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jedi powers

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Neutral Powers
Clairvoyance 

Jump Speed 

Telepathy 

Telekinesis

 Psychometry

Force Breach


Force Scream

Deflection

Earthquake 


Channeling 


 

Light Powers
Battle Meditation

Force Whirlwind

Destroy Droid


Dominate Mind

 


Master Valour

Heal

Protect
Immunity

Stasis Field

Dark Powers
Rage 

Shroud 

Illusions 
Terror 

Lightning 

Kill 
Drain


Plague

Crush

Duelling
Lightsaber Attack
Lightsaber Defence

Lightsaber Throw

stral Projection


Molecular Inhibition

 


Molecular Combustion


 
 
 
 
 
 
 
 
 Premonitions

 

Levitation

 


 Orbing

 


Telekinetic Orbing


 

 

Electricity Generation

 


The power to hover or float.
 

Thermodynamic Generation

 

Regeneration

 

Healing


 
 Shimmering

 

Energy Balls

 

Shape-shifting

 


Reflect attack
 

 icey balls of death

 

Control Powers

  • Absorb/Dissipate Energy
  • Accelerate Healing
  • Concentration
  • Contort/Escape
  • Control Pain
  • Detoxify Poison
  • Emptiness
  • Enhance Attribute
  • Force of Will
  • Hibernation Trance
  • Instinctive Astrogation Control
  • Rage
  • Reduce Injury
  • Remain Conscious
  • Remove Fatigue
  • Resist Stun
  • Short-Term Memory Enhancement

Sense Powers

  • Beast Languages
  • Combat Sense
  • Danger Sense
  • Instinctive Astrogation Sense
  • Life Detection
  • Life Sense
  • Life Web
  • Magnify Senses
  • Postcognition
  • Predict Natural Disaster
  • Receptive Telepathy
  • Sense Force
  • Shift Sense
  • Translation
  • Weather Sense

 

Alter Powers

  • Injure/Kill
  • Telekinesis

Control and Sense Powers

  • Farseeing
  • Life Bond
  • Lightsaber Combat
  • Projective Telepathy

Control and Alter Powers

  • Accelerate Another's Healing
  • Control Another's Disease
  • Control Another's Pain
  • Control Breathing
  • Detoxify Poison in Another
  • Feed on Dark Side
  • Force Lightning
  • Inflict Pain
  • Place Another in Hibernation Trance
  • Remove Another's Fatigue
  • Transfer Force

Control, Sense, and Alter Powers

  • Affect Mind
  • Battle Meditation
  • Control Mind
  • Create Force Storms
  • Doppleganger
  • Drain Life Essence
  • Enhanced Coordination
  • Force Harmony
  • Projected Fighting
  • Telekinetic Kill
  • Transfer Life

Sense and Alter Powers

  • Dim Other's Senses
  • Lesser Force Shield

Alter Powers

  • Bolt of Hatred
  • Dark Side Web

Control and Alter Powers

  • Aura of Uneasiness
  • Electronic Manipulation

Sense and Alter Powers

  • Force Wind

Control, Sense, and Alter Powers

  • Drain Life Energy
  • Memory Wipe

 

  

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.

Emptiness

Required 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

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