web space | free hosting | Web Hosting | Free Website Submission | shopping cart | php hosting
The Force
Force Users
Force Checks
The Dark Side
Force Powers

 

Force Users

By placing experience points in Force Strength a person has decided to make their character force sensitive giving them the potential to learn force powers. Your force strength represents your strength in the force which like any other skill can grow.

If a character is not a Sith/Dark Jedi/Shadow/Jedi then they may not learn force powers.

Lightsabers

Once a force user has reached the padawan/apprentice level of force mastery they may construct a lightsaber (under supervision of teacher encourages) also paying the full costs listed in the store.

Learning Force Powers

Characters shouldn't worry about these numbers because that's the moderator's job so don't be intimidated by the jargon.

Self-Learning a force power

In the course of a role-play a character has a 15% chance to "stumble upon" or "self-teach" a force power modified by the difficulty of the force power. A character has a 10% bonus to "stumble" upon an initiate level force power and a 5% bonus to "stumble" upon an apprentice level force power.

After an attempt a character will receive a +5% chance at the next attempt of the same power and another +5% thereafter until the power has been learned.

A character may "stumble" upon a power whenever the role-playing opportunity presents itself but once they are successful they cannot "stumble" onto another power until the following week. (Gives 'em time to appreciate the wonders of the new force power)

Being taught a force power

When a character has a teacher the chance to learn a force power increases.

If the character's teacher is of only Initiate Level the base chance for the character to learn a power is 20% (plus 10% for initiate level powers or +5% for apprentice level powers). If the teacher is of Apprentice level the chance base chance for the student is 25%, if the teacher is of Knight level the base chance for the student is 30%, and if the teacher is of Master level the base chance for the student is 35%.

A character can attempt to learn a force power from a teacher only every 20 XP (The character can of course make multiple attempts at the same power throughout the week) and if successful may not be taught another force power until the following week and until the next gain of 20 XP.

Teaching a force power

Any force user character can teach a force power he or she has knowledge of so long as the role-play is of quality. However, the base chance for the student to learn that power is dependant on the teacher's level of mastery.

Initiate: 20%
Apprentice: 25%
Knight: 30%
Master: 35%

Some important points

A character may only "stumble" upon 1 force power a week.

A character may only be taught 1 force power every week AND every 20 XP.

Every 75 XP a Sith/Dark Jedi/Shadow receives a random neutral force power.

 

When a Force User leaves any Force Profession. The force leaves them as well. This is reflected by the complete loss of all force experience points.

Force Users may have 1 Force User NPC and Force User factions may have 1. These NPCs may revolt at any time, Jedi NPC are less likely to revolt. See the store under NPC for more details.

\


 

Jedi

(Jedi may not use Darkside powers if they wish to remain Jedi.)

Initiate

An initiate can learn the 4 Initiate level force powers. When the initiate has learned all 4 force powers they will become Padawans.

Padawan

Padawans may learn Apprentice level force powers. Upon learning 5 more force powers for a total of 9 force powers Padawans become Jedi Knights.

Jedi Knight

Jedi Knights may learn Apprentice and Knight level force powers. Upon learning 10 more force powers for a total of 19 force powers Jedi Knights become Jedi Masters.

Jedi Master

Jedi Masters may learn Apprentice, Knight, and Master level force powers.

 

 


 

Dark Jedi/Sith

(Dark Jedi lose access to Lightside powers upon reaching Dark Jedi Knight status.)

Initiate

An initiate can learn the 4 Initiate level force powers. When the initiate has learned all 4 force powers they will become Apprentices.

Apprentice

Apprentices may learn Apprentice level force powers. Upon learning 5 more force powers for a total of 9 force powers Apprentices become Dark Jedi Knights.

Dark Jedi Knight/Sith Warrior

Dark Jedi Knights may learn Apprentice and Knight level force powers. Upon learning 10 more force powers for a total of 19 force powers Dark Jedi Knights become Dark Jedi Masters. At this level a Dark Sider can begin their path to the mantle of True Sith. A True Sith title is rewarded to PC's who engage in a moderated thread. True Sith are the only ones who can create and use True Sith artifacts.

Dark Jedi Master/Sith Lord

 Dark Jedi Masters may learn Apprentice, Knight, and Master level force powers.

 


 

Shadow

(Shadows may not use Darkside or Lightside force powers. They may only learn neutral Force powers because they are neutral.)

Shadow Initiate

An initiate can learn the 4 Initiate level force powers. When the initiate has learned all 4 force powers they will become Shadow Apprentices.

Shadow Apprentice

Apprentices may learn Apprentice level force powers. Upon learning 5 more force powers for a total of 9 force powers Apprentices become Shadow Warriors.

Shadow Warrior

Shadow Warriors may learn Apprentice and Knight level force powers.

Shadow Master

Shadow Masters may learn all neutral powers.

 


 

Force powers may be used in roleplay and in battles. many force powers may be used in conjunction with a conventional action for example Jedi Knight Julio activates the force power danger sense (which may require a force skill check) while firing a blaster at an enemy.

When force checking (determining whether the force power takes effect or not) difficulty ratings are used.

 


 

Force Checks

Force powers may be used in roleplay and in battles. many force powers may be used in conjunction with a conventional action for example Jedi Knight Julio activates the force power danger sense (which may require a force skill check) while firing a blaster at an enemy.

When force checking (determining whether the force power takes effect or not) difficulty ratings are used.

 

Difficulty Rating Opposing Experience Rating
Very Easy 25 XP
Easy 50 XP
Moderate 100 XP
Difficult 200 XP
Very Difficult 250 XP
Heroic 350 XP

 

When force checking against an opponent the opponent will use his own force strength or if he is not force sensitive he will use the following table.

 

Experience Force Resistance
600 XP 5 XP
650XP 25 XP
700 XP 50 XP
750 XP 75 XP
800 XP 100 XP
850 XP 125 XP
900 XP 150 XP
950 XP 175 XP
1000 XP 200 XP
1050 XP 225 XP

 

 

The Dark Side

  • A DSP will be given to any Jedi/Shadow/Neutral Force User who goes against the Force. Examples include striking first, striking out of anger, doing things that are un-Jedi-like. This will be up to the judgment of the force moderators. The penalty is each DSP will subtract 10XP away from force strength since they are acting against the will of the Force and abusing it. Therefore the Force will punish that Jedi. That 10 XP is not lost but stashed away in that 1 DSP. So 1 DSP = 10XP FS.
  • NOTE: Shadows/Neutral Force Users get DSPs at a lesser extent. Things serious will be counted but minor things such as striking first may or may not. Shadows may also receive LSPs (Light side Points) for doing good things, such as helping the poor or saving a planet (latter unlikely). Shadows also only lose 50xp if they fall to the light side/dark side.
  • To remove that DSP and gain back the 10 xp, the Jedi must perform an act of redemption/atonement. The RP thread must be at least 1 page (when there is a 2nd page then it is adequate) and of quality (it can't be 1 page of one liners). After review and approval from a force moderator, the DSP will be taken away and the 10 xp in FS will be given back. This will only remove 1 DSP. If I had 5 DSP then I would need to do 5 quality atonement RP threads to remove all of them.
  • If a Jedi gains 5 DSP then he can't use light side powers any more and limited to neutral force powers. He becomes a Fallen Jedi. Embarking on this path to the dark side is dangerous. Without atonement he can fall of the path and be consumed by the dark side.
  • If a Jedi gains 10 DSP then he will become a Dark Jedi. Losing all light side powers and keeping only neutral ones. Profession changes to dark jedi and he can learn neutral and dark powers only. Furthermore the 100 XP in FS is lost as well.
  • If a Jedi chooses to he may use his Anger to aid him in a situation. In doing so it works just as the Dark Side power Anger at full effect. A Jedi who does this gains 1 DSP.
  • In SW there is always the powerful seduction of the dark side. Like Yoda said it is quicker but not powerful. A Jedi can at any time use ANY dark side power up to his current level of force mastery. It will automatically SUCCEED and be executed at the full power and duration. No checks, no roll vs opponents melee or ranged. So if I am a Jedi knight and I use TK-Kill I can do 50 damage points. Remember this is 50 choke points which bypasses armor and shields for all 3 rounds of a battle generation. Use of any Apprentice level Dark Side power except Anger will gain the Jedi 2 DSPs, a Knight level power is 4 DSPs and a Master level power is 8 DSPs.
  • A Dark Jedi can automatically return to the path of the light but because being a Jedi is harder, the return is harder. To reflect this the Jedi will have to sacrifice 100 FS XP and provide quality RP along the lines of Vader turning back into the light to save his son Luke.. This will expunge the Dark taint of the force and will remove all the dark side force powers. The Jedi can then begin to relearn light side powers.

Some examples of transgressions against the Force and DSP allocation
Using anger, acting out of hate, acting out of fear = 1DSP
Thievery/Robbery = 2 DSP
Conducting evil acts/Acts of suffering = 3 DSP
Torture/death/murder of individual = 4 -5 DSP

Corruption of the Dark Side

Practitioners relying on the Dark Arts of the Force are consumed by it. The Dark Side destroys their bodies and they become weaker as time passes. They rely more and more on the dark side to fuel their bodies as they age ala Palpatine and Darth Sion. Resulting in dark siders having penalties to wounds. At apprentice they are -5 from wounds. Knight -10 and master -15. This means that they are 5/10/15 more points susceptible to damage. At the end of a battle gen, the dark side adept receives an additional 5/10/15 damage on top of their wounds. This in turn will prompt dark siders to be more conscious and secretive. This would be the only penalty for dark siders.

 

 


 

Force Powers

Where a description says "this force power may be kept up" the duration will be the length of the battle or episode unless otherwise stated.

 


 

Neutral Force Powers

Initiate Level

+10% to learn

Apprentice Level

+5% to learn

Knight Level

+0% to learn

Master Level

-5% to learn

Lightsaber Combat 1

Absorb/Dissipate Energy

Block Force Ability

Alert Sense

Light

Danger Sense

Combat Sense

Control Weather

Meditative Trance

Life Sense

Control Pain

Create Gravity Well

Sense Force Disturbance

Lightsaber Combat 2

Disguise

Haste

 

Pyrokinesis

Enhance Skill

Lightsaber Combat 4

 

Raise Lower Temperature

Force Bolt

 

 

Sense Force

Force Charged Strike

 

 

Sense Force Strength

Hibernation Trance

 

 

Telepathy

Life Bond

 

 

Telekinesis

Lightsaber Combat 3

 

 

Truth Sense

Null Gravity

 

 

Unarmed Combat

Force Speed

 

 


 

Darkside Force Powers

Initiate Level

+10% to learn

Apprentice Level

+5% to learn

Knight Level

+0% to learn

Master Level

-5% to learn

 

Anger

Bolt of Hatred

Create Force Storms

 

Blackness

Control Mind

Create Homunculus

 

Drain Life Energy

Force Wind

Force Lightning

 

Feed on Darkside

Memory Wipe

Rage

 

Injure/Kill

Telekinetic Kill

Transfer Life

 

 

Waves of Darkness

 

 


 

Lightside Force Powers

Initiate Level

+10% to learn

Apprentice Level

+5% to learn

Knight Level

+0% to learn

Master Level

-5% to learn

 

Accelerate Healing

Affect Mind

Heal

 

 

Calm

Greater Force Shield

 

 

Force Harmony

Immobilize

 

 

Reduce Injury

Battle Meditation

 

 

Lesser Force Shield

 

    Stun  
    Resist Stun  
    Inspire  

 


 

Lightsaber Combat

(Initiate Level through Master Level)

 

Difficullty: Innate after learned

 

To use a Lightsaber most effectively, a Jedi learns 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 with the Force.

 

See Lightsabers for descriptions of lightsaber combat techniques.

Back to Top

 


 

Light

(Initiate Level)

 

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.

 

Light may be used as a Luma Grenade.

 

Easy 50 XP Acts as a light only.
Moderate 100 XP Acts as a Luma grenade with -5 to -10 penalties.
Difficult 200 XP Acts as a Luma grenade with -5 to -20 penalties.

 

Back to Top

 


 

Sense Force Disturbance

(Initiate Level)

 

Difficulty: Easy (50)

 

This power may be kept "up".

 Effect: This enables a character to sense a disturbance in the Force. This does not give the character specific details, but instead a vague feeling of what has occurred.

 

Back to Top

 


 

Life Sense

(Apprentice Level)

 

This power may be kept "up" to track a target after a successful force check.

 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.

 

Immediate Vicinity Easy (50)
Planet Moderate (100)
System Difficult (200)
Inter-System Very Difficult (250)
Inter-Sector Heroic (350)

 

Back to Top

 


Resist Stun

(Knight Level)

Difficulty: Difficult (200)

Effect: This allows a Jedi to resist stun effects. Everytime a Jedi is threatened with stun through whatever methods like stun grenades, blaster bolts, or stun darts, the Jedi rolls this check. Upon failure he is stunned but if successful then he is immune to the stun effects for that entire battle. If using against the Stun Force power then the opposing skill check is the other force user's xp.

Back to Top

 


 

Sense Force Strength

(Apprentice Level)

 

Difficulty: Easy (50)

Effect: This allows a Jedi to sense the Force Strength of a character.

 

Back to Top

 


 

Truth Sense

(Apprentice Level)

 

Difficulty: Easy (50)

 

This power may be kept "up".

Effect: This allows the Jedi to sense whether a person believes what they are saying is true. It does not sense whether what they are saying is true in the overall reality; just whether the subject believes it or not. This is the Force equivalent of a lie-detector test.  

 

Back to Top

 


 

Absorb/Dissipate Energy

(Apprentice Level)

 

Effect: This power allows the Jedi to absorb or dissipate energy, including light, heat, radiation and blaster bolts. A successful execution means that the energy is dissipated. If the user fails, he takes full damage from the energy. The character must activate the power in the same round to absorb the blaster bolt or Force Lightning. He can't use this power after the attack has hit. When energy is absorbed the force user receives a +10% bonus for his next action.

 

Very Easy (25) Sunburn
Easy (50) Intense Sun or Flamethrower
Moderate (100) Solar Wind or Blaster Bolts
Difficult (200) Radiation Storm or Force Lightning

 

Back to Top

 


 

Telepathy

(Apprentice Level)

 

This power may be kept "up."

Effect: This follows the "dictionary" definition of telepathy, (i.e.: Two-way communication and mental searching by means other than sensory.) Thus two or more beings could communicate privately and mentally with each other taking turns sending and receiving thoughts and/or feelings or one could probe another?s mind for data such as a code or password.

It is believed that there are races that communicate only by telepathy in the Outer Rim and Unexplored Territories.

 

If the sender does not identify herself to the target(s) then the target(s) have no idea who is making contact.

Use on an unwilling target is not based on the range but their force strength or force resistance.

 

Easy (50) Visual 
Moderate (100) Planet
Difficult (200) System
Very Difficult (250) Inter-System
Heroic (350) Inter-Sector

 

Back to Top

 


 

Force Bolt

(Knight Level)

 

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 lightsaber). As with most force powers, the skill in itself is not evil Its *how* a Jedi uses the power that matters.

 

Very Easy (25) Damage 5-15
Easy (50) Damage 10-20
Moderate (100) Damage 15-25
Difficult (200) Damage 20-30
Very Difficult (250) Damage 25-35 
Heroic (350) Damage 30-40

 

Back to Top

 


 

Enhance Skill

(Knight Level)

 

This power may be kept "up".

Effect: With this power, Jedi can enhance their abilities in particular skills temporarily. Cannot be used on Force Strength.

 

Difficulty Rating Bonus to specified ability
Very Easy (25) +10 XP
Easy (50) +20 XP
Moderate (100) +40 XP
Difficult (200) +80 XP
Very Difficult (250) +120 XP
Heroic (350) +160 XP

 

Back to Top

 


 

Create Gravity Well

(Master Level)

 

Difficulty: Heroic (350)

 

This power may be kept "up".

Effect: Through using 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.

 

Back to Top

 


 

Block Force Ability

(Knight Level)

 

Difficulty: Moderate (100) or versus opponent's force strength

 

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.

 

Attempting to Block 1 Force Skill +15% to block versus opponent's force strength
Attempting to Block 2 Force Skills +10% to block versus opponent's force strength
Attempting to Block 3 Force Skills +5% to block versus opponent's force strength

 

Back to Top

 


 

Affect Mind

(Knight Level)

 

Difficulty: Moderate (100) or versus opponent's force strength

 

+10% modifier on the force check for slight, momentary misperceptions, minor changes to distant memories, or if the target doesn't care one way or the other.
+5% modifier on the force check for brief, visible phenomena, memories less than a year old or if the target feels some emotion about the conclusion he is reaching.
+0% modifier on the force check for short hallucinations, for memories less than a day old or if the target has strict orders about the conclusion.
-5% modifier on the force check for slight disguises to facial features or hallucinations that can be sensed by two senses or for memories less than a minute old or if the matter involving the conclusion is extremely important to the target.
-10% modifier on the force check for hallucinations which can be sensed by all 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 senses an illusion or fails to see what the user of the power does not 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 characters conclusion so that he comes to an incorrect conclusion. The character must describe exactly the effect he is looking for. The power is normally used on only one target; two or more targets can only be affected if the power is used two or more times.

 

A character believes he is affected by any successful illusions - a character that 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 had been killed, he would fall unconscious. However, the character suffers no true injury.

 

This power cannot affect Droids or recording devices.

 

Back to Top

 


 

Lesser Force Shield

(Knight Level)

 

Difficulty: Moderate (100)

 

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 armor value 25 absorbing all energy and physical attacks made against the Jedi up to 25 damage, 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.

 

Back to Top

 


 

Greater Force Shield

(Master Level)

 

Difficulty: Difficult (200)

 

This power may be kept "up".

Effect: The Jedi creates a protective shield around his body armor value 50 absorbing all energy and physical attacks made against the Jedi up to 50 damage. This power is used like starship shields.

 

Back to Top

 


 

Control Weather

(Master Level)

 

This power may be kept "up".

 

Easy (50)

Partly Cloudy Wind 5 mph

Cloudy Wind 10 mph

Moderate (100)

Cloudy, Drizzle/Lt Snow Wind 15 mph Steady Rain or Snow Wind 20 mph

Difficult (200)

Hard Rain, Snow or Sleet Wind 25 mph

Deluge, Blizzard, Hail Wind 30 mph

Very Difficult (250)

Heavy Thunderstorms Wind 40 mph

Gale Force Winds Wind 50 mph

Heroic (350) Hurricanes/Twisters Wind 75 mph Hurricanes/Twisters Wind 90 mph Hurricanes/Twisters Wind 105 mph

 

Effect: Through using this power a Jedi may actually control the very weather.

 

Back to Top

 


 

Unarmed Combat

(Apprentice Level)

 

This power may 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 or rendered unconscious.

 

Easy

+5% to hit

+5 to damage
Moderate +10% to hit +10 to damage
Difficult +15% to hit +15 to damage

 

The following table is the base damage for unarmed combat:

 

50-100 Melee XP

5-10 Damage

101-250 Melee XP

5-15 Damage

251-300 Melee XP

5-20 Damage

 

Back to Top

  


 

Life Bond

(Knight Level)

 

Difficulty: Moderate (100)

 

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 (although sometimes siblings, parent and child, or even very close friends choose to Life Bond).

 

Detailed information can be learned by activating the power. If both characters have the Life Bond power, reduce all difficulties by one level. The following benefits are only in effect when the characters are actively using the Life Bond power:

 

Easy (50) Force Strength check: The Force-user is aware of the other's general location and general emotional state: whether the person is frightened, in pain, injured, happy or experiencing some other strong emotion.

 

Moderate (100) Force Strength check: The Force-user experiences the other's senses: he or she sees through the other's eyes, hears what the other hears, and smells, tastes and feels what the other person is experiencing. However, at this level, the characters are affected by each other?s experiences - both characters share pain, and if one character is injured, the other character suffers an injury one level lower (i.e., if one character is near death wounded, the life-bonded character is severely wounded).

 

Difficult (200) Force Strength check: The Force-user is considered telepathically linked to the life-bonded partner (as per the telepathy power), 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.

 

 Very Easy (25)

Planet

Easy (50)

System

Moderate (100)

Inter-System

Difficult (200)

Inter-Sector

 

Life bonded characters may not share skills. However, since the characters do have such a close bond, the actions of one can affect another. Obviously, life bonding is a exceedingly serious commitment, not to be taken lightly.

 

Both characters must agree to the Life Bond for the power to work and the character may only life bond with one other individual. Life bonding takes 1 week to be completed. 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 several days. After re-awakening, the partner grieves and readjusts to a solitary existence.

 

Any attempt to forge a new life bond in the future requires a much longer period of adjustment: 2 weeks for a second bond, 3 weeks for a third bond, and so forth.

 

Life Bonding Notes:

 

Life bonding is more than a helpful power; it is representative of an extremely strong and powerful emotional link between two individuals. As previously indicated, this power is normally used between spouses, but close relatives and friends may choose to life bond.

This skill does have tactical advantages: the two characters could act independently yet be fully aware of the other's actions. One character could enter into a hazardous situation, while the other remains with a unit commander.

 

The life bond is a permanent link of mind and spirit that was probably first achieved accidentally. Misunderstandings between life-bonded individuals are rare since this power leads to a Relationship of absolute honesty and very intimate emotional awareness.

 

The life bond develops over time and the change to feeling another's emotions and senses - establishing a sensory and emotional synthesis - is a life-changing event.

 

If only one character in the life bond is a Force-sensitive, often the other partner takes up study of the Force, with the original Jedi serving as teacher. Of course, moral obligation inherent in wielding Force powers must be communicated as those powers are taught.

 

Back to Top

 


 

Disguise

 (Knight Level)

 

This power may be kept "up".

 

Moderate (100) Same species
Difficult (200) Different species

Or versus opponents force strength

 

Effect: 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.

 

Back to Top

 


 

Telekinesis

(Apprentice Level)

 

This power may be kept "up".

 

Very Easy (25)  for objects weighing one kilogram or less
Easy (50) for objects weighing one to ten kilograms
Moderate (100) for objects 11 to 100 kilograms.
Difficult (200) for 101 kilograms to one metric ton
Very Difficult (250)  for 1001 kilograms to ten metric tons
Heroic (350) for objects weighing 10001 kilograms to 100 metric tons

 

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 force check.

 

This power can be used to levitate one self or others. It can be used as a primitive space drive in emergencies. When used to levitate someone against their will, the target may resist.

 

Levitated objects can be used to attack other characters with a successful to hit check as well as the force check.

 

Special: With a Difficulty of 150 or the opponent's force strength or force strength equivalent, whichever is greater, 40 to 80 damage may be inflicted on an 11 to 100 kilogram character.

If attempting to take a weapon from an opponent, the difficulty used is the targets force strenght or force resistance (for non-Force users).

 

5-10 damage if under a kilogram
10-20 damage if one to ten kilos
20-40 damage if 11 to 100 kilos
40-80 damage if 101 kilos to one metric ton
80-160 damage if one to ten tons
160-320 damage if 11 to 100 metric tons

 

Back to Top

 


 

Raise/Lower Temperature

(Apprentice Level)

 

This power may be kept "up".

 

Effect: Affects a 20 meter diameter circle, with target change at center.

 

Very Easy 5 Degrees Centigrade Change
Easy 10 Degrees Centigrade Change
Moderate 15 Degrees Centigrade Change
Difficult 20 Degrees Centigrade Change
Very Difficult 25 Degrees Centigrade Change

 

Back to Top

 


 

Pyrokinesis

(Apprentice Level)

 

 Difficulty: Variable, modified by material

 

This power may be kept "up".

 

Effect: With this ability, the Jedi can rub molecules together really fast and either heat up an object, or start a fire. The size, intensity, and rate of burn depends on the character's force strength 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 a roaring fire. In this case, just the air molecules are manipulated for source material.

 

Burning Material can cause 5-30 damage when in contact with a character.

 

A character who is lit on fire himself receives 10-40 damage that round.

Bypasses shields but not armor.

 

Very Easy (25) Easy (75)  
+5% +10% Paper, kindling, really dry wood
+0% +5% Typical wall, clothing, plastic
-5% -0% Plants, glass, people (A dark side act. A no-no)
-10% -5% Brick, concrete, rock
-15% -10% Reinforced bulkhead, reactor shielding, a Twinkie
-20% -15% Something flame-proof and REALLY hard to burn

 

Back to Top

 


 

Haste

(Master Level)

 

Difficulty: Difficult (200)

 

Effect: Haste allows the user to make twice as many actions as normal within the time frame of one round however it cannot be used again in the following 2 rounds.

 

Back to Top

 


 

Null Gravity

(Knight Level)

 

Difficulty: Difficult (200)

 

This power may be kept "up".

 

Effect: The user creates an interference field that disrupts the gravity in a two-meter radius. Anyone caught in it, floats upward provided that there is proper force applied and may only use ranged weapons at that point and at a -15% chance to hit as well. The user must be in the center of the radius and the field may not be moved.

 

Back to Top

 


 

Sense Force

(Apprentice Level)

 

Difficulty: Moderate (100) for an area; Difficult (200) for sensing details or specific objects within the area.

 

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 that can be sensed with this power.

 

Sense Force will tell a character the rough magnitude of the Force in an area of object, and whether the area or object tends toward the Dark Side or the Light.

 

Back to Top

 


 

Danger Sense

 (Apprentice Level)

 

Difficulty: Moderate (100) or versus opponent's force strength.

 

This power can be kept "up".

Effect: Danger Sense allows a Jedi to extend his senses around himself like protective sensors, creating an early warning system for as long as the power is in effect.

 

When this power is used, the Jedi detects any surprise attacks a round before they are made. This gives the Jedi a round to decide how to react to the surprise danger in the first round only.

 

In game terms, any attacks on the user receive a -30% chance to hit while the power is in effect for the first round only. After that the danger is known and has no effect.

 

Back to Top

 


 

Combat Sense

(Knight Level)

 

 

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.

 

A Jedi can attempt several levels of concentration.

 

Easy (50) +5% to hit -5% to be hit
Moderate (100) +10% to hit -10% to be hit
Difficult (200) +15% to hit -15% to be hit

 

Back to Top

 


 

Alert Sense

(Master Level)

 

Difficulty: Very Difficult (250)

 

This power may be kept "up".

 

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 +20% to attack and defense, 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.

 

Each being, creature, or Droid who chooses can resist (DIfficult (200) Melee combat check) but at -20% to avoid detection. It is very difficult for a character to hide from a Jedi using this power.

 

Back to Top

 


 

Meditative Trance

(Initiate Level)

 

 

Effect: This power is usually taught first to a Jedi-in-training. It allows a Jedi to enter into a deep meditation that is calming and very restful. Meditative trance may be used in place of sleep and the Jedi may elect to set a time to awaken fully refreshed. Any damage to the Jedi will awaken him immediately. A meditative trance will heal light wounds and give the Jedi a +5% bonus to any force strength checks in the following three rounds.

 

Very Easy 25 XP +5% Bonus
Easy 75 XP +10% Bonus

 

Back to Top

 

 


 

Hibernation Trance 

(Knight Level)

 

Difficulty: Difficult (200)

 

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). A Jedi can heal while in a Hibernation Trance, but the character may not use skills or Jedi powers while in a trance.

 

Hibernation Trance serves two purposes. It allows a Jedi to "play dead." It can be used to survive when food or air supplies are low. A character in Hibernation uses only about a tenth as much air as someone who is sleeping - he can hibernate for a week in a dry climate or for up to one month in a wet climate before dying from lack of water.

 

Anyone who comes across a Jedi in Hibernation Trance assumes that the Jedi is dead unless he makes a point of testing him. Another Jedi using a sense force skill or the Life Detection power will be able to detect the Force within the Hibernating character and realize that he is alive.

 

Back to Top

 


 

Force Charged Strike

(Knight Level)

 

 

Effect: Through total concentration, a Jedi is able to deliver a single, devastating blow to an opponent increasing overall damage of a melee weapon. The power is activated for a single blow.

 

Easy (50) +5 damage
Moderate (100) +10 damage
Difficult (200) +20 damage
Very Difficult (250) +30 damage
Heroic (350) +40 damage

 

Back to Top

 


 

Control Pain

(Knight Level)

 

The power can be kept "up", so the character can ignore the pain of his injuries for a long period of time.

 

 However, whenever the character is injured again, the Jedi must make a new Control Pain force strength check, 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. The wound is not healed, but the character doesn't suffer the penalties of being wounded.

 

Easy (50) for Lightly wounded characters
Moderate (100) for Moderately wounded characters
Difficult (200) for Severely wounded characters
Very Difficult (350) for Near Death characters

 

Back to Top

 


 

Force Harmony

(Knight Level)

 

Difficulty: Difficult (200)

 

This power can be kept "up".

 

Effect: This allows several willing Jedi to manifest the power of the Light Side. As long as the 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 +10% per force user for each Force user involved to resist the effects of powers called upon by Dark Side servants. When acting as a shield against the Dark Side, if successful at resisting a darkside power all dark side powers in effect are disrupted and will have to be reinitiated. It does not cancel out the presence of the Dark Side, but can distract its servants and make their actions more difficult.

 

Back to Top

 


 

Reduce Injury (Knight Level)

Difficulty:

 

 

Effect: By using this power, a Jedi may call upon the Force to reduce the amount of injury he or one of his allies suffers. Any injury that is suffered is reduced by one degree.

 

Easy (50) for Light wounds
Moderate (100) for moderate wounds
Difficult (200) for severe wounds
Very Difficult (350) for Near-Death wounds

 

Back to Top

 


 

Accelerate Healing

(Apprentice Level)

 

 

Effect: If a Jedi uses this power successfully, he accelerates natural healing.

 

 

Moderate 100 XP Doubles the natural healing rate from 5 a day to 10.
Difficult 200 XP Triples the natural healing rate from 5 a day to 15.

 

 

Back to Top

 


 

Heal

(Master Level)

 

 

Effect: Completely removes one injury. The Jedi utilizing the power must spend the subsequent round recovering.

 

Moderate (100) Light wounds
Difficult (200) Moderate wounds
Very Difficult (250) Severe wounds
Heroic (350) Near Death wounds

 

Back to Top

 


 

Calm

(Knight Level)

 

Difficulty: Easy (50)

 

This power can be kept ?up?.

 

Effect: This power calms the Jedi, giving him an enhanced defense against the Dark Side. The Jedi receives a bonus of +10% to resist dark side powers.

 

Back to Top

  


 

Transfer Life

(Master Level)

 

 

Effect: This power allows the character to transfer his or her life energy into another body. The key to immortality itself, this is one of the most difficult and evil of all Dark Side powers. To overcome a spirit already residing in a body is nearly impossible. This is why the power is nearly useless without the ability to clone host bodies.

 

Though theoretically possible, it is not yet known what the effect on an unborn fetus would be. Fortunately, there is almost no history of this power being used successfully. It is believed that if the user's body perishes as an attempt fails, the user's life energy is lost, dispersed to the void.

 

Easy (50) Specially Prepared Clone Host Body
Moderate (100) Recently Dead Body
Very Difficult (250) Live Willing Host
Heroic (350) Live Unwilling Host

 

Back to Top

 


 

Telekinetic Kill

(Knight Level)

 

 

Effect: This power is used to telekinetically injure or kill a target. The exact method used to kill the target varies: collapse the trachea, stir the brain, squeeze the heart, or any number of other methods. To utilize a force check versus opponent?s force skill is required and damage is 10-20 +10 per rank.

 

Visual +5%
Immediate Vicinity No modifier
Planet -10%
System -20%
Sector -30%

 

Back to Top

 


 

Memory Wipe 

(Knight Level)

 

Diffiulty: Difficult (200) or versus opponent?s force skill whichever is more difficult.

Effect: This dreadful power allows a Sith to sift through another person's mind and destroy all knowledge of specific events or learned skills. Use of the skill requires direct contact with the target, and only one specified objective can be pursued per session.

 

With this power a Sith may reduce a subject's skill (i.e. Ground Vehicle) by 5-20 in one session provided the opponent is wholly within the Sith's control.

 

Back to Top

 


 

Drain Life Energy

 (Apprentice Level)

 

Difficulty: Easy (50)

 

This power may be kept "up".

 

Effect: This power allows a Sith to draw power from nearby non-sentient beings to boost his ability to go without sleep. As long as this power is kept up, the Sith will not fatigue or require sleep. Use of the power depends on a ready supply of nearby insects, small rodents, and birds and so on to draw energy from. This power may not be used to draw energy from sentient beings. This power gives a +5% bonus to Force strength checks.

 

For a Moderate difficulty of 100 the bonus may be increased to +10%.

 

Back to Top

 


 

Create Homunculus

(Master Level)

 

Difficulty: Very Difficult (250)

Warning: The creation of the Assassin homunculus requires an element of hatred and anger to be used.

 

Effect: Creates a Force construct that can be controlled by the Jedi, yet also has some degree of free will. One of two types of homunculi (Assassin and Scout) can be created (for statistics, see below). Once the homunculus is created, this power need not be kept "up". However, a Difficult force strength check is necessary to use the creature's senses as the Jedi's own. This done, a moderate force strength check allows communication/command of the homunculus.

Any life force the creature may seem to have is simply a physical manifestation of the Force and while the homunculi are capable of limited independent thought, they tend to simply follow the last command given.

 

When the creature suffers damage greater than moderate, it begins to disintegrate, then fade, and finally returns to the dust its physical form was created from.

 

Types Of Homunculi:

 

Type: Assassin Homunculus

Melee Combat: 250 

Damage: 5-25+15 poison damage
 

Description: Bat-like wings, sharp teeth & claws, long tail, dark brown, green, or grey skin. Like a pterodactyl with a stubby jaw.

 

Type: Scout Homunculus

Melee Combat: 175

Damage: 5-15

Gives creator a +10% to hit bonus when in immediate vicinity.


Description: Feathered wings, dull beak, short claws, broad tail, color determined by creator.

 

Back to Top

 


 

Create Force Storms

(Master Level)

 

Difficulty: Heroic (350)

Must make Heroic checks each successive round to control the storm. Must make a Very Difficult (250) check to dissipate the storm.

Warning: Force Storms are immensely destructive and violate the laws of nature.

Effect: This is perhaps the single most destructive Force power known. This power allows the Jedi to twist the space-time continuum to create vast storms of Force. The power also allows limited control of these storms. Capable of creating annihilating vortices, the storms can swallow whole fleets of spaceships or tear the surfaces off worlds.

 

Use of this power requires the focusing of hate and anger to an almost palpable degree and there is considerable danger involved. Some are able to create Force Storms, but fail at harnessing what they have foolishly unleashed. Often those who fail to control the storm are themselves consumed and destroyed. If the user is destroyed, the storm dissipates within minutes.

 

Any characters caught in a Force Storm automatically receive Near Death wounds every round they are within the storm excepting Jedi using Force Harmony. Jedi utilizing force harmony can resist the effects of the force storm by checking against the force skill of the force storm creator at a -10% penalty every round they are within the storm.

 

Starships and buildings take the equivalent of 500-1000 damage each round within the storm and all vehicles in a storm are destroyed.

 

Back to Top

 


 

Control Mind

(Knight Level)

 

Difficulty: Versus opponent's force strength or moderate (150), whichever is higher. -10% to succeed.

This power may be kept "up" but the Jedi must make a new force skill check whenever he adds or switches targets. As well as durnig each round of a generation or when orders are given.

 

Effect: The use of this power allows Jedi to take control of other people, turning them into puppets who must obey the Jedi's will - they must serve the Jedi like automatons. This power may not be used on Droids or computers.

 

Controlled characters may attempt a new force check to escape versus the Jedi's force skill whenever the Jedi adds new characters to his Control.

 

Very Easy 1
Easy 2
Moderate 3
Difficult 4-5
Very Difficult 6-8
Heroic 9-15

 

Back to Top

 


 

Force Wind

(Knight Level)

 

Difficulty: Moderate (100) to affect 1 target; Difficult (200) to affect 2 targets; Very Difficult (250) to affect 3 targets.

 

This power may be kept "up".

 

Effect: This power allows the Sith to manipulate and channel air currents to form powerful and destructive tornadoes that can lift people into the air and fling them about. Any character or vehicle targeted receives 10-50 damage.

 

Back to Top

 


 

Waves of Darkness

(Knight Level)

This power may be kept "up".

 

Effect: The user delves into the darkness of her own spirit and dredges up the feelings of hatred, jealousy, greed and rage that linger in shadowed recesses. Using the Force as a power source, she expels these vile emotions in waves of dark side energy that radiate outward in an expanding sphere. Anyone caught in the disturbance suffers immediate confusion, and a few seconds later will flee in fear.

 

In game terms, those entering the area infested by the dark side waves must make a force strength check against Force-user's force strength. Anyone who fails the check cannot take his next action (in this combat round or the next) and must flee on the successive round. Anyone who succeeds becomes confused and receives a -5% penalty for any action they take.

 

Moderate (100) 1 Opponent
Difficult (200) 2 Opponents
Very Difficult (250) 3 Opponents
Heroic (350) 4 Opponents

 

Back to Top

 


 

Force Lightning

(Master Level)

 

Note: Limited to the line of sight

 

Effect: This power is a corruption of the Force, harnessing pure hatred and evil from the user and the Dark Side. When used, it produces bolts of white or blue energy, which flies from the user's fingertips, like sorcerers lightning. These bolts tear through the target, causing intense pain and injury.

 

These lightning bolts cannot be parried or dodged. Once the lightning bolts are called forth, the victims only hope is to succeed in a force check against the lightning?s creator. If the victim does succeed, the lightning bolts reach out toward the victim, but are deflected or go around. A Jedi armed with a Lightsaber can use the Lightsaber Combat power to block force lightning by parrying successfully but Force Lightning cannot be deflected to other targets. This power can be dissipated with the Absorb / Dissipate Energy power - the intended victim simply absorbs the bolts.

 

Easy (50) Damage: 20-50
Moderate (100) Damage: 35-65
Difficult (200) Damage: 45-75
Very Difficult (250) Damage: 55-85

 

Armor is useless against force lightning. Force lightning courses over and into its target, convulsing him with pain, siphoning off his energies and eventually killing him. If this power stuns, wounds, or causes any other injury to a character, he is so convulsed with pain, that he is incapable to performing any actions for the next round.

 

Back to Top

 


 

Feed on Dark Side

(Apprentice Level)

 

Difficulty: Moderate (100) when activated; Very Easy (25) for each round thereafter

 

This power may be kept "up"

 

Effect: This power allows a Jedi to feed on the fear, hatred or other negative emotions of others to make himself more powerful. It does not matter to the Dark Side why the others are filled with dark emotion; the feelings alone suffice.

 

This is a power that Dark Jedi use to gain power from the anger and hatred they cause in their foes. There is nothing to stop the Dark Jedi from doing everything in his power to provoke these negative emotions. This might include deception, butchering innocents, taunts, insults, threats against the characters, their friends, families, home planet or base, and anything else that is likely to make them call on the Dark Side.

 

Players who are unable to think of a better way of defeating a Dark Jedi than by brute force are very likely to be destroyed if faced with this power.

 

A force user receives +5% to all his actions for every opponent facing him who has not utilized calm or meditative trance.

 

Back to Top

 


 

Injure/Kill

(Apprentice Level)

 

Effect: An attacker must be touching the target to use this power. In combat, this means making a successful melee attack in the same round that the power is to be used.

 

Very Easy Damage: 5-15
Easy Damage: 10-20
Moderate Damage: 15-25
Difficult Damage: 20-30
Very Difficult Damage: 25-35

 

Back to Top

 


 

Bolt of Hatred

(Knight Level)

 

Difficulty: Moderate (100)

 

Effect: The Force-user creates in his hand a radiant sphere of pure hatred that can be hurled at any target within his line of sight. Damage is 10-35 and a to hit check must be made using the ranged skill at +5%.

 

Back to Top

 


 

Rage

(Master Level)

 

Difficulty: Difficult (200)

Note: This Power can only be used by characters that have been consumed by the Dark Side of the Force.

 

Effect: This power allows a character to feel the dread influence of the Dark Side. It functions as counterpart to Emptiness.

 

The character must tense himself completely and allow the mindless rage of the Dark Side to possess him. When using this power, a character will appear lifeless. They are amplifying the negative aspects of their own personality, leaving the face clenched in a rictus of horror and fear.

 

A character must determine how long he wishes to be in Rage when he enters the trance. Barring an attack or the arrival of a specific person (as explained below), the Jedi will stay in the trance for the chosen duration. The Jedi must make a Difficult (200) force check or he will come out of the trance.

 

When the Jedi leaves this state, he gets a +15% modifier to all Force checks and +10% to hit as well as +10 to any damage he inflicts for a period of time equal to the time spent in Rage.

This power makes characters oblivious to their surroundings; they cannot move.

 

Characters in this state strongly exude the Dark Side. The internal focusing does provide some protection for the character against others using the Force on them. +5% bonus to resist when another attempts to use a Force power on someone in Rage.

 

Back to Top

 


 

Blackness

(Apprentice Level)

 

Difficulty: Moderate (100)

 

Note: This power can only be used by characters that have been consumed by the Dark Side.

 

This power may be kept "up".

 

Effect: This power enshrouds a Dark Jedi in a camouflaging veil of the Dark Side. The Dark Jedi receives a +15% bonus to resist others attempting to detect the presence of the user of this power.

 

The power causes people to overlook the user as he or she blends into the surroundings and any smells or sound emanating from them are muffled.

 

The user may not use combat oriented Force powers while this power is kept up (e.g. Lightsaber Combat, Combat Sense, Injure / Kill, Telekinetic Kill, Inflict Pain, etc.). This power does not affect electronic life-form sensors.

 

Back to Top

 


 

Anger

(Apprentice Level)

 

 

Effect: To use this power, a character concentrates all of his negative feelings, and touches the Dark Side of the Force momentarily. This imparts a +5% bonus on force checks, skill checks, and to hit checks for the next two rounds.

 

Very Easy 25 XP +5%
Easy 75 XP +10%

 

Back to Top

 


 

Stun

(Knight Level)


Difficulty: Versus opponent's force skill

 

This power allows the Jedi to daze opponents through the Force. Numbing the mind and nervous system it slows down the reaction time of opponents. An attempt must be attempted for each opponent and lasts for 2 rounds. This causes the opponent -10% to all skill for those 2 rounds.

 

Back to Top

 


 

Immobilize

(Master Level)


Difficulty: Versus opponent's force skill


A more powerful form of stun. The ultimate non-aggresive Jedi power. This calls for the total shut down of motor and muscle control of the body. One attempt can be made on one opponent at a time. This causes the opponent to essentially stop his actions and can't move his body at all. The person is held in place for 3 rounds.

 

Back to Top

 


 

Force Speed

(Knight Level)

 

Difficulty: Moderate 100


Effect: This power allows the user to focus the Force in his body in such a way that will allow him to act at lightning speed for a temporary amount of time. The world seems to slow down around the Force user, but in reality he speeds up his body. This power is often referred to as 'Force speed'. Can be held up. Grants the force user a -10% to be hit in game terms. In role playing terms this allows the character to move twice as fast allowing him to jump twice as high or 3 times as far lengthwise.

 

Back to Top

 


 

Inspire

(Knight Level)

 

Difficulty: Moderate 150 for each individual


Effect: This power is a lesser form of battle meditation, it allows the Force user to instill great confidence in one or more individuals. This inspiration is reflected in a enhancement allowing the affected targets to perform tasks more proficiently while this power is in use. Jedi are known to be inspirational to others and this proves that fact. In game terms inspire will provide the force user's allies around him with +5% to all skill checks for the next three rounds.

 

Back to Top

 


Battle Meditation

(Master Level)

 

Difficulty: Difficult 450 to start, 200 to keep up each round


Effect: Battle Meditation is a rare Jedi art that could turn the tides of battle. A Jedi successfully using this imagines an outcome of a battle and through the power of the Force makes it a realization. All allies on the Jedi's side on an interplanetary level gains a +10% to all skill checks as long as the power is kept up. A Jedi can do nothing but concentrate on this difficult force power and must rely on allies to defend himself.

 

Back to Top