Control | Sense | Alter | Control and Sense | Control and Alter | Sense and Alter | Control, Sense and Alter | Force Power Descriptions

CONTROL

  1. @ Anger
  2. @ Blackness
  3. @ Cloak of Darkness
  4. # Force Charged Strike
  5. @ Rage

SENSE

ALTER

  1. @ Break Bones
  2. @ Cell Burst
  3. # Cryokinesis
  4. @ Injure/Kill
  5. # Pyrokinesis
  6. # Resonate Material
  7. # Strengthen/Weaken Object
  8. # Surge
  9. # Telekinesis

CONTROL AND SENSE

  1. # Enhanced Reflexes

CONTROL AND ALTER

  1. @ Feed on Dark Side
  2. @ Force Explosive
  3. @ Force Lightning
  4. @ Inflict Pain
  5. @ Shadow Split

SENSE AND ALTER

  1. # Induced Sleep

CONTROL, SENSE AND ALTER

  1. @ Bloodlust
  2. @ Control Animal
  3. @ Control Mind
  4. @ Create Force Storm
  5. # Create Homunculus
  6. # Create Homunculus, Greater
  7. # Create Homunculus, Superior
  8. # Doppelganger
  9. @ Drain Life Essence
  10. # Force Bolt
  11. @ Imprison
  12. # Mind Sand
  13. # Projected Fighting
  14. @ Telekinetic Kill
  15. @ Transfer Life
  16. @ Vampirism

@ Will receive a Dark Side Point if used.
# May receive a Dark Side Point if used improperly.


CONTROL

No. Name Required Power(s)
2 Blackness 1,23,46,141,155
4 Force Charged Strike 1,14 or 27
5 Rage 27

SENSE

No. Name Required Power(s)

ALTER

No. Name Required Power(s)
1 Break Bones 23,27,87,185
2 Injure/Kill 46,47
3 Pyrokinesis 87
4 Resonate Material l87
5 Strengthen/Weaken Object 87
6 Warp Matter 85,87

CONTROL AND SENSE

No. Name Required Power(s)
1 Unarmed Combat 1,15,17

CONTROL AND ALTER

No. Name Required Power(s)
1 Feed on Dark Side 56
2 Force Explosion 1,2,12,112,115,136,158
3 Force Lightning 122
4 Inflict Pain 12,46,47,115

SENSE AND ALTER

No. Name Required Power(s)
1 Induced Sleep 141,155

CONTROL, SENSE AND ALTER

No. Name Required Power(s)
1 Bloodlust 3,23,27,80,155
2 Control Animal 46,47,54,95,105,155
3 Control Mind 46,47,54,105,155
4 Create Force Storm 1,23,25,27,44,46,47,49,54,56,87,96,105,155,160
5 Create Gravity Wells 1,9,14,23,44,78,83,87
6 Create Homunculus 1,12,46,47,54,96,105,155,160
7 Create Homunculus, Greater 1,12,46,47,54,96,105,155,160,164
8 Create Homunculus, Superior 1,12,46,47,54,96,105,155,160,164,165
9 Doppelganger 12,14,23,46,47,49,54,56,87,105,112,115,136,141,155
10 Drain Life Essence 12,23,46,47,49,54,56,87,96,105,141,155,160
11 Force Bolt 1
12 Imprison 1,2,12,14,19,23,25,41,44,46,47,49,112,115,141,155
13 Memory Wipe 12,23,46,47,49,54,56,87
14 Mind Sand 155
15 Projected Fighting 9,87
16 Telekinetic Kill 87
17 Transfer Life 1,2,12,23,27,28,30,32,46,47,54,56,72,87,105,112,115,119,126,131,136,141,155,160


Control Powers

1. @ ANGER

Control Difficulty: Very Easy if the Jedi has turned to the Dark Side; otherwise the difficulty is Moderate.
Time to Use: One round
Warning: A Jedi who uses this power gains a Dark Side point.
Effect:To use this power, a character concentrates all of his negative feelings, and touches the Dark Side momentarily. This imparts a +1D bonus on all rolls for the next two rounds. The Dark Side is finicky as the bonus could be 6 one round and 1 the next.

2. @ BLACKNESS

Control Difficulty: Moderate.
Required Powers: Absorb/Dissipate Energy, Affect Mind, Dim Other's Senses, Hibernation Trance, Life Detection
Warning: A Jedi must be consumed by the Dark Side to use this power.
This power may be kept up.
Effect: The Jedi is enshrouded in a veil of the Dark Side. The power roll is added to any Sense roll of a power attempting to detect the presence of the user. It also subtracts 2D from any skill attempts to perceive them; -3D if the power roll succeeds by 15 and -4D if the roll is 30 or more. This power causes people to overlook the user as he or she blends into the surroundings. Any smells or sounds emanating from the Jedi are muffled. 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 combat, combat sense, injure/kill, telekinetic kill, inflict pain, etc...). This power does not affect electronic life-form sensors.

3. @ CLOAK OF DARKNESS

Control Difficulty: Heroic minus total Dark Side Points (min. of 5). May not be attempted by an individual with less than 5 Dark Side Points.
This power can be kept “up.”
Warning: Use of this power grants a Dark Side Point.
Effect: When this power is called, the Jedi calls upon the palpable essence of the Dark Side, turning himself into a silhouette so dark that the eye recoils from it. When this power is invoked it grants +4D to the Hide skill and +3D to Sneak. The Jedi will not register on electronic sensors of any type (although the space he is in will register as being completely empty, and some sophisticated systems will be able to detect him due to the lack of normal air in his space).

4. # FORCE CHARGED STRIKE

Control
Difficulty:
Damage
Moderate 1D maximum charge
Difficult 2D maximum charge
Very Difficult 3D maximum charge
Heroic 4D maximum charge
Heroic +10 5D maximum charge
Heroic +15 6D maximum charge
Heroic +20 7D maximum charge,
etc. up to Control skill = damage level

Required Powers: Emptiness or Rage, Absorb/Dissipate Energy
Note: One round is required to "charge" before striking.
Warning: If this power is not used to cause stun damage the Jedi using it will receive a Dark Side Point.
Effect: Upon a successful hit the damage is delivered (stun or kill). This damage is in addition to the normal Strength damage caused. This power can also be used for Brawling Parry. The attacker takes damage as he or she hits, regardless of any damage done to the target.

5. @ RAGE

Control Difficulty: Difficult
Required Power: Hibernation Trance
Warning: A Jedi who uses this power gains a Dark Side Point.
Note: This power may only be used by characters consumed by the Dark Side.
Effect: This power allows a character to feel the dread influence of the Dark Side. It functions as a counterpart to Emptiness. The character must tense him or herself completely, and allow the mindless rage of the Dark Side to possess him or her. When using this power, a character will appear lifeless. They are amplifying the negative aspects of their own personality, leaving the face clenched in a ricotta of horror and fear.
A character must determine how long he or she wishes to be in a Rage when he or she enters the trance. Barring an attack or the arrival of a specific person (as explained below), the Jedi will stay in the trance for the specified duration. The Jedi must make a Difficult Control roll every four hours or be forced out of the trance. When the Jedi leaves this state, he or she gets a +10 modifier to all Force skills for a period of time equal to the time spent in rage. The character takes one die of damage for every two hours they were in the trance after the bonus has subsided. Like emptiness, this power makes characters oblivious to their surroundings; they cannot move. Unlike emptiness, however, characters strongly exude the Dark Side.
The internal focusing does provide some protection for the character against others using the Force on them. Add the rage control roll to the difficulty roll when another attempts to use a Force power on someone in rage.
Characters dehydrate and hunger twice as fast when using rage and are even more susceptible to damage (-1D to Strength to resist damage from physical and energy attacks while in this state). Characters who plan on an extended trance will need intravenous nourishment. In rage, the character is less oblivious to his or her surroundings than a corresponding Jedi in emptiness. For example, any physical contact by a living being may revive them (the Jedi must make a Moderate control roll) and provoke an instant berserker-like attack, regardless of who the person may be. The character must then make a Difficult control roll to cease the attack before the offending character has been killed.
A character using rage can choose to anticipate the arrival of a foe. They must make a Difficult sense roll (modified by relationship) with the life sense power at the time they enter rage. This will allow them to instantly awaken (Easy control roll) if the expected person comes within five meters of the person in rage.
This power may be used in a preparation ritual for the transfer life power. When a raged person uses transfer life, their original body is instantly and totally consumed by the Dark Side, often bursting into unholy blue flames. For every three points by which the control roll exceeded the rage difficulty, the body does 1D damage upon exploding (three meter blast radius).

Sense Powers

Alter Powers

1. @ BREAK BONES

Alter Difficulty: Heroic modified by relationship and proximity
Warning: Use of this power gains a Dark Side Point
Required Powers: Hibernation Trance, Rage, Telekinesis, Telekinetic Kill
Effect:Allows Jedi to crush and misalign 2D bones in a target, inflicting Alter dice in damage.

2. # CELL BURST

Alter Difficulty:Easy: organic material modified by proximity (and persons Control or Perception), Moderate: inorganic material modified by proximity (and beings Control or Perception)
Warning: Use of this power against a living creature awards a Dark Side Point.
Effect: Disrupts the cells inside matter causing 5D damage.

3. # CRYOKINESIS

Alter Difficulty: Proximity + Mass + Target Temperature +/- Environment
Required Power: Telekinesis
Time to Use: Several minutes
Effect: With this ability, the Jedi can slow down the kinetic movement of the molecules of an object, lowering the object's temperature. The final temperature and rate of cooling depends on the success of the roll, surrounding environment and nature of the object.
Although the examples below are liquid based, this power can be used both on solids and liquids.

Target Temperature Modifier
Slightly chilled drink +3
Frost on the ground +10
Frozen solid +20
0 degrees Kelvin +30 and up

Mass Modifiers
Cup of liquid +5
Bathtub +10
Swimming pool +20
Lake +30 and up
Flowing water +10

Environment Modifiers
On Tatooine +30
Nice summer day +15
Room temperature -0
Overcast winter day -10
On Hoth -30

4. @ INJURE/KILL

Alter Difficulty: Target's Control or Perception roll.
Required Powers: Life Detection, Life Sense
Warning: A character that uses this power receives a Dark Side Point.
Effect: An attacker must be touching the target to use this power. In combat, this means making a successful brawling attack in the same round that the power is used.
When the power is activated, the user makes one roll. If he roll is higher than the resisting character's Control or Perception total, figure damage as if the power roll was a damage total and the Control or Perception roll was a Strength roll to resist damage.

5. # PYROKINESIS

Alter Difficulty: Proximity + combustibility modifier
Required Power: Telekinesis
Time to Use: 1 round
Effect: With this ability, the Jedi can create friction on a molecular level, to either heat an object up or start a fire. The size, intensity, and rate of burn depend on the success of the roll and combustibility of the source. Failure means either nothing happens; it burns out of control, or ignites where the Jedi didn't want it. A lesser usage of the power could be used to generate small amounts of light and heat, instead of a roaring fire. In this case, just the air molecules are manipulated for source material, The difficulty then ranges from 10 for a small area like a closet, up to 30 and up for a large area like the Houston Astrodome.

Combustibility Difficulty
Paper, kindling, really dry wood +5
Typical wall, clothing, plastic +10
Plants, glass, animals/people (a Dark Side Point is gained) +15
Brick, concrete, rock +20
Reinforced bulkhead, reactor shielding, a Twinkie +25
Something flame-proof and REALLY hard to burn +30

6. # RESONATE MATERIAL

Alter Difficulty: Easy; modified by Proximity and Material Strength.
This power may be kept "up."
Warning: Use of this power against living matter will give the Jedi a Dark Side Point.
Required Power: Telekinesis
Effect: This power allows the Jedi to set up a vibrating resonance in an object or area of material. If the roll exceeds the difficulty by 10, the material starts to heat up. If the roll exceeds the difficulty by 20, the material is destroyed.
Increase the difficulty one level for each cubic meter over the first that the Jedi wishes to resonate.

7. # STRENGTHEN/WEAKEN OBJECT

Alter Difficulty Strength Modifier
Moderate +/-3D STR to object
Difficult +/-4D STR to object
Very Difficult +/-5D STR to object
Heroic +/-6D STR to object
Heroic +10 +/-7D STR to object
Heroic +20 +/-8D STR to object
Size Modifiers Difficulty Modifier
up to .25 cubic meters +0 to difficulty
1 cubic meter +10 to difficulty
2 cubic meters +20 to difficulty
3 cubic meters +30 to difficulty

Required Power: Telekinesis
Time to Use: One round
This power may be kept "up."
Warning: If used on living beings or creatures, the Jedi gains a Dark Side Point. The being attacked in this manner resists with Perception or Control. Damage caused is equal to the Difficulty roll.
Effect: Melee weapons have a Strength of 2D. When a Jedi uses this power he or she controls the molecular bonds in the object. This power does not affect the object's ability to do damage. This power can also be used to weaken objects by using the same difficulty chart above.

8. @ SURGE

Alter Difficulty: Easy: small objects, Moderate: for droids and computers, Difficult: Speeder scale, Very Difficult: Walker scale, Heroic: Starfighter scale.
Warning: Use of this power grants a Dark Side point
Time to Use: 3 Minutes
Effect: When a Jedi uses this power he uses the Force to overload the target’s circuits causing it to explode. Everything in the immediate blast radius takes 5D damage (whatever scale the object was in).

9. # TELEKINESIS

Alter Difficulty: Very Easy for objects weighing one kilogram or less; Easy for objects weighing one to ten kilograms; Moderate for objects 11 to 100 kilograms; Difficult for 101 kg to one metric ton; Very Difficult for one metric ton to 10 metric tons; Heroic for objects 10 metric tons to 100 metric tons. Object may be moved at 10 meters per round; add +5 per additional 10 meters per round. The target must be in the line of sight.
Increase the difficulty if the object isn't moving in a simple, straight-line movement.

+1 to +5 for gentle turns
+6 to +10 for easy maneuvers
+11 to +25 or more for complex maneuvers, such as using a levitated lightsabre to attack.
Modified By proximity.
This power may be kept "up."
Effect: This power allows the Jedi to levitate and move objects with the power of his mind alone. If used successfully, the object moves as the Jedi desires. A Jedi can levitate several objects simultaneously, but each additional object requires the Jedi to make a new power roll.
This power can be used to levitate ones self or others. It can be used as a primitive space drive in emergencies.

Control and Sense Powers

1. # ENHANCED REFLEXES

Control Difficulty: Moderate
Sense Difficulty: Moderate
Time to Use: Instantaneous
Effect: The Jedi can push his reflexes beyond the boundaries of his normal limits. Successful use of this power allows the Jedi to add his Control dice to his Dexterity for any one-action. This power may not be used in conjunction with any other power, although it does not interfere with any powers that may be "kept up." If the Jedi uses this power to attack with a weapon he gains a Dark Side point.

Control and Alter Powers

1. @ FEED ON DARK SIDE

Control Difficulty: Moderate when activated; Very Easy for each round thereafter.
Alter Difficulty: Moderate when raised; no roll for subsequent rounds.
Required Power: Sense Force
Warning: Any Jedi who activates this power automatically receives a Dark Side Point.
This power may be kept "up."
Effect: This power allows a Jedi to feed on the fear, hatred or other negative emotions of others to make himself more powerful. It does not 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 using this power is in the presence of a Light Side Force- sensitive who gains a Dark Side Point, the character gains a Dark Side Point and a Force Point. If multiple characters gain Dark Side Points in the same round, the character gains multiple Force Points. These Force Points must be spent within five minutes of being received. This is a power the Dark Jedi use to gain power from the anger and hatred they cause in their foes. For PC's who are quick to anger, it is impossible to die-roll their way out of this situation. The only way they can stop a Jedi from gaining extra Force Points from this power is not to give in to the Dark Side. This can be extremely difficult, particularly as there is nothing to stop the Dark Jedi from doing everything in his power to provoke these negative emotions. This might include deception, butchering innocents, taunts, insults, threats against the characters, their friends, families, home planet or base, and anything else that is likely to make them call on the Dark Side.
Players who are unable to think of a better way of defeating a Dark Jedi than by brute force are very likely to be destroyed if faced with this power. Avoid overuse of this power, as it can severely disrupt game balance if not used in moderation.

2. @ FORCE EXPLOSION

Control Difficulty: Heroic
Alter Difficulty: See Below
Warning: Using the power grants a Dark Side Point and an additional one for every casualty.
Required Powers: Absorb/Dissipate Energy, Accelerate Another’s Healing, Accelerate Healing, Conduit, Control Another’s Pain, Control Pain, Transfer Force
Effect: This power utilizes the Dark Side of the Force to create an explosive "charge" of 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 energize the object being used for an explosive, and Alter is used for damage. Alter is also used for timing the explosive. Any number of Dice can be removed from Alter to create a "timer" of ‘D’ number of rounds before the explosion. If no ‘D’ are placed in the "timer," the weapon must be used immediately or it will explode in the Dark Jedi’s hand. Explosions appear similar to other Force Energy uses, such as Force Lightning or Force Weapon, as a light blue electrical energy pulse.

3. @ FORCE LIGHTNING

Control Difficulty: Difficult, as modified by proximity. Limited to line of sight.
Alter Difficulty: Perception or Control roll of target
Required Power: Force Torch
Warning: A Jedi who uses this power gains a Dark Side Point.
Effect: This power is a corruption of the Force. When used, it produces bolts of white or blue energy, which fly from the user's fingertips like sorceress lightning. These bolts tear through their target, causing painful wounds. As this power is Force-generated, it can be Force-repelled using Absorb/Dissipate Energy.
Force Lightning courses over and into its target, convulsing the target with pain, siphoning off his power, and eventually killing him. Armor does not protect a character. Force Lightning causes 1D of damage for every 2D of Alter the user has (round down).

4. @ INFLICT PAIN

Control Difficulty: Very Easy, as modified by proximity.
Alter Difficulty: Perception or Control roll of target. Modified by proximity.
Warning: A Jedi who uses this power gains a Dark Side Point.
Required Powers: Control Another's Pain, Control Pain, Life Detection, Life Sense
Effect: The target experiences great agony. The user causes damage by rolling their Alter skill, while the target resists damage with their Control, Perception or Willpower. Damage is figured as if the attack was a stun attack, although if the target suffers any damage at all, they are so crippled by pain that they are incapable of acting for the rest of the round and the next round.

Sense and Alter

1. # AFFECT EMOTIONS

Sense Difficulty: Target's Con, Willpower or Perception (highest) modified by Relationship
Alter Difficulty: Moderate = Hunger/Thirst, Difficult = Happy/Sad/Awe/Fear/Fatigue/Confused, Very Difficult = Very Sad/Very Happy, Heroic = Hatred/Love. Add/Subtract Difficulties where appropriate.
This power may be kept "up."
Required Power: Affect Mind
Effect: Allows a Jedi to manipulate the emotional state of a target. Be careful... this power can lead to a Dark Side Point real fast!

2. # INDUCED SLEEP

Sense Difficulty: Target's Willpower, Stamina or Control
Alter Difficulty: Variable depending on the number or targets and their emotional states.

Number of Targets Difficulty
1 Very Easy
2-4 Easy
5-9 Moderate
10-15 Difficult
16-20 Very Difficult
21+ Heroic

Modifiers Notes
-10 if target is tired or has recently failed a Stamina roll
-5 if the user first uses Affect Mind to convince the target that they are tired
+0 if target is not actively doing anything which requires complete attention
+5 if target is doing something that requires attention
+10 if target is actively doing something that requires attention
+15 if target is actively engaged in combat or is in a combat situation

Required Powers: Dim Another's Senses, Affect Mind
This power may be kept "up."
Effect: This power allows a Jedi to put a target into a deep sleep, from which the target cannot be awakened while the power is in effect.
Sleep lasts for 1D6 hours after the power is discontinued, but targets can be awakened before that time by natural means. If the Jedi or anyone with the Jedi harms the target while they are helpless, the Jedi receives a Dark Side Point. This power cannot affect droids or creatures that do not require sleep. It is also useless against a Jedi who has just performed Emptiness or Rage within the last 6 hours. The Jedi must make a new power roll whenever he or she adds or switches targets.

3. # PRECIPITATE

Sense Difficulty: Difficult
Alter Difficulty: Heroic, modified by proximity
Time to Use: one minute per cubic meter
Required Powers: Telekinesis, Magnify Senses, Shift Sense
Effect: This power allows the Jedi to selectively separate an element or molecule from an area. This, of course, could be used to make it rain, remove all oxygen from an inferno (to put it out), or remove all iron from a life form (would give a Dark Side Point.)

4. # THERMOGENESIS

Sense Difficulty: Moderate
Alter Difficulty: Easy, modified by target Strength
Required Powers: Force Torch
Effect: The Jedi is able to start a fire anytime, anywhere there is enough oxygen and fuel to support the flame. If need be, even starship hull plating can be ignited. When used in conjunction with Transmutation, a fire may even be ignited under water or in space. If used as an attack, the Jedi receives a Dark Side Point. To figure damage: roll target's Strength against the Alter roll. A result of 4 or better above the target’s Strength roll gets through and ignites him or her.

Control, Sense and Alter

1. @ BLOODLUST

Control Difficulty: Moderate
Sense Difficulty: Easy: 1-2 Targets, Moderate: 3-20 Targets, Difficult: 21-100 Targets, Very Difficult: 101-1000 Targets, Heroic: 1000-10,000 Targets; modified by single highest individual proximity
Alter Difficulty: Easy plus target’s Perception, Willpower or Control roll
This power may be kept "up."
Required Powers: Affect Mind, Anger, Hibernation Trance, Rage, Project Force
Warning: The user of this power gains a Dark Side Point
Notes: Target’s with Dark Side Points receive a penalty to resist equal to the bonus granted by their Dark Side Points. For example, a Jedi has one Dark Side point, which usually gives a +1D bonus to all Force Skills. When using this power he rolls Control, Sense, and Alter with a +2D bonus (+1D 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 attempts to resist this power, the Alter difficulty (for the user) becomes Easy plus Control (or Willpower, or Perception) minus 2D. Since the Dark Side has already touched him it is harder for him to refuse it.
When a Jedi of the Light is under the influence of this power it is likely he will commit evil acts. Such a Jedi does not receive Dark Side points for Action (striking first, aggressively, or out of anger), but does take Dark Side Points for Inaction (the guilt he feels for not being able to control himself).
Effect: When this power is used, the Jedi radiates the Dark Side of the force, sending waves of anger and hatred washing over his targets. The game affect of this power is that all targets go into a berserker state, granting a +2D bonus to all combat actions (attacks and parries/dodges), but they may make no other actions in the same round. Also, record all wound results of "stunned" or "wounded" but do not invoke any die penalties for those under the influence of this power. A target may roll their resistance once per round against the Jedi's Alter roll to break free. Each failed resistance attempt incurs a -5 penalty on the next attempt (cumulative).

2. @ CONTROL ANIMAL

Control Difficulty: Moderate; modified by Proximity
Sense Difficulty: Target’s Perception; modified by relationship
Alter Difficulty: Easy: Ameoba or Bacteria, Moderate: Insect, Difficult: True Animal (Beaver/Hawk), Very Difficult: Kind of Smart (near-sentient), Heroic: Truly Alien (sentient)
This power may be kept “up.”
Required Powers: Affect Mind, Control Mind, Eyes of Eagle, Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy
Effect: You take total control of an animal’s mind/body
Note: This Power is nearly as "evil" as Control Mind, thus GM decides if usage of this one grants a Dark Side Point. The Force doesn't distinguish between sentients and non-sentients!

3. @ CONTROL MIND

Control Difficulty: Moderate, as modified by relationship. Targets with an affinity for the Force (i.e., have Force Points, Force skills, or character points) are allowed to make opposed Control or Perception rolls, selecting either their roll or the difficulty.
Sense Difficulty: Easy for a Jedi who has given in to the Dark Side, as modified by proximity. Moderate for a Jedi who is of the Light Side, as modified by proximity.
Alter Difficulty: Variable, depending upon the number of targets being controlled and whether or not they are willing. Targets with an affinity for the Force are allowed to make opposed rolls, choosing either their roll or the difficulty, whichever is higher.
Warning: A Jedi who uses this power gains a Dark Side Point.
Required Powers: Life Detection, Life Sense, Receptive Telepathy, Projective Telepathy, Affect Mind
Note: This power is so inherently corrupt that those who have given themselves to the Dark Side substantially reduce its difficulties.

Dark Side Jedi Light Side Jedi
Number Willing Unwilling Number Willing Unwilling
1 VE E 1 M D
2 E M 2 D VD
3 M D 3 VD H
4-5 D VD
6-8 VD H
Effect: The use of this power allows a Jedi to take control of another person, turning him into a puppet who must obey the Jedi's will. When used successfully, a Jedi can control the actions of others, making them serve his will like automations.
This power may be kept "up" to allow the user to maintain control of his targets mind - the Jedi must make a new roll if a target is to be added.
PC's may resist by rolling either Perception or Control. The character may choose the difficulty or his roll. If the Jedi attempts to control more than one Force sensitive character at the same time, for all characters beyond the first, add +1 for each die code of Perception or Control. Targets may be released without a roll.
Control Mind does not work on Droids or computers.

4. @ CREATE FORCE STORM

Control Difficulty: Heroic
Sense Difficulty: Heroic
Alter Difficulty: Heroic. Modified by proximity. Modified by size of storm desired: +5 for 100 meters or less, 10 for 100 meters to one kilometer, +15 for a base of one kilometer, and +2 to difficulty for every kilometer diameter in size. Modified by damage: +5 per 1D of damage. Must make Heroic rolls each successive round to control the storm. Must make a Very Difficult roll to dissipate the storm.
Required Powers: Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Farseeing, Projective Telepathy, Instinctive Astrogation, and Rage.
Warning: Force storms are immensely destructive and violate the laws of nature. A Jedi who uses this power gains a Dark Side Point.
Effect: This is perhaps the single most destructive Force power known. This power allows the Jedi to twist the space-time continuum to create vast storms of Force. The power also allows limited control of these storms. Capable of creating annihilating vortices, the storms can swallow whole fleets of starships or tear the surfaces off worlds.
Use of this power requires the focusing of hate and anger to an almost palpable degree and there is considerable danger involved. Some are able to create Force storms, but fail at harnessing what they have foolishly unleashed. Often, those who fail to control the storm are themselves consumed and destroyed. If the user is destroyed, the storm dissipates within minutes. When the Force user attempts to create a Force storm, the Jedi must determine 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 desired damage, but it attempts to consume the summoner. The summoner can attempt unusual maneuvers with the storm, such as to create a vortex to draw unwary victims to a specified point, at a +10 to the difficulty.

5. # CREATE HOMUNCULUS

Control Difficulty: Difficult
Sense Difficulty: Very Difficult
Alter Difficulty: Heroic
Required Powers: Absorb/Dissipate Energy, Affect Mind, Control Mind, Control Pain, Farseeing, Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy, Telekinesis
Time to Use: 1 hour in deep meditation
Warning: A Jedi who tries to create an Assassin Homunculus receives a Dark Side Point.
Effect: The Jedi creates a Force construct which can be controlled by the Jedi, yet also has some degree of free will. One of three types of homunculi can be created (Assassin, Scout and Burden). Once the homunculus is created, this power need not be kept up. However, a Difficult Sense roll is necessary to use the creature's senses and the Jedi's own. A Moderate Control roll allows communication/command of the homunculus. Any life force the creature may seem to have is simply a physical manifestation of the Force. The creature is capable of limited independent thought but tends to follow the last command given. When the creature suffers more than the first wound, it begins to disintegrate, then fade, and finally returns to the dust it was made from. There is no limit to the number a Jedi can create. The homunculus will fade away to nothing if its master dies.
Note: If the Jedi goes into Emptiness for one hour before creating a Homunculi, the difficulty for all tests will be one level lower. This will also allow the homunculus to withstand a 2nd Wound before fading to dust.
Types of Homunculi:

Assassin

Dexterity 3D: dodge 5D, melee combat 4D
Perception 2D: search 3D, sneak 4D
Strength 2D:
Knowledge 2D:
Mechanical 1D:
Technical 1D:
Special Abilities: Poison Claw Glands: secretes a strong poison onto its claws. Roll 3D+2 vs. victim's Strength for effects. If poison roll beats target's Strength roll, all Attributes and skills are reduced by -1D for every 2 points over target number (lasts for 3 hours). If any Attribute falls to 0D, the victim falls unconscious.
Move: 10 (walking), 15 (gliding)
Size: 50 cm
Description: Bat-like wings, sharp teeth and claws, long tail. Dark brown to black in color.

Burden

Dexterity 2D:
Perception 1D:
Strength 4D: climbing/jumping 4D, lifting 6D, stamina 5D, swimming 3D
Knowledge 2D:
Mechanical 1D:
Technical 1D:
Special Abilities: Climbing Claws: +2D to Climbing. Webbed Digits: +1D to Swimming
Move: 10 (walking), 15 (gliding)
Size: 50 cm
Description: Bat-like wings, sharp teeth and claws, long tail. Dark brown to black in color.
Move: 10 (walking), 12 (swimming)
Size: 1 m
Description: Flat back, furry, stubby, stout legs. Set low to the ground with small, dull teeth. Light gray to Dark.

Scout

Dexterity 2D: dodge 4D
Perception 3D: search 5D, sneak 4D
Strength 2D:
Knowledge 1D:
Mechanical 1D:
Technical 1D:
Special Abilities: Acute Vision: +2D to visual searches and the ability to see at night as if it were day. Auditory Sensitivity: +1D to auditory searches
Move: 10 (walking), 20 (flying)
Size: 50 cm
Description: Feathered wings, dull beak, short claws, broad tail. Normally light brown but has the ability (after spending a Character Point during creation) to change its color to that of its surroundings. This takes 2 minutes.

6. # CREATE HOMUNCULUS, GREATER

Control Difficulty: Very Difficult
Sense Difficulty: Heroic
Alter Difficulty: Heroic +5
Required Powers: Absorb/Dissipate Energy, Affect Mind, Control Mind, Control Pain, Create Homunculus, Farseeing, Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy
Time to Use: 2 hours in deep meditation
Warning: A Jedi who tries to create an Assassin Homunculus receives a Dark Side Point.
Effect: The Jedi creates a Force construct, which can be controlled by the Jedi, yet also has some degree of free will. One of three types of homunculi can be created (Assassin, Scout and Burden). Once the homunculus is created, this power need not be kept up. However, a Difficult Sense roll is necessary to use the creature's senses and the Jedi's own. A Moderate Control roll allows communication/command of the homunculus. Any life force the creature may seem to have is simply a physical manifestation of the Force. The creature is capable of limited independent thought but tends to follow the last command given. When the creature suffers more than the second wound, it begins to disintegrate, then fade, and finally returns to the dust it was made from. There is no limit to the number a Jedi can create. The homunculus will fade away to nothing if its master dies.
Note: If the Jedi goes into Emptiness for one hour before creating a Homunculi, the difficulty for all tests will be one level lower. This will also allow the homunculus to withstand a 3rd Wound before fading to dust.
Types of Homunculi:

Assassin

Dexterity 3D+2: dodge 6D, melee combat 5D
Perception 3D: search 4D, sneak 5D
Strength 3D:
Knowledge 2D:
Mechanical 1D:
Technical 1D:
Special Abilities: Poison Claw Glands: secretes a strong poison onto its claws. Roll 4D+2 vs. victim's Strength for effects. If poison roll beats target's Strength roll, all Attributes and skills are reduced by -1D for every 2 points over target number (lasts for 3 hours). If any Attribute falls to 0D, the victim falls unconscious.
Move: 10 (walking), 15 (gliding)
Size: 60 cm
Description: Bat-like wings, sharp teeth and claws, long tail. Dark brown to black in color.

Burden

Dexterity 2D:
Perception 1D:
Strength 4D+2: climbing/jumping 4D+2, lifting 6D+2, stamina 5D+2, swimming 3D+2
Knowledge 2D:
Mechanical 1D:
Technical 1D:
Special Abilities: Climbing Claws: +2D+1 to Climbing. Webbed Digits: +1D+1 to Swimming
Move: 10 (walking), 12 (swimming)
Size: 1.1 m
Description: Flat back, furry, stubby, stout legs. Set low to the ground with small, dull teeth. Light gray to Dark.

Scout

Dexterity 3D: dodge 5D
Perception 4D: search 6D, sneak 5D
Strength 2D:
Knowledge 1D:
Mechanical 1D:
Technical 1D:
Special Abilities: Acute Vision: +2D to visual searches and the ability to see at night as if it were day. Auditory Sensitivity: +1D to auditory searches
Move: 10 (walking), 20 (flying)
Size: 55 cm
Description: Feathered wings, dull beak, short claws, broad tail. Normally light brown but has the ability (after spending 2 Character Points during creation) to change its color to that of its surroundings. This takes 1 minute.

7. # CREATE HOMUNCULUS, SUPERIOR

Control Difficulty: Very Difficult
Sense Difficulty: Heroic
Alter Difficulty: Heroic +10
Required Powers: Absorb/Dissipate Energy, Affect Mind, Control Mind, Control Pain, Create Homunculus, Create Homunculus; Greater, Farseeing, Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy
Time to Use: 3 hours in deep meditation
Warning: A Jedi who tries to create an Assassin Homunculus receives a Dark Side Point.
Effect: The Jedi creates a Force construct, which can be controlled by the Jedi, yet also has some degree of free will. One of three types of homunculi can be created (Assassin, Scout and Burden).
Once the homunculus is created, this power need not be kept up. However, a Difficult Sense roll is necessary to use the creature's senses and the Jedi's own. A Moderate Control roll allows communication/command of the homunculus. Any life force the creature may seem to have is simply a physical manifestation of the Force. The creature is capable of limited independent thought but tends to follow the last command given. When the creature suffers more than the third wound, it begins to disintegrate, then fade, and finally returns to the dust it was made from. There is no limit to the number a Jedi can create. The homunculus will fade away to nothing if its master dies.
Note: If the Jedi goes into Emptiness for one hour before creating Homunculi, the difficulty for all tests will be one level lower. This will also allow the homunculus to withstand a 3rd Wound before fading to dust.
Types of Homunculi:

Assassin

Dexterity 3D+2: dodge 7D, melee combat 6D
Perception 3D: search 5D, sneak 6D
Strength 3D+2:
Knowledge 2D:
Mechanical 1D:
Technical 1D:
Special Abilities: Poison Claw Glands: secretes a strong poison onto its claws. Roll 6D+2 vs. victim's Strength for effects. If poison roll beats target's Strength roll, all Attributes and skills are reduced by -1D for every 2 points over target number (lasts for 4 hours). If any Attribute falls to 0D, the victim falls unconscious.
Move: 11 (walking), 16 (gliding)
Size: 60 cm
Description: Bat-like wings, sharp teeth and claws, long tail. Dark brown to black in color.

Burden

Dexterity 2D:
Perception 1D:
Strength 4D+2: climbing/jumping 5D+2, lifting 7D+2, stamina 6D+2, swimming 5D
Knowledge 1D:
Mechanical 1D:
Technical 1D:
Special Abilities: Climbing Claws: +3D+1 to Climbing. Webbed Digits: +2D+1 to Swimming
Move: 10 (walking), 13 (swimming)
Size: 1.1 m
Description: Flat back, furry, stubby, stout legs. Set low to the ground with small, dull teeth. Light gray to Dark.

Scout

Dexterity 3D+2: dodge 6D
Perception 4D+2: search 7D, sneak 7D
Strength 2D:
Knowledge 1D:
Mechanical 1D:
Technical 1D:
Special Abilities: Acute Vision: +2D+1 to visual searches and the ability to see at night as if it were day. Auditory Sensitivity: +1D+1 to auditory searches
Move: 10 (walking), 20 (flying)
Size: 55 cm
Description: Feathered wings, dull beak, short claws, broad tail. Normally light brown but has the ability (after spending 2 Character Points during creation) to change its color to that of its surroundings. This takes 1 minute.

8. # DOPPELGANGER

Control Difficulty: Very Difficult
Sense Difficulty: Very Difficult
Alter Difficulty: Heroic
Required Powers: Accelerate Another’s Healing, Control Pain, Control Another's Pain, Dim Other's Senses, Emptiness, Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Projective Telepathy, Transfer Force, Affect Mind
Warning: A Jedi who uses this power incorrectly will gain a Dark Side Point.
Time to Use: Five Minutes.
This power may be kept "up."
Effect: This power creates a doppelganger of the person using the power. The doppelganger is an illusion, but to those who interact with it, it will seem real. The user can sense all normal senses through the doppelganger, and the duplicate seems to have form and substance: the doppelganger registers as normal on all droid audio and video sensors. Those who are with it believe it to be a real person. It can even act with half the skill dice 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 doppelganger is fatally injured, it simply fades away.

9. @ DRAIN LIFE ESSENCE

Control Difficulty: Very Difficult, inversely modified by relationship.
Sense Difficulty: Use the chart below:

Difficulty Number of Victims
Very Easy 1-5
Easy 6-50
Moderate 51-1000
Difficult 1001-50,000
Very Difficult 50,001-1,000,000
Heroic 1,000,001-10,000,000

Alter Difficulty: Easy for willing worshipful subjects. Difficult for ambivalent or apathetic individuals. Heroic for enemies. Add +10 to the difficulty if individuals are imbued with the Light Side of the Force.
Required Powers: Affect Mind, Control Mind, Control Pain, Dim Other's Senses, Farseeing, Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Projective Telepathy, Receptive Telepathy, Sense Force, Telekinesis
This power may be kept "up."
Warning: A Jedi who uses this power gains a Dark Side Point.

Effect: This power allows a Jedi to draw the life energy from those around him and channel the negative effects of the Dark Side into those
All living things are part of and contribute to the Force; even those with no awareness of the Force are affected by and are part of it. Many beings go through their daily lives wasting much of their life energy. This power draws that life energy from beings, allowing a Jedi to use that energy to further his or her own ends.
In order to draw this energy, the Jedi must roll for this power once per day; this power is considered "up" at all times, and thus the Jedi suffers appropriate die penalties. The amount of energy the Jedi draws depends on the number of individuals affected by the power and how long they have been drained.

For individuals who have been drained for less than one week or longer than one month:
1-5; One Force Point per week
6-50; One Force Point per five days
51-1000; One Force Point per three days
1001-50,000; One Force Point per two days
50,001-1,000,000; One Force Point per day
1,000,001-10,000,000; One Force Point per 12 hours

For individuals who have been drained longer than one week and less than one month:
1-5; One Force Point per five days and +1D to all Force skills
6-50; One Force Point per three days and +2D to all Force skills
51-1000; One Force Point per two days and +3D to all Force skills
1001-50,000; One Force Point per day and +3D+2 to all Force skills
50,001-1,000,000; One Force Point per 12 hours and +4D to all Force skills
1,000,001-10,000,000; One Force Point per 6 hours and +4D+2 to all Force skills

10. # FORCE BOLT

Control Difficulty: Moderate: Spray (1/2 range & damage), Difficult: Normal Blaster, Very Difficult: Laser Torch (cutting)
Sense Difficulty: As per blaster skill
Alter Difficulty: Very Easy: 2D Damage, Easy: 3D Damage, Moderate: 4D Damage, Difficult: 5D Damage, Very Difficult: 6D Damage, Heroic: 7D Damage, Heroic +10: 8D Damage, etc.
Required Powers: Absorb/Dissipate Energy
Effect:The Jedi focuses the force into a coherent blast of energy with the same properties of a blaster (i.e. it can be reflected by a lightsabre). Control is used to call forth the power and determine how well defined the blast is. Use Sense as if it was your Blaster skill and Alter dictates the damage (see above). As with most force powers, the skill in itself is not evil, therefore a character does not take a Dark Side Point just for using it. Its how a Jedi uses the power that matters. (GM may also decide that this one is like Force Lighting and thus grants the user a Dark Side Point because of its destructive nature. Remember, the Light side is about life and not destruction)

11. @ IMPRISON

Control Difficulty: Heroic + victim's Control, modified by proximity and relationship
Sense Difficulty: Heroic, modified by proximity and relationship
Alter Difficulty: Heroic + victim's Alter, modified by proximity and relationship
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.
Required Powers: Absorb/Dissipate Energy, Accelerate Healing, Affect Mind, Control Another's Pain, Control Pain, Dim Another's Senses, Direction Sense, Emptiness, Farseeing, Force of Will, Hibernation Trance, Life Detection, Life Sense, Instinctive Astrogation, Instinctive Astrogation Control, Magnify Senses, Projective Telepathy, Receptive Telepathy, Transfer Force
Effect: Imprison is one of the most terrible powers a Jedi can use on another living being. Its use automatically gives all users a Dark Side Point. A group of Jedi Masters can open up a gateway into the unknown and forever imprison a victim in this new dimension.

12. # PROJECTED FIGHTING

Control Difficulty: Difficult
Sense Difficulty: Difficult
Alter Difficulty: Moderate, modified by proximity
Warning: A Jedi who uses this power to cause other than stun damage gains a Dark Side Point.
Required Powers: Concentration, Telekinesis
Time to Use: One round
This power may be kept "up."
Effect: The target must be in the Jedi's LOS. Projected Fighting allows a Jedi to strike at an opponent, inflicting damage without physically touching the target. The damage can be physical or stun damage. If the damage is physical, the Jedi receives a Dark Side Point for each attack made in this manner. After successfully using this power, the Jedi makes a Brawling Combat skill roll. If attacking a Force-sensitive, the target may use Control or Brawling Combat to avoid the attack. Otherwise, the target cannot deflect the Jedi's blows. If the Brawling Combat roll is successful, the Jedi rolls his or her full Strength versus the target's Strength. The Jedi may target a specific portion of the body (which adds +1D to damage), but must subtract an additional -1D from his or her Brawling Combat skill roll. Add any armor bonuses the target may have. The power must be rerolled if the target moves away or the attacker changes targets.

13. @ TELEKINETIC KILL

Control Difficulty: Easy, as modified by proximity
Sense Difficulty: Easy, as modified by proximity
Alter Difficulty: Make a Perception or control roll for the target. If the Control and Sense rolls are successful, the Alter roll is used as the damage roll and the Perception or Control roll substitutes for the Strength roll. Damage is determined normally except that if the Alter roll is less than the difficulty there is no effect. There is no relationship modifier.
Warning: A Jedi who uses this power gains a Dark Side Point.
Required Power: Telekinesis
Effect: The user uses his telekinetic ability to injure or kill the target. The exact method used can vary: one can stir the brain, squeeze the heart, or collapse the trachea.

14. @ TRANSFER LIFE

Control Difficulty: Heroic, modified by relationship. If target is unwilling, increase difficulty by +15.
Sense Difficulty: Heroic, modified by proximity. If target is unwilling, increase difficulty by +15.
Alter Difficulty: Variable, depending on willingness and Force affinity.

CircumstancesDifficulty
Specially Prepared Clone Very Easy
Host Body Easy
Recently Dead Body Moderate
Live Willing Host Very Difficult
Live Unwilling Host Heroic

Those who are Force-sensitive may make an opposed Alter or Willpower roll selecting either the roll or the difficulty whichever is higher.
Required Powers: Absorb/Dissipate Energy, Accelerate Another's Healing, Accelerate Healing, Affect Mind, Control Mind, Control Another's Pain, Control Pain, Detoxify Poison, Dim Other's Senses, Rage, Farseeing, Feed on Dark Side, Hibernation Trance, Inflict Pain, Injure/Kill, Life Detection, Life Sense, Magnify Senses, Projective Telepathy, Receptive Telepathy, Reduce Injury, Remain Conscious, Resist Stun, Return Another to Consciousness, Sense Force, Telekinesis, Transfer Force
Warning: Any Jedi using this power receives two Dark Side Points. If attempting to possess an unwilling host, the Jedi receives four Dark Side Points.
Effect: This power allows the character to transfer his or her life energy into another body. The key to immortality itself, this is one of the most difficult and evil of all Dark Side powers. To overcome a spirit already residing in a body is nearly impossible. This is why the power is nearly useless without the ability to clone host bodies.
Though theoretically possible, it is not yet known what the effect on an unborn fetus would be. Fortunately, there is almost no history of this power being used successfully. It is believed that the user's body perishes as an attempt fails, the user's life energy is lost, dispersed to the void.

15. @ VAMPIRISM

Sense Difficulty: Moderate
Control & Alter Difficulties: Per the following table (based on the Jedi being human):

Species Modifiers
Human Difficult + relationship + targets Control or Perception roll
Near-human Very Difficult + relationship + targets Control or Perception roll
Alien Heroic + relationship + targets Control or Perception roll
Force-Sensitive +10
Non-Carbon Based +10

This power can be kept “up”.
Required Power: Transfer Life
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 “Incapacitated” and 4 DSP’s for “Killed.”
Effect: This power will drain the life from any organic based living form, or the life from any sentient being, whether carbon-based or not. Only very alien races might be immune to this power (GM's decision). This life is determined as the Strength and Knowledge of the being.
To determine game effects, roll Strength and Knowledge. Use the Alter result of the aggressor (i.e. Force user) as an attack vs. the combined dice. Consult the damage chart.

Wound Level Results
No Effect The Jedi could not drain the life from the being this round. The Jedi can re-initiate the power on the next round, or keep the power “up,” or try another attack.
Stunned The Jedi has drained Character Points from the character. The Jedi can drain a maximum number of Character Points as the Jedi has Alter dice (i.e. 8D+2 = 8 character points).
Wounded As per Stun. The Jedi also drains Force Points from the character, 1 FP for every 2 Alter dice.
Incapacitated As per Wound, but the Jedi also permanently drains a pip from both Strength and Knowledge.
Killed The Jedi can drain all Character Points and all Force Points from the character. Strength and Knowledge stats are drained to 0. The Jedi can use the Character and Force Points drained as per the normal rules. The pips drained from Strength and Knowledge raises the respective dice codes of the Jedi temporarily (4D rounds). The Jedi can decide to forgo this boost in order to heal himself/herself one wound category for every 7 rounds of boost gained.