Control & Sense & Alter

Affect Mind

Control Difficulty: Game Master Judges
Sense Difficulty: Target's Control or Perception roll
Alter Difficulty: Slight, momentary misperceptions, minor changes to distant memories, or no resistance from target (Very Easy), brief visible phenonmena, memories less than a year old, or minor emotions regarding a coming conclusion (Easy), short hallucinations, memories less than a day old, or if the target has strict orders of a conclusion (Moderate), slight disguise to facial features, hallucinations which can be sensed with 2 senses, memories less than a minute old, or if the matter involving the conclusion is very important to the target (Difficult). Hallucinations that can be sensed with all 5 senses, a major memory change, or if the logic is absolutely clear, then coming to the wrong conclusion is virtually impossible.
Required Powers: None
Time to Use: One round
Effect: This power is used to alter a character's perception so that he senses an illusion or fails to see what the Jedi doesn't want him/her to see. Before making skill roles, the character must describe exactly what she/he wants the effect to be. The power is normally on one target, 2+ targets can only be affected if the power is used 2+ times. A character believes he/she is affected by any successful illusions-they would feel a blow. If he/she thinks he/she was injured, pain would be felt, or if he/she thought they were killed, they would become unconscious. The character does not suffer any true injury. This power can't be used to affect droids and does not work through recording devices.

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Conduit

Control Difficulty: Moderate, modified by level of power required
Computer, Electric kettle (Moderate)
Lightsaber, Blaster (Difficult)
Repulsorlift Vehicle (Very Difficult)
Starship (Heroic)
Sense Difficulty: Moderate, modified by complexity of item to be powered
Electric Kettle (Moderate)
Lightsaber, Blaster (Difficult)
Vehicle (Very Difficult)
Computer (Heroic)
Alter Difficulty: Difficult. This power can be "kept up".
Required Powers: None
Time to Use: One round or more
Effect: Enables the user to convert Force energy into some other form of energy. This enables the user to fire a blaster or wield a lightsabre which has a dead power pack. Of course if an item is over-powered, it could burn out or even explode. Under-power the item and it may fail to function or function inefficiently. If the Control roll is failed by 5 or less then the item is under-powered. If the Sense roll is failed by 5 or less and the control roll succeeded by greater than 5 then the item has been over-powered. This power is not restricted to electrical energy, any kind of energy can be produced, but this power does not enable the user to use Force Lightning, project heat from their eyes even project a beam of light from an open palm. It can only be used to power some sort of powered item.

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Projected Fighting

Control Difficulty: Difficult
Sense Difficulty: Difficult
Alter Difficulty: Moderate. Modified by proximity.
Required Powers: Concentration, Telekinesis
Time to Use: One round
Effect: Allows the user to strike at an opponent, inflicting damage without physically touching the target. The target must be in within the user's line of sight. Use of this power is very risky. In many cases, projected fighting is quite simply using the Force to attack. However, the user attempting to use Projected Fighting can choose to cause stun damage only, and even then should only attempt to use this power if it is to protect an innocent in immediate danger. A user who uses Projected Fighting for any other reason, or causes anything more serious than stun damage, recives a Dark Side Point. After successfully using the power, the user makes a Brawling skill roll. If attacking a Force-sensitive, the target may use the Control or Brawling Parry skill to avoid the attack. Otherwise, the target cannot deflect the user's blows. If the target is not Force-sensitive a Difficult Brawling Parry roll is neccesary to block the user's attack. If the Brawling roll is successful, the user rolls his or her full Strength versus the target's Strength. The user may target a specific portion of the body (which adds +1D to damage), but must subtract an additional -1D from his/her Brawling skill. Be sure to add any armor bonuses that the target may have. This power can be kept up as long as the distance between the user and the target remains the same. Should the target move significantly or the user wish to select a new targer, the power must be rerolled.

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Force Harmony

Control Difficulty: Difficult. Modified by proximity.
Sense Difficulty: Difficult. Modified by proximity.
Alter Difficulty: Moderate. This power can be "kept up".
Required Powers: Life Detection, Life Sense, Receptive Telepathy, Projective Telepathy
Time to Use: Couple minutes
Effect: Allows several willing Jedi to manifest the power of the Light Side. As long as this power is held up, it bathes the users in the Light, acting as a shield against the Dark Side, giving +5D for each Force user involved to resist the effects of powers called upon by Dark Side servants. This bonus is not as great as it appears since a Jedi will receive a -2D penalty for calling on this power. One can only link with up to as many as the initiator has in Control or Sense, whichever is lower. When acting as a shield against the Dark Side, if both Control and Sense rolls exceed the success roll of the Dark Side power used (if multiple rolls, then the highest roll), the Dark Side power is interrupted. All "up" powers are interrupted as if the user were stunned. It doesn't cancel out the presence of the Dark Side, but can distract its servants and make their actions more difficult.

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Battle Meditation

Control Difficulty: Moderate
Sense Difficulty: Easy +1 for each opponent past the first
Alter Difficulty: Moderate. This skill can be "kept up".
Required Powers: Most or all of the standard frequently occurring skills
Time to Use: Several minutes
Effect: Allows the user to sink into a lower state of consciousness, where all concentration is upon the battle. While in this "trance" (for lack of a better word), add the user's Control, Sense, and Alter dice to any combat skill rolls, (Mainly Dexterity skills, Willpower, Perception attribute (but not any Perception skills. Example: use for Initiative checks, and to see if a character notices something), Climbing/Jumping skill, and Stamina skill). A user may not use Battle Meditation, and the Lightsabre skill for the same action (make the player choose one or the other). Although most other Force skills may be used in conjunction with Battle Meditation.
***Note: Battle Meditation is a Force skill that was taught to students only as one of the final steps in training. Usually, by the time a Jedi learns the art of Lightsabre Combat, the Jedi would also have learned the Battle Meditation. This is a Light Side power, and by it's very nature cannot be used for evil (since anger, rage, and other inherently evil acts would disturb the Jedi's trance and bring him/her/it out of the trance). Also, this skill was practiced widely by Jedi in the time of the Old Republic. It was taught on the Jedi learning center on Ossus. But, the skill may have been lost during the Great Purge. Only Jedi that survived the Purge would have knowledge of the skill, and may teach it. Yoda may have had knowledge of Battle Meditation, but that knowledge may have been lost when he became one with the Force.

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Drain Life Energy

Control Difficulty: Easy
Sense Difficulty: Easy. Modified by proximity
Alter Difficulty: Easy. This power may be "kept up".
Required Powers: Affect Mind, Control Pain, Control Another's Pain, Dim Another's Senses, Hibernation Trance, Life Detection, Life Sense, Receptive Telepathy, Sense Force, Transfer Force
Time to Use: One round or more
Effect: Allows user to draw power from nearby nonsentient beings to boost his/her ability to go without sleep. As long as this power is kept up, the user will not fatigue or require sleep. Use of the power depends on a ready supply of nearby insects, small rodents, birds, etc. from which to draw energy. This power may not be used to draw energy from sentient beings.
***Warning: User gains 1 Dark Side Point.

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Telekinetic Kill

Control Difficulty: Easy, modified by proximity
Sense Difficulty: Easy, modified by proximity
Alter Difficulty: Target's Control or Perception roll
Required Powers: Unknown--
Time to Use: One round or more
Effect: Uh...

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Memory Wipe

Control Difficulty: Moderate
Sense Difficulty: Target's Willpower, Perception or Control roll. Modified by relationship.
Alter Difficulty: Target's Willpower, Perception or Control roll. Modified by relationship.
Required Powers: Control Pain, Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Farseeing, Projective Telepathy, Affect Mind, Control Mind, Dim Another's Senses
Time to Use: Five minutes
Effect: Allows a user to sift through another person's mind, and destroy all knowledge of specific events or learned skills. Use of the skill requires direct contact with the target, and only one specified objective can be pursued per use.
***Warning: User gains 1 Dark Side Point.

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Doppleganger

Control Difficulty: Very Difficult
Sense Difficulty: Very Difficult
Alter Difficulty: Heroic. This power can be "kept up".
Required Powers: Control Pain, Emptiness, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Projective Telepathy, Control Another's Pain, Transfer Force, Affect Mind, Dim Another's Senses.
Time to Use: One round or more
Effect: Creates a Doppleganger of the user. Though the Doppleganger is merely an illusion, it will interact and appear to be real. The user can sense all normal senses through the Doppleganger, including a "feel" of normal substances. Dopplegangers also register normally on all droids' audio and video sensors. The Doppleganger acts with half the skill dice of the person that created it. Every 5 minutes, the user must roll again to maintain the Doppleganger. If the user stops using the Doppleganger or it is fatally injured, it simply fades away.
***Warning: User gains 1 Dark Side Point.

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Element Control

Control Difficulty: Mild Weather (easy), Medium Weather (moderate), Heavy Weather (difficult), Storms -- tornadoes, hurricanes, etc. (very difficult)
Sense Difficulty: Moderate, modified by proximity
Alter Difficulty: Mild changes in intensity or direction (easy), Medium changes (moderate), Large changes (difficult), Dramatic and drastic changes (very difficult). Modified by proximity and distance of weather change.
Required Powers: Unknown--
Time to Use: Several minutes
Effect: Changes intensity or direction of storm or other elemental occurrences such as wind, water, or fire.

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Create Force Storms

Control Difficulty: Heroic
Sense Difficulty: Heroic
Alter Difficulty: Heroic modified by proximity and size of storm desired
+5 for 0-100m
+10 for 101m-1km
+15 for a base of 1km
+2 to difficulty for every km in diameter. Modified by damage: +5 per 1D of damage.
Dissipate storm (Very Difficult)
Required Powers: Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Farseeing, Projective Telepathy, Instinctive Astrogation, Rage
Time to Use: Several rounds. Five to ten minutes.
Effect: This is one of the most destructive Force power known. Creating Force Storms allow the user to twist the space-time continuum. The power also allows limited control of these storms. If large enough, entire fleets of surfaces of planets can be annihilated. This power requires an extreme focus of hate and anger, dangerously increasing the danger involved. When creating a Force Storm, the character must determine the diameter and amount of damage (on a capital scale.) If he/she fails on any rolls, the storm summons enough damage, but goes after the summonor. The summoner can use unusual maneuvers with the storm, like creating a vortex to draw victims to a specified point, at a +10 difficutly. This tears a hole in reality and may allow a person to travel to other dimensions.
***Warning: User gains 1 Dark Side Point.

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Teleportation

Control Difficulty: 15 + mass
Sense Difficulty: 20 + proximity
Alter Difficulty: 25 + proximity + mass + opposing Control roll

Proximity Difficulty Mass Difficulty
Line of sight: 1-5 Less than 1 kg: +5
1 m - 100 m: 6-10 1 kg - 10 kg: +10
101 m - 10 m: 11-15 11 kg - 100 kg: +10
11 km - 1000 km: 16-20   101 kg - 1 ton: +10
Same Planet: 20-30 Over 1 ton: Judge
Different Planet: 35-40
Different System: Judge

Required Powers: Absorb/Dissipate Energy, Farseeing, Instinctive Astrogation, Life Detection, Life Sense, Receptive Telepathy, Projective Telepathy, Sense Force, Shift Sense, Telekinesis, Transfer Force, Control Pain, Control Another's Pain
Time to Use: One round
Effect: Teleports object or person.
***Note: This power is not to be used lightly. The level and effects of the failed roll is completely up to the cruel whims of the Game Master (bribery is recommended).

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Drain Life Essence

Control Difficulty: Very Difficult. Inversely modified by relationship (for example, a close relative would add +30 to difficulty, whereas a total stranger of an alien species would add nothing.
Sense Difficulty:
# of Victims: Difficulty
1 - 5: Very Easy
6 - 50: Easy
51 - 1000: Moderate
1001 - 50,000: Difficult
50,001 - 1 million: Very Difficult
1 - 10 million: Heroic
Alter Difficulty: Willing (easy), ambivalent or apathetic individuals (difficult), enemies (heroic). +10 to difficulty if individuals are imbued to the Light Side. This power can be "kept up".
Required Powers: Control Pain, Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Farseeing, Projective Telepathy, Control Another's Pain, Transfer Force, Affect Mind, Control Mind, Dim Another's Senses
Time to Use: One round or more
Effect: This power allows a Jedi to draw life energy from those around him/her and to channel the negative effects of the Dark Side into those victims. A Jedi must roll this power once a day to "keep it up," leading to die penalties. The amount of energy being drained depends on the number of people being drained and for how long.

For people who have been drained for less than 1 week or longer than one month:
1-5: One Force Point per week
6-50: Once Force Point per 5 days
51-1000: One Force Point per 3 days
1001-50,000: Once Force Point per 2 days
50,001-1 million: Once Point per day
1 million-10 million: Once Force Point per 12 hours

For individuals who have been drained longer than one week and less than one month:
1-5: One Force Point per 5 days and +1D to all Force skills
6-50: One Force Point per 3 days and +2D to all Force skills
51-1000: One Force point per 2 days and +3D to all Force skills
1000-50,000: One Force Point per day and +3D+2 to all Force skills
50,001-1 million: One Force Point per 12 hours and +4D to all Force skills
1 million- 10 million: One Force Point per 6 hours and +4D+2 to all Force skills
***Warning: User gains 1 Dark Side Point.

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Transfer Life

Control Difficulty: Heroic, modified by relationship. Unwilling victim (+15).
Sense Difficulty: Heroic, modified by relationship.. Unwilling victim (+15).
Alter Difficulty: Specially Prepared Body: Easy
Recently Dead Body: Moderate
Live Willing Host: Very Difficult
Live Unwilling Host: Heroic
Those that are Force sensitive may make an opposed Alter or Willpower roll, selecting either the roll or the difficulty, whichever is higher.
Required Powers: Absorb/Dissipate Energy, Accelerate Healing, Control Pain, Emptiness, Hibernation Trance, Reduce Injury, Remain Conscious, Resist Stun, Life Detection, Life Sense, Magnify Senses, Sense Force, Telekinesis, Projective Telepathy, Receptive Telepathy, Accelerate Another's Healing, Control Another's Pain, Transfer Force, Affect Mind
Time to Use: One round or more
Effect: Allows character to transfer his/her life energy into another body. The key to immortality itself, this is one of the most difficult and evil of all Dark Side powers. To overcome a spirit already residing in a body is nearly impossible. This is why the power is nearly useless without the ability to clone host bodies. Though theoretically possible, it is not yet known what the effect on an unborn fetus would be. Fortunately, there is almost no history of this power being used successfully. It is believed that if the user's body perishes as an attempt fails, the user's life energy is lost, dispersed to the void.
***Warning: Any character who uses this gains TWO Dark Side Points. If the host is unwilling, he/she will receive FOUR Dark Side Points.

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