married, siblings, parent and child, etc) +0
Close friends +2
Friends +5
Acquaintances +7
Slight acquaintances +10
Met once +12
Never met, but know each other by reputation +15
Complete strangers +20
Complete strangers and not of the same species +30