Accelerate Another's Healing
Difficulty: Difficult (15)
Effect: If successful, two healing rolls may be done per day regardless
of injury. Character gets +2D for both rolls.
Alter Programming
Difficulty: Difficult (15)
Effect: Derived from the Sith study of electronic manipulation, this power
allows a Jedi to focus his senses to alter a droid or computer's works
to suit his needs by reprogramming it's physical and electrical components.
The reprogramming can only restore original programming which has been
altered, not actually rewrite a computer's programming.
Aura of Ease (Light Side)
Difficulty: Difficult (15)
Effect: This power allows a Jedi to surround himself in an aura of
ease, calm, and friendship, which causes non-sentient creatures to
show him disinterest. Sentient creatures and droids are unaffected by
this power.
Blackness
Difficulty: Difficult (15)
Effect: This power causes people to overlook the user as he or she
blends into the surroundings and any smells or sound emanating from
them are muffled. However, the user may not use combat oriented
Force powers while this power is up. e.g. Lightsaber Combat, Combat
Sense, Injure/Kill, Inflict Pain etc. This power does not affect any
electronic sensors. This physical manipulation of light and sound allows
the Force-User to go unnoticed even in a direct line of sight, and is
equally effective against droids and living beings. It has been noted that
a few Jedi have activated this power without even realizing it or having
any training.
Control Another's Disease
Difficulty: Common Cold (10)
Flesh-Eating Virus (30)
Effect: Suppresses the symptoms and effects of a disease in target
character, whether contageous or not. However, this does not cure the
character.
Control Another's Pain
Difficulty: Wounded (5),
Incapacitated (10),
Mortally Wounded (15)
Effect: Target character can still act the next round after use. If the
injury is not healed, the character suffers no penalties of being wounded
since this skill deals with the pain and not the actual condition of the
injury. However, the injury can still grow worse even if the character
doesn't feel the pain.
Control Breathing
Difficulty: Difficult (15)
This power may be kept "up".
Effect: Can be used to breath "selectively" (in an oxygen/methane/ammonia
atmosphere, the Jedi could breath only oxygen), or to slow breathing or
make oxygenation more efficient (in low-pressure environments). He could
effectively breathe underwater, by bringing the necessary element (oxygen
for humans) through his skin rather than through his lungs. This will not
work in Space, for obvious reasons.
Control Energy
Difficulty: Difficult (15)
Effect: This was the second half of the absorb/dissipate energy force
power which was forgotten long ago. New developments have turned it
up. A Jedi may use this power to direct the energy elsewhere or use
it to add to his own power. A Jedi may use this to move the energy
elsewhere along lines it would be able to travel, Or they may use it to
power another force skil. they get a bonus to the next force power they
use.
Example: Corran Horn is in the middle of an intense explosion and uses
absorb/dissipate energy to stop the fire's effects. He sucessfuly controls
the fire's energy and uses it to send an image out to everyone in the
area of him walking from the flames.
Note: This power may not be used untrained.
Create Force Talisman
Difficulty: Difficult (15)
Effect: By using this power, a Force user can imbue an item of personal
significance with Force energy, thereby creating a Force Talisman. A Force
Talisman grants its possessor a bonus to resist Force powers. A Force
user can only possess one Talisman at a time, though they can make
more to give to others.
Bonus Difficulty
+2D 15
+3D 20
+4D 30
Note: This power may not be used untrained.
Detoxify Another's Poison
Difficulty: Salt Water (10)
Snake Bite (20)
Deadly Virus (30)
Effect: Removes all or most of the harmful materials from a poisonous
element in target character's body.
Disable Droid
Difficulty: Difficult (15) or Target's Willpower
This power may be "kept up".
Effect: Disable Droid temporarily shuts down all droids within 5 meters
of a target droid, inflicting some damage on the circuits as well, though
not enough to destroy or cause permanent damage to the droid. Affected
droids remain disabled for as long as the character keeps this power up.
Note: This power may not be used untrained.
Drain Energy (Dark Side)
Difficulty: Small Battery (5)
Blaster Pack (10)
Power Generator, Repulsorlift-Scale Fuel Cell, Lightsaber Power Cell (15)
Starfighter-Scale Fuel Cell (20)
Capital Ship-Scale Fuel Cell (30)
Effect: This is the ability of a Dark Jedi to use his power to 'rip' the
energy from something. Accounts of Dark Jedi draining Lightsabers or
Blasters have brought fear to many. You can draw energy out of power
packs, energy cells, and similar power sources. This effectively renders
electronics and powered weaponary useless until the power pack is
replaced. It also shuts down items using other power sources (such as
energy from generators).
Warning: User gains 1 Dark Side Point.
Dreamscape
Difficulty: Difficult (15) or Target's Willpower or Control roll
Effect: This Force projection placed an opponent in a world created in
the mind of the wielder. The illusion is often broken when the opponent
tries to break through it, but until that time, it appears to be entirely
real.
Note: This power may not be used untrained.
Electric Judgment (Light Side)
Difficulty: Difficult (15) or Target's Control or Perception roll
Effect: The Electric Judgement power is dangerous for a Jedi to use
due to its nearness to an attack. Few Jedi ever mastered the power,
but those who did could wield it with expertise. Peng T'uhx, a Jedi
Master on the small planet of Andara, was known to use this power.
By drawing Force energy into himself (frighteningly similar to the way
Force Lightning is manifested), the user is able to create a solid lance
of Force energy which extends roughly 5 meters in front of the Jedi's
outstretched hand, remaining for roughly 3-5 seconds before dissipating.
This power is often used to sweep an arc clear of enemies. It does
damage equal to the user's roll divided by 2, rounded down.
Warning: User doesn't normally gain a Dark Side Point for using this
power, but can still get one if he uses it in anger.
Note: This power may not be used untrained.
Energy Trap (Dark Side)
Difficulty: Difficult (15)
Effect: This was a form of protective defense that could be created
by Dark Jedi and Sith practitioners. The energy trap was essentially a
concentration of Dark Side energy that was nearly invisible to the naked
eye. However, it could sometimes be discovered in a being's peripheral
vision as a brief flash of deep color. When a Jedi Knight stumbled into
an energy trap, they found themselves instantly immobilized, unable to
move without tightening the trap. Only those Jedi Masters who managed
to dedicate their complete concentration to escaping the trap could break
free. Because of this, many Sith left energy traps just outside areas
where they could ambush the Jedi, forcing a being that was trapped to
choose between utter withdrawal or useless thrashing in order to break
free.
Warning: User gains 1 Dark Side Point.
Note: This power may not be used untrained.
Feed on the Dark Side (Dark Side)
Difficulty: Difficult (15)
Effect: The Dark Jedi can feed on the fear, hatred, or other negative
emotions of those around him/her to make his/herself more powerful.
The reason for the emotion does not matter to the Dark Side, the
emotion alone is the key. The character will seek to make her foes
angry, afraid, or filled with hatred, then she will feed upon those
emotions to augment her own strength, gaining 1 Force Point from
the effort.
Warning: User gains 1 Dark Side Point.
Force Barrier
Difficulty: Difficult (15)
This power may be "kept up".
Effect: This power shields the Jedi in the Force, absorbing some of
the damage of incoming attacks.
Bonus Difficulty
+2D 15
+3D 20
+4D 30
Force Lightning (Dark Side)
Difficulty: Difficult (15) or Target's Control or Perception roll
Effect: Does damage equal to the user's roll divided by 2, rounded down.
Warning: User gains 1 Dark Side Point.
Force Storm (Dark Side)
Difficulty: Difficult (15) or Target's Control or Perception roll
Effect: Different from the power Create Force Storms, this power is
in fact simply a more powerful version of Force Lightning. This power
unleashes a direct energy attack on all hostile creatures within 10
meters of a target enemy. Upon being hit by this power, a being will
lose both stamina and Force power at a varying degree dependant on
the power of the user. It is possible to fight back against this power
slightly, but it will only halve the damage done at most. Does damage
equal to Alter roll divided by 2, rounded down on each target.
Warning: User gains 1 Dark Side Point.
Note: This power may not be used untrained.
Force Transduction
Difficulty: Small Batteryfive minutes (5)
Blaster Pack30 minutes (10)
Power Generator, Repulsorlift-Scale Fuel Cell, Lightsaber Power Cell2 hours (15)
Starfighter-Scale Fuel Cell8 hours (20)
Capital Ship-Scale Fuel Cell—1 day (30)
Effect: User returns charge to battery through the Force
Note: This power may not be used untrained.
Force Weapon
Difficulty: Difficult (15)
This power may be "kept up".
Effect: This can be used for any blaster or lightsaber (and similar energy
weapons). Control is used to energize the weapon, and a blade or blaster
bolt made of pure Force is created. Alter is then used for damage. The
weapons used for this act identically resemble their real varieties in all
respects.
Note: This power may not be used untrained.
Force Whirlwind
Difficulty: Difficult (15)
This power may be "kept up".
Effect: This power encircles the target victim in a small maelstrom of
air and dust, inflicting a small amount of damage to the person caught
in it. This power does not affect anything equiped with energy shield
hardware.
Damage Difficulty
2D 15
3D 20
4D 30
Note: This power may not be used untrained.
Healing Trance (Light Side)
Difficulty: Difficult (15)
Effect: Although the most powerful Jedi healers mainly use the Accelerate
Another's Healing skill, some Jedi learn to place other Force-sensitive
creatures in simple healing trances to assist their natural healing process.
Any Force-User can attempt to place a willing creature that is Force
Sensitive into a healing trance. Doing this slows the target's metabolism,
allowing him or her to survive for extended periods with very little air,
water, or food. While in a trance, the target's heartbeat slows, their
breathing all but ceases, and they appear to be dead.
A character in a healing trance uses only one-tenth as much air as a
normal person and needs no food or water for an extended period. The
Jedi must declare the circumstances in which the trance will end, perhaps
a time limit or a certain stimulus (such as being touched or hearing a
specific phrase). A person in a healing trance is not aware of their
surroundings and may not do anything.
A person can remain in a trance for up to one week in a dry climate
or up to one month in a wet climate before succumbing to dehydration.
If water were somehow supplied (via an intravenous drip, for example),
a person could remain in a trance for up to three months before dying
of starvation.
Increase Another's Fatigue
Difficulty: Difficult (15) or Target's Stamina roll.
Effect: Not a power particularly favored by Jedi, healers often learned
this power to keep rulers off their feet when they were ill. The opposite
of the Jedi power Remove Another's Fatigue, Increase Another's Fatigue
allows a Jedi to make a target feel as though he has spent weeks
walking through the mountains, even before he has left the building.
Induce Tranquility
Difficulty: Difficult (15)
Effect: With this power, a Jedi can induce a state of enhanced calm
in another being, even to the point of inducing near-sleep in another
sentient. The user simply reaches out in the Force to the opposing
mind, and calms it through waves of almost-dreamlike reassurance. The
affected person is generally quieted emotionally, but the Jedi can also
intensify use of the power to induce a near-vegetative state that lasts
for up to a half-an-hour. Jedi healers have been known to make frequent
use of this power when treating casualties in times if war, usually in
conjunction with Control Another's Pain. A Jedi can direct this power at
up to three characters at once, provided those characters are within 5
meters of one another, and cannot see the Jedi (use of this power on
a group is normally only possible from a hiding spot near the targets),
hence this is a very useful power for a Jedi attempting to get into a
guarded facility with a minimum of attention. Characters "awakening" from
the state of induced tranquility are often somewhat confused, but not
usually aware that they have been manipulated in any way.
Note: This power may not be used untrained.
Inflict Pain (Dark Side)
Difficulty: Difficult (15) or Target's Control or Perception roll
This power may be "kept up".
Effect: Target character gets a big ol' headache (or a pain someplace else).
Warning: User gains 1 Dark Side Point.
Insanity (Dark Side)
Difficulty: Difficult (15) or Target's opposing Control or Willpower roll.
This power may be "kept up".
Effect: This power can greatly confuse an enemy force, inflaming
paranoia and doubt. All enemies within a 10-meter radius of the target
must attempt to fight against this power or cower in catatonic terror
for as long as the user keeps it up.
Warning: User gains 1 Dark Side Point.
Note: This power may not be used untrained.
Masquerade
Difficulty: Difficult (15)
This power may be "kept up".
Effect: The ability to alter one's own appearance is a valuable resource
for any Force user wishing to evade detection by non-Force users. While
common disguises work relatively well under normal conditions, sometimes
the necessary equipment is not readily available to create a disguise, thus
necessitating the use of the Force. Masquerade, as the Force power was
known to the members of the Jedi Order, is a useful tool for when the
need arises to cloak oneself from recognition. Similar in many ways to
the illusion skills practiced by different sects of Force users, the
Masquerade power was rarely taught but its existence was not uncommon
knowledge.
Note: This power may not be used untrained.
Mind Probe
Difficulty: Difficult (15), or Target's Willpower or Control roll.
This power may be "kept up".
Effect: With this power, a telepath can focus their mind on a specific
target and pry one piece of information from the target's mind. The
telepath must concentrate to use this mind-influencing ability. The singular
piece of information can be a name, a number with 10 or fewer digits,
a secret password, a mental picture of a room or other specific location,
or something similar. The target's mind will automatically try to fight the
probe, but if it fails then the target doesn't even know the prove is
happening. If the target's mind doesn't hold the information they seek,
the probe fails automatically, although the targets mind will still try to
fight against it. The telepath can use this ability only against sentient
living beings, and must also be able to see the target (either in person
or through electronic means).
Morichro (Light Side)
Difficulty: Difficult (15), or Perception or Control roll of the target.
Effect: This power is an offensive variation of Place Another in Hibernation
Trance. It allows a Force-user to put someone into a trance-like state.
If the target fails his Perception or Control roll to resist this power, in
addition to rolling a "1" on the Wild Die, the target immediately dies and
the user of the power gains 1 Dark Side Point. The target can spent a
Force point in order to escape immediate death. When used against a
living being, Morichro has a maximum range of 10 meters. The effects
are otherwise identical to the Place Another in Hibernation Trance power.
Note: A character with more than 2 Dark Side points cannot use this power.
Warning: If the target of this power dies for any reason while being
under its influence, the Force-user who initiated the power gains 1 dark side point.
Phase Shift
Difficulty: Difficult (15)
This power may be "kept up".
Effect: While using this power, a Force user can actually shift her
existence such that she no longer interacts with solid matter. This
enables her to walk through walls, escape binders and chains, and any
manner of other things which can affect a character physically. There
are many dangers to using this power, though. A character can become
trapped while passing through an object, reverting back to standard phase
and suffering great physical harm.
Note: This power may not be used untrained.
Place Another in Hibernation Trance
Difficulty: Difficult (15)
Effect: Puts another willing character into a Hibernation Trance, or removes
her from the same. If used to return another character from Hibernation
Trance, the difficulty is increased to 20.
Plague (Dark Side)
Difficulty: Difficult (15) or Target's opposing Control or Stamina roll.
Effect: Plague causes a target to suffer as though deathly ill from poison,
although they are really not. This power will slowly drain the target's health
out of them. The target is also slowed for the duration this power is kept
up. It is impossible to save against this power's effects making it extremely
dangerous.
Warning: User gains 1 Dark Side Point.
Note: This power may not be used untrained.
Plant Surge (Light Side)
Difficulty: See Below
This power may be "kept up".
Effect: With this technique you are capable of channeling life essence
into plants through the Force, causing them to grow suddenly. Although
this skill is common among Ithorian ecology priests, few Jedi have
mastered it. With Plant Surge, a Force-user causes grasses, weeds,
bushes, and even trees to wrap, twist, and entwine about creatures,
entangling them. The Diffculty depends on the area that the Force
user wishes to affect:
Radius Difficulty
2-meter radius Easy
4-meter radius Moderate
6-meter radius Difficult
8-meter radius Very Difficult
Anybody in the affected area is entitled to a Dodge or Brawling roll
in order to avoid becoming entangled. They must beat the Force-user's
roll, however. If the Force-user succeeds in his use of the power, the
targets are considered to be entangled. Entangled creatures suffer a -1D
penalty to all attack rolls, a -2D penalty to their Dexterity scores, and
can only move at half of their normal Movement scores. Entangled
characters can attempt to escape, but this requires a Difficult Strength
check to accomplish.
Note: This power may not be used untrained.
Prepare Spirit (Light Side)
Difficulty: Difficult (15)
Effect: This power allows a Jedi to prepare his spirit for death; to
become one with the Force. Preparing a spirit takes only a moment,
if even that. A body that has been prepared for death vanishes as
soon as the prepared spirit leaves. It is as though the body has never
existed physically.
Rainbow Storm (Light Side)
Difficulty: Difficult (15)
Effect: This demonstration of the Light Side of the Force is not a martial
art, like the Force storm. It is merely a display of the power of the
Force. The rainbow storm is created by taking available light and bending
it into its component colors, creating a wild barrage of color. It takes a
good deal of power to be able to manipulate the physics of light to
produce the storm.
Receptacle
Difficulty: Difficult (15)
Effect: With this power, a Force-User can imbue a rare and valuable
amulet, cloak pin, brooch, or other piece of jewelery with a fraction of
their telepathic power. The Force-User must have an item worth 5,000
or more credits to use this power on. Imprinting the item takes 8
hours of undisturbed meditation, which the Force-User must complete
before the receptacle can be used. During meditation, the telepath can
take no other actions. An imbued receptacle only holds a small amount
of power which can only be spent on storing one Force power, which
may be released at the Force-User's whim as though he had rolled the
best result (disregarding a 6 on the wild die). The Force-User can
"recharge" a receptacle that is completely drained, which takes another
8 hours of undisturbed meditation.
Note: This power may not be used untrained.
Return Another to Consciousness
Difficulty: Incapacitated (10)
Mortally Wounded (15, must be touching)
Effect: Character becomes conscious and may act next round.
Short Term Memory Enhancement On Another
Difficulty: Difficult (15)
Effect: When a Jedi uses this power, she/he allows another to replay
recent events in order to more carefully examine images and peripheral
occurrences. The target may freeze images and even scan their memory
to recall details that were seen but not consciously registered at the
time of observation.
Slow Another's Healing
Difficulty: Difficult (15) or Target's opposing Control or Stamina roll.
Effect: Typically used by Jedi who had fallen to the dark side of the
Force, persistent stories abound regarding a fallen Jedi who returned to
the light side and used this power to heal a President who was healing
unnaturally quickly, sealing an alien poison in his veins. Whether this is
truth or not is not my place to decide, but it is an interesting story.
This is the opposite to the power Accelarate Healing, it slows the natural
healing process so that it takes twice as long to heal.
Warning: User gains 1 Dark Side Point.
Note: This power may not be used untrained.
Stasis
Difficulty: Difficult (15) or Target's Willpower roll
This power may be "kept up".
Effect: An opponent targeted by this power is held in stasis, unable to
move or take any actions for 10 seconds. The target of this power can
try to fight against it and, if successful, are only slowed for the duration
rather than stunned. This power does not affect droids.
Stasis Field
Difficulty: Difficult (15) or Target's Willpower roll
This power may be "kept up".
Effect: This power can lull the senses of a group, placing all hostile
creatures within a 10-meter radius of a target enemy in a catatonic
stasis. The victims remain in this state for 10 seconds, although the
targets can fight against this power, and if they are successful they
are slowed instead for the duration of the power. This power does not
affect droids.
Note: This power may not be used untrained.
Summon Storm
Difficulty: Difficult (15)
Effect: With this power you can manipulate the atmosphere to create
rain, winds, and lightning. This can include creating rain that reduces
visibility, winds that hinder activities, and intermittent lightning. The rain
provides nine-tenths concealment to anyone in the area (in addition to
thoroughly soaking anyone that isn't waterproof). The winds are strong
enough to cause folliage to whip about violently and hurl loose leaves
and paper about, providinf a significant distraction to ordinary activities.
The storm is not strong enough to move objects heavier than 1 kg.
The lightning strikes are random, as with an ordinary storm; the user
cannot direct them. Lightning hits a being rarely, although its presence
does provide significant trouble for piots flying vessels through the storm.
The storm can only be generated outdoors, and may not be possible in
some cases (This power could not be used to generate rain on Tatooine
for example). The size of the storm depends greatly on the power of
the Force users summoning it.
Note: This power may not be used untrained.
Transfer Force (Light Side)
Difficulty: Difficult (15)
Effect: Prevents a Mortally Wounded character from dying.
Note: Costs 1 Force Point.





