Sense

Life Detection

Sense Difficulty: Force-sensitive or has Force skill (very easy), Otherwise Moderate.  This power may be "kept up".
Required Powers: None
Time to Use: One round
Effect: Detect location of sentient beings within 10 meters. If kept up, all sentients approaching or being approached are detected. If approached by a sentient, make a Sense roll for the Jedi and each sentient makes an opposed Control/Perception roll to avoid detection. Both actions are "free." If a tie occurs, the Jedi detects the sentient. If Jedi wins by 10+ points, he/she is aware of the sentient's possible Force skills, Force-sensitivity, or if they have met before.

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Life Sense

Sense Difficulty: Very easy. Modified by proximity and relationship.
Required Powers: None
Time to Use: One round
Effect: Sense the presence and identity of a specific person. Can sense wounds, diseases, or other physical problems of the target. A target may use Control to hide his/her identity from the Jedi's Life Sense. The character's Control skills are added to the Life Senser's difficulty.

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Danger Sense

Sense Difficulty: Moderate. This power can be "kept up".
Required Powers: None
Time to Use: One round
Effect: Sense the presence of hostility among other characters, creatures, or just "have a bad feeling about this".

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Magnify Senses

Sense Difficulty: Very easy. Modified by proximity.
Required Powers: None
Time to Use: Three rounds
Effect: Increases the effectiveness of Jedi's bilogical senses that are otherwise impossible without aid. Used on specifically hearing, smelling, etc.

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Sense Force

Sense Difficulty: Foreign Area (moderate). Details Within Area (difficult). Modified by proximity.
Required Powers: None
Time to Use: One round
Effect: Sense the Force within a place. It can not detect sentient beings. Tells the rough magnitude of the Force in an area/object or whether it leans toward the Light or Dark side.

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Receptive Telepathy

Sense Difficulty: Friendly (very easy) If target resists, make a Perception or Control roll to
determine the difficulty. Modified by proximity and relationship.
Required Powers: Life Sense
Time to Use: Less than one round
Effect: If successful Jedi can read the surface thoughts and emotions of the target, but cannot
probe for deeper information. When used on another player, the Game Master asks the player if he minds the power being used on him/her. If used on a Game Master character the Game Master decides if the target will resist. If the skill's roll is double the difficulty, the Jedi can shift through memories up to 24 hours old, though this takes a full round. A Jedi can read the minds of more than one person at a time with regular multiple skill use penalties of -1D per skill use.
***Note:  Cannot be used on Droids.

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Sense Path

Sense Difficulty: Moderate
Required Powers: None
Time to Use: One round
Effect: Reveals if the character's path leads to the Dark Side or not

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Combat Sense

Sense Difficulty: Moderate
Required Powers: None
Time to Use: Instant
Effect: This roll is not counted as an action in a round. No initiative roll is needed. +2D to all attack and defense rolls.

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Weather Sense

Sense Difficulty: Has lived in area for more than a year (easy)
Between six and twelve months (moderate)
Between one and six months (difficult)
Less than one month (very difficult)
Modified for proximity and local meteorological conditions.  This power may be "kept up".
Required Powers: Magnify Senses
Time to use: One minute
Effect: Recognizes the workings of local weather patterns. By sensing the movements of clouds, winds, tides, and solar bodies, someone using this power can discern patterns in the weather, and so make limited predictions regarding the behavior of atmospheric phenomenon. This power does not lend itself to quick predictions, however. It usually takes weeks for a Jedi to become accustomed to local weather patterns and become familiar with unique features of the local topography that is possible to obtain accurate readings.  The prediction is effective for four hours. The difficulty increases if the Jedi wishes to make more extended forcasts.

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Predict Natural Disaster

Sense Difficulty: Has lived in the area for more than a year (easy)
Between six and 12 months (moderate)
Between one and six months (difficult)
Less than one month (very difficult)
Modified by severity of disaster (larger disasters are easier to predict) and degree to which the disaster could reasonably be predicted (gamemasters may decide that disasters are easier or harder to predict based on a multitude of factors).
Required Powers: Danger Sense, Life Detection, Weather Sense
Time to Use: 15 minutes. May be reduced in five increments by increasing difficulty one level per five-minute increment (minimum time to use is one minute).
Effect: Sense local meteorological and geological conditions and predict imminent disasters, such as quakes, volcanic eruptions, floods, landslides, avalanches, cave-ins, tornadoes, hurricanes (Also can be predicted with Weather Sense), etc. By opening his or her senses to the environment, the Jedi can predict these disturbances, much as animals can seemingly sense a quake hours or even days before it happens. Like Weather Sense, this power does not lend itself to quick predictions. It is customarily takes weeks for a Jedi to get to know local weather patterns and topography. The prediction is effective for 12 hours. The difficulty increases by one level for each additional 12-hour period by which the Jedi wishes to extend the prediction.

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Shift Sense

Sense Difficulty: Simple phenomena such as heat or simple scents (moderate)
Uncommon phenomena such as comm frequencies, infrared radiation, etc. (difficult)
Specific, or complex phenomena such as using olfactory nerves to detect Tibanna gas (very difficult)
This power may be 'kept up".
Required powers: Magnify Senses
Time to use: One minute. May be reduced in 10 second increments by increasing difficulty by
one level per 10 second increment (minimum time to use 30 seconds).
Effect: The character may shift his or her senses as to detect phenomena of a different type than normal. Shifting eyesight to the infrared spectrum, hearing frequencies above or below normal range for his or her species, etc. This power counts as a "skill use" for determining die code penalties.
***Note: This power is exceptionally useful in some aspects, but fairly limited in others. For example, a Jedi may detect comm frequencies, but that does not mean that the Jedi can listen in on the transmission. The Jedi will be able to detect that a transmission is present, but may not necessarily be able to locate the signal's source, and certainly will not be able to decode the information carried by the transmission.

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Translation

Sense Difficulty: Humans or aliens (moderate)
High-density languages used by droids (difficult)
If the target is being purposely cryptic, add +5 to the difficulty, +20 if the language is written down.
This power may be "kept up".
Required Powers: Receptive Telepathy, Projective Telepathy
Time to use: One minute
Effect: Character translates a language and speaks it. The Jedi may decipher body language, explore the spoken word, or translate ancient Sith 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 document). It takes only one application of this power to "understand" a language. As long as they all speak the same language and the power is kept up, the character need not roll for each individual talking. Also because they also "speak" using beeps and whistles, droids may be communicated with using this power.
***Note:  The character does not really know the language. Once this power is no longer in use,
the Jedi is once again unable to understand or speak the language.

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Beast Languages

Sense Difficulty: Domesticated/friendly animal such as a Bantha (easy)
Wild but non-predatory animal such as an undomesticated Tauntaun (moderate to difficult)
Ferocious/predatory such as wild Vornskr or Rancor (very difficult to heroic)
This power may be "kept up"
Required Powers: Receptive Telepathy, Projective Telepathy, Translation
Time to use: One minute
Effect: Translate a beast-language and speak it. As creatures rarely have "true" languages, the Jedi is actually reading the differences in surface emotions within grunts and growls and other cues of body language. Note that the character may "keep up" this power if the Jedi needs to continue picking up the emotional state of a creature. For beasts that can be ridden, subtract -2D From their Orneriness code while this power is in effect. A creature's minimum Orneriness code is 0D.

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Sense Force Potential

Sense Difficulty: Friendly, non-resisting targets (moderate)
Unwilling subject (moderate plus target's Perception or Control roll--whichever is higher)
Required Powers: Life Detection, Life Sense, Receptive Telepathy, Sense Force
Time to use: Six rounds
Effect: Probe the mind of a target, and determine whether that person has the potential to be strong in the Force. The deep subconscious of a Force-sensitive person is shielded by a protective barrier which prevents another Force wielder from penetrating his/her inner mind. This shield pushes violently back at an intruder, sending him/her stumbling back. This "shield" is an involuntary defense mechanism maintained by every Force sensitive person. It is one reliable way to determine which people might have the potential to become a Jedi. The magnitude of the backlash generated by the shield depends on the character's strength in the Force. A person who is merely Force sensitive will shove the intruder back several feet. Someone with actual Force skills will produce a more intense reaction. Those with little training will send the intruder reeling back across the room. Someone who is well-trained, or who has a great deal of raw talent in the Force, might actually send the intruder flying across the room.

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