Affect Mind
Control Difficulty: Very Easy for perceptions; Easy for memories; Moderate for conclusions. Modified by proximity.
Sense Difficulty: The target's control or Perception roll.
Alter Difficulty: Very Easy for slight, momentary misperceptions, minor changes to distant memories, or if the character doesn't care one way or another. Easy for brief, visible phenomena, for memories less than a year old, or if the character feels only minor emotion regarding the conclusion he is reaching. Moderate for short hallucinations, for memories less than a day old, or if the target has strict orders about the conclusion. Difficult for slight disguises to facial features, hallucinations which can be sensed with two senses (sight and sound, for example), for memories less than a minute old, or if the matter involving the conclusion is very important to the target. Very Difficult for hallucinations which can be sensed by all five senses, if the memory change is a major one, or if the logic is absolutely clear and coming to the wrong conclusion is virtually impossible.
Effect: This power is used to alter a character's perception so that he senses an illusion or fails to see what the user of the power doesn't want him to see. This power is used to permanently alter a character's memories so that he remembers things incorrectly or fails to remember something. This power can also be used to alter a character's conclusions so that he comes to an incorrect conclusion.
Before making skill rolls, the character must describe exactly the effect he is looking for. The power is normally used on only one target; two or more targets can only be affected if the power is used two or more times.
A character believes he is affected by any successful illusions — a character who thinks he is struck by an illusory object would feel the blow. If he thought he was injured, he would feel pain, or if he thought he had been killed, he would go unconscious. However, the character suffers no true injury.
This power cannot affect droids or recording devices.
Battle Meditation
Control Difficulty: Varies based on the number of targeted individuals:
| Number of Individuals: | Difficulty
|
|---|
| 1-2 | Very Easy
|
| 3-20 | Easy
|
| 21-100 | Moderate
|
| 101-1000 | Difficult
|
| 1001-10,000 | Very Difficult
|
| 10,001+ | Heroic
|
Sense Difficulty: Varies based on the number of targeted individuals:
| Number of Individuals: | Difficulty
|
|---|
| 1-2 | Very Easy
|
| 3-20 | Easy
|
| 21-100 | Moderate
|
| 101-1000 | Difficult
|
| 1001-10,000 | Very Difficult
|
| 10,001+ | Heroic
|
Alter Difficulty: Varies based on the number of targeted individuals:
| Number of Individuals: | Difficulty
|
|---|
| 1-2 | Very Easy
|
| 3-20 | Easy
|
| 21-100 | Moderate
|
| 101-1000 | Difficult
|
| 1001-10,000 | Very Difficult
|
| 10,001+ | Heroic
|
This power can be kept "up."
Time To Use: Five minutes.
Effect: Battle meditation has two possible effects. The Jedi can force her adversaries to abandon their assault and turn on each other, or she can alter the tide of the battle, strengthening her allies and at the same time weakening her enemies. Before initiating the power the Jedi must state which effect she wishes to use.
The targets of this power must have initiated combat for the effects to take hold. In game terms, a Jedi may only use this power effectively on or after the first round of combat, not before. Enemies are defined as those who seek to oppose the Jedi's immediate goal (rescuing a prisoner, defeating a group of dark siders, etc.); allies are defined as those who seek to uphold and forward the Jedi's goal.
When attempting to turn attackers against each other, the Jedi's highest skill roll (control, sense, or alter) to activate the skill becomes the difficulty the targets must beat to avoid the effect. Otherwise they immediately see their allies as the "true" enemy and attack. The Jedi must maintain the effect each round for the combatants to continue fighting. Once the power is dropped, its effects wear off instantly.
On a successful roll to change the balance of the battle in the Jedi's allies' favor (the power's second function), the Jedi's enemies lose 1D for every 4D she has in her best Force skill, in a skill determined by the Jedi (i.e., Strength, Dexterity, etc.) to a minimum of 1D, while her allies receive a bonus of the same value to an attribute of her choosing.
Example: Nomi Sunrider and three of her Jedi companions are battling a dozen Dark Side minions — followers of Freedon Nadd. Seeing the tide of the engagement turning in the dark siders' favor, Nomi decides to use her battle meditation power to help her allies overcome their enemies. Since she has a control of 1D+1, a sense of 2D+1, and an alter of 1D, she may increase one skill of all her companions (she chooses Dexterity in this case) by 2D+1 (the highest of the three), and decrease one skill of all her opponents by 2D+1 (she chooses Strength), to a minimum of 1D, until she drops the power. While Nomi continues to maintain the power, her allies all have a 2D+1 bonus to Dexterity (and all its skills) and her enemies all have a 2D+1 penalty to Strength (and all its skills).
Control Mind
Control Difficulty: Easy for a Jedi who has turned to the Dark Side. Moderate for a Jedi who is of the Light Side
Sense Difficulty: Target's Perception or control roll. Modified by relationship.
Alter Difficulty: Variable, depending on the number of targets and whether the Jedi is of the Dark Side or Light Side. See chart below. Modified by proximity.
| Number of Targets: | Dark Side | Light Side
|
|---|
| 1 | Very Easy | Moderate
|
| 2 | Easy | Difficult
|
| 3 | Moderate | Very Difficult
|
| 4-5 | Difficult | Heroic
|
| 6-8 | Very Difficult | —
|
| 9-15 | Heroic | —
|
Required Powers: Receptive telepathy, telekinesis, affect mind.
Warning: A Jedi who uses this power gains a Dark Side Point. A Jedi who has not turned to the Dark Side gains a Dark Side Point for each evil action he forces a person under his power to perform, but a Jedi who has turned to the Dark Side does not.
This power may be kept "up," but the Jedi must make a new power roll whenever he adds or switches targets.
Effect: The use of this power allows a Jedi to take control of people, turning them into puppets who must obey the Jedi’s will — they must serve the Jedi like automatons. This power may not be used on droids or computers.
Controlled characters may attempt a new roll to escape versus the Jedi's sense roll whenever the Jedi adds new characters to his control.
Create Force Storms
"The abilty to destroy a planet is insignificant compared to the power of the Force." -Darth Vader
Control Difficulty: Herioc.
Sense Difficulty: Heroic.
Alter Difficulty: Herioc. Modified by proximity. Modified by size of storm desired: +5 for 100 meters or less, +10 for 100 meters to one kilometer, +15 for a base of one kilometer, and a +2 to difficulty for every kilometer diameter in size. Modified by damage: +5 per 1D of damage. Must make Heroic rolls each successive round to control the storm. Must make a Very Difficult roll to dissipate the storm.
Required Powers: Hibernation trance, life detection, life sense, magnify senses, receptive telepathy, sense Force, telekinesis, farseeing, projective telepathy, instinctive astrogation, rage.
Warning: Force Storms are immensly destructive and violate the laws of nature. A Jedi using this power automatically gains a Dark Side Point.
Effect: This is perhaps the most destructive Force power known. This power allows the Jedi to twist the space-time continuum to create vast storms of force. The power also allows limited control of these storms. Capable of creating annihilating vortices, the storms can swallow whole fleets of spaceships or tear the surfaces off worlds.
Use of this power requires the focusing of hate and anger to an almost palpable degree and there is considerable danger involved. Some are able to create Force storms, but fail at harnessing what they have foolishly unleashed. Often, those who fail to control the storm are themselves consumed and destroyed. If the user is destroyed, the storm disipates within minutes.
When the Force user attempts to create a Force storm, the Jedi must determine the diameter and amount of damage(the damage dice are capital scale). If the Jedi fails any of the rolls, the storm is summoned with the desired damage, but it attempts to consume the summoner. The summoner can attempt unusual maneuvers with the storm, such as to create a vortex to draw unwary victims to a specified point, at a +10 to difficulty.
Dopplegänger
Control Difficulty: Very Difficult.
Sense Difficulty: Very Difficult.
Alter Difficulty: Herioc.
Required Powers: Control pain, emptiness, life detection, life sense, magnify senses, repective telepathy, sense Force, telekinesis, farseeing, projective telepathy, contol another's pain, transfer Force, affect mind, dim other's senses.
Warning: A character who uses this power receives a Dark Side Point.
Time To Use: Five minutes.
Effect: This power creates a dopplegänger of the person using the power. The dopplegänger is an illusion, but to those who interact with it, it will seem real. The user can sense all normal senses through the dopplegänger, and the duplicate seems to have form and substance; the dopplegänger registers as normal on all droid audio and video sensors. Those who are with the dopplegänger believe it to be a real person. The dopplegänger acts with half of the skill dice of the person using the power. The user must roll once every five minutes to maintain the dopplegänger; if the Jedi stops using the power or the dopplegänger is fatally injured, it simply fades away.
Drain Life Energy
Control Difficulty: Easy.
Sense Difficulty: Easy. Modified by proximity.
Alter Difficulty: Easy.
Required Powers: Affect mind, control pain, control another's pain, dim other's senses, hibernation trance, life detection, life sense, receptive telepathy, sense Force, transfer Force.
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 draw power from nearby nonsentient beings to boost his ability to go without sleep. As long as this power is kept "up," the Sith will not fatigue or require sleep. Use of this power depends on a ready supply of nearby insects, small rodents, birds, and so on to draw energy from. This power may not be used to draw energy from sentient beings.
Drain Life Essense
Control Difficulty: Very Difficult, inversely modified by relationship. For example, using this power on a clone relative would add +30 to the difficulty; using this power on a complete stranger of another species would add nothing to the difficulty.
Sense Difficulty: Use the chart below:
| Difficulty | Number of Victims
|
| Very Easy | 1-5
|
| Easy | 6-50
|
| Moderate | 51-1,000
|
| Difficult | 1,001-50,000
|
| Very Difficult | 50,001-1 million
|
| Heroic | 1 million to 10 million
|
Alter Difficulty: Easy for willing, worshipful subjects. Difficult for ambivalent or apathetic individuals. Heroic for enemies. Add +10 to the difficulty if individuals are imbued with the light side of the Force.
Required Powers: Control pain, hibernation trance, life detection, life sense, magnify senses, receptive telepathy, sense Force, telekinesis, farseeing, projective telepathy, control another’s pain, transfer Force, affect mind, control mind, dim other’s senses.
This power can be kept "up."
Warning: Any Jedi who uses this power gains a Dark Side Point.
Effect: This power allows a Jedi to draw life energy from those around him and to channel the negative effects of the dark side into those victims.
All living things are a part of and contribute to the Force; even those with no awareness of the Force are affected by and are a part of it. Many beings go through their daily lives wasting much of their life energy. This power draws that life energy from beings, allowing a Jedi to use that energy to further his or her own ends.
To draw this energy the Jedi must roll for the power once per day. The power is considered to be up at all times, and thus the Jedi suffers appropriate die penalties.
The amount of energy the Jedi draws depends on the number of individuals affected by the power and the length of time they have been drained.
For individuals who have been drained for less than one week or longer than one month:
| Difficulty | Number of Victims
|
| 1-5 | One Force Point per week
|
| 6-50 | One Force Point per five days
|
| 51-1,000 | One Force Point per three days
|
| 1,001-50,000 | One Force Point per two days
|
| 50,001-1 million | One Force Point per day
|
| 1 million to 10 million | One Force Point per twelve hours
|
For individuals who have been drained longer than one week and less than one month:
| Difficulty | Number of Victims
|
| 1-5 | One Force Point per five days and +1D to all Force skills
|
| 6-50 | One Force Point per three days and +2D to all Force skills
|
| 51-1,000 | One Force Point per two days and +3D to all Force skills
|
| 1,001-50,000 | One Force Point per day and +3D+2 to all Force skills
|
| 50,001-1 million | One Force Point per twelve hours and +4D to all Force skills
|
| 1 million to 10 million | One Force Point per six hours and +4D+2 to all Force skills
|
Enhance Coordination
Control Difficulty: Moderate, as modified by proximity.
Sense Difficulty: Difficult.
Alter Difficulty: Dependent upon the number of individuals being affected by the power:
Number of Individuals to be Affected | Difficulty
|
|---|
| 1-10 | Very Easy
|
| 11-100 | Easy
|
| 101-500 | Moderate
|
| 501-5,000 | Difficult
|
| 5,001-50,000 | Very Difficult
|
| 50,001-500,000 | Heroic
|
Effect: This power allows a Jedi to coordinate the activities of a group to increase the group's effectiveness at a given task. The power was often used by the Emperor to increase the fighting ability of his troops, mentally driving them on and supplementing their will to fight. This power many only be used on individuals who are in agreement with the intent of the Jedi, and it in no way grants the Jedi mental control over the troops affected. Instead, it links the troops on a subconscious level, allowing them to fight more proficiently and with better organization. If the power is successfully called upon, the Jedi picks three specifc skills. The skill must be the same for the entire group. For every 3D (round down) in those skills that the troops have, they receive a bonus of +1D.
The Jedi many keep this power up, although he must make a new power roll whenever new troops are added to the power's sphere of influence, or whenever the skills affected are changed. The Jedi may only affect Dexterity, Mechanical, and Strength skills.
Force Harmony
Control Difficulty: Difficult. Modified by proximity.
Sense Difficulty: Difficult. Modified by relationship.
Alter Difficulty: Moderate.
Required Powers: Life detection, life sense, projective telepathy, receptive telepathy.
This power may be kept "up."
Effect: This allows several willing Jedi to manifest the power of the Light Side. As long as the power is kept "up," it bathes the users in the celestial illumination of the Light Side. It can act as a shield against the powers of the Dark Side, giving an extra 5D to each Force user involved to resist the effects of powers called upon by Dark Side servants. Note that +5D may appear an immense bonus, but since this power must be kept "up," the Jedi calling upon the power is suffering a 2D penalty simply for calling upon this power. One can only link as many Force users as the initiator of the power has control or sense dice, whichever is lower. For example, if Leia used Force harmony, since her control is 5D+1 and her sense is 4D+2, she would only be able to link a total of four people (including herself).
When acting as a shield against the Dark Side, if both the control and sense rolls exceed the success roll of the Dark Side power used (if the power requires multiple skill rolls, the highest roll), then the Dark Side power is interrupted. All "up" powers are interrupted as if the user were stunned. It does not cancel out the presence of the Dark Side, but can distract its servants and make their actions more difficult.
Example: Leia and Luke Skywalker try to disrupt Palpatine's Force storm, which is destroying the Republic's fleet. Palpatine is in the room with them.
Luke and Leia and Leia's new child are related by blood and are all strong with the Force. Leia spends a Force Point and links Luke and the child with the Light Side; her control roll is 47 and her sense roll is 36. She successfully uses the Force harmony power, giving everyone a +5D against the effects of any Dark Side powers.
If both of these rolls exceed Palpatine's highest roll when he summoned the Force storm, then Palpatine's control over the Force storm is severed.
Image
Control Difficulty: Moderate.
Sense Difficulty: Easy.
Alter Difficulty: Easy if the image is very familiar, Moderate if the image is somewhat familiar, Difficult if the user has only seen the basis of the image a few times, Very Difficult if the user has not seen a basis for the image. Modified by proximity.
This power may be kept "up."
Effect: This power allows the user to create a fully realistic, three-dimensional image that is visually, audially, behaviorally, and in virtually any other way convincing. The image behaves according to the knowledge of the user; if the user has not seen a particular person, object, or action, the image may fail or become suddenly unconvincing.
Memory Wipe
Control Difficulty: Moderate.
Sense Difficulty: Target's willpower, Perception, or control roll. Modified by relationship.
Alter Difficulty: Target's willpower, Perception, or control roll. Modified by relationship.
Required Powers: Alter mind, control mind, control pain, dim other's senses, farseeing, hibernation trance, life detection, life sense, magnify senses, projective telepathy, receptive telepathy, sense Force, telekinesis.
Warning: Any character who uses this power against a sentient being immediately gains a Dark Side Point.
Time to use: Five minutes.
Effect: This dreadful power allows a Sith 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 session.
Projected Fighting
Control Difficulty: Difficult.
Sense Difficulty: Difficult.
Alter Difficulty: Moderate, modified by proximity, but limited to line of sight.
Required Powers: Concentration, telekinesis.
Time to use: One round.
Effect: Projected fighting allows a Jedi to strike at an opponent, inflicting damage without physically touching the target. Use of this power is more than a little risky; in many cases projected fighting is quite simply using the Force to attack. However, the Jedi attempting to use projected fighting can elect 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 Jedi who uses projective fighting for any other reason, or causes anything more serious than stun damage, receives a Dark Side Point.
After successfully using the power, the Jedi 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 Jedi's blows. If the target is not Force-sensitive, a Difficult brawling parry roll is necessary to block the Jedi's attack. If the brawling roll is successful, the Jedi rolls his or her full Strength versus the target's strength. The Jedi may target a specific portion of the body (which adds +1D to damage), but must subtract an additional -1D from his brawling skill (see Star Wars, Second Edition, page 63). 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 Jedi and the target remains the same. Should the target move significantly or the Jedi wish to select a new target, the power must be rerolled.
Example: Harlan decides that she is going to make a projected fighting attempt aimed specifically at a guard's head. She makes he control, sense, and alter plus proximity rolls each with a -3D multiple action penalty(she is doing four things: using her control, sense, alter, and brawling skills, plus targeting the head). If she successfully rolls the first two, she then must make an Easy brawling roll, this time with a -3D modifier, due to her preference in hit location. Because the target is not Force-sensitive, no brawling parry attempt can be made. Harlan makes her brawling roll and then rolls her Strength against the guard's Strength. Because she aimed for the head, Harlan gains an additional +1D to her damage roll.
Telekinetic Kill
"Mara glared at him and lashed out again, this time with the Force. Thrawn frowned slightly, fingers moving across his neck as if trying to brush away an intangible cobweb. Mara leaned into her tenuous grip on his throat; and he brushed again at his nech before understanding came ..."
Control Difficulty: Easy. Modified by proximity.
Sense Difficulty: Easy. Modified by proximity.
Alter Difficulty: The target’s control or Perception roll.
Required Powers: Control pain, inflict pain, injure/kill, life sense.
Warning: A character who uses this power automatically receives a Dark Side Point.
Effect: this power is used to telekinetically injure or kill a target. The user makes his alter roll against the character’s control or Perception total to determine damage. The exact method used to kill the target varies: collapse of the trachea, stir the brain, squeeze the heart, or any number of other methods.
Transfer Life
Control Difficulty: Heroic, modified by relationship. If target is unwilling, increase difficulty by +15.
Sense Difficulty: Heroic, modified by proximity. If target is unwilling, increase difficulty by +15.
Alter Difficulty: Variable, depending on willingness and Force affinity.
| Circumstances | Difficulty
|
| Specially Prepared Clone Host Body | Easy
|
| Recently Dead Body | Moderate
|
| Live Willing Host | Very Difficult
|
| Live Unwilling Host | Heroic
|
Those who are Force-sensitive may make an opposed alter or willpower roll, selecting either the roll or the difficulty, whichever is higher.
Required Powers: Absorb/dissipate energy, accelerate healing, control pain, emptiness, hibernation trance, reduce injury, remain conscious, resist stun, life detection, life sense, magnify senses, receptive telepathy, sense Force, injure/kill, telekinesis, farseeing, projective telepathy, accelerate another's healing, control another's pain, feed on Dark Side, inflict pain, return another to consciousness, transfer Force, affect mind, control mind, dim other's senses
Warning: Any Jedi using this power receives two Dark Side Points. If attempting to possess an unwilling host, the Jedi receives four Dark Side Points.
Effect: This power allows the character transfer his or 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 hose bodies.
The theoretically possible, it is not yet known what the effect on an unborn fetus would be. Fortunately, 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.