Accelerate Another's Healing
Control Difficulty: Very Easy. Modified by relationship.
Alter Difficulty: Very Easy.
Required Powers: Control another's pain, control pain.
Time to use: One minute.
Effect: The target is allowed to make extra healing rolls, as outlined in accelerate healing. The Jedi must be touching the character whenever she activates this power.
Aura of Uneasiness
"Insects and small biting creatures buzzed and scuttled around them, but none bothered Kyp. He consciously exuded a shadow of uneasiness around him so that lower creatures had no incentive to come nearer. Exar Kun had taught him that trick too."
Control Difficulty: Easy. Modified by proximity, but limited to line of sight.
Alter Difficulty: Easy.
This power may be kept "up."
Warning: Any character who uses this power against a sentient being immediately gains a Dark Side Point.
Effect: This power allows a Sith to project a field of vague discomfort and unease around him, which causes nonsentient creatures to avoid him. Sentient creatures sense a vague "uneasiness" about the person.
Aura of uneasiness effectively acts as the intimidation skill. When used against a sentient being, the Sith rolls alter+3D against the target's willpower or Perception. (See sample modifiers and skill description on page 43 of The Star Wars Roleplaying Game.)
When used against predatory animals, the Sith rolls alter+5D against the target's willpower or Perception.
Control Another's Disease
Control Difficulty: Very Easy. Modified by relationship.
Alter Difficulty: Very Easy. Modified by relationship.
Required Powers: Accelerate healing, control disease.
Time to Use: 30 minutes to several uses over the course of several weeks
Effect: This power allows a Jedi to heal another character, using the same rules and conditions as outlined in the control disease power. The Jedi must be touching the character to be healed.
Control Another's Pain
Control Difficulty: Very Easy. Modified by relationship.
Alter Difficulty: Easy for wouned characters; Moderate for incapacitated characters; Difficult for mortally wounded characters.
Required Powers: Control pain.
Effect: This power allows a Jedi to help another character control pain, under the same rules and conditions outlined in the control pain power. The Jedi must be touching the character to use this power.
Control Breathing
Control Difficulty: Moderate.
Alter Difficulty: Very Difficult.
Required Powers: Concentration, hibernation trance, telekinesis.
Effect: This power allows a Jedi to control the amount of oxygen flowing into his or her body. The Jedi takes control of the surrounding atmosphere, pulling oxygen molecules through the skin and into the lungs. With this power the Jedi can effectively breath underwater, and conversely, a water breather could survive on land. In game terms, this power negates the need for a breath mask, mechgill, or any rebreather gear. In the cold of space or hard vacuum, however, this power would be of little use. Even if the Jedi could somehow survive the drastic changes in pressure or the extreme termperatures, there is not enough oxygen in these environmnets for the Jedi to "grab." This power will remain up until the character either takes incapacitating damage or willfully drops it.
Detoxify Poison in Another
Control Difficulty: Very Easy, modified by relationship.
Alter Difficulty: Very Easy for very mild poison (such as alcohol); Easy for a mild poison; Moderate for an average poison; Difficult for a virulent poison; Very Difficult to Heroic for a neurotoxin.
Required Powers: Accelerate healing, accelerate another's healing, control pain, control another's pain, detoxify poison.
Time To Use: Five minutes.
Effect: This power allows a Jedi to remove or detoxify poison from a patient's body faster than is normally possible. While using this power, the Jedi remain in physical contact with the patient. As long as the Jedi is in contact with the target, that person is considered immune to the effects of the poison. Failure to make the required control and alter difficulty checks or breaking physical contact during the use of the power causes the patient a wound.
Electronic Manipulation
"In outrage Kyp found the power to send a burst of controlling thought through the integrated circuits in the Sun Crusher's computer. He flushed the alien programming, wiping pathways clean and rebuilding them in an instant. He remapped the functions with a sudden mental pinpoint that made the Sun Crusher whole again."
Control Difficulty: Easy for nonsentient machines; Moderate for sentient machines; Difficult for sentient machines hostile to the Sith. Modified by proximity.
Alter Difficulty: Easy for slight alterations; Moderate for significant changes in programming; Difficult for major reprogramming.
Required Powers: Absorb/dissipate energy, affect mind.
Time to Use: One round.
Warning: Any character who uses this power immediately gains a Dark Side Point.
Effect: This power allows a Sith to channel his anger into the electronic circuits of a computer, droid or machine, and reprogram it by manipulating its physical and electrical components. The reprogramming can only restore original programming which has been altered, not actually rewrite a computer's programming.
Since this Sith power can only be evoked in a state of rage, the Jedi have long avoided using it.
Feed on Dark Side
Control Difficulty: Moderate when activated; Very Easy for each round thereafter.
Alter Difficulty: Moderate when raised; no roll for subsequent rounds.
Required Powers: Sense Force.
Warning: Any Jedi who activates this power automatically receives a Dark Side Point.
This power can be kept "up."
Effect: This power allows a Jedi to feed on the fear, hatred, or other negative emotions of others to make himself more powerful. It does not matter to the dark side why the others are filled with dark emotions, the feelings alone suffice.
In game terms, in any round in which a character using this power is in the presence of a light side Force-sensitive who gains a Dark Side Point, the character gains a Dark Side Point and a Force Point. If multiple characters gain Dark Side Points in the same round, the character gains multiple Force Points. These Force Points must be spent within five minutes of being received.
This is a power that Dark Jedi use to gain power from the anger and hatred they create in their foes. For player characters who are quick to anger, it is impossible to die-roll their way out of this situation. The only way to stop a Jedi from gaining extra Force Points from this power is to resist the dark side. This can be extremely difficult, particularly since there is nothing to prevent the Dark Jedi from doing everything in his power to provide these negative emotions. This might include deception, the butchering of innocents, taunts, insults, threats against the characters, their friends, families, home planets or bases, and anything else likely to make them call on the dark side.
Players who fail to devise a better way of defeating a Dark Jedi other than by brute force are very likely to be destroyed if faced with this power.
Warning: Avoid overusing this power, since it can severely disrupt game balance if not used in moderation.
Force Lightning
Control Difficulty: Difficult. Modified by proximity, but limited to line of sight.
Alter Difficulty: Perception or control roll of target.
Required Powers: Absorb/dissipate energy, injure/kill, inflict pain.
Warning: A Jedi who uses this power for any reason immediately gains a Dark Side Point.
Effect: This power is a corruption of the Force, harnessing pure hatred and evil from the user and the Dark Side. When used, it produces bolts of white or blue energy which fly from the user’s fingertips, like sorcerous lightning. The bolts tear through their target, causing intense pain and injury.
The user must make a control roll to summon the energy for these bolts. These lightning bolts cannot be parried or dodged. Once the lightning bolts are called forth, the victim's only hope is to roll higher with his Perception or control. If the victim does roll higher, the bolts reach out toward the victim, but are deflected or go around. A Jedi armed with a lightsaber can use the lightsaber combat power to block force lightning by rolling a higher control total, but force lightning cannot be deflected to other targets. This power can be dissipated with the absorb/dissipate energy power — the intended victim simply absorbs the bolts.
When someone uses force lightning, the damage is 1D for each 2D of alter the user has (round down: a character with an alter of 5D would cause 2D damage). The victim resists damage with his Strength; armor is useless against force lighting. Force lightning courses over and into its target, convulsing him with pain, siphoning off his energies, and eventually killing him. If this power stuns, wounds, or causes any other injury to a character, he is so convulsed with pain that he is incapable of performing any actions for the rest of that round and the next round.
Immerse Another
Control Difficulty: Moderate if the Fallanassi is able to relax and focus without distractions, Difficult if under stress or distracted, Very Difficult if in general danger, Heroic if in direct immediate danger.
Alter Difficulty: As control difficulty, modified by proximity and relationship.
This power may be kept "up."
Effect: Allows the user to immerse another in the White Current. This immersed other may be almost anything: a person, ship, town, city, planet, or star system. The immersed person or object is undetectable while the power is "up."
Inflict Pain
Control Difficulty: Very Easy. Modified by proximity.
Alter Difficulty: Target's control or Perception roll. Modified by proximity.
Required Powers: Control pain, life sense.
Warning: A character who uses this power immediately receives a Dark Side Point.
Effect: The target experiences great agony. The user causes damage by rolling their alter skill, while the target resists damage with their control, Perception, or willpower. Damage is figured as if the attack was a stun attack, although if the target suffers any damage at all, they are so crippled by pain that they are incapable of acting for the rest of the round and the next round.
Place Another in Hibernation Trance
Control Difficulty: Very Easy. Modified by relationship.
Alter Difficulty: Very Easy. Modified by proximity.
Required Power: Hibernation trance.
Time To Use: Five minutes.
Effect: This power allows a Jedi to put another character into a hibernation trance. The affected character must be in physical contact with the power's user and must agree to be "shut down" — this power cannot be used as an attack to knock others unconscious.
This power can be used to bring another character out of a hibernation trance, but the alter difficulty is increased by +10.
Remove Another's Fatigue
Control Difficulty: Easy.
Alter Difficulty: Moderate. Modified by proximity and relationship.
Required Powers: Accelerate healing, accelerate another's healing, control pain, control another's pain, remove fatigue.
Effect: This power allows the Jedi to remove the effects of fatigue in another. However, unlike the basic power, the Jedi must wait until the target is actually fatigued, before offering assistance. Hence the penalties for failing a stamina check can be counteracted, but must be addressed as they occur.
Return Another to Consciousness
Control Difficulty: Easy. Modified by proximity and relationship.
Alter Difficulty: Easy for incapacitated characters; Difficult for mortally wounded characters.
Required Powers: Remain conscious, control pain.
Effect: The target returns to consciousness. The target has the same restrictions as imposed by the remain conscious power, and must be touching the Jedi.
Scribing
Control Difficulty: Easy.
Alter Difficulty: Moderate.
Required Powers: Sense scribing.
Effect: This power allows the user to make a mark or inscription undetectable by mundane or artificial senses. Only an adept trained to sense these marks can detect and uncover the scribing. Usually used to leave a train for another Fallanassi to follow, scribing is persistant and may continue even if the surface scribed on is defeaced or partially destroyed (gamemaster's discretion).
Transfer Force
Control Difficulty: Easy. Modified by proximity and relationship.
Alter Difficulty: Moderate.
Required Powers: Control another's pain
Effect: This power will save a mortally wounded character from dying because the Jedi is transferring his life force to the target. When a character has force transferred to him, he remains mortally wounded, but he will not die provided he isn't injured again. The character is in hibernation, and will stay alive in this state for up to six weeks. The Jedi must be touching the target character when the power is activated.
When this power is used, the user must spend a Force Point (this is the life force that is transferred to the target). This use is always considered heroic, so the character will get the Force Point back at the end of the adventure.
The recipient of this power must be willing.
Waves of Darkness
Control Difficulty:
| Area of Effect | Difficulty
|
| 1-2 meters | Moderate
|
| 3-10 meters | Difficult
|
| 11-20 meters | Very Difficult
|
| 21-30 meters | Heroic
|
Alter Difficulty:
| Area of Effect | Difficulty
|
| 1-2 meters | Moderate
|
| 3-10 meters | Difficult
|
| 11-20 meters | Very Difficult
|
| 21-30 meters | Heroic
|
Warning: Any character who uses this power gains a Dark Side Point.
This power may be kept "up."
Effect: The user delves into the darkness of her own spirit and dredges up the feelings of hatred, jealousy, greed, and rage that linger in shadowed recesses. Using the Force as a power source, she expels these vile emotions in waves of dark side energy that radiate outward in an expanding sphere. Anyone caught in the disturbance suffers immediate confusion, and a few seconds later, flees in fear.
In game terms, those entering the area infested by the dark side waves must make a willpower or control roll against the Force-user’s control total for initiating the effect. Anyone who fails the roll cannot take his next action (in this combat round or the next) and must flee on the successive round. Anyone who succeeds becomes confused and can take no more than one action each combat round until he exits the field of dark side energy.