Ryan's Complete Star Wars Jedi Powers List
Jedi Powers
The following is a complete list (or as complete as we can make it) of Jedi powers. Powers written in red are usable only by the Sith or by Dark Jedi. Powers written in blue are usable by both or are Light-Side specific.
Control Powers
Absorb/Dissipate
Energy
Difficulty: Very Easy:
sunburn; Easy: intense sun; Moderate: solar wind; Difficult:
radiation.
Keep up?: Yes
Description /Notes: The power may not be kept up for
blaster bolts or Force Lightning. The Jedi must be able to
activate this power in the same round as the blaster bolts or
Lightning, and must be able to activate it before
the attack, in order to absorb that energy.
Accelerate
Healing
Difficulty: Easy: wounded;
Moderate: incapacitated; Difficult: mortally wounded.
Keep up?: No
Description /Notes: Time to use: 1 minute. The Jedi may
make two natural healing rolls, with a +2 modifier to each
roll.
Concentration
Difficulty: Easy: if the
Jedi is calm and at peace; Difficult: if the Jedi is filled with
fear and aggression; Very Difficult: if the Jedi is acting on
negative emotions (to be decided by the GM).
Keep up?: No
Description /Notes: The Jedi may add +4D to any one
action but may not do anything else, including duplicate uses of
the same skill, dodge, or parries. The power may be used in
conjunction with Force or Character points.
Contort/Escape
Difficulty: Easy: loose
bonds; Easy: hand binders; Moderate: "serious"
restraints; D-Heroic: maximum security (at GMs discretion).
Keep up?: No
Description /Notes: Requires: Concentration, Control Pain,
Enhance Attribute.
Control Disease
Difficulty: Very Easy: mild
infection (common cold); Easy: modest infection (severe flu);
Moderate: severe illness (gangrene); Difficult: life-threatening
disease; Very Difficult: massive, long-standing disease; Heroic:
rapid-acting, life-threatening disease.
Keep up?: No
Description /Notes: Time to use: 30 minutes to multiple
uses over several months. If the disease is life-threatening or
long-standing, the Jedi must make repeated attempts over the
course of several weeks or moths (at GMs discretion).
Control Pain
Difficulty: Very Easy:
stunned or wounded; Easy: incapacitated; Difficult: mortally
wounded.
Keep up?: Yes
Description /Notes: If the Jedi is wounded again, s/he
must make another roll using the difficulty level of the new
wound.
Detoxify Poison
Difficulty: Very Easy: very
mild poison (alcohol); Easy: mild poison; Moderate: average
poison; Difficult: virulent poison; VD-Heroic: neurotoxin.
Keep up?: No
Description /Notes: Time to use: 5 minutes.
Emptiness
Difficulty: Moderate: to
begin using skill; Difficult: to come out of skill.
Keep up?: No
Description /Notes: Requires: Hibernation Trace. Not
usable by Sith or Dark Jedi. Jedi are difficult to sense or
affect with the Force. Add the Emptiness roll to any Difficulty
number to sense or affect Jedi. The Jedi receives a +6 bonus to
all Force skills for the same length of time as was spent in
Emptiness, reduced by 1 or each Dark Side point the Jedi has. The
Jedi must state how long s/he wishes to remain in Emptiness, and
s/he may make a roll to come out of it every hour past his/her
"return" time, or if s/he is wounded.
Enhance
Abilities
Difficulty: Moderate.
Keep up?: No
Description /Notes: Only one attribute may be enhanced at
a time. The duration can be extended by one round for every
character point spent:
Roll Wins By: | Raise by: | Duration: |
0-13 | +1D | 3 rounds |
14-25 | +2D | 2 rounds |
26+ | +3D | 1 round |
Force of Will
Difficulty: Easy
Keep up?: Yes
Description/Notes: Power allows Jedi to use Willpower to
help fight any Force power that is either telekinetic or mind
based. The combined roll (Willpower + either Control of
Perception) is the protection number (PN). If the attack fails to
beat the Control (or Perception) roll, play as normal. If it
beats the Control but not the PN, the attack fails, but the Jedi
loses 1D from Willpower and the PN must be rerolled. The
power cannot be used if the Jedis Willpowers drops
below 1D. It takes one day, or one hour in Emptiness to regain 1D
of Willpower damage. This power does not protect against Force
Storms, Force Lightning, or any object hurled by Telekinesis;
Force of Will works
Hibernation
Trance
Difficulty: Difficult.
Keep up?: Yes
Description/Notes: The Jedi must declare what will cause
him/her to wake up. Healing may be done while in the trance, but
no other skills may be used. The Jedi can hibernate for up to one
month in a wet climate or one week in a dry climate before dying
of thirst. Another Jedi with the Sense skill or Life Detection
power would be able to detect that the hibernating Jedi is alive.
Instinctive
Astrogation Control
Difficulty: Very Difficult.
Keep up?: No
Description/Notes: Astrogation modifiers: Very Easy: 0;
Easy: +5; Moderate: +10; Difficult: +15; Very Difficult: +20;
Heroic: +30. If the roll is successful, the astrogation roll is
VE. If the roll fails, the astrogation roll is Very Difficult and
is Heroic if the roll misses by more than 5.
Rage
Difficulty: Difficult.
Keep up?: No
Description/Notes: Requires: Hibernation Trance. Only
usable by Sith or Dark Jedi. Use of this power gives the user a
Dark Side Point. The Jedi must say how long s/he wishes to stay
in Rage; s/he receives a +1D bonus to all Force powers, but he
must roll every four hours and s/he takes 1D damage for every two
hours spent in Rage. Rage adds its roll to any difficulty rolls
for any Force powers used against Jedi, who dehydrate twice as
fast and suffer a 1D to Strength if attacked. Any physical
contact
Reduce Injury
Difficulty: Moderate:
incapacitated; Difficult: mortally wounded; Very Difficult: dead.
Keep up?: No
Description/Notes: The Jedi loses a Force point when using
this skill, but any injury suffered is reduced to wounded. If the
original injury would have killed the Jedi, a permanent injury is
suffered. It is possible to regain this Force point.
Remain
Conscious
Difficulty: Easy: stunned;
Moderate: incapacitated; Difficult: mortally wounded.
Keep up?: No
Description/Notes: Requires: Control Pain. The Jedi may
complete any additional action (such as Control Pain) but will
quickly fall unconscious unless something else is done to remain
conscious.
Remove Fatigue
Difficulty: Moderate
Keep Up?: Yes
Description/Notes: Requires: Accelerate Healing, Control
Pain. The Jedi must make a Stamina check once a day but is
allowed two failures before becoming fatigued. If
fatigued, the Jedi suffers a 1D penalty (like a wound) for
1D hours.
Resist Stun
Difficulty: Moderate
Keep Up?: Yes
Description/Notes: Time to Use: 1 minute. The Jedi can
resist the effects of all stuns until knocked unconscious or a
wound is suffered. An "unconscious" result is reduced
to "stun."
Short-Term
Memory Enhancement
Difficulty: Difficult
Keep Up?: No
Description/Notes: Requires: Hibernation Trance. This
power is used to alert the Jedi to info, items, other characters,
or anything else that passed before his/her senses within
a specific span of time:
Roll Wins By: | Memory From: |
0-8 | Current episode |
91-20 | Up to last episode |
21+ | Last two episodes |
Sense Powers
Beast Languages
Difficulty: Easy:
domesticated/friendly (ex.: bantha); M-Difficult: wild but
non-predatory (ex.: tauntaun); VD-Heroic: ferocious/predatory
(ex.: rancor).
Keep Up?: No.
Description/Notes: Requires: Receptive Telepathy,
Projective Telepathy; Translation. This power subtracts 2D from
the any riding beasts Orneriness code, to a minimum of 0D.
Combat Sense
Difficulty: Moderate; +3 to
the difficulty for each additional enemy.
Keep Up?: No
Description/Notes: Requires: Danger Sense, Life Detection.
The Jedi may choose when to act in the combat round (if two or
more Jedi wish to act, the one with the higher roll goes first).
Jedis attack and defense rolls are at +2D. The power lasts
for 10 combat rounds and does not count as an action.
Danger Sense
Difficulty: Moderate or the
attackers Control roll.
Keep Up?: Yes
Description/Notes: Requires: Life Detection. The Jedi can
never be surprised; anyone wishing to attack the Jedi must
declare so beforehand. Any attackers with Force powers may roll
their Control skill to increase the difficulty number, almost
like a Dodge roll.
Instinctive
Astrogation Sense
Difficulty: Moderate
Keep Up?: No
Description/Notes: Requires: Magnify Senses. Astrogation
modifiers: Very Easy: 0; Easy: +5; Moderate: +10; Difficult: +15;
Very Difficult: +20; Heroic: +30. If the roll is successful, the
astrogation roll is E. If the roll fails, the astrogation roll is
Very Difficult and is Heroic if the roll misses by more than 5.
Life Detection
Difficulty: Very Easy:
subject is Force-sensitive; Moderate: subject is not
Force-sensitive.
Keep Up?: Yes
Description/Notes: The Jedi knows the location of all
sentient beings within 10 meters. The Jedi must make a Sense roll
versus the targets Control or Perception to detect the
being (this does not count as an action). If the Jedi beats the
roll by 10 or more points, s/he may learn if the subject has
Force powers or not, is Force-sensitive or not, if they have met
before and if so, the subjects identity.
Life Sense
Difficulty: VE, modified by
the relationship and proximity to the Jedi
Keep Up?: Yes
Description/Notes: Power can be used to sense a
targets physical condition. The target may use the Control
skill to hide his/her identity from the Jedi; the resulting
number would be added to the Jedis difficulty number.
Life Web
Difficulty: Very Easy:
population in tens of billions; Easy: population in billions;
Moderate: population in hundreds of millions; Difficult:
population in tens of millions; Very Difficult: population in
millions; Heroic: population in hundreds of thousands.
Keep Up?: No.
Description/Notes: Requires: Life Detection, Life Sense,
Sense Force. Time to Use: 2 days (or more). The Jedi must choose
a specific species as a specialization; each one after the first
costs three character points. The Jedi must be familiar with the
species. If successful, the Jedi can sense a general direction of
the population, and if the roll beats the target by 10, also the
approximate distance. This power cannot detect populations of
beings numbering less than 100,000. The Jedi may add an
additional +2D to his/her roll for each additional two days of
continuous concentration.
Magnify Senses
Difficulty: Very Easy,
modified by proximity.
Keep Up?: No
Description/Notes: Time to Use: 3 rounds. This power
increases the effectiveness of the Jedis normal
senses, and allows him/her to perceive things that would
otherwise be impossible without artificial means.
Merge Senses
Difficulty: Moderate,
modified by proximity.
Keep Up?: No
Description/Notes: This allows the Jedi to perceive things
through an animals senses. The Jedi must make a Sense roll
against the targets Willpower. Releasing the creature
requires a Moderate roll. The Link can also be broken by the
death of either the Jedi or the creature. If the creature suffers
any damage or dies during the meld, the Jedi takes half damage.
Receptive
Telepathy
Difficulty: Very Easy:
friendly, non-resisting targets; otherwise roll either the
targets Control or Perception, modified by proximity and
relationship.
Keep Up?: Yes
Description/Notes: The Jedi can read the surface thoughts
and emotions of target. If the Jedis roll is double the
difficulty, the s/he can sift through any memory no older than 24
hours. The Jedi is able to read the minds of more than one
target, but each counts as an action. This power does not
work on Droids.
Sense Force
Difficulty: Moderate: area;
Difficult: sensing details or specific objects within the area,
modified by proximity and relationship.
Keep Up?: Yes
Description/Notes: This power will tell the Jedi the
magnitude of the Force in an area or object and if it tends
toward the Light or Dark side. The power cannot be used to
detect sentient beings.
Sense Force
Potential
Difficulty: Moderate:
friendly, non-resisting targets; M (with Perception or Control,
whichever is higher) for an unwilling subject.
Keep Up?: No
Description/Notes: Requires: Life Detection, Life Sense,
Receptive Telepathy, Sense Force. Time to Use: 6 rounds. This
power determines whether or not a target has the potential to
become strong in the Force. The magnitude of "shield"
backlash depends on the targets strength in the Force.
Sense Path
Difficulty: Moderate
Keep Up?: Yes
Description/Notes: This power informs the Jedi if his
current actions will lead him to the Dark Side, or if any
specified future actions will do so. This acts much like the
Farseeing power, but without any control. The GM has reign to use
this power as s/he sees fit.
Shift Sense
Difficulty: Moderate: simple
phenomenon (ex.: heat); Difficult: uncommon phenomenon (ex.:
comlink frequencies); complex phenomenon (ex.: Tibanna Gas).
Keep Up?: Yes.
Description/Notes: Requires: Magnify Senses. The power
allows the Jedi to shift his senses to detect phenomena of a
different type than normal. This does count as an action.
Translation
Difficulty: Moderate: humans
and aliens; Difficult: droids.
Keep Up?: Yes
Description/Notes: Requires: Projective Telepathy,
Receptive Telepathy. The Jedi must first either hear the target
speak or see the words in written form before the language can be
translated. Note that the Jedi doesnt really know
the language.
Weather Sense
Difficulty: Easy: if the
Jedi has lived in the area for more than 1 year; Moderate: if the
Jedi has lived in the area for one-half to one full year;
Difficult: if the Jedi has lived in the area for one month to
one-half a year; Very Difficult: if the Jedi has lived in the
area for less than one month, modified for proximity and local
conditions.
Keep Up?: Yes
Description/Notes: This power can be used to predict the
behavior of atmospheric phenomena. The power doesnt really
work for quick predictions, however. The prediction lasts for
four hours but the difficulty increases if the Jedi wishes to
make a longer forecast.
Alter Powers
Bolt of Hatred
Difficulty: Moderate
Keep Up?: No
Description/Notes: Use of this power gives the user a Dark Side Point. The Jedi must make a Thrown Weapons roll with a
+2D bonus to hit any single target within his line-of-sight. The
target suffers 6D damage and loses a Character Point.
Dark Side Web
Difficulty: Difficult
Keep Up?: Yes
Description/Notes: Use of this power gives the user a Dark Side Point. The target loses a number of Force skill dice up
to the number of the Jedis Alter dice (round down; no
pips). The penalty may be broken in any way between the Control,
Sense, and Alter powers of the target, and the targets
Strength may be reduced as well.
Injure/Kill
Difficulty: Targets
Control or Perception
Keep Up?: No
Description/Notes: Use of this power gives the user a Dark Side Point. The Jedi must touch the target in order to use the
power (requiring a successful Brawling roll in that same round).
Damage is the powers roll versus the targets Control
or Perception.
Telekinesis
Difficulty: Very Easy:
Objects weighing one kilo or less; Easy: objects weighing 1-10
kilos; Moderate: objects weighing 12-100 kilos; Difficult:
objects weighing 101 kilos to one metric ton; Very Difficult:
objects weighing 1001 kilos to ten metric tons. For each addition
10 meters moved per round, add +5 to the difficulty. The
difficulty also increases if the object isnt moving in a
simple fashion or a straight line (+1 - +5 for gentle turns, +6 -
+10 for easy maneuvers, +11 - +25 for complex maneuvers.
Keep Up?: Yes
Description/Notes: The object may be moved at up to ten
meters per round with no additional penalty to the difficulty.
The object can be used to attack other characters with, but this
gives the user a Dark
Side Point. Damage is as follows:
Weight | Damage |
Less than 1 kilo | 1D |
1-10 kilos | 2D |
11-100 kilos | 4D |
101 kilos-1 ton | 3D (speeder scale) |
1-10 tons | 3D (starfighter scale) |
11-100 tons | 5D (starfighter scale) |
The power may be used to levitate the Jedi and others. Any target may resist by adding their Control or Perception to the Jedis difficulty. Use the Control skill against the targets dodge; if the target doesnt wish to dodge, the difficulty is Easy. The Jedi can lift several objects at once, but each object counts as an action and requires a separate skill roll. Telekinesis can also be used as a primitive space drive in emergencies.
Control and Sense Powers
Farseeing
Difficulty: Control
difficulty: VE, modified by proximity. Add +5 to +2- to the
difficulty when seeing into the past. And +10 to +30 when seeing
into the future. Sense difficulty: VE if the target is not
resisting. Otherwise the targets Control or Perception.
This is modified by relationship.
Keep Up?: No
Description/Notes: Requires: Life Sense, and calm
conditions. Time to Use: 1 minute. The power allows the Jedi to
view either a place or a person, in any situation, be it current,
past, or future.
Roll Wins By: | Sense Diff. | Past/Present/Future |
0-10 | 50% | 10% - basic info, half correct |
11-20 | 75% | 25% - accurate, but missing a major detail |
21-30 | 90% | 50% - very accurate and detailed |
31+ | 100% | 75% - accurate with even minor details |
Life Bond
Difficulty: Control difficulty: Moderate. Sense
difficulty: See below.
Keep Up?: Yes
Description/Notes: Requires: Life Detection, Life Sense,
Magnify Senses, Receptive Telepathy. Jedi may use this power to
form a telepathic link with another individual. The amount of
information learned depends on the results of the Sense roll:
Roll Made | Information Learned |
Easy | The Jedi is aware of the partners general location and emotional state |
Moderate | The Jedi can experience the others current sensation, but if the partner is injured, the Jedi takes a wound one level lower |
Difficulty | The Jedi is telepathically linked and can read their partners surface thoughts (as per Receptive Telepathy) |
Very Difficult | The Jedi can send thoughts to his/her partner (like Projective Telepathy) |
Lightsaber
Combat
Difficulty: Control
difficulty: Moderate. Sense difficulty: Easy.
Keep Up?: Yes; the power remains "up" until the
Jedi is stunned or injured.
Description/Notes: This power adds the Jedis Sense
dice, including pips, to the Lightsaber skill roll if attacking
or parrying. The Jedi can also add or subtract up to the number
of Control dice, including pips, to the lightsabers normal
damage; this must be declared before the damage dice are rolled.
This power can also be used to parry blaster bolts, but the Jedi
must declare that action. Blaster bolts may be controlled to use
to attack if the parry is successful. The Jedi must make a
Control roll with the difficulty being the targets Dodge or
range. Damage is the same as if the Jedi was firing the blaster.
Projective
Telepathy
Difficulty: Control
difficulty: Very Easy, increased by +5 - +10 if the Jedi
cant verbalize the message; modified by proximity. Sense
difficulty: Very Ease, if the target doesnt resist.
Otherwise the difficulty is the targets Control or
Perception. This is modified by the relationship.
Keep Up?: No
Description/Notes: Requires: Receptive Telepathy. This
power allows the Jedi to communicate with the targets mind.
The Jedi must identify him/herself or else the target wont
know who is projecting the thoughts.
Control and Alter Powers
Accelerate
Anothers Healing
Difficulty: Control
difficulty: Very Easy, modified by relationship. Alter
difficulty: Very Easy.
Keep Up?: No
Description/Notes: Requires: Control Anothers Pain.
Time to Use: 1 minute. The Jedi may use this power to give a
target two extra healing rolls as detailed in the Control Healing
power. The Jedi must touch the target.
Aura of
Uneasiness
Difficulty: Control
difficulty: Easy, modified by proximity. Alter difficulty:
Easy.
Keep Up?: Yes
Description/Notes: Use of this power gives the user a Dark Side Point. This power allows the Jedi to project a field of
vague discomfort and unease around him, causing all non-sentient
creatures to go out of their way to avoid him.
Control
Anothers Disease
Difficulty: Control
difficulty: Very Easy, modified by relationship. Alter
difficulty: Very Easy.
Keep Up?: No
Description/Notes: Requires: Control Anothers Pain,
Control Pain. Time to Use: 1 minute. The Jedi may use this power
to cure a target of a disease, using the same rules and
conditions in the Control Disease power. The Jedi must be able to
touch the power.
Control
Anothers Pain
Difficulty: Control
difficulty: Very Easy, modified by relationship and
proximity. Alter difficulty: Easy: wounded target;
Moderate: incapacitated; Difficult: mortally wounded.
Keep Up?: Yes
Description/Notes: Requires: Control Pain. This power
allows the Jedi to help the target control their pain, like the
power Control Pain. The Jedi must be able to touch the target.
Control
Breathing
Difficulty: Control
difficulty: Moderate. Alter difficulty: Very
Difficult.
Keep Up?: Yes; the power remains up until the Jedi takes
incapacitating damage or drops it.
Description/Notes: Requires: Concentration, Hibernation
Trace, Telekinesis. This power allows the Jedi to control the
amount of oxygen flowing into his body. The Power allows the Jedi
to breathe underwater and such. In game terms, it negates the
need for a breath mask, mechgill, or any rebreather gear.
However, the power does not work in space or in a vacuum.
Detoxify Poison
in Another
Difficulty: Control
difficulty: Very Easy, modified by relationship. Alter
difficulty: Very Easy: very mild poison (alcohol); Easy: mild
poison; Moderate: average poison; Difficult: virulent poison;
VD-Heroic: neurotoxin.
Keep Up?: No
Description/Notes: Requires: Accelerate Healing,
Accelerate Anothers Healing, Control Pain, Control
Anothers Pain, Detoxify Poison. This allows the Jedi to
remove or detoxify a poison from a target like the power Detoxify
Poison. The Jedi must remain in physical contact with the target,
who is considered to be immune to the poisons normal
effects.
Electronic
Manipulation
Difficulty: Control
difficulty: Easy: non-sentient machines; Moderate: sentient
machines; Difficult: hostile, sentient machines; this is modified
for proximity. Alter difficulty: Easy: slight alterations;
Moderate: significant programming changes; Difficult: major
reprogramming.
Keep Up?: No
Description/Notes: Requires Absorb/Dissipate Energy,
Affect Mind. Use of this power gives the user a Dark Side Point. The Jedi, using this power, can channel his
anger into the circuits of a computer, droid, or machine, and
reprogram it by manipulating its physical and electrical
components. Note that only existing programming can be altered;
the machine may not be given programming it doesnt have.
Feed on Dark
Side
Difficulty: Control
difficulty: Moderate when first activated, and Very Easy each
round afterwards. Alter difficulty: Moderate when first
activated; no additional rolls needed.
Keep Up?: Yes
Description/Notes: Requires: Sense Force. Use of this
power gives the user a Dark
Side Point. This allows the Jedi to
feed off a foes anger, fear, and hatred, or other negative
emotions in order to become stronger. In game turns, any round in
which the Jedis opponents gain a Dark Side Point, the Jedi
gains both a Dark Side Point and a Force Point. The Force Point
must be spent within 5 minutes of being received.
Force Lightning
Difficulty: Control
difficulty: Difficult, modified by proximity and
line-of-sight. Alter difficulty: Control or Perception of
target.
Keep Up?: No
Description/Notes: Use of this power gives the user a Dark Side Point. This produces bolts of white or blue energy that
fly from the Jedis fingertips like sorcerous lightning. The
energy can be Force repelled by using the powers Absorb/Dissipate
Energy or Lesser Force Shield. Armor does not protect the target.
The Lightning does 1D of damage for every 2D the Jedi has in
his/her Alter skill, rounded down.
Inflict Pain
Difficulty: Control
difficulty: Very Easy, modified by proximity. Alter
difficulty: targets Control or Perception roll,
modified by proximity.
Keep Up?: No
Description/Notes: Requires: Control Pain, Life Sense. Use
of this power gives the user a Dark Side Point. The
target of this Power experiences great agony. The damage
inflicted is the Jedis Alter roll against the targets
Control, Perception, or Willpower. If the target suffers any
damage, s/he is so crippled with pain that s/he may not act for
the remainder of that round and for the entire next round.
Place Another
in Hibernation Trance
Difficulty: Control
difficulty: Very Easy, modified by relationship. Alter
difficulty: Very Easy, modified by proximity.
Keep Up?: No
Description/Notes: Requires: Hibernation Trance. Time to
Use: 5 minutes. The power allows the Jedi to put a target into a
trance like the one the Hibernation Trance power creates. The
Jedi must touch the target, who must be willing (this power
cannot be used as an attack to shut someone down). The power can
also be used to bring someone out of a Hibernation Trance,
but the Alter difficulty is increased by +10.
Remove
Anothers Fatigue
Difficulty: Control
difficulty: Easy. Alter difficulty: Moderate, modified
by proximity and relationship.
Keep Up?: No
Description/Notes: Requires: Accelerate Healing,
Accelerate Anothers Healing, Control Pain, Control
Anothers Pain, Remove Fatigue. This allows the Jedi to
remove the effects of fatigue in another being like the power
Remove Fatigue. However, unlike that power, the Jedi must wait
until the target is actually fatigued before offering assistance.
Return Another
to Consciousness
Difficulty: Control
difficulty: Easy, modified by proximity and relationship. Alter
difficulty: Easy: incapacitated targets; Difficult: mortally
wounded targets.
Keep Up?: No
Description/Notes: Requires: Remain Conscious. This power
allows the Jedi to revive another being from unconsciousness, and
has the same restrictions as imposed by the power Remain
Conscious.
Transfer Force
Difficulty: Control
difficulty: Easy, modified by proximity and relationship. Alter
difficulty: Moderate.
Keep Up?: No
Description/Notes: Time to Use: 1 minute. Using Transfer
Force, a Jedi can save a mortally wounded character from dying.
This requires the expenditure of a Force Point, but as this is
considered a heroic act the Point will be returned at the end of
the adventure. The target will remain mortally wounded but will
not die unless wounded again. The target also to be in a state of
hibernation and will stay alive in this state for up to six
weeks. The target must be willing.
Waves of
Darkness
Difficulty: Control
difficulty: Moderate: 1-2 meters; Difficult: 3-10 meters;
Very Difficult: 11-20 meters; Heroic:21-30 meters. Alter
difficulty: Moderate: 1-2 meters; Difficult: 3-10 meters;
Very Difficult: 11-20 meters; Heroic:21-30 meters.
Keep Up?: Yes
Description/Notes: Use of this power gives the user a Dark Side Point. The Jedi can channel his/her anger into an
expanding sphere of Dark Side energy, causing anyone caught in
the sphere to feel confused and, later, to flee in terror. In
game terms, anyone entering the area must make a Willpower or
Control roll against the Jedis Control roll for activating
the power. Failure means the target cant take any action in
the current round or in the next and must flee the next round.
Success means that the target merely is confused and can only
take one action per turn until leaving the area of energy.
Sense and Alter Powers
Dim
Others Senses
Difficulty: Alter
difficulty: targets Control or Perception roll. Sense
difficulty: Easy, modified by proximity.
Keep Up?: Yes
Description/Notes: This power greatly reduces the
Perception of the target. If successful, the targets
Perception and all related skills are reduced as follows:
Alter Roll Wins By | Reduce Perception By |
0-5 | -1 pip |
6-10 | -2 pips |
11-15 | 1D |
16-20 | 2D |
21+ | 3D |
Force Wind
Difficulty: Alter
difficulty: Moderate: 5 meters; Difficult: 10 meters; Very
Difficult: 15 meters. Sense difficulty: Moderate.
Keep Up?: Yes
Description/Notes: Requires: Magnify Senses, Shift Sense,
Telekinesis. This allows the Jedi to channel air currents into a
powerful tornado. The tornado does a number of dice in damage
equal to the Jedis Alter dice to anyone within range.
Lesser Force
Shield
Difficulty: Alter
difficulty: Moderate. Sense difficulty: Easy.
Keep Up?: Yes
Description/Notes: Use of this power gives the user a Dark Side Point. Requires: Absorb/Dissipate Energy, Concentration,
Magnify Sense, Telekinesis. This power allows the Jedi to
surround himself with a Force-generated shield. The shield can
repel both energy and physical matter, even down to the molecular
level. The shield acts as a STR+1D armor, with no Dexterity
penalty, against all energy and physical attacks, including
non-directional attacks like gas clouds and grenades.
Control, Sense, and Alter Powers
Affect Mind
Difficulty: Control
difficulty: Very Easy: perceptions; Easy: memories; Moderate:
conclusions. Modified by proximity. Sense difficulty:
targets Control or Perception. Alter difficulty:
Very Easy: slight misrepresentations, minor changes to distant
memories, or if the target doesnt care about the
conclusion; Easy: brief, visible phenomena, memories less than a
year old, or if the target has only minor feelings about the
conclusion. Moderate: short hallucinations, memories that are
less than a day old, or if the target has strict orders about the
conclusion; Difficult: Slight disguises to facial features,
hallucinations which affect more than one sense, memories less
than a minute old, or if the target considers the conclusions
very important; Very Difficult: hallucinations which affect all
the senses, if memory change is major or if the logic is
absolutely clear and coming to the wrong conclusion is virtually
impossible.
Keep Up?: No
Description/Notes: This power is used to permanently alter
the targets memories so that s/he either fails to remember
something correctly or fails to remember something at all. The
power can also be used to alter a targets judgements so
that he comes to an incorrect conclusion. The Jedi must describe exactly
the effect s/he is looking for. Affect Mind is normally used only
on one target; multiple targets can only be affected with
multiple uses of the power. This power does not effect droids or
recording devices.
Battle
Meditation
Difficulty: Control
difficulty: Very Easy: 1-2 targets; Easy: 3-20 targets;
Moderate: 21-100 targets; Difficult: 101-1,000 targets; Very
Difficult: 1,001-10,000 targets; Heroic: 10,001+ targets. Sense
difficulty: Very Easy: 1-2 targets; Easy: 3-20 targets;
Moderate: 21-100 targets; Difficult: 101-1,000 targets; Very
Difficult: 1,001-10,000 targets; Heroic: 10,001+ targets. Alter
difficulty: Very Easy: 1-2 targets; Easy: 3-20 targets;
Moderate: 21-100 targets; Difficult: 101-1,000 targets; Very
Difficult: 1,001-10,000 targets; Heroic: 10,001+ targets.
Keep Up?: Yes
Description/Notes: Time to Use: 5 minutes. This power has
two possible effects. A Jedi may force enemies to turn on each
other, or, the Jedi may strengthen his/her allies and, at
the same time, weaken his/her enemies. The Jedi may only use this
power on or after the first round of combat, and s/he must state
which effect will be used. If attempting to turn enemies
against each other: the Jedis highest skill roll is the
difficulty number that the targets must beat to avoid the effect.
Failure means that they must attack each other for as long as the
power remains in effect. If attempting to change the tide of
battles: The Jedis enemies lose 1D for every 4D in the
Jedis highest Force skill in a specified attribute; the
Jedis allies receive a bonus of likewise amount in a
specified attribute.
Control Mind
Difficulty: Control
difficulty: Moderate, modified by relationship. Force
sensitive targets may make a Control or Perception roll. Sense
difficulty: Easy: the Jedi has turned to the Dark Side;
Moderate: The Jedi is on the Light Side, modified by proximity. Alter
difficulty: as follows:
Dark Side Jedi | Light Side Jedi | ||||
# of targets | Willing target | Non-willing target | # of targets | Willing target | Non-willing target |
1 | Very Easy | Easy | 1 | Moderate | Difficult |
2 | Easy | Moderate | 2 | Difficult | Very Difficult |
3 | Moderate | Difficult | 3 | Very Difficult | Heroic |
4-5 | Difficult | Very Difficult | |||
6-8 | Very Difficult | Heroic |
If the Jedi attempts to control more than
one Force sensitive target at a time, add +1 to the difficulty
for each die of either Control or Perception, whichever is
greater.
Keep Up?: No
Description/Notes: Use of this power gives the user a Dark Side Point. This power turns the targets into puppets who must
obey the Jedis will. Force users may actively resist by
making a Control or Perception roll, and anyone with Force Points
may resist by rolling Perception. This power cannot be used to
control droids or computers, and it may be dropped without a roll
at any time.
Create Force
Storms
Difficulty: Control
difficulty: Heroic. Sense difficulty: Heroic. Alter
difficulty: Heroic, modified by proximity. Also modified by
diameter of the storm: 100 meters or less: +5; 101 meters to 1
kilometer: +10; 1,001 meters to 2 kilometers: +15; and +2 for
each additional kilometer. The Jedi must make Heroic rolls each
round to control the storm, and if the roll is less than Very
Difficult, the storm dissipates.
Keep Up?: No
Description/Notes: Use of this power gives the user a Dark Side Point. Requires: Hibernation Trance, Life Detection, Life
Sense, Magnify Senses, Receptive Telepathy, Rage, Instinctive
Astrogation, Sense Force, Telekinesis, Farseeing, Projective
Telepathy. This power allows the Jedi to twist the space-time
continuum to create a destructive storm of Force energy. The Jedi
must determine the diameter and amount of damage, in capital
scale, of the storm. If s/he fails any of his/her rolls, the
storm is summoned with the desired damage, but it attempts to
consume the summoner. At a Heroic difficulty, the Jedi can
attempt unusual maneuvers with the storm, such as creating a
vortex to draw unwary victims to a specified point. If the Jedi
is destroyed, the storm dissipates within minutes.
Doppelganger
Difficulty: Control
difficulty: Very Difficult. Sense difficulty: Very
Difficult. Alter difficulty: Heroic.
Keep Up?: Yes
Description/Notes: Use of this power gives the user a Dark Side Point. Requires: Control Pain, Emptiness, Life Detection,
Life Sense, Magnify Senses, Telekinesis, Receptive Telepathy,
Sense Force, Projective Telepathy, Control Anothers Pain,
Transfer Force, Affect Mind, Dim Others Senses. Time to
Use: 5 minutes. This allows the Jedi to create a duplicate of
him/herself, which acts with half the skill dice of the original.
The doppelganger is an illusion, but it seems real and registers
as normal on all droid video and audio. The Jedi can employ all
his/her normal senses through the doppelganger; S/he must roll
every five minutes to maintain the doppelganger. If it is killed,
it simply fades into nonexistence.
Drain Life
Energy
Difficulty: Control
difficulty: Easy. Sense difficulty: Easy, modified by
proximity. Alter difficulty: Easy.
Keep Up?: Yes
Description/Notes: Use of this power gives the user a Dark Side Point. Requires: Control Pain, Life Detection, Life
Sense, Magnify Senses, Sense Force, Remove Fatigue, Control
Anothers Pain. This allows the Jedi to draw power from
nearby non-sentient beings. As long as the power is up, the Jedi
will not fatigue or require sleep. This power may not be used to
draw energy from sentient beings.
Drain Life
Essence
Difficulty: Control
difficulty: Very Difficult, modified by relationship (+30 for
close relatives, nothing for strangers). Sense difficulty:
Very Easy: 1-5 targets; Easy: 6-50 targets; Moderate: 51-1,000;
Difficult: 1,001-50,000 targets; Very Difficult: 50,001-1 million
targets; Heroic: 1,000,001-10 million targets. Alter
difficulty: Easy: willing targets; Difficult: apathetic
targets; Heroic: enemies; add +10 for anyone imbued with the
Light Side of the Force.
Keep Up?: Yes
Description/Notes: Use of this power gives the user a Dark Side Point. Requires: Control Pain, Hibernation Trance, Life
Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense
Force, Telekinesis, Farseeing, Projective Telepathy, Control
Anothers Pain, Transfer Force, Affect Mind, Control Mind,
Dim Anothers Senses. This power allows the Jedi to draw
life energy from others, and channel the negative effects of the
Dark Side into those victims. The Jedi must roll for the power
once per day, and it is considered to be up at all times. The
amount of energy drawn depends on the number of targets and the
length of time they have been drained:
Targets drained for less than one week or longer than one month | Targets drained for longer than one week and less than one month |
1-5: 1 Force Point per week | 1-5: 1 Force Point every 5 days, +1D to all Force skills |
6-50: 1 Force Point every 5 days | 6-50: 1 Force Point every 3 days, +2D to all Force skills |
51-1,000: 1 Force Point every 3 days | 51-1,000: 1 Force Point every 2 days, +3D to all Force skills |
1,001-50,001: 1 Force Point every 2 days | 1,001-50,000: 1 Force Point every day, +3D+2 to all Force skills |
50,001-1 million: 1 Force Point every day | 50,001-1 million: 1 Force Point every 12 hours, +4D to all Force skills |
1,000,001-10 millions: 1 Force point every 12 hours | 1,000,001-10 million: 1 Force Point every 6 hours, +4D+2 to all Force skills |
Enhance
Coordination
Difficulty: Control
difficulty: Moderate, modified by proximity. Sense
difficulty: Difficult. Alter difficulty: Very Easy:
1-10 targets; Easy: 11-100 targets; Moderate: 101-500 targets;
Difficult: 501-5,000 targets; Very Difficult: 5,001-50,000
targets; Heroic: 50,001-500,000 targets.
Keep Up?: Yes
Description/Notes: The Jedi may coordinate the activities
of a group to increase the groups effectiveness at a give
task. The power may only be used on targets in agreement with the
intent of the Jedi. S/he may pick three specific skills (as long
as everyone in the group has those skills), and each person gains
a +1D bonus for every 3D (round down) they already have in those
skills. The Jedi may only effect Dexterity, Technical, and
Strength skills.
Force Harmony
Difficulty: Control
difficulty: Difficult, modified by proximity. Sense
difficulty: Difficult, modified by relationship. Alter
difficulty: Moderate.
Keep Up?: Yes
Description/Notes: Requires: Life Detection, Life Sense,
Projective Telepathy, Receptive Telepathy. This power allows
several willing Jedi to manifest the power of the Light Side. It
bathes the users in celestial light and gives them +5D to resist
any powers called up by the servants of the Dark Side. The number
of Force-users linked by this power is limited by the
summoners dice in Control or Sense, whichever is lower.
Memory Wipe
Difficulty: Control
difficulty: Moderate. Sense difficulty: targets
Control or Perception roll, modified by relationship. Alter
difficulty: targets Control or Perception roll,
modified by relationship.
Keep Up?: No
Description/Notes: Use of this power gives the user a Dark Side Point. Requires: Control Pain, Hibernation Trance, Life
Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense
Force, Telekinesis, Farseeing, Projective Telepathy, Affect Mind,
Control Mind, Dim Others Senses. This power allows the Jedi
to sift through a targets mind and destroy all knowledge of
a specific event, or of a learned skill. Use of this power
requires direct contact with the target, and only one specified
objective can be pursued per attempt.
Projected
Fighting
Difficulty: Control
difficulty: Difficult. Sense difficulty: Difficult. Alter
difficulty: Moderate, modified by proximity.
Keep Up?: It may be kept up as long as the distance
between the Jedi and the target remains roughly the same.
Description/Notes: Requires: Concentration, Telekinesis.
This allows the Jedi to strike an enemy without physically
touching him/her. The Jedi may elect to cause stun damage, and
even then should only use this power to protect an innocent;
using this power to cause anything more serious than stun damage
will cause him/her to gain a Dark Side Point. If the
power is successful, the Jedi must then make an Easy brawling
roll to hit. If the target is Force-sensitive, then s/he may make
a Brawling Parry roll to avoid the attack. Otherwise, no dodge is
allowed. Add any bonuses to armor for the target. The Jedi may
aim for any specific part of the targets body at a 1D
penalty.
Telekinetic
Kill
Difficulty: Control
difficulty: Easy, modified by proximity. Sense difficulty:
Easy, modified by proximity. Alter difficulty:
targets Control or Perception roll.
Keep Up?: No.
Description/Notes: Use of this power gives the user a Dark Side Point. This is used to telekinetically kill or injure a
target. Damage is the Jedis Alter roll against the
targets Control or Perception roll. The exact method or
attack may vary and is left up to the Jedi.
Transfer Life
Difficulty: Control
difficulty: Heroic, modified by relationship, +5 if the
target is unwilling. Sense difficulty: Heroic, modified by
proximity, +5 is the target is unwilling. Alter difficulty:
Easy: clone host-body; Moderate: recently dead body; Very
Difficult: live willing host; Heroic: live unwilling host. Force
sensitive targets may roll both Control and Willpower, with the
better roll becoming the difficulty.
Keep Up?: No
Description/Notes: Use of this power gives the user 2 Dark Side Points. If attempting to posses an unwilling host, the
Jedi receives 4
Dark Side Points. Requires:
Absorb/Dissipate Energy, Accelerate Healing, Control Pain,
Detoxify Poison, Emptiness, Reduce Injury, Hibernation Trance,
Remain Conscious, Resist Stun, Life Detection, Magnify Senses,
Receptive Telepathy, Sense Force, Injure/Kill, Telekinesis,
Farseeing, Projective Telepathy, Transfer Force, Accelerate
Anothers Healing, Control Anothers Pain, Feed on Dark
Side, Inflict Pain, Affect Mind, Return Another to Consciousness,
Control Mind, Dim Anothers Senses. This allows the Jedi to
transfer his/her life energy into another body. Immortality
itself! It is believed that if the Jedis body dies during
the transfer, the Jedis life energy is dispersed into the
void.
Force Scream
This involuntary power is activated
only if a Dark Side Jedi loses his temper. The Jedi must make a
Difficult Willpower roll if angered to the point of rage. If the
roll fails, the Force Scream is released. The Jedis skills
are reduced by 2D for one house, and s/he must rest for a full
hour or suffer another 2D penalty until rested. The
penalties are cumulative. The Scream causes damage equal to the
Jedis Alter dice, and affects all beings within 50 meters, including
the Jedi making the Scream. Force-sensitive targets may roll
their Alter dice to resist damage.