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FORCE

POWERS
ii

INDEX
Topic Pgs
References ---------------------------------------------------------------------------------------------- iii

Control Powers List ------------------------------------------------------------------------------------------ iv


Sense Powers List ------------------------------------------------------------------------------------------ iv
Alter Powers List ------------------------------------------------------------------------------------------ iv
Control / Alter Powers List ------------------------------------------------------------------------------ v
Control / Sense Powers List ------------------------------------------------------------------------------ v
Sense / Alter Powers List ------------------------------------------------------------------------------ v
Control / Sense / Alter Powers List --------------------------------------------------------------------- vi
Focus Powers List ------------------------------------------------------------------------------------------ vi
Special Powers List ------------------------------------------------------------------------------------------ vi
Control Powers ------------------------------------------------------------------------------------------------ 1–8
Sense Powers ------------------------------------------------------------------------------------------------ 8 – 14
Alter Powers ------------------------------------------------------------------------------------------------ 15 – 21
Control / Sense Powers ---------------------------------------------------------------------------------- 21 – 27
Control / Alter Powers ---------------------------------------------------------------------------------- 27 – 35
Sense / Alter Powers ---------------------------------------------------------------------------------- 36 – 40
Control / Sense / Alter Powers ---------------------------------------------------------------------------- 40 – 53
Focus Powers ------------------------------------------------------------------------------------------------ 53 – 55
Special Powers ------------------------------------------------------------------------------------------------ 55 – 55
Alphabetical List ----------------------------------------------------------------------------------------- 56 – 59
Tables --------------------------------------------------------------------------------------------------- 60 – 60

REV. 1.0 September 20, 2018


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FORCE POWER REFERENCES


CR - Core Rulebook
CWCG - The Clone Wars Campaign Guide
D6H - D6 Holocron
DES - Dark Empire Sourcebook
DSS - The Dark Side Sourcebook
FP - Force Powers
FUCG - The Force Unleashed Campaign Guide
JAS - Jedi Academy Sourcebook
JATM - Jedi Academy Training Manual
HG - Hero’s Guide
IFP - Internet Force Powers
KORS - Knight’s of the Old Republic Sourcebook
LECG - Legacy Era Campaign Guide
NJOS - New Jedi Order Sourcebook
PoJS - Power of the Jedi Sourcebook
RES - Rebellion Era Sourcebook
SW2 - Star Wars Roleplaying Game 2nd Edition
ToJC - Tales of the Jedi Companion
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Force Powers – List iv
Control Sense Alter
1. Absorb/Dissipate Energy 1. Alert Sense 1. Ballistakinesis
2. Accelerate Healing 2. Battle Mind 2. Bolt of Corruption
3. Adrenaline Adjustment 3. Beast Languages 3. Bolt of Hatred
4. Advanced Focus 4. Blind Sense 4. Break Bones
5. Anger 5. The Clouds, Parting 5. Calm Other
6. Biocombustion 6. Combat Sense 6. Cast Chaos
7. Blackness 7. Computer/Machine Translation 7. Cell Burst
8. Breath Control 8. Cyber Sense 8. Chaos Burst
9. Burst of Speed 9. Danger Sense 9. Chaos Web
10. Calculate 10. Danger Sense (Optional) 10. Combustion
11. Calm 11. Danger Sense (Ur-Variant) 11. Crimson Burst
12. Calmness 12. Direction Orientation 12. Cryokinesis
13. Channel Energy 13. Direction Sense 13. Dark Side Web
14. Channel Rage 14. Electronic Sense 14. Effect Gravity
15. Cloak of Darkness 15. Force Shot 15. Electric Judgement
16. Cognitive Trance 16. Force Track 16. Empower Force
17. Combat Trance 17. Guided Attack 17. Empower Weapon
18. Concentration 18. Illusion Bond 18. Enlarge Force
19. Contort/Escape 19. Instinctive Astrogation Sense 19. Energy Blast
20. Control Disease 20. Instinctive Navigation 20. Extend Force
21. Control Energy 21. Life Detection 21. Fireball
22. Control Kinetic Energy 22. Life Sense 22. Flash
23. Control Pain 23. Life Web 23. Force Blast
24. Dark Scent 24. Machine Sense 24. Force Flight
25. Deflect Blaster 25. Magnify Senses 25. Force Jump
26. Deflect Energy 26. Merge Senses 26. Force Light
27. Detoxify Poison 27. Nature Affinity 27. Force Push
28. Dim 28. Postcognition 28. Force Static
29. Dragon, The 29. Predict Natural Disaster 29. Force Strike
30. Emptiness 30. Radar Sense 30. Force Wave
31. Enhance Attribute 31. Receptive Telepathy 31. Force Whirlwind
32. Enhance Reflexes 32. Sense Disturbance 32. Glow, The
33. Enhance Skill 33. Sense Element 33. Grenade Defense
34. Enhanced Concentration 34. Sense Force 34. Haste
35. Enhanced Speed 35. Sense Force Potential 35. Injure/Kill
36. Force Charged Strike 36. Sense Force Strength 36. Inspire
37. Force of Will 37. Sense Path 37. Kinetic Combat
38. Hammerhand 38. Sense Residual Magic 38. Knockout/Stun
39. Hands of the Jhemadan 39. Sense Spirit 39. Lights
40. Heal 40. Sense Surroundings 40. Lightning
41. Hibernation Trance 41. Sense Weakness 41. Loud
42. Imitate 42. Shatterpoint Sense 42. Maximize Force
43. Instinctive Astrogation Control 43. Shatterpoint Strike 43. Nausea
44. Jedi Discipline 44. Shift Sense 44. Netherdart
45. Pall of the Dark Side 45. Time Sense 45. Null Gravity
46. Perceptive Trance 46. Track Hyperspace Trail 46. Paralyzing Touch
47. Plant Surge 47. Translation 47. Power Drain
48. Rage 48. Truth Sense 48. Project Force
49. Reduce Injury 49. Weather Sense 49. Pyrokinesis
50. Regenerate 50. 50. Raise/Lower Temperature
51. Remain Conscious 51. 51. Repulse
52. Remove Fatigue 52. 52. Reshape Material
53. Repel Force Lightning 53. 53. Resonate Material
54. Resist Force 54. 54. Shadow Bomb
55. Resist Stun 55. 55. Shadow Mist
56. Restore Attribute 56. 56. Split Force
57. Short-Term Memory Enhancement 57. 57. Strengthen/Weaken Material
58. Super Leap 58. 58. Stun Droid/Mechanical
59. Up the Walls 59. 59. Stun Enemy
60. Voice Amplification 60. 60. Surge
61. Wisdom 61. 61. Telekinesis
62. Zed'oric's Defense 62. 62. Telekinetic Defense
63. 63. 63. Wall Crawling
64. 64. 64. Warp Matter
65. 65. 65.
66. 66. 66.
67. 67. 67.
68. 68. 68.
69. 69. 69.
70. 70. 70.
Force Powers – List v
Control / Sense Control / Alter Sense / Alter
1. Acclimation 1. Accelerate Another's Healing 1. Affect Emotions
2. Anticipation 2. Aura of Uneasiness 2. Ballistinesis
3. Battle Meld 3. Blade Beam 3. Beast Soother
4. Beast Link 4. Calm Another 4. Blinding
5. Blaster Combat 5. Concentrated Energy 5. Block Force Sense
6. Call Animal 6. Control Another's Breathing 6. Cloak
7. Daisho Combat 7. Control Another's Disease 7. Commune with Machines
8. Death Sense 8. Control Another's Pain 8. Commune with Nature
9. Disguise 9. Control Another's Parasitic Infection 9. Detonate
10. Dream 10. Control Breathing 10. Dim Another’s Senses
11. Electronic Communication 11. Control Weather 11. Empower Self
12. Empowered Lightbo Combat 12. Create Force Talisman 12. Flames of Anger
13. Enhanced Reflexes 13. Dark Transfer 13. Fold Space
14. Enlighten 14. Detoxify Another’s Poison 14. Force Wind
15. Eyes of the Eagle 15. Drain 15. Friendship
16. Farseeing 16. Drain Energy 16. Greater Force Shield
17. Force Archery 17. Electronic Manipulation 17. Group Mind
18. Hide Force Sensitivity 18. Enhance Another's Attribute 18. Induce Sleep
19. Inspiration 19. Fear 19. Kinetic Release
20. Jedi Link 20. Feed on Dark Side 20. Lesser Force Shield
21. Jedi Martial Combat 21. Fertilize 21. Malacia
22. Jhemadan Combat 22. Force Explosion 22. Obscure
23. Ka 23. Force Flight 23. Precipitate
24. Life Bond 24. Force Jump 24. Psychomerty
25. Lifemerge 25. Force Lightning 25. Raise/Break Morale
26. Lightsaber Combat 26. Force Lights 26. Sense Weight
27. Long-Term Memory Enhancement 27. Force Repair 27. Sensory Overload
28. Mask Force Sensitivity 28. Force Torch 28. Sever
29. Mecha Empathy 29. Force Transduction 29. Sound Manipulation
30. Mediation 30. Force Weapon 30. Storytelling
31. Mental Translocation 31. Hatred 31. Thermo Genesis
32. Perfect Telepathy 32. Heal Another 32. UrTek-Ná
33. Project Senses 33. Hesitate 33.
34. Projective Telepathy 34. Induce Tranquility 34.
35. Share Senses 35. Inflict Pain 35.
36. Shield Gauntlet Defense 36. Instantaneous Healing 36.
37. Sith Sorcery 37. Intangibility 37.
38. Sith Sword Combat 38. Lesser Force Bubble 38.
39. Speak with Machine 39. Lightning Burst 39.
40. Staff Combat 40. Lightwhip Combat 40.
41. Summon Creatures 41. Link 41.
42. Telepathy 42. Memory Walk 42.
43. Transmutation 43. Morichro 43.
44. Unarmed Combat 44. Paralyze Other 44.
45. 45. Pause 45.
46. 46. Phase Shift 46.
47. 47. Place Another in Hibernation Trance 47.
48. 48. Plant Surge 48.
49. 49. Plasma Force 49.
50. 50. Redirect Energy 50.
51. 51. Reduce Another's Injury 51.
52. 52. Regenerate Other 52.
53. 53. Remove Another's Fatigue 53.
54. 54. Restore Another's Attribute 54.
55. 55. Return Another to Consciousness 55.
56. 56. Shadow Split 56.
57. 57. Shroud 57.
58. 58. Slow 58.
59. 59. Sterilization/Purification Field 59.
60. 60. Survive in Hard Vacuum 60.
61. 61. Telekinetic Bubble 61.
62. 62. Telekinetic Wall 62.
63. 63. Thought Bomb 63.
64. 64. Transfer Force 64.
65. 65. Waves of Darkness 65.
66. 66. 66.
67. 67. 67.
68. 68. 68.
69. 69. 69.
70. 70. 70.
Force Powers – List vi
Control / Sense / Alter Focus
1. Affect Mind 71. Teleportation 1. Force Mask
2. Aiki Combat 72. Transfer Life 2. Force Rift
3. Alchemy 73. Transmutation 3. Force Travel
4. Alter Beings 74. Vampirism 4. Imbue With Sensitivity
5. Arcane Majeck 75. 5. Invulnerability
6. Awaken 76. 6. Neutralize Force Ability
7. Battle Meditation 77. 7.
8. Beast Master 78. 8.
9. Block Force Ability 79. 9.
10. Bloodlust 80. 10.
11. Blur 81. 11.
12. Body Strengthening 82. 12.
13. Bright Power 83. 13.
14. Cause Solar Flare 84. 14.
15. Cleansing, The 85. 15.
16. Comfort 86. 16.
17. Conduit 87. 17.
18. Control Animal 88. 18.
19. Control Mind 89. 19.
20. Corporeal Translocation 90. 20.
21. Create Evil 91. 21.
22. Create Force Storm 92. 22.
23. Create Gravity Well 93. 23.
24. Create Homunculus 94. 24.
25. CyberLocke 95. 25.
26. Dark Familiar 96. 26.
27. Dark Side Dissipation 97. 27.
28. Dimensional Leap 98. 28.
29. Discharge Spirit 99. 29.
30. Doppelganger 100. 30.
31. Drain Life Energy
32.
33.
Drain Life Essence
Eclipse Special
34. Enhanced Coordination
35. Force Bolt 1. Force Immersion
36. Force Charge 2. Force Scream
37. Force Chariot 3.
38. Force Cloak 4.
39. Force Harmony 5.
40. Force Link 6.
41. Force Melt 7.
42. Force Shield 8.
43. Greater Force Shield 9.
44. Hallucination 10.
45. Hyper-Acceleration 11.
46. Illusion 12.
47. Imprison 13.
48. Influence Mind 14.
49. Inhabit Object 15.
50. Light Boomerang Combat 16.
51. Lightbo Combat 17.
52. Maintain Identity 18.
53. Malausys 19.
54. Masquerade 20.
55. Mecha Manipulation 21.
56. Memory Wipe 22.
57. Mimic Another Power 23.
58. Mind Sand 24.
59. Mirror 25.
60. Nausea 26.
61. Object Shield 27.
62. Pacifism 28.
63. Phase 29.
64. Projected Fighting 30.
65. Release Spirit
66. Rend
67. Rend Limb
68. Sever Force
69. Technometry
70. Telekinetic Kill
Force Powers 1
Control Powers regardless of whether or not the focusing character would willingly
receive the power's effect.
When in Advanced Focus, characters dehydrate and hunger normally -
Absorb/Dissipate Energy (SW2 – pg. 153) some initiates have died because they lacked enough Control to bring
Control Difficulty: themselves out of Advanced Focus. When the character enters Advanced
Very Easy => for sunburn and other very minor energy sources; Focus, he must state how long he is going to remain in Advanced Focus.
Easy => for intense sun; The character may attempt to come out of Advanced Focus under the
Moderate => for solar wind and other modest energy sources; following circumstances:
Difficult => for radiation storms and other intense energy sources. • When the stated time has passed
Characters may use this power to absorb energy attacks (such as blaster • Once each hour beyond the original time limit
bolts and force lightning) — the difficulty is Moderate plus the • The character's body takes any damage more serious than Stun damage.
attack's damage roll. Note: Characters who are consumed by the Dark side of the Force can’t
The power may be kept up as long as the source of energy is use this power.
constant — it may not be kept up for blaster bolts or Force lightning.
Effect: This power allows the Jedi to absorb or dissipate energy, including Anger (D6H)
light, heat, radiation and blaster bolts. A successful control roll means that Control Difficulty: Very Easy if the Jedi has turned to the Dark Side;
the energy is dissipated. If the user fails the roll, she takes full damage otherwise the difficulty is Moderate.
from the energy. This power may be used to ward off sunburn, heat-stroke Time to Use: One round
and radiation exposure, as well as withstand intense heat. This power may Warning: A Jedi who uses this power gains a Dark Side point.
also be used to absorb blaster bolts, as Darth Vader did on Cloud City. The Effect: To use this power, a character concentrates all of his negative
character must activate the power in the same round to absorb the blaster feelings, and touches the Dark Side momentarily. This imparts a +1D
bolt or Force Lightning — the character must be able to roll the power bonus on all rolls for the next two rounds. The Dark Side is finicky as the
before the attack lands. The power can't be used after the attack has hit. bonus could be 6 one round and 1 the next.

Accelerate Healing (SW2 – pg. 153-154, ToJC – pg. 41) Biocombustion (IFP)
Control Difficulty: Easy for wounded characters, Moderate for Control Difficulty: Difficult
incapacitated characters, Difficult for mortally wounded characters. Required Powers: Absorb/Dissipate Energy, Control Pain
Time To Use: One minute. This power may be kept up.
Effect: A Jedi who uses this power successfully may make two natural Effect: This power is most often used during any sort of brawling or hand-
healing rolls for the current day (12 hours apart) regardless of the severity to-hand combat by Jedi who wish to add a little extra heat to their offense.
of the injury. The Jedi gets a +2 modifier to both Strength rolls to heal. By controlling the blood and tissue temperatures in various parts of their
See Chapter Five, Combat and Injuries for healing rules. Accelerate body, a Jedi can concentrate energy and cause a certain area of their flesh
Healing may only be attempted once per day. to become incredibly hot, to the point of burning like hot metal. WHen the
power is activated the Jedi selects the part of their body in which to
Adrenaline Adjustment (D6H) increase the temperature, such as hands feet, shoulder, etc. If the difficulty
Control Difficulty: Moderate roll is successful, that portion of the body becomes sizzling hot where
Required Powers: Control Pain contact with that portion does 1D of heat damage. This extra damage can
This power can be kept up. be added to Brawling Combat attacks or while defending.
Effect: When this power is activated, the Jedi character induces increased
adrenaline flow throughout her body. A failed attempt at activating this Blackness (D6H)
power induces a -1D penalty to the character's Strength for 5 rounds, Control Difficulty: Moderate
during which the power may not be attempted again. When this power is Required Powers: Absorb/Dissipate Energy, Affect Mind, Dim Other's
activated, the Jedi's Strength is increased by 2D, movement is increased by Senses, Hibernation Trance, Life Detection
2, and gains one additional action per round without the multiple action Warning: A Jedi must be consumed by the Dark Side to use this power.
penalty. For every round this is kept up beyond the first, the Jedi must rest This power may be kept up.
for one hour without being disturbed, up to 4 rounds. After 5 rounds of Effect: The Jedi is enshrouded in a veil of the Dark Side. The power roll is
using this power, the character must make a Difficult Strength check added to any Sense roll of a power attempting to detect the presence of the
(without the +2D bonus from this power) or immediately fall to the user. It also subtracts 2D from any skill attempts to perceive them; -3D if
ground unconscious and fatigued. Additionally, that round and every the power roll succeeds by 15 and -4D if the roll is 30 or more.
round thereafter results in 3 hours of undisturbed rest required for the Jedi. This power causes people to overlook the user as he or she blends into the
After 8 rounds of use without resting the full required amount, the Jedi surroundings. Any smells or sounds emanating from the Jedi are muffled.
falls unconscious. The user of this power may still make skill checks as usual. However, the
user may not engage in any combat-oriented Force use (i.e.: lightsabre
Advanced Focus (IFP) combat, combat sense, injure/kill, telekinetic kill, inflict pain, etc...). This
Control Difficulty: Moderate to enter Advanced Focus, Difficult to come power does not affect electronic life-form sensors.
out of Advanced Focus.
Required Powers: Emptiness, Jedi Discipline Breath Control (IFP)
Note: This power may be kept up. Control Difficulty:
Effect: The user empties his mind and allows the Force to flow through Easy: 1 minute + 2 extra rounds
him. After a character uses Advanced Focus, they gain a +10 modifier to Moderate: 1 minute + 6 extra rounds
each skill roll for an amount of time equal to the amount of time spent in Difficult: 1 minute + 10 extra rounds
Advanced Focus. This bonus is reduced by 1 for each Dark Side Point the Very Difficult: 1 minute + 15 extra rounds
character has. While in Advanced Focus, characters are difficult to sense Heroic: 1 minute + 16+ extra rounds
or affect with the Force. When another character attempts to use a Force This power can be kept up.
Power on the character in Advanced Focus, add the defenders Advanced Effect: A Force user using breath control greatly decreases his bodies
Focus roll to the difficulty for the other character's Sense or Control rolls need for life-sustaining gas. The Jedi does not breathe in this state, and
(this affects only the Sense roll; if the power doesn't use the Sense skill, skin pores close, preventing harmful gases from entering the body. Jedi
then add the difficulty to the Control roll). This difficulty is added have been known to stay in such a state for hours, even days.
Force Powers 2
Burst of Speed (SW2 – pg. 154) Channel Rage ends, the user loses 2 pips from his Strength die code for
Control Difficulty: Moderate every round the power was kept up (reducing his Strength die code to a
Required Powers: Enhanced Attribute minimum of 1D).
Effect: A Jedi can use this power to enhance his Move rating, increasing
his running and walking speeds dramatically for a short period of time. Cloak of Darkness (D6H)
Both the duration and Move increase are determined by the amount the Control Difficulty: Heroic minus total Dark Side Points, to a minimum of
Jedi’s Control roll exceeds the difficulty. The duration can be increased by 5, may not be attempted by an individual with less than 5 DSPs
spending character points – for each character point spent, the duration is This power may be kept up.
increased by one round. These points can be spent at any time before the Warning: Use of this power grants a Dark Side Point.
power fades. Note: This power is used explusively by the The Shadow Dragons.
Control Roll > Difficulty By: Move Increase Duration Effect: When this power is called, the Jedi calls upon the palpable essence
0-8 +5 4 Rounds of the Dark Side, turning himself into a silhouette so dark that the eye
9-20 +10 3 Rounds recoils from it. When this power is invoked, it grants a +2D bonus to the
21+ +15 2 Rounds Hide and +3D to Sneak, and the Jedi holding it will not register on
electronic sensors of any type.
Calculate (D6H)
Cognitive Trance (D6H)
Control Difficulty:
Moderate => Simple Equations Control Difficulty: Easy
Heroic => Complex Equations Time to Use: 1 minute
Time To Use: One minute This power can be kept “up.”
Required Powers: Concentration, Perceptive Trance Effect: Jedi uses control of his inner Force to enter the specific trance. His
Effect: Using Jedi meditation techniques, this allows a Jedi to calculate thinking process is hastened, and he may absorb information much faster
high-order equations with the aid of the Force. The equations can be (from data screens, voice tapes set on very high speed or by other
solved or, special situations, approximated, using standard Jedi meditation methods), i.e. he reads even faster than Mon Calamari - just scrolls the text
techniques. This is usually done as a training exercise. very, very quickly.

Calm (D6H) Combat Trance (D6H)


Control Difficulty: Easy => Relaxed without Dark Side Points. Control Difficulty: Easy
Increase difficulty 1 level for every Dark Side Point the character has. Required Power: Emptiness
Time to Use: One round Effect: The user empties his mind and allows the Force to flow through
Effect: This power calms the Jedi, giving him an enhanced defense him, to conserve his energy in preparation for impending combat. The
against the Dark Side. The Jedi receives a bonus of +4 to all rolls for the character seems to be in a light meditation, and can eat while in the trance,
next two rounds and an extra bonus of +4 to resist the effects of powers but very slowly.
called upon by Dark Side servants. Once the character comes out of combat trance, the character gets a +6
bonus modifier to all skill rolls during combat for a period of time equal to
Calmness (IFP) the amount of time the character spent in combat trance. This applies
during combat only. If the character does not enter combat in that period
Control Difficulty:
Easy for minor agitation of time, the bonus is lost.
Moderate for marginal fear, anger or hatred
Difficult for horror and deeply fouted fears Concentration (SW2 – pg. 154, ToJC – pg. 41)
Very Difficult for absolute terror or hatred Control Difficulty: Easy if the Jedi is relaxed and at peace; Difficult if the
Heroic for absolute revulsion, terror, or character is enveloped in the Jedi is filled with aggression, fear or other negative emotions; Very
Dark Side. Difficult if the Jedi is acting on those negative emotions.
Required Powers: Concentration, Hybernation Trance Effect: The Jedi clears all negative thoughts from her mind, feeling the
Effect: This removes any fear, anger or hatred, replacing it with a deep Force flowing through the universe and her own being.
calm almost as if the Force snatches the emotions and carries them away The individual Jedi concentrates on one specific task at hand. If the skill
leaving a soothing feeling. roll is successful, the Jedi may add +4D to any one action in that round.
The Jedi may do nothing other than the Concentration power and using
Channel Energy (D6H) that skill for one action. The Jedi receives no bonus if anything else is
Control Difficulty: Moderate done in the round, including duplicate uses of the skill, dodges or parries.
Required Powers: Absorb/Dissipate Energy This power may be used in conjunction with Force Points or Character
Effect: When this power is activated following a successful use of Points. This power is only in effect for one round and may not be kept up.
the Absorb/dissipate energy power, the Jedi gains a boost to another Force Example: Luke is flying down the trench of the Death Star. With Ben’s
power the following round. If a character's sole actions in a round are to urging, he clears his mind of negative thoughts, and feels the Force
use the Channel energy power and one other power (incurring the normal flowing through him. Using the Force, he concentrates on the task of
multiple action penalty), he or she may convert any and all damage firing a proton torpedo into the unshielded exhaust port. Since he has
absorbed the previous round from Absorb/dissipate energy and add those cleared his mind, the control difficulty is Easy.
dice to the rolls for the next Force power used. Luke’s player declares that Luke is also spending a Force Point to
accomplish the task this round. Luke’s starship gunnery skill is 6D. He
Channel Rage (FP) loses −1D for doing one other thing in the round (using the Force counts
as an action), reducing his starship gunnery skill to 5D. Because he rolls
Control Difficulty: Easy.
successfully for his control, he receives the bonus of +4D, making his
This power may be kept up.
effective skill for that round 9D. Because he is spending a Force Point, his
Warning: A character who uses this power receives a Dark Side Point.
skill level is doubled to 18D!
Effect: This power, when used, channels the character's anger and rage
If Luke attempted any other action in that round, including firing another
into a berserk fury, which increases his prowess in battle. Game effects
proton torpedo, blaster, dodging enemy shots, he would receive no bonus.
include a temporary +2D bonus to Strength, and a -1D penalty to all
defensive skill rolls. Raging characters are unable to perform any action or
Force power that requires patience and/or concentration. When use of
Force Powers 3
Contort/Escape (SW2 – pg. 154, ToJC – pg. 41, JAS – pg. 42)
Control Difficulty: Very Easy for loose bonds; Easy for hand binder; Control Pain (SW2 – pg. 154-155, ToJC – pg. 41)
Moderate for serious restraints; Difficult to Heroic for maximum security Control Difficulty: Very Easy for wounded or stunned characters, Easy
(varies at gamemaster’s discretion, depending on security measures) for incapacitated characters, Difficult for mortally wounded characters.
Required Powers: Concentration, Control Pain, Enhanced Attribute The power can be kept up, so the character can ignore the pain of injuries
Effect: The character may escape bonds by contorting in painful and for a long period of time. However, whenever the character is injured
difficult (but still physically possible) ways. By stretching, twisting, and again, the Jedi must make a new Control Pain roll, with the difficulty
dislocating joints a Jedi can escape almost any physical restraining device. being the new level of injury.
While this is indeed a painful procedure, Jedi are trained to block out the Effect: A wounded Jedi who controls pain can act as if she has not been
pain and focus on the task at hand. wounded, starting with the round after the power roll has been made. The
wound is not healed, but the character doesn't suffer the penalties of being
Control Disease (SW2 – pg. 154) wounded: a wounded Jedi doesn't suffer any die code penalties; an
Control Difficulty: Very Easy for a mild infection, such as a cold; Easy incapacitated character can still act normally, as can a mortally wounded
for a modest infection or illness, such as a high fever or severe flu; character. This power can also be used to shrug off any stun results.
Moderate for a severe illness, such as gangrene or a hive virus; Difficult However, the character is still injured, and thus is prone to getting worse,
for a life-threatening disease; Very Difficult for a massive, long-standing even if the Jedi doesn't feel the pain. For example, a character who's been
disease; Heroic for a rapid-acting life-threatening disease. wounded twice and is wounded again would still become incapacitated.
Required Powers: Accelerate Healing Mortally wounded Jedi may still die from their injuries, even if they aren't
Time to Use: 30 minutes to several uses over the course of weeks. feeling any pain.
Effect: Control disease allows the Jedi to direct and control the anti-bodies
and healing resources of her body to throw off an infection or to resist Dark Scent (IFP)
diseases within the body. Using the power requires the Jedi to meditate for Control Difficulty:
half an hour. If the disease is life-threatening or long-standing, the Jedi Easy for sentients of same species;
must make repeated skill attempts over the course of several weeks or Moderate for sentients of different species, but comparable physiology
months to cure the disease entirely. (Gamemaster's discretion as to how to user. (e.g. human -> near-human, mammalian such as Wookiees);
many rolls are needed and how often.) Difficult for sentients of different species with different physiology
(e.g. human -> insectoids such as Verpine, or reptilians like Rodians)
Control Energy (IFP) Required Power: Concentration
Note: Cannot be performed on species that cannot smell or does not have
Control Difficulty:
Easy for intense sun physiology that involves the use of hormones. It is up to DM discretion
Moderate blaster bolts, Force Lightning, solar winds and fire whether the user's pheromones have ANY influence on different species
Very Difficult for radiation storms with different physiology
Required Powers: Absorb/Dissipate Energy, Control Pain Warning: A character that uses this power may receive a Dark Side Point.
This power can be kept up. This may vary with reasons from the player; obviously use DM discretion.
Effect: This is the second half of the Absorb/Dissipate Energy force This power was designed with Dark Side influences in mind and has been
power that was forgotten long ago. Upon a successful use of named Dark Scent for that reason.
Absorb/Dissipate Energy a Jedi may use this power to direct the energy This power can be kept up, but only for half an hour. Exceeding this time
elsewhere or use it to add to his own power. In game terms a Jedi may use limit requires a re-roll.
this to move the energy elsewhere along lines it would be able to travel Effect: Pheromones are typically used to attract members of the opposite
(example: Corran Horn is being jabbed by a stun baton. He uses sex for purposes of procreation. Increasing the production of pheromones
Absorb/Dissipate Energy and sends the current through the metal decking. two or threefold, a Jedi can exude large amounts of pheromones that can
A Bothan walking by has his fur stand on end for a second). Or they may influence members of the opposite sex within a 10m radius, provided they
use it to power another Force skill. In this case a second Control roll is can come into direct contact with these pheromones. (DM discretion if it
needed with the difficulties mentioned above. If the user succeeds they get influences members of the same sex - could be interesting!)
a bonus to the next Force power they use equal to the damage absorbed. This gives the user a +2D bonus to their persuasion skill, with an
Note: A character inflicting damage, or having another person inflict additional +1D for each hour of continuous preparation and meditation to
damage for him or upon himself for the purposes of using this power to enhance its effects. The maximum bonus for this power is +4D.
drain energy receives a Dark Side Point. Any character using this power to When using this power on another sentient creature, that creature makes
enhance an offensive Force power also receives a Dark Side Point. an opposing control or willpower roll to resist the powers persuasive
influence. If the user rolls lower than the opponent, the opponent realizes
that something 'strange' is going on by the pheromones taking on a very
Control Kinetic Energy (IFP)
pungent odor. If the person it is being used against realizes the scent of the
Control Difficulty: Easy for purpose one; Moderate for purpose two user is influencing them, all bonuses to the Jedi are lost.
Time to Use: One round for purpose one; three rounds for purpose two
This may be kept up for purpose one. Deflect Blaster (IFP)
Effect: This power has two purposes it can be used for.
Purpose One: This power allows the Jedi to use his own kinetic energy to Control Difficulty:
keep from freezing to death. Although this power may be kept up, its Easy for one blaster bolt
overall effect depends on how cold the environment is and the Difficult for 2-5
Gamemaster's discretion. If the temperature is only slightly below zero, Heroic for 6+
the Jedi may roll for this power once and keep it up; considered a free Required Power: Absorb/Dissipate Energy
action. If the Jedi is left naked on Hoth during the winter season he may This ability allows a Jedi to deflect blaster bolts without a Lightsaber.
need to make a new power roll every few minutes at increasing difficulties
and keeping it up would definitely be considered an action. Deflect Energy (IFP)
Purpose Two: When nobody has any matches or the technical ability to Control Difficulty:
rub two sticks together, the Jedi may use this power to set fire to kindling. Easy for intense sun
The Jedi can do nothing else when attempting to use this power for this Moderate for solar wind
purpose. It must be noted that the kindling must be easily flammable, and Difficult for radiation storm; This power can be used for energy
that only a small amount of sparks will actually be generated not a burst of attacks, such as blaster bolts and Force Lightning-the difficulty is
flame from the Jedi's hands. The Jedi must be touching the kindling. Moderate plus the damage roll of the attack.
Force Powers 4
Required Power: Absorb/Dissipate Energy the difficulty by 2. This number will decrease by 2 for every month that
This power may be kept up. passes without the power being called upon, until it no longer exists.
Effect: This power allows a Jedi to deflect different forms of energy away However, each time the power is called upon after that, the check will
from his body. Types of energy include, but are not limited to light, heat, reappear, at the highest level of difficulty that it reached, +. Thirdly, every
radiation, and blaster bolts. third time the power is called upon, it's power decreases by 10%. Finally,
The character must activate the power in the same round to deflect the if the wild die comes up with a mishap any time the power is called, a
blaster bolt or Force Lighting - the character must be able to roll the power minor physical change will take place in the invoker. Three changes will
before the attack lands. He cannot use this power after the attack has hit. be noticeable, and 10 will be fatal.
When this power is used successfully, the energy is deflected away from
the Jedi randomly. Emptiness (SW2 – pg. 155, ToJC – pg. 44)
If the Jedi wishes to control where the energy is deflected, he must declare Control Difficulty: Moderate.
where he wishes to deflect the energy at a target in that round, similar to Note: Characters who are consumed by the dark side of the Force may not
his Lightsabre Combat power. This is treated as an additional action; the use this power.
Jedi makes another Control roll, with the difficulty being the new target's Required Powers: Hibernation Trance
dodge or range. The damage done is the original energy source. Effect: The user empties her mind and allows the Force to flow through
This power is similar to Lesser Force Shield and Greater Force Shield, her. The character seems to be in deep meditation and is oblivious to her
however, unlike those powers, this only protects a small region of the surroundings. A character in emptiness may not move or take any action
body used to deflect the energy away. except to try to disengage from the emptiness. While in emptiness, a
character is difficult to sense or affect with the Force. When another
Detoxify Poison (SW2 – pg. 155, ToJC – pg. 44) character attempts to use a Force power on the user in emptiness, add the
Control Difficulty: Very Easy for a very mild poison, such as alcohol; user's emptiness roll to the difficulty for the other character's sense roll (if
Easy for a mild poison; Moderate for an average poison; Difficult for a the power doesn't use the sense skill, add the difficulty to the control roll).
virulent poison; Very Difficult to Heroic for a neurotoxin. This difficulty is added regardless of whether or not the empty character
Time To Use: Five minutes. would willingly receive the power's effect. Once the character comes out
Effect: This power allows a Jedi to detoxify or eject poisons that have of emptiness, the character gets a +6 bonus modifier to all Force skill rolls
entered her body. If the Jedi makes the power roll, the poison doesn't for a period of time equal to the amount of time spent in emptiness. This
affect her. bonus is reduced by -1 for each Dark Side Point that the character has.
Skill Roll Beats Attribute When in emptiness, characters dehydrate and hunger – some initiates have
Attribute Difficulty By Increase Duration died because they lacked enough control to bring themselves out of
0-13 +1D 3 rounds emptiness. A character must make a Difficult control skill roll to come out
14-25 +2D 2 rounds of emptiness. When the character enters into emptiness, the player must
26+ +3D 1 round state how long the character will be in meditation. The character may
attempt to come out of meditation under the following circumstances:
• When the stated time has passed.
Dim (IFP)
• Once each hour beyond the original time limit.
Control Difficulty: Easy • The character's body takes any damage more serious than stun damage.
Note: This power may be kept up.
Effect: This power allows the Jedi to fade into the background. This Enhance Attribute (SW2 – pg. 155, ToJC – pg. 44-45)
power isn’t effective when there aren’t any other people around. When in
Control Difficulty: Moderate.
effect, this power adds +15 to the search difficulty of anybody searching.
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
Dragon, The (D6H)
quicker, see better, and run faster. All skills controlled by the enhanced
Control Difficulty: Very Difficult attribute are increased by the appropriate amount for as long as the power
Required Powers: Emptiness, Control Pain is in effect. An attribute increased by this power remains enhanced for the
Warning: Although the use of this Power does not grant a Dark Side duration listed below. Duration and attribute increase is determined by
Point, it does increase the desire to take evil actions. Use with caution. how much a character's control skill roll beats the difficulty number.
Note: The Shadow Dragons use this power exclusively. Duration can be extended through the use of character points - for every
Effect: This is the power that was the undoing of the Jhemadan, and it character point a Jedi spends, the duration is increased by one combat
remains the cornerstone of the Shadow Dragons. The Jhemadan had been round. The points can be spent at any time before the power fades. A Jedi
experimenting with essences, and the Dragon was the image associated can only increase one attribute at a time. If a character invokes the power
maintained. In addition, the thought processes of the invoker increases to enhance a second attribute while the first attribute is still enhanced, then
33% in speed, enabling much more efficient retrieval of information. the first enhancement fades and the second attribute receives the benefit.
This tampering with the essential nature of the invoker is not without its
penalties, as the Jhemadan discovered. When a Jedi is under the influence
of the Dragon, he sees everything through the amoral and arrogant view of
Enhance Reflexes (IFP)
unbound power. In addition, the power is somewhat addictive in nature, Control Difficulty:
and once experienced, the Jedi will find himself desiring to repeat that Easy +2 block/dodge
experience whenever possible. Finally, frequent use of the power Moderate +1D block/dodge
diminishes the power of it's effects, and starts to cause a physical Difficult +2D block/dodge
transformation of it's user into a six limbed, reptilian creature of some sort, Very Difficult +3D block/dodge
but as the partial transformations have always proved fatal somewhere Heroic 4D+ block/dodge
along the line, exact nature of the creature that the Jedi is on the road to This Power can be kept up.
becoming is unknown. Effect: A Jedi uses enhanced reflexes to improve their reaction time and
In game terms, the first time the power is invoked, the invoker must make speed. They can block and dodge easier, as well as attack faster.
an easy willpower roll to avoid committing an evil act when the
opportunity presents itself when the power is up. Each additional time the
power is invoked, the difficulty of the check will be increased by 2.
Secondly, once the user has invoked the power once, they must make an
easy willpower roll to avoid attempting to call on that power when the
need arises. Each subsequent time the power is called upon will increase
Force Powers 5
Enhance Skill (IFP) Effect: By using Force of Will, the character uses his or her
Control Difficulty: own Willpower skill to fight the effects of hostile Force powers. If faced
with a mind-based power, the Jedi’s Willpower skill roll may be added to
Difficulty Skill Bonus
either the Control or Perception code.
Easy +1D The Control (or Perception) plus Willpower total is referred to as the
Moderate +2D protection number. If the attack roll is less than the target’s control (or
Difficult +3D Perception) roll, the character suffers no ill effects. If the attack roll is
Very Difficult +4D greater than the protection number, the Jedi suffers the full effects of the
Heroic +5D attacking power. If the attack roll is greater then the control roll, but less
Add one difficulty level per extra skill added after the first. Once the than the protection number, the Jedi is protected from the power, but his
difficulty is Heroic no more skills may be added. willpower is considered battered. Subtract -1D from the character’s
Note: This power may be kept up. willpower skill. The Jedi can still continue to defend, but with the
Effect: With this power, Jedi can enhance their abilities in particular decreased willpower. Reroll for a new protection number in this case. If a
skills. The bonus dice are added to the skill as long as the power is kept Jedi’s willpower skill ever reaches 0D, the Force of Will power is
up. If the Force user wishes to change which skills are enhanced or by dropped, and the Jedi can only resist with control or Perception.
how much, then a new skill roll must be made. The skill to be enhanced It takes one day to recover 1D of damage from a battered will, or one hour
must be at least 1D greater than the controlling Attribute. If the power is in emptiness (or rage) for each 1D to recover.
not kept up, the Force user may only take one action using the enhanced Note: Force of will does not protect against Force Lightning or Force
skill. Using the Power and enhancing a skill in the same round does not Storms or objects hurled by Telekinesis. These are external rather than
count as a multiple action. This power may not be used with another internal powers, in which case willpower would be useless. However, it
power that enhances the same skill. works on injure/kill, telekinetic kill, inflict pain, and other powers which
directly use the Force to affect the target.
Enhanced Concentration (IFP) Example: Nomi is attacked by an alien being whose skills reach into the
Control Difficulty: Easy if the Jedi is relaxed and at peace; Difficult if the dark side. With an Easy control roll, Nomi initiates the Force of Will
Jedi is filled with aggression, fear or other negative emotions; Very power. The alien decides to use the telekinetic kill power on Nomi. The
Difficult if the Jedi is acting on those negative emotions. alien’s control and sense rolls are successful, and he now rolls his alter
Effect: : When using this power, the Jedi clears all negative thoughts from skill against Nomi’s control skill of 6D. Because Nomi is using the Force
her mind, feeling the Force flowing through the universe and her own of Will power, she adds her willpower skill of 7D+2 to her control code for
being. The individual Jedi concentrates on one specific task at hand. If the a protection number of 13D+2. If the alien rolls less than Nomi’s control
skill roll is successful, the Jedi may add +4D to any one action in that skill, she would remain unaffected. If the alien rolls greater than the
round. The Jedi may do nothing other than using the concentration power protection number, Nomi would be struck by the full force of her
and using that one skill for one action. The Jedi receives no bonus if opponent’s attack. The alien would make an additional alter roll against
anything else is done in that round, including duplicate uses of the same Nomi’s unaided control roll to determine damage. If the alien rolls greater
skill or dodges or parries. This power may be used in conjunction with than Nomi’s control skill, but less than her protection number, she would
Force Points or Character Points. This power is only in effect for one be fully protected from the hostile Force power. However, her will is
round and may not be kept "up." considered to be battered, and her willpower skill drops –1D to 6D+2. She
must roll the 6D+2 to get a new (and presumably lower) protection
Enhanced Speed (D6H) number. It will take her either a full day of meditating, or one hour in
Control Difficulty: Difficult, modified by distance moved beyond normal emptiness to bring her willpower die code back up to 7D+2.
Move rating
Required Powers: None Hammerhand (IFP)
Time to Use: Instantaneous Control Difficulty: Difficult if healthy. Heroic if wounded.
Effect: The Jedi can run much faster than a normal member of his species, Effect: Hammerhand doubles the Jedi's Strength Attribute for causing
up to four times faster than his species' norm. The difficulty for doing this damage and resisting damage. Armor does not add double its value and
is Difficult for doubling his normal Move rate, Very Difficult for tripling actually subtracts its value if worn over that part of the body that causes
it, and Heroic for quadrupling it. This power takes an intense degree of the damage.
focus, however, and as such no other power may be "kept up" while using
this one. Hands of the Jhemadan (D6H)
Control Difficulty: Medium
Force Charged Strike (D6H) Note: This power is exclusively used by the Shadow Dragons.
Control Difficulty: Effect: This is one of the powers that have carried over from the
Moderate => 1D max charge Jhemadan times. When called upon, this power causes the Jedi's hands to
Difficult => 2D max charge be encased in a glowing blue field of Force. This field is impenetrable,
Very Difficult => 3D and extends up to the users elbows. The power protects it's users hands
Heroic => 4D from extreme heat and cold, but that is not it's primary function. When
40 => 5D used in conjunction with Jhemadan school martial arts, the Hands of the
45 => 6D Jhemadan add 2D+2 to the damage caused. When invoked by a Dark Jedi,
50 => 7D the field is a deep red that grows darker for those more attuned to the dark
etc. up to Control dice equals damage side. There are rumors that the Jhemadan had a more powerful version of
Required Powers: Emptiness or Rage, Absorb/Dissipate Energy this power, but they have never been proven. This is a power that can be
Effect: Through total concentration, a Jedi is able to deliver a single, kept up.
devastating blow to an opponent. It takes one action for every die of
charge before the strike to charge a fist or any other striking body part i.e. Heal (D6H)
foot, knee, elbow, or forehead. Upon a successful hit the damage is Control Difficulty:
delivered. This can also be used with brawling parry. Very Easy => Stunned
Easy => Wounded, Wounded Twice
Force of Will (SW2 – pg 155-156, ToJC – pg. 45, JAS – pg. 44) Moderate => Incapacitated
Control Difficulty: Easy Difficult => Mortally Wounded
This power may be kept up.
Force Powers 6
Required Powers: Accelerate Healing, Detoxify Poison, Emptiness, based Instinctive Astrogation power. Instinctive Astrogation Control is
Control Pain little more than a curiosity, studied only by a few Jedi theoreticians.
Time to Use: 5 minutes meditation per level of difficulty.
Effect: Completely removes one injury to the user. This power may not Jedi Discipline (IFP)
be used on others (see Heal Another). If use of this power fails, the Control Difficulty:
difficulty is raised by one level for every repeated attempt. Easy +2 Knowledge/Willpower
Moderate +1D Knowledge/Willpower
Hibernation Trance (SW2 – pg. 156, ToJC – pg. 45) Difficult +2D Knowledge/Willpower
Control Difficulty: Difficult Very Difficult +3D Knowledge/Willpower
This power may be kept up. Heroic 4D+ Knowledge/Willpower
Effect: This power allows a Jedi to place herself into a deep trance, Required Powers: Emptiness
remarkably slowing all body functions. The Jedi's heartbeat slows, her This power can be kept up.
breathing drops to barely perceivable levels, and she falls unconscious. A Effect: With Jedi discipline, a Jedi enhances his connection to the Force,
Jedi can heal while in a hibernation trance, but can do nothing else. sensing it's subtle nuances better and more accurately. Jedi also have
Anyone who comes across a Jedi in hibernation trance assumes that the extreme discipline, often appearing emotionless while in this state. It
Jedi is dead unless she makes a point of testing him. Another Jedi with the clears a Jedi's mind, allowing him to think clearer.
sense skill or the life detection power will be able to detect the Force
within the hibernating character and realize that she is alive. When a Jedi Pall of the Dark Side (CWCG – pg.31)
enters a hibernation trance, the player must declare under what Control Difficulty: Difficult
circumstances the character will awaken: after a specific amount of time, Required Power: Concentration
or what stimuli need to be present (noise or someone touching them, for Effect: This power allows a character with Dark Side points to conceal
example). Another Jedi can use the power place another in hibernation their Force sensitivity from other characters. In game terms, any time a
trance to bring the user out of the trance. Hibernation trance serves two Jedi rolls their Sense Force Potential power to detect the player’s Force
purposes. It allows a Jedi to "play dead" and it can be used to survive sensitivity, the player may immediately roll control to activate Pall of the
when food or air supplies are low. A character in hibernation uses only Dark Side. This roll does not incur a multiple action penalty. If the roll is
about a tenth as much air as someone who is sleeping — she can hibernate successful, then she may add half of her Dark Side score to her control roll
for a week in a dry climate or for up to a month in a wet climate before to resist detection (were normally, a character would only roll her control
dying from lack of water. It is possible to hook the character up to an roll to resist being detected).
intravenous water drip to survive indefinitely. A character can hibernate Example: Jedi Master Ambelled Daru suspects that Darth Arius may be a
for up to three months before dying of starvation. An intravenous sugar Sith Lord. Ambelled Daru rolls a 28 on his sense roll to Sense Force
solution can extend that to one year. Potential. Darth Arius immediately activates pall of the Dark Side. He
rolls a 23 on his control roll, successfully activating the power. He then
Imitate (D6H) adds half of the number of Dark Side points to his roll (in this case half of
Control Difficulty: Moderate; modified by Relationship 12 is 6) for a total of 29. His new score exceeds Ambelled Daru’s roll, and
Required Powers: Hibernation Trance thus Ambelled Daru’s attempt to Sense Force Potential fails.
Time to Use: 1 round Source: Clone Wars Campaign Guide (page 31).
This power may be kept up.
Effect: The Jedi is able to contort his features to imitate facial expressions Perceptive Trance (D6H)
and control his musculature to produce desired body language of a person. Control Difficulty: Easy
This also allows the Jedi to control their voice to imitate a person’s or a Time to Use: 1 round
creature’s vocal patterns. Required Powers: Enhanced Attribute
This power is beneficial when the Jedi is trying to imitate a person or This power can be kept up.
trying to pose as the relative of the person. Effect: This allows the Jedi to accelerate his mental processes and the
processing of visual, audio, or other sensory input. The Jedi uses the
Instinctive Astrogation Control (SW2 – pg. 156, ToJC – pg. 46) control of his inner Force to absorb information much faster than normal.
Control Difficulty: Very Difficult. Modified by astrogation difficulty. The Jedi adds his control roll to his Perception for the duration of the
Time to Use: One minute power.
Effect: Instinctive Astrogation Control is far more difficult than Sense- This could be information from data screens, voice tapes set on very high
based Instinctive Astrogation power because rather than trying to feel the speed or by other methods.
correct solutions to the hyperspace equations, the Jedi calculates them in
his head. This is quite possible and is often done as part of training Plant Surge (IFP)
exercises, though the figures generated are rarely utilized because it is so Control Difficulty: Depends on the area that the Force user wishes to
easy even for a Jedi to make a mistake. The difficulty is modified by how affect:
hard the task is with a nav computer. Radius Control Difficulty
Task is: Modifier (add to difficulty) 2 meters Easy
Very Easy 0 4 meters Moderate
Easy +5 6 meters Difficult
Moderate +10 8 meters Very Difficult
Difficult +15 Effect: When used, this power causes plants (grasses, weeds, bushes,
Very Difficult +20 trees, etc.) to entangle creatures, holding them fast or slowing them down.
Heroic +30 If the Force-user succeeds in his use of the power, the targets are
If the control roll is successful, a Very Easy astrogation roll is necessary to considered to be entangled. Entangled creatures suffer a -1D penalty to all
enter the correct routes into the nav computer. If the Jedi fails the attempt, attack rolls, a -2D penalty to their Dexterity scores, and can only move at
she overlooks an obstacle, and sends the ship down an inherently half of their normal Movement scores. Entangled characters can attempt to
dangerous path, thereby making the astrogation difficulty Very Difficult. escape, but this requires a Difficult Strength roll to accomplish.
If the control roll is missed by five or more points, the astrogation
difficulty increases to Heroic. Rage (SW2 – pg. 156-157, ToJC – pg. 46, DES – pg. 72)
This is a largely unknown application of the control power that allows Jedi Control Difficulty: Difficult.
to plot astrogation paths instead of using the more well-known sense- Required Powers: Hibernation Trance
Force Powers 7
Warning: A Jedi who uses this gains one Dark Side Point. Time to Use: One month per level of difficulty (1 month for an eye, 3
Note: This power can only be used by characters who have months to repair spinal damage)
been consumed by the dark side of the Force. The Power has to be kept up.
Effect: Rage allows a character to feel the influence of the Effect: Allows a Force-user to repair extensive damage to the point of
dark side. It is a counterpart to emptiness. regrowth. During the period of Regeneration, the character must rest as
The character must tense himself completely, and allow the detailed in the Natural Healing section of the rulebook. Everyday during
mindless rage of the dark side to posses them. Any character in this rest period the user must activate the power. Failure means treatment
Rage will appear lifeless. The Force-user is amplifying the negative has been set back one day for every point the roll missed by. A critical
aspects of his personality, leaving his face clenched in a rictus failure means the organ/limb has been destroyed and user must start over
of horror and fear. (in the case of regenerating a damaged brain, the user dies). At the end of
A character must determine how long he wishes to stay in the period (provided rest was never broken) he may roll Strength or
Rage when he enters it. Barring an attack or arrival of a specific Control versus the above difficulty. For every full week of rest and
person (as explained below) the dark Jedi remains in the trance treatment past the required time, the final Strength/Control Difficulty is
for the duration. Every four hours, the character must make a reduced by one level. If successful, he has a new, fully working
Difficult control roll or he will come out of the trance. organ/limb or is cured from the targeted disease (Cancer, AIDS, etc.). If
When the Jedi leaves this state, he receives a +10 modifier to unsuccessful, he has a fully grown organ/limb that either his body has
all Force skill rolls for a period equal to that spent in rage. After rejected or is just unusable.
the bonus has subsided, the character takes one die of damage
for every two hours he was in the trance. Remain Conscious (SW2 – pg. 157)
Like emptiness, rage makes characters oblivious to their surroundings; Control Difficulty: Easy for stunned characters, Moderate for
they are rendered immobile. Unlike emptiness the incapacitated characters, Difficult for mortally wounded characters.
character will strongly exude the dark side. This internal focusing even Required Powers: Control Pain
provides some protection against others using theForce to manipulate Effect: Remain conscious allows a Jedi to remain conscious even after
them in some way. Add the Rage control roll to the difficulty of the Force suffering injuries which would knock her unconscious. When a character
power employed by the attacking character. with this power suffers this kind of injury, she loses all other actions for
Characters also dehydrate and hunger twice as fast as normal in rage and the rest of the round but she is still conscious (a character without this
are more susceptible to damage (−1D to Strength when resisting damage power would simply pass out). At the beginning of the next round, the
from physical and energy attacks while in this state). Characters who plan character may attempt to activate the power — this must be the first action
an extended trance require intravenous nourishment. of that round; the Jedi cannot even dodge or parry. If the roll is
In Rage, the character is less oblivious to his surroundings than a Jedi in unsuccessful, the character passes out immediately. If the roll is
emptiness. For example, any physical contact by a living being may revive successful, the Jedi may only perform one other action that round — often
the character in rage (the Jedi will need to make a Moderate control roll) the character will attempt to control pain. The character may make a last-
and it will provoke an instant berserker-like attack, regardless of who the ditch heroic effort before passing out. After that other action has been
other character is. The character then must make a Difficult control to completed, the Jedi will lapse into unconsciousness (unless she has
cease the attack before the offending character is killed. activated control pain or done something else to stay conscious).
A character using Rage can choose to anticipate the arrival of a foe, using
a Difficult sense roll (modified by relation) with the life sense power at the Remove Fatigue (SW2 – pg. -157, ToJC – pg. 47, JAS – pg. 44)
time they enter rage. This allows them to instantly awaken (Easy control Control Difficulty: Moderate.
roll) if the expected person comes within five meters of the person in rage. This power may be kept up.
This power may be used in a preparation ritual for the transfer Required Powers: Accelerate Healing, Control Pain
life power. When a raged person uses transfer life, their original Effect: The character uses this power to combat the effects of strenuous
body is completely consumed by the dark side, often work. The Jedi manipulates the Force, causing bodily toxins to be ejected
bursting into blue flames. For every three points by which the much more efficiently, thus allowing for greater stamina. While kept up,
control roll exceeded the rage difficulty, the body does 1D damage the Jedi must make a stamina check once per day. While using this power,
upon the explosion (three-meter blast radius). a Jedi must fail two stamina checks before he or she is fatigued. The
character still has to eat and drink normally. If the Jedi does fail two
Reduce Injury (SW2 – pg. 157, ToJC – pg. 46-47) stamina checks and becomes fatigued, a penalty of –1D is applied to all
Control Difficulty: Moderate for incapacitated characters, Difficult for attributes and skills for 1D hours.
mortally wounded characters, Very Difficult for dead characters. Addition: Please note that this power cannot be used for Lifting (The
Required Powers: Control Pain Force Power Enhance Attribute would be used in this case.)
Effect: A Jedi may use this power to reduce the amount of injury she
suffers. This power is normally only used in desperation because of its Repel Force Lightning (D6H)
long-term repercussions. The power must be used in the round that the Control Difficulty: Opposed vs. attacker's Alter check
injury is suffered or in the round immediately following. When the power Required Powers: Force Lightning
is successful, the Jedi loses a Force Point. Any injury that is suffered is Effect: A character who knows the Force Lightning ability gains a +2D
reduced to wounded. If the original injury would have killed the character, bonus to his Control roll vs. an enemy using the power.
the DM will inflict a relevant permanent injury on the character. Though typically only known by Dark Jedi, Sith, and other evil Force
Note: It is not always a selfish act to save one's life, so the character might users, the power Force Lightning also has a defensive application as well.
be able to get the Force Point back. If the character was fighting to save Those who do know how to use the power can also dispel it without
her friends from certain doom — and if she fails, they certainly die — suffering any ill effects. Kyp Durron, Jedi Master during the Yuuzhan
then this could even be considered an heroic action. Vong invasion, displayed his ability to counter Force Lightning when his
apprentice Jaina Solo attacked him with the evil energy.
Regenerate (D6H)
Control Difficulty: Resist Force (KORS – pg. 51)
Moderate => Simple Organ (eye, liver, kidney) Control Difficulty: Moderate
Difficult => Complex Organ (Heart) Time to Use: One round
Very Diff => Limb or System (Arm, Spine) Required Powers: Concentration
Heroic => Brain, A.I.D.S, Terminal Cancer Effect: This is a rare power that allows a Force User to center herself so
Required Powers: Heal that she will be prepared to resist any number of Force powers used
Force Powers 8
against her. In game terms, if the character succeeds in her roll, then she Up the Walls (SW2 – pg. 158, HG – pg. 47)
gains an additional +1D to her control or willpower rolls to resist Force Control Difficulty: Difficult
powers for 5 rounds. The character receives an additional +1D for every Required Powers: Enhanced Attribute, Burst of Speed
+10 by which she exceeds the difficulty. Effect: You can use some or all of your movement on a wall, as long as
you begin and end your turn on the floor. The height you can achieve on
Resist Stun (SW2 – pg. 157-158, ToJC – pg. 47) the wall is limited only by your movement limit. You must use this power
Control Difficulty: Moderate. in conjunction with your running skill and movement rules as described in
Time To Use: One minute. Star Wars Roleplaying Game Revised and Expanded Second Edition
This power may be kept up. p.101, multiple action penalties apply. If you do not end your move on the
Effect: Resist Stun stun allows the Jedi to prepare her body to resist the floor or if you fail your running roll, you fall prone, taking damage as
effects of stun damage. The power must be activated before the character appropriate for your height above the floor. Treat the wall as normal floor
has suffered any damage. A successful result allows the Jedi to resist all for the purposes of measuring your movement, but not for where you can
stuns (except for unconscious). An unconscious result forces the Jedi to begin or end your move. Shifting from a horizontal surface to a vertical
drop the power, and she is considered stunned. Other injuries – wounded, surface (and vice-versa) costs 2 meters of movement.
incapacitated, mortally wounded and killed – are treated normally.
Voice Amplification (IFP)
Restore Attribute (IFP) Control Difficulty: Easy, modified by size of area; Small room: +2;
Control Difficulty: The difficulty varies according to the amount of the Medium-sized room: +5; Large room: +7; Audience chamber: +10;
attribute dice being restored: Concert hall: +12; Coruscant Great Council Hall: +15
Lost Attribute Dice Difficulty Time to Use: One round
Up to 1D Moderate This power may be kept up.
1D+1 to 2D Difficult Effect: This power allows a Jedi to amplify her voice to fill an area. The
2D+1 to 3D Very Difficult Jedi may speak, sing, or otherwise communicate verbally while
3D+1 or more Heroic maintaining this power.
Required Powers: Accelerate Healing, Control Disease, Control
Parasitic Infestation, Detoxify Poison, Enhance Attribute, Sense Disease, Wisdom (D6H)
Sense Parasites, Sense Poisons/Toxins Control Difficulty: Very Difficult
Effect: The Jedi can restore lost attributes permanently lost to parasitic Time to Use: 1 hour of research
infections, disease, toxins, and other debilitating injuries. He must Effect: Makes the user have an insight on the force, increases their
meditate for an hour, spend a Force point, and then make a control roll. knowledge, by their Control Dice for a single roll.
Only a single attribute can be restored at a time using this power. Lost and
severed limbs and extremities cannot be regenerated with this power. Zed'oric's Defense (IFP)
Control Difficulty: Moderate
Short-Term Memory Enhancement (SW2 – pg. 158, ToJC – pg. 47) Note: This power is used exclusively by the Noghri.
Control Difficulty: Difficult. Effect: This is an involved incantation, which requires 5 minutes of
Required Powers: Hibernation Trance chanting to take effect. The Force user focuses the Force within him into a
Effect: When a Jedi uses this power, he or she can replay recent events in protective field just beneath his skin. This defense lasts for up to 8 hours,
order to more carefully examine images and peripheral occurrences. Using during which time the Force user may add 1D to his strength to resist
the power, a Jedi can freeze images and even scan memory tracks to recall damage. This is also effective against mental assaults; such as the Force
details that were seen but did not register consciously at the time of power Affect Mind, or the Hapan gun of command, adding 1D to the
observation. In game terms, this power can be used to alert a Jedi to Force user's roll to resist these. While Zed'oric's Defense is in place, the
information, items, other characters, or anything else that passed before Force user makes all further Control rolls at +2D, although nothing else is
his or her senses within a specific span of time. In addition, if a affected.
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 Sense Powers
them to possible solutions, if those solutions were observed earlier in the
adventure. How far back a Jedi can remember with this power is Alert Sense (D6H)
determined by the success of his control skill roll. Sense Difficulty: Very Difficult
Skill Roll Beats Difficulty By Memory Extends Back ... Required Powers: Blind Sense, Danger Sense, Direction Sense,
1-8 Through Current Episode Electronic Sense, Magnify Senses, Receptive Telepathy, Sense Force
9-20 Through Last Episode This power may be kept up.
21+ Through Last Two Episodes Effect: This allows the Jedi to sense the intentions and immediate actions
and locations of any beings or creatures, as well as Droids and physical
Super Leap (D6H) objects within 10 meters, creating a warning system for as long as the
Control Difficulty: Very Easy, modified by distance leapt power is up. This power is very effective if the Jedi has been blinded or is
Required Powers: None permanently blind.
Time to Use: Instantaneous The Jedi adds the sense roll to Perception for the duration of the power.
Effect: The Jedi can leap much higher than normally physically possible This counts towards initiative as well as any other Perception-based rolls.
by giving himself a telekinetic "springboard" when leaping. The difficulty The Jedi adds +1D to all attack and defense rolls, and the Jedi detects any
for using this power is Very Easy, with one level added to the difficulty attacks the round before they are made. This gives the Jedi a round to react
for each 5 meters of distance beyond the first five. In other words, a leap to danger.
of 10 meters has an Easy difficulty; 15 m, Moderate;20 m, Difficult; 25 m, The Jedi is conscious of everything within 10 meters. When approached
Very Difficult; and 30 m has a Heroic difficulty. Characters using the by or approaching a being, creature, or Droid, the Jedi should make a
Super Leap power use their control dice instead of the Jumping skill. sense roll; each being, creature, or Droid makes an opposed control or
The Jumping skill is used only when no Force ability is being used. Perception roll at half their normal skill dice to avoid detection.
It is very difficult for a character to hide from a Jedi using this power.
Force Powers 9
Battle Mind (IFP) Cyber Sense (D6H)
Sense Difficulty: Moderate Sense Difficulty: Very Easy, modified by Relationship and Proximity.
Required Power: Sense Force This power may be kept up.
Effect: With Battle Mind, a Jedi can use the Force to guide his decisions Effect: Allows a force user to sense the presence of a machine (includes
and actions to allow a possible future revealed through Battle Mind to cybernetics), computer or droid.
come about. This power is especially useful when the Jedi is leading an
army or strike force. Danger Sense (SW2 – pg. 159, ToJC – pg. 48)
Sense Difficulty: Moderate or attacker's control roll.
Beast Languages (SW2 – pg. 158, ToJC – pg.48) Required Powers: Life Detection
Sense Difficulty: Easy if the animal is domesticated/friendly (such as a This power can be kept up.
bantha); Moderate to Difficult if the animal is wild, but non-predatory Effect: Danger Sense allows a Jedi to extend his senses around himself
(such as an undomesticated tauntaun); Very Difficult to Heroic if the like protective sensors, creating an early warning system for as long as the
animal is ferocious/predatory (such as a wild rancor). power is in effect. When this power is used, the Jedi detects any attacks
This power may be kept up. the round before they are made. This gives the Jedi a round to decide how
Required Powers: Life Sense, Receptive Telepathy, Projective Telepathy, to react to the danger. In game terms, if any character is going to attack a
Translation Jedi on the next round, they must declare their action the round before it
Effect: This power allows the Jedi to translate a beast-language and allows happens. Characters who are going to attack the Jedi may roll their control
the Jedi to speak it. As creatures rarely have true languages, the Jedi is skill to increase the difficulty of using the power.
actually reading the differences in surface emotions within grunts and
growls and other cues of body language. Note that the character may keep Danger Sense (Optional) (D6H)
up this power if the Jedi needs to continue picking up the emotional state Note: This is an expansion of Danger Sense RAW to reflect the official
of a creature. For beasts that can be ridden, subtract 2D from their ability of Force users to detect threats more than 1 round in advance.
orneriness code while this power is in effect. A creature’s minimum Sense Difficulty: Varies:
orneriness code is 0D. Reaction Sense - Easy (Allows a Jedi to sense impending danger
automatically. Any potential threat registers, so long as the Jedi succeeds
Blind Sense (D6H) on his Sense roll. In game terms, this is treated like a reaction roll, and
Sense Difficulty: Moderate success means that the Jedi becomes aware of impending danger without
This power can be kept up. conscious choice. On a successful roll, the Jedi simply becomes aware of a
Effect: This power allows the Jedi to see normally when he has been danger in his immediate future. The warning doesn’t come from any
blinded (Perception at normal). This power cannot be used to see in the specific direction, but does increase or decrease as the Jedi moves closer
dark. Young Jedi sometimes learn this power accidentally when lightsaber to or away from the danger source).
training and have been blindfolded. Identify Danger - Moderate (Once the Jedi is aware of the danger, he may
begin to seek out its source. A success on this roll identifies the source of
The Clouds, Parting (D6H) the danger, such as a person waiting in ambush, or a series of trip-wire
Sense Difficulty: Moderate activated automatic weapons).
Note: This Power is Exclusively used by the Shadow Dragons. Counteract Danger - Difficult (Once the danger is identified, he/she may
Effect: Another of the powers that was also practiced by the Jhemadan, begin to analyze the dangerous situation, feeling their way around the
The Clouds, Parting is designed to sweep away all the obstacles blocking edges of it by examining the danger level involved in various potential
clear sight and Sense powers. When invoked, all powers in effect actions involving the threat. A success on this roll allows character to
designed to obstruct or confuse the target must immediately make opposed identify possible courses of action to avoid or defuse the danger).
rolls with the Jedi who invoked The Clouds, Parting. Failure causes those Notes: When facing a Force-using opponent, Difficulty is as normal plus
powers to be dispelled instantly, and even a near miss will cause them to the opponent’s Control Dice roll. Difficulty is modified by temporal and
waver slightly. physical proximity, as well as threat level (See chart below).
Danger Sense used to sense danger to others, modified by relationship.
Combat Sense (SW2 – pg. 158, ToJC – pg. 48) Modifiers:
Physical: +0 - Direct threats to the Jedi +5 - General threat to the Jedi
Sense Difficulty: Moderate for one opponent, modified by +3 for every
(Jedi on ship’s bridge: "The bridge is going to be attacked!") +10 – Non-
additional opponent a Jedi wants to defend against.
specific threat (Jedi on ship’s bridge "The ship’s engines are about to be
Required Powers: Danger Sense, Life Detection
attacked!") +15 and up – Political, or very vague, non-direct attacks. ("It’s
Effect: Combat sense helps a Jedi focus on the battle at hand. Everything
not about the mission, Master. It’s something…elsewhere…elusive")
else becomes dulled and muted as the Jedi's senses are all turned to the
Temporal: +0 – Will occur in the next round or action +5 – Will occur in
combat happening around him. All targets become mentally highlighted in
the next minute +10 - Will occur within the next half-hour +15 – Will
the Jedi's mind, aiding him in attack and defense. In game terms, by
occur within the next hour +20 and up - Will occur in more than an hour.
focusing his attention on his opponents, a Jedi gains certain important
Threat Level: +0 – Minor (Traffic Accident, a simple mugging attempt) -
advantages. First, he gets to decide when he wants to act during a round—
10 – Medium (Assassins lying in wait) -20 – Major (The planet you are on
no initiative rolls are needed while the power is in effect. If more than one
is about to be attacked by the Death Star).
Jedi is using this power, whichever Jedi rolled highest when invoking the
This power can be kept "up" with reservations. The basic “Easy” Danger
power gets to determine exactly when they are acting in the round.
Sense is always up, but the subsequent, more advanced rolls to identify the
Second, his attack and defense rolls are increased by +2D. Combat sense
source and avoid it must be re-rolled for every threat.
lasts for ten combat rounds and doesn't count as a "skill use" for
Effect: Danger Sense allows a Jedi a minor glimpse into the future,
determining die code penalties.
specifically detecting any potential dangers the Jedi may encounter in his
immediate future. This power functions like an early warning system,
Computer/Machine Translation (IFP) allowing the Jedi to detect any attacks before they are made. This gives the
Sense Difficulty: Difficult Jedi time to decide how to react to the danger. In game terms, if any
Required Power: Translation character is going to attack a Jedi, they must declare their action before it
This power may be kept up. happens. Characters who are going to attack the Jedi may add their
Effect: This power has a similar effect to Translation, except that the user Control skill to increase the difficulty of using the power.
gains a +2D bonus to decipher computer, machine, and droid languages.
Force Powers 10
Danger Sense (Ur-Variant) (D6H) Effect: This power is used to increase a character’s accuracy with missile
(Danger Sense as used in the Retrieval storyline) weapons against hidden or concealed targets. If successful, the Force-user
Sense Difficulty: Moderate may add his Sense dice to his ranged attack rolls against an organic/living
Required Powers: Life Detection target that is either fully or partially concealed, be it behind a wall,
This power can be kept up. through smoke, or in darkness or shadow. At least some portion of the
Effect: This power gives the Jedi a vision of a danger that will happen, a target must be concealed by some degree of cover to be effective. This
fraction of a second before it actually happens. It allows the use of any power is called on at the start of a battle, and remains up until the Jedi is
skill or power as a reaction to a successful hit on the jedi in a defensive stunned, wounded, or worse. Any Jedi who has been stunned or wounded
way only. The defensive action takes effect just before the attack actually may attempt to activate the power again.
hits and if it is successful, it may prevent some or all damage of the
original attack, depending on the exact action that was chosen. Offensive Force Track (D6H)
actions and powers can be used in a defensive way. They may not be used Sense Difficulty: Easy, modified by conditions
to damage the attacker directly, but only to prevent the attack from hitting Required Powers: Life Detection, Life Sense
it's target. The game master may impose additional penalties for certain This power can be kept up.
actions or power use in addition to the normal reaction penalty. Effect: A characer using this power can see another character's trail left in
the Force, allowing her to follow her quarry with relative ease. The
Direction Orientation (IFP) difficulty can be modified by the following conditions:
Sense Difficulty: Easy for familiar planets, Moderate for unfamiliar Every 6 hours since the trail was made: +1D
planets, Very Difficult for space stations Tracked area is well populated: +2D
Time to Use: 2 Rounds Tracked area is heavily populated: +3D
This power can be kept up. Tracked area is lightly developed: +2D
Effect: A Jedi using this power connects with the Force surrounding the Tracked area is well developed: +3D
planet he is on. By probing various aspects of the planet's rotation and Tracked area is urban: +4D
magnetic fields, he is able to determine not only which direction he is Target is dampened from the Force: +5D
facing (North, South, East, West, etc.), but also create a sort of internal Target is familiar to the user: -2D
compass that he may use at any time. As long as the power is kept up, the
Jedi is able to tell exactly which direction he is moving in relation to the Guided Attack (FP – pg. 33)
planet's poles. This power is often used in underground or urban Sense Difficulty: Target’s Control or Perception roll
situations, where the more natural signs of direction are frequently This power may be kept up.
unavailable. This power only functions on planets or space platforms Required Powers: Combat Sense, Farseeing, Life Detection, Sense Force
which have significant rotation and magnetic fields; it does not function in Warning: Anyone who uses this power to harm a helpless character
outer space, or aboard non-stationary space vessels. receives a Dark Side Point.
Effect: By successfully using this power and studying a single opponent
Direction Sense (SW2 – pg. 159) for two full rounds, a character can anticipate that opponent’s reactions in
Sense Difficulty: Easy; modified by Proximity combat. This effectively reduces the opponent’s defense dice rolls made to
Time to Use: One round evade the character’s attacks by half for the duration of the combat, or
This power can be kept up. until the character using this power is stunned, wounded, or worse.
Effect: This allows the Jedi the ability to sense the direction of an object
or location by it's resonance in the Force. It could be an object of Illusion Bond (JATM – pg. 14)
importance, the north pole of a planet, the nearest cantina, etc...but this Sense Difficulty: Difficult, modified by proximity
power does not sense life forms. If the roll fails by five points, the Jedi just Required Powers: Magnify Senses, Affect Mind, Dim Other's Senses, Life
knows the general direction the object or location is in: left, right, forward, Detection, Life Sense, Projective Telepathy, Receptive Telepathy, Illusion,
behind, above, below. On a Difficult roll, the Jedi can anchor himself to a Sense Force
location and know exactly in what direction and how far away the location This power may be kept up.
is from their current position. Effect: A Jedi may choose to activate this power after she has already
successfully created an illusion (as per the illusion Force power). Once
Electronic Sense (D6H) this power is activated in addition to illusion, the Jedi may hear and see
Sense Difficulty: Easy, modified by Proximity objects as though she were occupying the same space as the illusion.
This power may be kept up.
Effect: This power allows the Jedi to detect active electronics that might Instinctive Astrogation Sense (SW2 – pg. 159, ToJC – pg. 48-49)
otherwise remain hidden from their normal senses. When the power is Sense Difficulty: Moderate, modified by difficulty of journey
activated, the Jedi knows the location of active electronics within 10 Required Powers: Magnify Senses
meters - if the power is kept up, the Jedi may know whenever a Droid or Effect: This is better known of the abilities of a Jedi to calculate a journey
other electronic construct approaches within 10 meters of them or vice through hyperspace without the assistance of a Nav computer. The Jedi
versa. When a Jedi approaches or is approached by active electronics, uses his sense skill to feel through the myriad possible routes through
make a sense roll for the Jedi and each electronic construct makes an hyperspace to determine the safest path. The difficulty is modified by how
opposed Perception roll to avoid detection if possible. Both rolls are free dangerous the path is:
actions and don’t count as a power use. If the Jedi ties or rolls higher, he Task is Modifier
senses the electronics in question. Very Easy +0
If the Jedi beats the target’s roll by 10 or more points, if she has had Easy +0
access to the system or met the Droid before (yes or no), and if yes, what Moderate +0
their identity is. Difficult +5
Very Difficult +10
Force Shot (FP – pg. 33) Heroic +15
Sense Difficulty: Moderate If the Jedi succeeds at charting the course, the Jedi needs only to make an
This power may be kept up. Easy astrogation total to plot the safe route. If the Jedi fails the roll the
Required Powers: Life Detection, Life Sense, Sense Force astrogation difficulty is very difficult; if the sense roll is missed by 5 or
Warning: Anyone who uses this power to harm a helpless character more the difficulty of the astrogation roll increases to heroic.
receives a Dark Side Point.
Force Powers 11
Instinctive Navigation (IFP) able to select life web: Rodian until he spent time with a member of that
Sense Difficulty: Moderate; modified by Proximity of target location species. This power may only be used to detect species that the Force-user
Required Power: Direction Sense has specialized in. This power requires at least two days of continuous
This power must to be kept up until arrival. concentration. For each additional two days of concentration, the Force-
Effect: Similar to the Instinctive Astrogation power, but instead of user may add +1D to his or her sense roll.
calculating a course between the stars, the Jedi can use their sense skill to
navigate between terrestrial based locations. Instinctive navigation is Machine Sense (IFP)
literally letting the Force be your guide, and following its currents to your Sense Difficulty: Difficult
destination. This skill is useful while lost in cave systems, mine shafts and Required Power: Computer/Machine Translation
other maze-like networks. If the Jedi succeeds at plotting the course, they This power may be kept up.
only need to generate an Easy Survival or navigation/piloting roll. If the Effect: This power allows a Jedi to Sense the paths of circuits in an
Jedi fails, this roll is automatically +20. electronic device by sensing the flow of electricity within the device and
Note: This power is different from Direction Sense, as the Jedi not only allows him to detect any defects in the device. When using this power, a
knows where to go, but also which way. Jedi adds his Sense dice to his Computer Programming/Repair, Security,
and electronic/machine repair rolls.
Life Detection (SW2 – pg. 159, ToJC – pg. 49)
Sense Difficulty: Very Easy if the subject has Force skills or is Force- Magnify Senses (SW2 – pg. 160, ToJC – pg. 49)
sensitive; Moderate if not. Modified by relationship. This power may be Sense Difficulty: Very Easy. Modified by proximity.
kept up. Time To Use: Three rounds.
Effect: This power allows Jedi to detect live sentient beings who might Effect: This power allows a Jedi to increase the effectiveness of her
otherwise remain hidden. When the power is activated, the Jedi knows the normal senses to perceive things that otherwise would be impossible
location of all sentients within 10 meters — if the power is kept up, the without artificial aids. She can hear noises beyond her normal hearing due
Jedi may know whenever a sentient approaches within 10 meters of them to distance or softness (she can't hear beyond normal frequencies).
or vice versa. When approached by or approaching sentient creatures, the Likewise, she can see normally visible things over distances that would
Jedi should make a sense roll; each creature makes an opposed control or require the use of macrobinoculars; she can identify scents and odors that
Perception roll to avoid detection. (These rolls don't count as actions, so are normally too faint for human olfactory senses.
there are no die code penalties except those caused by injury.) The Jedi
detects each being that she ties or beats. If the Jedi beats the target's roll by Merge Senses (SW2 – pg. 160)
10 or more points, she is aware if this person has Force skills (yes or no), Sense Difficulty: Moderate. Modified by proximity.
is Force-sensitive (yes or no), if she has met the person before (yes or no), Time to Use: Three rounds.
and if yes, their identity. Required Powers: Magnify Senses
Effect: This power allows a Force user to perceive things through the
Life Sense (SW2 – pg. 159, ToJC – pg. 49) senses of another creature, one with animal intelligence or less. He can see
Sense Difficulty: Very Easy. Modified by proximity and relationship. through the eyes of the selected creature, enjoying the benefits of being
Required Powers: Life Detection bound by the restrictions of the creature’s vision. He can hear through the
This power may be kept "up" to track a target. creature’s ears; smell was that creature smells; and physically feel
Effect: The user can sense the presence and identity of a specific person whatever the creature is feeling. The Force user does not control the
for whom she searches. The user can sense how badly wounded, diseased creature, but can make suggestions. The simpler or less threatening the
or otherwise physically disturbed the target is. A target may hide his request, the more likely it will be agreed to. If a suggestion goes against
identity from the Jedi using life sense by rolling his control skill and the nature of the creature or would put it in an obviously hazardous
adding it to the difficulty. situation, the Force user must make a sense roll against the subject’s
willpower. Failure means the suggestion is ignored. While the Force user’s
Life Web (SW2 – pg. 159-160, ToJC – pg. 49) senses are merged with a creature’s, the Force user’s body is motionless,
Sense Difficulty: See below: modified by proximity. its senses unable to function until, of course, the meld is broken. Releasing
Note: The Force-user must choose one specific species as a specialization the target creature requires a Moderate roll. The link with the creature is
(see below). also broken by the death of either the creature of the Force user. If the
Required Powers: Life Detection, Life Sense, Sense Force creature suffers damage or dies during a meld, the Force user suffers one-
Time to Use: Two days (or more) half the amount of damage.
Effect: This power is used to detect large concentrations of members of a
specific species such as humans, Rodians, or Chadra-Fan. When the power Nature Affinity (FP – pg. 33)
is used successfully, the users sense the general direction toward the Sense Difficulty: Moderate or Difficult
population. If the Jedi beats the difficulty by 10 or more, she knows the Required Powers: Life Detection, Life Sense, Sense Force
approximate distance to the population (i.e., hundreds or thousands of Effect: With a Moderate difficulty, this powerallows the user to detect and
kilometers, or single tens, hundreds, or thousands of light-years). The base identify the specific kinds of plant and animal life forms in a 200 meter
difficulty to use this power depends upon the size of the nearest significant radius. Those not wishing to be found can resist by rolling control or hide,
population: and the result of this roll replaces the standard difficulty number. This
Very Easy — Population in tens of billions power may only be used once per hour. With a Difficult difficulty, the
Easy — Population in billions user can also sense the health of an area, and this is expressed in a
Moderate — Population in hundreds of millions single word such as harmonious, threatened, or dying.
Difficult — Populations in tens of millions
Very Difficult — Populations in millions Postcognition (SW2 – pg. 160)
Heroic — Population in hundreds of thousands Sense Difficulty:
This power may not be used to detect populations smaller than 100,000 Easy if seeing less than two hours into the past
individuals. When this power is selected, the Forceuser must select a Moderate if seeing two hours to a week
specific intelligent species to specialize in. A Force-user may select more Difficult if seeing a week to six months
life web species specializations at a cost of three Character Points per Very Difficult if seeing six months to a year
additional species. The Force-user must be familiar with the species - for Heroic if seeing a year to two years
example, Ulic Qel-Droma could specialize in life web: Twi’lek since he is +10 for each additional year into the past.
familiar with Tott Doneeta’s unique Force presence, but he would not be Required Powers: Hibernation Trance, Life Detection, Sense Force
Force Powers 12
Time to Use: Five minutes, +10 to difficulty for each minute cut. Jedi does not perceive anything but the position of the creatures and the
Minimum one minute. basic intentions (i.e., friendship, hate, about to attack, etc.)
Effect: Postcognition allows a Jedi to investigate the tenuous imprints of
the Force left on objects when they are handled by living beings. The Receptive Telepathy (SW2 – pg. 161, ToJC – pg. 49-50)
character must be able to handle the target object. The Jedi must declare Sense Difficulty: Very Easy for friendly, non-resisting targets. A resisting
how far in the past is being reviewed prior to rolling Postcognition. If the target makes a Perception or control roll to determine the difficulty.
roll is successful, the Jedi can determine who has handled or touched the Modified by proximity and relationship.
object and what events have transpired around it. The Jedi may “search” Required Powers: Life Detection, Life Sense
for specific incidents or simply review past events, somewhat like viewing This power may be kept up if the target is willing and the proximity
a hologram. If the Postcognition roll is equal to or higher than three times modifier doesn't increase.
the difficulty number, the character can witness events when the object Effect: A Jedi who makes the power roll can read the surface thoughts and
was present as if she were there herself. If the Postcognition roll is greater emotions of the target. The Jedi hears what the target is thinking, but
than or equal to twice the difficulty number, the Jedi gains a good sensory cannot probe for deeper information. If the sense roll doubles the difficulty
impression of the event, but is limited in that the primary sense (th sense number, the Jedi can sift through any memories up to 24 hours old. A Jedi
which gives the most information, usually sight) is wavery or obscured; cannot sift through memories in the same round that contact is made —
the other sensory impressions come through clearly. If the Postcognition this process takes a full round. A Jedi can read the minds of more than one
roll is simply greater than the difficulty number, then all sensory person at a time, but each additional target requires a new receptive
impressions are muffled, tactile sense is dulled, smells or tastes are telepathy roll. This power may be used on creatures and other sentient
indistinct or mixed. The Jedi receives a vague sense of who handled the species, although it cannot be used on droids.
object and what events transpired around it.
Example: Ana is going to use postcognition on a blaster to see if it was Sense Disturbance (D6H)
used to murder an Alliance officer. She declares that she will search back Sense Difficulty: Very Easy, Modified by proximity
a full year (Very Difficult task) – her postcognition total is 24, which just Effect: this enables a character to sense a disturbance in the Force. This
barely beats the difficulty number. Ana gets several sensory impressions – does not give the character specific details, but instead a vague feeling of
blurry images of a woman grabbing the gun, a muffled scream as a man is what has occurred. Once learned, this power is effectively up at all times.
shot and falls to the ground. Unfortunately, the images are so indistinct When a disturbance happens, the Jedi can take a “free” action roll to sense
that Ana can’t tell exactly who is using the gun and who was shot. If Ana the disturbance. The GM should have the player roll his character’s Sense
had limited her postcognition viewing to less than two hours – an Easy against the modified difficulty. What effect the disturbance has on the Jedi
task – her roll of 24 would have been more than three times the difficulty. is up to the GM. If successful, the GM should secretly inform the player
She would have seen any events with crystal clear clarity. that his character senses a tremor, or a stirring in the Force, tell the player
a vague feeling of who or what the disturbance is about, and if it is of the
Predict Natural Disaster (SW2 – pg. 160-161) Light or Dark Side.
Sense Difficulty: Easy if the Jedi has lived in the area for more than a
year. Moderate if the Jedi has been living within the area between six and Sense Element (IFP)
12 months. Difficult if the Jedi has been living within the area between Sense Difficulty:
one and six months. Very Difficult if the Jedi has been living within the Easy for basic elements
area less than one month. Modified by severity of disaster (larger disasters Moderate for common elements and natural compounds
are easier to predict) and degree to which the disaster could reasonably be Difficult to Very Difficult for man made compounds
predicted (gamemasters may decide that disasters are easier or harder to Heroic for rare elements and compounds
predict based on a multitude of factors). Modified by proximity.
Required Powers: Danger Sense, Life Detection, Weather Sense, Magnify Time to Use: 2 Rounds
Senses Effect: This power allows any user to find the direction and approximate
Time to Use: 15 minutes. May be reduced in five-minute increments by distance to the nearest significant amount of the element or compound.
increasing difficulty one level per five-minute increment (minimum time The user may exclude any know source before rolling for this power.
to use is one minute).
Effect: The Jedi can sense local meteorological and geological conditions Sense Force (SW2 – pg. 161, ToJC – pg. 50)
and predict imminent disasters, such as earthquakes, volcanic eruptions,
floods, landslides, avalanches, cave-ins, tornadoes, hurricanes (hurricanes Sense Difficulty: Moderate for an area; Difficult for sensing details or
can also can be predicted with weather sense), etc. By opening his or her specific objects/Force-users within the area. Modified by proximity.
senses to the environment, the Jedi can predict these disturbances, much as Effect: This power is used to sense the ambient Force within a place. It
animals can seemingly sense an earthquake hours or even days before it cannot be used to specifically detect sentient beings, but there are many
happens. Like weather sense, this power does not lend itself to quick forms of life and many areas of the galaxy intertwined with the Force
predictions. It customarily takes weeks for a Jedi to get to know local which can be sensed with this power. Sense Force will tell a character the
weather patterns and topography. The prediction is effective for 12 hours. rough magnitude of the Force in an area or object (rich, moderate or poor
The difficulty increases by one level for each additional 12-hour period by in the Force), the rough type and quantity of life-forms (many insects, only
which the Jedi wishes to extend the prediction. microbes and bacteria, teeming with plant and animal life, including
higher predators) and whether the area or object tends toward the dark side
or the light (for example, the tree on Dagobah which Luke Skywalker
Radar Sense (D6H)
entered is a dark side nexus rich in the negative energies of the dark side
Sense Difficulty: Moderate of the Force). An area rich in negative or positive energies may indicate
Required Powers: Life Detection, Magnify Senses past events or the activities of past inhabitants. The Jedi may also receive
This power may be kept up. vague premonitions about the area, such as "I sense something wrong," or
Effect: This ability is used when the Jedi can not see or is entering "I sense a great impending tragedy."
combat. It gives him/her sense dice to add to his/her perception each
round. These can be used for initiative or for any of the basic sensual skills Sense Force Potential (ToJC – pg 50)
under perception (can’t be used for command, bargain, persuasion, etc).
This power is very similar to Life Detection, except the Jedi feels the Sense Difficulty: Moderate for friendly, non-resisting targets. Moderate
emotional intentions of the people in his range. The Targets can not hide plus target’s Perception or control roll (whichever is higher) to determine
from this ability because it feels the vibrations in the force that their the difficulty of the probe on an unwilling subject.
presence makes. The range is equal to their sense roll +10 in meters. The Required Powers: Life Detection, Life Sense, Receptive Telepathy, Sense
Force
Force Powers 13
Time to Use: Six rounds like the inner rim of a volcano. Rock walls loom high on the opposite side
Effect: This power allows a Jedi to probe the mind of a target, and of the pit. Standing, alone and vulnerable on a spike of rock scarcely half a
determine whether that person has the potential to be strong in the Force. meter wide, is your companion Tetsu. He is scared and crying. The
The deep subconscious of a Force-sensitive person is shielded by a column he is on is nowhere connected to the rim where you are standing:
protective barrier which prevents another Force wielder from penetrating there is no way to reach him. A wind begins to howl up from below.”
his or her inner mind. This shield pushes violently back at an intruder, Example: Another narration: “You are walking along a path: the route is
sending him or her stumbling back. This shield is an involuntary defense straight and wide and as black as coal. On your left is a second path, just
mechanism maintained by every Force-sensitive person. It is one reliable as broad, just as straight, and shining brilliant white. You become aware of
way to determine which people might have the potential to become a Jedi. a presence walking along the second pathway matching you pace for pace.
The magnitude of the backlash generated by the shield depends on the Ahead your paths cross, and the path that leads away from the point of
character’s strength in the Force. A person who is merely Force sensitive intersection is twice as wide as your own… and of indeterminate color.”
will shove the intruder back several feet. Someone with actual Force skills
will produce a more intense reaction. Those with little training will send Sense Residual Magic (IFP)
the intruder reeling back across the room. Someone who is well-trained, or Sense Difficulty: Moderate
who has a great deal of raw talent in the Force, might actually send the Note: This power is used exclusively by the Noghri.
intruder flying across the room. This power may be kept up.
Effects: This incantation takes 5 minutes of mental preparation. After this
Sense Force Strength (D6H) time the Force user may sense recent Force use at a range of up to 1
Sense Difficulty: Moderate kilometer. The Force user can’t determine what Force powers were
Time to Use: One minute performed, and can’t tell who used the Force, although he may follow
Effect: This allows a Jedi to sense the Force Strength of a character. This residual Force traces from the area where the Force use occurred towards
tells the Jedi the Force Strength bonus a character has, and the number of the individual who manipulated the Force. If the power is kept up then the
Character Points, Force Points, Dark Side Points, and skill code for each Force user must make a new Sense roll every 3 hours, as if he was
Force skill. This does not tell the Jedi what powers the character has. performing the incantation again.

Sense Path (SW2 – pg. 161-162, ToJC – pg. 50-51) Sense Spirit (D6H)
Sense Difficulty: Moderate Sense Difficulty: Very Easy
Required Powers: Emptiness, Hibernation Trance Effect: This allows a Jedi to sense a Force Spirit - a Force-sensitive who
This power can be kept up. has died, but remains in this world. The stronger a character is, the more
Effect: This power informs a character of the “path” he travels: whether the character can sense a Spirit. If the player rolls between 6 and 10, the
his current actions are likely to lead him to the dark side, and whether any character only hears a voice. If the roll is between 10 and 20, the character
specified future actions are likely to do so (this power may be thought of also sees the Spirit easily. If the roll is over 20, the character can interact
as farseeing without control). Bear in mind that without control, the Jedi with the Spirit as if the Spirit is alive.
does not have the ability to decide whether he sees the past, present, or a
possible future. The visions he receives are more likely to be allegorical in Sense Surroundings (PoJS – pg. 29)
nature to receive specific details, the farseeing power must be used. When Sense Difficulty: Easy.
giving the results of this power, be honest but obscure if the character has This power may be kept up.
gained any Dark Side Points and is attempting to atone, this power will tell Required Powers: Magnify Senses, Sense Force
him how successful he has been within a game context. The Jedi can Effect: Sense surroundings allows a Force-user to extend his senses
choose to consciously use this power, or it can be a plot device. If the through the Force, permitting him to fight and make Search checks despite
latter, at an appropriate point in the scenario, you may call for a roll on darkness or obstruction. This power doesn't duplicate the Magnify Senses
this power, and give the Jedi a vision if he succeeds. You may use this to power, but it does allow a character to perceive things normally through
tell the players how well they are doing, or to give them a premonition of the Force instead of through a normal sense. This power can only be used
doom just before a critical encounter to heighten the tension. You may use to counter either blindness or deafness. In order to counteract both lack of
it to warn them (by showing the future of their current course), to sight and sound, the power would need to be used twice (thus granting a
encourage them (particularly when they have done the right thing but have multiple action penalty).
no way of knowing), to provide hints, or to foreshadow upcoming events.
A vision from the Force should never be taken lightly by the players. It Sense Weakness (IFP)
should give them something to think about, along with the attendant Sense Difficulty: Opposed Strength or hull roll of object; Modified by
chances for good roleplaying. Bear in mind that different Jedi will tend to proximity.
receive different renditions of the same scene, and consequently you Note: Appropriate scales to be used. The sense skill roll is character-scale.
should tailor the details you give to the fit character concerned. Instead, Effect: This power allows the user to sense the physically or chemically
you might consider altering the way you describe the scenery; for the dark weakest part of an object. This power may be used upon a small part of an
side, you might always describe rocky and barren terrain, or with a cold object rather then over the entire object.
wind blowing, or it might always be night for the dark side and daytime or
dawn for the light side. You can present these images in as contrary Shatterpoint Sense (CWCG – pg. 52)
manner as you wish, provided you are consistent with the descriptions.
Another thing to bear in mind is that it is never easy to tell which is the Sense Difficulty: Very Difficult for present event, Very Difficult for
right course to take (although the path of darkness may be clear enough, future events (adding an additional +10 for events that are not in the
the path of the light may be far more elusive). The Jedi must still be sure immediate future).
to follow the Jedi Code regardless of what his visions seem to be telling Required Powers: Emptiness, Hibernation Trance, Sense Path,
him, otherwise his own desires will encourage a less truthful vision and Postcognition, Sense Force, Farseeing, Life Sense
cause his downfall. And it is quite possible for a skilled Dark Jedi to twist Time to use: One minute.
the readings of this power to suit his own ends. Effect: This power allows the Jedi to reach out through the Force and
Example: Another narration: “You are scrambling through a rocky view the events and people around him in such a way that reveals their
landscape at night. The only light is a feeble flow ahead of you, coming interconnectedness. The power extends through the Force to see the ever-
from behind the next outcropping. You are hurrying, trying to arrive in changing sea of events in terms of their probability and causality;
time to avert…something. When you pass the outcrop, the terrain falls however, it only allows the Jedi to understand connections between people
away on all sides, and you find yourself on the edge of a large precipice, and events. When viewing these events and connection, the power creates
an vision in the Jedi’s mind allowing them to view reality as though it
Force Powers 14
were a crystal or gem. It allows them to view multiple facets, as well as Time Sense (D6H)
viewing faults and veins as they run through the gem (the faults being the Sense Difficulty: See below
connections of causality and destiny that bind people together). Many of This power can be kept up.
the interconnections create shatterpoints, important linchpins in destiny. Effect: Sensing the rhythm, pulse, and ebb and flow of the Force, the Jedi
Having this understanding of these shatterpoints allows the Jedi to is able to track the passage of time precisely as the best chronometer. With
potential to strike the gem in hopes to shape events to the greater good. a Very Easy sense roll, the Jedi can use this power as a stopwatch. With an
However, the power has several limitations. Shatterpoint sense will not Easy sense roll, the Jedi can use this power as an alarm clock.
reveal much additional factual information about the universe. If a Jedi
were to have reached out to Chancellor Palpatine through Shatterpoint Track Hyperspace Trail / Hyperspace Tracking (D6H)
Sense, they would discover a strong (and growing) connection between
Sense Difficulty: Difficult, modified by half the difficulty of the journey
Palpatine and Anakin Skywalker. It would not reveal that Palpatine was a
of the ship being tracked; also modified by Proximity
Sith Lord, nor would it reveal Anakin’s destiny to become a Sith Lord.
Required Powers: Instinctive Astrogation Sense, Sense Force
However, in order to get a vision of Anakin’s shatterpoints, the Jedi would
Effect: Any object that goes through hyperspace leaves a trace that the
separately have to focus on Anakin, where he would see a strong
Jedi can sense. The Jedi uses his sense skill to "feel" through hyperspace
connection to both Palpatine and Padmé Amidala. Further, the power
to track an object's path.
would not allow them to understand the nature of Anakin’s connection to
If the Jedi succeeds at tracking the course, he need only generate an Easy
Padmé, or understand that they were secretly married.
astrogation total to plot a safe path to follow the object. If the Jedi fails the
In game terms, this power functions very well as a plot device. It can add a
roll, he is unable to track the object. If the object includes a Force sensitive
direction or richness to the intrigue of a campaign. Visions through
being, the difficulty for this power is reduced one level.
Shatterpoint Sense are always imperfect, and thus gamemasters are
discouraged from revealing too much information. The player must choose
to focus on one character, and if he makes the difficult, the gamemaster
Translation (SW2 – pg. 162, ToJC – pg.52)
may reveal that there is a strong connection between that character and Sense Difficulty: Moderate for humans or aliens. Difficult for droids. If
others. If the player exceeds the difficulty by 5, then the GM may reveal the target is being purposely cryptic add +5 to the difficulty, +20 if the
the strength of those connections, or whether or not they are growing or language is written down.
waning in strength. If the player exceeds the difficulty by 10, then the This power may be kept up.
gamemaster may reveal whether or not there is a taint of the Dark Side in Required Powers: Receptive Telepathy, Projective Telepathy, Life Sense
those connections. Effect: The character may translate a language and speak it. The Jedi may
decipher body language, explore the spoken word, or translate ancient Sith
Shatterpoint Strike (CWCG – pg. 52) texts, etc. In order for this to work, the character must first hear the target
speak, or see the works in written form (such as an ancient text or
Sense Difficulty: Very Difficult
document). It takes only one application of this power to understand a
Required Powers: Emptiness, Hibernation Trance, Sense Path,
language. As long as they all speak the same language and the power is
Farseeing, Life Sense, Shatterpoint Sense
kept up, the character need not roll for each individual talking. Also
Effect: Shatterpoint is a very rare power that allows a Jedi to see faults
because they also speak using beeps and whistles, droids may be
and fissures within objects, much like faults of a gem. These faults may
communicated with using this power. Note that the character does not
exist because of previous interactions with the Force (such as prior
really know the language. Once this power is no longer in use, the Jedi is
healings that may be undone), or natural fissures which occasionally
once again unable to understand or speak the language.
occur. Such fissures may only exist for the briefest moment, and can
disappear with very little provocation, such as a slight movement of the
person or object. These faults will generally make the object or person
Truth Sense (D6H)
much more vulnerable to attack. Just as striking on the fault of a gem may Sense Difficulty: Easy; modified by Relationship
cause it to shatter, striking a shatterpoint will easily destroy a person or Time to Use: One round
object. In game terms, if the GM determines that a shatterpoint exists This power can be kept up.
within a person or object, the Force user may make his rolls to sense it. Effect: This allows the Jedi to sense whether a person believes what they
The Force user must then, as a separate action, make an attack that same are saying is true. It does not sense whether what they are saying is true in
round to strike the shatterpoint. When the target rolls to resist damage, the the overall reality; just whether the subject believes it or not. This is the
damage resistance total is reduced by half. For every +10 that the Force Force equivalent of a lie-detector test.
user exceeds the difficulty, the resistance total is reduced by another -5.
Weather Sense (SW2 – pg. 162, ToJC – pg. 52)
Shift Sense (SW2 – pg. 162, ToJC – pg. 51-52) Sense Difficulty: Easy if the Jedi has lived in the area for more than a
Sense Difficulty: Moderate for simple phenomena (such as heat or simple year; Moderate if the Jedi has lived in the area between six and twelve
scents); Difficult for more uncommon phenomena (such as comm months; Difficult if the Jedi has lived in the area between one and six
frequencies, infrared radiation); Very Difficult for specific, complex months; Very Difficult if the Jedi has lived in the area less than one
phenomena (such as setting olfactory nerves to detect the presence of month. Modified for proximity and local meteorological conditions.
Tibanna gas). Required Powers: Magnify Senses
This power may be kept up. This power may be kept up.
Required Powers: Magnify Senses Effect: This power allows the Jedi to attune himself to the workings of
Effect: The character may shift his or her senses as to detect phenomena local weather patterns. By sensing the movements of clouds, winds, tides,
of a different type than normal. Shifting eyesight to the infrared spectrum, and solar bodies, someone using this power can discern patterns in the
hearing frequencies above or below normal range for his or her species, weather, and so make limited predictions regarding the behavior of
etc. This power counts as a skill use for determining die code penalties. atmospheric phenomenon. This power does not lend itself to quick
Please note that this power is exceptionally useful in some aspects, but predictions, however. It usually takes weeks for a Jedi to become
fairly limited in others. For example, a Jedi may detect comm frequencies, accustomed to local weather patterns and become familiar with unique
but that does not mean that the Jedi can listen in on the transmission. The features of the local topography that is possible to obtain accurate
Jedi will be able to detect that a transmission is present, but may not readings. The prediction is effective for four hours. The difficulty
necessarily be able to locate the signal’s source, and certainly will not be increases if the Jedi wishes to make more extended forecasts.
able to decode the information carried by the transmission.
Force Powers 15
Alter Powers 13-15 1-3 Caster looses 5 CP, 4-5 Caster takes 5D damage,
6 Caster looses 1D from all Force skills for 6 hours
16+ 1-3 Caster takes 6D damage, 4-5 Caster looses 1D in
Ballistakinesis (LECG – pg. 53) attributes/skills for 1 day, 6 Caster looses 1 FP
Alter Difficulty: Moderate or opposed dodge roll
Required Powers: Telekinesis Cell Burst (D6H)
Warning: Anyone who uses this power against a living being gains an Alter Difficulty:
automatic Dark Side Point. Easy => organic material
Effect: This allows the Force user to telekinetically spray a four square Moderate => inorganic material
meter area which can be up to 20 meters away but within line of sight. *modified by Proximity
Anyone within that area may make a dodge roll to get out of the range of Warning: Use of this power against a living creature awards a Dark Side
the effect. Any character unable to escape suffers 5D damage due to the Point. Use with caution.
spray of debris slashing, piercing, and bludgeoning their bodies. Effect: Disrupts the cells in matter causing 4D damage.

Bolt of Corruption (FUCG – pg. 85-86) Chaos Burst (IFP)


Alter Difficulty: Moderate Alter Difficulty: Moderate
Required Powers: Bolt of Hatred Note: This power is used exclusively by the Noghri.
Warning: Anyone who uses this power gains a Dark Side Point. Warning: The use of this power grants a Dark Side Point.
Effect: When a character activates this power it sends a bolt of corrupting Effect: This incantation causes three bolts of swirling energy to shoot
power towards an opponent. The target may choose to roll his or her form the fingers. Each bolt causes 4D damage. An attack roll must be
dodge skill against the attacker’s alter roll. However, if the attack hits, the made for each bolt using the thrown weapons skill. The bolts have a range
target takes damage equal to that of the attacker’s alter roll. Further, the of 2-5/12/30. The user must roll on the table in exactly the same manner as
target will take half that amount of damage the following round. The if the user had used the Cast Chaos power (see #4 Cast Chaos for table).
second round after the attack hits, the target takes 1/4 the original damage.
The attacker continues taking damage for four rounds, each time halving Chaos Web (IFP)
the amount of damage done. Alter Difficulty: Moderate
Warning: The use of this power grants a Dark Side Point.
Bolt of Hatred (ToJC – pg. 87) Note: This power is used exclusively by the Noghri.
Alter Difficulty: Moderate Effect: This incantation causes a web of pure energy to be formed
Warning: A character that uses this power receives a Dark Side Point. between two anchors. The web can be up to 5 meters across at the base
Effect: The Force user creates in his hand a radiant sphere of pure hatred difficulty. For every extra meter in the web's length add 5 to the difficulty.
(red), which he can hurl at any target within LOS. After a successful Alter Anyone touching the web with bare flesh takes 3D damage per round of
roll to initiate the effect, the Force wielder makes a Thrown Weapons roll contact, as well as unleashing a chaotic backlash (see table below). An
with a +2D bonus to launch the bolt of energy at the target. Characters hit attack on the web results in an additional backlash (twice on table below).
by the sphere suffer 6D damage and automatically lose a Character Point. The web may be formed up to 20 meters away from the Force-user at the
base difficulty. For every 5 meters away the difficulty raises by five. The
Break Bones (D6H) web will remain in place for 30 minutes at the base difficulty. For every
Alter Difficulty: Heroic modified by relationship and proximity extra minute, raise the difficulty by one. When the spell ends, the energy
Warning: Use of this power gains a Dark Side Point web breaks down almost immediately.
Required Powers: Hibernation Trance, Rage, Telekinesis, Telekinetic Kill
Effect: Allows Jedi to crush and misalign 2D bones in a target, inflicting Combustion (LECG – pg. 53)
Alter dice in damage. Alter Difficulty: Difficult or opposed dodge roll
Warning: Anyone who uses this power against a living being gains an
Calm Other (IFP) automatic Dark Side Point.
Alter Difficulty: Easy (modified by proximity and relationship). Effect: A character is able to agitate the molecules of a four square meter
Effect: This power is used to calm down and neutralize an opponent when area, creating sparks and igniting a powerful combustion. The target area can
no other way is deemed appropriate. If successful, the target feels utter be up to 20 meters away but within line of sight. Anyone in this area may
peace and calm, and has lost all will to fight. A Jedi who uses this ability make a dodge roll to get out of the range of the effect. Any character unable
to disable the opponent so he may kill, injure, or take advantage of him to escape suffers 4D+1 damage for the first round from catching fire. The
receives a dark side point. flames continue to do 3D damage every round until extinguished.

Cast Chaos (IFP) Crimson Burst (D6H)


Alter Difficulty: Special Alter Difficulty: Target's Control or Perception roll, modified by
Note: This power is used exclusively by the Noghri. proximity; Must be in line of sight.
Effect: This incantation allows the user to form the ambient Force energy Required Powers: Life Sense, Telekinesis
in the area in an attempt to simulate any Force power, as long as the user Note: This power is used exclusively by the Shadow Dragons.
has seen the power to be simulated in action. The difficulty is the normal Warning: This power grants a Dark Side Point.
difficulty of the power to simulate plus 10. The use of this power is Effect: This power is the Shadow Dragon's version of the Telekinetic Kill
dangerous, and will automatically cause a roll on the table below for failed power. In game terms, it has the same effects as that power, except it can
power use. If the Alter difficulty is failed then roll twice on the table. The be used from a distance as long as a line of sight. In actuality, the power is
simulated power is treated as if it had been used normally as long as the far more gruesome, as its effects are achieved by altering the pressures on
use of Cast Chaos is successful. the various areas of the target's bodies. The result is that blood starts to
Failed Roll by Result flow from the target's pores and orifices as soon as he starts to take
0-3 1-2 Nothing, 3-4 Result at 50%, 5-6 Different power damage. Eyesight is lost immediately, in addition to the damage effects.
activates
4-8 1-3 Caster looses 1 CP, 4-6 Caster takes 4D damage Cryokinesis (JATM – pg. 25)
9-12 1-3 Caster looses 1D CP, 4-6 Caster looses 1D from Alter Difficulty: Difficult
random skill Time to Use: Two rounds
Force Powers 16
This power may be kept up. blade becomes infused with energy and has all the properties of a
Effect: Using this power, a Jedi reaches out through the Force, slowing lightsaber (able to parry lightsabers, can be used with Lightsaber Combat,
down the molecules around an object, drawing heat away from it, and able to parry blaster bolts, etc.), except damage is reduced to 4D (and like
causing its temperature to drop rapidly. Generally, this has the benefit of a true lightsaber, the strength of the user makes no difference to the
making an object more brittle and prone to damage. damage). The power has similar effects on daggers, staffs, axes, etc.
In game terms, a Jedi may select one object within 20 meters and within
line of sight. If the alter roll succeeds, then the body strength of the object Energy Blast (FUCG – pg. 86)
is decreased by -1D (minimum 1D). For every +10 the Jedi beats the alter Alter Difficulty: Difficult
difficulty, the body strength decreases an additional -1D. Required Powers: Conduit, Sense Force
If the Jedi selects a living being as the object, the being is not immediately Note: This power is used exclusively by the Sith.
frozen, as would an inanimate object which does not produce its own heat. Effect: This allows a Sith to channel Force energy and unleash a blast of
Rather, the living being takes 4D+2 damage, and the Jedi receives an destructive energy. A Sith can choose to use a Sith amulet to reduce the
immediate Dark Side Point. Should the target become frozen to the point difficulty one level or amplify the effect by an order of ten. Doing either
of death, then the body will become completely frozen and more brittle. earns the Sith a Dark Side Point.

Dark Side Web (ToJC – pg. 87) Enlarge Force (HG – pg. 139)
Alter Difficulty: Difficult Alter Difficulty: Difficult
This power may be kept up. Effect: This power allows a Jedi to double the range of those Force powers
Warning: A character that uses this power receives a Dark Side Point. that are limited by distance (Life Bond, for example). The Jedi must
Effect: When successfully initiated, this power summons strands of Dark successfully activate enlarge Force in the same round as the Force power it
Side power that wrap around the target, ensnaring then in a mesh of is meant to enlarge. Force powers without range limitations aren’t affected.
brilliance. The lattice of energy severs the connection between the Force
and the trapped individual and saps the strength from the body. The target Extend Force (HG – pg. 140)
of the Dark Side Web loses a number of Force skill dice and/or Strength Alter Difficulty: Difficult
dice up to the number of the Force wielder's Alter dice. The lost dice can Effect: This power allows a Jedi to double the duration of those Force
only return by one of two ways. The character can permanently burn off a powers that has an affect that expires after a certain time (Combat Sense,
Force Point or up to 50 Character Points. or Enhance Attribute, for example). The Jedi must successfully activate
extend Force in the same round as the Force power it is meant to extend.
Effect Gravity (IFP) Multiple action penalties apply. Force powers that are not affected by
Alter Difficulty: Very Difficult duration or an expiration time are not affected by this power.
Required Powers: Conduit, Resonate, Sense Force
Note: This power is used exclusively by the Sith. Fireball (IFP)
Effect: This allows a Sith to channel Force energy and alter the Alter Difficulty: Difficult
gravitational forces in a region. A Sith can choose to use a Sith amulet to Required Powers: Conduit, Pyrokinesis, Sense Force
reduce the difficulty one level or amplify the effect by an order of ten. Note: This power is used exclusively by the Sith.
Doing either earns the Sith a Dark Side Point. Warning: This power will grant a Dark Side Point to the user.
Effect: This allows a Sith to channel Force energy and unleash a fireball.
Electric Judgement (IFP) A Sith can choose to use a Sith amulet to reduce the difficulty one level or
Alter Difficulty: Easy 2D damage, Moderate 3D damage, Difficult 4D amplify the effect by an order of ten. Doing either earns the Sith a Dark
damage (modified by proximity) Side Point.
Effects: Electric Judgment was a Force technique used by Plo Koon, and
it was the light side version of Force Lightning. Flash (IFP)
It showed up as yellow or green energy instead of blue or white, like Force Alter Difficulty: Easy
lightning. For instance, Plo Koon would shoot lightning from his Note: This power is used exclusively by the Noghri.
fingertips to wound enemies. Other Jedi would not use it, as it resembled Effect: This power causes a burst of light to appear close to the Force-user
Force Lightning used by the Sith and other Dark Jedi. that affects everyone within a five-meter radius who is looking at the light.
Note: Characters hit by Electric Judgment are stunned 5D rnd and must Those affected are unable to see for ten seconds, and are thus at a -2D to
make a very difficult Stamina check to come out of Stun ahead of time. all actions for that period.
Empower Force (HG – pg. 139) Force Blast (FUCG – pg.86)
Alter Difficulty: Very Difficult Alter Difficulty: See chart below
Effect: All Force powers that have a variable effect based on a die roll (for Required Powers: Telekinesis
example damage for Force Lightning, or benefits for Enhance Attribute) are Time to Use: One round
increased by one-half (multiply by 1.5, rounded down). This power must be Warning: A Jedi who uses this gains one Dark Side Point.
activated in the same round as the related power. Multiple action penalties Effect: This power allows a Force user to launch a blast of compressed air
apply. Once the damage or benefit has been rolled, the result is multiplied and debris. The power has a number of applications, both practical and
by 1.5 (rounded down) and then added to the total. If the Jedi wants to sinister. It allows the Jedi to clear a blocked passageway of debris or other
affect more than one power, he must make separate empower Force rolls. obstacles. However, it has been used by the less scrupulous to hurl a
Example: a Force-user wishes to attack a target with Force lightning. The barrage of projectiles at life forms standing in the Force user’s path. Any
Force-user’s alter die code is 7D. If he successfully activates empower Jedi who uses this on a sentient being gains an immediate Dark Side Point.
force before making his attack, he will roll his 3D for damage. He rolls a The amount of damage done by the blast is determined by the chart below:
nine, but has a final result of 13.
Alter Difficulty Damage
Easy 3D
Empower Weapon (D6H)
Moderate 4D
Alter Difficulty: Difficult Difficult 5D
Required Powers: Absorb/Dissipate Energy
Very Difficult 6D
This power may be kept up.
Heroic 7D
Effect: This power is used to extend a field of energy around a melee
weapon to create the effects of a light weapon. When used on a sword, the
Force Powers 17
Force Flight (CR – pg. 108)
Alter Difficulty: Equal to the number of meters the Jedi wishes to move Force Static (D6H)
himself (20 meters maximum). Alter Difficulty: Very Easy, Modified by Relationship and Proximity
Required Powers: Concentration, Telekinesis This power may be kept up.
Effect: Using this power instead of walking, a Force-user can physically Warning: Use of this power for any reason results in a Dark Side Point
move himself a number of meters either horizontally or vertically. The Effect: When using this power, the Jedi released into the environment a
difficulty of the Alter roll for this ability is equal to the number of meters flood of random Force energy, which directly interferes with the way
that the Jedi wishes to move himself, but under no circumstances can the creatures interact with the Force. When used, the Jedi rolls his Alter as
distance be greater than 20 meters. If the Force-user has not landed by the usual. When a Jedi is in the area, he must add the success of Sense
end of the round, he may suffer falling damage (GM's discretion). Disturbance to the Difficulty of any Force use other than Life Sense and
Sense Force. In case of Life Sense and Sense Force, the success of Force
Force Jump (SW2 – pg. 167) Static is added to all Force rolls, not difficulties.
Alter Difficulty: Equal to the number of meters the Jedi wishes to move The more people using Force powers in the area, the less the individual
himself (20 meters maximum). difficulty, as energy that is more "positive" is added to the area, the
Required Powers: Concentration, Telekinesis negative area beings to wear thin. When two or more Jedi in the area
Effect: Using this power instead of walking, a Force-user can physically activate a power in the same round, the Force Static roll is divided
move himself a number of meters either horizontally or vertically. The between them, rounded down.
difficulty of the Alter roll for this ability is equal to ˝ the number of meters
the Jedi wishes to move himself, but under no circumstances can the Force Strike (D6H)
distance be greater than 20 meters. If the Force-user has not landed by the Alter Difficulty: Target's Control or Perception Roll, modified by
end of the round, he may suffer falling damage (GM's discretion). proximity.
Required Powers: Concentration, Injure/Kill, Life Detection, Life Sense,
Force Light (PoJS – pg. 12) Telekinesis
Alter Difficulty: Very Easy. Warning: A character who uses this power to injure a living being (or
Required Powers: Force Harmony, Life Detection, Life Sense, Projective beings) automatically receives a Dark Side Point.
Telepathy, Receptive Telepathy Effect: With this power, a Jedi may use the Force to strike up to four
Effect: This power allows a Jedi to channel the Force into blasts of light adjacent targets. Each target past the first incurs a -1D penalty on the Jedi
that can destroy Dark Side spirits, as well as cleanse the taint of Dark Side using the power (ie, 1 target, no penalty; 2 targets, -1D penalty; 3 targets, -
locations. This Light Side energy emanates out to ten meters from the 2D penalty; 4 targets, -3D penalty). Each target makes either a Control or
power's user, affecting all Dark Side characters, creatures, spirits, or sites Perception roll to resist the attack, and the acting Jedi's Alter roll result is
within that area. When activated, the player rolls his Alter score and compared to each result in turn to determine the effects. This power can be
checks his success on the following table: used to cause stun damage instead of physical damage.
Alter Roll > Character/ Dark Side Dark Side Site
Difficulty By: Creature Spirit Alter Roll > Difficulty By Effect
0-10 Easy 2D+2 No Effect 0-9 Target suffers 3D Damage
11-20 Moderate 5D No Effect 10-19 Target suffers 4D Damage
20-35 Difficult 7D+2 No Effect 20+ Target suffers 5D Damage
36+ Very Difficult 10D Reduce Site Power
In the case of Dark Side Characters/Creatures, those within the effective Force Wave (D6H)
range of the power must make a Control or Willpower skill roll with the Sense Difficulty: Easy
difficulty listed, or they will lose a Dark Side point. In the case of Dark Alter Difficulty: Moderate
Side spirits, the damage listed is inflicted upon them. If the target is a Dark Required Powers: Telekinesis
Side site, its power level may be reduced. Effect: This power allows a Jedi to create a wave of telekinetic energy
which spreads outward from his or her hand, knocking opponents to the
Force Push (SW2 – pg. 162-163) ground. This differs from Telekinesis in that there is no attempt at
controlling the targets, and more than one being or item can be affected by
Alter Difficulty: Target's Control or Strength Roll, modified by proximity.
it at once. Beings struck by the Force Wave must make a Dexterity check,
Required Powers: Concentration, Telekinesis
opposed to the user's Alter roll. If the Alter roll is more than twice the
Effect: With this power, a Jedi may use the Force to push up to four
opponent's Dexterity roll, the target(s) suffer 3D impact damage (the user
adjacent targets backwards, possibly knocking them prone. Each target
of this power may choose to use less than their full amount of Alter dice if
past the first incurs a -1D penalty on the Jedi using the power (ie, 1 target,
they do not wish to do any damage with this power). The range on this
no penalty; 2 targets, -1D penalty; 3 targets, -2D penalty; 4 targets, -3D
power is 10 meters, and it affects any beings along a single arc in combat
penalty). Each target makes either a Control or Strength roll to resist, and
(front, right, left, rear, etc.)
the acting Jedi's Alter roll result is compared to each result in turn to
determine the effects. A target that is knocked back into a wall or other Alter Roll > Difficulty By: Effect
solid object takes 2D damage, in addition to any other effects. 0-9 Target suffers 3D Damage
10-19 Target suffers 4D Damage
Alter Roll 20+ Target suffers 5D Damage
Difficulty Effect
0-5 Target(s) pushed back 1 meters, make Easy Dexterity roll Force Whirlwind (KORS – pg. 51)
or fall. Alter Difficulty: Moderate, or target’s Strength roll (whichever is higher).
6-10 Target(s) pushed back 2 meters, make Moderate Dexterity Required Powers: Telekinesis
roll or fall. Warning: Any character using this power to damage a living being gains
11-15 Target(s) pushed back 3 meters, make Difficult Dexterity an immediate Dark Side Point.
roll or fall. Effect: The Jedi may call upon the Force to surround a target in a swirling
16-20 Target(s) pushed back 4 meters, make Very Difficult vortex of Force energy. The whirlwind will lift the target approximately 1
Dexterity roll or fall. meter into the air and buffet them with Force energy. The target will be
21+ Target(s) pushed back 5 meters, make Heroic Dexterity lifted into the air, and incapable of movement for the rest of the round.
roll or fall. However, the Force user may attempt to extend the whirlwind by spending
one character point per round. When the whirlwind dissipates, the target
Force Powers 18
falls prone. It counts as an action for the target to get back up again. Kinetic Combat (SW2 – pg. 162, HG – pg.42)
The Force user has the option of additionally doing damage equal to one Alter Difficulty: Difficult
third of his or her alter roll. If the character does so, then he or she gains Required Powers: Telekinesis
an immediate Dark Side Point. Effect: Once the Jedi has successfully activated this power, he may wield
a melee weapon or lightsaber with the power of the Force at a distance up
Glow, The (IFP) to 10 meters, as though the weapon were in his hands using his melee
Alter Difficulty: Heroic+20 weapons or lightsaber skill respectively. Multiple action penalties apply.
Required Powers: Greater Force Shield The first round, the Jedi can make only one attack. As his control
This power may be kept up. improves, he may attack with the weapon as many times as possible (as
Effect: This power creates a blue glow around the user that adds 2D to determined by multiple action penalties).
any Brawling or Melee damage and +10 to resisting damage. Whenever
you hit, the energy it makes causes a kinetic explosion upon contact, there Knockout/Stun (IFP)
by throwing your opponent to the ground with a mere punch. If the Alter Difficulty: Target's control or Perception roll
Brawling or Melee attack is not sufficient to damage the opponent, the Required Power: Life Sense
kinetic energy needs to be expended, by throwing back the Jedi in the way Effect: Developed by Jedi Master Chi Wan Su, Knockout/Stun is a more
it was supposed to be used against the opponent. enlightened form of the Injure/Kill power. The Jedi must be touching the
target to use this power, requiring a successful brawling attack in the same
Grenade Defense (JATM – pg. 14) round the power is to be used. When the power is activated, the user makes
Alter Difficulty: Easy plus attacking missile weapons or grenade roll. one roll. If he rolls higher than the character's resisting control or perception
Required Powers: Danger Sense, Life Detection, Combat Sense, Telekinesis total, figure damage as if the power roll was a stun damage total and the
Effect: This power allows the Force user to stretch out through the force to control or Perception roll was a Strength roll to resist stun damage. Master
telekinetically defend himself against an incoming grenade. When an Chi Wan always taught his students this power long before he taught them
opponent makes an attack with a missile weapon or grenade, the Force user many other defensive powers. It is a lot more forgiving, and more in line
reaches out with his power and attempts to knock the explosive off of its with the peaceful nature of the Jedi, which Master Chi Wan was honored
intended course. In game terms, grenade defense allows a Force user to use for following.
his alter roll against an attacker’s grenades or missile weapons roll as a
reaction skill. This differs from Telekinesis as Telekinesis can’t be used as a Light (D6H)
reaction skill. Once an attacking character makes a grenade or missile Alter Difficulty: Very Easy
weapons skill roll, the GM adds that number to an easy difficulty to This power may be kept up.
determine the difficulty number for the alter roll. If the Force user’s roll is Effect: This power must be centered on an object weighing no more than
successful, then the grenade is deflected off course. The GM may use the one kilogram and within 10 meters of the user. When used successfully, a
grenade scatter diagram to determine its new path. If the character beats the globe up to 10 meters in diameter is created. The object may be moved
difficulty by 10 or more, then the grenade or missile is directed back at the and the light will move with it.
attacker.
Lightning (IFP)
Haste (IFP) Alter Difficulty: Difficult
Alter Difficulty: Heroic Note: This power is used exclusively by the Sith.
Required Powers: Enhance Attribute, Enhance Skill, Force Running Required Powers: Conduit, Control Pain, Inflict Pain, Injure/Kill, Sense
Effect: Haste allows the user to make twice as many actions as normal Force
within 1 round. It also allows double move rate. Whether or not the Alter Warning: This power will grant a Dark Side Point to the user.
power is successful, the Jedi receives -1D to all actions the next round. Effect: This allows a Sith to channel Force energy and unleash a blast of
lightning. Note: this is different than Force lightning. A Sith can choose to
Injure/Kill (SW2 – pg. 162, ToJC – pg. 52) use a Sith amulet to reduce the difficulty one level or amplify the effect by
Alter Difficulty: Target's Control or Perception roll an order of ten. Doing either earns the Sith a Dark Side Point.
Required Powers: Life Detection, Life Sense
Warning: A character that uses this power receives a Dark Side Point. Loud (IFP)
Effect: An attacker must be touching the target to use this power. In Alter Difficulty: Easy + volume modifier
combat, this means making a successful brawling attack in the same round Time to Use: One round
that the power is used. Effect: This ability allows the Jedi to make sounds and/or speak at
When the power is activated, the user makes one roll. If he roll is higher increased decibels. This power is useful for scaring someone with a Krayt
than the resisting character's Control or Perception total, figure damage as Dragon mating call impersonation, or making oneself heard across a noisy
if the power roll was a damage total and the Control or Perception roll was and crowded room. An accompanying intimidation, command, or
a Strength roll to resist damage. persuasion roll must be made to provide any conviction or authority
behind the sound - this power only supplies volume.
Inspire (PoJS – pg. 13) Volume Modifier
Alter Difficulty: Very Difficult, modified for proximity. Loud enough to be heard across a crowded cantina +5
Required Powers: Affect Mind, Battle Meditation Across a crowded cantina in the midst of a bar room brawl +10
This power may be kept up. Across a battlefield during a heated battle +20
Effect: With successful use of this power, a Jedi can instill great Across a stadium packed with rabid fans during the final +30
confidence in one or more of his allies. This inspiration is reflected in a lap of the Galactic Pod Race finals
+1D bonus to all ability and skill rolls made by an affected ally, and last as
long as the user desires to keep it up. The number of allies who gain the
bonus is determined by the success level of the initiating Alter roll:
Maximize Force (HG – pg. 140)
Alter Roll >Difficulty By Numberof Targets Alter Difficulty: Heroic
0-5 1-10 Effect: This power allows a Force-user to maximize the effect (usually
damage) of her Force abilities. Instead of rolling for damage or other
6-10 11-100
variable result, the die rolls are automatically calculated as though the she
11-15 101-1,000
had achieved the maximum effect possible. If the normal damage dice
16+ 1,001-10,000
would have been 3D+2, the result is automatically calculated as 20. This
Force Powers 19
power must be activated in the same round as the power it is attempting to Easy => Personal Scale
maximize. Multiple action penalties apply. Force powers without random Moderate => Speeder Scale
variables based on die rolls are not affected by this power. Difficult => Starfighter/Walker Scale
Very Diff => Capital Ship Scale
Nausea (IFP) Heroic => Death Star Scale
Alter Difficulty: Easy (modified by proximity) Required Powers: Conduit
Effect: This power causes extreme dizziness and nausea in a single target Time to Use: One round per Difficulty Level squared. (1 round for Easy,
within the user's line of sight. A target affected by this power is considered 16 rounds for Heroic).
to be stunned for 2D rounds, and cannot take any actions during that time. Effect: Drains all power out of a battery or other charge holding device.

Netherdart (IFP) Project Force (D6H)


Alter Difficulty: Difficult Alter Difficulty: Moderate; Modified by Proximity
Note: This power is used exclusively by the Noghri. This power can be kept up.
Warning: The use of this power earns a Dark Side Point Time to Use: one minute per cubic meter
Effect: This incantation causes five dark motes of energy to appear in the Effect: With this power, the Jedi can project ambient personal Force away
air beside the Force-user. He may hurl these darts all at once, or one at a from her body. If the Jedi is of the Light Side, anyone within the
time, although any unused darts will disappear after 20 seconds. The range projection will feel warmth and a sense of well-being. If the Jedi is of the
of the darts is 1-3/10/20, and the thrown weapon skill is used. A successful Dark Side, anyone in the projection will feel cold and a sense of dread.
attack causes 3D damage as the mote burrows into the victim. Once within
each dart temporarily saps one pip from Strength and one pip of any Force Pyrokinesis (IFP)
skills the victim may have for every ten seconds that the power remains in Alter Difficulty: Proximity + combustibility modifier
effect. The lost pips return at the same rate. Required Power: Telekinesis
Time to Use: 1 round
Null Gravity (D6H) Effect: With this ability, the Jedi can create friction on a molecular level,
Alter Difficulty: Difficult to either heat an object up or start a fire. The size, intensity, and rate of
Required Powers: Telekinesis, Resonate, Absorb/Dissipate Energy burn depend on the success of the roll and combustibility of the source.
Time to Use: 10 minutes meditation. Failure means either nothing happens; it burns out of control, or ignites
This power may be kept up. where the Jedi didn't want it. A lesser usage of the power could be used to
Effect: The user creates an interference field which disrupts the gravity in generate small amounts of light and heat, instead of a roaring fire. In this
a two meter radius. Anyone caught in it, floats upward provided there is case, just the air molecules are manipulated for source material, The
proper force applied. The user must be in the center of the radius and the difficulty then ranges from 10 for a small area like a closet, up to 30 and
field may not be moved. up for a large area like the Houston Astrodome.
Difficulty Combustibility
Paralyzing Touch (UrTek-Ná Technique) (D6H) +5 paper, kindling, really dry wood
Alter Difficulty: Opponents Stamina + physical Armor +10 typical wall, clothing, plastic
Required Powers: UrTek-Ná, Control Pain, Control Another's Pain +15 plants, glass, animals/people (a Dark Side Point is gained)
Restrictions: can only be used while the UrTek-Ná power is "up" +20 brick, concrete, rock
Warning: If this power is used to injure or kill a helpless target, the user +25 reinforced bulkhead, reactor shielding, a Twinkie
immediately gains a Dark Side Point. +30 something flame-proof (blast door) and Really hard to burn
Effect: Through manipulation of the Force in the target's joints and
pressure points, this power allows to "paralyze" the target. All muscles Raise/Lower Temperature (D6H)
and joins lock up temporarily and the target is unable to move and act, Alter Difficulty:
although fully conscious. This technique cannot be used against droids. Very Easy => 5 Degrees Centigrade Change
When this power is used the Jedi delivers a normal attack using Brawling, Easy => 10 Degrees Centigrade Change
modified by the UrTek-Ná power, but no damage is dealt. Instead the Moderate => 15 Degrees Centigrade Change
target may be paralyzed for a time depending on the amount the Alter roll Difficult => 20 Degrees Centigrade Change
exceeds the difficulty. Very Difficult => 25 Degrees Centigrade Change
This power may be kept up.
Roll Difficulty Result Effect: Affects a 20 meter diameter circle, with target change at center
0-3 paralyzed for 1 action (with user) and reducing 5 degrees every 5 meters from user.
4-6 paralyzed for 3 rounds
7-10 paralyzed for 1 minute Repulse (FUCG – pg. 87)
11-15 paralyzed for 2D6 minutes Alter Difficulty: Opposed Strength or control roll
16+ paralyzed "indefinitely" Required Powers: Telekinesis
Warning: A Jedi who uses this power to harm a sentient being gains an
The paralyzation can be ended before the time is up by correcting the flow immediate Dark Side Point.
of the force within the target's body. A Medicine roll (possible applicable Effect: A Jedi will choose to use this power when surrounded by
specializations: pressure points/chi-flow/body energy) can be attempted to opponents in close quarters. He or she may create a temporary bubble with
help the victim. It takes one round to apply this with a difficulty the Force that pushes everyone (and everything) back two meters in every
of Moderate to heal temporary paralyzation and Very Difficult for direction. All characters surrounding the Jedi may make an opposed
indefinite paralyzation - although the diagnosis of this condition may take Strength or control roll. If the opponent succeeds, then the character
a lot longer than a round if the healer/doctor is unfamiliar with the remains unmoved. If the Strength (or control) roll should fail, then the
concepts and medical droids have a particularly hard time identifying it. character is forcefully pushed two meters. Furthermore, the opposing
Also the patient may snap out of an indefinite paralyzation himself when character is moved an additional meter for every five points higher that the
naturally healing and succeeding at a Very Difficult Stamina roll (A Force Jedi rolls.
sensitive person may roll Control instead of Stamina for this). The opposing characters may be slammed into any nearby solid objects,
dealing an immediate 3D damage. However, this earns the Jedi an
Power Drain (D6H) immediate Dark Side Point.
Alter Difficulty:
Force Powers 20
Reshape Material (D6H) Required Powers: Telekinesis
Alter Difficulty: Easy for liquid material; Moderate for malleable This power may be kept up.
material; Difficult for hard material; Very Difficult for dense material. Effect: This power strengthens and reinforces the structure of an object.
Required Powers: Telekinesis Some Jedi have discovered that is can also be used to weaken objects in a
Note: This power cannot be used against living matter. similar manner. Using the Force, the Jedi reinforces the inter- and intra-
Time to Use: 1 round molecular bonds in the object. The object has the same density (more or
Effect: This power allows the Jedi to mold a volume of matter to a new less), volume, and mass as before, but it takes more energy to break the
shape. The Jedi must be touching the material to be reshaped. The effects bonds holding the object together. This is a relatively basic skill and is
of this power is permanent unless the Jedi chooses to reshape the material usually taught early in a Jedi's studies. This reinforcement strengthens the
back to the original form. Increase the difficulty one level and the time to object versus shearing forces, stress, or disintegration/disassociation by
use one round for every cubic meter affected over the first. high energies. Thus, a 1D staff Strengthened at the Very Difficult level
would now have a Strength of 6D--enough to resist a lightsaber, most of the
Resonate Material (D6H) time. Note That This Does Not Affect The Object’s Ability To Do
Damage! Just increases it’s resistance to breakage or destruction and
Alter Difficulty: Easy; modified by Proximity and Material Strength
severely limits chemical reactions (such as oxidation).
Required Powers: Telekinesis
This Force Power may be used on living matter. However, because the
This power may be kept up.
various enzymatic and chemical reactions, and protein interactions in living
Warning: Use of this power against living matter grants a dark side point.
tissue are strongly inhibited, use of this force power on living tissue is very
Effect: This power allows the Jedi to set up a vibrating resonance in an
damaging. For example: Oxygen (or vital gases) no longer disassociates
object or area of material. If the roll exceeds the difficulty by 10, the
from carrier molecules, causing oxygen-starvation. Hormones and
material starts to heat up. If the roll exceeds the difficulty by 20, the
neurotransmitters will not disassociate from receptor proteins. Blood cells
material is destroyed. Increase the difficulty one level for each cubic meter
will coagulate on the blood vessel walls. DNA strands can’t be separated
over the first that the Jedi wishes to resonate.
for transcription to RNA - thus halting protein synthesis. There are very few
organisms that can withstand such inhibition of chemical reactions. Use of
Shadow Bomb (NJOS – pg. 140-141) this power on living tissue is grounds for a Dark Side Point.
Alter Difficulty: Special (see below)
This power may be kept up. Stun Droid/Mechanical (IFP)
Required Powers: Telekinesis
Alter Difficulties:
Effect: This power was developed in order to stealthily deliver non-
Easy: Target is stunned for 2D seconds
propelled proton torpedoes to Yuuzhan Vong targets. Using the Force, a
Moderate: Target is stunned for 1D rounds
starfighter pilot can release his missiles, guiding them to the target with
Difficult: Target is deactivated for 5D rounds
his thoughts alone. The difficulty of this power is the difficulty to hit the
Required Power: Stun Enemy
target (based on a range of 1/2/4), with the difficulty further increased
Effect: A Jedi uses this ability to de-activate a droid or other mechanical
based on the target's speed (SWD6, page 127). The Force-user must keep
device by overloading the power circuitry within the device. It can be used
this power up until the torpedo hits its target. A torpedo guided this
on any device that uses a power cell of some sort.
manner that hits a Yuuzhan Vong target ignores any protection normally
afforded by its dovin basal shields.
Stun Enemy (IFP)
Shadow Mist (D6H) Alter Difficulties:
Easy: Target is stunned for 2D seconds
Alter Difficulty: Difficult
Moderate: Target is stunned for 1D rounds
Note: This Power is exclusively used by the Shadow Dragons.
Difficult: Target is knocked unconscious for 5D rounds
Effect: When this power is used, a thick layer of mist will pour from the
Warning: A Jedi who uses this ability to disable the opponent so he may
ground around the Jedi calling it up. This layer will produce a ground
kill, injure, or take advantage of him receives a Dark Side Point.
hugging layer around 1 meter thick, and around 20 meters in dia. The mist
Effect: This ability temporarily disables the enemy nervous system,
will dissipate after an hour, but until that time, it is impenetrable to visible
paralyzing them for a short period.
and electronic imaging, making it ideal for concealing retreats. The Jedi
who produces this mist can see through it as though it was not there. This
power can be negated by The Clouds, Parting.
Surge (D6H)
Alter Difficulty:
Split Force (HG – pg. 140) Easy => small objects
Moderate => for droids and computers
Alter Difficulty: Difficult
Difficult => Speeder scale
Effect: This power allows the Jedi to add one additional target to his or
Very Diff => Walker scale
her Force power during that round. For example, he or she may select one
Heroic => Starfighter scale
additional object for telekinesis, or one additional person for return
Warning: Using this power causes the user to get a Dark Side point.
another to consciousness. Powers that already target more than one person
Time to Use: 3 Minutes
or object are not affected. Likewise, powers that only target only the user
Effect: When a Jedi uses this power he uses the Force to overload the
are not affected. Split Force must be activated in the same round as the
target’s circuits and causes it to explode. Everything in the immediate
power it is meant to split.
blast radius takes 5d damage.
Strengthen/Weaken Material (D6H)
Telekinesis (SW2 – pg. 162-163, ToJC – pg. 52-53)
Alter Difficulty:
Alter Difficulty:
Moderate = +3D
Very Easy => for objects weighing one kilogram or less;
Difficult = +4D
Easy => for objects weighing one to ten kilograms;
Very Difficult = +5D
Moderate => for objects 11 to 100 kilograms;
Heroic = +6D to +8D depending on roll
Difficult => for 101 kilograms to one metric ton;
Size modifiers: up to 1/4 cubic meter = +0
Very Difficult => for 1,001 kilograms to ten metric tons;
1 cubic meter = +10
Heroic => for objects weighing 10,001 kilograms to 100 metric tons.
2 cubic meters = +20
Object may be moved at 10 m/rd; add +5 per additional 10 m/rd. The
4 cubic meters = +30
target must be in sight of the Jedi. Increased difficulty if object isn't
Force Powers 21
moving in simple, straight-line movement: millions of atoms and molecules to move controlling each particle. The
+ 1 to +5 for gentle turns. fact that it is easier for the Jedi to affect the volume of matter as a whole
+ 6 to +10 for easy maneuvers. rather than as distinct particles is reflected in the harder difficulty of
+11 to +25 or more for complex maneuvers, such as using a levitated managing gases with this power as opposed to some solids or liquids.
lightsaber to attack. Modified by proximity.
This power may be kept up.
Effect: This power allows the Jedi to levitate and move objects with their Control / Sense Powers
mind alone. If used successfully, the object moves as the Jedi desires. A
Jedi can levitate several objects simultaneously, but each additional object Acclimation (IFP)
requires a new telekinesis roll. This power can be used to levitate oneself or Control Difficulty:
others. It can be used as a primitive space drive in emergencies. Easy for slight variances in temperature, humidity or gravity
When used to levitate someone against their will, the target may resist by Moderate for changes of 15% from natural conditions and minor
adding her Perception or control roll to the difficulty number. Levitated changes in environment
objects can be used to attack other characters, but this automatically gives Difficult for major environmental changes
the Jedi a Dark Side Point. Such Heroic for major changes for characters who have never been in that
objects do ID damage if under a kilogram, 2D if one to ten kilos, 4D if 11 environment before
to 100 kilos, 3D speeder-scale damage if 101 kilos to one metric ton, 3D Sense Difficulty:
starfighter-scale damage if one to ten tons and 5D starfighter-scale damage Easy for slight variances in temperature, humidity or gravity;
if 11 to 100 metric tons. Such attacks require an additional control roll by Moderate for changes of 15% from natural conditions and minor
the Jedi, which acts as an attack roll against the target's dodge. If the target changes in environment;
doesn't dodge the attack, the difficulty is Easy. Difficult for major environmental changes;
Heroic for major changes for characters who have never been in that
Telekinetic Defense (IFP) environment before
Alter Difficulties: Required Powers: Absorb/Dissipate Energy, Control Pain, Detoxify
Very Easy for objects weighing 1 kilogram or less, Poison, Magnify Senses, Weather Sense, Sense Element, Thermogenesis
Easy for objects weighting 1-10 kilograms, Effect: This power allows a Jedi to acclimate his body and body-functions to
Moderate for objects 11-100 kilograms, that of his new environment. For example, this power will allow a light-
Difficult for 101 kilograms to 1 metric ton, gravity worlder to function normally on a heavy gravity world with no
Very Difficult for 1,001 kilograms to 10 metric tons, penalty. Once this power is activated, it is up until the Jedi returns to his
Heroic for objects weighing 10.001 metric tons to 100 metric tons. previous environment or acclimates to another environment. This power does
Required Power: Telekinesis not count as an action when counting for multiple action penalties except in
Increased Difficulty if object isn't moving in simple, straight movement: the activation round. This power will not allow a Jedi to survive in the
+1 to +5 for gentle turns vacuum of space.
+6 to +10 for easy maneuvers
+11 to +25 for more complex maneuvers Anticipation (D6H)
Effect: Only Jedi Masters can utilize this ability effectively. When a Control Difficulty: Moderate
projectile is fired, the Jedi uses Force Telekinesis to throw an object at Sense Difficulty: Target's Perception or Control roll +10 (resisting target)
high speed into the path of the projectile, preventing it from hitting it's or Easy (non-resisting target). Modified by relationship and proximity.
intended target. Required Powers: Farseeing, Receptive Telepathy, Combat Sense
Effect: This power enables a Jedi to anticipate an opponents' immediate
Wall Crawling (IFP) actions and react accordingly. The Jedi must declare use of this power at the
Alter Difficulty: Easy for surfaces with obvious handholds; Moderate for beginning of the round (before initiative). If successful, the Jedi rolls sense
smooth surfaces; Difficult for ceilings dice rather than perception for initiative, and if s/he succeeds, the target
Required Powers: Telekinesis must declare all of his/her actions first But the Jedi's declared actions occur
This power may be kept up. first in the round (e.g., if the target declares a move and a shot and the Jedi
Effect: Allows the user to cling to any surface and hold himself, declares two shots, the Jedi's first shot occurs first, followed by the target's
effectively allowing him to run up the side of a wall, keep hold of the side move, followed by the Jedi's second shot, followed by the target's shot).
of the Speeder, hang from the ceiling, etc. This power requires physical The use of control and sense at the beginning of the round gives the Jedi -
contact with the object the Jedi clings to. Obviously, the power will not 2D penalty on all other actions even if the skill use is successful. This
work if the Jedi is unable to maintain contact. power may be used on as many targets per round as the Jedi wishes, but the
subtracted dice are cumulative. It may not be kept up; the Jedi must check
Warp Matter (D6H) each round to successfully anticipate another being's actions.
Alter Difficulty:
Easy => liquid matter Battle Meld (D6H)
Moderate => malleable matter Control Difficulty: Easy, +2 for each person to be included in the link,
Difficult => hard matter (metal, wood) modified by relationship.
Very Diff => very dense matter (hulls, reinforced metal walls), gases; Sense Difficulty: Easy, modified by proximity.
Modifiers: 1 cubic cm => +0 This power may be kept up.
1 liter/1000 cubic cm => +10 Required Powers: Life Detection, Life Sense, Projective Telepathy,
1 cubic meter => +25 Receptive Telepathy
10 cubic meter => +35 Effect: This power may be used to include any other Force-sensitive
Required Powers: Telekinesis characters in a telepathic link. A person involved in the meld can add a +1
Time To Use: 1-12 rounds, scaled by difficulty number. pip bonus to any attribute or skill rolls made for every two people that are
Note: This power will not work and cannot be used against living matter. linked together. Note that only the highest modifiers for Relationship and
Effect: This power allows the Jedi to mold a volume of matter to a new Proximity are applied to the power's difficulty when it is activated. For
shape. The Jedi must touch some part of the object to be molded. This each round the meld remains active, each participant must succeed at a
power does not destroy the matter, it merely changes it’s shape or position Moderate Willpower or Control roll, or be forced out of the meld. If the
(much like a very advanced telekinesis). The effect is permanent. This Force-user who initiated the meld fails this roll, the entire link fails. The
Jedi is literally changing the world around them. This power coaxes bonus granted by the battle meld applies to the Willpower or Control roll.
Force Powers 22
Beast Link (IFP)
Control Difficulty: Moderate; +3 for each addition beast beyond the first Disguise (D6H)
Sense Difficulty: Perception of target beast Control Difficulty:
Required Powers: Beast Languages, Beast Summoning, Affect Mind Difficult => Same species and race
This power may be kept up. Very Difficult => Same species different race
Effect: This power maintains a metal link between a beast and the user. Heroic => Different species
When the user calls for the beast, it will respond by trying to reach the Modified by relationship to imitate a specific being (ignore different
user at full speed. The beast will not stray more then a half-hours distance species modifications)
from the user. The power must be initiated during eye contact between the Sense Difficulty:
beast and user. Moderate => Just one component
Difficult => Two components
Blaster Combat (D6H) Very Difficult => Three components
Control Difficulty: Moderate This power can be kept up.
Sense Difficulty: Easy Effect: With this power the Force user can change various components to
This power can be kept up. disguise themselves, or even impersonate someone. The three components
Note: This power is exclusively taught by Teepo Paladins and will only be are: appearance, voice, and gestures. The GM may requires the expenditure
taught to students who reject the use of sabers (and other light weapons). of a force Point or a character point to enable this change.
Effect: This power is used to make a blaster more effective and efficient. If the character is attempting to impersonate someone, increase the
A Jedi (usually a Teepo Paladin) uses this power to control slight hand difficulty of the Sense roll by proximity (this is due to the fact that the user
movements and to sense the movement of his/her target. It is basically the must make contact through the Force with the being they want to
Teepo version of lightsaber combat and grants the following bonuses: impersonate in order to do so authentically).
Add Sense to Blaster Skill to strike.
If the Jedi uses a partial dodge he/she may add as many control and/or Dream (D6H)
sense dice to the dodge. These dice, however, can only be used once. If Control Difficulty:
they are used to increase "to hit" chances they can not be used to dodge as Moderate => 10 minutes
well. Therefore every round a Teepo has a dice pool to use in changing his Difficult => 10 minutes with no die penalty
abilities in combat. This power can be used if the Jedi is performing a full Very Difficult => 1 hour
dodge as well. The power has to be brought up first however. Heroic => 1 hour with no die code penalty
Since a blaster can not deflect a blaster, the Teepo Jedi have no form of Sense Difficulty:
parry, but the dodge bonuses should create a balance. Moderate => +1D
If the Teepo makes his Sense roll by 15 he automatically acts first in that Difficult => +2D
round and only that round. This is above and beyond normal initiative. It Very Difficult => +3D
is also not considered an unprovoked act. The Jedi senses the intent and Heroic => +4D
action of the opponent before the opponent can act. The Teepo Jedi must Required Powers: Hibernation Trance
make his control roll at Difficult level if he/she wishes to use two blasters Effect: The Jedi goes into a trance and mentally role-plays/dreams going
in combat at once (See Tricks of the Trade in the Teepo section). through an action. They then gain dice on the related skill for an extended
Add 1D of Dmg for every 5 points a Strike succeeds (through using Sense amount of time. Dream may only be used for one skill per day.
the Teepo is able to locate and exploit structural weaknesses in targets).
Electronic Communication (D6H)
Call Animal (D6H) Control Difficulty:
Control Difficulty: Very Easy by Relationship (Max Diff = 24) Moderate for process reception
Sense Difficulty: Moderate by Proximity Very Difficult for command/request projection
Required Powers: Sense Life, Beast Languages Sense Difficulty:
Effect: Allows a force user to call an animal to his aid. Sense is used to Easy, ancient computer system
find the creature and Control is used to contact it. This power does not Moderate for non-sentient machines
give any control over the summoned creature. Very Difficult for sentient machines
Required Powers: Projective Telepathy, Electronic Sense
Daisho Combat (D6H) Effect: This power allows mental communication with electronic systems,
Control Difficulty: Difficult as if using Receptive and Projective Telepathy.
Sense Difficulty: Moderate The Jedi reads the surface process of an electronic system. The Jedi hears
Required Powers: Lightsaber Combat what the machine is processing, but can’t probe for deeper information.
Effect: This power allows a Jedi to wield two sabers (one long and one If the sense roll doubles the difficulty number, the Jedi can sift through the
short -- A Lightsaber and a Lightdagger for example) simultaneously. A system memories up to 24 hours old. A Jedi cannot sift through memories
character wielding two blades who successfully activates the power may in the same round that contact is made - this process takes a full round.
attack and parry once each with no multiple action penalties (one strike The Jedi can also project his thoughts into the computer system. The Jedi
and one parry totals one action, not two), although other penalties still can only send short commands and requests of the system, to gather
apply, including the penalty for keeping the power up. If a character information and accomplish tasks; the Jedi cannot reprogram the system in
makes no attack in a round and chooses only to parry, he receives a +1D any way. If the Jedi does not have clearance to the system, the Jedi may
bonus to parry and also receives a +1D bonus at attempts to deflect blaster roll Con to try to bypass the security on the system.
bolts. Otherwise the power grants all bonuses given by the Lightsaber
Combat power (Control to Dam, Sense to Strike/Parry). Empowered Lightbo Combat (D6H)
Control Difficulty: Difficult (20)
Death Sense (D6H) Sense Difficulty: Moderate (15)
Control Difficulty: Moderate Required Powers: Lightsaber Combat, Combat Sense, Empower Weapon
Sense Difficulty: Heroic; modified by relationship and proximity Note: This Power is exclusively used by Aiki Jedi.
Required Powers: Life Detection, Danger Sense, Farseeing Effect: This power was designed by Morihei Ushiba to wield his
Effect: This power allows the Jedi to sense the impending death of a Empowered staff. It is used to move the empowerment free area used for
character. The prediction is within six rounds, and if the player beats the holding the staff in the needed place, and is in all other aspects identical to
control roll by 15, the prediction is extended to 5 minutes. Lightsaber Combat (add Control to damage and Sense to attack).
Force Powers 23
Enhanced Reflexes (D6H) very accurate and very detailed vision of what has or will transpired. 100%
Control Difficulty: Moderate means that the character's vision is even more accurate and detailed,
Sense Difficulty: Moderate complete with minor, almost trivial details. When a character farsees into the
Required Powers: None future, the gamemaster has to make an honest effort to correctly represent
Time to Use: Instantaneous what will happen: if the characters get a 75% result, the gamemaster must try
Effect: The Jedi can push his reflexes beyond the boundaries of his normal to predict what he thinks the characters will do and what the outcome will
limits. If successful in his use of this power, the Jedi can add his Control be. Of course, since the future is so fluid, things are always subject to
dice to his Dexterity for any one action attempt. This power may not be change. Farseeing is a great mechanic for the gamemaster to reveal part of
used in conjunction with any other power, although it does not interfere the story - enough to tantalize the players, without ruining the story.
with any powers that may be kept up. If the Jedi uses this power to attack
with a weapon, he gains one Dark Side point. Force Archery (D6H)
Control Difficulty: Difficult (20) + proximity modifiers
Enlighten (LECG – pg. 54) Sense Difficulty: Moderate (15) + 10 if target is not seen
Control Difficulty: Moderate Required Powers: Lightsaber Combat, Telekinesis, Combat Sense
Sense Difficulty: Easy, modified by relationship. Note: This power cannot be kept up for the entire fight - it has to be
Required Powers: Projective Telepathy, Combat Sense, Danger Sense, activated for each shot. However, it can be kept up, in which case you get
Life Detection a free TK roll next round to retrieve the arrow (and since you know
Effect: This power creates a very brief telepathic link between the Jedi exactly where it is, no proximity modifiers). Also, you get to add your
and one ally within 20 meters and within line of sight. When the ally is Sense to attack roll and 1/2 of your Control to damage. This power can be
engaged in combat, the Jedi may extend himself through the Force used for normal arrows, however, you do not add Control to damage in
outward towards the opponents and to instill some of that sense in the this case, and add 1 dice less to attack roll (1/2 Control - 1D).
mind of his ally to aid him in combat.
In game terms, the Jedi may select one ally in combat and that ally may Hide Force Sensitivity (D6H)
Control Difficulty: Difficult; one difficulty lower for every 4D of dice in
choose to use the Jedi’s sense roll total for any one of his own actions that
round. By spending a Force Point, the Jedi can make that sense roll total user's Control.
available for one more action the next round. Sense Difficulty: Moderate
This power may be kept up.
Eyes of the Eagle (D6H) Time to Use: 2 rounds
Control Difficulty: Moderate (*Modify by Relationship and Proximity) Effect: This power effectively hides the Jedi from other Force
Sense Difficulty: Moderate (*Modify by Relationship and Proximity) users/sensers, giving +4D to the difficulty of Sense Force. It is mainly
This power may be kept up. used by Dark Siders, but can be used by others wishing to maintain a low
Required Powers: Sense Life, Call Animal, Magnify Senses profile on, say, Ossus. It is progressively easier the more skilled the user
Effect: The Jedi to piggyback inside an animal’s mind. The Jedi experiences gets at it, but at a certain point the Jedi won't be that interested in hiding
all of the creature’s senses but can’t control the animal in any way. themselves "artificially" - they will seek out places such as: where Dark
Siders have died, where a strong Force disturbance is, etc. Vice versa for
Dark Siders, though they are far less likely to do so.
Farseeing (SW2 – pg. 164, ToJC – pg. 53)
Control Difficulty: Very Easy. Modified by proximity. Add +5 to +20 to Inspiration (IFP)
the difficulty if the character wishes to see into the past. Add +10 to +30
or more if the character wishes to see into the future. Control Difficulty:
Sense Difficulty: Very Easy if the target is friendly and doesn't resist. If Moderate if the Jedi is relaxed
the target resists, make a control or Perception total for the difficulty. Difficult if he is mildly emotional, anxious or slightly angry
Modified by relationship. Very Difficult if he is emotional, such as ticked off or afraid
Required Powers: Life Sense Heroic if he is overcome with emotion, such as being livid with rage or
Time To Use: At least one minute being terrified. Add +5 to the difficulty for each Dark Side Point the
Effect: The user sees the person or place he wishes to see in his mind as Jedi has.
the situation currently exists. The power can also be used to see the past or Sense Difficulty:
the future. The Jedi also sees the immediate surroundings, and so can Easy if the Jedi is in an area with few or no distractions;
know, for example, when a friend is in danger, or what has happened to Moderate if he is in an area with some distractions, like if there is an
his home planet in his absence. Farseeing requires calm conditions and at argument in the background;
least one minute, but often takes a few minutes. Farseeing cannot be done Difficult if the area is in near chaos;
in the face of danger. The Jedi's visions may not be entirely accurate: Very Difficult if your house is on fire
Heroic if you are under attack by Imperial Star Destroyers. Add +3 to
Power roll > Sense difficulty Past/Present Future
the difficulty for every Dark Side Point the Jedi has.
0-10 50% 10%
Required Powers: Concentration, Emptiness, Magnify Senses, Receptive
11-20 75% 25%
Telepathy
21-30 90% 50% Effect: When using this power, the Jedi is open to the Force and the Force
31 + 100% 75% gives him inspiration on whatever he is pondering on. This power adds
The past and present are set and it is merely a matter of the Jedi having +4D to rolls for tactics, art (a dexterity skill), scholar, languages,
correct perceptions. However, the future is always fluid, always in motion, intimidation, survival, communications, forgery, persuasion, search, and
never set until it becomes the present — therefore it is much harder to other skills that require insight.
predict. The percentages on the chart are a rough measure of how much Note: Characters who have turned to the Dark Side are unable to use this
correct information the character receives in their vision. For example, 10% power. This power may be kept up as long as the character takes no other
means that the character will only be able to make out the most basic details actions during the rounds.
of a situation, such as My friends are in danger. 25% means that the Jedi gets Note: If a Jedi uses this skill for intimidation or forgery, she must make
a somewhat accurate vision of what will transpire, but most major details sure that her reasons are pure, or she will get a Dark Side Point. For every 5
will be missing from the vision. 50% means that the character's vision was points that the control and sense beat the difficulty by, add one pip to the
about half right. 75% means that the character has an understanding of the bonus. The amount that they beat the difficulty by is NOT added together
critical happenings, but the character still has missed a major detail or two, (i.e. if a Jedi beats control by 4 and sense by 1, they do NOT add together to
which, of course, can complicate things. 90% means that the character has a make 5).
Force Powers 24
Jedi Link (IFP) location and knowledge of the target's species, although a successful
Control Difficulty: Very Difficult Alien Species or Sense Life may reduce the Pressure Strike penalty).
Sense Difficulty: Difficult. Modified by relationship • Add Control to Strength to resist Blunt damage (Blunt Only).
Required Powers: Affect Mind, Control Energy, Dim Other's Senses, • Add Sense to Brawling Parry (vs. Brawling strikes).
Projective Telepathy, Sense Force, Shift Sense • Add Control to the Return Melee Attack Maneuver as described.
This power is kept up until the initiator breaks it.
Effect: This power allows force users to join together and share power to Life Bond (SW2 – pg. 164-165, ToJC – pg. 54)
use the force to a greater extent than they could alone. All characters Control Difficulty: Moderate
involved must have this force power and must be willing. One force user, Sense Difficulty: See below. Modified by proximity.
usually the strongest, is the 'leader'. Upon successful linking all of the Required Powers: Life Detection, Life Sense, Magnify Senses, Receptive
force is directed through the leader, all use of the force is done by him/her Telepathy
and a force power the leader does not know may not be used. In game This power can be kept up.
terms all the linked characters Control, Sense and Alter dice are resolved Effect: A Jedi character may choose the life bond power to permanently
to averages, then 1D for each person in the link beyond the first is added form a mental link with one other individual, normally a mate (sometimes
to all three. Normal multiple action occurs from keeping the link up and siblings, parent and child, or even very close friends choose to life bond).
only the leader may choose to break the link. Detailed information can be learned by activating the power. If both
characters have the life bond power, reduce all sense difficulties by one
Jedi Martial Combat (IFP) level (although both characters must still roll for Life Bond to achieve the
Control Difficulty: Moderate benefits listed below). The following benefits are only in effect when the
Sense Difficulty: Moderate characters are actively using the life bond power.
This power may be kept up. On an Easy sense roll, the Force-user is aware of the other’s general
Effect: Because a Jedi has their physical condition to peak performance, location and general emotional state: whether the person is frightened, in
as well as their mental condition, some Jedi have been taught a unique pain, injured, happy, or experiencing some other strong emotion.
form of martial arts, combining the physical ability with the power of the On a Moderate sense roll, the Force-user experiences the other’s senses:
Force. This power is similar to Lightsaber Combat power that the Jedi are he or she sees though the other’s eyes, hears what the other hears, and
taught after receiving their Lightsaber or building their own. smells, tastes, and feels what the other person is experiencing. However, at
Like Lightsaber Combat, a Jedi allows the Force to control their actions this level, the characters are affected by each other’s experiences – both
when a Lightsaber is not required or recommended. characters share pain, and if one character is injured, the other character
If the Jedi is successful in using this power, they add their Sense dice to suffers an injury one level lower.
their Jedi Martial Arts skill roll when trying to hit a target or parry. They On a Difficult sense roll, the Force-user is considered telepathically linked
also add or subtract their control dice to their strength when rolling for to the life bond partner and can read the surface thoughts of the other if the
damage. This bonus is not added when taking damage from another. other is willing to share those thoughts. On a Very Difficult sense roll, the
If the Jedi fails the power roll, he will only be able to use the Jedi Martial Force user can send thoughts to the life-bonded partner (as per the
Arts skill and normal Strength damage until the end of combat. projective telepathy power), allowing the characters to carry on a
telepathic conversation.
Jhemadan Combat (D6H) As an added benefit, the two characters can have premonitions about each
Control Difficulty: Moderate other: for example, if one character is severely injured, his or her life bond
Sense Difficulty: Easy partner will sense that something bad has happened. This aspect of the life
Note: This Power is exclusively used by the Shadow Dragons. bond power is modified by proximity only, as outlined below. Sensing
Effect: This power is handled in the same way as lightsaber combat, premonitions is automatic of within 11,000 kilometers of each other. If on
except that it is used to amplify the user's skills at the Jhemadan school of the same planet but more than 1,000 kilometers from each other, a Very
unarmed combat instead of Lightsaber combat. It can be used in Easy sense roll is necessary to sense premonitions. If not on the same
conjunction with the "Hands of the Jhemadan" power, and the blaster bolt planet but in the same star system, and Easy sense roll is necessary to
deflection can only be done when that power is up. sense premonitions. If not in the same star system but within 10 light-
years, a Moderate sense roll is required. If more than 10 light-years but
Ka (D6H) less than 100 light-years away, a difficult sense roll is necessary. If more
than 100 light-years away, a Very Difficult sense roll is necessary.
Control Difficulty: Moderate
Life-bonded characters may not share skills, attributes, Force Points, or
Sense Difficulty: Moderate
Character Points. However, since the characters do have such a close
Required Powers: Combat Sense, Emptiness or Rage
bond, the actions of one can affect the other. If a life-bonded character
Note: This Power is exclusively used by Monks of Shimura.
commits an evil action, the Jedi partner receives a Dark Side Point even
This Power may be kept up.
though these actions were not the Jedi’s fault. Obviously, life bonding is
Notes: Only followers of Shimura should have any knowledge of
an exceedingly serious commitment, and not to be taken lightly.
Ka. Learning Ka takes much longer than learning other skills /
Both characters must agree to the life bond for the power to work and a
powers. Disciples of Shimura are dedicated to the slow, rewarding path of
character may only life bond with one other individual. Life bonding takes
the Force, and their style of teaching reflects those beliefs. Learning Ka
1D weeks to complete (as the Jedi becomes accustomed to the background
requires several years (at least 3) of intensive study at a Temple (the
Force presence of the life bond partner). During that time, the Jedi’s
power Ka may not be learned until the student has first learned the skill Ka
control is -1D. The life bond power may not be activated until the bond is
Lore and the special ability Ka Combat).
completely formed.
Effect: Ka is more than just a power, it is a philosophy and code which
Death is the only means of severing the life bond. If one member of the
describes and dictates all influences in a Disciple of Shimura’s life. Every
life-bonded couple is killed, the surviving partner enters a near catatonic
movement, kata, and breath tells a story and teaches a lesson.
state of shock for 1D days. After reawakening, the partner grieves and
When activated, a Jedi enters a state similar to Lightsaber Combat where
readjusts to a solitary existence; all die codes are reduced by -1D for the
he extends his senses and control of the Force around him to enhance his
same amount of time it took to forge the life bond.
effectiveness in hand-to-hand combat. While keeping this power up the
Any attempt to forge a new life bond in the future requires a much longer
Jedi receives several bonuses:
period: 2D weeks for a 2nd bond, 3D weeks for a 3rd bond, and so forth.
• One free Brawling Parry per round.
• Add 1/2 Sense Dice to Brawling for strikes.
• Add Control to Strength for Stun dmg (through striking an opponent's
pressure points. Pressure strikes require a harder difficulty modified by
Force Powers 25
Lifemerge (SW2 – pg. 165) Add the following modifiers to the Sense difficulty:
Control Difficulty: Difficult Modifier Details of Memory
Sense Difficulty: Difficult +0 remember major points only
Required Powers: None +3 remember a single important point
Time to Use: Instantaneous +5 remember only key points
Effect: Unlike other Force powers, a Jedi does not have to learn this +7 remember all but the minor details
power to use it. Instead, any Jedi with a total of 9D or more in Force skills +10 remember for details
can attempt to use this power...at the moment of his death. At the moment
the Jedi knows death is imminent (just after a fatal wound, or just before Mask Force Sensitivity (IFP)
it), the Jedi calms his mind and body (Difficult control roll), preparing to Control Difficulty: Moderate
surrender his mortal shell. The Jedi then reaches out with his mind, tracing Sense Difficulty: Easy
the ebb and flow of the Force around him and through him Required Powers: Sense Force Potential
(Difficult sense roll). Upon succeeding at both rolls, the Jedi's spirit exits Effect: This is a special power used by Force-sensitive characters that
his body and becomes one with the Force. His body fades into wish to hide from others who can sense a presence in the Force. This does
nothingness, its raw matter converted into energy, once again united in not hide the character's existence from Force probes of any kind; however,
harmony with the Force. any attempt to use the Sense Force Potential power will fail. If the
Jedi who pass in this fashion do not completely die. The Jedi can make a character attempts to use any other Force power while Mask Force
number of visitations to his close friends and associates equal to the Sensitivity is in effect, this power is automatically deactivated.
number of Force points he had upon death. The duration of each visitation
is equal to a combined sense, alter, and control roll, expressed in minutes. Mecha Empathy (D6H)
In this fashion, a player who knows his character is about to die can ensure
Control Difficulty: Moderate
that death will mean something, as he can manifest to important persons in
Sense Difficulty: Easy, modified by complexity of machine
later sessions and warn them of impending disaster, or offer wisdom and
Required Powers: None
teaching. At the GMs discretion, and based on the power level of the Jedi
Time to Use: One minute
when he died, only Force-sensitive characters may witness the visitation.
Effect: The Jedi can feel his way around the workings of a technological
After death, the Jedi cannot influence the material world in any way
device, seeking out specific malfunctions, learning how to operate the
beyond what is stated here...his energies no longer flow in that direction.
machine on a rudimentary level, and finding imperfections or potential
modifications that could improve or enhance the machine's performance at
Lightsaber Combat (SW2 – pg. 165-166, ToJC – pg. 54-55) least temporarily (Obi-Wan uses this one to learn how to pilot a Gungan
Control Difficulty: Moderate sub, and Anakin uses it to build a powerful pod racer from sub-par
Sense Difficulty: Easy parts...and eventually to fix it in mid-crisis!). The Sense difficulty for this
This power may be kept up. power is modified by the complexity of the machine; whereas a pod racer
Effect: Jedi use this power to wield this elegant but difficult-to-control is a fairly simple (if tough to handle) device, much like a Gungan sub, a
weapon while also sensing their opponents' actions through the Force. droid is more complex, raising the difficulty to Moderate. Hyper drives
This power is called upon at the start of a battle and remains up until the and other complex systems have a Sense difficulty of Hard. Successful use
Jedi is stunned, wounded or worse; a Jedi who has been injured or stunned of this power enables the Jedi to operate the machine in question as if he
may attempt to bring the power back up. If the Jedi is successful in using had the applicable skill at his default attribute level; in other words, it
this power, add sense dice to lightsaber skill roll when attacking and allows the Jedi to make his dice rolls with no negative modifiers for
parrying. The Jedi may add or subtract part or all of her control dice to the unskilled operation of otherwise specialized skills. The character can also
lightsaber's dmg; players must decide how many control dice they are use this power to enable himself to make Repair skill rolls under
adding or subtracting when the power is activated. A Jedi who fails when circumstances that he would normally be unable to do so, as well as design
trying to activate lightsaber combat may only use the lightsaber skill for equipment for practical use with a minimum of quality components.
the duration of the combat. Finally, the Jedi may use lightsaber combat to
parry blaster bolts as a reaction skill. The Jedi may also attempt to control Mediation (D6H)
where deflected blaster bolts go; this is a reaction skill and counts as an
Control Difficulty: Moderate
additional action. The Jedi can’t full parry when trying to control deflected
Sense Difficulty: Moderate; modified by relationship
bolts. If the Jedi tries to control the blaster bolt, she makes a control roll:
This power can be kept up.
the difficulty is the range of the target (use the original weapon's ranges)
Time to use: one minute
or the target's dodge roll. The blaster bolt's damage stays the same.
Required Powers: Truth Sense, Receptive Telepathy
Effect: This power allows the Jedi to mediate between two parties for the
Long-Term Memory Enhancement (IFP) purposes of coming to an agreement. The Jedi attempts to read the
Control Difficulty: Moderate intentions of the persons being mediated, and then tries to make a
Sense Difficulty: Easy judgment call. If there are more than two participants, add one difficulty
Required Powers: Short-Term Memory Enhancement level per person over two.
Effect: When a Jedi uses this power, she can replay events that occurred
up to 10 years ago in order to carefully examine them for forgotten details. Mental Translocation (D6H)
Using this power, a Jedi can remember all but the most minute details of
Control Difficulty: Difficult + proximity
the occurrence that were seen, but not consciously registered.
Sense Difficulty: Moderate
Required Powers: Emptiness or Rage, Farseeing, Hibernation Trance,
Add the following modifiers to the Control difficulty:
Instinctive Astrogation, Life Detection, Life Sense, Magnify Senses,
Modifier Age of Memory Projective Telepathy, Remain Conscious, Shift Sense
+0 Memory 1-3 months old Time To Use: 3 rounds to prepare + duration of power
+5 Memory 3-6 months old Effect: When using this power, the Jedi's mind can leave his/her/its body
+7 Memory 6 months to a year old and travel away from it in any direction and through any physical
+10 Memory one to three years old obstacle. The physical universe cannot harm the Jedi’s mind (unless
+15 Memory three to five years old hypnotic/brainwashing or mind-affecting stimuli are perceived). The Jedi
+20 Memory five to eight years old uses the Force to perceive the surroundings, essentially duplicating the
+25 Memory eight to ten years old function of normal sensory organs. However, due to the complexity of this
power, the Jedi can only use two non-interactive senses to perceive the
Force Powers 26
environment (Jedi's choice; e.g. vision and audition). The sense of touch, Required Powers: Life Detection, Life Sense, Receptive Telepathy
or any sense that would require interaction with the environment can’t be Effect: If the Jedi successfully projects her thoughts, the target "hears" her
used. Attempts to use interactive senses results in only one sense being thoughts and "feels" her emotions. The Jedi can only broadcast feelings,
available. If this too is an interactive sense, the Jedi is totally blind and emotions and perhaps a couple of words — this power cannot be used to
cannot return to the body (the Jedi has no senses). send sentences or to hold conversations. The target understands that the
The non-corporeal Jedi may move at a maximum rate of 10m/round unless thoughts and feelings he is experiencing are not his own and that they
a Heroic + proximity Control roll then made, then the maximum belong to the user of the power. If the Jedi doesn't "verbally" identify
movement is 1km/round (i.e. 200m/s). herself, the target doesn't know who is projecting the thoughts. This power
The user's body dehydrates and hungers at twice the normal can only be used to communicate with other minds, not control them.
rate. Proximity modifier is based on the furthest extent of the intended
distance (declared before the skill rolls are made). Should the Jedi wish to Share Senses (D6H)
go beyond this limit, a new Control roll must be made, modified by the Control Difficulty: Moderate; modified by Relationship and Proximity
increase in intended distance. Failing this roll results in the mind-body Sense Difficulty: Moderate; modified by Relationship and Proximity
connection being broken, and the Jedi being unable to inhabit this former This power may be kept up.
body (It is believed that the Emperor used a modification of this power to Required Powers: Projective Telepathy
break his mind free from his body at the moment of his death on the 2nd Effect: This power allows the Jedi to experience all of the senses of a
Death Star. This suggests it may be possible to use Force Powers while person or creature. This lets the Jedi see through the target's eyes, hear
using Mental Translocation--such as Transfer Life!) what the target hears, smells, tastes, and feels what the target is
experiencing.
Perfect Telepathy (JATM – pg. 18) As the Jedi experiences all sensation from the target, the Jedi also
Control Difficulty: Moderate. Increase difficulty by +5 if the Jedi cannot experiences the target's joy, pain and emotions. If the target is injured, the
verbalize the thoughts he is transmitting (he is gagged, doesn’t want to Jedi experiences the injury at one level lower than the target.
make a sound). Modified by proximity. The Jedi may only piggy-back and cannot control the target in any way.
Sense Difficulty: Easy if target is friendly and no resist. If target resists,
the difficulty is target’s Perception or control. Modified by relationship. Shield Gauntlet Defense (RES – pg. 49)
Required Powers: Receptive Telepathy, Life Sense, Projective Telepathy Control Difficulty: Moderate.
This power may be kept up. Sense Difficulty: Easy.
Effect: This power allows a Jedi to communicate with his comrades over This power may be kept up.
distances through the Force. It allows him to communicate beyond Effect: This power works in a manner similar to that of the lightsaber
emotions and short phrases to communicate sentences or complicated combat power, but centers on defense. If a character successfully uses this
ideas. This power may be kept up to continue sending thoughts and ideas power, he adds his Sense rating to his brawling parry and melee parry skill
through the Force for several rounds in order to maintain conversation. rolls while using a Shield Gauntlet. Additionally, blaster bolts can be
A target will immediately understand that the mental messages are not her deflected using the melee parry skill, and the system is the same as the one
own thoughts, and that they belong to the user of the power. If the Jedi listed for lightsaber combat.
does not identify himself, the target may not know who is projecting the
thoughts to her. This power can only be used to communicate with other Sith Sorcery (DSS – pg. 18)
minds, and cannot exercise any level of control over them. Control Difficulty: Difficult.
Sense Difficulty: Moderate.
Project Senses (D6H) Required Powers: Enhance Attribute, Feed on Dark Side, Life Detection,
Control Difficulty: Very Difficult; modified by Proximity Life Sense, Sense Force
Sense Difficulty: Difficult; modified by Proximity Warning: A character who uses this power automatically receives a Dark
Required Powers: Direction Sense, Emptiness or Rage, Farseeing, Force Side Point.
of Will, Hibernation Trance, Instinctive Astrogation, Life Detection, Life Effect: Sith Sorcery is used to channel the spirits of dead Sith lords into a
Sense, Magnify Senses, Projective Telepathy, Receptive Telepathy, Shift character's body, augmenting his own natural abilities at the risk of
Sense possession. If successful, this power grants bonuses to attacks, resistance
Time To Use: One round to prepare + duration of projection + one round rolls, Strength (to resist damage only), and any use of Dark Side Force
to re-enter body powers (ie, any powers that give Dark Side Points when used). The extent
Effect: A Jedi can project his mind outside his body, and can travel in any of the bonus and the power's duration are determined by the amount the
direction, through any physical obstacle. The Jedi can use all 5 physical Jedi's Control roll exceeds the difficulty. The duration can be increased by
senses while projected as if the body is there as well; although, the Jedi spending character points – for each character point spent, the duration is
cannot affect the world except to communicate. The Proximity range of increased by one round. These points can be spent at any time before the
the projection is based on the farthest extent of the intended projection power fades.
distance, and must be declared before the power is activated. Control Roll > Difficulty By Bonus Duration
The Jedi’s mind cannot be affected while this power is in use; although, 0-6 +2 4 rds
Projective Telepathy, Receptive Telepathy, Life Detection, or Life Sense 7-12 +1D 4 rds
can be used to sense and communicate with the Jedi. The body is very 12-18 +1D+1 3 rds
susceptible to the Force power Transfer Life, being treated as recently
19-24 +1D+2 3 rds
dead. The body also dehydrates and hungers at twice the normal rate.
24+ +2D 2 rds
The Jedi is able to send his senses instantly to anywhere in the Proximity
range, but it takes one round to move to a farther range and requires a new Special: Whenever Sith Sorcery is used, in addition to receiving a Dark
power roll to maintain the power. If this new roll fails, the Jedi’s mind is Side Point, the character opens himself up to possession by Sith spirits. He
instantly flung back into his body and will be disoriented for 1D rounds. must immediately succeed in a Moderate Willpower skill check, with the
difficulty increased randomly by the amount of the bonus received. For
Projective Telepathy (SW2 – pg. 166, ToJC – pg. 54) example, a Dark Jedi beats his Control roll difficulty by 8 points, gaining a
Control Difficulty: Very Easy. Increase difficulty by +5 to +10 if the Jedi +1D bonus. When the power fades, he must make a Willpower roll with a
cannot verbalize the thoughts she is transmitting (she is gagged or doesn't difficulty of Moderate +1D. If the skill roll succeeds, there are no
want to make a sound). Modified by proximity. complications. If it fails, however, the character is possessed by a Dark
Sense Difficulty: Very Easy if target is friendly and no resist. If target Side spirit (see rules on Dark Spirits).
resists, roll perception or control for difficulty. Modified by relationship.
Force Powers 27
Sith Sword Combat (DSS – pg. 18-19)
Control Difficulty: Moderate. Transmutation (IFP)
Sense Difficulty: Easy. Control Difficulty:
This power may be kept up. Difficult for same species and race
Effect: This power works in a manner similar to that of the Lightsaber Very Difficult for same species, different race
Combat power, but centers on defense. If a character successfully uses this Heroic for different species and race
power, he adds his Sense rating to his Melee Parry skill rolls while using a Modified by relationship (ignore different species modifications)
Sith Sword, and is able to add (but not subtract) part or all of his Control Sense Difficulty:
dice to the Sith Sword's damage. Additionally, blaster bolts can be Moderate for one component
deflected, and the system is the same as the one listed in SWD6, page 148. Difficult for two components
Very Difficult for all three components
Speak with Machine (D6H) Required Powers: Concentration, Contort/Escape, Control Pain, Imitate,
Control Difficulty: Telekinesis
Very Easy => A.I. This power may be kept up.
Easy => Complex Mainframe Effects: With this power the Jedi can change the various components
Moderate => Dedicated Computer (appearance, voice and gestures) to disguise themselves, or even
Difficult => Macintosh impersonate someone.
Heroic => Win95 If the character is trying to impersonate someone, increase the difficulty
Sense Difficulty: Moderate by Relationship and Proximity by one level and modify the Sense roll by proximity.
Required Powers: Projective Telepathy, Cyber Sense
Effect: Allows a Jedi to interface with a computer (just like Projected Unarmed Combat (D6H)
Telepathy). The user may only gather information and accomplish tasks Control Difficulty: Moderate
someone with his clearance normally could. Computers are stubborn and Sense Difficulty: Easy
won’t give into a mere mortal on this level. GM may allow user to use This power can be kept up.
Con, though, to convince the computer that he has higher access. Required Powers: Absorb/Dissipate Energy, Enhanced Attribute
Effect: Jedi use this power to wield their body as a weapon while also
Staff Combat (IFP) sensing their opponent through the Force.
Control Difficulty: Moderate This power is called upon at the start of a battle and remains up until the
Sense Difficulty: Easy Jedi is stunned, wounded, or worse; a Jedi who has been injured or
This power may be kept up. stunned may attempt to bring the power back up.
Effect: Staff Combat is a power that allows a Jedi to fight and defend If a Jedi is successful in using this power, he adds his sense dice to his
more effectively with a staff. There are several groups of Monks and Jedi brawling skill roll when attacking and to his brawling parry skill when
that use this power instead of using Lightsabers or other types of weapons. parrying. The Jedi may add or subtract part or all of his control dice to the
Once this power is successfully initiated, it remains up until dropped by strength damage; players must decide how many control dice they are
the Jedi or the Jedi takes stun damage or worse. adding or subtracting when the power is activated.
Sense skill is added or split between melee combat, (s) melee combat: staff, A Jedi who fails when trying to activate unarmed combat may only use the
melee parry, and/or (s) melee parry: staff while control skill is added to brawling skill for the duration of the combat.
weapon damage and allows the wielder to do either stun or regular damage Finally, similar to the Absorb/Dissipate Energy power, the Jedi may use
in any particular combat round. This power doesn’t imbue a staff with the unarmed combat to parry blaster bolts as a reaction skill.
ability to parry a lightsaber, nor does it enhance its resistance to damage.

Summon Creatures (D6H)


Control / Alter Powers
Control Difficulty: Creature’s Orneriness code; modified by Proximity.
Sense Difficulty: Easy if the animal is domesticated/friendly (such as a
Accelerate Another's Healing (SW2 – pg. 166, ToJC – pg. 55)
Bantha); Moderate to Difficult if the animal is wild, but non-predatory Control Difficulty: Very Easy. Modified by relationship.
(such as an undomesticated tauntaun); Very Difficult to Heroic if the Alter Difficulty: Very Easy.
animal is ferocious/predatory (such as a wild vornskr or rancor). Required Powers: Control Another's Pain, Control Pain
Required Powers: Beast languages, projective telepathy Time To Use: One minute
Time To Use: One minute Effect: The target is allowed to make extra healing rolls, as outlined
This power may be kept up. in Accelerate Healing. The Jedi must be touching the character whenever
Effect: With this power, the Jedi can mentally ask a creature to come to she activates this power.
the Jedi’s aid and accomplish a task for the Jedi. This Jedi cannot control
the creature in any way. Aura of Uneasiness (ToJC – pg. 87)
Note: that the character may keep this power up if the Jedi wants to Control Difficulty: Easy modified by proximity, limited to line of sight.
continue picking up the emotional state of a creature. Alter Difficulty: Easy
Note: This power is used exclusively by the Sith.
Telepathy (IFP) Warning: A character that uses this power against a sentient being
Control Difficulty: Very Easy; +5-10 if the Jedi cannot verbalize the receives a Dark Side Point.
thoughts; Modified by proximity Effect: This power allows a Sith to project a field of vague discomfort and
Sense Difficulty: Very Easy if target is friendly; if the target resists roll unease around him or her, which causes nonsentient and sentient
against their Control or Perception; Modified by relationship. creatures/beings to avoid the Sith Jedi.
This power may be kept up.
Effect: This power follows the dictionary definition of telepathy. Thus, two Blade Beam (IFP)
or more beings could communicate privately and mentally with each other Control Difficulty: Victim's Dodge
taking turns, sending and receiving thoughts and/or feelings or one could Alter Difficulty: Difficult
probe another's mind for data such as a code or password. Note: This power is used exclusively by the Quala Death Knights.
It is believed that there are races that communicate only by telepathy in the Effect: This power shoots a curved blade of pure energy from the weapon
Outer Rim and unexplored territories. If the sender does not identify herself of the Death Knights. These weapons can be anything but Ghat. The
to the target(s) then the target(s) have no idea who is making contact. person does have a dodge, but it is against the Death Knight's Control roll.
Force Powers 28
Calm Another (IFP) Required Powers: Accelerate Another's Healing, Accelerate Healing,
Control Difficulty: Control Another's Pain, Control Pain, Control Parasitic Infection, Sense
Easy for minor agitation Parasites
Moderate for marginal fear, anger or hatred Effect: This power has the same effects on others as control parasitic
Difficult for horror and deeply routed fears infection has upon its user.
Very Difficult for absolute terror or hatred
Heroic for absolute revulsion, terror, or characters in the dark side Control Breathing (SW2 – pg. 166, ToJC – pg 56)
Alter Difficulty: Easy Modified by relationship Control Difficulty: Moderate
Required Powers: Calmness, Projective Telepathy Alter Difficulty: Very Difficult
Effect: This power works just like Calmness on Calm Another Person. It Required Powers: Concentration, Hibernation Trance, Telekinesis
takes away all the character's negative emotions leaving a deep calm over This power may be kept up.
them so they can focus on what's going on around them. It's been known Effect: This power allows a Jedi to control the amount of oxygen flowing
to slightly aggravate the targets to have them forcibly calmed but for some into his or her body. The Jedi takes control of the surrounding atmosphere,
reason it only comes out as minor agitation. pulling oxygen molecules through the skin into the lungs. With this power
the Jedi can effectively breathe underwater, and conversely, a water
Concentrated Energy (IFP) breather could survive on land. In game terms, this power negates the need
Control Difficulty: for a breath mask, mechgill, or any rebreather gear. In the cold of space or
Easy for small objects, a hard vacuum, however, this power would be of little use. Even if the Jedi
Moderate for half body size, could somehow survive the drastic changes in pressure or the extreme
Difficult for body length, temperatures, there is not enough oxygen in these environments for the
Very Difficult for twice body length, Jedi to grab. The power will remain up until the character either takes
Heroic for anything bigger, incapacitating damage or willfully drops it.
Modified by how much bigger; Generally limited to line of sight.
Alter Difficulty: Moderate Control Weather (D6H)
Effect: The user can use the force to make weapons, deflect blaster bolts; Control Difficulty: Difficult by Proximity
somewhat change his genetic make up. The idea is they concentrate the Alter Difficulty: 5 for every step on the scale:
force to make something or themselves more powerful. This power is Totally Clear No Wind
usually focused upon an object such as a sword, or the user's hands. Partly Cloudy Wind 5mph
Depending on what kind of force powers he likes to use, depends on how Cloudy Wind 10mph
he concentrates the energy. The damage and/or strength of the Cloudy, Drizzle/Lt Snow Wind 15mph
concentrated object is the caster's Alter die code. Every other round the Steady Rain or Snow Wind 20mph
caster must roll to keep the power up. Hard Rain,Snow or Sleet Wind 25mph
Deluge, Blizzard, Hail Wind 30mph
Control Another's Breathing (IFP) Heavy Thunderstorms Wind 40mph
Control Difficulty: Moderate. Modified by proximity and relationship Gale Force Winds Wind 50mph
Alter Difficulty: Very Difficult Hurricanes/Twisters Wind 75mph
Required Powers: ConcentratioConcentration, Control Breathing, Hurricanes/Twisters Wind 90mph
Hibernation Trance, Telekinesis Hurricanes/Twisters Wind 105mph
This power can be kept up. Required Powers: Commune With Nature
Effect: This power has the same effect upon others as control breathing This power may be kept up.
does upon its user. However, the Jedi can only affect a number of persons Time to Use: One round for every level of change desired.
equal to the number of dice in his control skill. The power will remain up Example: If it is already drizzling and the Jedi wants a hurricane, his
until the character either takes incapacitating damage or willfully drops it. difficulty is 30.
Effect: Through this power a Jedi may actually control the weather. Control
Control Another's Disease (SW2 – pg. 166, ToJC – pg. 55-56) is used to handle the forces at play and Alter is used to make the changes.
Control Difficulty: Very Easy, as modified by relationship.
Alter Difficulty: Same as control disease.
Create Force Talisman (CR – pg. 55-56)
Required Powers: Accelerate Healing, Control Disease Control Difficulty: Moderate.
Time to Use: 30 minutes to several uses over the course of several weeks. Alter Difficulty: Difficult.
Effect: This power allows a Jedi to heal another character, using the same Required Powers: Concentration, Control Another's Pain, Control Pain,
rules and conditions as outlined in control disease. The Jedi must be Force Weapon, Transfer Force
touching the character to be healed. Effect: By using this power and spending a Force Point, a Force user can
imbue an item of personal significance with Force energy, thereby
Control Another's Pain (SW2 – pg. 166, ToJC – pg. 56) creating a Force Talisman. A Force Talisman grants its possessor a bonus
to resist Force powers, adding this bonus to any rolls made to resist hostile
Control Difficulty: Very Easy. Modified by relationship.
Force powers. A Force user can only possess one Talisman at a time. The
Alter Difficulty: Easy for wounded characters; Moderate for incapacitated
bonus granted by the Talisman depends on the amount by which the Force
characters; Difficult for mortally wounded characters.
user succeeds at his Alter skill roll.
Required Powers: Control Pain
Effect: This power allows a Jedi to help another character control pain, Alter Roll > Difficulty By: Resistance Bonus
under the same rules and conditions outlined in the control pain power. 0-8 +2 pips
The Jedi must be touching the character to use this power. 9-16 +1D
17+ +1D+1
Control Another's Parasitic Infection
Control Difficulty: Moderate. Modified by relationship Dark Transfer (LECG – pg. 53)
Alter Difficulty: Control Difficulty: Easy, modified by relationship.
Easy if the character has been recently infested Alter Difficulty: Difficult
Moderate if the character has been infested for some time Required Powers: Control Pain, Control Another’s Pain
Difficult if the infestation has caused any debilitating effects Time to Use: One minute
Warning: Anyone who uses this power gains one Dark Side point.
Force Powers 29
Effect: This power may be used to call upon the Dark Side to transfer Use of this power gives the user a Dark Side Point. The Jedi, using this
one’s own vitality to an injured being, and may even be used a few power, can channel his anger into the circuits of a computer, droid, or
moments after death. Unlike Transfer Force, this power does not require a machine, and reprogram it by manipulating its physical and electrical
willing target, and in fact, it is often used to restore an unwilling person. components. Note that only existing programming can be altered; the
In game terms, after a character has been injured or killed, the player may machine may not be given programming it doesn’t have.
choose to activate Dark Transfer. The Force-user must be touching the
target and, if the rolls succeed, the target will move up one wound level. Enhance Another's Attribute (CR – pg. 108-109)
For each additional 5 points that the alter roll beats the difficulty, the Control Difficulty: Easy, modified by relationship.
target improves an additional wound level. When a character activates this Alter Difficulty: Moderate.
power, he or she gains an immediate Dark Side point and moves down one Required Powers: Enhance Attribute, Control Another's Pain, Transfer
wound level, unless he spends a Force Point. However, he is not actually Force
physically injured and needs only rest for 8 hours to recover. A target Effect: A Jedi can use this power to enhance a single attribute for one
recovered from a Killed result is tainted by the Dark Side and gains one being for a limited amount of time. All skills covered by the attribute are
Dark Side Point. increased by the same amount for as long as the power remains in effect.
An attribute increased by this power remains enhanced for the duration
Detoxify Another’s Poison (SW2 – pg. 166, ToJC – pg. 56) listed below. Both duration and attribute increase are determined by the
Control Difficulty: Very Easy, modified by relationship. amount the Jedi's Alter roll exceeds the difficulty. Duration can be
Alter Difficulty: increased by spending character points – for each character point spent,
Very Easy for a very mild poison (such as alcohol); the duration increases by one combat round. These points can be spent at
Easy for a mild poison; any time before the power fades. A Jedi can only increase on attribute at a
Moderate for an average poison; time. If a character attempts to enhance a second attribute, the first
Difficult for a virulent poison; enhancement fades and the second is increased.
Very Difficult to Heroic for a neurotoxin.
Required Powers: Accelerate Healing, Accelerate Another's Alter Roll > Difficulty By Attribute Increase Duration
Healing, Control Pain, Control Another's Pain, Detoxify Poison 0-13 +1D 3 Rounds
Time to Use: Five minutes 14-25 +2D 2 Rounds
Effect: This power allows a Jedi to remove or detoxify poison from a 26+ +3D 1 Round
patent’s body faster than is normally possible. While using this power, the
Jedi must remain in physical contact with the patient. As long as the Jedi Fear (KORS – pg. 50)
is in contact with the target, that person is considered immune to the Control Difficulty: Target’s opposing control or Perception roll
effects of the poison. Failure to make the required control and alter
Alter Difficulty: Moderate
difficulty checks or breaking physical contact during the use of the power
Required Powers: Aura of Uneasiness
causes the patient a wound. Warning: Any character who uses this power gains a Dark Side Point.
Effect: This power targets the psychological vulnerabilities of a target and
Drain (IFP) uses a powerful wave of the Dark Side to fill them with a paralyzing fear.
Control Difficulty: Very Easy In game terms, the Force user can fill them with fear that will limit how
Alter Difficulty: Moderate many actions they may take on the target’s next turn. Limit is dependent
Note: This power is used exclusively by the Noghri. on how much the Force user’s roll beats the target’s opposed roll.
Effect: Through the use of this incantation, the Force-user may steal a Control roll exceeds target roll by Max number of actions next turn
character point from an individual touched. The power stolen may be used 1-4 3 actions
to enhance the roll of the next Force power used by 2D. The power to be 5-9 2 actions
boosted must be attempted the very next round, and if the power uses
10-14 1 action
more than one Force skill then the bonus is added to all Force skills used
15+ 0 actions
for that particular power. The victim feels a dull pain as the character point
is sucked out of him. If the victim has no character points, then the Force
user gains no benefit. Feed on Dark Side (SW2 – pg. 166-167. ToJC – pg. 56-57)
Control Difficulty:
Drain Energy (DSS – pg. 14-15) Moderate when activated
Very Easy for each round thereafter
Control Difficulty: Moderate
Alter Difficulty: Moderate when raised; no roll for subsequent rounds
Alter Difficulty: Difficult
Required Powers: Sense Force
Required Powers: Electronic Manipulation, Rage
This power may be kept up.
Note: This power is used exclusively by the Sith.
Warning: Any Jedi who activates this power automatically receives a
Effect: This is the ability of a dark Jedi to use his power to rip the energy
Dark Side Point.
from something. Accounts of dark Jedi draining Lightsabers or blasters
Effect: This power allows a Jedi to feed on the fear, hatred or other
have brought fear to many. The use of this is a full action and the user may
negative emotions of others to make himself more powerful. It does not
do nothing else this round.
matter to the Dark Side why the others are filled with dark emotion; the
feelings alone suffice. In game terms, in any round in which a character
Electronic Manipulation (ToJC – pg 87)
using this power is in the presence of a Light Side Force-sensitive who
Control Difficulty: gains a Dark Side Point, the character gains a Dark Side Point and a Force
Easy non-sentient machines Point. If multiple characters gain Dark Side Points in the same round, the
Moderate: sentient machines character gains multiple Force Points. These Force Points must be spent
Difficult: hostile, sentient machines within five minutes of being received.
This is modified for proximity This is a power the Dark Jedi use to gain power from the anger and hatred
Alter Difficulty: they cause in their foes. For PC's who are quick to anger, it is impossible
Easy: slight alterations to die-roll their way out of this situation. The only way they can stop a
Moderate: significant programming changes Jedi from gaining extra Force Points from this power is not to give in to
Difficult: major reprogramming the Dark Side. This can be extremely difficult, particularly as there is
Keep Up: No nothing to stop the Dark Jedi from doing everything in his power to
Required Powers: Absorb/Dissipate Energy, Affect Mind provoke these negative emotions. This might include deception,
Force Powers 30
butchering innocents, taunts, insults, threats against the characters, their Force Jump (SW2 – pg. 167)
friends, families, home planet or base, and anything else that is likely to Control Difficulty: Easy
make them call on the Dark Side. Alter Difficulty: Easy
Players who are unable to think of a better way of defeating a Dark Jedi Required Powers: Enhance Attribute, Telekinesis
than by brute force are very likely to be destroyed if faced with this power. Effect: A Jedi uses this power to increase his jumping ability in order to
Avoid overuse of this power, as it can severely disrupt game balance if not perform impossibly high leaps. If both Force skill rolls are successful, the
used in moderation. character uses his normal climbing/ jumping skill to perform the jump, but
he uses the special table below to determine difficulties. If the control roll
Fertilize (D6H) exceeds the difficulty, the character gains an immediate bonus to his
Control Difficulty: Moderate climbing/jumping roll.
Alter Difficulty: Control Roll ≥Difficulty by Jumping Increase
Easy => Growth/Birth rate x1.25 1-3 +1D 1-3 +1D
Moderate => Growth/Birth Rate x1.5 4-8 +2D 4-8 +2D
Difficult => Growth/Birth Rate x1.75 (Roach) 9-15 +3D 9-15 +3D
Very Difficult => Growth/Birth Rate x2 (Bunnies) 16-25 +4D 16-25 +4D
Heroic => Bebe’s Kids 26-37 +5D 26-37 +5D
If subject is sentient, modify for relationship.
38+ +6D 38+ +6D
Required Powers: Detoxify Poison in Another, Sense Life, Accelerate
If the Jedi fails any Force skill roll, the power is not activatedand the
Another’s Healing
character is left to use his normal jumping ability (and there are certain
Effect: Makes soil/animals more fertile.
situations where you can’t back out of a jump because your power failed).
At the gamemaster’s discretion, a failed climbing/jumping roll might mean
Force Explosion (D6H) the Jedi fails to achieve the desired height/distance, fails to properly
Control Difficulty: Heroic cushion his landing and suffers normal falling damage, or both. Multiple
Alter Difficulty: See Below action penalties apply. The climbing/jumping roll is a third action in that
Required Powers: Absorb/Dissipate Energy, Accelerate Another’s round, whether the power is successful or not.
Healing, Accelerate Healing, Conduit, Control Another’s Pain, Control Height Jumped Jumping Difficulty
Pain, Transfer Force 0-1 meter Very Easy 0-1 meter Very Easy
Warning: Using the power grants a Dark Side Point and an additional one
1-2 meters Easy 1-2 meters Easy
for every casualty.
3-4 meters Moderate 3-4 meters Moderate
Effect: This power utilizes the Dark Side of the Force to create a charge of
5-8 meters Difficult 5-8 meters Difficult
pure Force energy. Any object conceivable can be charged, with a Control
penalty of +5 for every kilogram larger than a grenade. Control is used to 9-15 meters Very Difficult 9-15 meters Very Difficult
energize the object being used for an explosive, and Alter is used for 16-20 meters Heroic 16-20 meters Heroic
damage. Alter is also used for timing the explosive. Any number of Dice Add +5 to the difficulty for every 5 meters. If the character is jumping
can be removed from Alter to create a timer of D number of rounds before downward, with no upward movement, reduce jumping difficulty by one
the explosion. If no D are placed in the timer, the weapon must be used level. Add +1 to the difficulty per meter of horizontal distance jumped.
immediately or it will explode in the Dark Jedi’s hand. Explosions appear Example: Daru has a control skill of 5D, alter of 3D+2, and a climbing /
similar to other Force Energy uses, such as Force Lightning or Force jumping skill of 4D, and wants to perform a Force jump across a chasm to
Weapon, as a light blue electrical energy pulse. a ledge above. He rolls 1D+2 for alter (3D+2 subtracting −2D for multiple
action penalties), and gets a 7, making his alter difficulty. Next he rolls his
Force Flight (IFP) control of 3D, and gets a 11 (exceeds the difficulty by 4). This adds +2D
to his climbing/jumping roll, canceling out the multiple action penalty.
Control Difficulty: Easy for self, Moderate for self and other
The ledge on which he wants to jump is 4 meters up and the chasm is 3
Alter Difficulty: Easy. Modified by number of targets, proximity, and
meters across, thus the difficulty is Moderate +3. Daru rolls his 4D
maneuvers (see table)
climbing/ jumping (4D−2D+2D), and gets a 16, making the difficulty and
Required Powers: Telekinesis
using the Force to leap safely on top of the ledge.
This power may be kept up.
Effect: A more refined version of Telekinesis, Force Flight allows the user
and other beings to fly through the air like birds. Unlike Telekinesis, Force
Force Lightning (SW2 – pg. 167, ToJC – pg. 57)
Flight inherently includes movement, and hovering without moving incurs Control Difficulty: Difficult, modified by proximity. Limit to line of sight
an alter difficulty modifier of +2D per target. Whenever a Jedi uses Force Alter Difficulty: Perception or Control roll of target
Flight on one target other than herself, the difficulty is raised by 1D in Required Powers: Force Torch
addition to any proximity modifiers. Multiple targets incur a +1D difficulty Warning: A Jedi who uses this power gains a Dark Side Point.
modifier per person. This power may only be used on living beings, though Effect: This power is a corruption of the Force. When used, it produces
not necessarily sentient ones. Maneuvers and speed have a difficulty table bolts of white or blue energy, which fly from the user's fingertips like
similar to Telekinesis: sorceress lightning. These bolts tear through their target, causing painful
Maneuver Alter Difficulty Modifier wounds. As this power is Force-generated, it can be Force-repelled using
Gentle Turns +1-5 Absorb/Dissipate Energy.
Force Lightning courses over and into its target, convulsing the target with
Easy Maneuvers (quick turns, etc) +6-10
pain, siphoning off his power, and eventually killing him. Armor does not
Tough Maneuvers (bank turns, etc) +11-15
protect a character. Force Lightning causes 1D of damage for every 2D of
Alter the user has (round down).
Speed Alter Difficulty Modifier
5 meters per round 0 Force Lights (IFP)
10 meters per round +1-5
Control Difficulty:
15 m/r - 30 m/r +6-10
Very Easy for unfocused beam
35 m/r - 50 m/r +11-15 Moderate for thick beam
55 m/r - 70 m/r +16-20 Difficult for thin beam
75 m/r+ 21+ Heroic for focused beam
Multiple beams: +4 each
Force Powers 31
Alter Difficulty: Time To Use: See Above
Very Easy for candle intensity Effect: Using this power, the Jedi can charge energy cells using the
Easy for daylight intensity Force. Only one power cell can be charged at a time (Most Stock Light
Moderate for fluorescent intensity Freighters carry about 50 Starfighter Scale energy cells).
Difficult for searchlight intensity
Very Difficult for engine glow intensity Force Weapon (CR – pg. 55-56)
Heroic for star intensity Control Difficulty: Equal to the melee weapon's base difficulty (ie, a
Required Powers: Absorb/Dissipate Energy knife is Very Easy).
Effect: This power is typically used by a Jedi to light darkened areas, but Alter Difficulty: Moderate.
it has its uses as an offensive power and a heat source as well. When Required Powers: Concentration
activated unfocused, the Jedi glows with the desired intensity. Heat and Warning: A character who uses this power in order to injure or kill a
light radiate outward from all points on the Jedi's body. helpless being immediately gains a Dark Side point.
At any intensity greater than Fluorescent, the Jedi and others around him Effect: A Force user with this power can temporarily imbue a non-
receive damage: powered melee weapon (such as a club, knife, staff, etc.) with the Force.
Intensity User Damage Other's Damage This power can only be used on the Force user's personal weapon, and
Searchlight 4D per round Blinded for duration +1 rounds only while he uses the weapon himself. The power lasts for five rounds,
Engine Glow 15D per round 10D per round, blinded duration +5 after which time it must be activated again. The amount by which the
Star 30D per round 20D per round, totally blind Alter skill roll exceeds the difficulty determines how much extra damage
This power may be kept up. the weapon inflicts on a successful hit. Note that this damage will allow a
When aiming a beam, the Jedi uses his Control dice. While using any weapon to exceed its listed Maximum Damage (if any).
beam, the Jedi receives 1/3 damage; rounded to the nearest whole dice, Alter Roll > Difficulty By: Damage Increase
never drop below 1D. 0-8 +1 pip
9-16 +2 pips
Force Repair (D6H) 17-24 +1D
Control Difficulty: 25+ +1D+1
Easy for wounded characters,
Moderate for incapacitated characters, Hatred (DSS – pg. 18)
Difficult for mortally wounded characters. Control Difficulty: Moderate.
Alter Difficulty: Moderate Alter Difficulty: Target's Control or Perception roll.
Required Powers: Telekinesis, Concentration Required Powers: Control Pain, Inflict Pain, Injure/Kill, Life Detection,
Time to Use: Special Life Sense, Rage, Waves of Darkness
Effect: This is a very rare power only available to an extremely small Warning: A character who uses this power receives a Dark Side Point.
group of Force sensitive individuals of the Shard species. The Shards, Effect: This power is similar to Force Scream (ToJC, page 65) but is used
being a silicone based-life form in a crystalline form, have a unique and voluntarily. The character using this power releases his hatred into a blast
curious connection to the Force to match their unique and curious of Force energy. Successful use of this power deals 3D damage to all
existence. Because Shards live most of their lives within droid-like bodies, targets within ten meters of the character, and gives each one a -1D
they have an insight to these bodies not available to any engineer in the penalty to all rolls for the remainder of the round. The effects of this
universe. Through their connection to the Force, they are even able to power last a single round, though the duration can be increased by
reach out and make subtle changes to the state of their droid housing, even spending character points – for each character point spent, the duration is
allowing the damaged droid body to heal. In game terms, when damaged, increased by one round. These points can be spent at any time before the
the Shard may spend time in dedicated concentration to make natural power fades.
healing rolls for damage done to the droid body. This power allows them
to follow the natural healing rules as described on pages 98-99 of The Star Heal Another (D6H)
Wars Roleplaying Game, Second Edition Revised and Expanded.
Control Difficulty:
Once the power is successfully activated, the DM should consult the charts
Easy => Wounded and Wounded Twice
and guidelines on the natural healing chart. However, instead of the
Moderate => Incapacitated
resting prescribed by page 98, the Shard must spend its time in dedicated Difficult => Mortally Wounded
meditation, slowly using the Force to mend the broken connections within
Alter Difficulty: Very Easy Modified by Relationship.
its body. Further, instead of rolling the droid body’s Strength attribute, the
Required Powers: Accelerate Another's Healing, Control Another's Pain,
Shard must use its control roll to see if it successfully heals.
Emptiness, Detoxify Poison in Another
Time to Use: 5 minutes meditation per level of difficulty.
Force Torch (IFP) Effect: This power completely removes one level of an injury. If the first
Control Difficulty: Difficult. Limited to line of sight use of this power is unsuccessful, each attempt raises the difficulty by one
Alter Difficulty: Difficult level. The user must be in touch of the target to use this power.
This power may be kept up.
Effect: The Jedi is able to shape and control the Force in such a way as to Hesitate (IFP)
create a torch to see with. The Jedi must have an object in sight for the
Control Difficulty: Easy
power to be used. Cannot be used on living beings or creatures.
Alter Difficulty: Easy
Note: This power is used exclusively by the Noghri.
Force Transduction (D6H) Effect: This incantation causes a transfer of power between the force-user
Control Difficulty: Very Difficult and a victim he touches. This causes momentary muscle spasms in the
Alter Difficulty: victim. The victim suffers a -5 penalty to their next roll for initiative.
Easy => small battery (1 Min)
Moderate => Character Scale (1 Hour) Induce Tranquility (D6H)
Difficult => Speeder/Walker Scales (2 Hours) Control Difficulty: Moderate
Very Difficult => Starfighter Scale (takes 8 hours) Alter Difficulty: Moderate, modified by agitation of target character;
Heroic => Capital Ship Scale (takes 1 day)
modified by relationship.
Required Powers: Absorb/Dissipate Energy, Force of Will, Transfer
Required Powers: None
Force, Conduit Time to Use: Instantaneous
Force Powers 32
Effect: With this power, a Jedi can induce a state of enhanced calm in Lightning Burst (LECG – pg. 54)
another being, even to the point of inducing near-sleep in another sentient. Control Difficulty: Moderate
The user simply reaches out in the Force to the opposing mind, and calms Alter Difficulty: Targets’ control or Perception rolls
it through waves of almost-dreamlike reassurance. The affected person is Required Powers: Force Lightning
generally quieted emotionally, but the Jedi can also intensify use of the Warning: A Jedi who uses this power for any reason immediately gains a
power to induce a near-vegetative state that lasts for up to a half-an-hour. Dark Side Point.
Jedi healers have been known to make frequent use of this power when Effect: This power, like Force Lightning is a corruption of the Force,
treating casualties in times if war, usually in conjunction with Control intended to create searing pain and injury to any character that happens to
Another's Pain. A Jedi can direct this power at up to three characters at be adjacent to the Jedi. As the Jedi unleashes her hate and anger in the
once, provided those characters are within 5 meters of one another, and form of pure electrical energy, all characters within one meter of the Jedi
cannot see the Jedi (use of this power on a group is normally only possible are jolted with serious pain. Armor does not protect a character from
from a hiding spot near the targets), hence this is a very useful power for a lightning burst, though it can be repelled with absorb/dissipate energy.
Jedi attempting to get into a guarded facility with a minimum of attention. Unlike Force Lightning, Lightning Burst requires only one roll to strike
Characters awakening from the state of induced tranquility are often every target within one meter, though it does a standard damage of 4D to
somewhat confused, but not usually aware that they have been every character that does not successfully resist the roll.
manipulated in any way. Qui-Gon Jinn uses this power on Jar Jar Binks
during the journey in the Gungan sub in Epsiode I. Lightwhip Combat (D6H)
Control Difficulty: Moderate
Inflict Pain (SW2 – pg. 167, ToJC – pg. 57) Alter Difficulty: Moderate
Control Difficulty: Very Easy, as modified by proximity This power may be kept up.
Alter Difficulty: Perception or Control roll of target. Modified by Effect: The Sith used this power to wield the double-edged Lightwhip,
proximity and guide it's movement through the Dark Side. If the Sith is successful,
Required Powers: Control Another's Pain, Control Pain, Life Detection, he may add his Alter dice to his lightwhip skill roll to hit or parry, and he
Life Sense adds or subtracts his Control dice to the damage. If he fails, he must use
Warning: A Jedi who uses this power gains a Dark Side Point. his lightwhip skill and the standard damage for the duration of combat.
Effect: The target experiences agony. The user causes damage by rolling To parry blaster bolts, the Sith may use Lightwhip Combat. To do this, the
Alter skill, while the target resists damage with their control, perception or character must declare that he is parrying that round, using his lightwhip
willpower. Damage is figured as if the attack was a stun attack, although if skill as normal. The Sith may also attempt to control where the deflected
the target suffers any damage at all, they are so crippled by pain that they blaster bolt goes, although this counts as an additional action. The Sith
are incapable of acting for the rest of the round and the next round. must declare which specific bolt he is controlling, with difficulties as per
Lightsabre Combat (SWRPG2 151).
Instantaneous Healing (IFP)
Control Difficulty: Very Difficult Link (JATM – pg. 15)
Alter Difficulty: Heroic +5 for every damage level beyond -4D Control Difficulty: Easy, modified by proximity
Required Powers: Accelerate Another's Healing, Accelerate Healing, Alter Difficulty: Moderate, modified by proximity
Detoxify Poison in Another, Emptiness, Regenerate Other, Transfer Force Required Powers: Enhance Attribute, Control Pain, Control Another's
Note: This power is used exclusively by the Sith. Pain, Transfer Force, Receptive Telepathy, Projective Telepathy, Life
Effect: Through the Dark Side of the Force, the Dark Lords of the Sith Sense
were able to heal Exar Kun's shattered body in moments, though the pain This power may be kept up.
was extreme he recovered fully, in body at least. Due to the unusual Effect: This power allows a Jedi to focus his mind on another Force user
method of healing, anyone using this power receives a Dark Side Point as to create a bond through the Force. It allows the two to use the Force
the recipient receives extreme pain from the use of this power. There is together in a cooperative effort to achieve a greater chance of success.
also a 10% cumulative chance each time it is used that the being it is used Any number of Jedi may join the Link, insofar as all members of the group
on will be driven insane from the pain this power causes. are willing to accept their help. In game terms, link allows Force sensitive
characters to use combined action rolls, though with an added bonus.
Intangibility (IFP) Instead of requiring three people to provide a +1D bonus to the combined
Control Difficulty: Very Difficult effort, the Jedi can receive a +1D bonus for every two Jedi cooperating.
Alter Difficulty: Heroic An additional odd numbered person joining will only add a +1 bonus. For
Required Powers: Warp Matter, Concentration example, six Jedi cooperating will provide a +3D to their average, though
Time to Use: Two rounds. For every round over two the character takes to seven Jedi cooperating will add 3D+1.
prepare drop the Alter difficulty by five.
This power cannot be keep up unless one Force Point is spent for every Memory Walk (JATM – pg. 27)
two rounds beyond the first two. Control Difficulty: Easy or opposed control or willpower roll.
Effect: The force user takes a round to prepare by concentrating and Alter Difficulty: Moderate, modified by proximity.
focusing his force powers on making himself one with the object. It then Required Powers: Control Pain, Hibernation Trance, Life Detection, Life
takes another round for the force user to become capable to walk through a Sense, Magnify Senses, Receptive Telepathy, Projective Telepathy, Affect
solid object. Once the force user goes through an object, the ability Mind, Dim Another’s Senses
disappears. The force user must declare at the begining that he is going to This power may be kept up.
try and keep this power up. Warning: A character who uses this power gains a Dark Side Point.
Effect: This power allows a Force user to force a person to relive their
Lesser Force Bubble (IFP) worst memories. This mental attack is capable of reducing a person to a
Control Difficulty: Easy petrified state as they are filled with horror and despair. The power forces
Alter Difficulty: Moderate a person to experience the full sensation of terrible memories and brings
Required Powers: Lesser Force Shield back the full vivid detail of horrendous nightmares. This power was often
Effect: Forms a small force bubble around the user, a meter in diameter, used by Sith in combat to reduce the fighting effectiveness and fighting
that resists all attempts to penetrate it with a strength of 3D. However, due spirit of their enemies. Other Force users have employed this power in
to the nature of this bubble, if the user doesn't lower it after about an hour interrogation settings to mentally torture their victims.
after he raises it, he will start to asphyxiate (assuming that he breathes). In game terms, when this power is activated successfully, the target can’t
concentrate on the tasks, given the emotional pain and distress the target is
Force Powers 33
experiencing. The target experiences a -2D to all skills, and has movement
reduced by half. If the control roll succeeds by 10 or more, then the target Place Another in Hibernation Trance (SW2 – pg. 168, ToJC – pg. 57)
is completely petrified with fear and can take no actions or move. Control Difficulty: Very Easy, as modified by the target's relationship.
Alternatively, this power can be used on a captive for interrogation. In this Alter Difficulty: Very Easy, as modified by proximity.
case, the power will replace the specialization intimidation: interrogation Required Powers: Hibernation Trance
for all skill rolls. Time to Use: Five minutes.
Effect: This power allows a Jedi to put another character into a hibernation
Morichro (PoJS – pg. 16, CWCG – pg. 51) trance. The affected character must be in physical contact with the power's
Control Difficulty: Moderate, modified by proximity. user and must agree to be shut down - the power can’t be used as an attack to
Alter Difficulty: Perception or control roll of the target. knock others unconscious. This power can be used to bring another character
Required Powers: Accelerate Another's Healing, Control Another's Pain, out of an hibernation trance, but the alter difficulty is increased by +10.
Control Pain, Hibernation Trance, Injure/Kill, Life Detection, Life Sense,
Place Another in Hibernation Trance Plant Surge (PoJS - pg. 14)
Note: A character with more than 2 Dark Side Points can’t utilize power. Control Difficulty: Varies.
Warning: If the target of this power dies for any reason while being under Alter Difficulty: Target's Control or Brawling Parry roll.
its influence, the user who initiated the power gains a Dark Side Point. Required Powers: Concentration, Telekinesis
Effect: This power is an offensive variation of Place Another in Effect: When used, this power causes plants (grasses, weeds, bushes,
Hibernation Trance. It allows a Force-user to put someone into a trance- trees, etc.) to entangle target creatures, holding them fast or slowing them
like state. If the target fails his Perception or control roll to resist this down. The Control difficulty depends on the area that the Force user
power, in addition to rolling a 1 on the Wild Die, the target immediately wishes to affect:
dies and the user of the power gains one Dark Side Point. The target can Radius Control Difficulty
spent a Force Point in order to escape immediate death. When used against 2-meter radius Easy
a living being, morichro has a maximum range of 10 meters. The effects 4-meter radius Moderate
are otherwise identical to the Place Another in Hibernation Trance power. 6-meter radius Difficult
8-meter radius Very Difficult
Paralyze Other (D6H) The Alter difficulty is the Control or Brawling Parry roll(s) of the
Control Difficulty: Very Easy, modified by proximity. target(s). If the Force-user succeeds in his use of the power, the targets are
Alter Difficulty: Target’s Control or Perception roll, modified by prox. considered to be entangled. Entangled creatures suffer a -1D penalty to all
Required Powers: Life Sense, Control Pain, Control Another’s Pain attack rolls, a -2D penalty to their Dexterity scores, and can only move at
Warning: A character who uses this power in order to injure or kill a half of their normal Movement scores. Entangled characters can attempt to
helpless being immediately gains a Dark Side point. escape, but this requires a Difficult Strength check to accomplish.
Effect: The target of this power is incapable of movement. The duration of
the paralysis is determined by the amount the Jedi’s Alter roll exceeds the Plasma Force (IFP)
difficulty. Once the duration ends, the Jedi must use the power again.
Control Difficulty: Moderate
Alter Roll Difficulty By Paralysis Duration Alter Difficulty:
0-10 2 Rounds Moderate for Alter damage
11-20 3 Rounds Difficult for Alter +1D damage
21+ 4 Rounds Very Difficult for Alter +2D damage
Heroic for Alter +3D damage
Pause (IFP) Required Powers: Absorb/dissipate energy, Conduit, Magnify Senses,
Control Difficulty: Moderate Shift Sense, Telekinesis
Alter Difficulty: Moderate Warning: The user of this power receives a Dark Side Point.
Note: This power is used exclusively by the Noghri. Effect: This power allows a Jedi to charge and electrify the air around
Effect: This ability is the advanced version of Hesitate and causes a him/her/it, generating two patches of plasma. The Jedi can then hurl these
transfer of power between the user and a victim who he touches. This pockets of plasma at objects and opponents. The skill required to throw
causes muscle spasms in the victim. As a result, the victim suffers a -10 the plasma balls is Missile Weapons.
penalty to their next roll for initiative. If the penalty reduces the victims
initiative below 0 then all actions are lost for the next round, they are Redirect Energy (FP – pg. 45)
unable to control the muscles in their own body. A Jedi will be allowed to Control Difficulty: Difficult.
resist this effect with a Moderate Control roll plus the user's Alter roll. The Alter Difficulty: Very Difficult or target’s dodge roll.
user will gain a Dark Side Point if they attack the victim while in this state. Required Powers: Absorb/Dissipate Energy
Effect: If the Jedi is the target of a Force energy attack (such as Force
Phase Shift (IFP) Lightning) he may attempt to send the energy back at the attacker. After
Control Difficulty: Moderate the Jedi has successfully absorbed the Force energy attack using
Alter Difficulty: Very Difficult Absorb/Dissipate Energy; he may hold the energy (Difficult control roll),
Required Powers: Absorb/Dissipate Energy, Resist Stun and then redirect the energy in the direction he chooses (Very Difficult
This power can be kept up. alter roll). If the Jedi fails the alter roll, then the energy will be sent wildly
Effect: While using this power, a force user can actually shift their off target (as determined by the grenade scatter diagram). If the bolt hits
existence such that they no longer interact with solid matter. This enables any sentient being other than the original attacker, the Jedi receives one
the Jedi to walk through walls, escape binders and chains, and any manner Dark Side Point. The energy is not sent off target if it is merely dodged.
of other things that can affect a character physically. There are many
dangers to using this power, though. A character can become trapped Reduce Another's Injury (IFP)
while passing through an object, reverting back to standard phase and Control Difficulty: Moderate. Modified by relationship
suffering great physical harm. Every round a character is phase shifted and Alter Difficulty:
an object is passing through them, the Jedi must make an Alter roll against Difficult for incapacitated characters
their own Strength rating. If the roll succeeds, the character passes through Very Difficult for mortally wounded characters
the object as though they were not even there. If the save fails, however, Heroic for dead characters
the character suffers damage equal to their own Strength rating, and the Required Powers: Accelerate Another's Healing, Accelerate Healing,
object is destroyed. Control Another's Pain, Reduce Injury
Force Powers 34
Effect: This power has the same effects upon others as Reduce Injury has Effect: The target returns to consciousness. The target has the same
upon its user, but a Force Point must be spent to use this power. The restrictions as imposed by the Remain Conscious power, and must be
power must also be used within the same round that the character was touching the Jedi.
wounded. Unlike Reduce Injury however, the Jedi is more likely to regain
the Force Point spent to use this power, since he can effectively save Shadow Split (D6H)
another's life by using it. Control Difficulty: Easy
Sense Difficulty: Moderate
Regenerate Other (D6H) Note: This Power is exclusively used by the Shadow Dragons.
Control Difficulty: This Power may be kept up (see below).
Moderate => Simple Organ (eye, liver, kidney) Effect: When this power is called upon, the Jedi invoking it appears to
Difficult => Complex Organ (Heart) split into four copies, each of moves away in a different direction. In
Very Difficult => Limb or System (Arm, Spine) actuality, only one of the images is real, the others are merely shadows,
Heroic => Brain, A.I.D.S, Terminal Cancer created by the portioning out of some of the invoker's life force. Each time
Alter Difficulty: Very Easy by Relationship (plus Willpower or Control if the power is invoked, the Jedi must expend a character point. These
target resists) images do not take damage, and are completely insubstantial. As all forms
Required Powers: Heal Another, Regenerate of matter and energy pass right through them, they can be detected in that
Time to Use: One month per level of difficulty (1 month for an eye, 3 manner. This power can be maintained from round to round, costing a
months to repair spinal damage) character point every 10 rounds. The images can attack, although they
The Power has to be kept up. cause no damage on a successful hit. The two ways in which this power is
Effect: Allows a Force-user to repair extensive damage to the point of commonly used are to aid in flight, with the various images running away
regrowth. During the period of Regeneration, the target must rest as as well, drawing off enemy fire, and to aid in combat, where they draw
detailed in the Natural Healing section of the rulebook. The user must visit fire, and distract opponents, making them dodge or parry illusionary
the resting target at least once per day to re-apply the treatment. A failed attacks. This power can be dispelled by The Clouds, Parting.
roll means treatment is setback for one day for every point missed. At the
end of the period (provided rest was never broken) the target may roll Shroud (IFP)
Control or Strength versus the above Control difficulty. For every full Control Difficulty: Very Easy
week of rest and treatment past the required period, the target’s Strength / Alter Difficulty: Very Easy
Control roll is reduced by one Difficulty level. If the Strength/Control roll Note: This power is used exclusively by the Noghri
is successful, he has a new, fully working organ/limb. If unsuccessful, he This power may be kept up.
has a fully grown organ/limb that either his body rejects or is unusable. Effect: This incantation requires 5 minutes of chanting and mental
This power may be used with Warp Matter (re-engineer organs/limbs) or preparation. When a Shroud comes into effect, the Force-user is encased
Heal Mind Control (re-program target). Difficulties for Warp Matter are in a swirling, blotchy, gray-and-black film that obscures the features, but
one level lower (you are shaping while building) and difficulties for Mind not the general shape of the Force-user. An onlooker would usually be
Control are 1 level higher (effects are lasting if not permanent). Either use able to tell what species the Force-user is, and often would be able to tell
is a perversion of nature and earns a Dark Side Point. the sex, as well as general body type, but would not be able to identify the
caster otherwise.
Remove Another's Fatigue (SW2 – pg. 168, ToJC – pg. 57)
Control Difficulty: Easy Slow(KORC – pg. 52)
Alter Difficulty: Moderate. Modified by proximity and relationship. Control Difficulty: Easy
Required Powers: Accelerate Healing, Accelerate Another's Alter Difficulty: Moderate, or target’s control or Perception roll
Healing, Control Pain, Control Another's Pain, Remove Fatigue Required Powers: Accelerate Healing, Accelerate Another’s Healing,
Effect: This power allows the Jedi to remove the effects of fatigue in Control Pain, Control Another’s Pain, Remove Fatigue, Remove
another. Unlike the basic power, the Jedi waits until the target is actually Another’s Fatigue
fatigued, before offering assistance. Hence the penalties for failing a Effect: This power allows a Jedi to fill another person with the feeling of a
stamina check can be counteracted, but must be addressed as they occur. heavy burden and a great fatigue, preventing them from moving and acting
effectively. In game terms, the Jedi can decrease the movement rating of a
Restore Another's Attribute (D6H) target. The debilitating effect of the encumbrance lasts for 2D rounds. See
Control Difficulty: Moderate. Modified by relationship chart below to determine the reduction of movement:
Alter Difficulty: The difficulty varies according to the number of attribute Difficulty Movement reduced by
dice being restored: Moderate 1/3
Lost Attribute Dice Difficulty Difficult 1/2
Up to 1D Moderate Very Difficult 2/3
1D+1 to 2D Difficult Heroic Paralyzed
2D+1 to 3D Very Difficult
3D+1 or more Heroic Sterilization/Purification Field (IFP)
Required Powers: Accelerate Another's Healing, Control Another's Control Difficulty: Moderate.Modified by proximity, limit to line of sight
Disease, Control Another's Pain, Control Another's Parasitic Infection, Alter Difficulty: Moderate
Control Parasitic Infection, Enhance Attribute, Restore Attribute, Sense Required Powers: Concentration, Sterilize/Purify
Disease, Sense Parasites, Sense Poisons/Toxins This power can be kept up.
Effect: This power does for a character what Restore Attribute does for its Effect: This power has the same effects as Sterilize/Purify, except that it
user. A Force Point must be spent to use this power. As such it is affects everything within its field. Nothing can be contaminated within the
inherently heroic much like Transfer Force. field by biological, chemical, or radioactive elements within the field's
confines. The power is ideal for setting up a sterilized zone in the
Return Another to Consciousness (SW2 – pg. 168, ToJC – pg. 57) wilderness or an unclean area, where such an environment would be
Control Difficulty: Easy. Modified by proximity and relationship. needed, such as field surgery in a combat zone or contaminated area.
Alter Difficulty: Easy for incapacitated characters; Difficult for mortally
wounded characters.
Required Powers: Remain Conscious, Control Pain
Force Powers 35
Survive in Hard Vacuum (D6H) wounds. Any character who becomes stunned, removes one pip from all
Control Difficulty: Difficult mental attributes. Wounded characters remove 1D from all mental
Alter Difficulty: attributes. Incapacitated characters remove 2D from mental attributes.
Moderate => 1 turn Mortally wounded characters remove 3D from all mental attributes.
Difficult => 1 minute Characters reaching Killed have all mental attributes reduced by 4D.
Very Difficult => 10 minutes Killed +5 reduces all mental attributes by 5D. If all mental attributes are
Heroic => 30 minutes reduced to 1D, then the GM may choose one of the effects listed below, or
Heroic +10 => 1 hour roll a die to randomly determine the characters status. They may become a
Required Powers: Hibernation Trance, Control Breathing 1. Drooling imbecile, 2. Psychotic killer, 3. Raving lunatic, 4. Frightened
Effect: User may temporarily survive in a vacuum. runner, 5. Paranoid madman, 6. Harmless amnesiac. If the Thought Bomb
is powerful enough to reduce all mental attributes to 0D, then the character
Telekinetic Bubble (IFP) immediately dies.
Surviving characters who suffer mental damage will recover by rolling
Control Difficulty: Heroic
their Perception (or control) against a natural healing chart, and will
Alter Difficulty: Heroic
mentally recover 1D each time, if the natural healing roll succeeds.
This power may be kept up.
If a character fails the control difficulty, then the thought bomb is beyond
Required Powers: Absorb/Dissipate Energy, Telekinesis, Telekinetic Wall
his own control and must roll his Perception to resist damage against his
Effect: The Jedi creates a bubble of force around himself that protects
own alter roll to avoid being consumed by the Thought Bomb.
against all things that could do him harm, including the vacuum of space
(no more than 10 minutes) and under water (indefinitely). This bubble will
move with the Jedi. It allows air and required substances to pass through
Transfer Force (SW2 – pg. 168, ToJC – pg. 57)
and keeps all others out. Blaster bolts and other energy weapons can Control Difficulty: Easy. Modified by relationship.
penetrate if the roll to hit is greater than the Jedi's Alter or Sense roll (if Alter Difficulty: Moderate
using his or her lightsabre and lightsabre skill). If the damage is greater Required Powers: Control Another's Pain, Control Pain
than the Alter roll then the Jedi takes full damage. If the Jedi is wounded Time To Use: One minute
by the energy weapon he or she is forced to make a Difficult Control roll Effect: This power will save a mortally wounded character from dying
to keep the power up. Failure means that the bubble vanishes and the Jedi because the Jedi is transferring her life force to the target. The target
loses its protection for the rest of the round but may try again on the next character remains mortally wounded but will not die unless injured again.
round. If the damage roll is less than the Alter roll then the Jedi takes no The injured character is in hibernation and will stay alive in this state for
damage even if the attack roll hit. However, each successful hit reduces up to six weeks. The Jedi must be touching the target character when the
the Alter roll by as many points as the blaster (or other energy weapons) power is activated. When this power is used, the Jedi must spend a Force
damage roll. The Jedi may attempt to bring the bubble back to full strength Point (this is the life force that is transferred to the target). This use is
by spending an action and making a Very Difficult Alter roll. always considered heroic, so the Jedi will get the Force Point back at the
end of the adventure. The recipient of this power must be willing.
Telekinetic Wall (IFP)
Control Difficulty: Very Difficult
Waves of Darkness (ToJC – pg. 87)
Alter Difficulty: Very Difficult Control Difficulty:
This power may be kept up. Distance Difficulty
Required Powers: Absorb/Dissipate Energy, Telekinesis 1-2 meters Moderate
Effect: The control roll determines how high and how wide the wall can 3-10 meters Difficult
be in meters. The Alter roll determines how thick the wall can be in 11-20 meters Very Difficult
centimeters. The Jedi may choose the actual size and shape of the wall as 21-30 meters Heroic
long as it isn't bigger than the original rolls. The wall must remain in the Alter Difficulty:
line of sight of the Jedi or it will automatically drop. Distance Difficulty
1-2 meters Moderate
Thought Bomb (JATM – pg. 28) 3-10 meters Difficult
11-20 meters Very Difficult
Control Difficulty: Very Difficult
21-30 meters Heroic
Alter Difficulty: Opposed Perception roll
Warning: A character that uses this power receives a Dark Side Point.
Required Powers: Affect Mind, Dim Another’s Senses, Life Sense,
This power may be kept up.
Receptive Telepathy, Projective Telepathy
Effect: The user delves into the darkness of there own spirit and dredges
Warning: A character who uses this power gains a Dark Side Point.
up feelings of hatred, jealousy, greed and rage that linger in shadowed
Effect: This is one of the rarest and most dreaded Sith power. The power
recesses. Using the Force as a power source, the Sith expels these vile
can concentrate the power of the Dark Side into a horrible vortex capable
emotions in waves of Dark Side energy that radiate outward in an
of drawing in the life essence of nearby sentient beings. These destructive
expanding sphere. Anyone caught in the disturbance suffers immediate
telepathic waves threaten to crush any mind in its wake. If the thought
confusion, and a few seconds later, flees in fear.
bomb achieves sufficient force, it is capable of not only draining a person
Those entering the area infested by the Dark Side waves must make a
of their thoughts, but also decimating one’s body, reducing it to no more
Willpower or Control roll against the Force user's Control total for
than dust. In game terms thought bomb affects all sentient beings within a
initiating the effect. Anyone who fails the roll cannot take his or her next
4 meter radius and inflicts damage that is not resisted by a character’s
action (in this combat round or the next) and must flee on the successive
Strength attribute, but their Perception attribute (unlike most Force
round. Those that succeed become confused and can take no more than
powers, Jedi may not use control to resist the Thought Bomb). The Sith
one action per round until they exit the field of Dark Side energy.
may increase the range by increasing the control difficulty +5 for every 2
meters the range is increased. If there are multiple Sith performing the
Thought Bomb ritual, it will also increase the alter damage, following
standard combined action rules. However, all damage done by the Thought
Bomb is calculated as mental damage.
Mental damage is not calculated like physical damage. It reduces the
character’s mental attributes (Knowledge, Perception, Mechanical, and
Technical). GMs should consult the normal Damage Resistance Charts for
calculating the damage, though the characters do not take physical
Force Powers 36
Sense / Alter Powers Block Force Sense (D6H)
Alter Difficulty: Difficult
Sense Difficulty: Moderate
Affect Emotions (D6H) Required Powers: Dim Other's Senses, Life Detection, Life Sense, Sense
Sense Difficulty: Target’s Con, Will or Per (Highest) Force
modified by Relationship This power can be kept up.
Alter Difficulty: Effect: This power negates the use of the following powers from outside
Moderate => Hunger/Thirst against the area inside the bubble: Dim Other's Senses, Enhanced
Difficult => Happy/Sad/Awe/Fear/Fatigue/Confused Coordination, Farseeing, Life Detection, Life Sense, Projective Telepathy,
Very Difficult => Very Sad/Very Happy Sense Force, Sense Force Potential, Shift Sense. Several Force users may
Heroic => Hatred / Love overlap their blocking bubbles for a more widespread effect. A single
Add/Subtract Difficulties where appropriate. user's bubble is 3 meters in radius.
Example => Target is Happy and user desires Love (Hate).
The difficulty is 15 (45) or 30-15 (30+15). Cloak (CWCG – pg. 50)
Required Powers: Affect Mind Sense Difficulty: Easy
This power may be kept up. Alter Difficulty: Special
Effect: Allows a Jedi to manipulate the emotional state of a target. Be Required Powers: Absorb/Dissipate Energy, Concentration, Telekinesis
careful... this power can quickly lead to a Dark Side Point! This power may be kept up.
Effect: This power allows the Jedi to bend light around himself making
Ballistinesis (D6H) him more difficult to see. In game terms, this power adds a bonus to the
Alter Difficulty: Difficult Jedi’s sneak roll. The amount of the bonus depends on the Jedi’s alter roll.
Sense Difficulty: Easy For a Difficult roll, the Jedi may add +2D to his sneak roll; for a Very
Required Powers: Telekinesis Difficult, he may add +2D+2, and for a Heroic roll, he may add +3D+1.
Effect: This power causes a small object to fly quickly as though fired
from a weapon at a target designated. A small object of no more than 1 lb Commune with Machines (D6H)
can be hurled with intense speed at an enemy, causing 3D dmg. Items such Sense Difficulty: Moderate
as coins, rocks, tools are perfect ammunition for this power. Additionally, Alter Difficulty:
bladed and stun weapons can be used in this manner; weapons which use Easy => 1/2 Normal Energy Used
Strength to determine damage now uses the 3D from the ballistakinesis Moderate => Information Processed x2
power in the place of the STR stat. For example, a knife that does Difficult => Never “Botch” a roll
STR+3D damage now does 4D damage (3D from Ballistakinesis, 1D from Very Difficult => 1/4 Energy & Info Pro. x3
the weapon). A missile weapons roll may be required, at the GM's Heroic => No energy used & Info Pro. x4
discretion, for called shots at specific areas of the body. This power may be kept up.
Required Powers: CyberLocke
Beast Soother (IFP) Effect: Similar to Commune with Nature, this skill allows a meditating
Sense Difficulty: Easy; Modified by proximity Jedi to influence the efficiency of nearby machines. They will be faster,
Alter Difficulty: Perception roll of the target beast; Modified by use less energy, never critically fail from the (un)lucky die (or those using
proximity these systems) etc.
This power may be kept up.
Effect: This power soothes a beast and makes them calmer. If the user's Commune with Nature (D6H)
Alter roll beats the difficulty, reduce the Orneriness of the creature by the Sense Difficulty: Moderate
following levels: Alter Difficulty:
Alter roll > Orneriness by Reduce Orneriness Easy => Feeling of Tranquility
0-3 -1 pip Moderate => Grass Grows
4-8 -2 pips Difficult => Flowers Grow / Animals Attracted
9-12 -1D Very Difficult => Trees Grow, Fresh Water Springs
13-16 -2D Heroic => Terra Form (GM sets Difficulty)
17-20 -3D Difficulties are based on an open plain.
21+ -4D Modify for climate, temp, etc:
The power may be used on more then one target at a time, with an increase Desert => +20
of +3 to the Sense difficulty for each additional target; the target with the Dark Side Imprint => +20
highest Perception rolls for the entire group being affected. Tundra => +15
Ocean Bank => +15
Blinding (D6H) Vacuum => +170
Sense Difficulty: Easy, modified by proximity Modify by Proximity
Alter Difficulty: Difficult This power may be kept up.
This power can be kept up. Required Powers: Sense Life, Emptiness, Fertilize, Call Animal
Effect: By using this power, a Force user can cause one other person to Effect: While meditating in an outdoor area, the Jedi bonds with all living
become temporarily blinded, a combination of affecting optic nerves and creatures in the area and influences their development. Soil becomes more
collecting Force energy in front of that person's eyes. The target perceives fertile, plants begin to grow, creatures sense tranquility. Sense is used to
a bright, blinding light just beyond the tip of his nose that makes any create the link and Alter makes changes in the pattern of nature.
action nearly impossible. That character suffers a -3D penalty to any
action requiring sight, though characters with blind-fighting or other skills Detonate (LECG – pg. 53)
of that type suffer no other penalty. The target may break free of this Sense Difficulty: Difficult
power by making a higher Control roll than the users Alter roll. If the Alter Difficulty: Difficult
character is not Force-sensitive, an opposed roll vs. the target’s Required Powers: Emptiness, Hibernation Trance, Sense Path,
willpower skill will also work, with the target suffering a -1D penalty to Farseeing, Life Sense, Shatterpoint Sense, Shatterpoint Strike, Telekinesis
his or her roll. Warning: Any person using this power against a living being gains an
immediate Dark Side point.
Force Powers 37
Effect: This power allows a character to reach out through the Force and Those targeted resist with their Perception, and if they are force users
sense faults or weak points in an object or person. Once sensing those themselves, get to add +1d to their soak per 3d they have in Control. If the
weak points, the Jedi may make his alter roll to pour the Force into those power succeeds in activating on someone, even if they fully soak the
weak points attempting to shatter or detonate the object (or person). This damage, they lose 1 CP from the dark energies washing through their soul.
may be in the form of opening structurally weaker spots in a door, or may If they take a wound or greater they lose a 2nd CP. Also they are on the
be used to re-open old wounds. ground writhing in pain for that round and the following round much like
In game terms, once the player has successfully made the sense roll, he or Force Lightning or Inflict Pain does.
she may then attempt to roll alter for damage. If the player succeeds, then Example of damage. Sith Sid Vicious who has 8d Sense and 9d+1 Alter
damage is determined by the chart below: (With a base of 3d+1 perception) targets a group of rebel scum. They are
Beats difficulty by Damage clumped together tightly while sneaking through a corridor, so are all
0-4 4D+2 within a 5 meter square block, which adds +15 to the target # that Sid
5-9 6D needs to hit on his Alter roll to properly activate the power. IF he succeeds
10-14 7D+1 in activating it, he doles out 3d+1 +3d (from 9d alter) for 6d+1 damage to
15+ 8D all the rebels. One of which is a force user with a 4d+2 control, so he gets
to add +1d to his Perception roll to resist.
Source: SWRPGNetwork holonet.
Dim Another’s Senses (ToJC – pg. 64)
Sense Difficulty: Easy, modified by proximity. Fold Space (JATM – pg. 25)
Alter Difficulty: Target’s control or Perception.
Alter Difficulty: Very Difficult, modified by proximity and see below
The attribute and skills are reduced as long as the power is kept up.
Sense Difficulty: Difficult, Modified by proximity and see below
Effect: This power greatly reduces the Perception of the target character.
If successful, reduce the character’s Perception and all Perception skills, Required Powers: Magnify Senses, Life Sense, Life Detection, Instinctive
depending upon the result. Astrogation Sense, Instinctive Astrogation
Time to use: Five minutes
Effect: This power allows a Jedi to bend space and send objects through
Alter greater than or equal to
the fold, transporting them without aid of transports. If the object being
Control or Perception roll by Reduce Perception by
moved through the fold in space is a container or starship, any object or
0-5 -1 pip
being within the container, vehicle, or ship is also moved. The difficulty is
6-10 -2 pips variable based on a number of factors. First, the alter and sense difficulties
11-15 -1D are dependent on the proximity to the final destination of the object or
16-20 -2D person. Second, the size of the fold in space also may create an additional
21+ -3D burden on the Jedi. Increase the difficulty +5 for objects weighing one to
The power may be used on more than one target at a time, with an increase ten kilograms, +10 for objects 11 to 100 kilograms, +15 for objects 101
of +3 to the sense difficulty for each additional target; the target with the kilograms to one metric ton, +20 for objects 1,001 kilograms to ten metric
highest control or Perception rolls for the entire group. tons, +25 for objects 10,001 to 100 metric tons.
If the Jedi fails the roll by 15 or more, then the object is lost in the fold in
Empower Self (D6H) space and may be anywhere in the galaxy, or may vanish entirely.
Sense Difficulty: Moderate
Alter Difficulty: Moderate Force Wind (ToJC – pg. 88)
This power may be kept up. Alter Difficulty:
Note: This Power is exclusively used by Monks of Shimura. Moderate: 5 meters
Required Powers: Ka, Absorb/Dissipate Energy Difficult: 10 meters
Effect: When this power is activated an energy field surrounds the body Very Difficult: 15 meters
(especially the hands/forearms) of the Monk (follower of Shimura) Sense Difficulty: Moderate
allowing him to parry and deflect blaster bolt as well as lightsabers. While Required Powers: Magnify Senses, Shift Sense, Telekinesis
kept up the Monk may add his Sense to Brawling Parry in order to parry This power may be kept up.
lightsabers or block/deflect blaster bolt as per Lightsaber Combat. These Effect: This allows the Jedi to channel air currents into a powerful
bonuses aren’t in addition to any gained from the Ka Power up. While the tornado. The tornado does a number of dice in damage equal to the Jedi’s
Monk is empowered he may also add Alter to his brawling damage. Alter dice to anyone within range.

Flames of Anger (D6H) Friendship (CR – pg 89)


Sense Difficulty: 20 + Proximity (must be within line of sight) Sense Difficulty: Target's Control or Perception roll.
Alter Difficulty: 25 base, +5 per additional meter of range desired, + Alter Difficulty: Very Easy against a person or animal that has no reason
proximity. to mistrust you, or who wants something from you (an eager salesman, for
Require Powers: Inflict Pain, Injure/Kill, Telekinetic Kill, Bolt of Hatred, example). Easy against a person or an animal who is neutral or indifferent
Rage to you. Moderate against a wild animal, or a person who has a societal
Note: Using this power causes the user to gain 1 dark side point per reason to dislike you (i.e., prejudice). Difficult against a hungry predator,
enemy within the targeted area of effect. or a person who has a personal reason to dislike or hate you. Very
Effect: The dark side user channels all his rage into a manifestation of Difficult against a person who is a sworn enemy, or an animal who is
fury, fueling the flames of anger which burst forth suddenly as the user starving, angry, or wounded.
desires, be it a column of wispy black and red flames that drop down from Effect: Proper application of this power can calm a hostile person or
the sky, or the fiery explosion of black energies coming from within each animal. Use of Friendship employs calming emotions that can cause
target in the area. This is a Major corruption of the Force, and as such is enemies to re-think their motives, or open them up to discussion and
NOT energy (for armor purposes), instead the blast channels the users parley. Friendship does not make them forget past events (such as when
anger and rage which manifests itself in the dark energies of this power. you tried to kill them), but it might give you a chance to bring about a
The force user affects a base zone of 2 meters square with his 'rage'. If the peaceful solution to a disagreement. The target of Friendship will remain
power is activated successfully, all targets within that area take damage calm until a situation occurs that alters that state. A bonus granted to all
equal to the force user's Perception stat NOT modified by multiple action Bargain, Command, Con, or Persuasion rolls made against the target
penalties, with a bonus of +1d per 3d the user has in his Alter score (so a following the use of Friendship is based on the amount by which the
dark side adept with 3d+1 Per, and 7d Alter deals out 5d+1 damage). Sense roll exceeds the target's Control or Perception roll.
Force Powers 38
Sense Roll > Difficulty By Skill Bonus the Alter Difficulty. The damage does not increase, however the blast
0-5 +2 radius increases by 3 meters for each additional cubic meter in size.
6-10 +1D Warning: This power is destructive, and such is the path of the Dark Side.
11-15 +1D+1 Jedi using this power should be forewarned that improper use of this
16-20 +1D+2 power could easily lead to the Dark Side. GMs should not hesitate to give
21+ +2D out Dark Side Points for improper use of this power.

Greater Force Shield (FP – pg. 46) Lesser Force Shield (ToJC – pg. 65)
Alter Difficulty: Difficult Sense Difficulty: Easy
Sense Difficulty: Very Difficult Alter Difficulty: Moderate
This power may be kept up. Required Powers: Absorb/Dissipate Energy, Concentration, Magnify
Required Powers: Absorb/Dissipate Energy, Concentration, Magnify Senses, Telekinesis
Senses, Telekinesis, Lesser Force Shield This power may be kept up.
Effect: When a Jedi successfully activatesthis power, he creates a Effect: This power allows the Jedi to surround his body with a Force-
protective shield around his body. This shield is effective against both generated shield. The shield can be used to repel energy and physical
energy and physical attacks. The strength of the shield is equal the matter away from the Jedi’s body, down to the molecular level. The shield
character’s alter roll divided by three, rounded down. For example, if the acts as STR+1D armor to all energy and physical attacks made against the
Jedi has 9D in alter, he may add 3D to his Strength roll to resist damage. If Jedi including non-directional attacks such as gas clouds and grenade
the Jedi exceeds the alter difficulty by +10, he may extend the greater force blasts. The shield is not particularly strong, but can sometimes be just
shield to another character if he has direct contact with that character. enough to protect the Jedi from serious injury.

Group Mind (D6H) Malacia (CWCG – pg. 51, PoJS – pg. 13)
Sense Difficulty: Easy Sense Difficulty: Moderate
Alter Difficulty: Very Easy modified by average Relationship. Plus 2 Alter Difficulty: Target's control or Strength roll.
difficulty for every creature in range not to take part in Group Mind. Required Powers: Enhance Another's Attribute, Enhanced Attribute,
Required Powers: Projective Telepathy Control Pain, Control Another's Pain, Transfer Force
This power may be kept up. Effect: This power causes extreme dizziness and nausea in a single target
Effect: Allows user to telepathically communicate with all creatures within the user’s line of sight. A target affected by this power is
within 30 meters. considered to be stunned for 2D rounds, and cannot take any actions
during that time.
Induce Sleep (D6H)
Obscure (LECG – pg. 54)
Sense Difficulty: The target's willpower, stamina, or Control modified by
Relationship & Proximity. Sense Difficulty: Easy, modified by proximity.
Alter Difficulty: Alter Difficulty: Moderate, or target’s Perception or control roll.
Very Easy => 1 Target Required Powers: Dim Another’s Senses
Easy => 2 Targets This power may be kept up.
Moderate => 4 Targets Effect: A Jedi may select a target, and use the Force to cloud his mind,
Difficult => 8 Targets making it harder for him to focus on his opponents. Though the target’s
Very Difficult => 12 Targets senses are unchanged, any person or thing that the target attempts to focus
Heroic => 20+ Targets on will appear indistinct under the mental pressure by the Jedi. The target
-10 If target is tired or has failed a stamina roll. receives a -2D penalty to any offensive rolls until the power is dropped.
-5 If first uses Affect Mind to convince the target that they are tired.
+0 If target isn’t doing something that requires complete attention. Precipitate (D6H)
+5 If target is doing something that requires attention. Sense Difficulty: Difficult
+10 If target is actively doing something that requires attention. Alter Difficulty: Heroic, Modified by Proximity
+20 If the target is actively in combat or is in a combat situation. Required Powers: Telekinesis, Magnify Senses, Shift Sense
Required Powers: Dim Other's Senses, Affect Mind Time to Use: One minute per cubic meter
Effect: Induced Sleep allows a Jedi to put a target into sleep, from which Effect: This power allows the Jedi to selectively separate an element or
the target can’t be awakened while the power is in effect. Sleep lasts for molecule from an area. This, of course, could be used to make it rain,
1D6 hours after this power is discontinued, however targets can be remove all oxygen from an inferno (to put it out), or remove all iron from
awakened by natural means. If the Jedi or anyone with the Jedi harms the a life form (would give a Dark Side Point).
target while they are helpless, the Jedi receives a Dark Side Point. This
power cannot affect Droids or creatures who do not require sleep. Psychomerty (PoJS – pg. 16-17)
This power can be kept up but the Jedi must make a new power roll Sense Difficulty: Objects (easy), Locations under 10 meter radius
whenever he adds or switches targets. (moderate), 10-20 meters (difficult), 20-30 meters (very difficult), 30+
meters (heroic).
Kinetic Release (D6H) Alter Difficulty: Emotions associated with object or area (moderate).
Sense Difficulty: Moderate General information about object or area such as a mental picture of the
Alter Difficulty: Difficult last person to use object and last action performed with it by that person
Time to Use: 2 rounds (difficult). Detailed information about object or area such as the last
Required Powers: Absorb/Dissipate Energy, Telekinesis owner's name, last location where it was used by that power on, what their
Effect: After two rounds of concentration, the Jedi may tap into the thoughts were at the time (very difficult). Complete history of the object
reservoir of stored energy and cause the object to explode, with a damage or area – only major events that would have left an impression like death
rating of 8D/6D/4D/2D. This power may not be used on any living being, or some other important occurrence (heroic).
as the constant shifting of energy patterns in a live creature are too This power can be kept up.
unstable for the Jedi to manipulate. Additionally, larger objects can be Required Powers: None
affected by this power, up to the equivalent of the Jedi's body's own mass. Time to Use: One round or more
For each additional cubic meter in volume, the power requires two more Effect: User gains ability to telepathically get information from an object
rounds of intense concentration, as well as adding one difficulty level to or location about its past when in contact with the object or in the location.
Force Powers 39
Raise/Break Morale (IFP) midichlorian count dropped drastically as well, as he no longer heard the
Sense Difficulty: Very Easy modified by Relationship (+2 for every Force whispering to him when he meditated. GMs should note that the use
person, after the first, through tenth... +1 every five people thereafter. of this power is an epic event, and that the power is granted only at the
People tend to act as those around them. If 10 people are really moved so discretion of the Force's will (i.e. only when the GM finds it dramatically
will the 11th). Storytelling may be used to reduce difficulty. -7 if the appropriate). It is not recommended that players be allowed to take this
Storytelling power was successfully used in the round before. feat during their normal progression of levels, but ultimately the GM must
Alter Difficulty: decide whether or not it is appropriate for his or her game to allow
Moderate +/-1D to Skills characters to obtain this power. NPC's, however, could possibly have this
Difficult +/-2D to Skills power at their command, since they are controlled by the GM and can use
Very Difficult +/-3D to Skills the power only when dramatically appropriate.
Heroic +/-4D to Skills
Required Powers: Projective Telepathy Sound Manipulation (IFP)
This power may be kept up. Sense Difficulty: Moderate
Effect: This is a lesser form of Jedi Battle Meditation. Through using this Alter Difficulty: Moderate, modified by proximity (distance sound is
power a Jedi may either raise the confidence of a small group, or break the created from Jedi)
morale of an enemy. In order to use this power the Jedi must make some Required Powers: Magnify Senses, Shift Sense, Telekinesis
effort to demonstrate his intent (i.e. singing a song before battle, giving a Effect: Sound is caused by the vibration of molecules. With this in mind,
moving speech, burning an opponent's jersey at a pep rally, etc). The a Jedi can manipulate the molecules in such a way to alter certain sounds.
bonuses are kept as long as the Jedi keeps the power up (the moving story For example, a Jedi can emit sounds that would be impossible to
may get things started but it takes the force to keep them going). reproduce by normal means, such as the cry of a Krayt dragon. A Jedi can
even generate a sound some distance away, causing a distraction.
Sense Weight (D6H)
Sense Difficulty: Very Difficult Storytelling (D6H)
Alter Difficulty: Moderate; Modified by Proximity Sense Difficulty: Very Easy by Relationship (+2 for every person, after
Required Powers: Telekinesis the first, through tenth... +1 every five people thereafter. People tend to
Time to Use: One round act as those around them. If 10 people are really moved so will the 11th).
Effect: This allows the Jedi to sense the weight of an object down to the Alter Difficulty:
nearest 0.001 milligram. Very Easy => One Sense (a howl is heard)
Easy => Two Senses
Sensory Overload (D6H) Moderate => Three Senses
Sense Difficulty: Difficult => Four Senses
Very Easy => Target’s Per = 1D - 2D Very Difficult => Five Senses (holographic)
Easy => Target’s Per = 3D - 4D Heroic => The viewers are in the story!
Moderate => Target’s Per = 5D - 6D This power may be kept up.
Difficult => Target’s Per = 7D+ Required Powers: Projective Telepathy
Alter Difficulty: Target’s Stamina roll modified by Relationship. Effect: This power is used to entertain, educate or just make a
Required Powers: Magnify Senses, Projective Telepathy point. While a Jedi tells a story the very reality around him warps to
Effect: Causes the target to experience a huge influx of stimuli, causing accommodate the theme of the story. Wind will pick up, lights will flash,
him to pass out. unusual sounds will be heard, etc. Whatever could enhance the experience
of the viewer.
Sever (D6H)
Sense Difficulty: Difficult
Thermo Genesis (D6H)
Alter Difficulty: Heroic Sense Difficulty: Moderate
Required Powers: Control Another's Pain, Life Detection, Life Sense, Alter Difficulty: Easy, modified by target Strength.
Projective Telepathy, Sense Force, Sense Force Potential, Transfer Force Prerequisites: Telekinesis
Time to Use: 2 rounds Effect: The Jedi is able to start a fire anytime, anywhere there is enough
Effect: When this power is activated and turned against an individual oxygen and fuel to support the flame. If need be, even starship hull plating
target, it has devastating results that permanently scar the being. If the can be ignited. When used in conjunction with Transmutation, a fire may
character using the power makes all of the required skill checks to activate even be ignited under water or in space. If used as an attack, the Jedi
the power, he must sacrifice 4 Force Points to complete the power's use. If receives a Dark Side Point (unless he has one hell of a good excuse!). To
he does so, the target of the power loses all dice in Control, Sense, figure damage: Roll target's Strength against the Alter roll. A result of a 4
and Alter, and is no longer considered Force-sensitive. From this point on, or better gets through to the target and ignites it.
he may not advance those skills, and may not use any Force powers.
Additionally, if he has more than 5 Force Points, his total is reduced to 5. UrTek-Ná (D6H)
This power is unique among all others in that it has only been used once in Sense Difficulty: Moderate
the recorded history maintained by the Jedi Temple on Coruscant. In fact, Alter Difficulty: Easy
the knowledge of how to use the power seems to have only been granted Required Powers and Skills:
by the will of the Force itself to the most powerful Jedi Masters through Telekinesis, Danger Sense, Life Detection
deep meditation and diligent study; as such, it is speculated by Brawl (Attack) 4D or more
philosophers that the power is actually used by the Force to balance itself Brawl (Parry) 4D or more
using a living being as the means for doing so. At the height of the Old Dodge 4D or more
Republic, it is recorded that the Jedi Knight Nomi Sunrider, while linked Recommended Powers: Absorb/Dissipate Energy
with Jedi Master Vodo Siosk-Baas, was guided by the will of the Force to The UrRu art of thought, movement and empty-hand combat (for
direct this power at Ulic Quel-Droma, and that even then Jedi Sunrider did the Retrieval story line).
not fully understand what had been done. Though no formal study was This power can be kept up.
performed on Quel-Droma, it is reported that he still existed in the Force This power is called upon at the start of a battle and remains up until the
as far as others were concerned, but he simply was no longer able to touch Jedi is stunned, wounded or worse; a Jedi who has been injured or stunned
the Force as other Jedi Knights could. Despite the fact that no scientific may attempt to bring the power back up.
analysis was ever performed, Jedi researchers theorize that Quel-Droma's When activated, the Jedi may:
Force Powers 40
• Add Sense to Brawling Effect: This power allows a Jedi to use his body as a weapon. He controls
• Add ½ Alter to Strength to increase unarmed damage, either as Stun his own Force to allow for precise movements and senses the flow of the
damage or as Blunt damage (must decide when this power is Force within his opponent to find his weak spots and predict his actions.
activated) He is effectively using the Force to augment his martial arts training.
However, this power can only augment his abilities. When he doesn't
• Melee Parry gets no bonus to defend against Brawling
know how to fight, he will not gain any bonuses - that's why this power is
• Use Brawling Parry to defend against blunt and edged weapons and used mainly by Aiki Jedi. After all, the Force may guide you, but it will
against lightsabers without penalty. not replace the need for long training - the quick and easy path is the path
• Use any defensive action as a reaction to a successful hit (normal to the Dark Side. Using this power, the Jedi also alters the flow of the
multi-action penalties apply). This includes offensive skills and Force around him to create a protective shield around himself.
powers used in a defensive way. Game Effect: Add 1/2 of Control and 1/2 of Sense dice to Martial Arts
• Add Sense to any defensive action used as above (this includes the pool. However, skill bonus cannot exceed Brawling + Martial Arts (you
use of force powers for this purpose). need to know how to fight, and not rely solely on Force. Force will guide
• The Jedi will not hurt himself by striking a hard or armored surface you, but the easy path is the path of the Dark Side...). Also, he may add
or by defending against blunt or edged weapons. 1/4 of Sense and 1/4 of Control (round down) to damage (stun only - to
It uses a combination of visions of the immediate future and telekinetic increase physical damage, use dice from MA pool). Finally, he uses Alter
techniques to avoid attacks, deflect blows and improve the efficiency of to create a protective shield around him.
unarmed blows and holds. It also makes use of pressure points, vulnerable This has 2 advantages: Absorb/Dissipate Energy difficulty is Easy +
nerve endings that the user senses instinctively to deliver stun damage like damage roll (however, remember about the penalty from keeping C,S&A
a blaster that was set to stun. While this power is up the movements of the power of Aiki Combat up). The greatest concentration of the Force is
user are flowing, almost liquid and the steps generally follow spiral around his hands. He may Brawling Parry blaster shots with his Sense
patterns, that either lead inward to draw an opponent in, or outward to skill (but he may allocate dice from MA pool) without any consequences.
sweep an opponent away. He may also parry or even catch a lightsaber blade. However, deflecting
As this is a combat style that developed from UrRu thought patterns, the lightsaber blade is relatively easy (use sense skill and allocate dice
movement and physique it is not easy to master for a humanoid that is from MA pool) and harmless (unless the Jedi will roll 1 on the Wild Die
missing two additional arms and a tail, but not impossible. To reflect this, for the parry roll - in this case he must resist lightsaber's 5D energy
a non-UrRu character learning this power must spend an additional 10 damage to his hand), then catching it is pretty difficult stunt (roll 1/2 sense
Character points to learn it. dice, and allocate dice from MA pool at 1 to 2 ratio). Basically, each
round roll Control dice against normal lightsaber damage - 5D + Control.
Control / Sense / Alter Powers This is damage to the hand, so it won't kill you. Treat Incapacitated and
above as Maimed - you loose your hand and you're left at Wounded).

Affect Mind (SW2 – pg. 169, ToJC – pg. 58) Alchemy (DSS – pg. 13)
Control Difficulty: Very Easy for perceptions; Easy for memories; Control Difficulty: Moderate
Moderate for conclusions. Modified by proximity. Sense Difficulty: Moderate
Sense Difficulty: The target's control or Perception roll. Alter Difficulty: Varies (see below)
Alter Difficulty: Very Easy for slight, momentary misperceptions, minor Required Powers: Accelerate Another's Healing, Control Another's Pain,
changes to distant memories, or if the character doesn't care one way or Control Pain, Enhance Attribute, Enhance Another's Attribute, Feed on
another. Easy for brief, visible phenomena, for memories less than a year Dark Side, Hibernation Trance, Injure/Kill, Life Detection, Life Sense,
old, or if the character feels only minor emotion regarding the conclusion Place Another in Hibernation Trance, Sense Force, Sith Sorcery, Transfer
he is reaching. Moderate for short hallucinations, for memories less than a Force
day old, or if the target has strict orders about the conclusion. Difficult for Warning: A character who uses this power receives a Dark Side Point.
slight disguises to facial features, hallucinations which can be sensed Effect: Using ancient Sith equipment and arcane formulae, a character
with two senses (sight and sound, for example), for memories less than a with this Force power can alter the molecular composition of living
minute old, or if the matter involving the conclusion is very important to beings, creating Dark Side mutants. All changes made to a being with this
the target. Very Difficult for hallucinations which can be sensed by all five power create horrific physical mutations. Altering multiple aspects
senses, if the memory change is a major one, or if the logic is absolutely requires multiple rolls, with each roll taking one minute and granting an
clear and coming to the wrong conclusion is virtually impossible. additional Dark Side Point. To use this power successfully requires
Effect: The target character's perceptions are altered so that he senses an thousands of credits worth of alchemical equipment and raw materials (as
illusion or fails to see what the user of the power doesn't want him to see. well as a subject). Each alteration made inflicts 4D damage against the
This power is used to permanently alter a target character's memories so subject. This power can also be used to reshape inanimate matter.
that he remembers things incorrectly or fails to remember something. This Alteration Alter Difficulty
power can also be used to alter a character's conclusions so that he comes Add Claws or Fangs (strength +2 damage) Difficult
to an incorrect conclusion. Before making skill rolls, the Jedi must Add Horns (strength +1D damage) Difficult
describe exactly what effect she is trying to achieve. The power is Add Natural Armor (+1D versus energy)* Heroic
normally used on only one target; two or more targets can only be affected Add Natural Armor (+1D versus physical)* Very Difficult
if the power is used two or more times. The target character believes he is
Alter Physical Appearance (+1D to Intimidation)* Moderate
affected by any successful illusions — a character who thinks he is struck
by an illusory object would feel the blow. If he thought he was injured, he Grant Darkvision (20') Very Difficult
would feel pain, or if he thought he had been killed, he would go Increase Attribute (+1 pip) Heroic
unconscious. However, the character suffers no true injury. Increase/Decrease Size By Half* Heroic
This power cannot affect droids or recording devices. Increase Move Score +2 ( up to twice original score) Very Difficult
Make Target Obedient (-1D to Willpower) Very Difficult
Aiki Combat (D6H) Each additional use of this alteration on the same target increases the Alter
Control Difficulty: Difficult difficulty by 5 points and grants an additional Dark Side point.
Sense Difficulty: Moderate
Alter Difficulty: Easy Alter Beings (IFP)
Note: This Power is exclusively used by the Aiki Order. Control Difficulty: Very Difficult
This power can be kept up. Sense Difficulty: Very Difficult
Force Powers 41
Alter Difficulty: Heroic true enemy and attack. The Jedi must maintain the effect each round. Once
Required Powers: Absorb/Dissipate Energy, Accelerate Another's the power is dropped, its effects wear off instantly.
Healing, Accelerate Healing, Concentrated Energy, Concentration, On a successful roll to change the balance of the battle in the Jedi's allies'
Detoxify Poison in Another, Emptiness, Instantaneous Healing, Life Sense, favor (the power's second function), the Jedi's enemies lose 1D for every
Magnify Senses, Regenerate Other, Sense Force, Strengthen Object, 4D she has in her best Force skill, in a skill determined by the Jedi (i.e.,
Transfer Force, Transmutation, Warp Matter Strength, Dexterity, et cetera) to a minimum of 1D, while her allies
Note: This power is used exclusively by the Sith. receive a bonus of the same value to an attribute of her choosing.
Warning: This power will grant a Dark Side Point to the user. Example: Nomi Sunrider and three of her Jedi Knight companions are
Effect: A derivative of the create Sithspawn power, this allows a Sith to battling a dozen Sith minions-followers of Freedon Nadd. Seeing the tide of
alter certain attributes of living beings while leaving the rest of the being the engagement turning in the dark siders' favor, Nomi decides to use her
untouched. As it's normally used as a form of torture, the Sith using this battle meditation power to help her allies overcome their enemies. Since she
power receives a Dark Side Point. has a control of 1D+1, a sense 2D+1, and an alter 1D, she may increase one
skill of all of her companions (she chooses Dexterity in this case) by 2D+1
Arcane Majeck (IFP) (the highest of the three), and decrease one skill of all of her opponents by
Control Difficulty: Difficult 2D+1 (she chooses Strength), to a minimum of 1D, until she drops the
Sense Difficulty: Difficult power. While Nomi continues to maintain the power, her allies all have a
Alter Difficulty: Very Difficult 2d+1 bonus to Dexterity (and all of its skills) and her enemies all have a
Required Powers: Blade Beam, Absorb/Dissipate Energy, Haste 2d+1 penalty to Strength (and all of its skills).
Note: This power is used exclusively by the Death Knights
Time to Use: 5 minutes of battle to get the adrenaline rushing. Beast Master (IFP)
Warning: Use of this power causes the user to receive a Darkside point. Control Difficulty: Moderate; Modified by proximity
Effect: The use of this unique power gives the Death Knight the speed of Sense Difficulty: Perception of the target beast
lightning and the deadly strikes of a cobra. The Death Knight cannot use Alter Difficulty: Strength of the target beast
any other power while using Arcane Majeck. In game effect, it gives the Required Power: Beast Soother
Death Knight four attacks in one round without penalty (Krath time This power may be kept up.
influence) and their Alter dice to their attack and their damage. It also Effect: This power allows a Jedi to hold a beast still and keep it quiet. The
effects any of their enemies with the same as the first effect of Battle beast being affected will lie down and remain quiet until the power is
Mediation that the Jedi use, causing their enemies to attack each other. dropped. After the power is dropped, the beast will resume what it was doing
This is one of the most used and dark of the Death Knights powers. unless the Jedi Alters the beast in another manner, such as by communicating
with it.
Awaken (D6H)
Control Difficulty: Moderate Block Force Ability (D6H)
Sense Difficulty: Difficult Control Difficulty: Duration Desired:
Alter Difficulty: Heroic 1 Round Easy - 10
Required Powers: Affect Mind, Life Bond, Life Detection, Life Sense, 2 Rounds Moderate - 15
Receptive Telepathy, Sense Force, Sense Force Potential, Projective Up to 5 Rounds Difficult - 20
Telepathy Up to 15 Rounds Very Diff - 25
Effect: This power allows a character to bestow Force-sensitivity upon Up to 3 Hours Very Diff - 30
another being. If the character using the power makes all of the required skill Up to 1 Day Heroic - 40
checks to activate the power, he must sacrifice 2 Force Points to complete Up to 1 Week Heroic - 45
the power's use. If he does so, the target of the power becomes force- Up to 1 Month Heroic - 50
sensitive, and gains 1D of control, sense, or alter dice (player's choice). Up to 1 Year Heroic - 60
Up to 5 Years Heroic - 70
Battle Meditation (SW2 – pg.169, ToJC – pg. 58-59) Up to 15 Years Heroic - 80
Control Difficulty: Varies based on the number of targeted individuals Permanent Heroic - 100
Very Easy: 1-2 targets Sense Difficulty: Targets Control + Proximity
Easy: 3-20 targets Alter Difficulty: Type of Force to Block:
Moderate: 21-100 targets Single, Specific Use Difficult - 17
Difficult: 101-1,000 targets Single Skill Power Very Diff - 27
Very Difficult: 1,001-10,000 targets 2 Skill Power Heroic - 39
Heroic: 10,001+ targets. 3 Skill Power Heroic - 52
Sense Difficulty: Varies as Control Difficulty above Entire Skill Heroic - 76
Alter Difficulty: Varies as Control Difficulty above This power may be kept up.
This power can be kept up. Time to Use: One Round for every level of duration.
Time to Use: 5 minutes. Required Powers: Hibernation Trance, Life detection, Sense Force,
Effect: Battle Meditation has two possible effects. The Jedi can force her Projective Telepathy, Transfer Force, Affect Mind, Control Mind, Control
adversaries to abandon their assault and turn on each other, or she can alter Pain, Control Another's Pain
the tide of the battle, strengthening her allies and at the same time Effect: In game terms this is a most devastating power. This power can be
weakening her enemies. Before initiating the power the Jedi must state activated as a reaction to a specific force power used by another Jedi, or it
which effect she wishes to use. can have a more premeditated use.
The targets of this power must have initiated combat for the effects to take When used, the user suffers -1D to all force skills for 2 times the duration
hold. In game terms, a Jedi may only use this power effectively on or after called for. If Dark Jedi used this power to stop Light Jedi from using Absorb
the first round of combat, not before. Enemies are defined as those who /Dissipate Energy at one specific instance, then Dark Jedi, regardless of his
seek to oppose the Jedi's immediate goal (rescuing a prisoner, defeating a success or failure, suffers a -1D to all his force Skills for 2 Rounds (because
group of dark siders, et cetera); allies are defined as those who seek to the shortest duration is 1 round). If Dark Jedi decided to try to block Light
uphold and forward the Jedi's goal. Jedi's ability to use Absorb/Dissipate Energy permanently, then Dark Jedi
When attempting to turn attackers against each other, the Jedi's highest skill would suffer that -1D for twice as long. Any dice lost this way can, of
roll (control, sense, or alter) to activate the skill becomes the difficulty the course, be recovered through the spending of character points.
targets must beat to avoid the effect. Otherwise they see their allies as the And Character who has had all three Skills (Control, Sense and Alter)
Force Powers 42
blocked will appear to any mode of detection as non-force sensitive. The Effect: This is the most powerful attack possible for a Jedi using the powers
user of this power can use it on himself. of the Light Side. The Jedi calls upon the celestial illumination that is the
Light Side and sends the bright energy towards an area that is tainted by the
Bloodlust (D6H) Dark Side. With this power, the Jedi can cleanse an area of the works of the
Control Difficulty: Moderate Dark Side or confine the Dark Side to a particular spot in the area. With this
Sense Difficulty: power the Jedi can also bathe a Dark Sider in the celestial illumination that is
Easy: 1-2 Targets the Light Side, causing the recipient to real from the light and stop whatever
Moderate: 3-20 Targets power he/she was using. This power can also unleash a cataclysm that can
Difficult: 21-100 Targets destroy the works of the Dark Side, but the cataclysm also devastates the
Very Difficult: 101-1000 Targets area containing the works of the Dark Side in the process.
Heroic: 1000-10,000 Targets
Modified by single highest individual proximity. Cause Solar Flare (IFP)
Alter Difficulty: Easy plus target’s Perception, Willpower or Control roll. Control Difficulty: Heroic
This power may be kept up. Sense Difficulty: Heroic
Required Powers: Affect Mind, Anger, Hibernation Trance, Rage, Alter Difficulty: Heroic+10
Project Force Required Powers: Absorb/Dissipate Energy, Farseeing, Life Sense,
Warning: The user of this power gains a Dark Side Point. Magnify Senses, Sense Force, Shift Sense, Telekinesis
Notes: Target’s with Dark Side Points receive a penalty to resist equal to Note: This power is used exclusively by the Sith.
the bonus granted by their Dark Side Points. For example, a Jedi has one Warning: This power will grant multiple Dark Side Points to the user.
Dark Side point, which usually gives a +1D bonus to all Force Skills. When Effect: This power causes the star's surface to grow unstable and to shoot out
using this power he rolls Control, Sense, and Alter with a +2D bonus (+1D a giant flare of heat and radiation into space. It can also trigger a supernova.
from his earlier Dark Side Point plus an additional +1D from the new Dark
Side Point gained from attempting this power). When the same Jedi Cleansing, The (D6H)
attempts to resist this power, the Alter difficulty (for the user) becomes Control Difficulty: Moderate
Easy plus Control (or Willpower, or Perception) minus 2D. Since the Dark Sense Difficulty: Own Perception ability value
Side has already touched him it is harder for him to refuse it. Alter Difficulty: Very Difficult
When a Jedi of the Light is under the influence of this power it is likely he Note: This Power is exclusively used by the Baadu.
will commit evil acts. Such a Jedi doesn’t receive Dark Side points for Effect: This power is used to preserve neutrality in a Baadu. It makes
Action (striking first, aggressively, or out of anger), but takes Dark Side them better able to control the Force within them at early levels. In later
Points for Inaction (guilt he feels for not being able to control himself). levels of ability, advancement becomes very difficult, as the two sides of
Effect: When this power is used, the Jedi radiates the Dark Side of the the force become further apart. By using The Cleansing, Baadu are better
force, sending waves of anger and hatred washing over his targets. The able to resist the temptation of the Dark Side, but are much more limited
game affect of this power is that all targets go into a berserker state, in their advancement in the study of the Force. When a character uses The
granting a +2D bonus to all combat actions (attacks and parries/dodges), Cleansing, they become Baadu in all respects. Whichever side of the
but they may make no other actions in the same round. Also, record all Force is lesser (DS points or LS points) is subtracted from whichever side
wound results of stunned or wounded but don’t invoke any die penalty for of the Force is greater. The lesser of the two is set to zero.
those under the influence of this power. A target may roll their resistance Example: Birtaa Baadu has 7 Dark Side Points and 4 Light Side Points (it's
once per round against the Jedi's Alter roll to break free. Each failed been a long time since his last cleansing, and he's been a bad boy!). Once he
resistance attempt incurs a -5 penalty on the next attempt (cumulative). is done using the power, he will have 3 Dark Side Points (7 DSP - 4 LSP = 3
DSP), and he will be left with 0 Light Side Points (4 LSP - 4 LSP = 0)
Blur (IFP) Note: Players of Baadu can't use the cleansing for an easy way out of
Control Difficulty: Difficult being neutral; they must actually BE neutral. A Baadu cannot be more evil
Sense Difficulty: Difficult than good, or vice versa, or their neutrality will be disrupted.
Alter Difficulty: Very Difficult
Required Powers: Affect Mind, Dim Other's Senses, Eclipse, Hibernation Comfort (IFP)
Trance, Projective Telepathy Control Difficulty: Easy. Modified by proximity and limit to line of sight
Effect: When activated, it makes a Jedi almost impossible to look at. This Sense Difficulty: Easy
is useful when being fired upon. After activation of this power, the person Alter Difficulty: Easy. Modified by proximity and limited to line of sight
looking at the Jedi must look away or become disoriented for two rounds Required Powers: Absorb/Dissipate Energy, Telekinesis, Weather Sense
(length of effectiveness - 5 rounds). This power can be kept up.
Effect: This power allows the character to set up a zone of comfort centered
Body Strengthening (IFP) on himself. Temperatures, winds, and precipitation can all be adjusted within
Control Difficulty: Moderate the area to more comfortable levels. Those within this area will remain warm
Sense Difficulty: Moderate or cool, and can safely avoid the effects of or recover from hypothermia, heat
Alter Difficulty: Difficult stroke, etc. Rain and snow will not fall within the area, and strong winds,
Required Powers: Alter Beings, Strengthen Object sandstorms, and other such effects will not bother those within the field.
Note: This power is used exclusively by the Sith.
Effect: In some ways this is a lesser version of the create Sithspawn and Conduit (D6H)
Alter beings power. The Dark Side can give you many boons, often Control Difficulty:
extracted at a terrible price. Once such boon was the way the Dark Side Moderate => Computer, Electric kettle.
could make the body stronger, faster, more able. A Sith using this power Difficult => Lightsaber, Blaster.
receives a Dark Side Point. Very Difficult => Repulsorlift vehicle.
Heroic => Starship.
Bright Power (IFP) Sense Difficulty:
Control Difficulty: Heroic Moderate => Electric kettle.
Sense Difficulty: Very Difficult Difficult => Lightsaber, Blaster.
Alter Difficulty: Very Difficult Very Difficult => Vehicle (all scales).
Required Powers: Force Harmony, Project Force, Projective Telepathy, Heroic => Computer.
Sense Force Alter Difficulty: Difficult.
Force Powers 43
Required Powers: Absorb/Dissipate Energy For a Jedi who has turned to the dark side:
This power may be kept up. Number Willing Unwilling
Effect: This power enables a force user to convert force energy into some 1 Very Easy Easy
other form of energy. This enables the user to fire a blaster or wield a 2 Easy Moderate
lightsaber which has a dead power pack. Of course if an item is 3 Moderate Difficult
overpowered, it could burn out or even explode, under power the item and 4-5 Difficult Very Difficult
it may fail to function or function inefficiently. If the control roll is failed 6-8 Very Difficult Heroic (31+)
by 5 or less then the item is under powered. If the sense roll is failed by 5
or less and the control roll succeeded by greater than 5 then the item has For a Jedi who is of the light side:
been over powered. Note that this power is not restricted to electrical Number Willing Unwilling
energy, any kind of energy can be produced, but this power does not 1 Moderate Difficult
enable the user to do Force Lightning, project heat from their eyes a la 2 Difficult Very Difficult
superman or even project a beam of light from an open palm. It can only 3 Very Difficult Heroic (31+)
be used to power some sort of powered item. The user of this power must
be in contact with the thing being powered. Warning: Any Jedi who uses this power automatically receives a Dark
Side Point, plus an additional Dark Side Point for each evil action she
Control Animal (D6H) forces a victim of this power to undertake.
Control Difficulty: Moderate by Proximity Note: This power is so inherently corrupt that its difficulties are substantially
Sense Difficulty: Target’s Perception by Relationship reduced for those who have given themselves over to the dark side.
Alter Difficulty: Effect: This power allows a Jedi to take control of another person, turning
Easy => Trekkies him into a puppet who must obey the Jedi's will. When used, a Jedi can
Moderate => Insect control the actions of others, making them serve his will like automatons.
Difficult => True Animal (Beaver/Hawk) The power may be kept up to allow the user to maintain control of his
Very Difficult => Kind of Smart (Dog/Ape) target's mind-the Jedi must make a new roll if a new target is added.
Heroic => Truly Alien Characters versed in the ways of the Force (with an Force skills) can
This power may be kept up. actively resist by rolling a control or Perception total. A character with an
Required Powers: Eyes of Eagle inherent affinity for the Force may resist by rolling a Perception total. The
Effect: You take total control of an animal’s mind/body. character may choose either the difficulty for the power use or his own
roll. If the Jedi attempts to control more than one such Force-sensitive
Control Mind (SW2 – pg. 170, ToJC – pg. 59) character at the same time, for all character beyond the first, add +1 for
Control Difficulty: Easy for a Jedi who has turned to the dark side. each die code of Perception or control (as per Combing Rules). The Jedi
Moderate for a Jedi who is of the Light Side. must make a new power roll whenever he attempts to take over a new
Sense Difficulty: Target's Perception or control roll. target. Targets may be released without a roll.
Modified by relationship. Control Mind cannot be used to control droids or computers.
Alter Difficulty: Variable, depending on number of targets and whether
the Jedi is of Dark or Light Side. See chart below. Modified by proximity. Corporeal Translocation (D6H)
Control Difficulty: Heroic + (2x proximity)
Number of Targets: Dark Side Light Side Sense Difficulty: Difficult
1 Very Easy Moderate Alter Difficulty: Heroic + (2x proximity)
2 Easy Difficult Required Powers: Absorb/Dissipate Energy, Accelerate Another’s
3 Moderate Very Difficult Healing, Accelerate Healing, Control Another's Pain, Control Pain,
4-5 Difficult Heroic Doppelganger, Emptiness or Rage, Farseeing, Force of Will, Hibernation
6-8 Very Difficult - Trance, Instinctive Astrogation, Life Detection, Life Sense, Magnify
9-15 Heroic - Senses, Mental Translocation, Projective Telepathy, Receptive Telepathy,
Remain Conscious, Return Another to Consciousness, Sense Force, Shift
Required Powers: Receptive Telepathy, Telekinesis, Affect Mind Sense, Telekinesis, Transfer Force
Warning: A Jedi who uses this power gains a dark side Point. A Jedi who Time To Use: 1 round to prepare + duration of power + 1 round for
has not turned to the dark side gains a dark side Point for each evil action reassembly.
he forces a person under his power to perform, but a Jedi who has turned Note: This power assumes that Doppelganger should not be a power that
to the dark side does not. This power may be kept "up," but the Jedi must grants a Dark Side Point and thus both Doppelganger and this power
make a new power roll whenever he adds or switches targets. should be usable by all Force users, and not just Dark Side users.
Effect: The use of this power allows Jedi to take control of other people, Effect: This power effectively transports the Jedi over long distances. This is
turning them into puppets who must obey the Jedi's will—they must serve one of the most difficult powers a Jedi can learn. This power allows
the Jedi like automatons. This power may not be used on droids or disassembly of the Jedi's constituent molecules. The power then transports
computers. Controlled characters may attempt a new roll to escape versus them a given distance and reassembles them. The Jedi effectively enters
the Jedi's sense roll whenever the Jedi adds new characters to his control. hyperspace (not actually known) and can move the constituent atoms as a
10xhyperdrive. Note that nearby gravity wells have no effect on this
power. A different mechanism seems to be used for short distances (on a
Control Mind (Variant Rules) (ToJC – pg. 87)
planet for example). For these short distances, treat as 10km/rnd.
Control Difficulty: Moderate, as modified by relationship. The proximity modifier is based on the furthest extent of intended
Targets with an affinity for the Force (i.e., have Force skills or Force distance, declared before the skill roll is made. Generally, the user must be
Points) may make opposed control or Perception rolls, selecting either familiar with the destination, preferable having visited and studied it
their roll or the base difficulty to resist. before. If the Jedi is not familiar with the destination (it was described to
Sense Difficulty: Easy for a Jedi who has turned to the dark side, as the Jedi, the Jedi only visited it for a few minutes, etc., GM to arbitrate),
modified by proximity. Moderate for a Jedi who is of the light side, as there is a +20 modifier to the control roll.
modified by proximity. Failure of the Control roll affects the location of reassembly. Roll 1D for
Alter Difficulty: Variable, depending on the number of targets being the direction of failure. 1=forwards, 2=right, 3=left, 4=backwards, 5=up,
controlled and whether or not they are willing. Targets with an affinity for and 6=down.
the Force may make opposed rolls, choosing either their roll or the These directions are relative to the desired position of the Jedi at the
difficulty, whichever is higher.
Force Powers 44
destination. Use of a character point before this roll gives a-1 modifier to Time to Use: 1 hour of meditation
the direction roll. This power may be kept up.
The distance moved in the indicated direction is 2D% of the intended Effect: Through using this power a Jedi is able to create a gravity well in
distance traveled. Attempting (intentional or accidental) reassembly in a real space, much like the interdictor class capital ship, which projects a
space already occupied by another object results in the death of the Jedi in giant shadow into hyperspace. Any ship traveling through hyperspace in
most instances. the vicinity of the Gravity Well is ripped out of hyperspace by the craft’s
Notes: This one raises lots of questions: How much stuff can the Jedi take computers to avoid collision with the imaginary shadow. This power may
with him? Can the Jedi transport another being? If forward on the not be activated in an atmosphere. Doing so would be suicide. When used
direction failure roll relative to the planet’s surface, or is it a tangent? in the vacuum of space, all nearby craft must slow to atmospheric speeds
You'll have to decide these on your own. to compensate for the new gravity.

Create Evil (IFP) Create Homunculus (D6H)


Control Difficulty: Moderate Control Difficulty: Difficult
Sense Difficulty: Moderate Sense Difficulty: Very Difficult
Alter Difficulty: Heroic Alter Difficulty: Heroic
Required Powers: Rage, Injure/Kill, Hibernation Trance, Concentration Required Powers: Absorb/Dissipate Energy, Affect Mind, Control Mind,
Warning: The user of this power receives three Dark Side Points, a failed Control Pain, Farseeing, Life Detection, Life Sense, Projective Telepathy,
attempt receives the Dark Side Points and 3D damage, which may be Receptive Telepathy
resisted by Strength only. Time To Use: 1 hour (deep meditation)
Effect: This power actually creates a pocket of evil that lasts indefinitely. Note: The creation of the Assassin homunculus requires an element of
Any characters in the area of effect without at least four Dark Side Points hatred and anger to be used. For this reason, and for the associated evil
must immediately make a Willpower roll vs. the Alter roll of the user. A intent, creators of an Assassin Homunculus automatically receive a Dark
successful result gives in the character a sense of foreboding of the area. A Side Point at the time of power use.
character that fails by less than sixteen points receives -1D to all skills and Effect: Creates a force construct that can be controlled by the Jedi, yet also
attributes while within the affected area. A character that fails by more has some degree of free will. One of 3 types of homunculi (Assassin, Scout,
than sixteen points immediately gains 1 Dark Side Point and takes 3D and Burden) can be created (for stats, see below). One the homunculus is
damage that can be resisted by Strength at -1D. A character with more created, this power need not be kept up. However, a Difficult Sense roll is
than four Dark Side Points gains a Dark Side Point as well as a feeling of necessary to use the creature’s senses as the Jedi's own. This done, a
paranoia toward anything that he sees. Willpower can be rolled to resist moderate Control roll allows communication/command of the homunculus.
the Dark Side by characters with four or more Dark Side Points, but they Any life force the creature may seem to have is simply a physical
receive a -4D penalty. manifestation of the Force and while the homunculi are capable of limited
independent thought, they tend to simply follow the last command given.
Create Force Storm (SW2 – pg. 170, ToJC – pg. 60, DES – pg. 72-74) When the creature suffers damage greater than a wound, it begins to
Control Difficulty: Heroic disintegrate, fade, and finally return to dust.
Sense Difficulty: Heroic Types of Homunculi:
Alter Difficulty: Heroic. Modified by proximity. Modified by size of Note: Use of character points during creation of the homunculus increases
storm desired: +5 for 100 meters or less, 10 for 100 meters to one one skill one pip over attribute and beyond base skill level listed
kilometer, +15 for a base of one kilometer, and +2 to difficulty for every below. Note that all homunculi have the same number of base attribute
kilometer diameter in size. Modified by damage: +5 per 1D of damage. and skill dice (+/-).
Must make Heroic rolls each successive round to control the storm. Must
make a Very Difficult roll to dissipate the storm. Assassin Homunculus
Required Powers: Hibernation Trance, Life Detection, Life Sense, Dexterity 3D
Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Farseeing, Dodge 5D, melee combat 4D
Projective Telepathy, Instinctive Astrogation, Rage Knowledge 2D
Warning: Force storms are immensely destructive and violate the laws of Mechanical 1D
nature. A Jedi who uses this power gains a Dark Side Point. Perception 1D
Effect: This is perhaps the most destructive Force power known. This Strength 2D
power allows the Jedi to twist the space-time continuum to create vast Technical 1D
storms of Force. The power also allows limited control of these storms. Special Abilities: Poison Claw
Capable of creating annihilating vortices, the storms can swallow whole Glands: Secrete a poison onto claws. Roll 2D vs. victim’s STR for
fleets of starships or tear the surfaces off worlds. effects. If poison higher, all stats -1D per point (if any stat equals or drops
Use of this power requires the focusing of hate and anger to a palpable below 0 then character is unconscious). The effects of the poison last 3 hs.
degree and there is considerable danger involved. Some are able to create Move: 10 walking, 15 gliding
Force storms, but fail at harnessing what they have foolishly unleashed. Size: 50cm
Often, those who fail to control the storm are themselves consumed and Scale: Character
destroyed. If the user is destroyed, the storm dissipates within minutes. Description: Bat-like wings, sharp teeth & claws, long tail, dark brown,
When the user attempts to create a Force storm, the Jedi must determine green, or gray skin. Like a pterodactyl with a stubby jaw.
the diameter and the amount of damage (the damage dice are capitol
scale). If the Jedi fails any of the rolls, the storm is summoned with the Burden Homunculus
desired damage, but it attempts to consume the summoner. The summoner Dexterity 2D
can attempt unusual maneuvers with the storm, such as to create a vortex Knowledge 1D
to draw unwary victims to a specified point, at a +10 to the difficulty. Mechanical 1D
Perception 1D
Strength 4D
Create Gravity Well (D6H)
Lifting 6D, Stamina 5D
Control Difficulty: Heroic Technical 1D
Sense Difficulty: Heroic Special Abilities: Climbing Claws: Add +2D to climbing skill.
Alter Difficulty: Heroic Webbed Digits: Add +1D to swimming skill.
Required Powers: Absorb/Dissipate Energy, Null Gravity, Move: 10Size: 100cm
Concentration, Emptiness, Instinctive Astrogation Scale: Character
Force Powers 45
Description: Flat back, furry, stubby stout legs, set low to ground, small his master, and the familiar must make a Difficult willpower roll to
dull teeth, muscular, fingers have climbing claws. directly disobey his master. The familiar gains the ability to use the Feed
on Dark Side power (at a 2D Control and Alter skill level if the familiar is
Scout Homunculus not Force-sensitive), and also gains +2D to all Stamina rolls. If a
Dexterity 2D character's familiar dies, the character suffers a permanent loss of 1D of
Knowledge 1D Strength (this loss may be negated by taking a penalty of a Dark Side
Mechanical 1D Point); furthermore, the Dark Familiar power is unusable and a new
Perception 3D Search 5D, Sneak 4D familiar may only be gained by spending 15 character points.
Strength 2D To use this power, the target must be either willing to be bonded, or prone
Technical 1D or helpless. The user of this power places his hand upon the forehead of
Special Abilities: Acute Vision: Add +2D to visual searches. the intended familiar, and calls upon the Dark Side to bond the two of
Auditory Sensitivity: Add +1D to audio searches. them. Black Force energy dances across the user's arm, splashing over the
Move: 10 walking, 20 flying forehead of the familiar and traveling into the user's body. When the
Size: 50cm bonding is complete (which usually takes 1-2 hours, during which visions
Scale: Character of the Dark Side pass through both user and familiar), the user and
Description: Feathered wings, dull beak, short claws, broad tail, color familiar both automatically gain 2 Dark Side Points.
determined by creator.
Dark Side Dissipation (D6H)
CyberLocke (D6H) Control Difficulty: Depends on Size of Target:
Control Difficulty: Very Easy by Proximity Very Easy => Small Pouches
Sense Difficulty: Easy By Relationship Easy => Regular Boxes
Alter Difficulty: Moderate => Land Vehicles
Moderate => +1D to Technical Skills Difficult => Walkers and Sentient Beings
Difficult => +2D to Technical Skills Very Diff => Starships
Very Diff => +3D to Technical Skills Heroic => Huge Amounts of Dark Side Energy
Heroic => +4D to Technical Skills Sense Difficulty: Object’s Strength or Person’s Control/Perception plus
Required Powers: Speak With Machines amount of Dark Side Points
This power may be kept up. Alter Difficulty: Depends on length of duration:
Effect: Through using this power a Jedi becomes one with a machine. Very Easy: 1-2 rounds,
When successful a Jedi enters a state where he thinks like the computer, Easy: 2-3 rounds,
thus allowing him greater skill with which to manipulate it. Moderate: several minutes,
This skill may also be used to negate side effects from cybernetic Difficult: 1 hour to a couple days,
replacements. When doing so, the Jedi rolls his Alter as usual to determine Very Difficult: Several days to a few weeks,
the amount of dice to roll versus difficulty gained by cyber points. Heroic: a few weeks to a month
Example: If a character has 7 cyber points, all difficulties are raised by 21 Required Powers: Absorb/Dissipate Energy, Accelerate Another's
points (3 points per cyber point).If he wishes, he may activate CyberLocke Healing, Accelerate Healing, Concentration, Control Another's Pain,
on himself (with no added difficulty from cyber points) in an attempt to Control Pain, Emptiness, Magnify Senses, Sense Force, Projective
strengthen his connection with the Force. If he rolls a 16 (Difficult) for Telepathy, Receptive Telepathy, Strengthen Object, Transfer Force
Alter, the difficulty added to Force Skills from cyber points is reduced by Warning: The character using this power must use Absorb/Dissipate
2D (per the table). He then rolls the 2D and gets 7. The new difficulty Energy before attempting because of the unleashing of huge amounts of
added to Force Skills is 14. Dark Force energy. The damage taken if Absorb/Dissipate Energy is not
A Jedi may also reach out to a machine and order it to do his bidding used is 8D and possible Dark Side corruption.
(difficulty vs. computer programming). Effect: This power is a very rare ability. The user must activate
Example: Ordering a blaster to lock up or a sensor to give a false reading. Absorb/Dissipate Energy to protect them from the harsh effects of what
they're about to do. After this is done (Difficulty is based on the object, its
Dark Familiar (D6H) contamination and its own energy source), the user focuses on the target (a
Control Difficulty: Difficult Dark Side Corrupted object) and begins to glow and hum very audibly.
Sense Difficulty: Moderate Then, a large, bright beam shoots from the user. Like a plasma torch
Alter Difficulty: Moderate for willing familiars, opposed check vs. burning through metal, it penetrates the Dark Side object, drawing Dark
familiar's willpower or Control roll for unwilling familiars Side points away and decontaminating the object. Usually, with a normal
Required Powers: Absorb/Dissipate Energy, Control Mind, Life Bond, object, this will cause a small explosion at the beam's point and cause minor
Projective Telepathy damage to the object, but very little. If used on a person, the user's personal
Effect: This power allows a character to bind another character to his own Force will transfer into the Dark Side person and begin to drain their Dark
will, creating an ever-submissive servant bound by the Dark Side to his Side Points and their corruption of the Dark Side. The target must make a
master. The person may or may not be willing to be bonded; if this power Control or Perception roll every round to see if they break free of the light
is used unwillingly on the target, the target gets a Difficult willpower Jedi's atonement power. If they do, a massive explosion erupts, knocking
check to resist being bonded by the Dark Familiar power. When this both people backwards, causing damage to whoever isn't protected.
power is learned, it may be used successfully only once; if the first attempt Unfortunately, if the hold is broken the person being redeemed will regain
fails, another attempt may be made on a different target, or the same target all of their lost Dark Side points and abilities. If facing something of
(though any target gains a +1D to their willpower check each time the enormous Dark Side power, such as Palpatine or a Force Storm, and
power is used on them after the first). This power may be used multiple explosion will occur when the Light energy has broken through the Dark.
times, each time adding a new familiar to the user's repertoire, by Note: Force-users with all abilities at least 9D and up can do the above in
spending 15 character points. one-half to three quarters the usual time if they've had prior experience.
The use of this power gives the master and familiar certain advantages.
They each gain the ability to automatically use the Receptive Telepathy Dimensional Leap (IFP)
and Projective Telepathy powers only with each other (the familiar need Control Difficulty: Very Difficult to enter, +5 added to difficulty to exit
not be Force-sensitive to use this power with his master). Furthermore, the Sense Difficulty: Heroic, modified by proximity to Landing Zone (LZ)
master can locate his familiar at will by direction at any time, from any Alter Difficulty: Heroic, modified by proximity to LZ (x2), +5 for every
distance. The familiar takes a -2D penalty to all willpower checks against 10kg of material carried over 10kg
Force Powers 46
Required Powers: Absorb/Dissipate Energy, Accelerate Healing, Combat Effect: This power allows a Sith to draw power from nearby nonsentient
Sense, Concentration, Emptiness or Rage, Enhance Attribute, Farseeing, beings to boost his ability to go without sleep. As long as this power is
Force of Will, Greater Force Shield, Hibernation Trance, Instinctive kept up, the Sith will not fatigue or require sleep. Use of this power
Astrogation, Lesser Force Shield, Life Detection, Life Sense, Magnify depends on a ready supply of nearby insects. small rodents, birds and so
Senses, Projective Telepathy, Receptive Telepathy, Remain Conscious, on, to draw energy from. This power cannot be used to draw energy from
Remove Fatigue, Sense Force, Shift Sense, Strengthen/Weaken Object, sentient beings.
Telekinesis, Transfer Force, Transmutation, Warp Matter
Note: Time travel is possible with this power. Modify the listed Drain Life Essence (SW2 – pg. 171, ToJC – pg. 60-61, DES – pg. 75-76)
difficulties by the number of weeks that one wishes to travel (+3 per week Control Difficulty: Very Difficult, inversely modified by relationship
or +30, whichever is greater). A Willpower roll must be made equal to the Sense Difficulty: Use the chart below:
modifier, or the Jedi's exposure to Jedi-Space warps his or her mind. Difficulty Number of Victims
Time to Use: 10 rounds, +1 round for every day's worth of time being Very Easy 1-5
leapt across. Easy 6-50
Effect: This is one of the rarest of Jedi powers, having been developed at Moderate 51-1,000
the tail end of the Clone Wars. This power allows Jedi to leap through Difficult 1,001-50,000
space, or farther with the Force, without the use of a spaceship. In its more
Very Difficult 50,001-1,000,000
mundane applications, it allows the Jedi to jump across continents in a
Heroic 1,000,001-10,000,000
matter of microseconds.
Leap allows a Jedi to move his physical being through the Force as readily Alter Difficulty:
Easy for willing worshipful subjects.
as his mind. Because of this, he is able to move from point to point almost
Difficult for ambivalent or apathetic individuals.
instantly. The only real time lag that exists is when the Jedi is reentering
Heroic for enemies. Add +10 to the difficulty if individuals are imbued
Real Space. Not all Jedi have returned to the normal universe, and have
been unseen since. No Jedi have any idea where the lost ones are, or even with the Light Side of the Force.
Required Powers: Affect Mind, Control Mind, Control Pain, Dim Other's
if they are still alive. It has even been said that time itself may be twisted
Senses, Farseeing, Hibernation Trance, Life Detection, Life Sense,
in Jedi-space.
Magnify Senses, Projective Telepathy, Receptive Telepathy, Sense Force,
Telekinesis
Discharge Spirit (D6H)
This power may be kept up.
Control Difficulty: Heroic Warning: A Jedi who uses this power gains a Dark Side Point.
Sense Difficulty: Heroic Effect: This power allows a Jedi to draw the life energy from those around
Alter Difficulty: Heroic him and channel the negative effects of the Dark Side into those victims.
Time to Use: 10 minutes All living things are part of and contribute to the Force; even those with no
Note: User Must have Release Spirit or Transfer Life to get back to a awareness of the Force are affected by and are part of it. Many beings go
living body. through their daily lives wasting much of their life energy. This power
Effect: User leaves his body and puts his spirit into a Sohn-Ja (or “soul draws that life energy from beings, allowing a Jedi to use that energy to
jar” to the uneducated). The object must have great significance to the further his or her own ends. In order to draw this energy, the Jedi must roll
user and specifically designed for this action. Materials for the Sohn-Ja for this power once per day; this power is considered up at all times, and
usually cost $100,000 to $1,000,000 (Sohn-Jae may only be crafted from thus the Jedi suffers appropriate die penalties. The amount of energy the
the finest materials, and even the slightest imperfection could cause Jedi draws depends on the number of individuals affected by the power
damage to the spirit within). While a body is vacant of a soul it will begin and how long they have been drained.
to deteriorate as if in a coma. Without proper assistance, the body will die.
For individuals who have been drained for less than 1 week or longer than
Doppelganger (SW2 – pg. 171, ToJC – pg. 60, DES – pg. 74) 1 month:
Control Difficulty: Very Difficult 1-5 -- One Force Point per week
Sense Difficulty: Very Difficult 6-50 -- One Force Point per five days
Alter Difficulty: Heroic 51--1000 -- One Force Point per three days
Required Powers: Accelerate Another’s Healing, Control Pain, Control 1001-50,000 -- One Force Point per two days
Another's Pain, Dim Other's Senses, Emptiness, Hibernation Trance, Life 50,001-1,000,000 -- One Force Point per day
Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, 1,000,001-10,000,000 -- One Force Point per 12 hours
Telekinesis, Projective Telepathy, Transfer Force, Affect Mind
Warning: A Jedi who uses this power incorrectly gains a Dark Side Point. For individuals who have been drained longer than 1 week and less than 1
Time to Use: Five Minutes month:
This power may be kept up. 1-5 -- One Force Point per five days and +1D to all Force skills
Effect: This power creates a doppelganger of the person using the power. 6-50 -- One Force Point per three days and +2D to all Force skills
The doppelganger is an illusion, but to those who interact with it, it will 51--1000 -- One Force Point per two days and +3D to all Force skills
seem real. The user can sense all normal senses through the doppelganger, 1001-50,000 -- One Force Point per day and +3D+2 to all Force skills
and the duplicate seems to have form and substance: the doppelganger 50,001-1,000,000 -- One Force Point per 12 hrs and +4D to all Force skills
registers as normal on all droid audio and video sensors. Those who are 1,000,001-10,000,000 -- One Force Point per 6 hrs and +4D+2 to all Force
with it believe it to be a real person. It can even act with half the skill dice skills
of the person using the power. The user must roll once every five minutes
to maintain the doppelganger; if the Jedi stops using the power or the Eclipse (D6H)
doppelganger is fatally injured, it simply fades away.
Control Difficulty: Moderate
Sense Difficulty: Special, See Below
Drain Life Energy (ToJC – pg. 88) Alter Difficulty:
Control Difficulty: Easy Easy => Passers-by don't notice you (Not Moving)
Sense Difficulty: Easy. Modified by proximity Moderate => Passers-by don't notice you (Walking)
Alter Difficulty: Easy Difficult => Passers-by don't notice you (Running)
This power may be kept up. Very Diff => Passers-by don't notice you (Naked at Church)
Warning: A Jedi who uses this power gains a Dark Side Point. Required Powers: Hibernation Trance, Affect Mind, Projective Telepathy
This power can be kept up.
Force Powers 47
Effect: This power enshrouds a Jedi in a camouflaging veil. The ability Required Power: Lesser Force Shield
allows a force user to avoid drawing attention to himself from casual Time to Use: One round
observers. When no one is looking for the Jedi (or for similar trouble) the Effect: When a Force-user uses this power, he takes a round to charge up,
Sense roll is moderate (don't modify by Relationship), but when someone and blast off. For the duration the Force-user is imperious to attack,
is searching for the user the Sense Difficulty becomes the subject's Search surrounded by a force shield that protects him from harm, up to his
(or Perception... whatever's most relevant) Roll +5 if the subject has little Control roll. This protection is for everything, including any collision
knowledge of the user (Stormtrooper who heard an alarm go off), +10 if damage that might occur. If the target dodges, the user must make a
the subject has seen the user (Same trooper saw the user on a vid screen, difficult Alter roll, or spin perilously out of control. When the Force-user
+15 if subject knows much of user through reputation (Luke Skywalker hits, he does his Control for damage. It is not suggested that a character
has been reported on the premises) and +20 if subject knows user with Strength under 5D try brawling combat, because any limb that comes
personally (Sneaking past Aunt Beru after an all-night Rager). into contact with the charge will take full damage.
This power does not affect electronic life-form sensors but may affect
people viewing vid screens (GM's discretion). Force Chariot (IFP)
Control Difficulty: Very Difficult
Enhanced Coordination (SW2 – pg. 171-172, ToJC – pg. 62) Sense Difficulty: Very Difficult
Control Difficulty: Moderate. Alter Difficulty: Very Difficult
Sense Difficulty: Difficult. Required Powers: Conduit or Force Transduction, Transfer Force
Alter Difficulty: Variable, depends on targets. Modified by proximity. Effect: The chariot itself provides full cover from any attack, and prevents
Number of individuals to be affected Difficulty: anyone riding from being damaged by any outside attack, even one that
1-10 - Very Easy could destroy the chariot. It moves at a rate of 100; 288 Kmh, and has all
11-100 - Easy stats at a die code equal to half the conjuring Jedi's Alter skill. Use the
101-500 - Moderate Jedi's Sense skill as his dice to drive it. There are no ranged weapons on
501-5,000 - Difficult the Force Chariot, since it is indeed a chariot, and has no space or power
5,001-50,000 - Very Difficult outlets for the placement of anything like that.
51,000-500,000 - Heroic The chariot will last for an hour before disappearing, with an extra fifteen
Required Powers: Life Sense, Affect Mind minutes given for every +10 rolled over any and all difficulties. If the
This power may be kept up but a new power roll must be made whenever chariot is destroyed, no damage will come to the passengers, but they will
the Jedi wishes to coordinate new troops or skills are to be changed. be thrown to the ground.
Effect: The use of this power allows a Jedi to coordinate the activities of a
group in order to increase the group's effectiveness at a given task. This Force Cloak (D6H)
power was often used by Emperor Palpatine to increase the fighting ability Control Difficulty: Easy (modified by area affected)
of his troops, mentally driving them on and supplementing their will to Sense Difficulty: Moderate
fight; Joruus C'baoth currently uses the power to increase the abilities of Alter Difficulty: Difficult (modified by area affected)
Grand Admiral Thrawn's troops. This power may only be used on targets Required Powers: Dim Other's Senses, Farseeing
who are in agreement with the intent of the Jedi (such as, "to defeat the This power can be kept up.
Rebellion"). It does not grant the Jedi mental control over the affected Effect: This power helps protect the user from sensor probes of a
troops. Instead, this power links all of the troops on a subconscious level, computerized nature. Note that it does not protect against visual or Force
allowing them to fight more proficiently and with better organization. If detection, only by any sort of computerized sensors. When implemented, the
the power is successfully called upon, the Jedi picks three specific difficulty to detect the character (and any surrounding area protected by this
Dexterity, Mechanical, or Strength skills. All troops receive a bonus of 1D power) by two difficulty levels. Even if the character making the sensors roll
for every 3D (rounded down) that they have in the given skills. succeeds, the character and anything he or she is trying to protect appears
only as a phantom sensor anomaly, which may be overlooked by many
Force Bolt (D6H) sensor operators. Several Force users may overlap their Force Cloaks in
Control Difficulty: order to cover a larger area, but they must physically spread further apart.
Moderate => Spray (1/2 Range & Damage)
Difficult => Normal Blaster Force Harmony (SW2 – pg. 172, ToJC – pg. 62-63, DES – pg. 74-75)
Very Difficult => Laser Torch (Cutting) Control Difficulty: Difficult, modified by proximity
Sense Difficulty: As per blaster skill. Sense Difficulty: Difficult, modified by relationship
Alter Difficulty: Alter Difficulty: Moderate
Very Easy => 2D Dmg Required Powers: Life Detection, Life Sense, Projective Telepathy,
Easy => 3D Dmg Receptive Telepathy
Moderate => 4D Dmg This power can be kept up.
Difficult => 5D Dmg Effect: This allows several willing Jedi to manifest the power of the Light
Very Difficult => 6D Dmg Side. As long as this power is held up, it bathes the users in the celestial
Heroic => 7D Dmg illumination that is the Light Side. It can act as a shield against the powers
Heroic +10=> 8D Dmg Etc. of the Dark Side, giving an extra 5D for each Force user involved to resist
Required Powers: Absorb/Dissipate Energy the effects of powers called upon by Dark Side servants. Note that +5D
Effect: The Jedi focuses the force into a coherent blast of energy with the may appear to be an immense bonus, but since this power must be kept up,
same properties of a blaster i.e. it can be reflected by a lightsaber. Control the Jedi calling upon the power is suffering a 2D penalty simply for
is used to call forth the power and determine how well defined the blast calling upon this power. One can only link as many Force users as the
is. Use Sense as if it was your Blaster skill and Alter dictates the damage initiator of the power has control or sense dice, whichever skill is lower.
(see above). As with most force powers, the skill in itself is not evil, For example, if Leia used Force harmony, since her control is 5D+1 and
therefore a character does not take a Dark Side Point just for using it. Its her sense is 4D+2, she would only be able to link a total of four people
how a Jedi uses the power that matters. (including herself). When acting as a shield against the Dark Side, if both
the control and sense rolls exceed the success roll of the Dark Side power
Force Charge (IFP) used (if he power requires multiple skill rolls, the highest roll), then the
Control Difficulty: Very Difficult Dark Side power is interrupted. All up powers are interrupted as if the user
Sense Difficulty: Target's Dodge, Brawling Parry, or Lightsaber were stunned. It does not cancel out the presence of the Dark Side, but can
Alter Difficulty: Range of Flight: 3-50/120/300; +5 per change in direction distract its servants and make their actions more difficult.
Force Powers 48
Force Link (D6H) Dissipate Energy) Including non-direction attacks such as gas clouds and
Control Difficulty: Difficult grenade blasts. The Shield is stronger than the Lesser Force Shield, an
Sense Difficulty: Moderate usually strong enough to protect the Jedi from serious injury.
Alter Difficulty: Moderate
Required Powers: Life Bond, Life Detection, Life Sense, Receptive Hallucination (IFP)
Telepathy, Sense Force, Projective Telepathy Control Difficulty: Difficult
This power can be kept up. Sense Difficulty: Target's Control or Perception roll
Effect: This power allows two or more Force users to join together and Alter Difficulty: Heroic; Modified inversely by relationship
combine their power in order to be more effective with their uses of the Required Powers: Affect Mind, Dim Other's Senses, Magnify Senses,
Force. One being is selected to lead the linked group; from then on, the Projective Telepathy, Shift Sense
powers of the link are controlled by this being, though at any time a This power needs to be kept up for as long as the hallucination lasts.
member of the linked group may break off contact with a successful Effect: Allows a Jedi to make someone in line-of-sight and within 10
Control or willpower roll of Moderate difficulty. Each person joining the meters start hallucinating. The Jedi can decide how major the
link must take one full round to initiate this power, and, if successful, he hallucination is, but not the specifics of the hallucination. The nature of
joins the link led by the designated being. the hallucination depends on the alignment of the Jedi, light, dark, or gray.
Once the link has been established, no linked character can initiate a new As an added note, a Jedi can use this against himself.
force power outside the linked group. He may move and attack, but suffers
the normal multiple action penalty for keeping up the power. The leader of Hyper-Acceleration (IFP)
the link, however, may initiate new force powers at his own will. When he Control Difficulty: Very Difficult
does so, each member of the link the range and area of effect of that power Sense Difficulty: Very Difficult
is multiplied; example, a linked group of 3 characters multiplies the standard Alter Difficulty: Very Difficult
range and area of effect of a power by 3, whereas a group of 10 multiplies Required Powers: Absorb/Dissipate Energy, Accelerate Healing,
them by 10. Additionally, any damage caused by the power is increased by Concentration, Control Pain, Emptiness, Enhance Attribute, Enhance Skill,
1D per person in the link. Also note that, should the power give the user a Dim Others' Senses, Force Running, Haste, Hibernation Trance, Reduce
Dark Side Point, all members of the linked group gain a Dark Side Point. Injury, Remove Fatigue
Effect: The user of this power moves at five times their normal rate. This
Force Melt (IFP) hyper acceleration causes incredible wear and tear on the user's body and
Control Difficulty: Moderate thus can’t be used repeatedly in a short amount of time. A Jedi has to be
Sense Difficulty: specially prepared just to use the power without it causing hundreds of
Very Easy for paper thing cloth tears to form across their muscles and skeleton. A dangerous power to use,
Easy for thick clothing, thin rope it is still a very useful tool and can make the user very deadly. This power
Moderate for wood, low yield metal changes one round into five for the user. Time goes exactly the same for
Difficult for high yield steel anyone else involved. Everyone declares before the user. The user only
Very Difficult for hull of a ground vehicle has to dodge on the last round if he's attacked, and only if he's still in the
Heroic+10 for Walker hull path. In the meantime he can take actions as normal in the 5 rounds with
Heroic+30 Starfighter hull normal multi-action penalties. During the 5 rounds the Hyper-Acceleration
Heroic+40 for transport hull power is considered to be up so the user suffers a multi-action penalty for
Heroic+50 for capital ship hull sustaining it. This power can only be used once every 12 hours.
Alter Difficulty: Difficult
Note: Melted objects are not hot Illusion (DSS – pg. 15-16, JATM – pg. 15)
Effect: Using this power melts things. This can only be used to melt Control Difficulty: Moderate, modified by proximity.
inanimate objects such as blasters, tables or similar items. If successfully Sense Difficulty: Moderate, modified by proximity.
used as an attack on a living being the character gains a Dark Side Point. Alter Difficulty: Target's Control or Perception roll.
Required Powers: Affect Mind, Dim Other's Senses, Life Detection, Life
Force Shield (IFP) Sense, Projective Telepathy, Receptive Telepathy, Sense Force
Control Difficulty: Difficult This power may be kept up.
Sense Difficulty: Difficult. Modified by proximity and relationship Effect: Characters with the power of Illusion can manifest images that seem
Alter Difficulty: Target's Control roll completely real to those who perceive them. These illusions cannot cause
Required Powers: Affect Mind, Dim Other's Senses, Projective physical harm, though they might cause others to make mistakes if they do
Telepathy, Sense Force, Shift Sense not realize their true nature. The maximum range for an illusion is 10,000
This power may be kept up. meters from the user. Maintaining an illusion takes complete concentration.
Effect: This power allows one Force user to shield another from the
Force. The user places a barrier between the target and the Force. This Imprison (IFP)
does not strip a target of Force use, merely blocks it for as long as the Control Difficulty: Heroic + victim's Control, modified by proximity and
shield is raised. It is initially resisted with Control and any round the target relationship
wishes to he may take an action to try and break free with his Control vs. Sense Difficulty: Heroic, modified by proximity and relationship
the user's Alter skill roll. As long as the shield remains up the target may Alter Difficulty: Heroic+victim's alter, mod by proximity and relationship
not use the Force. He is not restricted in any other way. Modifiers: Used only if less than 5 Jedi Masters are present. 1 Master:
+30 to all difficulties, 2 Masters: +20, 3 Masters: +10, 4 Masters: +5
Greater Force Shield (D6H) Required Powers: Absorb/Dissipate Energy, Accelerate Healing, Affect
Control Difficulty: Difficult Mind, Control Another's Pain, Control Pain, Dim Another's Senses,
Alter Difficulty: Moderate Direction Sense, Emptiness, Farseeing, Force of Will, Hibernation Trance,
Sense Difficulty: Heroic – Modified by Proximity and Relationship Life Detection, Life Sense, Instinctive Astrogation, Instinctive Astrogation
Required Powers: Lesser Force Shield Control, Magnify Senses, Projective Telepathy, Receptive Telepathy,
Effect: This power allows the Jedi to surround his body with a Force- Transfer Force
generated shield. The shield can be used to repel energy in physical matter Effect: Imprison is one of the most terrible powers a Jedi can use on
away from the Jedi’s body, down to the molecular level. The Shield acts another living being. Its use automatically gives all users a Dark Side
as STR+2D armor to all energy and physical attacks, not to mention acts Point. A group of Jedi Masters can open up a gateway into the unknown
as +1D against any force related attacks (in combination with Absorb / and forever imprison a victim in this new dimension.
Force Powers 49
Influence Mind (D6H) strikes that are possible under the actual roll hit. When the hitable targets
Control Difficulty: Moderate (11-15) Plus relationship and proximity are struck, the boomerang makes a direct line to the Jedi, who must make
modifiers for a 1' level emotional shift'. Up to Difficult (16-20) for a two a Very Easy Alter roll to deactivate the boomerang or be struck with it.
level emotional shift Like the Lightsaber, Light Whip and Blaster Combat skills, this skill
Sense Difficulty: The target's Control or Perception roll + proximity improves the capabilities of the thrower and of the weapon. The Jedi may
Alter Difficulty: The same as the Control difficulty. add or subtract any number of his Control dice to the damage roll of the
Required Powers: Affect Mind, Control Mind, Receptive Telepathy, boomerang. He may also add Half the number of his Sense dice to his the
Projective Telepathy dice he rolls for his physical skill to determine if he hits. The light
Influence mind is a new force power that works similar to affect mind, but boomerang may be used to intercept blaster bolts, but the physical skill
shifts a targets feelings/emotional base. and Alter skills are increased by +10 (due to the reaction time involved),
When successfully activated, the force user can actually change the and the Sense and Control powers are the same as for Lightsaber Combat.
emotional state a person has, or the emotional feelings someone has
towards someone else (even the force user himself). They can shift Lightbo Combat (D6H)
emotions two spots up or down no matter how many times this power is Control Difficulty: Difficult (20)
used. The Emotional state must be initially determined by the Gm, and it Sense Difficulty: Moderate (15)
can be shifted up or down the chart as the force user wishes, from like to Alter Difficulty: Difficult (20)
guarded, or cautious to friendly. If the shift puts someone to love, they Required Powers: Lightsaber Combat, Telekinesis, Combat Sense
treat said person as their best friend, and trusts them explicitly. Those at Effect: Using lightbo without this power is almost impossible - it holds
like (or friendly status) regard the object of their emotional link, as they both handles in one line using Telekinesis, and moves them where needed.
would a very good friend. In all other aspects, it is identical to Empowered Lightbo Combat and
The emotional chart looks like Hatred// Suspicious// Cautious// Neutral Lightsaber Combat.
(guarded)// Friendly// Liked// Loved// Enamored..
Maintain Identity (IFP)
Inhabit Object (D6H) Control Difficulty:
Control Difficulty: Difficult Sense Difficulty:
Sense Difficulty: Moderate Alter Difficulty:
Alter Difficulty: Heroic Required Powers: Emptiness, Farseeing, Projective Telepathy, Remain
Warning: A character who uses this power receives a Dark Side Point. Conscious, Sense Force, Transfer Force
Time to Use: 3 Rounds Effect: This ability allows a Jedi to maintain his presence in the physical
Effect: When this power is used successfully, the object which has been world even after becoming one with the Force. In this state the Jedi can be
inhabited seems no different than before. Any non-Force user would not able to affect the course of certain individuals. It will take some time, but
notice any difference. However, any Force-sensitive character will by drawing on the link a Force-sensitive individual has with the Force, the
immediately note the presence of something more surrounding the object. Jedi will be able to make his presence know to other Jedi, first audibly,
The spirit encased in the object can rarely influence the outside world, but and then visually, then physically. In addition, the Jedi will maintain his
may occasionally send visions or emotions to their bearers. Most presence until he or she has accomplished what he or she feels needed to
commonly, the spirit is so damaged by the transfer it is rarely more than be done in the physical world. At that point, the Jedi will renounce his/her
an emotional presence, and rarely qualifies as sentient. Also, mechanical presence in the physical world and become one with the Force.
objects can sometimes be manipulated by the spirit within, activating or Several Dark Siders and Sith Lords have learned this power as well.
deactivating it, or even causing it to not obey the bearer's command. If the However, it's possible to kill their presence in the physical world, at which
object is destroyed, the spirit inside is also destroyed. point they become part of the dark abyss of eternal madness that awaits
In game terms, the object retains its normal statistics and functions. them.
However, it also becomes semi-sentient, and gains additional stats based
off of the inhabitant's original stats: Knowledge -1D, Perception - Malausys (D6H)
1D, Control and Sense as normal, and Alter -2D. Additionally, the Control Difficulty:
following Force Powers are lost: Injure/Kill, Telekinesis, Control 5m sphere - Easy + proximity
Breathing, Force Lightning, Inflict Pain, Transfer Force, Battle 10m sphere - Moderate + proximity
Meditation, Create Force Storms, Doppelganger, Force harmony, 15m sphere - Difficult + proximity
Projected Fighting, Telekinetic Kill, Transfer Life, and Lesser Force 20m sphere - Very Difficult + proximity
Shield. The Character Points, Force Points, and Dark Side Points are 25m sphere - Heroic + proximity
retained after transfer into the new object. Each additional 5' the sphere is enlarged from here on, add 10 to the
If the inhabited object has any kind of vocabulator, holoprojection device, target number.
or other means of standard communication, a Difficult Alter roll will allow Sense Difficulty: + proximity Alter As control based on sphere size.
the spirit inhabiting the object to communicate via those means. 5m = 15+ proximity
10m = 20 + proximity
Light Boomerang Combat (D6H) 15m = 25 + proximity
Control Difficulty: Moderate 20m = 30+ proximity
Sense Difficulty: Moderate, +1D difficulty per additional target 25m = 35+ proximity
Alter Difficulty: Easy, +1D for every additional target, +2D for every +10 per additional 5m of sphere.
additional target after the third must make a Very Easy roll to catch. Effect: At no time is the force user who activated the power affected by it.
Required Powers: Lightsaber Combat, Telekinesis This force power developed by members of the white current, allows them
This power maybe kept up. to make the air so thick around targets, it is harder for them to hit enemies
Effect: This is the power that lets a Jedi pick up, much less throw a Light / damage them. Their thought was if it was harder to do anything, they
Boomerang. This power controls all aspects of the strike, from the throw would be less likely to continue it and therefore could stop fights before
to the hit to the catch. Without this power, no one should ever pick up a they got out of hand. When engaged the WCM picks how big a zone is
light boomerang, much less try to throw it. being made. All those in it, get a perception check (or control roll) to
If the Alter roll fails, the boomerang just does not ignite, and clatters to the resist. If they fail to beat the difficult as set by the Alter roll by the WCM,
ground, a lifeless hunk of metal. Alter also effects how many of his targets they are affected. Force users can use their Alter to try and override the
the Jedi actually hits. The difficulty for each of the desired strikes must effect, in a similar manner to Absorb/Dissipate Energy is, but only with a
first be determined. If the roll is under the total difficulty, then only the base 10+the alter roll, rather than 15+diff. If affected, all melee/brawl
Force Powers 50
attacks along with ranged combat that is physically moved (bow fire, Mimic Another Power (D6H)
grenades, thrown weapons) suffer a -1d to hit and damage (even if this Control Difficulty: Moderate
takes damage below base Str) for every 2d of the users alter score. It also Sense Difficulty: Moderate, modified by proximity and relationship
reduces the Dex of said targets by 1d for every 3d of the user so if they go Alter Difficulty: Moderate, modified by proximity and relationship
to 0d they are effectively locked in place. After 4 straight rounds of being Required Powers: None
so slowed, breathing starts to get hard. This requires a stamina roll, Time to Use: Based on original power
starting at 10 to keep breathing with no difficulty. This increases by 3 for Effect: The Jedi can mimic, to a minor degree, any other Force power,
every 4 additional rounds it is kept up. Failing a roll causes 1 stun effect operating largely by an intuitive sense of how he thinks such an effect
from heavy breathing. Failing 3 straight converts it to a wound. Any time could be generated...basically, he makes an educated guess based on what
a wound is given the white current user gains an instant DSP. Explosions he already knows of the Force. Only minor effects can be duplicated in
(via demo, grenades already used, missiles), blasters, firearms and the like this fashion (altering the roll of a die when you do not possess
unfortunately do not get affected (other than to hit rolls). And as such if a the Telekinesis power, for example). This power is designed as a last ditch
target being slowed by the White current force user takes damage from effort for those moments when you just don't have the power you really
any such sources that places them at mortally wounded or dead, they need at the moment. Many Jedi refer to this power as the art of Force
instantly take a Dark side point. Tricks, and in later years it becomes very popular among charlatans and
Base number of people that can be affected is 1 per 2D of the White false Jedi who like to claim great power, although they have very little real
current's Alter score. Each additional person he wishes to affect in the ability. Force users unaware of their potential often use this power and
zone adds 5 to both the Control and Alter target numbers. never even know it. This power can be pushed to create greater effects, but
This is a C/S/A power. use of the power in this fashion nets the Jedi a Dark Side point, as the
Dark Side lends power to the Jedi even as it seduces him.
Masquerade (JATM – pg. 15)
Control Difficulty: Easy or opposing Perception or control roll Mind Sand (D6H)
Sense Difficulty: Moderate Control Difficulty: Easy
Alter Difficulty: Moderate Sense Difficulty: Target's Control or Perception Roll (whichever higher).
Required Powers: Affect Mind, Dim Another’s Senses, Life Detection, Alter Difficulty: Moderate
Life Sense, Projective Telepathy, Receptive Telepathy, Sense Force, Required Powers: Affect Mind
Illusion Note: This Power is exclusively used by the Shadow Dragons.
This power may be kept up. Effect: This power is designed to cripple the abilities of opposing Jedi.
Effect: This power allows a Jedi to enfold herself with an illusion that he When invoked, and the target's roll is lower than the sense roll, the target
or she has created. This illusion changes the appearance of the Jedi can no longer use the force skill of Sense, and any powers based on that
allowing her to effectively disguise herself. This power takes the place of skill. When he tries to do so, all he will see is a featureless grey field. If he
the disguise skill for all practical purposes. However, no disguise is tries, he can make an opposed roll every round to break the control,
perfect, and an opponent can see through the illusion with an opposed though that does count as an action. All other Force Powers can still be
Perception or control roll. If the opponent’s skill beats the Jedi’s control used normally. This power can be kept up from round to round. It is
roll, then the opponent realizes that the appearance is an illusion. If the particularly vulnerable to The Clouds, Parting as a successful invocation
opponent’s skill roll exceeds the Jedi’s roll by 10 or more, then the of that power will not only negate the effects of this power, the person
opponent can devise the Jedi’s true appearance. holding the Mind Sand power will still believe that the power is up, and
can expend effort trying to keep it up with no effect.
Mecha Manipulation (D6H)
Control Difficulty: Moderate Mirror (IFP)
Sense Difficulty: Moderate, modified by complexity of machine Control Difficulty: Moderate
Alter Difficulty: Moderate, modified by complexity of machine Sense Difficulty: Moderate
Required Powers: Mecha Empathy Alter Difficulty: Difficult
Time to Use: One minute Required Powers: Emptiness, Affect Mind, Dim Other's Senses
Effect: The Jedi can physically manipulate the internal workings of a This power may be kept up.
technological device to effect repairs upon it (Anakin Solo uses this power Time to Use: Two minutes
frequently in the books; I have included it here because of its close Effect: This is really just a lesser form of Doppelganger because you
connection to the Mecha Empathy power). The Jedi must lay hands upon create an image of yourself. If you raise your right hand, the images left
the object to effect repairs; the amount of time that the repairs will last is hand raises. The image cannot talk or physically hurt anybody but it will
based upon how far over the Alter difficulty the Jedi rolls: the repairs last keep an enemy busy for a few minutes while you escape.
3D minutes for a margin of up to 5, 1D hours for a margin of 6-10, 3D
hours for a margin of 11-20, and permanent for a margin of 21 or greater. Nausea (D6H)
Control Difficulty: Easy, modified by proximity.
Memory Wipe (ToJC – pg. 88) Sense Difficulty: Easy, modified by proximity.
Control Difficulty: Moderate Alter Difficulty: Target’s Control or Strength roll.
Sense Difficulty: Target's Control or Perception roll. Mod by relationship Required Powers: Control Pain, Inflict Pain, Injure/Kill, Life Sense
Alter Difficulty: Target's Control or Perception roll. Mod by relationship Warning: A character who uses this power in order to injure or kill a
Required Powers: Affect Mind, Control Mind, Control Pain, Dim Other's helpless being immediately gains a Dark Side point.
Senses, Farseeing, Hibernation Trance, Life Detection, Life Sense, Magnify Effect: When used against a target, this power causes him to become
Senses, Projective Telepathy, Receptive Telepathy, Sense Force, Telekinesis physically ill by stimulating his gag reflex. If successful, the victim
Note: This power is used exclusively by the Sith. immediately feels nauseous, and might begin to retch. Exact effects
Warning: A Jedi who uses this power gains a Dark Side Point. depend on the amount by which the Force-user’s Alter roll total exceeds
Effect: This dreadful power allows a Sith to sift through a person's mind the victims Control or Strength roll total. This illness is temporary, though
and destroy all knowledge of specific events or learned skills. Use of this feelings of queasiness and nausea may last for several hours afterwards.
power requires direct contact with the target, and only one specified Note that this power only works on species that possess a gag reflex, and
objective can be pursued per session. will be ineffective against those that do not (though they may experience
some discomfort, or even pleasure, at the GM’s option).
Force Powers 51
Alter Roll example, If a Jedi has two Dark Side Points from embracing the Dark Side
Effect: (which usually grants a +4D bonus when using Force Skills), suffers a -4D
Difficulty By:
Victim begins to feel ill, and suffers a -1D penalty to penalty to all rolls when activating or keeping up this power. Also, it is
0-10 impossible for any character with six or more Dark Side Points to
all actions for 1D hours due to discomfort.
As above, and victim must stop what he is doing in manipulate the Light Side enough to use this power.
11-25 Effect: A Jedi using this power radiates the light side of the force, sending
order to retch. The retching lasts 1D rounds.
As above, and the victim is further incapacitated for waves of peace and happiness washing over his targets. Unwilling targets
26+ resist with either Willpower, Perception, or Control (whichever is higher),
2D minutes as periodic retching continues.
with a +2 to their resistance for each Dark Side Point they possess. The
Object Shield (IFP) game effect of this power is that all targets may not make any violent or
angry actions while under its influence. People under this power lose 1
Control Difficulty: Difficult
Dark Side Point for every hour. A target may attempt to break the
Sense Difficulty: Difficult
influence of this power by rolling their resistance once a round, against the
Alter Difficulty: Moderate
Jedi's Alter roll (from when the power was activated). Each failed
Required Powers: Absorb/Dissipate Energy, Concentration, Lesser
resistance attempt incurs a -3 penalty on the next attempt (cumulative).
Force Shield, Greater Force Shield, Magnify Senses, Telekinesis,
Note: Like everything else, the effects of this power are up to each GM.
Telekinetic Bubble, Telekinetic Wall
There is a great distinction between calming down and washing away sin.
This power may be kept up.
Therefore, Do not allow use of this power to eliminate Dark Side Points.
Time to Use: 2 rounds
Evil acts should be atoned for through great sacrifices and hardships, but it
Effect: This power allows the Jedi to surround an object with a Force-
is really up to each individual GM to decide how it effects their game.
generated shield. The shield can be used to repel energy and physical
matter away from the object thus protected, down to the molecular level.
Phase (CWCG – pg. 51)
The shield acts as armor to all energy and physical attacks made against
the object, including non-directional attacks such as gas clouds and Control Difficulty: Heroic + 20
grenade blasts. The shield is strong, and is usually enough to protect the Sense Difficulty: Very Difficult
object and anything inside from serious injury. Use the table below to see Alter Difficulty: Very Difficult
how much protection the shield provides based on the Alter roll. Required Powers: Control Pain, Emptiness, Hibernation Trance,
Note: The protection works the same across all scales. If the shield does Instinctive Astrogation, Reduce Injury, Telekinesis
not manage to protect the object then it will at least absorb its rating in Time to Use: One Round
damage before any extra damage is transferred to what it is protecting. You must expend a Force Point to use this power.
The shield will drop, but the Jedi will be able to bring it up again after two Effect: You gain the ability to pass through physical matter as though it
rounds of preparation. were not present. Every meter moved through a solid object counts as two
The maximum size an object can be for a Jedi to protect in this way is 300 meters for the purposes of calculating how far you can travel in a round.
x 300 x 300 meters. Anything larger requires the use of a Force Point, The power lasts for one round only and you cannot keep the power 'up'.
which effectively doubles the maximum size of whatever roll is made. You can extend this duration by spending another Force Point but you
Sense Table must roll to activate the power again at the beginning of each round
(incurring all appropriate dice penalties) and if you fail the roll the power
Sense Roll > Difficulty Object Size
does not remain active. If you allow this power to end (or are unfortunate
0-5 1-5 meters
to fail any required rolls to maintain it) while you are still within the
6-10 6-20 meters
physical confines of an object that would otherwise prevent you from
11-15 21-30 meters being in that position you disappear, never to be seen again. Not even the
16-20 31-50 meters Grand Masters know what becomes of someone who suffers this fate.
21-25 52-100 meters
26-30 101-200 meters Projected Fighting (SW2 – pg. 172, ToJC – pg. 63)
31-35 201-300 meters Control Difficulty: Difficult.
Sense Difficulty: Difficult.
Alter Table Alter Difficulty: Moderate, modified by proximity.
Alter Roll > Difficulty Shield Strength Required Powers: Concentration, Telekinesis
0-5 2D+2 The target must be within the Jedi's line of sight.
6-10 3D Keep Up: It may be kept up as long as the distance between the Jedi and
11-15 3D+1 the target remains roughly the same.
16-20 3D+2 Effect: Projected fighting allows a Jedi to strike at an opponent, inflicting
21-25 4D damage without physically touching the target. Use of this power is more
26-30 4D+1 than a little risky; in many cases projected fighting is quite simply using
31-35 4D+2 the Force for attack. However, the Jedi attempting to use projected
fighting can elect to cause stun damage only, and even then should only
Pacifism (D6H) attempt to use this power if it is to protect an innocent in immediate
Control Difficulty: Moderate danger. A Jedi who uses projected fighting for any other reason, or causes
Sense Difficulty: anything more serious than stun damage, receives a Dark Side Point.
Easy => 1 - 2 Targets After successfully using the power, the Jedi must make an Easy brawling
Moderate => 3 - 20 Targets skill roll. If attacking a Force sensitive, the target may use the brawling
Difficult => 21 - 100 Targets parry skill to avoid the attack. Otherwise, the target can’t dodge the Jedi's
Very Diff => 101 - 1,000 Targets blows. If the brawling roll is successful, the Jedi rolls his or her full
Heroic => 1,000 - 10,000 Targets Strength vs the targets Strength. The Jedi may target a specific portion of
Modified by single highest individual proximity the body but must subtract an additional -1D from his or her brawling skill
Alter Difficulty: Easy plus target’s Perception, Willpower or Control roll. (see Star Wars, Revised and Expanded, page 96 or Star Wars, 2nd Edition,
Required Powers: Affect Mind, Emptiness, Calm, Project Force page 63). Be sure to add any armor bonuses that the target may have.
This power may be kept up (see below). This power can be kept up as long as the distance between the Jedi and the
Note: The bonuses usually granted to a Jedi for having Dark Side Points target remains the same. Should the target move significantly or the Jedi
(See Part II: The Dark Side) become penalties when using this power. For wish to select a new target, the power must be rerolled.
Force Powers 52
Release Spirit (D6H) Note: This power seems to be extremely unbalancing, as written in the
Control Difficulty: Very Difficult modified by relationship d20 rules. I've made an attempt to adapt it, while maintaining the flavor of
Sense Difficulty: Heroic the power. Individual GMs may not wish to allow players access to this
Alter Difficulty: Heroic power, for obvious reasons.
Time to Use: 30 minutes Effect: This power severs a Dark Sider's ties to the Force, preventing him
Effect: Allows user to release a spirit contained in a Sohl-Ja (see from using any Force skills. It is not effective against a character who has
Discharge Spirit).Upon release, the spirit may attempt to re-enter its own less than 4 Dark Side points, and anyone with more than 3 Dark Side
body or use Transfer Life to take over another body. Failure causes the points can’t use this power at all. The effects of Sever Force are
spirit to dissipate at the rate of 5 character points per turn. When the spirit permanent, and the only way for a target to reverse the effects are to
has reached 0 character points, it must sell off attribute dice to sustain life. reduce the number of Dark Side points he has below 4. The power's Sense
When any attribute drops below 1D, the spirit has dissipated. difficulty depends on the number of Dark Side points possessed by the
target. The Sense difficulty is Difficult if the target has 4 or more Dark
Rend (CWCG – pg. 51) Side points, and is Moderate if the target has 7 or more Dark Side Points.
The amount by which the character using Sever Force makes his Alter
Control Difficulty: Easy (or opposed Control roll) modified by proximity
skill roll determines how effective this power is at severing his target's
Sense Difficulty: Easy, modified by proximity
connection to the Force. If successful, the target of this power must roll a
Alter Difficulty: Target’s Strength roll
Control check each time he attempts to use a Force power. The base
Required Powers: Control Pain, Inflict Pain, Injure/Kill, Life Sense,
difficulty of this roll is detailed on the following chart:
Telekinetic Kill
Warning: A character who uses this power receives a Dark Side Point. Alter Roll>Difficulty By Force Use Difficulty
Effect: This power allows a Force user to telekinetically grab hold of a 0-10 Moderate
person or object and pull in two directions at once, inflicting incredible 11-20 Difficult
pain or even death. The target takes damage determined by the Force 21-35 Very Difficult
user’s alter roll. If the target is killed, then he is torn in two. If the target is 36-50 Heroic
Force sensitive, then the target may make a control roll opposed to the 51+ Heroic +5
attacker’s control roll. The base difficulty for the target to use Force powers is further modified
by the number of Dark Side points he possesses. If the target reduces his
Rend Limb (D6H) Dark Side point total below three, he no longer needs to make this roll.
Control Difficulty: Easy, modified by proximity.
Sense Difficulty: Easy, modified by proximity. Technometry (CWCG – pg. 52)
Alter Difficulty: Target’s Control or Perception roll. Control Difficulty: Easy
Required Powers: Control Pain, Inflict Pain, Injure/Kill, Life Sense, Sense Difficulty: Moderate
Telekinesis Alter Difficulty: Moderate (or opposed Perception roll for droids)
Warning: A character who uses this power receives a Dark Side point. Required Powers: Absorb/Dissipate Energy, Affect Mind
Effect: This power, similar to Injure/Kill, is used to telekinetically cripple Effect: This power allows the Force user to reach out through the Force to
a target by twisting, breaking, or possibly removing one of his limbs. The gain a greater sense of a computer or droid, and in some cases exercise
amount by which the power’s Alter roll exceeds the target’s Control or control over it. If the Jedi is attempting to gain access to a computer or
Perception roll determines the extent of the damage. Sprained limbs will modify a droid, she may choose to extend herself through the Force to feel
heal in about a week, though this time can be lessened with the proper and understand that system. She then gains a +2D to her computer
medical attention. Broken (or worse) limbs require medical attention programming/repair, droid programming, or droid repair rolls. This effect
before any sort of healing can begin. A limb that is crushed will require lasts for 3 rounds.
amputation 50% of the time. Alternatively, the Jedi may reach out through the Force to jam a droid’s
Note: This power can only target arms or legs, not heads or necks. senses for 3 rounds. During that time, the droid will take a -2D to all
Alter Roll Perception rolls to detect the presence of the Jedi (assuming the Jedi is
Diffi By Effect attempting to sneak by or avoid detection), also the droid takes a -2D to all
0-4 Limb is bruised. -2 to all actions performed with a bruised offensive and defensive rolls. In some cases, the jamming may confuse the
limb for 2D rounds. No other damage effects. droid and cause it to flee, until the effects have dissipated.
5-10 Limb is sprained. -1D to all actions performed with a sprained
limb until healed. Movement is reduced by one-quarter if Telekinetic Kill (SW2 – pg. 172, ToJC – pg. 63)
target limb is a leg. Victim takes damage as if Stunned. Control Difficulty: Easy, as modified by proximity
11-17 Limb is broken. -2D to all actions performed with a broken Sense Difficulty: Easy, as modified by proximity
limb until healed. Movement is reduced by half if target limb Alter Difficulty: The target's control or Perception roll.
is a leg. Victim takes damage as if Wounded. Required Power: Telekinesis
18-25 Limb is crushed. No actions can be performed with a crushed Warning: A Jedi who uses this power gains a Dark Side Point.
limb until healed. If target limb is a leg, victim is unable to Effect: The user uses his telekinetic ability to injure or kill the target. The
walk. Victim takes damage as if Incapacitated. exact method used can vary: one can stir the brain, squeeze the heart, or
25+ Limb is torn from its socket. Obviously, no actions (including collapse the trachea.
walking, if target limb is a leg) can be performed with a
missing limb until it is replaced. Victim takes damage as if Teleportation (D6H)
Mortally Wounded. Control Difficulty: 15 + mass
Sense Difficulty: 20 + proximity
Sever Force (PoJS – pg. 14) Alter Difficulty: 25 + proximity + mass + opposing Control roll
Control Difficulty: Difficult. Proximity Difficulty Mass Difficulty
Sense Difficulty: Varies (see below). Line of sight: 1-5 Less than 1 kg: +5
Alter Difficulty: Target's Control or Willpower roll 1 m - 100 m: 6-10 1 kg - 10 kg: +10
Required Powers: Affect Mind, Battle Meditation, Concentration, 101 m - 10 m: 11-15 11 kg - 100 kg: +10
Emptiness, Force Harmony, Force of Will, Life Detection, Life Sense, 11 km - 1000 km: 16-20 101 kg - 1 ton: +10
Projective Telepathy, Receptive Telepathy, Sense Force, Sense Force Same Planet: 20-30 Over 1 ton: Judge
Potential Different Planet: 35-40
Special: Anyone using this power must spend 1 Force point. Different System: Judge
Force Powers 53
Required Powers: Absorb/Dissipate Energy, Farseeing, Instinctive being human):
Astrogation, Life Detection, Life Sense, Receptive Telepathy, Projective Human: Difficult + relationship + targets Control or Perception roll
Telepathy, Sense Force, Shift Sense, Telekinesis, Transfer Force, Control Near-human: Very Difficult + relationship + targets Control or
Pain, Control Another's Pain Perception roll
Time to Use: One round Alien: Heroic + relationship + targets Control or Perception roll
Effect: Teleports object or person. Force-sensitive: +10
Note: This power isn’t to be used lightly. The level and effects of the failed Non-carbon based: +10
roll is completely up to the whims of the GM (bribery is recommended). Warning: The user of this power gains one Dark Side Point for a Stunned
result, 2 DSP’s for Wounded or Wounded Twice, 3 DSP’s for
Transfer Life (SW2 – pg. 172, ToJC – pg. 63-64, DES – pg. 76) Incapacitated and 4 DSP’s for Killed.
Control Difficulty: Heroic, modified by relationship. If target is Effect: This power will drain the life from any organic based living form,
unwilling, increase difficulty by +15. or the life from any sentient being, whether carbon-based or not. Only
Sense Difficulty: Heroic, modified by proximity. If target is unwilling, very alien races might be immune to this power (GM's decision). This life
increase difficulty by + 15. is determined as the Strength and Knowledge of the being.
Alter Difficulty: Variable, depending on willingness and Force affinity. This power can be kept up.
Circumstances Difficulty To determine game effects, roll Strength and Knowledge. Use the Alter
Specially Prepared Clone Host Body Easy result of the aggressor (i.e. Force user) as an attack vs. the combined dice.
Recently Dead Body Moderate Consult the damage chart:
Live Willing Host Very Difficult Wound Level Results
Live Unwilling Host Heroic No Effect The Jedi could not drain the life from the being this round.
Those who are Force-sensitive may make an opposed alter or willpower The Jedi can re-initiate the power on the next round, or keep
roll, selecting either the roll or the difficulty, whichever is higher. the power up, or try another attack.
Required Powers: Absorb/Dissipate Energy, Accelerate Healing, Control Pain, Stun ned The Jedi has drained Character Points from the character.
Detoxify Poison*, Emptiness, Hibernation Trance, Reduce Injury, Remain The Jedi can drain a maximum number of Character Points
Conscious, Resist Stun, Life Detection, Life Sense, Magnify Senses, as the Jedi has Alter dice (i.e. 8D+2 = 8 character points).
ReceptiveTelepathy, SenseForce, Injure/Kill, Telekinesis, Farseeing*, Projective Wounded As per Stun. The Jedi also drains Force Points from the
Telepathy, Accelerate Another's Healing, Control Another's Pain*, Feed on character, 1 FP for every 2 Alter dice.
Dark Side**, Inflict Pain*, Return Another to Consciousness, Transfer Force, Incapacitated As per Wound, but the Jedi also permanently drains a pip
Affect Mind, Control Mind*, Dim Other's Senses from both Strength and Knowledge.
Warning: Any Jedi using this power receives 2 Dark Side Points. If Killed The Jedi can drain all Character Points and all Force Points
attempting to possess an unwilling host, receive 4 Dark Side Points. from the character. Strength and Knowledge stats are
Effect: This power allows the character to transfer his or her life energy drained to 0. The Jedi can use the Character and Force
into another body. The key to immortality itself, this is one of the most Points drained as per the normal rules. The pips drainedfrom
difficult and evil of all Dark Side powers. To overcome a spirit already Strength and Knowledge raises the respective dice codes of
residing in a body is nearly impossible. This is why the power is nearly the Jedi temporarily (4D rounds). The Jedi can decide to
useless without the ability to clone host bodies. Though theoretically forgo this boost in order to heal himself/herself one wound
possible, it is not yet known what the effect on an unborn fetus would be. category for every 7 rounds of boost gained.
Fortunately, there is almost no history of this power being used
successfully. It is believed that if the user’s body perishes as an attempt
fails, the user’s life energy is lost, dispersed to the void. Focus Powers
Transmutation (IFP) Force Mask (IFP)
Control Difficulty: Heroic, modified by range Control Difficulty: Very Difficult
Sense Difficulty: Very Difficult, modified for complexity of change (i.e.: Sense Difficulty: Very Difficult
none for combining oxygen and hydrogen into water; +10 for Hydrogen Focus Difficulty: Moderate
into Oxygen; + 40 for making carbon, hydrogen, nitrogen and oxygen into Required Powers: Emptiness/Rage, Life Detection, Life Sense, Sense Force
nitroglycerin). It really helps to have a periodic table and some basic This power may be kept up.
chemistry knowledge to eyeball the difficulties. Effect: This power allows the Jedi to mask his force presence so as to
Alter Difficulty: Moderate: 500g, Difficult: 1kg, Very Difficult: 5kg, conceal himself from detection by other force-sensitives. This is
Heroic: 10+kg accomplished through focusing ones psyche into the force thereby
Required Powers: Absorb/Dissipate Energy, Concentration, Hibernation facilitating manipulation of the force rhythms which surround and
Trance, Magnify Senses, Sense Force, Strengthen/Weaken Object, penetrate that Jedi. If the Jedi is successful he has completely masked
Telekinesis, Warp Matter himself from any detection powers used by others to sense his presence.
Time to Use: One minute This provides ultimate protection from detection by all known detection
Effect: This power allows a Jedi to change the atomic structure of matter, powers, however, it is possible the Ancients found other ways to detect a
allowing fission and fusion to occur in a controlled manner and forming Jedi's presence while under the influence of this power.
and deforming compounds, with the Jedi absorbing the energy release.
Only relatively simple compounds may be formed, with such things as Force Rift (IFP)
DNA, explosives and most medicines being outside the range of all but the Control Difficulty: Difficult + 2x Proximity
most powerful Jedi. The (theoretical) maximum amount of matter that Sense Difficulty: Difficult + Relationship (See Below)
may be converted is 10kg of starting mass. The process always involves Alter Difficulty: Heroic + Proximity
the loss of 10% of the original starting mass (their lost quantity is Focus Difficulty: Heroic +5
converted into pure energy, and absorbed by the Jedi). The energy flare Required Powers: Telekinesis, Absorb/Dissipate Energy, Sense Force,
may be detected from several kilometers away by such simple instruments Mental Translocation, Hibernation Trance, Emptiness/Rage, Transfer Force
as a magnetic compass or a human eye. This power may be kept up.
Effect: This Power allows for the creation of a rift between two points of
Vampirism (D6H) real space through what is theorized to be hyperspace. Stepping through
Sense Difficulty: Moderate the rift allows for instantaneous travel to the destination of the Jedi's
Control & Alter Difficulties: Per the following table (based on the Jedi choice. The Jedi can keep the power up and allow any number of persons
Force Powers 54
or weight to travel through. Method of Movement Control Difficulty
The dimensions of the rift created is normally a 2m x 2m door, however, Walking Moderate
the Jedi may increase any single dimension 3m by accepting a +5 modifier Flying (10m/rnd) Difficult
for each such increase. This modifier is added to both the Control and Flying (20m/rnd) Very Difficult
Alter Difficulty. The Rift collapses when the Jedi steps through, wills it to
close, or falls unconscious, whichever occurs first. In addition to these methods of conveyance, the Jedi who invokes the
The Proximity modifier is determined by the furthest distance the Jedi greater version of this power, as the Force is in touch with everything in
wishes to travel via the rift, which is stated at the time the power is used. the Universe, can instantaneously transport themselves anywhere in the
The Relationship modifier is solely determined by how familiar the area to galaxy or the universe.
be traveled to is known. If the Jedi has never visited and knows nothing of
the area than there is a +30 modifier. If only known through secondhand Use the following table to determine the difficulty of the Focus roll.
knowledge or visited only a few times: +20 modifier. If frequented several Distance of Travel Focus Difficulty
times: +10 modifier. If well-known to the Jedi than there is no modifier. 10 km Very Easy
The GM is to arbitrate for special circumstances such as if the Jedi knows 1000 km Easy
the area through Farseeing or the use of Receptive Telepathy than there Same planet Moderate
might only be a +10 modifier. Different planet same star system Difficult
This power is taxing to both the Jedi's physical and mental state, such that Different star system same galaxy Very Difficult
a failed role leaves the Jedi stunned as if he were under the influence of 2 Different galaxy Heroic
stun rolls for 3 minutes. That means that the Jedi’s actions suffer a -2D
penalty for 3 minutes. Furthermore, the stun is still affecting the Jedi for This is an incredibly potent power, especially the greater version of it.
up to an hour afterwards, unless the character rests for 15 minutes. Again the power exists more as a plot device than it does as something
player characters can actually hope to learn. The powerful Bendu Master
Force Travel (IFP) Nomann was known to invoke this power often.
Control Difficulty: Depends on method of movement (See Below)
Focus Difficulty: Moderate for the lesser version of this power (leaving Imbue With Sensitivity (IFP)
the physical body behind) or Heroic for the greater version of this power Control Difficulty: Heroic
(absorbing the body along with the psyche). Sense Difficulty: Heroic. Modified by proximity
Required Powers: Emptiness/Rage, Force of Will, Hibernation Trance Alter Difficulty: Heroic
This power can be kept up. Focus Difficulty: Very Difficult
Effect: This power allows a Jedi to absorb themselves into the force Required Powers: Emptiness/Rage, Place Another in Hibernation
allowing them to travel in a ghostlike form. When successful the Jedi can Trance, Transfer Force
literally step out of his body and travel in a non-corporeal form, allowing Time To Use: 1 Day
for travel through physical objects. The physical body is left in a Effect: The purpose of this power is to bestow force-sensitivity upon
hibernation trance while the Jedi's Psyche travels about. While in this form another character. The process is long and demanding, yet when
the Jedi can’t effect the physical environment around him nor can he be successfully completed the subject awakens from a trance-like state
affected by it. The method of travel can either be accomplished through sensitive to the force. Imbue with sensitivity requires calm and peaceful
walking or flying, depending on the difficulty level the Jedi wishes to conditions where the Jedi can concentrate only on the power. First the Jedi
accept (see the table below). Additionally, the Jedi can only be seen by must place the subject in a hibernation trance. Following this the Jedi enters
those he allows to see him. However, other Jedi who make a successful a trance-like state himself. The Jedi then bonds to the character while in the
roll vs. the Force traveling Jedi's Focus skill can see the ghostlike image of trance and aides in opening the subjects awareness and sensitivity. Over the
the Jedi. Although, resistant to physical damage and effects, the Force course of a day the Jedi must be successful on all four difficulty rolls. A
traveling Jedi can be harmed by nonphysical Jedi powers such as Control failed result on any of the rolls translates into the Jedi being unable to
Mind. However, the Jedi is protected as if he were under the protection of bestow sensitivity upon the subject. The Jedi can’t repeat the power again
the Force of Will power. The Jedi himself cannot use any Jedi powers on the same subject until one of the Jedi's Force skills is increased.
while in this state. Nevertheless, a Jedi invoking this power leaves his However, if successful the subject is now force-sensitive and gains an
physical form vulnerable to harm, as it is left behind in a trance-like state. additional force point which comes from the Jedi's pool of force points.
Most often a Jedi uses this power in desperate and dire situations, such as
when held captive or when under the protective supervision within Invulnerability (IFP)
friendly environments. If the Jedi's body is destroyed (achieves sufficient
Control Difficulty: Heroic
damage to effectively kill the Jedi) then the Jedi is permanently trapped in
Focus Difficulty: Heroic
this ghostlike state.
Effect: With this power a Jedi attempts to solidify their bond with the
However, some Ancient Bendu Masters successfully absorbed not only
Force in such a way as to penetrate and bind the Jedi's constituent
their psyche, but also their physical bodies into the Force when invoking
molecules together with greater force and resilience to external influences
this power. This allowed them to effectively remove the threat of leaving
yet maintain the body's flexibility. Essentially, this makes the Jedi more
their physical bodies vulnerable to harm. Furthermore, invoking this
durable and resistant to harm. With a successful difficulty roll the Jedi's
mightier version of the power allows the Jedi to reform his body elsewhere
Focus attribute is substituted for the Jedi's Body attribute, however, the
when he chooses to cease this power. In addition, completely absorbing
substituted Body dice are now considered starfighter scale for purposes of
oneself into the force in such a manner is truly just a greater extension of
resisting physical damage (this power has no effect on poisons and other
the actual focus skill. While invoking this greater form of the power the
such chemical methods of harm, but it does protect against radiation). This
Jedi can appear anywhere he wishes in the galaxy, or the universe for that
effectively makes the Jedi invulnerable to all but the most powerful
matter (granted he makes a successful difficulty role). Just as in the lesser
attacks. The duration which the Jedi can keep this power up is determined
version of this power, while Force traveling the Jedi is protected as if from
by how successful the Jedi is in making their Focus difficulty.
a Force of Will power and can’t be harmed by physical means. Unlike the
lesser version of this power a Jedi who successfully absorbs his body into
Focus Roll >Difficulty by: Time Power canbe kept up
the Force can move physical objects with his ghost form by concentration.
0-3 1 round
A Jedi wishing to do this must successfully make a Very Difficult Alter
4-8 5 rounds
roll, success allows the Jedi to move objects physically as if he were in
9-12 10 rounds
corporeal form. Additionally, he can invoke any Force powers that he
wishes while in the ghost form. 13-15 20 rounds
16+ 1 hour
Force Powers 55
Force Scream (SW2 – pg. 173, ToJC – pg. 65)
Example: Bendu Master Nomann (Control 20D+1, Focus 14D) invokes Note: This is an involuntary power that may be activated when the dark
this power in response to the assault of a group of 25 stormtroopers. Jedi loses control of his or her temper.
Nomann prepares for the assault and invokes the power a round before Effect: The dark side of the Force is seductive, offering tremendous power
they attack. Since erecting this power requires 2 difficulty rolls Nomann is to lure the weak-willed into its grip. Fear, anger and jealousy are the ties
conducting 2 actions this round and thus receives a -1D to all skills that bind the servants of the dark side, and by tapping into such emotions,
thereby reducing his effective Control and Focus skills to 19D+1 and 13D the dark Jedi are capable of unleashing untold devastation.
respectively. Nomann rolls the control difficulty using his 19D+1 of The power to destroy, however, does little to improve control of these
Control + 13D of Focus, remember it is an advanced skill with Control as abilities. Dark Jedi who have become angered sometimes lose control of
one of its prerequisites, for a total of 32D+1 (It is believed Nomann was their emotions. This can trigger shock waves that ripple through the Force,
the most powerful Jedi who ever lived). He easily makes the Heroic skill devastating both the dark Jedi and those who are unfortunate enough to be
roll which the GM set the difficulty at 36. He then rolls the Focus in close proximity.
difficulty which the GM also determines to be 36. He rolls his 13D of The Force Scream, as it is called, has been called a wave of hatred,
Focus and receives a result of 45. Success! Since Nomann beat the amplified and fueled by the dark side, that is capable of smashing through
difficulty by 9 he may keep the power up for 10 rounds before requiring mental and physical defenses with ease. A number of references to dark
another skill roll. Now Nomann substitutes his full Focus Dice (14D) for Jedi in Old Republic archives often mention the dark Jedi losing control,
his Body attribute. His new Body is considered to be starfighter scale for violently, in the final moments of battle with the Jedi affiliated with the
purposes of resisting physical damage. So next round, Nomann wins light side of the Force.
initiative and decides to warn the Stormtroopers of their imminent In game terms, a Force scream is a reflex, usually occurring when dark
mistake. The Stormtroopers successfully combine fire (Damage 5D, Jedi are provoked into losing their tempers. A dark Jedi must make a
Blaster skill 3D) thus adding +6D to Damage and To-Hit, thus the Difficult willpower roll whenever angered to the point of rage; if this roll
Stormtroopers fire at 9D Blaster skill and, if they hit, inflict 11D character fails, the Jedi releases the Force scream. A dark Jedi that fails this roll has
scale damage. all die codes reduced by -2D for one hour and must rest for one hour, or
Nomann, makes no attempt to dodge, and the Stormtroopers are at suffer an additional penalty of -2D until rested (penalties are cumulative).
medium range and thus require a Moderate difficulty roll which the GM The Force scream causes damage equal to the Dark Jedi's alter skill to all
sets at 14. The GM rolls for the stormtroopers, rolling 9D and receives a beings within 50 meters, including the dark Jedi who unleashes this mental
result of 27, successfully hitting Nomann. Now they roll 11D for damage. energy. Force sensitive characters roll their alter dice to resist damage;
Nomann defends with 14D Body (increased by +8D for Starfighter scale those without the alter skill use Strength to resist damage.
vs. Character scale) getting a 50. The GM rolls damage for the
Stormtroopers and gets 38. Nomann resists the damage easily.

Neutralize Force Ability (IFP)


Control Difficulty: Heroic. Modified by proximity and relationship
Sense Difficulty: Heroic. Modified by proximity and relationship
Alter Difficulty: Heroic. Modified by proximity
Focus Difficulty: Heroic
Required Powers: Concentration, Emptiness/Rage, Enhance Attribute,
Force Harmony, Force of Will, Hibernation Trance, Life Detection, Life
Sense, Place Another in Hibernation Trance, Sense Force, Sense Force
Potential, Transfer Force
This power may be kept up.
Effect: This is arguably the most potent power known. It effectively
allows a Jedi to neutralize another's force ability. The exact method
through which this is accomplished is largely unknown, but it is suspected
that the power is actually an extension of the Jedi's own ability to become
one with the force. It is believed that the Jedi, in a reverse method to
becoming one with the force, distances the victim from the force and
completely desensitizes that character to the rhythms of the force. As long
as the power is kept up all the victim's force skills are reduced by the Jedi's
focus skill.
Under most circumstances use of this power would immediately constitute
the Jedi receiving a Dark Side point, however, if used in defense and
against a Dark Jedi such drawbacks should not be applied; GM is to
arbitrate special circumstances.

Special Powers
Force Immersion (D6H)
Force immersion was a specialized technique developed by
the Fallanassi, by which a skilled user could immerse themselves in the
White Current, rendering themselves undetectable by any means, organic,
artificial, Force-based or otherwise. Only careful scrutiny could pierce the
immersion technique, and even then the weak-minded would remain
oblivious to their presence, unless the Fallanassi in question interacted
with the beings in question. Masters of Force Immersion where capable of
immersing others outside of themselves, such as another person or even
objects, into the Current
Force Powers – Alphabetical List 56
The Clouds, Parting 9
A Cognitive Trance 2
Combat Sense 9
Accelerate Another's Healing Acclimation 27 Combat Trance 2
Absorb/Dissipate Energy 1 Combustion 15
Accelerate Healing 1 Comfort 42
Acclimation 21 Commune with Machines 36
Adrenaline Adjustment 1 Commune with Nature 36
Advanced Focus 1 Computer/Machine Translation 9
Affect Emotions 36 Concentrated Energy 28
Affect Mind 40 Concentration 2
Aiki Combat 40 Conduit 42 – 43
Alchemy 40 Contort/Escape 3
Alter Beings 40 – 41 Control Animal 43
Alert Sense 41 Control Another's Breathing 28
Anger 1 Control Another's Disease 28
Anticipation 21 Control Another's Pain 28
Arcane Majeck 41 Control Another's Parasitic Infection 28
Aura of Uneasiness 27 Control Breathing 28
Awaken 41 Control Disease 3
Control Energy 3
Control Kinetic Energy 3
B Control Mind 43
Control Mind (Variant Rules) 43
Ballistakinesis 15 Control Pain 3
Ballistinesis 36 Control Weather 28
Battle Meditation 41 Corporeal Translocation 43 – 44
Battle Meld 21 Create Evil 44
Battle Mind 9 Create Force Storm 44
Beast Languages 9 Create Force Talisman 28
Beast Link 22 Create Gravity Well 44
Beast Master 41 Create Homunculus 44 – 45
Beast Soother 36 Crimson Burst 15
Biocombustion 1 Cryokinesis 15 – 16
Blackness 1 Cyber Sense 9
Blade Beam 27 CyberLocke 45
Blaster Combat 22
Blind Sense 9
Blinding 36 D
Block Force Ability 41 – 42
Block Force Sense 36 Daisho Combat 22
Bloodlust 42 Danger Sense 9
Blur 42 Danger Sense (Optional) 9
Body Strengthening 42 Danger Sense (Ur-Variant) 10
Bolt of Corruption 15 Dark Familiar 45
Bolt of Hatred 15 Dark Scent 3
Break Bones 15 Dark Side Dissipation 45
Breath Control 1 Dark Side Web 16
Bright Power 42 Dark Transfer 28 – 29
Burst of Speed 2 Death Sense 22
Deflect Blaster 3
Deflect Energy 3–4
C Detonate 36 – 37
Detoxify Another’s Poison 29
Calculate 2 Detoxify Poison 4
Call Animal 22 Dim 4
Calm 2 Dim Another’s Senses 37
Calm Another 28 Dimensional Leap 45 – 46
Calm Other 15 Direction Orientation 10
Calmness 2 Direction Sense 10
Cast Chaos 15 Discharge Spirit 46
Cause Solar Flare 42 Disguise 22
Cell Burst 15 Doppelganger 46
Channel Energy 2 Dragon, The 4
Channel Rage 2 Drain 29
Chaos Burst 15 Drain Energy 29
Chaos Web 15 Drain Life Energy 46
Clensing, The 42 Drain Life Essence 46
Cloak 36 Dream 22
Cloak of Darkness 2
Force Powers – Alphabetical List 57
Force Transduction 31
E Force Wave 17
Force Weapon 31
Eclipse 46 – 47 Force Whirlwind 17 – 18
Effect Gravity 16 Force of Will 5
Electric Judgement 16 Force Wind 37
Electronic Communication 22 Friendship 37 – 38
Electronic Manipulation 29
Electronic Sense 10
Empower Force 16 G
Empower Self 37
Empower Weapon 16 Glow, The 18
Empowered Lightbo Combat 22 Greater Force Shield 38
Emptiness 4 Greater Force Shield 48
Energy Blast 16 Grenade Defense 18
Enhance Another's Attribute 29 Group Mind 38
Enhance Attribute 4 Guided Attack 10
Enhance Reflexes 4
Enhance Skill 5
Enhanced Concentration 5
H
Enhanced Coordination 47
Enhanced Reflexes 23 Hallucination 48
Enhanced Speed 5 Hammerhand 5
Enlarge Force 16 Hands of the Jhemadan 5
Enlighten 23 Haste 18
Extend Force 16 Hatred 31
Eyes of the Eagle 23 Heal 5–6
Heal Another 31
Hesitate 31
F Hibernation Trance 6
Hide Force Sensitivity 23
Farseeing 23 Hyper-Acceleration 48
Fear 29
Feed on Dark Side 29 – 30
Fertilize 30
I
Fireball 16
Flames of Anger 37 Illusion 48
Flash 16 Illusion Bond 10
Fold Space 37 Imbue with Sensitivity 53 – 54
Force Archery 23 Imitate 6
Force Blast 16 Imprison 48
Force Bolt 47 Induce Sleep 38
Force Charge 47 Induce Tranquility 31 – 32
Force Charged Spike 5 Inflict Pain 32
Force Chariot 47 Influence Mind 49
Force Cloak 47 Inhabit Object 49
Force Explosion 30 Injure/Kill 18
Force Flight 17 Inspiration 23
Force Flight 30 Inspire 18
Force Harmony 47 Instantaneous Healing 32
Force Immersion 55 nstinctive Astrogation Control 6
Force Jump 17 nstinctive Astrogation Sense 10
Force Jump 30 Instinctive Navigation 11
Force Light 17 Intangibility 32
Force Lights 30 – 31 Invulnerability 54 – 55
Force Lightning 30
Force Link
Force Mask
48
53
J
Force Melt 48
Jedi Discipline 6
Force Push 17
Jedi Link 24
Force Repair 31
Jedi Martial Combat 24
Force Rift 53 – 54
Jhemadan Combat 24
Force Scream 55
Force Shield 48
Force Shot 10 K
Force Static 17
Force Strike 17 Ka 24
Force Torch 31 Kinetic Combat 18
Force Track 10 Kinetic Release 38
Force Travel 54 Knockout/Stun 18
Force Powers – Alphabetical List 58
Phase 51
Phase Shift 33
L Place Another in Hibernation Trance 33
Plant Surge 6
Lesser Force Bubble 32 Plant Surge 33
Lesser Force Shield 38 Plasma Force 33
Life Bond 24 Postcognition 11 – 12
Life Detection 11 Power Drain 19
Life Sense 11 Precipitate 38
Life Web 11 Predict Natural Disaster 12
Lifemerge 25 Project Force 19
Light 18 Project Senses 26
Light Boomerang Combat 49 Projected Fighting 51
Lightbo Combat 49 Projective Telepathy 26
Lightning 18 Psychomerty 38
Lightning Burst 32 Pyrokinesis 19
Lightsaber Combat 25
Lightwhip Combat 32
Link 32 Q
Long-Term Memory Enhancement 25
Loud 18

M R
Machine Sense 11 Radar Sense 12
Magnify Senses 11 Rage 6–7
Maintain Identity 49 Raise/Break Morale 39
Malacia 38 Raise/Lower Temperature 19
Malausys 49 – 50 Receptive Telepathy 12
Mask Force Sensitivity 25 Redirect Energy 33
Masquerade 50 Reduce Another's Injury 33 – 34
Maximize Force 18 – 19 Reduce Injury 7
Mecha Empathy 25 Regenerate 7
Mecha Manipulation 50 Regenerate Other 34
Mediation 25 Release Spirit 52
Memory Walk 32 – 32 Remain Conscious 7
Memory Wipe 50 Remove Another's Fatigue 34
Mental Translocation 25 – 26 Remove Fatigue 7
Merge Senses 11 Rend 52
Mimic Another Power 50 Rend Limb 52
Mind Sand 50 Repel Force Lightning 7
Mirror 50 Repulse 19
Morichro 33 Reshape Material 20
Resist Force 7–8
Resist Stun 8
N Resonate Material 20
Restore Another's Attribute 34
Nature Affinity 11 Restore Attribute 8
Nausea 19 Return Another to Consciousness 34
Nausea 50 – 51
Netherdart 19
Neutralize Force Ability 55 S
Null Gravity 19
Sense Disturbance 12
Sense Element 12
O Sense Force 12
Sense Force Potential 12 – 13
Object Shield 51 Sense Force Strength 13
Obscure 38 Sense Path 13
Sense Residual Magic 13
Sense Spirit 13
P Sense Surroundings 13
Sense Weakness 13
Pacifism 51 Sense Weight 39
Pall of the Dark Side 6 Sensory Overload 39
Paralyze Other 33 Sever 52
Paralyzing Touch 19 Sever Force 20
Pause 33 Shadow Bomb 20
Perceptive Trance 6 Shadow Mist 34
Perfect Telepathy 26
Force Powers – Alphabetical List 59
Share Senses 26
Shatterpoint Sense 13 – 14
Shatterpoint Strike 14
Shield Gauntlet Defense 26 Y
Shift Sense 14
Short-Term Memory Enhancement 8
Shroud 34
Sith Sorcery
Sith Sword Combat
26
27
Z
Slow 34
Zed'oric's Defense 8
Sound Manipulation 39
Speak with Machine 27
Split Force 20
Staff Combat 27
Sterilization/Purification Field 34
Storytelling 39
Strengthen/Weaken Material 20
Stun Droid/Mechanical 20
Stun Enemy 20
Summon Creatures 27
Super Leap 8
Surge 20
Survive in Hard Vacuum 35

T
Technometry 52
Telekinesis 20 – 21
Telekinetic Bubble 35
Telekinetic Defense 21
Telekinetic Kill 52
Telekinetic Wall 35
Telepathy 27
Teleportation 52 – 53
Thermo Genesis 39
Thought Bomb 35
Time Sense 14
Track Hyperspace Trail 14
Transfer Force 35
Transfer Life 53
Translation 14
Transmutation 27
Transmutation 53
Truth Sense 14

U
Unarmed Combat 27
Up the Walls 8
UrTek-Ná 39 – 40

V
Vampirism 53
Voice Amplification 8

W
Wall Crawling 21
Warp Mater 21
Waves of Darkness 35
Weather Sense 14
Wisdom 8

X
Force Tables 60
Proximity Modifiers:
User and the target are: Add to difficulty:
Touching +0
Line of sight (not touching) +2
Not line of site, at 1-100 meters +5
101 meters, to 10 kilometers +7
11 to 1,000 kilometers +10
Same planet more than 1,000 kilometers +15
Same star system, different planet +20
Not in same star system +20

Relationship Modifiers:
User and the target are: Add to difficulty:
Close relatives (married, siblings, parent and child, etc) +0
Close friends +2
Friends +5
Acquaintances +7
Slight acquaintances +10
Met once +12
Never met, but know each other by reputation +15
Complete strangers +20
Complete strangers and not of the same species +30

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