Affect Mind
Difficulty: Very Difficult (20) or Target's Control or Perception roll
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.
Battle Meditation (Light Side)
Difficulty: Very Difficult (20)
This skill can be "kept up".
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.
Note: This power may not be used untrained.
Note: This power may NOT be bought at character creation, and
must be learned in-game. Period.
Conduit
Difficulty: Computer, Electric kettle (10)
Lightsaber, Blaster (15)
Repulsorlift Vehicle (20)
Starship (30)
This power can be "kept up".
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 lightsaber
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.
Note: This power may not be used untrained.
Create Force Storms (Dark Side)
Difficulty: Very Difficult (20)
Dissipate Storm (30) - May be attempted without accruing a Dark Side Point.
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.
Note: This power may not be used untrained.
Doppleganger
Difficulty: Very Difficult (20)
This power can be "kept up".
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.
Note: This power may not be used untrained.
Drain Life Energy (Dark Side)
Difficulty: Very Difficult (20)
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.
Note: This power may not be used untrained.
Drain Life Essence (Dark Side)
Difficulty
1–1000: 10
1001-50,000: 15
50,001-1 million: 20
1-10 million: 30
+10 to difficulty if individuals are imbued with the Light Side.
This power can be "kept up".
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.
Warning: User gains 1 Dark Side Point.
Note: This power may not be used untrained.
Note: This power may NOT be bought at character creation, and
must be learned in-game. Period.
Element Control
Difficulty: Mild changes in intensity or direction (10)
Medium changes (15)
Large changes (20)
Dramatic and drastic changes (30).
Effect: Changes intensity or direction of storm or other elemental occurrences
such as wind, water, or fire.
Force Harmony (Light Side)
Difficulty: Very Difficult (20)
This power can be "kept up".
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. 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 the roll exceeds 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.
Note: This power may not be used untrained.
Kinetic Combat
Difficulty: Very Difficult (20)
This power may be "kept up".
Effect: With this power you can remotely manipulate a weapon, fighting
with it at a distance as though it were in your hands. (Swing a sword,
lightsaber, fire a blaster etc.). When used in conjunction with Lightsaber
Combat this can truly be a deadly maneuver. The weapon seems to
take on a life of its own, flying out to strike as many as 10 targets
(depending on distance and the force users ability) in a single attack
and then returning to the weilder.
Note: This power may not be used untrained.
Projected Fighting
Difficulty: Very Difficult (20)
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.
Note: This power may not be used untrained.
Memory Wipe (Dark Side)
Difficulty: Very Difficult (20) or Target's Willpower, Perception or Control roll.
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.
Note: This power may not be used untrained.
Sever Force (Light Side)
Difficulty: See Below
Effect: This power severs a Darksider's ties to the Force, preventing
him from using any Force skills. It is not effective against a character
who has less than 3 Dark Side points, and anyone with 3 or more
Dark Side points cannot use this power at all. The effects of Sever
Force are permanent, and the only way for a target to reverse the
effects are to reduce the number of Dark Side points he has below 3.
The amount by which the character using Sever Force makes his skill
roll determines how effective this power is at severing his target's
connection to the Force. If successful, the target of this power must
roll a Control check each time he attempts to use a Force power.
The base difficulty of this roll is detailed on the following chart:
Difficulty Force Use
10 Moderate (10)
15 Difficult (15)
20 Very Difficult (20)
30 Extreme (30)
40 Phenomenal (40)
The base difficulty for the target to use Force powers is further
modified by the number of Dark Side points he possesses, removing
1D of the Darksider's Control Dice per Dark Side Point he has. If
the target reduces his Dark Side point total below three, he no longer
needs to make this roll.
Note: This power may not be used untrained.
Note: This power may NOT be bought at character creation, and
must be learned in-game. Period.
Teleportation
Difficulty
Line of sight: 10
1 m - 100 m: 15
101 m - 10 m: 20
11 km - 1000 km: 30
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).
Note: This power may not be used untrained.**
Transfer Life (Dark Side)
Difficulty
Specially Prepared Body: 10
Recently Dead Body: 15
Live Willing Host: 20
Live Unwilling Host: 30
Those that are Force sensitive may add an opposed Alter or Willpower
roll to the difficulty.
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. Fortuantly, 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.
Note: This power may not be used untrained.





