Absorb/Dissipate Energy
Control Difficulty: Very Easy for sunburn and other very minor energy sources; Easy for intense sun; Moderate for solar wind and other modest energy sources (blaster bolts and Force lightening); Difficult for radiation storms and other intense energy sources (speeder-scale damage). Vehicle Scale: Walker-scale (+30 to difficulty); starfighter- scale (+40 to difficulty). Area of Effect (add +20 to difficulty): Point blank to 1meter (−4D energy damage); 2meters (−3D energy damage); 3 meters (−2D energy damage); 4 meters (−1D energy damage). The power may be kept “up” as long as the source of energy is constant — for blaster bolts or Force lightning, it is used as a reaction skill, multiple action penalties apply for use to block fire (as though it were a dodge skill).
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, she takes full damage from the energy. This power may be used to ward off sunburn, heat-stroke and radiation exposure, as well as withstand intense heat. The character may activate the power as a “reaction skill” to absorb the blaster bolt or Force lightning — the roll replaces the ranged target number the shooter who must roll equal or higher in order to hit.
Accelerate Healing
Control Difficulty: Easy for wounded characters, Moderate for incapacitated characters, Difficult for mortally wounded characters.
Time To Use: One minute.
Effect: A Jedi who uses this power successfully may make two natural healing rolls for the current day (12 hours apart) regardless of the severity of the injury. The Jedi gets a +2 modifier to both Strength rolls to heal. See Chapter Five, “Combat and Injuries” for healing rules. Accelerate healing may only be attempted once per day.
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: When using this power, the Jedi clears all negative thoughts from her mind, feeling the Force flowing through the universe and her 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 or Character Points. This power is only in effect for one round and may not be kept “up.”
Contort/Escape
Control Difficulty: Very Easy for loose bonds; Easy for hand binder; Moderate for serious restraints; Difficult to Heroic for maximum security (varies at gamemaster’s discretion, depending on security measures).
Required Powers: Concentration, control pain, enhance attribute.
Effect: The character may escape bonds by contorting in painful and difficult (but still physically possible) ways. By stretching, twisting, and dislocating joints a Jedi can escape almost any physical restraining device. While this is indeed a painful procedure, Jedi are trained to block out the pain and focus on the task at hand.
Control Pain
Control Difficulty: Very Easy for wounded or stunned characters, Easy for incapacitated characters, Difficult for mortally wounded characters.
The power can be kept “up,” so the character can ignore the pain of 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 she 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 suffer any die code penalties; 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. For example, a character who’s been wounded twice and is wounded again would still become incapacitated. Mortally wounded Jedi may still die from injuries, even if they don’t feel any pain.
Detoxify Poison
Control Difficulty: Very Easy for a very mild poison, such as alcohol; Easy for a mild poison; Moderate for an average 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 her body. If the Jedi makes the power roll, the poison doesn’t affect her.
Enhance Attribute
Control Difficulty: Moderate.
Effect: A Jedi uses this power to increase a single attribute for a limited period. An increased attribute can help a Jedi jump higher, see better, and run faster. All skills governed by the enhanced attribute increase 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. Duration and attribute increase are determined by how much a character’s control skill roll exceeds the difficulty number. Duration can be extended through use of Character Points — for each Character Point a Jedi spends, the duration is increased by one combat round. The points can be spent at any time before the power fades.
A Jedi can only increase one attribute at a time. If a character invokes the power to enhance a second attribute while the first attribute is still enhanced, then the first enhancement fades and the second attribute receives the increase.
Skill Roll ≥ Attribute
Difficulty By: Increase Duration
0-13 +1D 3 rounds
14-25 +2D 2 rounds
26+ +3D 1 round
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 who might otherwise remain hidden. When the power is activated, the Jedi knows the location of all sentients within 10 meters — if the power is kept “up,” the Jedi may know whenever a sentient is within 10 meters of him.
When approached by or approaching sentient creatures, the Jedi should make a sense roll; each creature makes an opposed control or Perception roll to avoid detection. (These rolls don’t count as actions, so there are no die code penalties except those caused by injury.)
The Jedi detects each being that she ties or beats. If the Jedi beats the target’s roll by 10 or more points, she is aware if this person has Force skills (yes or no), is Force-sensitive (yes or no), if she has met the person before (yes or no), and if yes, their identity.
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 her normal senses to perceive things that otherwise would be impossible without artificial aids. She can hear noises beyond her normal hearing due to distance or softness (she can’t hear beyond normal frequencies). Likewise, she can see normally visible things over distances that would require the use of macrobinoculars; she can identify scents and odors that are normally too faint for human olfactory senses.
Force Push
Alter Difficulty: Target’s control or Strength roll, +3 to difficulty
for every 5 meters away from target, line of sight only.
Required Powers: Concentration, life detection, telekinesis.
Effect: With this power, a Jedi may use the Force to push several adjacent targets backwards, knocking them prone or banging them against a wall. Each target past the first incurs a −1D penalty on the Jedi using the power (i.e, 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 the listed damage. If a Jedi kills a living being as a result of this power he immediately receives a Dark Side Point; as such, he may roll less than his full alter score if he so chooses.
Alter Roll ≥ Target pushed back/
Difficulty By: Collision damage
0-5 2 meters / 2D
6-10 3 meters / 3D
11-15 5 meters / 4D
16-20 10 meters / 5D
21+ 15 meters / 6D
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 kilograms to one metric ton; Very Difficult for 1,001 kilograms to ten metric tons; Heroic for objects weighing 10,001 kilograms 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 sight of the Jedi.
Increased difficulty if object isn’t moving in simple, straightline 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 lightsaber to attack. Modified by proximity.
This power may be kept “up”.
Effect: This power allows the Jedi to levitate and move objects with the power of her mind alone. If used successfully, the object moves as the Jedi desires.
A Jedi can levitate several objects simultaneously, but each additional object requires a new telekinesis roll.
This power can be used to levitate oneself 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 by adding her Perception or control roll to the difficulty number.
Levitated objects can be used to attack other characters, but this automatically gives the Jedi a Dark Side Point. Such objects do 1D damage if under a kilogram, 2D if one to ten kilos, 4D if 11 to 100 kilos, 3D speeder-scale damage if 101 kilos to one metric ton, 3D starfighter-scale damage if one to ten tons and 5D starfighter-scale damage if 11 to 100 metric tons. Such attacks require an additional control roll by the Jedi, which acts as an attack roll against the target’s dodge. If the target doesn’t dodge the attack, the difficulty is Easy.
Force Jump
Control Difficulty: Easy.
Alter Difficulty: Easy.
Required Powers: Enhance attribute, telekinesis.
Effect: A Jedi uses this power to increase his jumping ability in order to perform impossibly high leaps. If both Force skill rolls are successful, the character uses his normal climbing/ jumping skill to perform the jump, but he uses the special table below to determine difficulties. If the control roll exceeds the difficulty, the character gains an immediate bonus to his climbing/jumping roll.
Control Roll ≥ Jumping
Difficulty by: Increase
1-3 +1D
4-8 +2D
9-15 +3D
16-25 +4D
26-37 +5D
38+ +6D
If the Jedi fails any Force skill roll, the power is not activated and the character is left to use his normal jumping ability (and there are certain situations where you can’t back out of a jump because your power failed). At the gamemaster’s discretion, a failed climbing/jumping roll might mean the Jedi fails to achieve the desired height/distance, fails to properly cushion his landing and suffers normal falling damage, or both. Multiple action penalties apply. The climbing/jumping roll is a third action in that round, whether the power is successful or not.
Height Jumping
Jumped Difficulty
0-1 meter Very Easy
1-2 meters Easy
3-4 meters Moderate
5-8 meters Difficult
9-15 meters Very Difficult
16-20 meters Heroic
Add +5 to the difficulty for every additional 5 meters. If the character is simply jumping downwards, with no upwards movement, reduce jumping difficulty by one level. Add +1 to the difficulty per meter of horizontal distance jumped.
Lesser Force Shield
Sense Difficulty: Easy.
Alter Difficulty: Moderate.
Required Powers: Absorb/dissipate energy, concentration, magnify senses, telekinesis. This power can 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.