Beast Languages
Difficulty: Domesticated/friendly animal such as a Bantha (5)
Wild but non-predatory animal such as an undomesticated Tauntaun (10-15)
Ferocious/predatory such as wild Vornskr or Rancor (20-30)
This power may be "kept up"
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.
Combat Sense
Difficulty: Moderate (10)
This power may be "kept up".
Effect: This roll is not counted as an action in a round. +2D to all
attack and defense rolls.
Note: This power may not be used untrained.
Danger Sense
Difficulty: Moderate (10)
This power can be "kept up".
Effect: Sense the presence of hostility among other characters, creatures,
or just "have a bad feeling about this". +2D to defensive rolls.
Empathy
Difficulty: Moderate (10)
Effect: This allows the user to experience the emotions of a sapient
individual. No actual thoughts can be read.
Force Dream
Difficulty: Moderate (10)
Effect: This was the term used by the Jedi Knights of the Old Republic
to describe any subconscious connection to the Force that provided a
being with strange and wonderful dreams. Force dreams were considered
different than farseeing, since they provided no information about future
events. They were useful, however, in understanding the stresses a being
was experiencing.
Force Track
Difficulty: Moderate (10)
Effect: The Force surrounds and binds all living things, and as they shift
their placement in the Galaxy, so shift the subtle currents in the Force.
Darth Sidious once described the Force as a mist, constantly surrounding
and penetrating all living things, and visible to only those with a special
kind of sense; using this analogy, when a being moves through the mist,
it stirs up clouds and leaves a trail. Force users can tap into this special
view and use it to follow the movements of a target. By shifting her
senses to a certain kind of Force attunement, a Force-user can see the
path left by her target, effectively using that being's presence in the Force
as a means of pathfinding or tracking. When using this power, the target's
path is illuminated by a bright white glow (for Light Side Force users), an
inky black trail (for Dark Side Force users). This power does not, however,
work with droids or beings which have no presence in the Force.
Guiding Spirit
Difficulty: Moderate (10)
Effect: This is the power to sense Force Spirits. If this power activates
then it means that you have attracted the attention of a Force spirit who
sometimes appears to aid you, offering advice and assistance. A Force
spirit you once knew as a living Jedi now protects you after his or her
death. The spirit can do little to aid you in a physical sense. The Force
spirit can use Force abilities to assist you, but only those that do not
require physical contact and do not have a physical effect.
Kin Sense
Difficulty: Moderate (10)
Effect: This power allows a Jedi to sense a family member's presence.
Because the power is automatically kept up at all times, it allows the
Jedi to sense family members even as they approach. This power may
only be used on blood relatives of the Jedi, or those with whom the
Jedi shares a Life Bond (as per the Jedi power). It is possible, however
very hard, to hide yourself from this power.
Life Detection
Difficulty: Force-sensitive (5)
Non-Force Sensitive (10)
This power may be "kept up".
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.
Life Sense
Difficulty: Moderate (10)
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.
Life Web
Difficulty: Moderate (10)
Effect: This power is used to detect large concentrations of members of
a specific species, such as Humans, Rodians, or Ssi-ruuk, for example.
When the power is used successfully, the user senses the general direction
that leads to the population. If the user is extremely powerful (or very
lucky), the user also knows the approximate distance (hundreds or thousand
of kilometers, or single tens, hundreds or thousands of light years, for
example.). It must be a race that the character has encountered before.
Magnify Senses
Difficulty: Moderate (10)
Effect: This power allows a Jedi to increase the effectiveness of his
normal senses to perceive things that would otherwise be impossible
without artificial aids. He can hear noises beyond his normal hearing
due to distance or softness - he can't hear beyond normal frequences.
Likewise, he can see normally visible things over distances that would
normally require the use of macrobinoculars, and identifty scents and
odors that are normally too faint for Human olfactory senses.
Merge Senses
Difficulty: Moderate (10)
Effect: This power allows a Force user to perceive things through the
senses of another creature, one with animal intelligence or less. He can
see through the eyes of the selected creature, enjoying the benefits or
being bound by the restrictions of the creatures vision. He can hear
through the creatures ears; smell what the creature smells; and physically
feel whatever the creature is feeling. The force user does not control the
creature, but can make suggestions. The simpler or less threatening the
request, the more likely it will be agreed to. If a suggestion goes against
the nature of the creature or would put it in an obviously hazardous
situation, the Force user will likely fail and the suggested will be ignored.
While the Force users senses are merged with a creatures, the Force
users body is motionless, its senses unable to function until, of course,
the meld is broken. The link with the creature is also broken by the
death of either the creature of the Force user. If the creature suffers
damage or dies during a meld, the Force user suffers one-half the
amount of damage.
Nature Affinity
Difficulty: Moderate (10)
Effect: You are especially in tune with natural surroundings. This mystical
bond allows you to sense what the local environment contains. By
walking in a natural setting and meditating for a full minute, you can get
a sense of what living organisms exist in the area. Under these conditions,
people with Nature Affinity can detect the kinds of plant or animal lifeforms
in a 200-meter-radius area. Living creatures that don't wish to be found
can try to oppose this power. Due to the amount of strain this ability
puts on its wielder, the Nature Affinity power can be used only once per
hour. A person with Nature Affinity can get a "sense" of the environmental
state of well-being by "feeling" for it. This information translates as an
emphatic result, such as "harmonious", "threatened", or "dying".
Poison Sense
Difficulty: Moderate (10)
Effect: Related to Danger Sense, but not dependant upon that power,
Poison Sense allows the user to sense, in advace, any contaminants or
other factors that could make a substance dangerous to ingest.
Postcognition
Difficulty: Moderate (10)
Effect: The character can visualize the events regarding a particular
location or object. He must be in physical contact with the object, or
he must be at the location, for the power to work. The Jedi can
determine who has handled or touched the object and what events have
transpired around it. The Jedi may "search" for specific incidents or
simply review past events, somewhat like viewing a hologram.
Predict Natural Disaster
Difficulty: Has lived in the area for more than a year (5)
Between six and 12 months (10)
Between one and six months (15)
Less than one month (20)
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.
Note: This power may not be used untrained.
Receptive Telepathy
Difficulty: Friendly (10) or Perception or Control roll for unwilling subject.
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.
Sense Force
Difficulty: Foreign Area (10)
Details Within Area (15)
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.
Sense Path
Difficulty: Moderate (10)
Effect: Reveals if the character's path leads to the Dark Side or not.
Note: This power may not be used untrained.
Sense Force Potential
Difficulty: Friendly, non-resisting targets (10)
Unwilling subject (10 plus target's Perception or Control roll)
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.
Sense Surroundings
Difficulty: Moderate (10)
This power may be kept up.
Effect: Sense surroundings allows a Force-user to extend his senses
through the Force, permitting him to fight and make Search checks
despite darkness or obstruction. This power doesn't duplicate the Magnify
Senses power, but it does allow a character to perceive things normally
through the Force instead of through a normal sense. This power can only
be used to counter either blindness or deafness. In order to counteract both
lack of sight and sound, the power would need to be used twice (thus
granting a multiple action penalty).
Note: This power may not be used untrained.
Shift Sense
Difficulty: Simple phenomena such as heat or simple scents (10)
Uncommon phenomena such as comm frequencies, infrared radiation, etc. (15)
Specific, or complex phenomena such as using olfactory nerves to detect Tibanna gas (20)
This power may be 'kept up".
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.
Thought Sensor
Difficulty: Moderate (10)
Effect: Using the Force, a powerful telepath can sense the psychic
vibrations of all living beings within a radius of anywhere up to 20 meters
depending on their power. A Force-sensitive being can try to mask their
psychic vibrations if they are more powerful in telepathic abilities. A
successful mask means the telepath cannot sense the beings presence
using this ability. The telepath cannot be surprised in combat by any
being or creature they detect with their thought sensor.
Translation
Difficulty: Humans or aliens (10)
High-density languages used by droids (15)
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".
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.
Weather Sense
Difficulty: Has lived in area for more than a year (5)
Between six and twelve months (10)
Between one and six months (15)
Less than one month (20)
This power may be "kept up".
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 forecasts.





