CONTROL POWERS
Absorb/Dissipate Energy
Control Difficulty: Sunburn VE Intense Sun E Solar Wind M Radiation Storm D Blaster Bolts/Force Lightning M Use: Use
of this power for blaster bolts or Force Lightning must be declared at the beginning of a round as a normal action. If needed
during that round, the player makes a difficulty check. If the check is successful, the roll is deducted from the bolt's/lightning's
damage. If the check is unsuccessful, the Jedi takes full damage. Either way, the power goes down after it is used, successful
or not, and must be declared again for each new round. For use with any kinds of continuous energy, this may be kept up.
Accelerate Healing
Control Difficulty: Stunned VE Wounded E Incapacitated M Mortally Wounded D Use: If used successfully, the
player may make 2 natural healing roles for the current day with a +2 bonus to each. Each healing requires a minute of time
each, and may be taken any time during that day.
Concentration
Control Difficulty: Jedi Relaxed/at Peace E Jedi Filled with Fear, Aggression or -/+ Emotions D Jedi Acting on Emotions
VD Use: This power is used to clear all negative(for Jedi) or positive(for Dark Jedi) emotions from the user, to allow
the force to flow through him freely. The Jedi concentrates on one specific task. If the difficulty is made, the Jedi may
add +4D to that specific action ONLY. Only the Concentration power and the specific action may be done in one round.
Control Pain
Control Difficulty: Stunned/Wounded VE Incapacitated E Mortally Wounded M Use: If a successful difficulty check
is made, the Jedi behaves as if he hadn't been injured, and suffers no penalties for that level of injury starting the next
round after a successful check. The character IS STILL INJURED, is prone to get worse as would a normal character with that
injury. This power may be kept up to ignore pain for long periods of time. If a Jedi Controlling Pain is injured again, a
new difficulty check must be made at the new level of injury.
Detoxify Poison
Control Difficulty: alcohol VE mild poison E average M virulent D neurotoxin VD-H Time: 5 minutes Effect:
This power allows a Jedi to detoxify of effect poisons that have entered his body. If the Jedi makes the power toll the poison
doesn't affect him.
EmptinessRequired Powers: Hibernation Trance Control Difficulty: Entrance M Exit D Use: This
power empties the user's mind and allows the force to flow through him. A character in Emptiness is 100% oblivious to everything
going on around him, and can take no action other than attempt to bring himself out of Emptiness. While in Emptiness, a
character is difficult to sense with the Force. Any character attempting to use either a Control or Sense power on a character
in Emptiness must add the original Entrance roll to the second character's difficulty roll. When a character comes out of
Emptiness, he receives a +6 bonus to all Force skill roles for an amount of time equal to the time spent in Emptiness. When
entering Emptiness, the character must state for how long he will remain in that state. At the end of said time, the Jedi
must make an Exit difficulty roll. If successful, then the Jedi is relieved from the trance. If not, Exit rolls may be made
every hour thereafter, or until the Jedi takes damage greater than stun damage. While in Emptiness, the Jedi still needs
oxygen, food and water. Many Jedi have died because they could not release themselves from an Emptiness state.
Enhance Attribute
Control Difficulty: M Effect: A Jedi uses this power to increase a single attribute for a limited amount of time.
An increased attribute can help a Jedi jump higher, dodge quicker, see better and run faster. All skills controlled by the
enhanced attribute are increased by the appropriate amount for as long as the power is in effect. An attribute increased
by this power remains enhanced for the duration listed below. Duration and attribute increase is determined by how much a
character's control roll beats the difficulty number. Duration can be extended through the use of character points -- for
every character point a Jedi spends after invoking this power, the duration is extended by on combat round. The points can
be spent at any time before the power fades. A Jedi can only increase one attribute at a time. If a character invokes the
power to enhance a second attribute while the first attribute is still enhanced the first enhancement fades and the second
attribute receives the benefit. Skill Roll beats Attribute Difficulty by Increase Duration 0-13 +1D 3 Rounds 14-25
+2D 2 Rounds 26+ +3D 1 Round
Hibernation Trance
Control Difficulty: D Use: This power places the Jedi in a deep sleep like state. While in Hibernation, the Jedi's
body functions at one-tenth it's normal rate. If anyone comes upon a Jedi in this state, he is assumed to be dead, unless
inspected. Another Jedi using Life Detection will feel the Force in a Hibernated character, and realize he is alive. While
Hibernating, a Jedi can heal, and can survive for a time without food or water, depending on how wet or dry the climate is(a
month for wet, a week for dry). Before entering, the character must state the conditions under which he will be awakened(a
sound, someone touching him...). This power can be kept up.
Rage DSP
Required Powers: Hibernation Trance Control Difficulty: Entrance D Exit VD Use: This power functions very much
like an Emptiness' trance, and can only be used by those swayed by the dark side. Upon entrance into a Rage' trance, the user
determines the length of time he wishes to be in the trance. When the user leaves the trance, he gains a +10 to all force
rolls for an amount of time equal to the time spent in Rage'. Like Emptiness', if the user fails to make an exit roll,
he remains in the trance until either someone wakes him, or can make a check each hour thereafter. Unlike Emptiness', a Jedi
in Rage' exudes energy from the dark side. Before entering Rage', the user can set the wake up time for when a specific
person comes near. To do this, at the time of entrance, a Sense roll of 22 must be made. With that made, the user in Rage'
will awaken(with a successful Exit roll) when the target person comes near. If a Jedi in Rage' is woke up before his time,
he will be pissed, attack the waker in a berserker rage, regardless of the person. A Control roll of 20 is required to cease
the attack. For each Force Point a character has, add +2 to all difficulty rolls, and subtract -1 to all difficulty rolls
for any Dark Side Points.
Reduce Injury
Required Powers: Control Pain Control Difficulty: Incapacitated M Mortally Wounded D Dead/Killed VD Use: This
is a very costly power for a Jedi, and often only used in desperation. After an injury is received, the Jedi makes the appropriate
difficulty check for his current level of injury. If successful, the character is only at the Wounded level. If the Jedi would
have been dead, he must chose some type of permanent injury(loss of a limb, for example). Use of this power also consumes
a Force Point.
Remain Conscious
Required Powers: Control Pain Control Difficulty: Stunned E Incapacitated M Mortally Wounded D Use: This
power allows a Jedi to remain conscious when he has sustained injuries that would make him unconscious. If a Jedi with this
power suffers this type of injury, he loses all actions for that round, but remains awake. The next round, the Jedi's first
action must be to activate Remain Conscious, or he simply passes out. If the difficulty roll fails, the Jedi is struck
unconscious. If it is successful, he can preform one other action that round(Control Pain is a good one), and then falls unconscious,
unless steps have been taken to prevent it(such as Controlling Pain).
Resist Stun
Control Difficulty: E Use: This power must be declared and activated before the character receives the stun damage.
If successful, all results are ignored except for unconscious' and normal injuries. Results of unconscious' are treated
as though the character has been stunned(-1D from all attribute and skill rolls for this round and the next), and the power
is dropped. This power can be kept up.
Short Term Memory Enhancement
Control Difficulty: D Required Powers: Hibernation Trance Effect: When a Jedi uses this power, he or she can replay
recent events in order to more carefully examine images and peripheral occurrences. Using the power, a Jedi can freeze images
and even scan memory tracks to recall details that were seen but did not register consciously at the time of observation. In
game terms, this power can be used to alert a Jedi to information, items, other characters, or anything else that passed before
his or her senses within a specific span of time. In addition, if a gamemaster provided clues or leads to clues that the players
originally missed or ignored, this power can be used to recall them. When players get stuck on a puzzle or mystery within
an adventure, this power can alert them to possible solution, if those solutions were observed earlier in the adventure. How
far back a Jedi can remember with this power is determined by the success of his control skill roll. Skill Roll beats Memory Difficulty
Extends Back 0-8 Current Episode 9-20 Last Episode 21+ Last two Episodes
SENSE POWERS
Combat Sense
Sense Difficulty: M +3 / additional opponent Required powers: Danger sense, life detection Effect: Combat sense
helps a Jedi focus on the battle at hand. Everything else becomes dulled and muted as the Jedi's senses are all turned to
the combat happening around him. All targets become mentally highlighted in the Jedi's mind, aiding him in attack and defense.
In game terms, by focusing his attention on his opponents a Jedi gains two important advantages. First, he gets to decide
when he wants to act during a round -- no initiative rolls are needed while the power is in effect. If more than one Jedi
is using this power, whichever Jedi rolled highest when invoking the power gets to determine exactly when they are acting
in the round. Second his attack and defense rolls are increased by +2D. Combat sense lasts for ten combat rounds and doesn't
count as a skill use for determining die code penalties.
Danger Sense
Sense Difficulty: M Sense Difficulty: M or attacker's Control roll Required Power: Life Detection Effect: Danger
sense allows a Jedi to extend his senses around himself like protective sensors, creating an early warning system for as long
as the power is in effect. When this power is used, the Jedi detects any attack the round before they are made. This gives
the Jedi a round to decide how to react to the danger. In game terms, if any character is going to attack a Jedi on the
next round, they must declare their action the round before it happens. Characters who are going to attack the Jedi may roll
their Control skill to increase the difficulty of using the power.
Life Detection
Sense Difficulty: M Sense Difficulty: Subject Force-Sensitive VE Subject Not Force-Sens. E Relationship Use: With
this power, a Jedi may detect any sentient life within 10 meters of the Jedi. If the power is kept up, the Jedi will know
when a sentient approaches within 10 meters, and the general direction of the being. A being may avoid further detection
if his Control or Perception roll is better than the Jedi's difficulty roll. If a Jedi beats the opposing roll by 10 or
more, the Jedi will know if the sentient has Force skills, is Force-Sensitive, if they have met the sentient before, and if
they have met, will know the sentient's identity.
Life Sense
Required Powers: Life Detection Sense Difficulty: VE Relationship & Proximity Use: With this power the
user can sense the presence and identity of a specific being for whom the Jedi searches. The user can sense how badly wounded
said being is, and other physicalities. A target may hide his identity from Life Sense with a Control roll. This score is
added to the difficulty score. This power may be kept up(to track someone, for instance).
Magnify Senses
Sense Difficulty: VE Proximity Use: This power increases the Jedi's normal senses to perceive things that he couldn't
normally without artificial aids(macrobinoculars or hearing aids or notice faint smells). The Jedi cannot hear outside
of his species' normal requencies.
Receptive Telepathy
Required Powers: Life Sense Sense Difficulty: Target is Non-Resisting VE Target is Resisting Targets Perception or
Control roll Relationship & Proximity Use: If the difficulty is made, the Jedi can read and hear' the surface
thoughts and emotions of the target, but cannot probe deeper. If the Jedi's Sense roll is double the difficulty, the Jedi
can sift through the target's memories up to 24 hours old in the next round. This power can be kept up if the target remains
willing and the distance between Jedi and target does not change.
Sense Force
Sense Difficulty: Single Object E Area M Proximity Use: With this power, the Jedi can sense the ambient Force
in an area or object. He can tell the rough magnitude of the Force, and whether it tends to the Light or Dark Side, and possibly
other details. It cannot be used to sense life, but there are creatures that are intertwined with the Force, and may be detected
with this power.
ALTER POWERS
Injure/Kill DSP
Required Powers: Life Sense Alter Difficulty: Target's Control or Perception Use: The use of this power causes
pain and suffering to the target by transferring a powerful Force surge through the target's body. The Jedi must be touching
the target, which means a successful Brawling' roll. When activated, the target makes a Control or Perception roll as though
it was a Strength' roll to resist damage, and the Jedi's Alter roll was a damage roll.
Telekinesis
Alter Difficulty: 1 Kilogram or Less VE 1-10 Kilograms E 11-100 Kilograms M 101 Kg-1 Metric
Ton D 1001 Kg-10 Metric Tons VD 10001 Kg-100 Metric Tons H Movement Additional 10 Meters/Round +5 Gentle Turns
+3 Easy Maneuvers +8 Complex Maneuvers +18 Proximity Use: This power allows the Jedi to move objects with his
mind alone. The Jedi can levitate several objects simultaneously, but each requires its own difficulty roll. This power
can be used to levitate anything, and can even be used as a primitive space drive in emergencies. When levitating someone
against their will, the target's Control or Perception roll is added to the difficulty. An object that cannot be seen in
some way cannot be levitated. Levitated objects can be used to attack others. To attack, a second Alter roll is necessary
to counter a target's Dodge' roll. The damage is as follows: 1 Kilogram or Less 1D 1-10 Kilograms 2D 11-100 Kilograms
4D 101 Kg-1 Metric Ton 3D-Speeder Scale 1001 Kg-10 Metric Tons 3D-Starfighter Scale 10001 Kg-100 Metric Tons 5D-Starfighter
Scale The object's speed may be altered as well(see above).
Warp Matter
Required Powers: Telekinesis Alter Difficulty:Liquid E Soft, Pliable Solid D Normal Solid(wood, weak steel) D Very
Dense Solid(hulls, reinforced wall) VD Gas VD Area of Effect Less than 500 cubic cm ---- 500 cubic cm - 5000 cubic
cm +10 5000 cubic cm - 1 cubic meter +25 1 cubic meter - 5 cubic meters +40 5 cubic meters - 10 cubic meters +65 Use: This
power was developed by the long extinct Kalecki Jedi artists who used this power to sculpt beautiful works from any medium(even
water) with no tools. Only very few Jedi still know this power, and even fewer ever learn to master it. It's only known master
was Yindo-ola, a Kalecki. The recovery of his personal scrolls and notes of this power during an excavation on the Kalecki
home world has since brought this power back into use. With this power, a Jedi can literally change the world around him.
By manipulating millions of atoms and molecules within an object, the Jedi can use the Force to recombine those molecules
into some other shape. The Jedi must be touching the item to alter it. Living matter is unaffected by this power. This
power does not destroy matter, it simply repositions it. The effect is permanent. This power must be taught by a master
who knows it or it costs 15 character points to learn alone.
CONTROL AND SENSE POWERS
Farseeing
Control Difficulty VE +5 - +20 for past +10 - 30 for future Proximity Sense Difficulty VE or VE + Control
or Perception Relationship Required Power: Life Sense Time: At least one minute Effect: The user sees the person
or place he wishes to see in his mind as the situation currently exists. The power can also be used to see the past or the
future. The Jedi also sees the immediate surroundings, and so can know for example, when a friend is in danger, or what has
happened to his home planet in his absence. Farseeing requires calm conditions and at least one minute, but often takes
a few minutes. Farseeing cannot be done in the face of danger. The Jedi's visions may not be entirely accurate: Power Roll
>= Past.
Sense Difficulty Present Future
0-10 50% 10% 11-20 75% 25% 21-30 90% 50% 31+ 100% 75% The past and present are set and it is merely a matter
of the Jedi having correct perceptions. However, the future is fluid, always in motion, never set until it becomes the present
-- therefore it is much harder to see. The percentages on the chart are a rough measure of how much correct information the
character receives in their vision.
Lightsaber Combat
Control Difficulty: M Sense Difficulty: E Use: To use this traditional Jedi weapon, a Jedi would activate this
power. Through this power, the Force allows the Jedi to sense the actions of his opponent, and wield his weapon with greater
skill and potentially deadly force. This power is typically called upon at the start of a battle, and if successful, remains
up until the Jedi drops it or takes an injury of any kind. If both difficulties are made, the Jedi can then add his Sense
dice to his Lightsaber skill roll when trying to hit a target, and can add or subtract his Control dice to the 5D lightsaber
damage. If either difficulty is failed, then the Jedi must use the lightsaber at his normal skill roll for the duration
of the combat, and cannot attempt to use this power again during that combat. With this power up, the Jedi can use the lightsaber
to parry blaster bolts. For this, the Jedi simply declares that he is parrying for that round, using his lightsaber skill
as normal(like a dodge' or melee parry' type thing). The Jedi may also attempt to redirect deflected bolts at other targets.
For each bolt redirected, it counts as another action. To redirect bolts, the Jedi must first successfully parry a bolt, then
make a Control difficulty against the target's dodge or against range(or both).
Projective Telepathy
Required Powers: Receptive Telepathy Control Difficulty: Can Verbalize Thoughts VE Cannot Verbalize Thoughts M Proximity Sense
Difficulty: Friendly/Non-Resist Target VE Target Resists Target's Perception or Control roll Relationship Use: If
successful, the target feels' and hears' the current or projected thoughts, feelings, and emotions of the Jedi. The target
is aware and understands that the images he is experiencing are not his own and that they belong to the user of the power.
If the Jedi doesn't verbally' identify himself, the target doesn't know who the user is. This power cannot be used to control
minds, only to talk to them.
CONTROL AND ALTER POWERS
Accelerate Another's Healing
Required Powers: Control Another's Pain Control Difficulty: E Relationship Alter Difficulty: VE Use: This
power gives the target the results from the Accelerate Healing power. The Jedi must be in contact with the target when the
healing rolls are made.
Control Another's Pain
Required Powers: Control Pain Control Difficulty: VE Relationship & Proximity Alter Difficulty: Wounded E Incapacitated
M Mortally Wounded D Use: This power has the same effect on a target as the power Control Pain does for the user.
Force Lights
Required Powers: Absorb/Dissipate Energy Control Difficulty: Unfocused VE Thick Beam(flashlight) M Thin Beam(blaster
bolts)D Focused Beam(surgical laser)H Multiple Beams +4 each Alter Difficulty: "Candle" Intensity VE "Daylight"
Intensity E "Fluorescent" Intensity M "Searchlight" Intensity D "Engine Glow" Intensity VD "Star" Intensity H Use: This
power is typically used by Jedi to light darkened areas, but it has it's uses as an offensive power and a heat source as well.
When activated unfocused, the Jedi glows with the desired intensity so long as it is achieved. Heat and light radiate outward
from all points on the Jedi's body. At any intensity greater than "Fluorescent", the Jedi and others around him receive damage: Intensity
User Damage Other's Damage "Searchlight" 4D per round Blinded(dur +1 rd) "Engine Glow" 15D per round 10D rnd,blinded+5 "Star"
30D per round 20D rnd, blind Note that when used unfocused, the Jedi can attempt to absorb/Dissipate the energy that he
is receiving, with an appropriate roll based on the above Alter difficulties. When activated as a thick beam: Intensity
Result "Candle" - "Daylight" Bright - Brighter Light "Fluorescent" Blinding Light(Duration +1 round) "Searchlight"
Heated Light(2D damage, blinded +2) "Engine Glow" Burning Light(6D damage, blinded+5) "Star" Searing Light(14D damage,
blind) When activated as a thin beam: Intensity Result "Candle" Bright Light "Daylight" Blinding Light "Fluorescent"
Heated Light "Searchlight" Burning Light "Engine Glow" Searing Light "Star" Blazing Light(20D damage, blind) When
activated as a focused beam: Intensity Result "Candle" Blinding Light "Daylight" Heated Light "Fluorescent" Burning
Light "Searchlight" Searing Light "Engine Glow" Blazing Light "Star" Supernova Light(30D damage, Blind) This power
may be kept up(for as long as the Jedi can stand it).When aiming a beam, the Jedi uses his Control dice. While using any
beam, the Jedi receives 1/3 damage, rounded to the nearest whole dice, never to drop below 1D.
Force Lightning DSP
Required Powers: Injure/Kill Control Difficulty: Target's Control or Perception roll Alter Difficulty: M Proximity Use: This
power channels the force through the user into wild blue lances of lightning, directable by the Jedi. The light, the crackling
sounds, and the arid burning smell of charred ozone are experienced by everyone in the area. This energy bypasses all armor
worn, winding around it. For every 2D of Alter dice the Jedi has, 1D of actual damage is done. A normal strength roll is used
to resist. This power may be kept up.
Inflict Pain DSP
Control Difficulty: VE Proximity Alter Difficulty: Target's Control or Perception roll Proximity Required powers:
Control pain, life sense 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.
Return Another To Consciousness
Required Powers: Remain Conscious Control Difficulty: E Relationship & Proximity Alter Difficulty: Incapacitated
M Mortally Wounded D Use: The target returns to consciousness and has the same restrictions as imposed by the Remain
Conscious power.
Transfer Force
Required Powers: Control Another's Pain Control Difficulty: E Relationship & Proximity Alter Difficulty: M Use: This
power will save a Mortally Wounded character from dying by the Jedi transferring his life force to the dying sentient. When
successfully done, a Mortally Wounded sentient remains in his injured state, but will not die, provided that he is not injured
again. The character then goes into a hibernation-like state, and can remain that way for up to six weeks. This power requires
the use of a Force Point, but since it is almost always considered Heroic, the point is usually replenished.The recipient
must be willing.
SENSE AND ALTER POWERS
Dim other's senses
Sense Difficulty: E Proximity Alter Difficulty: Perception or Control roll The attribute and skills are reduced
as long as the power is kept up. Effect: This power greatly reduces the Perception of the target character. If successful,
reduce the character's Perception and all Perception skills, depending upon the result: Alter roll >= Control Reduce
Alternate Perception roll by Perception Reduction 0-5 -1 pip -1 pip 6-10 -2 pips -2 pips 11-15 -1D -1D 16-20
-2D -1D+1 21-25 -3D -1D+2 26-30 -2D 31-35 -2D+1 36-40 -2D+2 41-45 -3D
CONTROL, SENSE AND ALTER POWERS
Affect Mind
Control Difficulty: Perceptions VE Memories E Conclusions M Proximity Sense Difficulty: Target's Control or
Perception roll Alter Difficulty: Slight Momentary Misconceptions VE Minor Changes To Old Memories E Target Doesn't
Care VE Brief Visible Phenomena E Memories Less Than 1 Year Old E Target Has Minor Emotion Towards Conclusion E Short
Hallucinations M Memories Less Than 1 Day Old M Target Has Strict Orders About Conclusion M Slight Disguises To Facial
Features D 2 Sense Hallucinations M Memories Less Than 1 Minute Old M Conclusion Is Very Important To The Target
D 5 Sense Hallucinations |