Alter

Telekinesis

Alter Difficulty: One kg or less objects (very easy)
1-10 kg (easy)
11-100 kg (moderate)
101-1,000 kg = metric ton (difficult)
1,001-10,000 kg (very difficult)
10,001-100,000 kg (heroic)
May be moved 10 meters per round with plus 5 per each extra 10 meters. Must be in the line of sight of the Jedi. Increased difficulty if object isn't moving in a simple, straight-line movement (+1-5 for gentle turns, +6-10 for easy maneuvers, +11-25 for more complex maneuvers).
Modified by proximity.
Required Powers: None
Time to Use: One round
Effect: Levitate objects with mental power. A Jedi can lift several objects simultaneously, but each additional object requires the Jedi to make a new Telekinesis roll. Can be used to levitate onself or others. Can be used as a primitive space drive in emergencies. When levitating against someone's will, the target will resist by adding their Perception or Control roll to the difficulty number. Such objects do up to 1D damage if under 1 kg, 2D if 1-10 kg. 4D if 11-100 kg, 3D Speeder-scale if 1-10 tons, 5D starfighter-scale if 11-100 tons. Levitated objects can be used to attack.  Such attacks require an additional Control roll by the Jedi, which would be this hit roll against the target's Dodge. If the character doesn't dodge the attack, the difficulty if easy.
***Warning:  Levitated objects can be used to attack, but using this power in this way gives the character a Dark Side Point.

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Pyrokinesis

Alter Difficulty: Easy, modified by proximity and combustibility
Required Powers: Telekinesis
Time to Use: One round
Effect: Target object bursts into flames.
Combustability Difficulty:
+5 paper, kindling, really dry wood
+10 typical wall, clothing, plastic
+15 plants, glass, people (character receives Dark Side Point if used on people)
+20 brick, concrete, rock
+25 reinforce bulkhead, reactor shielding
+30 something flame-proof and really hard to burn

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Warp Matter

Alter Difficulty: Liquid Matter (easy), Malleable Matter (moderate), Hard Matter--metal, wood (difficult), Gases and Very Dense Matter--Hulls, reinforced metal walls (very difficult). Modified by proximity.
Required Powers: Telekinesis
Time to Use: One round
Effect: Molds matter to new shape. Permanent unless further altered.
***Note: This power will not work against and cannot be used against living matter.

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Strengthen Object

Alter Difficulty: Moderate +3D, Difficult +4D, Very Difficult +5D, Heroic +6D to +8D. This power may be "kept up".
Required Powers: Telekinesis
Time to Use: One round
Effect: Strengthens object's resistance to damage. May possibly gain a Dark Side Point if used on a living target.

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Injure/Kill

Alter Difficulty: Targets opposing Control or Perception roll
Required Powers: Life Sense
Time to Use: One round
Effect: An attacker must be touching the target to use this power. When activated this user makes one roll. If higher then the resisting total, figure damage as if the power roll was a damage total and the Control or Perception roll was a Strength roll to resist damage.
***Warning: User of this power receives a Dark Side Point.

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Haste

Alter Difficulty: Heroic
Required Powers: None
Time to Use: Instant
Effect: User may make twice as many actions as normal in one round. -1D to all actions the following round.

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