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

CONTROL

  1. Absorb/Dissipate Energy
  2. +# Accelerate Healing
  3. Adrenaline Adjustment
  4. Advanced Focus
  5. Biocombustion
  6. # Breath Control
  7. # Burst of Speed
  8. Knight Speed
  9. Master Speed
  10. Calculate
  11. +# Calm
  12. Channel Energy
  13. Combat Preparation
  14. # Combat Trance
  15. +# Concentration
  16. Cognitive Trance
  17. +# Contort/Escape
  18. # Control Desease
  19. Control Energy
  20. Control Kinetic Energy
  21. Control Landing
  22. +# Control Pain
  23. Control Parasitic Infection
  24. Deflect Blaster
  25. Deflect Energy
  26. +# Detoxify Poison
  27. + Dim
  28. +# Emptiness
  29. Enhance Attribute
  30. Enhanced Reflexes
  31. Enhance Skill
  32. # Enhance Speed
  33. Enhanced Strength
  34. ^ Force Charged Strike
  35. Force of Will
  36. Hammerhand
  37. Heal
  38. +# Hibernation Trance
  39. Imitate
  40. Instinctive Astrogation Control
  41. # Jedi Discipline
  42. Perceptive Trance
  43. Plant Surge
  44. Reduce Injury
  45. Regenerate
  46. +# Remain Conscious
  47. # Remove Fatigue
  48. Resist Sleep
  49. # Resist Stun
  50. Restore Attribute
  51. Short-Term Memory Enhancement
  52. Speed Reading
  53. Voice Amplification
  54. Wisdom

SENSE

  1. Alert Sense
  2. Battle Mind
  3. Beast Languages
  4. Blind Sense
  5. +# Combat Sense
  6. + Cyber Sense
  7. +# Danger Sense
  8. +# Direction Sense
  9. Electronic Sense
  10. Force Shot
  11. Guided Attack
  12. Hyperspace Tracking
  13. # Instinctive Astrogation
  14. Instinctive Navigation
  15. +# Life Detection
  16. +# Life Sense
  17. Life Web
  18. +# Magnify Senses
  19. Parting the Clouds
  20. Postcognition
  21. Predict Natural Disaster
  22. Radar Sense
  23. +# Receptive Telepathy
  24. +# Sense Disturbance
  25. +# Sense Force
  26. Sense Force Potential
  27. Sense Force Strength
  28. +# Sense Path
  29. Sense Spirit
  30. Sense Surroundings
  31. Shift Sense
  32. +# Time Sense
  33. Translation
  34. +# Truth Sense
  35. Weather Sense

ALTER

  1. Blinding
  2. Calm Other
  3. Electric Judgment
  4. Empower Weapon
  5. Force Combat
  6. # Force Jump
  7. Knight Jump
  8. Master Jump
  9. +# Force Push
  10. Knight Push
  11. Master Push
  12. Force Running
  13. ^ Force Strike
  14. ^ Knight Strike
  15. ^ Master Strike
  16. + Haste
  17. + Light
  18. Loud
  19. Nausea
  20. Null Gravity
  21. Power Drain
  22. Project Force
  23. ^ Pyrokinesis
  24. Raise/Lower Temperature
  25. ^ Resonate Material
  26. Shadow Mist
  27. ^ Strengthen/Weaken Object
  28. Stun Droid/Mechanical
  29. # Stun Enemy
  30. #^ Telekinesis
  31. Warp Matter

CONTROL AND SENSE

  1. Death Sense
  2. Disguise
  3. Dream
  4. Electronic Communication
  5. Eyes of the Eagle
  6. # Farseeing
  7. Force Archery
  8. Force Coordination
  9. Life Bond
  10. +# Lightsabre Combat
  11. Mecha Empathy
  12. Mediation
  13. Mental Translocation
  14. Merge Senses
  15. # Projective Telepathy
  16. Project Senses
  17. Share Senses
  18. Speak with Machines
  19. Starship Combat
  20. Summon Creature
  21. Transmutation
  22. Two Lightsaber Combat
  23. Unarmed Combat

CONTROL AND ALTER

  1. +# Accelerate Another's Healing
  2. Control Another's Disease
  3. +# Control Another's Pain
  4. Control Weather
  5. Create Force Talisman
  6. # Detoxify Poison in Another
  7. Enhance Another's Attribute
  8. Force Crush
  9. Force Torch
  10. Force Transduction
  11. ^ Force Weapon
  12. ^ Knight Weapon
  13. ^ Master Weapon
  14. Heal Another
  15. # Induce Tranquility
  16. Lightwhip Combat
  17. Place Another in Hibernation Trance
  18. Regenerate Other
  19. # Remove Another's Fatigue
  20. # Return Another to Consciousness
  21. Shadow Split
  22. Survive in Hard Vacuum
  23. Telekinetic Bubble
  24. Telekinetic Wall
  25. Transfer Force

SENSE AND ALTER

  1. ^ Affect Emotions
  2. Commune with Machines
  3. Commune with Nature
  4. # Dim Other's Senses
  5. Empower Self
  6. Friendship
  7. Greater Force Shield
  8. Group Mind
  9. ^ Induced Sleep
  10. Lesser Force Shield
  11. ^ Precipitate
  12. Psychometry
  13. Remove Force Imprint
  14. # Sense Weight
  15. # Sensory Overload
  16. Storytelling
  17. ^ Thermogenesis

CONTROL, SENSE AND ALTER

  1. # Affect Mind
  2. Block Force Ability
  3. Combine Molecules
  4. Conduit
  5. Corporeal Translocation
  6. Create Gravity Wells
  7. ^ Create Homunculus
  8. ^ Create Homunculus, Greater
  9. ^ Create Homunculus, Superior
  10. CyberLocke
  11. Dark Side Dissipation
  12. Dimensional Leap
  13. ^ Doppelganger
  14. Eclipse
  15. Enhanced Coordination
  16. ^ Force Bolt
  17. Force Harmony
  18. Hyper-Acceleration
  19. Leap
  20. Light Boomerang Combat
  21. Mecha Manipulation
  22. Mind Sand
  23. Pacifism
  24. Particle Filter
  25. ^ Projected Fighting
  26. Transmutation
NOTES

+ Standard powers a Jedi learns after the Empire is formed. Powers taught to a student may vary according to the instructor. They are based on the needs of both student and teacher.
# Standard powers a Classically Trained Jedi starts with or is taught first. Powers taught to a student may vary according to the instructor. They are based on the needs of both student and teacher.
^ Risk of a Dark Side Point if used incorrectly.

Control | Sense | Alter | Control and Sense | Control and Alter | Sense and Alter | Control, Sense and Alter

Control

1. ABSORB/DISSIPATE ENERGY

Control Difficulty: Sunburn - Very Easy; intense sun - Easy; solar wind - Moderate; radiation storm - Difficult. Characters may use this power for energy attacks, such as blaster bolts and Force Lightning - the difficulty is Moderate plus the damage roll of the attack.
The power may be kept up as long as the source of energy is 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 light, heat, radiation and blaster bolts. A successful control roll means that the energy is dissipated. If the user fails the roll, he takes full damage from the energy. The character must activate the power in the same round to absorb the bolt or Force Lightning - the character must be able to roll the power before the attack lands. He can't use this power after the attack has hit.

2. +ACCELERATE HEALING

Control Difficulty: Easy for wounded characters, Moderate for incapacitated characters, Difficult for mortally wounded characters.
Time to Use: One minute
Effect: If a Jedi uses this power successfully, he may make two natural healing rolls for the current day regardless of his injury. He gets a +2 modifier to his roll for both rolls.

3. ADRENALINE ADJUSTMENT

Control Difficulty: Moderate
Required Powers: Control Pain
Note: This power may be kept "up."
Effect: When this power is activated, the Jedi character induces increased adrenaline flow throughout their body. A failed attempt at activating this power induces a -1D penalty to the character's Strength for 5 rounds, during which the power may not be attempted again. When this power is activated, the Jedi's Strength is increased by 2D; movement is increased by 2, and gains one additional action per round without multiple action penalties. For every round up to 4 rounds beyond the first, the Jedi must rest one hour without being disturbed (ie. 2 rnds = 2 hrs, 3 rnds = 3 hrs, etc). After 5 rounds of using the power, the character must make a difficult Strength check or immediately fall to the ground unconscious and fatigued. Additionally, that round and every round thereafter result in 3 hours of undisturbed rest required for the Jedi. After 8 rounds of use without resting the full-required amount, the Jedi falls unconscious.

4. ADVANCED FOCUS

Control Difficulty: Moderate to enter Advanced Focus, Difficult to come out of Advanced Focus.
Required Powers: Emptiness, Jedi Discipline
Note: This power may be kept up.
Effect: The user empties his mind and allows the Force to flow through him. After a character uses emptiness, he gains a +10 modifier to each skill roll for an amount of time equal to the amount of time spent in Emptiness. This bonus is reduced by 1 for each Dark Side Point the character has. While in Advanced Focus, characters are difficult to sense or affect with the Force. When another character attempts to use a Force Power on the character in Advanced Focus, add the defenders Advanced Focus roll to the difficulty for the other character's Sense or Control rolls (this affects only the Sense roll; if the power doesn't use the Sense skill, then add the difficulty to the Control roll). This difficulty is added regardless of whether or not the focusing character would willingly receive the power's effect.
When in Advanced Focus, characters dehydrate and hunger normally - some initiates have died because they lacked enough Control to bring themselves out of Advanced Focus. When the character enters Advanced Focus, he must state how long he is going to remain in Advanced Focus. The character may attempt to come out of Advanced Focus under the following circumstances:

  • When the stated time has passed
  • Once each hour beyond the original time limit
  • The character's body takes any damage more serious than Stun damage.
Note: Characters who are consumed by the Dark side of the Force cannot use this power.

5. BIOCOMBUSTION

Control Difficulty: Moderate
This power is most often used in any sort of Brawling or Hand-to-hand combat by Jedi who wish to add a little extra heat to their offense. The Jedi can focus energy on a certain point of flesh and cause it to become extremely hot, like the burning point of a needle. This power may hurt the user if the roll fails. However, if it succeeded, add +1D damage to the target.

6. BREATH CONTROL

Control Difficulty: Easy: 1 minute + 2 extra rounds, Moderate: 1 minute + 6 extra rounds, Difficult: 1 minute + 10 extra rounds, Very Difficult: 1 minute + 15 extra rounds, Heroic: 1 minute + 16+ extra rounds
Effect: A Force user using breath control greatly decreases his bodies need for life-sustaining gas. The Jedi does not breathe in this state, and skin pores close, preventing harmful gases from entering the body. Jedi have been known to stay in such a state for hours, even days.
Note: This power can be kept "up".

7. BURST OF SPEED

Control Difficulty: Moderate
Required Power: Enhance Attribute
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. Move increase are determined by the amount the Jedi's Control roll exceeds the difficulty. While using this power the Jedi can do nothing else during the round.
Note: This power may be kept up.

Control Roll > Difficulty By Move Increase Duration
0-8 6x current move 4 Rounds
9-20 8x current move 3 Rounds
21+ 10x current move 2 Rounds

8. KNIGHT SPEED

Control Difficulty: Moderate
Required Powers: Burst of Speed, Enhance Attribute
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. Move increase are determined by the amount the Jedi's Control roll exceeds the difficulty. While using this power the Jedi can do nothing else during the round.
Note: This power may be kept up.

Control Roll > Difficulty By Move Increase Duration
0-8 10x current move 5 Rounds
9-20 15x current move 4 Rounds
21+ 20x current move 3 Rounds

9. MASTER SPEED

Control Difficulty: Moderate
Required Powers: Burst of Speed, Enhance Attribute, Knight Speed
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. Move increase are determined by the amount the Jedi's Control roll exceeds the difficulty. While using this power the Jedi can do nothing else during the round.
Note: This power may be kept up.

Control Roll > Difficulty By Move Increase Duration
0-8 20x current move 6 Rounds
9-20 25x current move 5 Rounds
21+ 30x current move 4 Rounds

10. CALCULATE

Control Difficulty: Moderate to Heroic, depending on the equation.
Time to Use: One minute
Required Powers: Concentration, Enhance Attribute, Enhance Skill, Perceptive Trance
Effect: Using Jedi meditation techniques, this allows a Jedi to calculate high-order equations with the aid of the Force. The equations can be solved or, under certain special case situations, approximated, using standard Jedi meditation techniques. This is usually done as a training exercise.

11. + CALM

Control Difficulty: Easy if the Jedi is relaxed and has no Dark Side Points. Increase difficulty one level for every Dark Side Point the PC has.
Time to Use: One round
Effect: This power calms the Jedi, giving him an enhanced defense against the Dark Side. The Jedi receives a bonus of +4 to all rolls for the next two rounds and an extra bonus of +4 to resist the effects of powers called upon by Dark Side servants.

12. CHANNEL ENERGY

Control Difficulty: Moderate
Required Powers: Absorb/dissipate energy
Note: This is a power that can be kept “up.”
Effect: When this power is activated following a successful use of the Absorb/dissipate energy power, the Jedi gains a boost to another Force power the following round. If a character's sole actions in a round are to use the Channel energy power and one other power (incurring the normal multiple action penalty), he or she may convert any and all damage absorbed the previous round from Absorb/dissipate energy and add those dice to the rolls for the next Force power used.

13. COMBAT PREPARATION

Control Difficulty: Moderate
Effect: The user empties his mind and allows the Force to flow through him, to conserve his energy in preparation for impending combat.
Once the character comes out of combat preparation, the character gets a +6 bonus modifier to all rolls (except damage and defense) during combat for a period of time equal to the amount of time the character spent in combat preparation. This applies during combat only. If the character does not enter combat in that period of time, the bonus is lost.

14. COMBAT TRANCE

Control Difficulty: Easy
Required Power: Emptiness
Effect: The user empties his mind and allows the Force to flow through him, to conserve his energy in preparation for impending combat. The character seems to be in a light meditation, and can eat while in the trance, but very slowly. 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 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 of time, the bonus is lost.

15. CONCENTRATION

Control Difficulty: Easy if the Jedi is relaxed and at peace; Difficult if the Jedi is filled with aggression, fear or other negative emotions; Very Difficult if the Jedi is acting on those negative emotions.
Effect: Jedi must clear all negative thoughts from their minds, feeling the Force flowing through the universe and their own being. The individual Jedi concentrates on one specific task at hand. If the skill roll is successful, the Jedi may add +4D to any one action in that round. The Jedi may do nothing other than using the Concentration power and using that one skill for one action. The Jedi receives no bonus if anything else is done in that round, including duplicate uses of the same skill or dodges or parries. This power may be used in conjunction with Force Points and Character Points. This power is only in effect for one round and may not be kept up.

16. COGNITIVE TRANCE

Control Difficulty: Easy
Time to Use: 1 minute
Note: This power may be kept "up."
Effect: Jedi uses control of his inner Force to enter the specific trance. His thinking processes is hastened, and he may absorb information much faster, i.e. he reads even faster than Mon Calamari-just scrolls the text very, very quickly.

17. CONTROL DISEASE

Control Difficulty: Very Easy for a cold, Easy for a bad flu, Moderate for a serious illness such as gangrene, Very Difficult to Heroic for a virus or long-standing decease such as lung cancer.
Required Power: Detoxify Poison.
Time to Use: 30 minutes to 6 months depending on how serious the disease is and how long it has been there.
Effect: Allows the Jedi to direct and control the antibodies and healing resources of his/her own body to throw off an infection or to attack the diseased parts.

18. CONTORT/ESCAPE

Control Difficulty: Very Easy for loose bonds; Easy for hand binders; Moderate for serious restraints; Difficult to Heroic for Maximum security (varies at GM's discretion, depending on security measures).
Required Powers: Concentration, Control Pain
Effect: The character escapes his bonds by contorting in painful and difficult, but physically possible ways.

19. ^ CONTROL ENERGY

Control Difficulty: 8 for intense sun; 14 for solar wind; 16 for fire; 18 for radiation storm; 12 for blaster bolts and Force Lightning.
Required Powers: Absorb/Dissipate Energy, Control Pain
Note: This power can be kept up.
Effect: This was the second half of the absorb/dissipate energy force power that was forgotten long ago. New developments have turned it up. Upon a successful us of absorb dissipate energy a Jedi may use this power to direct the energy elsewhere or use it to add to his own power. In game terms a Jedi may use this to move the energy elsewhere along lines it would be able to travel (example: Corran Horn is being jabbed by a stun baton. He uses absorb/dissipate and sends the current through the metal decking. A Bothan walking by has his fur stand on end for a second). Or they may use it to power another force skill. In this case a second control roll is needed with the difficulties mentioned above. If the user succeeds they get a bonus to the next force power they use equal to the damage absorbed.
Example: Corran Horn is in the middle of an intense explosion and uses absorb/dissipate energy to stop the fire's effects. Because it's a powerful blast let's assume it does 4D damage. He successfully controls the fire's energy and uses it to send an image out to everyone in the area of him walking from the flames. He gets to add 4D to his affect mind roll sending all the energy into that force power.
Note: A character inflicting damage, or having another person inflict damage for him, upon himself for the purposes of using this power to drain energy receives a Dark side Point. Any character using this power to enhance an offensive force power also receives a Dark Side Point.

20. CONTROL KINETIC ENERGY

Control Kinetic Energy
Control Difficulty: Easy for purpose one; Moderate for purpose two
Time to Use: One round for purpose one; three rounds for purpose two
Note: This may be kept "up" for purpose one.
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 keep from freezing to death. Although this power may be kept up, its overall effect depends on how cold the environment is and the Gamemaster's discretion. If the temperature is only slightly below zero, the Jedi may roll for this power once and keep it up; considered a free action. If the Jedi is left naked on Hoth during the winter season he may need to make a new power roll every few minutes at increasing difficulties and keeping it up would definitely be considered an action.
Purpose Two: When nobody has any matches or the technical ability to rub two sticks together, the Jedi may use this power to set fire to kindling. The Jedi can do nothing else when attempting to use this power for this purpose. It must be noted that the kindling must be easily flammable, and that only a small amount of sparks will actually be generated not a burst of flame from the Jedi's hands. The Jedi must be touching the kindling.

21. CONTROL LANDING

Control Difficulty: Very Easy 1-3 meter drop, Easy 4-6 meters, Moderate 7-10 meters, Difficult 11-15 meters, Heroic 16+ meters
Required Power: Enhance Strength
This ability allows the Force user to fall from a great height safely. The Jedi will be stunned for 1D actions if he does not land on his feet. The character must make a successful Dexterity roll to reorient himself in mid-air. This power is often used after a Force Jump.

22. + CONTROL PAIN

Control Difficulty: Very Easy for wounded or stunned characters, Easy for incapacitated characters, Difficult for mortally wounded characters. The power may be kept up so the character can ignore the pain and injuries for a long period of time. However, whenever the character is injured again, the Jedi must make a new control pain roll, with the difficulty being the new level of injury.
Effect: A wounded Jedi who controls pain can act as if he has not been 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 wounded: a wounded Jedi doesn't lose 1D from all actions; an incapacitated character can still act normally, as can a mortally wounded character. This power can also be used to shrug off any stun results. However the character is still injured, and thus is prone to getting worse, even if the Jedi doesn't feel the pain.

23. CONTROL PARASITIC INFECTION

Control Difficulty: Easy if the character has been recently infected; Moderate if the character has been infested for some time; Difficult if the infestation has caused any debilitating effects.
Required Powers: Accelerate Healing, Sense Parasites
Effect: Simply put, this power can remove or destroy any and all parasites that have entered or attached themselves to his body. This includes symbiotic creatures as well. Any attributes that are lost from the presence of the parasites, or resulting diseases or other debilitating effects, are not regained or cured. The Jedi is allowed to make extra healing rolls as outlined in Accelerate Healing.

24. DEFLECT BLASTER

Control Difficulty: Easy for one blaster bolt, Difficult for 2-5, Heroic for 6+
Required Power: Absorb/Dissipate Energy
This ability allows a Jedi to deflect blaster bolts without using a Lightsaber.

25. DEFLECT ENERGY

Control Difficulty: Easy for intense sun; Moderate for solar wind; Difficult for radiation storm; This power can be used for energy attacks, such as blaster bolts and Force Lightning-the difficulty is Moderate plus the damage roll of the attack.
Required Power: Absorb/Dissipate Energy
Note: This power may be kept "up."
Effect: This power allows a Jedi to deflect different forms of energy away from his body. Types of energy include, but are not limited to light, heat, radiation, and blaster bolts.
The character must activate the power in the same round to deflect the blaster bolt or Force Lighting - the character must be able to roll the power before the attack lands. He cannot use this power after the attack has hit.
When this power is used successfully, the energy is deflected away from the Jedi randomly.
If the Jedi wishes to control where the energy is deflected, he must declare where he wishes to deflect the energy at a target in that round, similar to his Lightsabre Combat power. This is treated as an additional action; the Jedi makes another Control roll, with the difficulty being the new target's dodge or range. The damage done is the original energy source.
This power is similar to Lesser Force Shield and Greater Force Shield, however, unlike those powers, this only protects a small region of the body used to deflect the energy away.

26. + DETOXIFY POISON

Control Difficulty: Very Easy for a very mild poison (alcohol); Easy for a mild poison; Difficult for a virulent poison; Very Difficult to Heroic for a neurotoxin.
Time to Use: Five minutes
Effect: This power allows a Jedi to detoxify or eject poisons that have entered his body. If the Jedi makes the power roll the poison doesn't affect him.

27. + DIM

Dim
Control Difficulty: Easy
Note: This power may be kept "up."
Effect: This power allows the Jedi to fade into the background. This power is not effective when there are not any other people around. When in effect, this power adds +15 to the search difficulty of anybody looking for him.

28. + EMPTINESS

Control Difficulty: Moderate
Note: Characters who are consumed by the Dark Side of the Force may not use this power.
Required Power: Hibernation Trance
Effect: The user empties his mind and allows the Force to flow through him. The character seems to be in a deep meditation, and a character experiencing emptiness is oblivious to his surroundings. A character in emptiness may not move or take any action except to try to disengage from the emptiness. While in emptiness, a character is difficult to sense or affect with the Force. When another character attempts to use a Force power on the character in emptiness, add the PC's emptiness roll to the difficulty for the other characters control or sense rolls (this affects only the sense roll; if the power doesn't use the sense skill, then add the difficulty to the control roll). This difficulty is added regardless of whether or not the character would be willing to receive the power's effects. Once the character comes out of emptiness he gets a +6 bonus modifier to all Force skill rolls for a period of time equal to the amount of time he spent in emptiness. This bonus is reduced by one point for each Dark Side Point the character has.
When in emptiness characters dehydrate and hunger normally - some initiates have died because they lacked enough control to bring themselves out of emptiness. When the character enters into emptiness, he must state for how long he will be in meditation. A PC must make a Difficult Control roll to bring himself out of emptiness; the PC may attempt to come out of meditation under the following circumstances:
* When the stated time has passed
* Once each hour beyond the original time limit
* The PC's body takes other than stun damage

29. ENHANCE ATTRIBUTE

Control Difficulty: Moderate
Required Power: Enhance Skill
Effect: A Jedi uses this power to increase a single attribute for a limited amount of time. An increased attribute can help a Jedi jump higher, dodge quicker, see better, and run faster. All skills controlled by the enhanced attribute are increased by the appropriate amount for as long as the power is in effect. An attribute increased by this power remains enhanced for the duration listed below. Duration and attribute increase is determined by how much a character's Control skill roll beats the difficulty number. Duration can be extended through the use of character points - for every character point a Jedi spends after invoking this power, the duration is extended by one round. The points can be spent at any time before the power fades. A Jedi can only increase one attribute at a time. If he tries to invoke the power to enhance another attribute while the first is still enhanced, the first one fades and the second attribute receives the benefit.

Skill Roll Beats
Difficulty By
Attribute
Increase
Duration
0-13 +1D 3 Rounds
14-25 +2D 2 Rounds
26+ +3D 1 Round

30. ENHANCED REFLEXES

Control Difficulty: Easy +2 block/dodge, Moderate +1D block/dodge, Difficult +2D block/dodge, Very Difficult +3D block/dodge, Heroic 4D+ block/dodge.
Note: This Power can be kept "up".
Effect: A Jedi uses enhanced reflexes to improve their reaction time and speed. They can block and dodge easier, as well as attack faster.

31. ENHANCE SKILL

Control Difficulty: +1D to skill - Easy; +2D to skill - Moderate; +3D to skill - Difficult; +4D to skill - Very Difficult; +5D to skill - Heroic. +1 difficulty level per extra skill added after the first. Once the difficulty is Heroic no more skills may be added.
Note: This power may be kept "up."
Effect: With this power, Jedi can enhance their abilities in particular skills. The bonus dice are added to the skill as long as the power is kept up. If the Force user wishes to change which skills are enhanced or by how much, then a new skill roll must be made. The skill to be enhanced must be at least 1D greater than the controlling Attribute. If the power is not kept up, the Force user may only take one action using the enhanced skill. Using the Power and enhancing a skill in the same round does not count as a multiple action. This power may not be used with another power that enhances the same skill.

32. ENHANCED SPEED

Control Difficulty: Difficult, modified by distance moved beyond normal Move rating
Time to Use: Instantaneous
This power may be kept “up.”
Effect: The Jedi can run much faster than a normal member of his species, up to four times faster than his species' norm. The difficulty for doing this is Difficult for doubling his normal Move rate, Very Difficult for tripling it, and Heroic for quadrupling it. This power takes an intense degree of focus, however, and as such no other power may be kept up while using this one.

33. ENHANCED STRENGTH

Control Difficulty: Easy +2 bonus to Strength, Moderate +1D bonus, Difficult +2D bonus, Very Difficult +3D bonus, Heroic +4D bonus.
This power allows a character to use the Force to temporarily increase his strength. Note: This power does not apply to Strength rolls made to resist damage.

34. # 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.

35. FORCE OF WILL

Control Difficulty: Easy. This power may be kept up.
Effect: The character manipulates their own Willpower skill to fight the effects of hostile Force powers. If faced with a telekinetic or mind-based power, the Jedi's Willpower roll may be added to either Control or Perception. The Control, or Perception, plus Willpower total is referred to as the "protection number." If the attack roll is less than the target's Control or Perception roll, the character suffers no ill effects. If the attack roll is greater than the Control or Perception roll, but less than the protection number, the Jedi is protected from the power, but his Willpower is considered to be "battered." Subtract -1D from the characters Willpower. The Jedi can still continue to defend, but must do so with decreased Willpower. Reroll a new protection number. In the event the Jedi's Willpower reaches 0D, the Force of Will power automatically drops and the Jedi can only resist with Control or Perception. If the attack roll is greater than the Protection number, the Jedi suffers the full affects of the attacking power. It takes one day to recover 1D of damage from "battering of the will," or one hour in Emptiness (or Rage) for each 1D recovered.

36. HAMMERHAND

Control Difficulty: Difficult if healthy. Heroic if wounded.
Effect: Hammerhand doubles the Jedi's Strength Attribute for causing damage and resisting damage. Armor does not add double its value and actually subtracts its value if worn over that part of the body that causes the damage.

37. HEAL

Control Difficulty: Very Easy: Stunned, Easy: Wounded/ Wounded Twice, Moderate: Incapacitated, Difficult: Mortally Wounded
Required Powers: Accelerate Healing, Control Pain, Detoxify Poison, Detoxify Poison in Another, Emptiness, Hibernation Trance
Time to Use: 5 minutes meditation per level of difficulty.
Effect: Completely removes one injury to the user. This power may not be used on others (see Heal Another). If use of this power fails, the difficulty is raised by one level for every repeated attempt.

38. + HIBERNATION TRANCE

Control Difficulty: Difficult
This power may be kept "up."
Effect: This power allows a Jedi to place himself into a deep trance, remarkably slowing all body functions. The Jedi's heartbeat slows, his breathing drops to barely perceivable levels, and he falls unconscious. When a Jedi enters a hibernation trance, the character must declare under what circumstances the character will awaken: after a specific amount of time, or what stimuli needs to be present (noise, someone touching them, etc...). A Jedi can heal while in a hibernation trance but may not use any other skills or powers. Hibernation Trance serves two purposes. It allows the Jedi to "play dead." It can be used to survive when food or air supplies are low. A character in hibernation uses about a tenth as much as someone who is sleeping - he can hibernate for a week in a dry climate or for up to a month in a wet climate before dying from lack of water. Anyone who comes across a Jedi in hibernation assumes that the Jedi is dead unless he makes a point of testing him. Another Jedi with the sense skill or Life Detection power will be able to detect the Force within the hibernating character and realize that he or she is alive.

39. IMITATE

Control Difficulty: Moderate, modified by Relationship.
This power may be kept "up."
Time to Use: 1 round
Required Powers: Concentration, Contort/Escape, Control Pain
Effect: The Jedi is able to contort his features to imitate facial expressions and control his musculature to produce desired body language of a person. This also allows the Jedi to control their voice to imitate a person’s or a creature’s vocal patterns. This power is beneficial when the Jedi is trying to imitate a person or trying to pose as the relative of the person.

40. INSTINCTIVE ASTROGATION CONTROL

Control Difficulty: Very Difficult. Modified by astrogation difficulty.
Time to Use: One minute
Required Powers: Direction Sense, Instinctive Astrogation, Magnify Senses
Effect: Instinctive astrogation control is far more difficult than the standard sense-based instinctive astrogation power because instead of trying to "feel" the correct solutions to the hyperspace equations, the Jedi calculates them in his head. This is quite possible, but the figures generated are rarely utilized because it is so easy even for a Jedi to make a mistake. The difficulty is modified by how hard the task is with a nav computer:

Task is: Modifier
(add to difficulty):
Very Easy 0
Easy +5
Moderate +10
Difficult +15
Very Difficult +20
Heroic +30

If the control total is successful, a Very Easy astrogation roll is necessary to enter the correct routes into the nav computer. If the Jedi fails the attempt, he overlooks an obstacle, which then requires a Very Difficult roll. If the Control roll is missed by 5 or more points, increase the difficulty to Heroic.

41. JEDI DISCIPLINE

Control Difficulty: Easy +2 Knowledge/Willpower, Moderate +1D Knowledge/Willpower, Difficult +2D Knowledge/Willpower, Very Difficult +3D Knowledge/Willpower, Heroic 4D+ Knowledge/Willpower.
Required Power: Emptiness
This power can be kept "up".
With Jedi discipline, a Jedi enhances his connection to the Force, sensing it's subtle nuances better and more accurately. Jedi also have extreme discipline, often appearing emotionless while in this state. It clears a Jedi's mind, allowing him to think clearer.

42. PERCEPTIVE TRANCE

Control Difficulty: Easy.
This power can be kept "up."
Time to use: 1 round
Required Powers: Enhance attribute, Enhance Skill
Effect: This allows the Jedi to accelerate his mental processes and the processing of visual, audio, or other sensory input. The Jedi uses the control of his inner Force to absorb information much faster than normal. The Jedi adds his Control roll to his Perception for the duration of the power. This could be information from datascreens, voicetapes set on very high speed or by other methods.

43. PLANT SURGE

The Control difficulty depends on the area that the Force user wishes to affect:

Radius Control Difficulty
2 meters Easy
4 meters Moderate
6 meters Difficult
8 meters Very Difficult

Effect: When used, this power causes plants (grasses, weeds, bushes, trees, etc.) to entangle target creatures, holding them fast or slowing them down.
If the Force-user succeeds in his use of the power, the targets are considered to be entangled. Entangled creatures suffer a -1D penalty to all attack rolls, a -2D penalty to their Dexterity scores, and can only move at half of their normal Movement scores. Entangled characters can attempt to escape, but this requires a Difficult Strength check to accomplish.

44. REDUCE INJURY

Control Difficulty: Moderate for incapacitated characters, Difficult for mortally wounded characters, Very Difficult for dead characters.
Required Powers: Accelerate Healing, Control Pain
Effect: By using this power, a Jedi may call upon the Force to reduce the amount of injury he suffers; this power is normally only used in desperation because of its long-term repercussions. When the power is successfully used, the Jedi loses a Force Point. Any injury that is suffered is reduced to wounded. If the original injury would have killed the character, he must choose to suffer a permanent injury of some kind.
Note: Spending Force Points in this manner - not at the beginning of the round - is allowed. Also, it is not always a "selfish" act to save one's life, so the character might be able to get the Force Point back. If the character was fighting to save his friends from certain doom - and if he fails, they certainly die - then this could even be considered a heroic action. It still involves great sacrifice.

45. REGENERATE

Control Difficulty: Moderate: Simple Organ (eye, liver, kidney), Difficult: Complex Organ (heart), Very Difficult: Limb or System (arm, endocrine system), Heroic: Special Organs/Diseases (brain, A.I.D.S, spinal cord, terminal cancer.
Required Powers: Accelerate Healing, Control Pain, Detoxify Poison, Emptiness, Heal, Hibernation Trance
Time to Use: One month per level of difficulty (1 month for an eye, 3 months to repair spinal damage)
This power must to be kept “up” for the duration.
Effect: Allows a Force-user to repair extensive damage to the point of regrowth. During the period of Regeneration, the character must rest as detailed in the Natural Healing section of the rulebook. Everyday during this rest period the user must activate the power. Failure means treatment has been set back one day for every point the roll missed by. A critical failure means the organ/limb has been destroyed and user must start over (in the case of regenerating a damaged brain, the user dies). At the end of the period (provided rest was never broken) he may roll Strength or Control versus the above difficulty. For every full week of rest and treatment past the required time, the final Strength/Control Difficulty is reduced by one level. If successful, he has a new, fully working organ/limb or is cured from the targeted disease (Cancer, AIDS, etc.). If unsuccessful, he has a fully-grown organ/limb that either his body has rejected or is just unusable.
Note: This power doesn't remove the reason for the degeneration in cases like A.I.D.S. (i.e. bacterial, viral or other infections). It only regrows and removes faults in the D.N.S. (in cases like cancer).

46. + REMAIN CONSCIOUS

Control Difficulty: Easy for stunned characters, Moderate for incapacitated, Difficult for mortally wounded.
Required Power: Control Pain
Effect: This power allows a Jedi to remain conscious even when he has suffered injuries which would knock him unconscious. In game terms, when a character with this power suffers this kind of injury, they lose all of their actions for the rest of the round, but they are still conscious (normal characters automatically pass out). On the next round, the character may attempt to activate the power - this must be the first action of that round; the Jedi cannot even dodge or parry. If the roll is unsuccessful, the character passes out immediately. If the roll is successful, the Jedi can do any one other action that he has declared for that round - often the character will attempt to control pain so that he will be able to remain conscious. After that other action has been completed, the Jedi will lapse into unconsciousness, unless he has activated control pain or done something else that will keep the character conscious.

47. REMOVE FATIGUE

Control Difficulty: Moderate.
This power may be kept "up."
Required Powers: Accelerate Healing, Control Pain
Time to Use: One round
Effect: The character uses this power to combat the effects of strenuous work. The Jedi manipulates the Force, causing bodily toxins to be ejected much more efficiently, thus allowing for greater stamina. While kept up, the Jedi must make a Stamina check once per day. While using this power, 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 fails two Stamina checks and becomes fatigued, a -1D penalty is applied to all attributes and skills for 1D hours. This power can't be used for Lifting (Enhance Attribute has to be used).

48. RESIST SLEEP

Control Difficulty: 24-48 hours - Easy; +5 for every 12 hour period beyond the first 48
Time To Use: One minute to one hour
Required Powers: Detoxify Poison, Remove Fatigue, Hibernation Trance
Effect: When utilizing this technique, the Jedi can go extended periods without sleep. This ability purges the body of accumulated toxins, orders the mind and so on - leaving the Jedi feeling as if they've had a full eight hours sleep with only a few minutes of meditation.

49. RESIST STUN

Control Difficulty: Moderate
Time to Use: One minute
Effect: This allows a Jedi to prepare his body to resist the effects of stun damage. The power must be activated before the character has suffered any damage. A successful result allows the Jedi to resist all stun results except for unconsciousness and normal injuries. An unconscious result forces the Jedi to drop the power, and he is considered stunned. Normal wounds are treated normally.

50. RESTORE ATTRIBUTE

Control Difficulty: The difficulty varies according to the amount of the attribute dice being restored:

Lost Attribute Dice Difficulty
Up to 1D Moderate
1D+1 to 2D Difficult
2D+1 to 3D Very Difficult
3D+1 or more Heroic

Required Powers: Accelerate Healing, Control Disease, Control Parasitic Infestation, Detoxify Poison, Enhance Attribute, Sense Disease, Sense Parasites, Sense Poisons/Toxins
Effect: The Jedi can restore lost attributes permanently lost to parasitic infections, disease, toxins, and other debilitating injuries. He must meditate for an hour, spend a Force point, and then make a control 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.

51. SHORT-TERM MEMORY ENHANCEMENT

Control Difficulty: Difficult
Required Power: Hibernation Trance
Effect: When a Jedi uses this power, he or she can replay recent events in order to more carefully examine images and peripheral occurrences. Using the power, a Jedi can freeze images and even scan memory tracks to recall details that were seen but did not register consciously at the time of observation.
In game terms, this power can be used to alert a Jedi to information, items, other characters, or anything else that passed before his or her senses within a specific span of time. In addition, if a game master provided clues or leads to clues that the players originally missed or ignored, this power can be alert them to possible solutions, if those solutions were observed earlier in the adventure. How far back a Jedi can remember with this power is determined by the success of his control skill roll.

Skill Roll Beats
Difficulty By
Memory Extends Back...
0-8 Through Current Episode
9-20 Through Last Episode
21-30 Through Last Two Episodes
31+ Through Last Three Episodes

52. SPEED READING

Control Difficulty: Very Easy for a Datapad; Easy for Small Article; Moderate for Data Journal; Difficult to Very Difficult for Databook; Heroic for Encyclopedia Galactica
Required Powers: Short-Term Memory Enhancement
Time to Use: One round to several hours
Effect: Allows the Jedi to read any language he knows up to 15 times faster than normal reading speed. Up to three full pages per combat round.

53. VOICE AMPLIFICATION

Control Difficulty: Easy, modified by size of area; Small room: +2; Medium-sized room: +5; Large room: +7; Audience chamber: +10; Concert hall: +12; Coruscant Great Council Hall: +15
Time Required: One round
This power may be kept "up."
Effect: This power allows a Jedi to amplify her voice to fill an area. The Jedi may speak, sing, or otherwise communicate verbally while maintaining this power.

54. WISDOM

Control Difficulty: Very Difficult
Time to Use: 1 hour of research
Effect: Grants the user insight from the Force increasing Knowledge by their Control skill for a single roll.

Sense

1. ALERT SENSE

Sense Difficulty: Very Difficult.
This power may be kept "up."
Required Powers: Blind Sense, Danger Sense, Direction Sense, Electronic Sense, Life Detection, Magnify Senses, Receptive Telepathy, Sense Force
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 objects within 10 meters, creating a warning system for as long as the power is "up." This power is very effective if the Jedi has been blinded or is permanently blind.
The Jedi adds the Sense roll to Perception for the duration of the power. This counts towards initiative as well as any other Perception-based rolls. The Jedi adds +1D to all attack and defense rolls, and the Jedi detects any attacks the round before they are made. This gives the Jedi a round to react to danger. The Jedi is conscious of everything within 10 meters. When approached by or approaching a being, creature, or Droid, the Jedi should make a Sense roll; each being, creature, or Droid makes an opposed Control or 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.

2. BATTLE MIND

Sense Difficulty: Moderate
Required Power: Sense Force
Effect: With battle mind, a Jedi can use the Force to guide his decisions and actions to allow a possible future revealed through battle mind to come about. This power is especially useful when the Jedi is leading an army or strike force.

3. BEAST LANGUAGES

Sense Difficulty: Easy if the animal is domesticated/friendly (such as a bantha); Moderate to Difficult if the animal is wild, but non-predatory (undomesticated tauntaun); Very Difficult to Heroic if the animal is ferocious/ predatory (wild vornskr or rancor).
This power may be kept "up."
Required Powers: Life Detection, Life Sense, Receptive Telepathy, Projective Telepathy, Translation.
Time to Use: One minute
Effect: This power allows the Jedi to translate a beast language and speak it in kind. As creatures rarely have "true" languages, the Jedi is actually reading the differences in the surface emotions within grunts and growls and other cues of body languages. Note that the character may keep this power "up" if the Jedi needs to continue picking up the emotional state of a creature. For beasts that can be ridden, subtract -2D from their Orneriness code while this power is in effect.

4. BLIND SENSE

Sense Difficulty: Moderate.
This power can be kept "up."
Effect: This power allows the Jedi to see normally when he has been blinded (Perception at normal). This power cannot be used to see in the dark. Young Jedi sometimes learn this power accidentally when lightsabre training and have been blindfolded. If a character has been permanently blinded, he may choose to have this power "up" permanently at a constant reduction of -1D to sense.

5. COMBAT SENSE

Sense Difficulty: Moderate for one opponent, modified by +3 for every additional opponent a Jedi wants to defend against.
Required Powers: Danger Sense, Life Detection
Effect: Combat sense helps a Jedi focus on the battle at hand. Everything else becomes dulled and muted as the Jedi's senses are all turned to the combat happening around him. All targets become mentally highlighted in the Jedi's mind, aiding him in attack and defense.
In game terms, by focusing his attention on his opponents, a Jedi gains certain important advantages. First, he gets to decide when he wants to act during a round. If more than one Jedi is using this power, whichever Jedi rolled highest when invoking this power gets to determine exactly when they are acting this round. Second, his attack and defense rolls are increased by +2D. Combat Sense lasts for ten combat rounds and doesn't count as a skill use for determining die code penalties once it is up.

6. + CYBER SENSE

Sense Difficulty: Very Easy, modified by Relationship and Proximity.
This power may be kept "up."
Effect: Allows a force user to sense the presence of a machine (includes cybernetics), computer or droid.

7. DANGER SENSE

Sense Difficulty: Moderate or attacker's control roll.
Required Power: Life Detection.
This power may be kept "up."
Effect: This power allows a Jedi to extend his senses around himself like protective sensors, creating an early warning system for as long as the power is in effect. When this power is used, the Jedi detects any attacks the round before they are made. This gives the Jedi a round to decide how to react to the danger.
In game terms, if any character is going to attack a Jedi on the next round, they must declare their actions the round before it happens. Characters who are going to attack may roll their Control skill to increase the difficulty of using the power.

8. + DIRECTION SENSE

Sense Difficulty: Easy; modified by Proximity.
This power can be kept "up."
Time to use: One round
Effect: This allows the Jedi the ability to sense the direction of an object or location by its resonance in the Force. This power does not sense life forms (use the life sense power to sense and track life forms). If the roll fails by five points, the Jedi just knows the general direction the object or location is in: left, right, forward, behind, above, below.
On a Difficult roll, the Jedi can anchor himself to a location and know exactly in what direction and how far away the location is from his current position.

9. ELECTRONIC SENSE

Sense Difficulty: Easy, modified by Proximity.
This power may be kept "up."
Required Powers: Cyber Sense
Effect: This power allows the Jedi to detect active electronics that might otherwise remain hidden from their normal senses. When the power is activated, the Jedi knows the location of active electronics within 10 meters - if the power is kept "up," the Jedi may know whenever a Droid or other electronic construct approaches within 10 meters of them or vice versa.
When a Jedi approaches or is approached by active electronics, make a sense roll for the Jedi and each electronic construct makes an opposed Perception roll to avoid detection, if possible. Both rolls are free actions and don’t count as a power use. If the Jedi ties or rolls higher, he senses the electronics in question. If the Jedi beats the target’s roll by 10 or more points, if he has had access to the system or met the Droid before (yes or no), and if yes, what their identity is.

10. FORCE SHOT

Sense Difficulty: Moderate
Effect: This power is used to increase a character's accuracy with missile weapons or Blasters against hidden or concealed targets. If successful, the Force-user may add his Sense dice to his ranged attack rolls against an organic/living target that is either fully or partially concealed, be it behind a wall, through smoke, or in darkness or shadow. At least some portion of the target must be concealed by some degree of cover to be effective. This power is called on at the start of a battle, and remains "up" until the Jedi is stunned, wounded, or worse. Any Jedi who has been stunned or wounded may attempt to activate the power again.

11. GUIDED ATTACK

Sense Difficulty: Easy
Required Power: Life Sense
Effect: By successfully using this power and studying a single opponent for two full rounds, a character can anticipate that opponent's reactions in combat. This effectively reduces the opponent's defense dice rolls made to evade the character's attacks by half for the duration of the combat, or until the character using this power is stunned, wounded, or worse.

12. HYPERSPACE TRACKING

Sense Difficulty: Difficult, modified by half the difficulty of the journey of the ship being tracked; also modified by Proximity
Required Powers: Instinctive Astrogation, Magnify Senses, Sense Force
Effect: Any object that goes through hyperspace leaves a trace that the Jedi can sense. The Jedi uses his sense skill to "feel" through hyperspace to track an object’s path. If the Jedi succeeds at tracking the course, he need only generate an Easy astrogation total to plot a safe path to follow the object. If the Jedi fails the roll, he is unable to track the object.
If the object includes a Force-sensitive being, the difficulty for this power is reduced one level.

13. INSTINCTIVE ASTROGATION

Sense Difficulty: Moderate, modified by difficulty of journey.
Required Power: Direction Sense, Magnify Senses
Effect: This is the better-known ability of the Jedi to calculate astrogation routes without the use of a nav computer. The Jedi uses his Sense skill to "feel" through the myriad hyperspace routes to determine the safest path.
The difficulty is modified by how dangerous the path is:

Task is Modifier
(add to
difficulty)
Very Easy 0
Easy 0
Moderate 0
Difficult +5
Very Difficult +10
Heroic +15

If the Jedi succeeds at charting the course, the Jedi need only make an Easy Astrogation total to plot a safe path. If the Jedi fails the roll, the Astrogation difficulty is automatically Very Difficult; if the roll is missed by more than five points, increase the difficulty to Heroic.

14. INSTINCTIVE NAVIGATION

Sense Difficulty: Moderate; modified by Proximity of target location
Required Powers: Direction Sense
This power must to be kept “up” until arrival.
Effect: Similar to the Instinctive Astrogation power, but instead of calculating a course between the stars, the Jedi can use their sense skill to navigate between terrestrial based locations. Instinctive navigation is literally letting the Force be your guide, and following its "currents" to your destination. This skill is useful while lost in cave systems, mine shafts and other maze-like networks. If the Jedi succeeds at plotting the course, they only need to generate an Easy Survival or navigation/piloting roll. If the Jedi fails, this roll is automatically +20.
Note: This power is different from Direction Sense, as the Jedi not only knows where to go, but also which way.

15. + LIFE DETECTION

Sense Difficulty: Very Easy if the subject has Force skills or is Force-sensitive; Moderate if not. Modified by relationship.
This power may be kept "up."
Effect: This power allows Jedi to detect live sentient beings that might otherwise remain hidden from their normal senses. When the power is activated, the Jedi knows the location of all sentient beings within 10 meters - if the power is kept up, the Jedi may know whenever a sentient being approaches within 10 meters of them, or visa versa.
When a Jedi approaches or is approached by sentient creatures, make a sense roll for the Jedi and an opposed Control or Perception roll for each creature to avoid detection. Both rolls are free actions and don't count as a power use. If the Jedi ties or rolls higher, he senses the creatures in question.
If the Jedi beats the target's roll by 10 or more points, the Jedi is aware if this person has Force skills (yes or no only), is Force-sensitive (yes or no only) or they have met the person before (yes or no), and if yes, what their identity is.

16. + LIFE SENSE

Sense Difficulty: Very Easy. Modified by proximity and relationship.
Required Power: Life Detection.
This power may be kept "up" to track a target.
Effect: The user can sense the presence and identity of a specific person for whom he searches. The user can sense how badly wounded, diseased or otherwise physically disturbed the target is. A target may use the Control skill to hide his identity from the Jedi using life sense. The character's Control skill is added to the sensor's difficulty.

17. LIFE WEB

Sense Difficulty: See below. Modified by proximity.
Note: The Force user must choose one specialization (see below).
Required Powers: Life Detection, Life Sense, Sense Force.
This power must be kept "up" for a minimum of two days.
Time to Use: Two days (or more).
Effect: This power is used to detect large concentrations of members of a specific species. When the power is used successfully, the user senses the general direction that leads to the population. If the user beats the difficulty by 10 or more points, the user also knows approximate distance (i.e., hundreds or thousands of kilometers, or single, tens, hundreds or thousands of light years).
The base difficulty to use this power depends on the size of the nearest significant population:

Difficulty Population Size
Very Easy Tens of Billions
Easy Billions
Moderate Hundreds of Millions
Difficult Tens of Millions
Very Difficult Millions
Heroic Hundreds of Thousands

May not be used to detect populations smaller than 100,000 individuals.
When this power is selected, the Jedi must select one specific intelligent species to specialize in. Each additional species specialization costs an extra 3 CP's. The Jedi must be familiar with the species. This power may only be used to detect species that the Jedi has specialized in. This power requires at least two days of continuous concentration. For each additional two days of concentration, the Jedi may add +1D to his or her Sense roll.

18. + MAGNIFY SENSES

Sense Difficulty: Very Easy Modified by proximity.
Time to Use: Three rounds
Effect: This power allows a Jedi to increase the effectiveness of his normal senses to perceive things that would otherwise be impossible without artificial aids. He can hear noises beyond normal frequencies. Likewise, he can see normally visible things over distances that would normally require the use of macrobinoculars, and identify scents and odors that are normally too faint for Human olfactory senses.

19. PARTING THE CLOUDS

Sense Difficulty: Moderate
Effect: Parting The Clouds is designed to sweep away all the obstacles blocking clear sight and Sense powers. When invoked, all powers in effect designed to obstruct or confuse the target must immediately make opposed rolls with the Jedi who invoked this power. Failure causes those powers to be dispelled instantly, and even a near miss will cause them to waver slightly.

20. POSTCOGNITION

Sense Difficulty: Easy for less than two hours, Moderate for more than two hours but less than one week, Difficult for more than one week but less than two years, and Very Difficult for more than two years.
Effect: Postcognition allows a Jedi to investigate the tenuous imprints of the Force left on objects when they are handled by living beings. The character must be able to handle the object he is examining.
If the postcognition roll is greater than three times the difficulty, the character can witness the event as if he were there himself. If the roll is greater than or equal to twice the difficulty, the Jedi gets a good sensory impression of the event, but is limited in that the primary sense is wavy or obscured, but the other sensory impressions come through clearly. If the roll is simply greater than the difficulty number, then all sensory impressions are muzzled.

21. PREDICT NATURAL DISASTER

Sense Difficulty: Easy if the Jedi has lived in the area for more than a year; Moderate if the Jedi has lived in the area 6-12 months; Difficult if the Jedi has lived in the area 1-6 months; Very Difficult if the Jedi has lived on the planet less than one month. Modified by severity of disaster (larger disasters are easier to predict) and degree to which the disaster could reasonably be predicted.
Required Powers: Danger Sense, Life Detection, Magnify Senses, Weather Sense.
Time to Use: 15 minutes. May be reduced in five minute increments by increasing the difficulty one level per five minutes (minimum time of one minute).
Effect: This power allows the Jedi to sense local meteorological and geological conditions and predict imminent disasters, such as quakes, volcanic eruptions, floods, landslides, avalanches, cave-ins, mine subsidence, large scale conflagrations (forest fires) and even dangerous storms, tornadoes and hurricanes (which can also be predicted with Weather Sense). By opening his or her senses to the environment, the Jedi can predict these disturbances, much like animals can seemingly sense a quake hours or even days before it happens.

22. RADAR SENSE

Sense Difficulty: Moderate
Required Powers: Life Detection, Magnify Senses
This power may be kept “up.”
Effect: This ability is used when the Jedi cannot see or is entering 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 under Perception (cannot be used for command, bargain, persuasion, etc). This power is very similar to Life Detection, except the Jedi feels the emotional intentions of the people in his range. The Targets cannot hide from this ability because it feels the vibrations in the force that their presence makes (with the exception of Cloak of Darkness). The range is equal to their sense roll +10 in meters. The Jedi does not perceive anything but the position of the creatures and the basic intentions (i.e., friendship, hate, about to attack, etc.).

23. + RECEPTIVE TELEPATHY

Sense Difficulty: Very Easy for friendly, non-resisting targets. If target resists, he makes a Perception or Control roll to determine the difficulty. Modified by proximity and relationship.
Required Power: Life Detection, Life Sense
This power may be kept "up" if the target is willing and the proximity modifier doesn't increase.
Effect: If the Jedi makes the power roll, he can read the surface thoughts and emotions of the target. The Jedi "hears" what the target is thinking, but cannot probe for deeper information. When the Jedi uses the power on another player character, the GM asks the player if he minds the power being used on his character; if the target is an NPC, the GM must determine for himself if the target is friendly or resistant.
If the skill roll is double the difficulty, the Jedi can sift through any memories up to 24 hours old. A Jedi cannot sift through memories in the same round that contact is made - this process takes a full round.
A Jedi can read the minds of more than one person at a time, but each additional person counts as an additional action, with separate rolls and multiple skill use penalties.
This power can be used on creatures and other sentient species, although it cannot be used on droids.

24. + SENSE DISTURBANCE

Sense Difficulty: Very Easy; modified by Proximity
Effect: This enables a character to sense a disturbance in the Force. This does not give the character specific details, but gives the character a feeling of what has occurred.
This power, once learned, is effectively "up" at all times. When a disturbance happens, the Jedi can take a "free" action roll to sense the disturbance. The GM should have the player roll his character’s Sense against the modified difficulty. What effect the disturbance has on the Jedi is up to the GM.
If successful, the GM should secretly inform the player that his character senses a disturbance, 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 Light Side of the Force or the Dark Side.

25. + SENSE FORCE

Sense Difficulty: Moderate for an area; Difficult for sensing details or specific objects within the area. Modified by proximity.
Effect: This power is used to sense the ambient Force within a place. It cannot be used to detect sentient beings, but there are many forms of life and many areas of the galaxy intertwined with the Force which can be sensed with this power.
Sense Force will tell a character the rough magnitude of the Force in an area or object, and whether the area or object tends toward the Dark Side or the Light.

26. SENSE FORCE POTENTIAL

Sense Difficulty: Moderate for friendly, non-resisting targets. Moderate plus target's Perception or Control roll (whichever is higher) to determine the difficulty of the probe on an unwilling subject.
Required Powers: Life Detection, Life Sense, Receptive Telepathy, Sense Force.
Time to Use: Six rounds.
Effect: This power allows a Jedi to probe the mind of a target, and determine whether that person has the potential to be strong in the Force. The deep subconscious of a Force-sensitive person is shielded by a protective barrier that prevents another Force wielder from penetrating his or her inner mind. This shield pushes violently back at an intruder, sending him or her stumbling back. This "shield" is an involuntary defense mechanism maintained by every Force-sensitive person. It is one reliable way to determine who might be potential Jedi's. The magnitude of the backlash depends on the character's strength in the Force. A person who is merely Force-sensitive will shove the intruder back several meters. Someone with actual Force skills will produce a more intense reaction.

27. SENSE FORCE STRENGTH

Sense Difficulty: Moderate
Time to Use: One minute
Effect: This allows a Jedi to sense the Force Strength of a character. This tells the Jedi the Force Strength bonus a character has, as well as the number of Character Points, Force Points, Dark Side Points, and skill code for each Force skill. This does not tell the Jedi what powers the character has.

28. + SENSE PATH

Sense Difficulty: Moderate
Required Powers: Emptiness, Hibernation Trance
This power may be kept "up."
Effect: This power tells a character what "path" he is on: whether his current actions are likely to lead him to the Dark Side, and whether any specified future actions are likely to do so (This power may be thought of as Farseeing without Control).
Bear in mind that without Control, the Jedi has no control over whether he sees the past, present or possible future. The visions he receives are more likely to be allegorical in nature; to receive specific details, the Farseeing power must be used. When giving the results of this power, be honest but obscure: if the PC has gained any Dark Side Points and is attempting to atone, this power will tell him how successful he is within a game context.
The Jedi can choose to consciously use this power, or it can be a plot device. If the latter, at an appropriate point in the scenario, you may call for a roll on this power, and give the Jedi a vision if he succeeds. You may use this to tell the players how well they are doing, or to give them a premonition of doom just before a critical encounter in order to heighten the game. You may use it to warn them (by showing them what will happen by continuing their current course), to encourage them (particularly if they have done the right thing, but because of the way the scenario has been written they seem to have failed), to give them hints, or to foreshadow later events.
The players should never take a vision from the force lightly. It should give them something to think about, along with some attendant chances for some good role-playing. Bear in mind that different Jedi will tend to receive different renditions of the same scene, and consequently you should tailor the details you give to fit the character concerned. Instead, you might consider altering the way you describe the scenery; for the Dark Side, you might always describe rocky and barren terrain, with a cold wind blowing, or alternatively it might always be night for the dark visions, and daytime or dawn for the Light Side. Make sure that it is never easy to tell which is the right path to take.

29. SENSE SPIRIT

Sense Difficulty: Very Easy
Effect: This allows a Jedi to sense a Force Spirit - a Force-sensitive who has died, but remains in this world. The stronger a character is, the more the character can sense a Spirit.
If the player rolls between 6 and 10, the character only hears a voice. If the roll is between 10 and 20, the character will also see the Spirit easily. If the roll is over 20, the character can interact with the Spirit.

30. SENSE SURROUNDINGS

Sense Difficulty: Easy
Effect: Sense surroundings allows a Force-user to extend his senses through the Force, permitting him to fight and make Search checks despite darkness or obstruction. This power doesn't duplicate the Magnify Senses power, but it does allow a character to perceive things normally through the Force instead of through a normal sense. This power can only be used to counter either blindness or deafness. In order to counteract both lack of sight and sound, the power would need to be used twice (thus granting a multiple action penalty). This power can be kept "up".

31. SHIFT SENSE

Sense Difficulty: Moderate for simple phenomena (heat or scents); Difficult for more uncommon phenomena (comm frequencies, infrared); Very Difficult for specific, complex phenomena (setting olfactory nerves to detect the presence of tibanna gas).
Required Power: Magnify Senses
This power may be kept "up."
Time to Use: One minute. May be reduced in 10 second increments by increasing the difficulty by one level per 10 second increment (minimum of 30 seconds).
Effect: The character may shift his senses so as to detect phenomena of a different type than normal; shifting the spectrum of vision into the infrared or even radio waves, setting olfactory nerves to detect specific chemical combinations which are not normally perceived, or improving hearing to frequencies above or below that which can usually be heard for his or her species. Counts as a skill use.

32. + TIME SENSE

Sense Difficulty: See below.
This power can be kept "up."
Effect: Sensing the rhythm, pulse, and the ebb and flow of the Force, the Jedi is able to track the passage of time as precisely as the best chronometer. With a Very Easy Sense roll, the Jedi can use this power as a stopwatch. With an Easy Sense roll, the Jedi can use this power as an alarm clock.

33. TRANSLATION

Sense Difficulty: Moderate for humans or aliens; Difficult for high-density languages used by droids. If the target is being purposely cryptic, add +5 to the difficulty, +20 if the language is written down.
Required Powers: Life Detection, Life Sense, Receptive Telepathy, Projective Telepathy
Time to Use: One minute
Effect: This power allows a Jedi to translate a language and speak it in kind. The Jedi may decipher body language, explore the spoken word or translate ancient text (Sith, Rodian, etc...). In order for this power to work, the character must first hear the target speak, or see the words in written form.
Note that the Jedi does not actually know the language.

34. TRUTH SENSE

Sense Difficulty: Easy; modified by Relationship.
This power can be kept "up."
Time to Use: One round
Effect: Using the Force to sense changes in a body, this allows the Jedi to detect whether a character believes what they are saying is true. This is the Force equivalent of a lie-detector test but 100 times more accurate.

35. WEATHER SENSE

Sense Difficulty: Easy if the Jedi has lived in the area for more than a year; Moderate if the Jedi has lived in the area 6-12 months; Difficult if the Jedi has lived in the area 1-6 months; Very Difficult if the Jedi has lived on the planet less than one month. Modified for proximity and local meteorological conditions.
Required Power: Magnify Senses
This power may be kept "up."
Time to Use: One minute
Effect: This power allows the Jedi to attune himself to the workings of the local weather patterns. By sensing the movements of clouds, winds, tides, and solar bodies, someone using this power can discern patterns in the weather, and so make limited predictions regarding the behavior of atmospheric phenomenon. The power does not lend itself to quick predictions, however. It usually takes weeks for a Jedi to become accustomed to local weather patterns and become familiar with unique features of the local topography before it is possible to obtain accurate readings.
The prediction is effective for four hours. The difficulty increases if the Jedi wishes to make more extended forecasts.

Alter

1. BLINDING

Alter Difficulty: Moderate
Effects: This power emanates as a blinding flash of energy, causing the target's vision to overload, creating temporary blindness.
It is very useful as a means to stun the opponent for a finishing stroke.
With it, a Jedi could obfuscate any person's vision, making it very difficult to be spotted and targeted, and converting the enemy to a more fragile position. It can be counter-attacked by Force Sight.

2. CALM OTHER

Alter Difficulty: Easy (modified by proximity and relationship).
Effect: This power is used to calm down and neutralize an opponent when no other way is deemed appropriate. If successful, the target feels utter peace and calm, and has lost all will to fight. A Jedi who uses this ability to disable the opponent so he may kill, injure, or take advantage of him receives a dark side point.

3. ELECTRIC JUDGMENT

Alter Difficulty: Easy 2D damage, Moderate 3D damage, Difficult 4D damage (modified by proximity)
Effects: Electric Judgment was a Force technique used by Plo Koon, and it was the light side version of Force Lightning.
It showed up as yellow or green energy instead of blue or white, like Force lightning. For instance, Plo Koon would shoot lightning from his fingertips to wound enemies. Other Jedi would not use it, as it resembled Force Lightning used by the Sith and other Dark Jedi.
Note: Characters hit by Electric Judgment are stunned for 5D rounds and must make a Very Difficult Stamina check to come out of Stun ahead of time.

4. EMPOWER WEAPON

Alter Difficulty: Difficult
Required Powers: Absorb/Dissipate Energy
This power may be kept “up.”
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 blade becomes infused with energy and has all the properties of a lightsabre (able to parry lightsabres, can be used with Lightsabre Combat, able to parry blaster bolts, etc.), except damage is reduced to 4D (and like a true lightsabre, the strength of the user makes no difference to the damage). The power has similar affects on daggers, staffs, axes, etc. The weight of the weapon is reduced to 1kg.

5. FORCE COMBAT

Alter Difficulty: Moderate (modified by proximity)
Required Power: Telekinesis
Effect: When a Force-Sensitive uses Force Combat, they use the Force as invisible fists and feet. The power and strength behind the blows is variable depending on the users Force strength. (Alter 10 = 1D damage) A Jedi can only use this power 2 times in each combat situation before they receive a Dark Side Point, and Dark Jedi do not receive Dark Side Points for using this power. Can be resisted with Absorption skills. Cannot be dodged or blocked physically. Note: Target must be within line of sight of the Jedi.

6. FORCE JUMP

Alter Difficulty: Equal to ½ the number of meters the Jedi wishes to move himself (20 meters maximum).
Required Powers: Concentration, Telekinesis
Effect: Using this power instead of walking, a Force-user can physically move himself a number of meters either horizontally or vertically. The difficulty of the Alter roll for this ability is equal to ½ the number of meters the Jedi wishes to move himself, but under no circumstances can the distance be greater than 20 meters. If the Force-user has not landed by the end of the round, he may suffer falling damage (GM's discretion).

7. KNIGHT JUMP

Alter Difficulty: Equal to ½ the number of meters the Jedi wishes to move himself (40 meters maximum).
Required Powers: Concentration, Force Jump, Telekinesis
Effect: Using this power instead of walking, a Force-user can physically move himself a number of meters either horizontally or vertically. The difficulty of the Alter roll for this ability is equal to ½ the number of meters the Jedi wishes to move himself, but under no circumstances can the distance be greater than 40 meters. If the Force-user has not landed by the end of the round, he may suffer falling damage (GM's discretion).

8. MASTER JUMP

Alter Difficulty: Equal to ½ the number of meters the Jedi wishes to move himself (80 meters maximum).
Required Powers: Concentration, Force Jump, Knight Jump, Telekinesis
Effect: Using this power instead of walking, a Force-user can physically move himself a number of meters either horizontally or vertically. The difficulty of the Alter roll for this ability is equal to ½ the number of meters the Jedi wishes to move himself, but under no circumstances can the distance be greater than 80 meters. If the Force-user has not landed by the end of the round, he may suffer falling damage (GM's discretion).

9. FORCE PUSH

Alter Difficulty: Target's Control or Strength Roll, modified by proximity. See below.
Required Powers: Concentration, Telekinesis
Effect: With this power, a Jedi may use the Force to push up to four adjacent targets backwards, possibly knocking them prone. Each target past the first incurs a -1D penalty on the Jedi using the power (ie, 1 target, no penalty; 2 targets, -1D penalty; 3 targets, -2D penalty; 4 targets, -3D penalty). Each target makes either a Control or Strength roll to resist, and 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 solid object takes 2D damage, in addition to any other effects.

Alter Roll > Difficulty Effect
0-5 Target(s) pushed back 1 meter, make Easy Dexterity roll or fall
6-10 Target(s) pushed back 2 meters, make Moderate Dexterity roll or fall
11-15 Target(s) pushed back 3 meters, make Difficult Dexterity roll or fall
16-20 Target(s) pushed back 4 meters, make Very Difficult Dexterity roll or fall
21+ Target(s) pushed back 5 meters, make Heroic Dexterity roll or fall

10. KNIGHT PUSH

Alter Difficulty: Target's Control or Strength Roll, modified by proximity.
Required Powers: Concentration, Force Push, Telekinesis
Effect: With this power, a Jedi may use the Force to push up to eight adjacent targets backwards, possibly knocking them prone. Each target past the first two incurs a -1D penalty on the Jedi using the power (ie, 2 targets, no penalty; 4 targets, -1D penalty; 6 targets, -2D penalty; 8 targets, -3D penalty). Each target makes either a Control or Strength roll to resist, and 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 solid object takes 2D damage, in addition to any other effects.

Alter Roll > Difficulty Effect
0-5 Target(s) pushed back 1 meter, make Easy Dexterity roll or fall
6-10 Target(s) pushed back 2 meters, make Moderate Dexterity roll or fall
11-15 Target(s) pushed back 3 meters, make Difficult Dexterity roll or fall
16-20 Target(s) pushed back 4 meters, make Very Difficult Dexterity roll or fall
21+ Target(s) pushed back 5 meters, make Heroic Dexterity roll or fall

11. MASTER PUSH

Alter Difficulty: Target's Control or Strength Roll, modified by proximity.
Required Powers: Concentration, Force Push, Knight Push, Telekinesis
Effect: With this power, a Jedi may use the Force to push up to sixteen adjacent targets backwards, possibly knocking them prone. Each target past the first four incurs a -1D penalty on the Jedi using the power (ie, 4 targets, no penalty; 8 targets, -1D penalty; 12 targets, -2D penalty; 16 targets, -3D penalty). Each target makes either a Control or Strength roll to resist, and 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 solid object takes 2D damage, in addition to any other effects.

Alter Roll > Difficulty Effect
0-5 Target(s) pushed back 1 meter, make Easy Dexterity roll or fall
6-10 Target(s) pushed back 2 meters, make Moderate Dexterity roll or fall
11-15 Target(s) pushed back 3 meters, make Difficult Dexterity roll or fall
16-20 Target(s) pushed back 4 meters, make Very Difficult Dexterity roll or fall
21+ Target(s) pushed back 5 meters, make Heroic Dexterity roll or fall

12. # FORCE STRIKE

Alter Difficulty: Target's Control or Perception Roll, modified by proximity.
Required Powers: Concentration, Injure/Kill, Life Detection, Life Sense, Telekinesis
Warning: A character who uses this power to injure a living being (or beings) automatically receives a Dark Side Point.
Effect: With this power, a Jedi may use the Force to strike up to four adjacent targets. Each target past the first incurs a -1D penalty on the Jedi using the power (ie, 1 target, no penalty; 2 targets, -1D penalty; 3 targets, -2D penalty; 4 targets, -3D penalty). Each target makes either a Control or Perception roll to resist the attack, and the acting Jedi's Alter roll result is compared to each result in turn to determine the effects. This power can be used to cause stun damage instead of physical damage.

Alter Roll > Difficulty By Effect
0-9 Target suffers 3D Damage
10-19 Target suffers 4D Damage
20+ Target suffers 5D Damage

13. # KNIGHT STRIKE

Alter Difficulty: Target's Control or Perception Roll, modified by proximity.
Required Powers: Concentration, Force Strike, Injure/Kill, Life Detection, Life Sense, Telekinesis
Warning: A character who uses this power to injure a living being (or beings) automatically receives a Dark Side Point.
Effect: With this power, a Jedi may use the Force to strike up to four adjacent targets. Each target past the first incurs a -1D penalty on the Jedi using the power (ie, 1 target, no penalty; 2 targets, -1D penalty; 3 targets, -2D penalty; 4 targets, -3D penalty). Each target makes either a Control or Perception roll to resist the attack, and the acting Jedi's Alter roll result is compared to each result in turn to determine the effects.

Alter Roll > Difficulty By Effect
0-9 Target suffers 4D Damage
10-19 Target suffers 5D Damage
20+ Target suffers 6D Damage

14. # MASTER STRIKE

Alter Difficulty: Target's Control or Perception Roll, modified by proximity.
Required Powers: Concentration, Force Strike, Injure/Kill, Knight Strike, Life Detection, Life Sense, Telekinesis
Warning: A character who uses this power to injure a living being (or beings) automatically receives a Dark Side Point.
Effect: With this power, a Jedi may use the Force to strike up to four adjacent targets. Each target past the first incurs a -1D penalty on the Jedi using the power (ie, 1 target, no penalty; 2 targets, -1D penalty; 3 targets, -2D penalty; 4 targets, -3D penalty). Each target makes either a Control or Perception roll to resist the attack, and the acting Jedi's Alter roll result is compared to each result in turn to determine the effects.

Alter Roll > Difficulty By Effect
0-9 Target suffers 5D Damage
10-19 Target suffers 6D Damage
20+ Target suffers 7D Damage

15. HASTE

Alter Difficulty: Heroic
Required Powers: Enhance Attribute, Enhance Skill, Force Running
Effect: Haste allows the user to make twice as many actions as normal within one round. Also allows double move rate. Whether or not the Alter power is successful, the Jedi receives -1D to all actions the next round.

16. LIGHT

Alter Difficulty: Very Easy
This power may be kept “up.”
Effect: This power must be centered on an object weighing no more than one kilogram and within 10 meters of the user. When used successfully, a globe up to 10 meters in diameter is created. The object may be moved and the light will move with it.

17. LOUD

Alter Difficulty: Easy + volume modifier
Time to Use: One round.
Effect: This ability allows the Jedi to make sounds and/or speak at increased decibels. This power is useful for scaring someone with a Krayt Dragon mating call impersonation, or making oneself heard across a noisy and crowded room. An accompanying intimidation, command, or persuasion roll must be made to provide any conviction or authority behind the sound - this power only supplies volume.

Volume Modifierv Modifier
Loud enough to be heard across a crowded cantina +5
Across a crowded cantina in the midst of a bar room brawl +10
Across a battlefield during a heated battle +20
Across a stadium packed with rabid fans during the final lap of the Galactic Pod Race finals +30

18. NAUSEA

Alter Difficulty: Easy (modified by proximity)
Effect: This power causes extreme dizziness and nausea in a single target within the user's line of sight. A target affected by this power is considered to be stunned for 2D rounds, and cannot take any actions during that time.

19. NULL GRAVITY

Alter Difficulty: Difficult
Note: This power may be kept "up."
Required Powers: Absorb/Dissipate Energy, Resonate Material, Telekinesis
Time to Use: 10 minutes meditation
Effect: The user creates an interference field that disrupts gravity in a two-meter radius (add +5 to the difficulty for every additional half-meter).
Anyone caught in it, floats upward provided there is proper force applied. The user must be in the center of the radius and the field may not be moved.

20. POWER DRAIN

Alter Difficulty: Easy: Character Scale, Moderate: Speeder Scale, Difficult: Starfighter/Walker Scale, Very Difficult: Capital Ship Scale, Heroic: Death Star Scale
Required Powers: Absorb/Dissipate Energy, Conduit, Control Another’s Pain, Control Disease, Transfer Force
Time to Use: One round per Difficulty Level squared. (1 round for Easy, 16 rounds for Heroic).
Effect: Drains all power out of a single battery or other charge-holding device.

21. PROJECT FORCE

Alter Difficulty: Moderate; Modified by Proximity.
Note: This power can be kept "up."
Time to Use: One minute per cubic meter
Effect: With this power, the Jedi can project ambient personal Force away from their body. If the Jedi is of the Light Side, anyone within the projection will feel warmth and a sense of well being. If the Jedi is of the Dark Side, anyone within the projection will feel cold and a sense of dread. This power can be used to temporarily cancel out the effects of a Force Nexus.

22. # 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

23. RAISE/LOWER TEMPERATURE

Alter Difficulty: Very Easy: +/-5 Degree Change, Easy: +/-10, Moderate: +/-15, Difficult: +/-20, Very Difficult: +/-25, Heroic: +/-30
Note: This power may be kept "up."
Effect: Affects a 20 meter diameter circle, with target change at center (with user) and reducing 5 degrees every 5 meters from user.

24. # RESONATE MATERIAL

Alter Difficulty: Easy; modified by Proximity and Material Strength.
Required Power: Telekinesis
Note: This power may be kept "up."
Warning: Use of this power against living matter will give the Jedi a Dark Side Point.
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.

25. SHADOW MIST

Alter Difficulty:Difficult
Effect: When this power is called upon, a thick layer of mist will pour from the ground around the Jedi. It produces a ground-hugging layer around one meter thick, and roughly twenty meters in diameter. The mist will dissipate after one hour, but until that time it is impenetrable to visible 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 "Parting The Clouds."

26. # 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
Note: 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.

27. STUN DROID/MECHANICAL

Alter Difficulties: Easy: Target is stunned for 2D seconds, Moderate: Target is stunned for 1D rounds, Difficult: Target is deactivated for 5D rounds.
Required Power: Stun Enemy
Effect: A Jedi uses this ability to de-activate a droid or other mechanical device by overloading the power circuitry within the device. It can be used on any device that uses a power cell of some sort.

28. # STUN ENEMY

Alter Difficulties: Easy: Target is stunned for 2D seconds, Moderate: Target is stunned for 1D rounds, Difficult: Target is knocked unconscious for 5D rounds.
Warning: A Jedi who uses this ability to disable the opponent so he may kill, injure, or take advantage of him receives a Dark Side Point.
Effect: This ability temporarily disables the enemy nervous system, paralyzing them for a short period.

29. # 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.
Note: 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.

30. TELEKINETIC DEFENSE

Alter Difficulties: Very Easy for objects weighing 1 kilogram or less, Easy for objects weighting 1-10 kilograms, Moderate for objects 11-100 kilograms, Difficult for 101 kilograms to 1 metric ton, Very Difficult for 1,001 kilograms to 10 metric tons, Heroic for objects weighing 10.001 metric tons to 100 metric tons.
Required Power: Telekinesis

Increased Difficulty if object isn't moving in simple, straight-line movement:
+1 to +5 for gentle turns
+6 to +10 for easy maneuvers
+11 to +25 for more complex maneuvers
Only Jedi Masters can utilize this ability effectively. When a projectile is fired, the Jedi uses Force Telekinesis to throw an object at high speed into the path of the projectile, preventing it from hitting it's intended target.

31. WARP MATTER

Alter Difficulty Matter Type
Easy Liquid Matter
Moderate Malleable Matter
Difficult Hard Matter (wood, steel)
Very Difficult Very Dense Matter (starship hulls, reinforced metal, blast doors)
Heroic Gases
Size Modifiers
1 cubic cm +0
1 litre/1000 cubic cm +10
1 cubic meter +25
10 cubic meters +35

Required Powers: Strengthen/Weaken Object, Telekinesis
Time to Use: 1-12 rounds scaled by Difficulty number.
Effect: This power allows the Jedi to mold a volume of matter to a new shape. It cannot be used on living matter! The Jedi must be able to touch some part of the object to be molded. This power does not destroy matter; it merely changes its shape or position. The effect is permanent.

Control and Sense

1. DEATH SENSE

Control Difficulty: Moderate
Sense Difficulty: Heroic; modified by Relationship and Proximity
Required Power: Danger Sense, Life Detection, Life Sense, Farseeing
Effect: This power allows the Jedi to sense the impending death of a character. The prediction is within six rounds, and if the player beats the Control roll by 15, the prediction is extended to 5 minutes.

2. DISGUISE

Control Difficulty: Difficult = Same species and race, Very Difficult = Same species different race, Heroic = Different species. Modified by relationship to imitate a specific being (ignore different species modifications).
This power may be kept "up."
Sense Difficulty: Moderate = one component, Difficult = two components, Very Difficult = three components.
Required Powers: Concentration, Contort/Escape, Control Pain, Imitate
Effects: With this power the Force user can change various components to disguise themselves, or even impersonate someone. The three components are: appearance, voice, and gestures. This power requires the expenditure of a Character Point to enable the change. If the character is attempting to impersonate someone, increase the difficulty of the Sense roll by proximity (this is due to the fact that the user must make contact through the Force with the being they want to impersonate in order to do so authentically).

3. DREAM

Control Difficulty: Moderate: 10 minutes, Difficult: 10 minutes with no die penalty, Very Difficult: 1 hour, Heroic: 1 hour, no die code penalty
Sense Difficulty: Moderate: +1D, Difficult: +2D, Very Difficult: +3D, Heroic: +4D
Required Powers: Hibernation Trance
Effect: The Jedi goes into a trance and mentally role-plays/dreams going through an action. They then gain the bonus Sense dice on the related skill for the listed amount of time. Dream may only be used for one skill per day.

4. ELECTRONIC COMMUNICATION

Control Difficulty: Moderate for process reception, Very Difficult for command/request projection
Sense Difficulty: Easy, ancient computer system; Moderate for non-sentient machines; Very Difficult for sentient machines
Required Powers: Cyber Sense, Electronic Sense, Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy
Effect: This power allows the Jedi to communicate mentally with electronic systems, as if using receptive and projective telepathy. The Jedi can read the surface processes of an electronic system. The Jedi "hears" what the machine is processing, but cannot probe for deeper information.
If the Sense roll doubles the difficulty number, the Jedi can sift through the system memories up to 24 hours old. A Jedi cannot sift through memories in the same round that contact is made - this process takes a full round.
The Jedi can also project his thoughts into the computer system. The Jedi can only send short commands and requests of the system, to gather information and accomplish tasks; the Jedi cannot reprogram the system in any way. If the Jedi does not have clearance to the system, the Jedi may roll Con to try and bypass the security on the system.

5. EYES OF THE EAGLE

Control Difficulty: Moderate, modified by Proximity and Relationship
Sense Difficulty: Moderate, modified by Proximity and Relationship
Required Powers: Beast Languages, Life Detection, Life Sense, Magnify Senses, Projective Telepathy, Receptive Telepathy, Summon Creature, Translation
Note: This power may be kept “up.”
Effect: Allows a Jedi to “piggy-back” inside an animal’s mind. The Jedi experiences all of the creature’s senses but may not control the animal in any way.

6. FARSEEING

Control Difficulty: Very Easy. Modified by proximity. Add +5 to +20 to 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.
Sense Difficulty: Very Easy if the target is friendly and doesn't wish to resist. If the target resists, make a Control or Perception total for the difficulty. Modified by relationship.
Required Powers: Life Detection, Life Sense, Sense Path
Time to Use: At least one minute.
Effect: The user sees the place or person he wishes to see in his mind as the situation currently exists. The power can also be used to see the past or future. The Jedi also sees the immediate surroundings, and so can know, for example, when a friend is in danger, or what has happened to his home planet in his absence.
Farseeing requires calm conditions and at least one minute, but often takes a few minutes. Farseeing cannot be done in the face of danger.
The Jedi's visions may not be entirely accurate:

Power roll >/=
Sense Difficulty
Past/Present Future
0-10 50% 10%
11-20 75% 25%
21-30 90% 50%
31+ 100% 75%

The past and present are set and it is merely a matter of the Jedi having correct perceptions. However, the future is always fluid, always in motion, never set until it becomes the present - therefore it is much harder to predict. The percentages on the chart are a rough measure or how much correct information the character receives in their vision. For example, 10% means only the most basic details. 25% means a somewhat accurate vision but most details are missing. 50% means that half of the information is correct. 75% means that the character has an understanding of the critical happenings, but is still missing a major detail or two. 90% means a very accurate and detailed vision with only a few small items left out. 100% means every detail is clear including smells and all minor details.
When a character farsees into the future, the GM should make an honest attempt to tell the PC what he thinks will happen. Since the future is so fluid, things are always subject to change.

7. FORCE ARCHERY

Control Difficulty: Difficult + proximity modifiers
Sense Difficulty: Moderate, + 10 if target is not seen
Required Powers: Lightsabre Combat, Telekinesis, Combat Sense
Note: This power cannot be kept "up" for the entire fight - it has to be activated for each shot. However, the Jedi will get a free TK roll next round to retrieve the arrow (no proximity modifiers). Also, you get to add Sense to the attack roll and 1/2 of Control to damage.

8. FORCE COORDINATION

Control Difficulty: Difficult
Sense Difficulty: Difficult (modified by proximity and relationship)
Required Powers: Projective Telepathy (increases as the power is held active)
Effect: This ability allows a single Jedi to link 2 or more Force-Adepts together in a telepathic link. Jedi in this link who must make a Force roll, roll their Force skill plus the Force skills of each Jedi in the link. The Jedi who activates the link must make constant rolls at an increasing difficulty to maintain the link. Jedi in this link share each others perceptions and thoughts.

9. LIFE BOND

Control Difficulty: Moderate
Sense Difficulty: See below. Modified by proximity.
Required Powers: Life Detection, Life Sense, Magnify Senses, Receptive Telepathy.
Note: This power may be kept "up."
Effect: A Jedi character may choose the Life Bond power to permanently form a mental link with one other individual, normally a mate, the Jedi's Master or a close friend. Detailed information can be learned by activating this power. If both characters have the Life Bond power, reduce all Sense difficulties by one level. The following benefits are only in effect when the characters are actively using the Life Bond power.

With an Easy Sense roll, the Jedi is aware of the other's general location and general emotional state.
With a Moderate Sense roll, the Jedi experiences the other's senses: he or she sees through the other's eyes, hears what the other hears, etc.. However, at this level, the characters are affected by each others' experiences - both characters share pain, and if one is injured, the other suffers an injury one level lower.
With a Difficult Sense roll, the Jedi is considered telepathically-linked to the Life Bond partner and can read the surface thoughts of the other if the other is willing to share those thoughts.
With a Very Difficult Sense roll, Jedi can send thoughts to the life-bonded partner, allowing the characters to carry on a telepathic conversation.
As an added benefit, the two characters can sense "premonitions" about each other: for example, if one character is severely injured, his or her life bond partner will sense that something "bad" has happened. This aspect of the Life Bond power is modified by proximity only, as outlined below.

Sensing premonitions is automatic if within 1000 km of each other.
Same planet but over 1000 km - Very Easy Sense roll.
Not on same planet but in same star system - Easy Sense roll.
Not in same star system but within 10 light years - Moderate Sense roll.
More than 10 but less than 100 light years - Difficult Sense roll.
More than 100 light years - Very Difficult Sense roll.

Life Bonded characters may not share skills, attributes, Force Points or Character Points. However, the actions of one can affect the other. If a life-bonded character commits an evil action, the Jedi partner receives a Dark Side Point. Both characters must agree to the life bond for the power to work and a character may only bond with one other individual. Life bonding takes 1D weeks to complete. During that time the Jedi's Control skill is at a -1D. The Life Bond power may not be activated until the bond is completely formed. Death is the only means of severing the life bond. If one member of a life-bonded couple is killed, the surviving partner enters a near-catatonic state of shock for 1D days. After re-awakening, all die codes are reduced by -1D for the same amount of time it took to forge the bond. Any attempt to forge a new life bond in the future requires a much longer period of adjustment: 2D wks for 2nd bond, 3D wks for 3rd bond, etc...
For Life Bonding Notes see page 145 in The Truce At Bakura Sourcebook.

10. LIGHTSABRE COMBAT

Control Difficulty: Moderate
Sense Difficulty: Easy
Note: This power may be kept "up."
Does not count as an action or skill use once it is up. Drops at the end of combat.
Effect: To use a lightsabre most effectively, a Jedi must learn this power. The Jedi uses this power both to wield this elegant but difficult-to-control weapon while also sensing his opponent's actions through his connection to the Force. This power is called upon at the beginning of a battle and remains "up" until the Jedi is stunned or injured; a Jedi who has been stunned or injured may attempt to bring the power back "up."
If the Jedi is successful in using this power, the Jedi adds his sense dice to his lightsabre skill roll when trying to hit a target or parry, and he adds or subtracts up to the number of his Control dice to the lightsabres 5D damage when it hits in combat. Players must decide how many control dice they are adding or subtracting before they roll damage.
If the Jedi fails the power roll, he must use the lightsabre with only his lightsabre skill to hit and the weapon's normal damage in combat and he cannot attempt to use the power again for the duration of the combat.
Finally, the Jedi may use lightsabre combat to parry blaster bolts. To do this, the character must declare that he is parrying that round, using his lightsabre skill as normal. The Jedi may also attempt to control where deflected blaster bolts go, although this counts as an additional action. The Jedi must declare which specific shot he is controlling. Then, once the roll is made to see if the Jedi parried the blaster bolt, the Jedi makes a control roll, with the difficulty being his new target's dodge or the range (figured from the Jedi to the target). The damage is that of the original blaster bolt. The Jedi may also deflect Speeder scale and Walker scale blasts (one Difficulty higher).

11. MECHA EMPATHY

Control Difficulty: Moderate
Sense Difficulty: Easy, modified by complexity of machine
Time to Use: One minute
Effect: The Jedi can "feel" his way around the inner workings of a technological device, seeking out specific malfunctions, learning how to operate the machine on a rudimentary level, and finding imperfections or potential modifications that could improve or enhance the machine's performance at least temporarily (Obi-Wan uses this one to learn how to pilot a Gungan sub, and Anakin uses it to build a powerful podracer from sub-par parts... and eventually to fix it in mid-crisis!). The Sense difficulty for this power is modified by the complexity of the machine; whereas a podracer is a fairly simple (if tough to handle) device, much like a Gungan sub, a droid is more complex, raising the difficulty to Moderate. Hyperdrives and other complex systems have a Sense difficulty of Difficult. Successful use of this power enables the Jedi to operate the machine in question as if he had the applicable skill at his default attribute level; in other words, it allows the Jedi to make his dice rolls with no negative modifiers for unskilled operation of otherwise specialized skills. The character can also use this power to enable himself to make repair skill rolls under circumstances that he would normally be unable to do so, as well as design equipment for practical use with a minimum of quality components.

12. MEDIATION

Control Difficulty: Moderate
Sense Difficulty: Moderate; modified by Relationship
Time to Use: One minute
Required Powers: Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy, Truth Sense, Translation
Note: This power can be kept "up."
Effect: This power allows the Jedi to mediate between two parties for the purposes of coming to an agreement. The Jedi attempts to read the intentions of the persons being mediated, and then tries to make a judgment call. If the roll is successful, the Jedi knows the truth of the matter and what needs to be done to resolve the problem. If unsuccessful by 10 points, the Jedi still knows partial truth of the situation, and can try to role-play out the resolution. If there are more than two participants, add one difficulty level per person over two.

13. MENTAL TRANSLOCATION

Control Difficulty: Difficult + proximity to leave. Moderate to return.
Sense Difficulty: Moderate
Required Powers: Emptiness or Rage, Farseeing, Hibernation Trance, Instinctive Astrogation, Instinctive Astrogation Control, Life Detection, Life Sense, Magnify Senses
Time to Use: 3 rounds to prepare plus duration of power.
Effect: When using this power, the Jedi can force the mind to leave the body and travel away from it in any direction and through any obstacle. The physical universe cannot harm the Jedi's mind. The Jedi uses the Force to perceive the surroundings, essentially duplicating the function of normal sensory organs (only two at a time, Jedi's choice with touch an exception). A Jedi in this state can move 10 meters per round unless a Heroic + Proximity Control roll is made, then the maximum move rate is 1 km per round. The Jedi's body dehydrates and hungers at twice the normal rate. The Proximity modifier is based on the distance traveled, which must be declared before the roll is made. Should the Jedi wish to go beyond this limit, a new Control roll must be made, modified by the increase in intended distance. Failing this roll results in the mind-body connection being broken, and the Jedi being unable to inhabit his or her former body. The only method of detecting the presence of the incorporeal Jedi is by using Life Detection. Detection of t he Jedi in this manner is almost always accidental. In order for a Jedi to find his or her way back and reinhabit the body, the Jedi must make a Moderate Control roll. This power alone cannot be used to inhabit the bodies of others. Also, while using Mental Translocation, the body is very susceptible to Transfer Life (treat body as recently dead). While Mental Translocation is moderate in power, it is extremely complex in nature. The consequences of failure in using this power is death.

14. MERGE SENSES

Control Difficulty: Difficult
Sense Difficulty: Difficult
Required Power: Receptive Telepathy
Effect: Allows a Jedi to “piggy-back” inside an animal's mind. The Jedi experiences all of the creature's senses but may not control the animal in any way.

15. PROJECTIVE TELEPATHY

Control Difficulty: Very Easy. Increase the difficulty by +5 to +10 if the Jedi cannot verbalize the thoughts he is transmitting (he is gagged, doesn't want to make a sound). Modified by proximity.
Sense Difficulty: Very Easy if target is friendly and doesn't resist. If target resists, roll Perception or Control to determine the difficulty. Modified by proximity.
Required Powers: Life Detection, Life Sense, Receptive Telepathy
Effect: If the Jedi successfully projects his thoughts, the target "hears" his thoughts and "feels" his emotions. The target understands that the thoughts and feelings he is experiencing are not his own and that they belong to the user of the power. If the Jedi doesn't "verbally" identify himself, the target doesn't know who is projecting thoughts to him. This power can only be used to communicate with other minds, not control them.

16. PROJECT SENSES

Control Difficulty: Very Difficult; modified by Proximity
Sense Difficulty: Difficult; modified by Proximity
Required Powers: Direction Sense, Emptiness or Rage, Farseeing, Force of Will, Hibernation Trance, Instinctive Astrogation, Life Detection, Life Sense, Magnify Senses, Projective Telepathy, Receptive Telepathy, Shift Sense
Time To Use: One round to prepare + duration of projection + one round to re-enter body.
Effect: Using this power, a Jedi can project his mind outside his body, and can travel in any direction, through any physical obstacle. The Jedi can use all five physical senses while projected as if the body is there as well; although, the Jedi cannot affect the world except to communicate. The Proximity range of the projection is based on the farthest extent of the intended projection distance, and must be declared before the power is activated.
The Jedi’s mind cannot be affected while this power is in use; although, projective telepathy, receptive telepathy, life detection, or life sense can be used to sense and communicate with the Jedi. The body is very susceptible to the Force power Transfer Life, being treated as "recently dead." The body also dehydrates and hungers at twice the normal rate. 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 power roll to maintain the power. If this new roll fails, the Jedi’s mind is instantly flung back into his body and will be disoriented for 1D rounds.

17. SHARE SENSES

Control Difficulty: Moderate; modified by proximity and relationship
Sense Difficulty: Moderate; modified by proximity and relationship.
Required Powers: Direction Sense, Emptiness or Rage, Farseeing, Force of Will, Hibernation Trance, Instinctive Astrogation, Life Detection, Life Sense, Magnify Senses, Projective Telepathy, Project Senses, Receptive Telepathy, Shift Sense
Note: This power may be kept "up."
Effect: This power allows the Jedi to experience all of the senses of a person or creature. This lets the Jedi see through the target’s eyes, hear what the target hears, and smells, tastes, and feels what the target is experiencing.
As the Jedi experiences all sensation from the target, the Jedi also experiences the target’s joy, pain and emotions. If the target is injured, the Jedi experiences the injury at one level lower than the target. The Jedi cannot control the target in any way.

18. SPEAK WITH MACHINES

Control Difficulty: Very Easy: A.I., Easy: Complex Mainframe, Moderate: Dedicated Computer, Difficult: Complex Computer, Heroic: Simple Computer (pocket)
Sense Difficulty: Difficult, modified by Proximity
Required Powers: Cyber Sense, Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy
Effect: Allows a Jedi to interface with a computer (like Projected Telepathy). The user may only gather information and accomplish tasks someone with his clearance normally could. Computers are stubborn and won’t give in to a mere mortal on this level. The GM may allow the user to Con the computer into thinking he has higher access.

19. STARSHIP COMBAT

Control Difficulty: Moderate
Sense Difficulty: Easy
Effect: To use a spaceship more effectively, a Jedi learns this power. It allows him to sense the opponents actions through the Force in order to use the starship effectively. A Jedi activates this power at the start of a battle, and it remains "up" until the Jedi is stunned or injured; a Jedi who has been injured or stunned may attempt to bring the power back "up". A Jedi who is successful in using this power adds his sense skill to his Vehicle Dodge, Starfighter Piloting, Space Transports, and Capital Ship Piloting skills, and adds his control skill to his Starship Gunnery or Capital Ship Gunnery. If a Jedi fails the power roll, he may not attempt to use the power again for the duration of the combat. This power may be kept "up"

20. SUMMON CREATURE

Control Difficulty: Creature’s Orneriness code; modified by Proximity
Sense Difficulty: Easy if the animal is domesticated/friendly (such as a Bantha); Moderate to Difficult if the animal is wild, but non-predatory (such as an undomesticated tauntaun); Very Difficult to Heroic if the animal is ferocious/predatory (such as a wild vornskr or rancor).
Required Powers: Beast Languages, Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy, Translation.
Time to Use: One minute
Effect: With this power, the Jedi can mentally "ask" a creature to come to the Jedi’s aid and accomplish a task for the Jedi. The Jedi cannot control the creature in any way.
Note: The character may keep this power "up " if the Jedi wants to continue picking up the emotional state of a creature.

21. TRANSMUTATION

Control Difficulty: Difficult for same species and race; Very Difficult for same species, different race; Heroic for different species and race. Modified by relationship (ignore different species modifications).
This power may be kept "up."
Sense Difficulty: Moderate for one component; Difficult for two components; Very Difficult for all three components.
Required Power: Concentration, Contort/Escape, Control Pain, Imitate, Telekinesis
Effects: With this power the Jedi can change the various components (appearance, voice and gestures) to disguise themselves, or even impersonate someone.
If the character is trying to impersonate someone, increase the difficulty by one level and modify the Sense roll by proximity.

22. TWO LIGHTSABRE COMBAT

Control Difficulty: Difficult
Sense Difficulty: Moderate
Required Power: Lightsaber Combat
Effect: This power allows a Jedi to use two standard lightsabers at once. It has the same effects of standard lightsaber combat. If the Jedi tries to use the standard power of Lightsabre Combat while using two lightsabres, they receive a -1D to all skill rolls.

23. UNARMED COMBAT

Control Difficulty: Moderate
Sense Difficulty: Easy
Required Powers: Absorb/Dissipate Energy, Enhance Attribute, Enhance Skill
Note: This power can be kept "up."
Effect: Jedi use this power to wield their body as a weapon while also sensing their opponent through the Force.
This power is called upon at the start of a battle and remains "up" until the Jedi is stunned, wounded, or worse; a Jedi who has been injured or stunned may attempt to bring the power back "up."
If a Jedi is successful in using this power, he adds his sense dice to his brawling skill roll when attacking and to his brawling combat skill when parrying. The Jedi may add or subtract part or all of his Control dice to the strength damage; players must decide how many Control dice they are adding or subtracting when the power is activated.
A Jedi who fails when trying to activate unarmed combat may only use the normal brawling skill for the duration of the combat.

Control and Alter

1. + ACCELERATE ANOTHER'S HEALING

Control Difficulty: Very Easy, modified by relationship.
Alter Difficulty: Very Easy
Required Powers: Accelerate Healing, Control Another's Pain, Control Pain
Time to Use: One minute
Effect: The target is allowed to make extra healing rolls, as outlined in Accelerate Healing. The Jedi must be touching the character whenever he attempts a healing roll.

2. CONTROL ANOTHER'S DISEASE

Control Difficulty: Very Easy, as modified by relationship.
Alter Difficulty: Same as the control desease power, but modified by proximity.
Required Power: Control Disease
Effect: Works the same as control disease but affects a person other than the user.

3. + CONTROL ANOTHER'S PAIN

Control Difficulty: Very Easy. Modified by proximity and relationship.
Alter Difficulty: Easy for wounded characters; Moderate for incapacitated; Difficult for mortally wounded.
This power may be kept "up."
Required Power: Control Pain
Effect: This power has the same effect on the target that control pain does on the user.

4. CONTROL WEATHER

Control Difficulty: Difficult, modified by proximity
Alter Difficulty: 5 for every step on the scale:

Type of Weather Wind Speed
Totally Clear No Wind
Partly Cloudy Wind 5mph
Cloudy Wind 10mph
Cloudy, Drizzle/Lt Snow Wind 15mph
Steady Rain or Snow Wind 20mph
Hard Rain, Snow or Sleet Wind 25mph
Deluge, Blizzard, Hail Wind 30mph
Heavy Thunderstorms Wind 40mph
Gale Force Winds Wind 50mph
Hurricanes/Twisters Wind 75mph
Hurricanes/Twisters Wind 90mph
Hurricanes/Twisters Wind 105mph

Example: If it is already drizzling and the Jedi wants a hurricane, his difficulty is 30.
Required Powers: Commune with Nature, Emptiness, Life Detection, Life Sense, Summon Creature
Time to Use: One round for every level of change desired
Note: This power may be kept “up.”
Effect: Through using this power a Jedi may actually control the very weather. Control is used to handle the forces at play and Alter is used to make the changes.

5. CREATE FORCE TALISMAN

Control Difficulty: Moderate
Alter Difficulty: Difficult (see chart below)
Required Powers: Concentration, Control Another's Pain, Control Pain, Force Weapon, Transfer Force
Effect: By using this power and spending a Force Point, a Force user can imbue an item of personal significance with Force energy, thereby 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 Force powers. A Force user can only possess one Talisman at a time. The bonus granted by the Talisman depends on the amount by which the Force user succeeds at his Alter skill roll.

Alter Roll > Difficulty by Effect
0-8 +2 pips
9-16 +1D
17+ +1D+1

6. DETOXIFY POISON IN ANOTHER

Control Difficulty: Very Easy as modified by relationship.
Alter Difficulty: Very Easy for very mild poisons (alcohol); Easy for mild poisons; Difficult for a virulent poison; Very Difficult to Heroic for a neurotoxin.
Required Power: Detoxify Poison
Time To Use: Five minutes
Effect: This power allows a Jedi to detoxify or eject poisons that have entered the targets body. If the Jedi makes the power roll, the poison doesn't affect the target.

7. ENHANCE ANOTHER'S ATTRIBUTE

Control Difficulty: Easy, modified by relationship
Alter Difficulty: Moderate
Required Powers: Enhance Attribute, Control Another's Pain, Transfer Force
Effect: A Jedi can use this power to enhance a single attribute for one being for a limited amount of time. All skills covered by the attribute are 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 listed below. Both duration and attribute increase are determined by the amount the Jedi's Alter roll exceeds the difficulty. Duration can be increased by spending character points – for each character point spent, the duration increases by one combat round. These points can be spent at any time before the power fades. A Jedi can only increase on attribute at a time. If a character attempts to enhance a second attribute, the first enhancement fades and the second is increased.

Alter Roll > Difficulty by Attribute Increase Duration
0-13 +1D 3 Rounds
14-25 +2D 2 Rounds
26+ +3D 1 Round

8. FORCE CRUSH

Control Difficulties: Moderate (to convert damage to Speeder-Walker scale), Difficult (to convert damage to Starfighter scale), Very Difficult (to convert damage to Capital scale), Heroic (to convert damage to Death Star scale)
Alter Difficulty: Difficult
Effect: Alter +2D damage
Effect: Force Crush is often considered a Dark Side ability, when in actuality it is feuled by a "gray area" of the Force. It consists of using the Force to apply tremendous pressure to a target being or object, causing it do literally implode under the pressure. Mace Windu used this power to permanently wound General Grievous during their battle on Coroscant, turning the slight instability in Grievous' cybernetic systems into a severe incompatability which manifested itself with horrific coughing, from which the bio-droid general never recovered. Known practitioners of this Force Power include the Jedi Exile, Mace Windu, and Darth Vader.
Note: you cannot increase the scale of damage except against a higher scale target (ex: you can't use death star scale damage against character scale target).

9. FORCE TORCH

Control Difficulty: Difficult. Limited to line of sight.
Alter Difficulty: Difficult.
Note: This power may be kept "up."
Effect: The Jedi is able to shape and control the Force in such a way as to create a torch to see with. The Jedi must have an object in sight for the power to be used. Cannot be used on living beings or creatures.

10. FORCE TRANSDUCTION

Control Difficulty: Very Difficult
Alter Difficulty:

Difficulty Size of Item
Easy Small Battery
Moderate Blaster Clip
Difficult Power Generator, Repulsorlift Fuel Cell (speeder scale), Lightsabre Power Cell
Very Difficult Starfighter Scale Fuel Cell
Heroic Capitol Ship Scale Fuel Cell

Time to Use:

Item Time to Charge
Small Battery 5 minutes
Blaster Clip 30 minutes
Speeder Scale Fuel Cell 2 hours
Starfighter Scale Fuel Cell 8 hours
Capitol Ship Scale Fuel Cell 1 day

Required Powers: Absorb/Dissipate Energy, Accelerate Another’s Healing, Accelerate Healing, Control Another’s Pain, Control Pain, Force of Will, Transfer Force
Effect: Using this power, the Jedi can charge energy cells with the use of the Force. Only one cell may be charged at a time. Machinery may be powered directly by keeping this power up at a +10 difficulty modifier to both Control and Alter. This power may be used in reverse to drain power cells in half the time at the appropriate difficulty. The duration of charge time may be halved at twice the difficulty for both Control and Alter rolls. Power cells in between the levels given above are given a relative difficulty number.

11. # FORCE WEAPON

Control Difficulty: Equal to the melee weapon's base difficulty (ie, a knife is Very Easy)
Alter Difficulty: Moderate
Required Power: Concentration
Warning: A character who uses this power in order to injure or kill a helpless being immediately gains a Dark Side point.
Effect: A Force user with this power can temporarily imbue a non-powered melee weapon (such as a club, knife, staff, etc.) with the Force. This power can only be used on the Force user's personal weapon, and only while he uses the weapon himself. The power lasts for five rounds, after which time it must be activated again. The amount by which the Alter skill roll exceeds the difficulty determines how much extra damage the weapon inflicts on a successful hit. Note that this damage will allow a weapon to exceed its listed Maximum Damage (if any).

Alter Roll > Difficulty Damage Increase
0-8 +1 pip
9-16 +2 pips
17-24 +1D
25+ +1D+1

12. # KNIGHT WEAPON

Control Difficulty: Equal to the melee weapon's base difficulty (ie, a knife is Very Easy).
Alter Difficulty: Moderate
Required Powers: Concentration, Force Weapon
Warning: A character who uses this power in order to injure or kill a helpless being immediately gains a Dark Side point.
Effect: A Force user with this power can temporarily imbue a non-powered melee weapon (such as a club, knife, staff, etc.) with the Force. This power can only be used on the Force user's personal weapon, and only while he uses the weapon himself. The power lasts for seven rounds, after which time it must be activated again. The amount by which the Alter skill roll exceeds the difficulty determines how much extra damage the weapon inflicts on a successful hit.

Alter Roll > Difficulty Damage Increase
0-5 +2 pips
5-10 +1D
11-15 +1D+1
16-20 +1D+2
21-24 +2D+1
25+ +2D+2

13. # MASTER WEAPON

Control Difficulty: Equal to the melee weapon's base difficulty (ie, a knife is Very Easy).
Alter Difficulty: Moderate
Required Powers: Concentration, Force Weapon, Knight Weapon
Warning: A character that uses this power in order to injure or kill a helpless being immediately gains a Dark Side point.
Effect: A Force user with this power can temporarily imbue a non-powered melee weapon (such as a club, knife, staff, etc.) with the Force. This power can only be used on the Force user's personal weapon, and only while he uses the weapon himself. The power lasts for ten rounds, after which time it must be activated again. The amount by which the Alter skill roll exceeds the difficulty determines how much extra damage the weapon inflicts on a successful hit.

Alter Roll > Difficulty Damage Increase
0-5 +2 pips
5-10 +1D
11-15 +1D+2
16-20 +2D
21-24 +2D+2
25+ +3D

14. HEAL ANOTHER

Control Difficulty: Moderate: Wounded and Wounded Twice, Difficult: Incapacitated, Very Difficult: Mortally Wounded
Alter Difficulty: Easy, modified by relationship
Required Powers: Accelerate Another’s Healing, Accelerate Healing, Control Another’s Pain, Control Pain, Emptiness, Detoxify Poison, Detoxify Poison in Another, Heal, Regenerate
Time to Use: 5 minutes meditation per level of difficulty.
Effect: This power completely removes one level of an injury. If the first use of this power is unsuccessful, each repeated attempt raises the difficulty by one level. The user must be touching the target to use this power.

15. INDUCE TRANQUILITY

Control Difficulty: Moderate
Alter Difficulty: Moderate, modified by the agitation of target character and relationship
Time to Use: Instantaneous
Effect: With this power, a Jedi can induce a state of enhanced calm in another being, even to the point of inducing near-sleep in another sentient. The user simply reaches out in the Force to the opposing mind, and calms it through waves of almost-dreamlike reassurance. The affected person is generally quieted emotionally, but the Jedi can also intensify use of the power to induce a near-vegetative state that lasts for up to a half-an-hour. Jedi healers have been known to make frequent use of this power when treating casualties in times if war, usually in conjunction with Control Another's Pain. A Jedi can direct this power at up to three characters at once, provided those characters are within 5 meters of one another, and cannot see the Jedi (use of this power on a group is normally only possible from a hiding spot near the targets), hence this is a very useful power for a Jedi attempting to get into a guarded facility with a minimum of attention. Characters "awakening" from the state of induced tranquility are often somewhat confused, but not usually aware that they have been manipulated in any way. Qui-Gon Jinn uses this power on Jar Jar Binks during the journey in the Gungan sub in Epsiode I.

16. LIGHTWHIP COMBAT

Control Difficulty: Moderate
Alter Difficulty: Moderate
Note: This power may be kept “up.”
Effect: The Sith used this power to wield the double-edged Lightwhip, and guide it's movement through the Dark Side. If the Sith is successful, he may add his Alter dice to his lightwhip skill roll to hit or parry, and he adds or subtracts his Control dice to the damage. If he fails, he must use his lightwhip skill and the standard damage for the duration of combat.
To parry blaster bolts, the Sith may use Lightwhip Combat. To do this, the character must declare that he is parrying that round, using his lightwhip skill as normal. The Sith may also attempt to control where the deflected blaster bolt goes, although this counts as an additional action. The Sith must declare which specific bolt he is controlling, with difficulties as per Lightsabre Combat.

17. PLACE ANOTHER IN HIBERNATION TRANCE

Control Difficulty: Very Easy, modified by relationship
Alter Difficulty: Very Easy [modified by proximity when used to wake another]
Required Power: Hibernation Trance
Effect: This power allows a Jedi to place another character into hibernation trance. The Jedi must be touching the character with that being willing to be shut down. This power can be used to bring another character out of hibernation trance with the Alter difficulty at +10.

18. REGENERATE OTHER

Control Difficulty: Moderate: Simple Organ (eye, liver, kidney), Difficult: Complex Organ (Heart), Very Difficult: Limb or System (Arm, Spine), Heroic: Brain, A.I.D.S., Terminal Cancer
Alter Difficulty: Very Easy modified by Relationship (plus Willpower or Control if target resists)
Required Powers: Accelerate Another’s Healing, Accelerate Healing, Control Another’s Pain, Control Pain, Emptiness, Detoxify Poison, Detoxify Poison in Another, Heal, Heal Another, Regenerate
Time to Use: One month per level of difficulty (1 month for an eye, 3 months to repair spinal damage)
This power must to be kept “up.”
Effect: Allows a Force-user to repair extensive damage to the point of regrowth. During the period of Regeneration, the target must rest as detailed in the Natural Healing section of the rulebook. The user must visit the resting target at least once per day to re-apply the treatment. A failed 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 Control or Strength versus the above Control difficulty. For every full week of rest and treatment past the required period, the target’s Strength/Control roll is reduced by one Difficulty level. If the Strength/Control roll is successful, he has a new, fully working organ/limb. If unsuccessful, he has a fully-grown organ/limb that either his body has rejected or is just unusable.
This power may be used in conjunction with Warp Matter (to re-engineer organs/limbs) or Mind Control (to re-program target). Difficulties for Warp Matter are one level lower (you are shaping while building) and difficulties for Mind Control are one level higher (effects are more lasting if not permanent). Either use is a perversion of nature and earns a Dark Side Point.
Note: This power doesn't remove the reason for the degeneration in cases like A.I.D.S. (i.e. bacterial, viral or other infections). It only regrows and removes faults in the D.N.S. (in cases like cancer).

19. REMOVE ANOTHER'S FATIGUE

Control Difficulty: Easy
Alter Difficulty: Moderate. Modified by proximity and relationship.
Required Powers: Accelerate Healing, Accelerate Another's Healing, Control Pain, Control Another's Pain, Remove Fatigue
Effect: This power allows the Jedi to remove the effects of fatigue in another. However, unlike the basic power, the Jedi must wait until the target is actually fatigued, before offering assistance. Hence the penalties for failing a Stamina check can be counteracted, but must be addressed as they occur.

20. RETURN ANOTHER TO CONSCIOUSNESS

Control Difficulty: Easy, as modified by proximity and relationship.
Alter Difficulty: Easy for incapacitated; Difficult for mortally wounded.
Required power: Control Pain, Remain Conscious
Effect: The target returns to consciousness. The target has the same restrictions as imposed by the Remain Conscious power.

21. SHADOW SPLIT

Control Difficulty: Easy
Sense Difficulty: Moderate
Note: This Power may be kept “up” (see below).
Effect: When this power is called upon, the Jedi invoking it appears to split into four copies of himself, each of which moves away in a different direction. In actuality, only one of the images is real, the others are merely shadows, created by the portioning out of some of the invoker's life force. Each time the power is invoked, the Jedi must expend a character point. These images do not take damage, and are completely insubstantial. As all forms of matter and energy pass right through them, they can be detected in that manner. This power can be maintained from round to round, costing a character point every 10 rounds. The images can attack, although they cause no damage on a successful hit. The two ways in which this power is commonly used are to aid in flight, with the various images running away as well, drawing off enemy fire, and to aid in combat, where they draw fire, and distract opponents, making them dodge or parry illusionary attacks. “Parting The Clouds” can dispel this power.

22. SURVIVE IN HARD VACUUM

Control Difficulty: Difficult
Alter Difficulty: Moderate: 1 turn, Difficult: 1 minute, Very Difficult: 10 minutes, Heroic: 30 minutes, Heroic +10: 1 hour
Required Powers: Emptiness, Hibernation Trance, Null Gravity
Effect: User may temporarily survive in a vacuum

23. TELEKINETIC BUBBLE

Control Difficulty: Heroic
Alter Difficulty: Heroic.
Required Powers: Absorb/Dissipate Energy, Telekinesis, Telekinetic Wall
Note: This power may be kept "up."
Effect: The Jedi creates a "bubble" of force around himself that protects against all things that could do him harm, including the vacuum of space (no more than 30 minutes) and under water (indefinitely). This "bubble" will move with the Jedi. It allows air and required substances to pass through and keeps all others out. Blaster bolts and other energy weapons can penetrate if the roll to hit is greater than the Jedi's Alter or Sense roll (if using his or her lightsabre and lightsabre skill). If the damage is greater than the Alter roll then the Jedi takes full damage. If the Jedi is wounded by the energy weapon he or she is forced to make a Difficult Control roll to keep the power "up." Failure means that the "bubble" vanishes and the Jedi loses its protection for the rest of the round but may try again on the next round. If the damage roll is less than the Alter roll then the Jedi takes no damage even if the attack roll hit. However, each successful hit reduces the Alter roll by as many points as the blaster (or other energy weapons) damage roll. The Jedi may attempt to bring the "bubble" back to full strength by spending an action and making a Very Difficult Alter roll.

24. TELEKINETIC WALL

Control Difficulty: Very Difficult
Alter Difficulty: Very Difficult
Required Powers: Absorb/Dissipate Energy, Telekinesis
Note: This power may be kept "up."
Effect: The control roll determines how high and how wide the wall can be in meters. The Alter roll determines how thick the wall can be in centimeters. The Jedi may choose the actual size and shape of the wall as long as it isn't bigger than the original rolls. The wall must remain in the line of sight of the Jedi or it will automatically drop.

25. TRANSFER FORCE

Control Difficulty: Easy, as modified by proximity and relationship.
Alter Difficulty: Moderate
Required Powers: Accelerate Another's Healing, Accelerate Healing, Control Another's Pain, Control Pain
Time to Use: One minute
Effect: This power will save a mortally wounded (-4D) or dead (-5D) character from dying because the Jedi is transferring part of his life force to the target. When a character has Force transferred to him, he remains mortally wounded, but he will not die provided he isn't injured again. The character is in hibernation, and will stay alive in this state for up to 6 weeks. The Jedi must be touching the target character when the power is activated.
When this power is used, the user must spend a Force Point (this is the life force that is transferred to the target). This use is always considered very heroic, so the character will get the Force Point back plus another at the end of the adventure. The recipient of this power must be willing.

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.
Note: 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. COMMUNE WITH MACHINES

Sense Difficulty: Moderate
Alter Difficulty: Easy: 1/2 Normal Energy Used, Moderate: Information Processed x2, Difficult: Never “Botch” a roll, Very Difficult: 1/4 Energy & Info Processed. x3, Heroic: No energy used & Info Processed. x4
This power may be kept “up.”
Required Powers: CyberLocke
Effect: Similar to Commune with Nature, this skill allows a meditating Jedi to influence the efficiency of nearby machines. They will be faster, use less energy, never critically fail from the (un)lucky die (or those using these systems) etc.

3. COMMUNE WITH NATURE

Sense Difficulty: Moderate
Alter Difficulty: Easy: Feeling of Tranquility, Moderate: Grass Grows, Difficult: Flowers Grow/Animals Attracted, Very Difficult: Trees Grow, Fresh Water Springs, Heroic: Terra Form (GM sets difficulty); Difficulties are based on an open plain. Modify for climate, temp, etc: Desert: +20, Dark Side Imprint: +20, Tundra: +15, Ocean Bank: +15, Vacuum: +30; modified by proximity
Required Powers: Beast Languages, Emptiness, Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy, Translation, Summon Creature
Note: This power may be kept “up.”
Effect: While meditating in an outdoor area, the Jedi bonds with all living creatures in the area and influences their development. Soil becomes more fertile, plants begin to grow, creatures sense tranquility, etc. Sense is used to create the link and Alter makes changes in the pattern of nature around him.

4. DIM OTHER'S SENSES

Sense Difficulty: Easy, as modified by proximity.
Alter Difficulty: Perception or Control roll of the target. The attribute and skills are reduced as long as the power is kept "up."
Effect: This power greatly reduces the Perception of the target character. If successful, reduce the character's Perception and all skills, depending upon the result:

Alter Roll >/= to Control
or Perception roll by
Perception
Reduced
0-5 -1 pip
6-10 -2 pips
11-15 -1D
16-20 -2D
21+ -3D

The power may be used on one or more targets at a time, with an increase of +3 to the Sense difficulty for each additional target.

5. EMPOWER SELF

Sense Difficulty: Moderate
Alter Difficulty: Moderate
Required Powers: Ka, Absorb/Dissipate Energy
Note: This power may be kept “up.”
Effect: When this power is activated an energy field surrounds the body (especially the hands and forearms) of the Jedi allowing him to parry and deflect blaster bolts as well as lightsabres. While kept up the Jedi may add his Sense to Brawling Combat in order to parry lightsabres or block/deflect blaster bolts as per Lightsabre Combat. These bonuses are not in addition to any gained from keeping the Ka Power up. While the Jedi is empowered he may also add Alter to his Brawling Combat damage.

6. FRIENDSHIP

Sense Difficulty: Target's Control or Perception roll
Alter Difficulty: Very Easy against a person or animal that has no reason to mistrust you, or who wants something from you (an eager salesman, for example). Easy against a person or an animal who is neutral or indifferent to you. Moderate against a wild animal, or a person who has a societal reason to dislike you (i.e., prejudice). Difficult against a hungry predator, or a person who has a personal reason to dislike or hate you. Very Difficult against a person who is a sworn enemy, or an animal who is starving, angry, or wounded.
Effect: Proper application of this power can calm a hostile person or animal. Use of Friendship employs calming emotions that can cause enemies to re-think their motives, or open them up to discussion and parley. Friendship does not make them forget past events (such as when you tried to kill them), but it might give you a chance to bring about a peaceful solution to a disagreement. The target of Friendship will remain calm until a situation occurs that alters that state. A bonus granted to all Bargain, Command, Con, or Persuasion rolls made against the target following the use of Friendship is based on the amount by which the Sense roll exceeds the target's Control or Perception roll.

Sense Roll > Difficulty Effect
0-5 +2 pips
6-10 +1D
11-15 +1D+1
16-20 +1D+2
21+ +2D

7. GREATER FORCE SHIELD

Sense Difficulty: Difficult
Alter Difficulty: Very Difficult
Required Powers: Absorb/Dissipate Energy, Concentration, Lesser Force Shield, Magnify Senses, Telekinesis
Time to Use: One round
Note: This power may be kept "up."
Effect: This power allows the Jedi to surround his body with a Force-generated shield. The shield can be used to repel energy and physical matter away from the Jedi's body, down to the molecular level.
The shield acts as STR+3D+2 armor to all energy and physical attacks made against the Jedi, including non-directional attacks such as gas clouds and grenade blasts. The shield is strong, and is usually enough to protect the Jedi from serious injury.

8. GROUP MIND

Sense Difficulty: Easy
Alter Difficulty: Very Easy modified by average Relationship. Add +2 to the difficulty for every creature in range not taking part in Group Mind.
Required Powers: Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy
Note: This power may be kept “up.”
Effect: Allows user to telepathically communicate with all creatures within 30 meters.

9. # 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</td>
+15 If target is actively engaged in combat or is in a combat situation

Required Powers: Dim Another's Senses, Affect Mind
Note: 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.

10. LESSER FORCE SHIELD

Sense Difficulty: Easy
Alter Difficulty: Moderate
Required Power: Absorb/Dissipate Energy, Concentration, Magnify Senses, Telekinesis
Time to Use: One round
Note: This power may be kept "up."
Effect: This power allows the Jedi to surround his body with a Force-generated shield. The shield can be used to repel energy and physical matter away from the Jedi's body, down to the molecular level.
The shield acts as STR+1D armor to all energy and physical attacks made against the Jedi, including non-directional attacks such as gas clouds and grenade blasts. The shield is not particularly strong, but can sometimes be just enough to protect the Jedi from serious injury.

11. # 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.)

12. PSYCHOMETRY

Sense Difficulty Item or Areas
Easy Objects
Moderate Locations under a 10-meter radius</td>
Difficult 10-20 meter radius
Very Difficult 20-30 meter radius
Heroic over a 40-meter radius

Alter Difficulty Modifiers/Information
Moderate Emotions associated with the object or area
Difficult General information about the object or area. Ex: the last person to use it (a mental picture only) and the last action performed with object by that person
Very Difficult Detailed information about the object or area. Ex: The last owner's name, the last location where the object was used by that person, and what their thoughts were at that time
Heroic Complete history of the object or area (only major events that would leave an impression)

Modifier: If the object or location is primarily of the opposite side of the Force, there is a +10 Sense and Alter difficulty modifier. Relationship modifiers apply.
Required Powers: Farseeing, Life Detection, Life Sense, Postcognition, Sense Force
Effect: This is the ability to telepathically get information, from an object or location, about its past. Information about past users, actions that have taken place there, etc., can be determined. The Jedi must be in contact with the object or in the area in question. Dead bodies are objects and can be read using this power, but it will not work on living beings or creatures (use Receptive Telepathy). Reading objects on a being will work. This power will only show a beings actions using the object or actions carried out in an area. Objects with a strong Dark or Light Side connection instantly show up as such without a power roll.

13. REMOVE FORCE IMPRINT

Sense Difficulty: Moderate
Alter Difficulty: Moderate
Required Powers: Hibernation Trance, Postcognition, Sense Force
Time to Use: 20 minutes for less than or equal to 1 cubic meter; 4 hours for 10 cubic meters; 1 week for 100 cubic meters; 1 month for 1 cubic kilometer; +1 month for each additional .5 cubic kilometers.
Note: This power must be kept "up" until the removal meditation is completed or given up on.
Effect: This power removes the Force imprint left by a Force user (or the ambient imprint) on an object or area. When another Force user tries to use Sense Force or Psychometry on the affected object or area, add +10 or the Alter roll to the difficulty, whichever is higher.
This power requires intense meditation and the Jedi must go into a trance to erase all of the imprint over the entire required length of time. Short breaks may be taken for no longer than 15 minutes, once per day, to eat and drink and go to the bathroom. While in this trance, the Jedi must not be distracted by any large stimulus. Once the imprint has been removed, the Jedi must leave the area within 24 hours or the Force Print will return.
A Dark or Light Side Nexus cannot be removed with this, or any other power.

14. SENSE WEIGHT

Sense Difficulty: Very Difficult
Alter Difficulty: Moderate; Modified by Proximity
Required Powers: Telekinesis
Time to Use: One round
Effect: This allows the Jedi to sense the weight of an object down to the nearest 0.001 milligram.

15. SENSORY OVERLOAD

Sense Difficulty: Very Easy = Target's Perception: 1D-2D, Easy = TP: 3D-4D, Moderate = TP: 5D-6D, Difficult = TP: 7D+
Alter Difficulty: Target's Stamina roll modified by Relationship.
Required Powers: Life Detection, Life Sense, Magnify Senses, Projective Telepathy, Receptive Telepathy
Effect: Causes the target to experience a huge influx of stimuli, causing him to pass out.

16. STORYTELLING

Sense Difficulty: Very Easy by Relationship (+2 for every person, after the first, through tenth. +1 every five people thereafter. People tend to act as those around them. If 10 people are really moved so will the 11th).
Alter Difficulty: Very Easy: One Sense (a howl is heard), Easy: Two Senses, Moderate: Three Senses, Difficult: Four Senses, Very Difficult: Five Senses (holographic), Heroic: The viewers are in the story!
Note: This power may be kept “up.”
Required Powers: Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy
Effect: This power is used to entertain, educate or just make a point. While a Jedi tells a story the very reality around him warps to accommodate the theme of the story. Wind will pick up, lights will flash, unusual sounds will be heard, etc. Anything to enhance the experience of the viewer.

17. # THERMOGENESIS

Sense Difficulty: Moderate
Alter Difficulty: Easy, modified by target Strength
Required Powers: Force Torch
Warning: If used as an attack, the Jedi receives a Dark Side Point.
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. To figure damage to a living being: 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. AFFECT MIND

Control Difficulty: Very Easy for perception; Easy for memories; Moderate for conclusions. Modified by proximity.
Sense Difficulty: The target's control or Perception roll.
Alter Difficulty: Very Easy for slight, momentary misperceptions, minor changes to distant memories, or if the character doesn't care one way or another. Easy for brief, visible phenomena, for memories less than a year old, or if the character feels only minor emotion regarding the conclusion he is reaching. Moderate for short hallucinations, for memories less than a day old, or if the target has strict orders about the conclusion. Difficult for slight disguises to facial features, hallucinations which can be sensed with two senses, for memories less than a minute old, or if the matter involving the conclusion is very important to the target. Very Difficult for hallucinations which can be sensed by all five senses, if the memory change is a major one, or if the logic is absolutely clear and coming to the wrong conclusion is virtually impossible.
Effect: This power is used to alter a character's perception so that he or she senses an illusion or fails to see what the user of the power doesn't want him to see. This power is used to permanently alter a character's memories so that he remembers things incorrectly or fails to remember something. This power can also be used to alter a character's conclusions so that he comes to an incorrect conclusion.
Before making skill rolls, the character must declare exactly the effect he or she is looking for. The power is normally used on one target but can be used on several using the multiple skill use rules.
A character believes he or she is affected by any successful illusion -- a character who thinks he is struck by an illusory object would feel the blow. If he thought he was injured, he would feel pain, or if he thought he was dead he would fall unconscious. However, the character suffers no actual injury.
This power cannot affect Droids or recording devices.

2. BLOCK FORCE ABILITY

Duration Desired Control Difficulty
1 Round Easy (10)
2 Rounds Moderate (15)
Up to 5 Rounds Difficult (20)
Up to 15 Rounds Very Diff (25)
Up to 3 Hours Very Diff (30)
Up to 1 Day Heroic (40)
Up to 1 Week Heroic (45)
Up to 1 Month Heroic (50)
Up to 1 Year Heroic (60)
Up to 5 Years Heroic (70)
Up to 15 Years Heroic (80)
Permanent Heroic (100)

Sense Difficulty: Targets Control + Proximity
Alter Difficulty: Type of Force to Block (see below)

Amount of
Blockage
Difficulty
Single, Specific Use Difficult (17)
Single Skill Power Very Difficult (27)
2 Skill Power Heroic (39)
3 Skill Power Heroic (52)
Entire Skill Heroic (76)

Time to Use: One Round for every level of duration
Required Powers: Affect Mind, Control Mind, Control Pain, Control Another's Pain, Hibernation Trance, Life Detection, Life Sense, Sense Force, Projective Telepathy, Receptive Telepathy
Note:This power may be kept “up.”
Effect: In game terms this is a most devastating power. This power can be activated as a reaction to a specific force power used by another Jedi, or it can have a more premeditated use.
When used, the user suffers a -1D to all Force Skills for 2 times the duration called for. For instance if a Dark Jedi used this power to stop a Light Jedi from using Absorb/Dissipate *at one specific instance*, then the Dark Jedi, regardless of his success or failure, suffers a -1D to all his Force skills for 2 rounds (because the shortest duration is one round). If the Dark Jedi decided to try and block the Light Jedi's ability to use Absorb/Dissipate permanently, then the Dark Jedi would permanently suffer -1D to all Force skills. Any dice lost this way can, of course, be recovered through the spending of character points.
Any Character who has had all three Skills (Control, Sense and Alter) blocked will appear to any mode of detection as non-force sensitive. The user of this power can use it on themselves.

3. COMBINE MOLECULES

Control Difficulty: Very Easy for solids, Easy for Liquids, Moderate for Liquid-Gels, Difficult for Vaporous Gases, Very Difficult for Gases, Heroic for particles in a vacuum
Sense Difficulty: Easy
Alter Difficulty: Moderate, modified by proximity
Effect: This power involves the user shifting and compressing Force energy through an object, thereby condensing the object’s molecules into a more solid form. The results achieved vary depending on the type of object or matter the power is used on. If used on solid matter, like a weapon (i.e. sword or staff), this power will make the object sturdier and more durable, and perhaps sharper (if already sharp edges exist). If used on a liquid form of matter, the liquid will appear to "freeze" even though a drop in temperature does not occur, and become a solid or semi-solid gel depending on the user’s desired results. If used on a gas or vaporous matter it can condense it to make it a thicker gas, a vaporous liquid, a liquid, a gel, or a solid coagulant mass of gas particles. If used on energy forms, this power has the same effect as if used on solid matter, that is, you could combine the molecules of a blaster beam to make it a finer burst that does more damage, like a needle gun.
Warning: Use of this power on living tissue is grounds for a Dark Side Point.
This Force Power may be used on living matter. However, because the various enzymatic and chemical reactions, and protein interactions in living tissue are strongly inhibited, use of this Force Power on living tissue is very damaging. For example: Oxygen (or other vital gases) no longer disassociates from carrier molecules, causing oxygen-starvation. Hormones and neurotransmitters will not disassociate from receptor proteins. Blood cells will coagulate on the blood vessel walls. DNA strands cannot be separated for transcription to RNA--thus halting protein synthesis. There are very few organisms that can withstand such inhibition of chemical reactions.

4. CONDUIT

Control Difficulty: Based on level of power required (base difficulty of Moderate)

Difficulty Item
Moderate Computer or Electric Kettle
Difficult Lightsabre or Blaster
Very Difficult Repulsorlift Vehicle
Heroic Starship

Sense Difficulty: Based on complexity of item to be powered

Difficulty Sample Item
Moderate Electric Kettle
Difficult Lightsabre, Blaster
Very Difficult Repulsorlift Vehicle
Heroic Computer, Starship

Alter Difficulty: Difficult
Required Powers: Absorb/Dissipate Energy, Accelerate Another’s Healing, Accelerate Healing, Control Another’s Pain, Control Pain, Transfer Force
Effect: Much like Force Transduction, this power allows the Jedi to channel the Force into energy. The Jedi actually converts Force energy into any other type of energy. This enables the Jedi to fire a blaster or wield a lightsabre that has a dead power cell, by converting solar power into the required energy. If the Control roll is failed 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 5 or greater, then the item is over-powered. Note that this power is not restricted to electrical energy. However, this power does not enable the Jedi to use Force Lightning, project heat from their eyes, or even project a beam of light from an open palm. The Jedi may only power an item of some sort.

5. CORPOREAL TRANSLOCATION

Control Difficulty: Heroic + 2x proximity
Sense Difficulty: Difficult
Alter Difficulty: Heroic + 2x proximity
Required Powers: Absorb/Dissipate Energy, Accelerate Another's Healing, Accelerate Healing, Control Another's Pain, Control Pain, Doppleganger, Emptiness or Rage, Farseeing, Force of Will, Hibernation Trance, Instinctive Astrogation, Instinctive Astrogation Control, Life Detection, Life Sense, Magnify Senses, Mental Translocation, Projective Telepathy, Receptive Telepathy, Remain Conscious, Return Another to Consciousness, Sense Force, Shift Sense, Telekinesis, Transfer Force
Time to Use: 1 round to prepare + duration of power + 1 round for reassembly
Effect: This is one of the most difficult powers a Jedi can learn. This power effectively transports a Jedi over great distances. Corporeal Translocation power allows the disassembly of the Jedi's constituent molecules. The Force transports them a given distance away and reassembles them. The Jedi effectively enters hyperspace (not known for sure) and can move at the same rate as a 10x hyperdrive. Nearby gravity wells have no effect on this power. When traveling around on planets, move rate of only 10 km per round. The proximity modifier is based on total distance traveled, declared before the roll is made. The Jedi needs to be familiar with the destination. If he is not familiar with the intended destination, add a +20 modifier on the Control difficulty. Failure on the Control roll affects the location of reassembly.
Roll 1D for the direction of failure: 1 = forward, 2 = right, 3 = left, 4 = back, 5 = up, 6 = down. The distance moved due to failure is 2D% of the total distance traveled. Use of a Character Point before this roll gives a -1 modifier to the direction roll. Reassembly in space all ready occupied by another object results in the death of the Jedi (10D damage minimum). The Jedi can carry with him one item for every point he or she rolls over the difficulty number (only if no other person is along for the ride). Ten points over difficulty allows one extra person to be taken on the journey. 11+ points over the difficulty number, with an extra person, allows gear to be taken along (i.e.: one item for every point he or she rolls over the difficulty number).

6. CREATE GRAVITY WELLS

Control Difficulty: Heroic
Sense Difficulty: Heroic
Alter Difficulty: Heroic+10
Required Powers: Absorb/Dissipate Energy, Concentration, Emptiness, Hibernation Trance, Instinctive Astrogation, Null Gravity, Resonate Material, Telekinesis
Time to Use: 1 hour of meditation
This power may be kept “up.”
Effect: Through use of this power a Jedi is able to create a gravity well in realspace, much like the Interdictor class capital ship, which projects a giant shadow into hyperspace. Any ship traveling through hyperspace in the vicinity of the Gravity Well is ripped out of hyperspace by the craft’s computers to avoid collision with the imaginary shadow. This power may not be activated in an atmosphere. Doing so would be suicide. When used in the vacuum of space, all nearby craft must slow to atmospheric speeds to compensate for the new gravity.

7. # 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.

8. # 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.

9. # 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.

10. CYBERLOCKE

Control Difficulty: Very Easy; modified by Proximity
Sense Difficulty: Easy; modified by Relationship
Alter Difficulty: Moderate => +1D to Technical Skills, Difficult => +2D to Technical Skills, Very Difficult => +3D to Technical Skills, Heroic => +4D to Technical Skills
Required Powers: Cyber Sense, Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy, Speak With Machines
Note: This power may be kept “up.”
Effect: Through using this power a Jedi becomes one with a machine. When successful a Jedi enters a state where he thinks like the computer, thus allowing him greater skill with which to manipulate it.
This skill may also be used to negate side effects from cybernetic replacements. When doing so, the Jedi rolls his Alter as usual to determine the amount of dice to roll versus difficulty gained by cyber points.
Example: If a character has 7 cyber points, all difficulties are raised by 21 points (3 points per cyber point). If he wishes, he may activate CyberLocke on himself (with no added difficulty from cyber points) in an attempt to strengthen his connection with the Force. If he rolls a 16 (Difficult) for Alter, the difficulty added to Force Skills from cyber points is reduced by 2D. He then rolls the 2D and gets 7. The new difficulty added to Force Skills is 14.
A Jedi may also reach out to a machine and order it to do his bidding (difficulty vs. computer programming). Example: Ordering a blaster to lock up or a sensor to give a false reading.

11. DARK SIDE DISSIPATION

Control Difficulty: Depends on Size of Target: Very Easy => Small Pouches, Easy => Regular Boxes, Moderate => Land Vehicles, Difficult => Walkers and Sentient Beings, Very Diff => Starships, Heroic => Huge Amounts of Dark Side Energy
Sense Difficulty: Object’s Strength or Person’s Control/Perception plus amount of Dark Side Points.
Alter Difficulty: Depends on length of duration: Very Easy: 1-2 rounds, Easy: 2-3 rounds, Moderate: several minutes, Difficult: 1 hour to a couple days, Very Difficult: Several days to a few weeks, Heroic: a few weeks to a month
Required Powers: Absorb/Dissipate Energy, Accelerate Another's Healing, Accelerate Healing, Concentration, Control Another's Pain, Control Pain, Emptiness, Magnify Senses, Sense Force, Projective Telepathy, Receptive Telepathy, Strengthen Object, Transfer Force
Warning: The character using this power must use Absorb/Dissipate Energy before attempting because of the unleashing of huge amounts of Dark Force energy. The damage taken if Absorb/Dissipate is not used is 8D and possible Dark Side corruption.
Effect: This power is a very rare ability. The user must activate 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 contamination and its own energy source), the user focuses on the target (a Dark Side Corrupted object) and begins to glow and hum very audibly. Then, a large, bright beam shoots from the user. Like a plasma torch burning through metal, it penetrates the Dark Side object, drawing Dark Side points away and decontaminating the object. Usually, with a normal object, this will cause a small explosion at the beam's point and cause minor damage to the object, but very little. If used on a person, the user's personal Force will transfer into the Dark Side person and begin to drain their Dark Side Points and their corruption of the Dark Side. The target must make a Control or Perception roll every round to see if they break free of the light Jedi's atonement power. If they do, a massive explosion erupts, knocking both people backwards, causing damage to whoever isn't protected. Unfortunately, if the hold is broken the person being redeemed will regain all of their lost Dark Side points and abilities. If facing something of enormous Dark Side power, such as Palpatine or a Force Storm, and explosion will occur when the Light energy has broken through the Dark.
Note: Force-users with all abilities at least 9D and up can do the above in one-half to three quarters the usual time if they've had prior experience.

12. DIMENSIONAL LEAP

Control Difficulty: Very Difficult to enter, +5 added to difficulty to exit
Sense Difficulty: Heroic, modified by proximity to Landing Zone (LZ)
Alter Difficulty: Heroic, modified by proximity to LZ (x2), +5 for every 10kg of material carried over 10kg.
Required Powers: Absorb/Dissipate Energy, Accelerate Healing, Combat Sense, Concentration, Emptiness or Rage, Enhance Attribute, Farseeing, Force of Will, Greater Force Shield, Hibernation Trance, Instinctive Astrogation, Lesser Force Shield, Life Detection, Life Sense, Magnify Senses, Projective Telepathy, Receptive Telepathy, Remain Conscious, Remove Fatigue, Sense Force, Shift Sense, Strengthen/Weaken Object, Telekinesis, Transfer Force, Transmutation, Warp Matter.
Note: Time travel is possible with this power. Modify the listed difficulties by the number of weeks that one wishes to travel (+3 per week or +30, whichever is greater). A Willpower roll must be made equal to the modifier, or the Jedi's exposure to "Jedi-Space" warps his or her mind.
Time to Use: 10 rounds, +1 round for every day's worth of time being leapt across.
Effect: This is one of the rarest of Jedi powers, having been developed at the tail end of the Clone Wars. This power allows Jedi to "leap" through space, or farther with the Force, without the use of a spaceship. In its more mundane applications, it allows the Jedi to jump across continents in a matter of microseconds.
Leap allows a Jedi to move his physical being through the Force as readily as his mind. Because of this, he is able to move from point to point almost instantly. The only real time lag that exists is when the Jedi is reentering 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 if they are still alive. It has even been said that time itself may be twisted in "Jedi-space."

13. # 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.
Note: 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.

14. ECLIPSE

Control Difficulty: Moderate
Sense Difficulty: Special, see below
Alter Difficulty: Easy: Passers-by don't notice you (not moving), Moderate: Walking, Difficult: Running, Very Difficult: Naked in the middle of a crowd
Required Powers: Affect Mind, Hibernation trance, Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy
Note: This power can be kept “up.”
Effect: This power enshrouds a Jedi in a camouflaging veil. The ability allows a force user to avoid drawing attention to themselves from casual observers. When no one is looking for the Jedi (or for similar trouble) the Sense roll is moderate (don't modify by relationship), but when someone is searching for the user the Sense Difficulty becomes the subject's Search (or Perception, whatever's most relevant) Roll +5 if the subject has little knowledge of the user (Stormtrooper who heard an alarm go off), +10 if the subject has seen the user (Same trooper saw the user on a vid screen, +15 if subject knows much of user through reputation (Luke Skywalker has been reported on the premises) and +20 if subject knows user personally (sneaking past Aunt Beru after an all night binge).
This power does not affect electronic life-form sensors but may affect people viewing vid screens (GM's discretion).

15. ENHANCED COORDINATION

Control Difficulty: Moderate, as modified by proximity
Sense Difficulty: Difficult
Alter Difficulty: Depends upon the number of individuals being affected by this power.

Number of Individuals
to be Affected
Difficulty
1-10 Very Easy
11-100 Easy
101-500 Moderate
501-5000 Difficult
5001-50,000 Very Difficult
50,001-500,000 Heroic

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 power was often used by the Emperor to increase the fighting ability of his troops, mentally driving them on and supplementing their will to fight. This power may only be used on those individuals who are in agreement with the intent of the Jedi, and it in no way grants the Jedi mental control over the troops affected. Instead, it links the troops on a subconscious level, allowing them to fight more proficiently and with better organization. If the power is successfully called upon, the Jedi picks three specific skills. The skills must be the same for the entire group. For every 3D (round down) in those skills that the troops have, they receive a bonus of +1D.
The Jedi may keep this power up, although he must make a new power roll whenever new troops are to be added to the power, or the skills are to be changed. The Jedi may only affect Dexterity, Mechanical or Strength skills.

16. # 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)

17. FORCE HARMONY

Control Difficulty: Difficult, modified by proximity.
Sense Difficulty: Difficult, modified by relationship
Alter Difficulty: Moderate
Required Powers: Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy
Note: This power may be kept "up."
Effect: This allows several willing Jedi to manifest the power of the Light Side. As long as this power is held up, it bathes the users in the celestial illumination that is the Light Side. It can act as a shield against the powers of the Dark Side, giving an extra 5D for each Force user involved to resist the effects of powers called upon by Dark Side servants. Note that +5D may appear to be an immense bonus, but since this power must be kept up, the Jedi calling upon the power suffers a -2D penalty simply for using it. One can link as many Force users as the initiator of the power has control or sense dice, whichever is lower.
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 used (if the power requires multiple skill rolls, the highest roll), then the Dark Side power is interrupted. All "up" powers are interrupted as if the user were stunned. It does not cancel out the presence of the Dark Side, but can distract its servants and make their actions more difficult.

18. HYPER-ACCELERATION

Control Difficulty: Very Difficult
Sense Difficulty: Very Difficult
Alter Difficulty: Very Difficult
Required Powers: Absorb/Dissipate Energy, Accelerate Healing, Concentration, Control Pain, Emptiness, Enhance Attribute, Enhance Skill, Dim Others' Senses, Force Running, Haste, Hibernation Trance, Reduce Injury, Remove Fatigue
Effect: The user of this power moves at five times their normal rate. This hyper acceleration causes incredible wear and tear on the user's body and thus cannot be used repeatedly in a short amount of time. A Jedi has to be specially prepared just to use the power without it causing hundreds of tears to form across their muscles and skeleton.
A dangerous power to use, it is still a very useful tool and can make the user very deadly. This power changes one round into five for the user. Time goes exactly the same for anyone else involved. Everyone declares before the user. The user only has to dodge on the last round if he's attacked, and only if he's still in the path. In the meantime he can take actions as normal in the five rounds with normal multi-action penalties. During the five rounds the Hyper-Acceleration power is considered to be "up" so the user suffers a multi-action penalty for sustaining it. This power can only be used once every 12 hours.

19. LEAP

Control Difficulty: Difficult (modified by proximity)
Sense Difficulty: Very Difficult (modified by proximity)
Alter Difficulty: Heroic
Effect: This is one of the rarest of Jedi powers. This power allows Jedi to "leap" through space, or rather the Force, without the use of a spaceship. In its more mundane applications, it allows the Jedi to jump across continents in a matter of microseconds. Increase the Alter difficulty by +5 if "Leaping" in-system, +10 within a sector, +20 across regions and +30 across the galaxy.
Leap allows a Jedi to move his physical being through the Force as readily as his mind. Because of this, he is able to move from point to point almost instantly. The only real time lag that exists is when the Jedi is reentering Real Space. Not all Jedi returned to the normal universe, and have been unseen since. No Jedi has any idea where the lost ones are, or even if they are still alive. It has even been said that even time may be twisted in the "Jedi-space".

20. LIGHT BOOMERANG COMBAT

Control Difficulty: Moderate
Sense Difficulty: Moderate, +1D to difficulty per additional target
Alter Difficulty: Easy, +1D for every additional target, +2D for every additional target after the third. Must make a Very Easy roll to catch.
Required Powers: Lightsabre Combat, Telekinesis
Note: This power may be kept “up.”
Effect: This is the power that lets a Jedi pick up and throw a Light Boomerang. This power controls all aspects of the strike, from the throw to the hit to the catch. Without this power, no one should ever pick up a light boomerang, much less try to throw it.
If the Alter roll fails, the boomerang just does not ignite, and clatters to the ground, a lifeless hunk of metal. Alter also effects how many targets the Jedi actually hits. The difficulty for each of the desired strikes must first be determined. If the roll is under the total difficulty, then only the strikes that are possible under the actual roll hit. Once the targets are struck, the boomerang makes a direct line to the Jedi, who must make a Very Easy Alter roll to deactivate the boomerang or be struck by it.
Like the Lightsabre and Light Whip skills, this skill improves the capabilities of the thrower and of the weapon. The Jedi may add or subtract any number of Control dice to the damage roll of the boomerang. He may also add half the number of Sense dice to the dice he rolls to determine if he hits. The light boomerang may be used to intercept blaster bolts, but the physical skill and Alter skills are increased by +10 (due to the reaction time involved), and the Sense and Control powers are the same as for Lightsabre Combat.

21. MECHA MANIPULATION

Control Difficulty: Moderate
Sense Difficulty: Moderate, modified by complexity of machine
Alter Difficulty: Moderate, modified by complexity of machine
Required Power: Mecha Empathy
Time to Use: One minute
Effect: The Jedi can physically manipulate the internal workings of a technological device to effect repairs on it. The Jedi must lay hands upon the object to effect repairs. The amount of time that the repairs will last is based on how far over the Alter difficulty the Jedi rolls: 3D minutes for 1-5 over, 1D hours for 6-10, 3D hours for 11-20, and permanent for 21+.

22. MIND SAND

Control Difficulty: Easy
Sense Difficulty: Target's Control or Perception roll (whichever is higher)
Alter Difficulty: Moderate
Required Power: Affect Mind
Effect: This power is designed to cripple the abilities of opposing Jedi. When invoked, and the target's roll is lower than the Sense roll, the target can no longer use the force skill of Sense, and any powers based on that skill. When he tries to do so, all he will see is a featureless gray field. If he tries, he can make an opposed roll every round to break the control, though it counts as an action. All other Force Powers can still be used normally. This power can be kept up from round to round. It is particularly vulnerable to "Parting The Clouds" as a successful invocation of that power will not only negate the effects of this power, the person holding the "Mind Sand" power will still believe the power is up, and will expend effort trying to keep it up with no effect.

23. PACIFISM

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 the highest individual proximity
Alter Difficulty: Easy plus target’s Perception, Willpower or Control roll.
Required Powers: Affect Mind, Calm, Emptiness, Hibernation Trance, Project Force
This power may be kept "up" (see below).
Note: The bonuses usually granted to a Jedi for having Dark Side Points become penalties when using this power. For example; if a Jedi has two Dark Side Points from embracing the Dark Side (which usually grants a +2D bonus when using Force Skills), suffers a -2D penalty to all rolls when activating or keeping this power up. Also, it is impossible for any character with six or more Dark Side Points to manipulate the Light Side enough to use this power.
Effect: A Jedi using this power radiates the light side of the force, sending waves of peace and happiness washing over his targets. Unwilling targets resist with Willpower, Perception, or Control (whichever is higher), with a +2 to their resistance for each Dark Side Point they possess. All targets affected by this power may not make any violent or angry actions (attacks, etc.) while under its influence. People that are not Force-sensitive under the influence of this power lose one Dark Side Point every hour. A target may attempt to break the influence of this power by rolling their resistance once a round, against the Jedi's Alter roll. Each failed resistance attempt incurs a -3 penalty on the next attempt (cumulative).

24. PARTICLE FILTER

Control Difficulty: Very Difficult
Sense Difficulty: Difficult
Alter Difficulty: Very Difficult
Effect: This power allows the Jedi to set up a semi-permeable field of Force energy in an area or around an object, and control how particles pass through this field. For instance, the Jedi could set up a field around himself that won’t let in gas molecules to protect himself from a poisonous gas. The Jedi could also use this to affect the way light refracts through an area, creating a space totally void of light, or manipulating the light to give a different appearance. For instance, a Jedi could set up a field around his face that makes light refract from it, hidding his true image.

25. # 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.

26. TRANSMUTATION

Control Difficulty: Heroic, modified by range
Sense Difficulty: Very Difficult, modified for complexity of change (i.e.: none for combining oxygen and hydrogen into water; +10 for Hydrogen into Oxygen; + 40 for making carbon, hydrogen, nitrogen and oxygen into nitroglycerin). It really helps to have a periodic table and some basic chemistry knowledge to eyeball the difficulties.
Alter Difficulty: Moderate: 500g, Difficult: 1kg, Very Difficult: 5kg, Heroic: 10+kg
Time to Use: One minute
Required Powers: Absorb/Dissipate Energy, Concentration, Hibernation Trance, Magnify Senses, Sense Force, Strengthen/Weaken Object, Telekinesis, Warp Matter.
Effect: This power allows a Jedi to change the atomic structure of matter, allowing fission and fusion to occur in a controlled manner and forming and deforming compounds, with the Jedi absorbing the energy release. Only relatively simple compounds may be formed, with such things as DNA, explosives and most medicines being outside the range of all but the most powerful Jedi. The (theoretical) maximum amount of matter that may be converted is 10kg of starting mass. The process always involves the loss of 10% of the original starting mass (their lost quantity is converted into pure energy, and absorbed by the Jedi). The energy flare may be detected from several kilometers away by such simple instruments as a magnetic compass or a human eye.