Beast Trick
Difficulty: Difficult (15) or Target’s Willpower roll.
Effect: Beast Trick distracts a creature or beast making it easier to
sneak by them. When this is used upon a beast, they are distracted
for 30 seconds. Distracted targets won't notice the Force user unless
they get too close or interact with them.
Blinding
Difficulty: Difficult (15) or Target’s Perception roll.
Effect: By using this power, a Force user can cause one other person
to become temporarily blinded, a combination of affecting optic nerves
and collecting Force energy in front of that person's eyes. The target
perceives a bright, blinding light just beyond the tip of his nose that
makes any action nearly impossible.
Dim Another's Senses
Difficulty: Difficult (15) or Target's Control or Perception roll.
This power can be "kept up".
Roll Effect:
15 -2D to target's Perception.
20 -3D
30 -4D
More than one target requires +5 to Difficulty. Target with highest
Perception or Control rolls for entire group
Drain Knowledge (Dark Side)
Difficulty: Difficult (15)
Effect: You can drain specific memories, relating to a single subject,
from a victim's mind. This allows temporary access to this knowledge.
This is much easier when performed on a sleeping/unconcious being.
It will take roughly 5 minutes to take the knowledge from a victim
and you must be in contact with them for it to work. Any Knowledge
skill may be borrowed in this manner, at a rate of 1D per five minutes
of use, and it lasts for as many hours as the user has Knowledge.
Friendship
Difficulty: Difficult (15) or Target’s Willpower roll.
Effect: Proper application of this power can calm a hostile person or
animal. Use of Friendship employs calming emotions that can cause
enemies to re-think their motives, or open them up to discussion and
parley. Friendship does not make them forget past events (such as
when you tried to kill them), but it might give you a chance to bring
about a peaceful solution to a disagreement. The target of Friendship
will remain calm until a situation occurs that alters that state.
Group Mind
Difficulty: Difficult (15)
Effect: Allows user to telepathically communicate with all creatures
within 30 meters.
Note: This power may not be used untrained.
Induce Sleep
Difficulty: Difficult (15) or Target's Willpower, Stamina, or Control roll
Effect: Target gets drowsy, yawns several times, and falls asleep.
Kinetic Release
Effect: This power allows a Jedi to release the inherent kinetic energy
of an object in a way which transforms it into an explosive force.
This power may be used normally on anything smaller than 1 cubic
meter.
Warning: If this power is used on a living target, the user gains a Dark Side Point.
Note: This power may not be used untrained.
Malacia (Light Side)
Difficulty: Difficult (15) or Target's Control or Strength roll.
Effect: This power causes extreme dizziness and nausea in a single
target within the user's line of sight. A target affected by this power
is considered to be stunned for 2D rounds, and cannot take any
actions during that time.
Note: This power may not be used untrained.
Modify Senses
Difficulty: Difficult (15)
This power can be "kept up".
Effect: Allows user to modify one of his/her senses to perform the
function of another of his/her senses if the original sense is disabled.
For example, a user stricken with blindness can use this skill to
enable his/her ears to "hear" light, thereby regaining normal vision.
Psychometry
Difficulty: Emotions associated with object or area (10).
This power can be "kept up".
General information about object or area such as a mental picture
of the last person to use object and last action performed with it
by that person (15).
Detailed information about object or area such as the last owner's
name, last location where it was used by that person, what their
thoughts were at the time (20).
Complete history of the object or area — only major events that
would have left an impression like death or some other important
occurrence (30).
Effect: User gains ability to telepathically get information from an
object or location about its past when in contact with the object
or in the location.
Remove Force Imprint
Difficulty: Difficult (15)
Effect: This power removes the Force imprint left by a Force user (or
the ambient imprint) on an object or area. This power requires intense
meditation and the Jedi must go into a trance to erase all of the imprint
over long periods of time. Short breaks may be taken every week to eat
and drink, but the power must be "maintained" and the delay must not
be more than 10 minutes. While in the Remove Force Imprint trance, the
Jedi must not be distracted by any large stimulus (e.g. a loud bang or
shout, a slap, an extremely strong smell, etc.).
After finishing, the Jedi should leave the vicinity of the object or area,
preferably within 24 hours. Contact longer than this increases the chance
of a new Force imprint being created. Using the Force near the object
or area, after erasing the imprint (convert cubic meters to meters of
distance, eg. 100 cubic meters=100 meters from the object or place is
considered "near") creates a new imprint.
Note: Removing the Force Imprint of a Force Nexus, espcecially a
Dark Side Nexus (like the cave on Dagobah), is extremely dangerous
for user's mental health.
Note: This power may not be used untrained.





