The Force

The Force

Tremors in the Force: Jedi cause "tremors" whenever they use the Force; these ripples can be detected by other Jedi.

A Jedi who sparingly uses the Force and then only uses it in a minor way creates the faintest ripples, detectable only by powerful Jedi at close ranges. However, a Jedi who often uses the Force in grandiose displays creates very noticeable ripples which can be detected by other Jedi at vast distances. Those who rely on the Force as a crude instrument of power are very likely to draw the attention of people whom they'd much rather avoid...

Premonitions and Visions: Some Jedi characters experience premonitions, dreams and visions. Such occurrences have been known to warn Jedi of impending danger or summon them to "crisis areas" where their unique abilities are needed.

Intuitive Powers: It is well-known that some beings can push themselves to feats of great strength or endurance. Likewise, Jedi characters, when faced with an incredible challenge, may exhibit powers they had not previously learned.

At the gamemaster's discretion only, characters may be "granted" powers in exceptional circumstances. This reflects the Force's mystic and often unpredictable nature. Gamemasters may grant the power for "free," require the Jedi to spend a number of Character Points or Force Points to learn the power, or set other conditions. Gamemasters may grant a Jedi a power on a one-time basis to indicate the importance of a particular task, or to "reward" characters who have performed exceptionally well by allowing them to "subconsciously" learn a new power.

Relationship

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

Distance

User and target are:Add to difficulty:
Touching+0
Line of sight, but not touching+2
Not in line of sight, within 100 meters+5
101 meters to 10 km+7
11 to 1000 km+10
Same planet but more than 1,000 km+15
Same star system but not on the same planet+20
Not in the same star system+30

Force Skills

Characters must be Force-sensitive to learn Force skills. When characters receive their first die in a Force skill (Control, Sense, or Alter), they receive one Force power.

Improving Force Skills:
Character Point Cost: Number before the "D." Double character point cost without a teacher.
Training Time: One day per Character Point spent if the character has a teacher. Two days per Character Point without a teacher. Training time may be reduced by one day for each additional Character Point spent (minimum of one day).

Force Powers:
A Jedi may be taught a new power each time a Force skill is improved one pip. The new power is chosen by the teacher and must use the improved skill (for instance, a Jedi improving Control could not learn a power based solely on Alter).
A character may be taught a Force power without improving a Force skill, but the character must spend five Character Points.
A power that uses two Force skills counts as two powers when being taught powers.
A Jedi character cannot use a power that has not been learned.

The Lure of the Dark Side: When a character with Dark Side Points uses a Force skill, her skill roll gets a bonus of 1D per Dark Side Point.

A Jedi may refuse this bonus, but the difficulties of all Force powers should be increased by at least one difficulty level to reflect the intense concentration needed to avoid the Dark Side's temptations.

A character who has gone over to the Dark Side no longer receives this bonus.

Control Powers

Absorb/Dissipate Energy: Control Difficulty: Moderate for radiation or the damage roll of the energy attack.
This power may be kept "up" for continuous radiation - not blaster bolts.
Effect: This power allows the Jedi to absorb or dissipate energy, including 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 as a reaction skill to absorb a blaster 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.

Accelerate Healing: Control Difficulty: Easy for wounded characters, Moderate for incapacitated characters, Difficult for mortally wounded characters. Required Powers: Control pain. 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.

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 their minds, feeling the Force flowing through the universe and their 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 the same round. The Jedi may do nothing other than using concentration 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: Control Difficulty: Easy for loose bonds; Moderate for hand binders; Difficult or higher for serious restraints (varies at gamemaster’s discretion, depending on security measures). Required Powers: Concentration, control pain.
Effect: The character escapes bonds by contorting in painful and difficult (but physically possible) ways. By dislocating joints and the like, 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 wounded twice characters, Moderate for incapacitated characters, Difficult for mortally wounded characters.
This power may be kept "up" for a given injury; if the character suffers a new injury, he must make a new roll.
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 twice Jedi doesn't lose 2D 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. For example, a wounded twice character who is wounded again would still become incapacitated. Mortally wounded Jedi still have to make the same death rolls as other 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.

Emptiness: Control Difficulty: Easy if the character is calm and in quiet surroundings, Moderate with internal or external distractions.
Effect: The user empties his mind and allows the Force to flow through him. The character seems to be in deep meditation, and a character experiencing emptiness is oblivious to his surroundings. A character in emptiness may not move or take any action. Emptiness may not be used as a substitute for sleep (it requires active concentration) and the character hungers and thirsts normally. 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 meditating character's emptiness roll to the difficulty for the other character's Force skill rolls. This difficulty is added regardless of whether or not the empty character would willingly receive the power's effect. Once the character comes out of emptiness, the character gets a +6 bonus modifier to all Force skill rolls for a period of time equal to the amount of time the character spent in emptiness. This bonus is reduced by 1 for each Dark Side Point that the character has. When the character enters into emptiness, the player must state for how long the character will be in meditation. The character comes out of meditation only when the stated time has passed or the character's body takes any damage more serious than stun damage (though he can remain in emptiness with a Moderate control roll).
Note: Characters who are consumed by the Dark Side of the Force may not use this power.

Hibernation Trance: Control Difficulty: Difficult. Required Powers: Emptiness.
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 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 a 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.

Reduce Injury: Control Difficulty: Moderate for incapacitated characters, Difficult for mortally wounded characters, Very Difficult for dead characters. Required Powers: 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 falls, they certainly die - then this could even be considered a heroic action. It still involves great sacrifice.

Remain Conscious: Control Difficulty: Easy for stunned characters, Moderate for incapacitated characters, Difficult for mortally wounded characters. Required Powers: Control pain.
Effect: Remain conscious 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.

Sense Powers

Danger Sense: Sense Difficulty: Moderate or attacker’s control or willpower roll. Required Powers: Life detection.
This power may be kept "up."
Effect: Danger sense allows the 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 decided 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 action the round before it happens. Characters who are going to attack the Jedi may roll their control or willpower skill to increase the difficulty of using the power.

Instinctive Astrogation: Sense Difficulty: Moderate, modified by difficulty of journey. Required Powers: Magnify Senses
Effect: This is the more well 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
Difficulty+5
Very Difficult+10
Heroic+15
If the Jedi succeeds at charting the course, the Jedi needs 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.

Life Detection: Sense Difficulty: Very Easy if the subject has Force skills or is Force-sensitive; Moderate if not.
This power may be kept "up."
Effect: This power allows the Jedi to detect live sentient beings who might otherwise remain hidden from their normal senses. 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 approaches within 10 meters of them or vice versa. When a Jedi approaches or is approached by sentient creatures, make a sense roll for the Jedi and each creature makes an opposed control or willpower roll to avoid detection. Both rolls are "free" actions and do not 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), is Force-sensitive (yes or no) or if they have met the person before (yes or no), and if yes, what their identity is.

Life Sense: Sense Difficulty: Very Easy. Modified by proximity and relationship. Required Ability: 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 or willpower skill to hide his identity from the Jedi's use of life sense, adding their roll to the Jedi's difficulty.

Magnify Senses: Sense Difficulty: Very Easy. Modified by proximity. Time To Use: Three rounds.
This power may be kept "up."
Effect: This power allows a Jedi to increase the effectiveness of his normal senses to perceive things that otherwise would be impossible without artificial aids. He can hear noises beyond his normal hearing due to distance or softness-he cannot hear 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.

Receptive Telepathy: Sense Difficulty: Very Easy for friendly, non-resisting targets. If the target resists, he makes a willpower or control roll to determine the difficulty. Modified by proximity and relationship. Required Powers: Life sense.
This power may be kept "up" if the target is willing and the proximity modifier does not 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 gamemaster asks the player if he minds the power being used on his character; if the target is a gamemaster character, the gamemaster 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 may be used on creatures and other sentient species, although it cannot be used on Droids.

Shift Sense: Sense Difficulty: Moderate for simple phenomena (such as heat or simple scents); Difficult for more uncommon phenomena (such as comm frequencies, infrared radiation); Very Difficult for specific, complex phenomena (such as setting olfactory nerves to detect the presence of tibanna gas). Required Powers: Magnify Senses. Time To Use: One minute.
This power may be kept "up."
Effect: The character may shift his or her senses as to detect phenomena of a different type than normal; shifting eyesight to the infrared spectrum, setting olfactory nerves to detect specific chemical combinations, or hearing frequencies above or below normal range for his or her species. This power counts as a "skill use" for determining die code penalties. Please note that this power is exceptionally useful in some aspects, but fairly limited in others. For example, a Jedi may detect com frequencies, but that does not mean the Jedi can listen in on the transmission. The Jedi will be able to detect that a transmission is present, but may not necessarily be able to locate the signal’s source, and certainly not be able to decode the information carried by the transmission.

Alter Powers

Raise/Lower Temperature: Alter Difficulty: Varies by extremity of temperature change:
Temperature ChangeDifficulty
5°C ChangeVery Easy
10°C ChangeEasy
15°C ChangeModerate
20°C ChangeDifficult
25°C ChangeVery Difficult
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.

Telekinesis: Alter Difficulty: Very Easy for objects weighing one kilogram or less; Easy for objects weighting 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. Modified by proximity.
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, 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 lightsaber to attack.
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 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 their willpower 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 would require an additional control roll by the Jedi, which would be the to hit roll against the target's dodge. If the character doesn't dodge the attack, the difficulty is Easy.

Warp Matter: Alter Difficulty: Easy for liquid matter; Moderate for malleable matter; Difficult for hard matter (metal, wood); Very Difficult for very dense matter (hulls, reinforced metal walls), gases; modified by volume: 1-10 cubic meters +10; 11-100 cubic meters +25 Required Power: Telekinesis. Time To Use: 1 round to 1 minute, by difficulty.
Note: This power will not work and cannot be used against living matter.
Effect: This power allows the Jedi to mold a volume of matter to a new shape. The Jedi must be able to touch some part of the object to be molded. This power does not destroy the matter, it merely changes its shape or structure (much like a very advanced telekinesis). The effect is permanent.

Control and Sense Powers

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 does not resist. If the target resists, make a control or willpower total for the difficulty. Modified by relationship. Required Powers: Life sense Time to use: At least one minute.
Effect: The user sees the person or place he wishes to see in his mind as the situation currently exists. The power can also see 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; it cannot be done in the face of danger. The Jedi’s visions may not be entirely accurate:
Sense beats difficulty by:Past/PresentFuture
0-1050%10%
11-2075%25%
21-3090%50%
31+100%75%
The past and present are set and it is merely a matter of the Jedi having sufficient control. 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 of how much correct information the character receives in their vision. For example, 10% means that the character will only be able to make out the most basic details of a situation, such as "My friends are in danger." 25% means that the Jedi gets a somewhat accurate vision of what will transpire, but most major details will be missing from the vision. 50% means that the character’s vision was half right. 75% means the character has an understanding of the critical happenings, but the character still has missed a major detail or two, which of course, can complicate things. 90% means that the character has a very accurate and very detailed vision of what has or will transpires. 100% means that the character’s vision is even more accurate and detailed, complete with minor, almost trivial details.
When a character farsees into the future, the gamemaster has to make an honest effort to correctly represent what will happen: if the characters get a 75% result, the gamemaster must try to predict what he thinks the characters will do and what the outcome will be. Of course, since the future is so fluid, things are always subject to change. Farseeing is a great mechanic for the gamemaster to reveal part of the story - enough to tantalize the players, without ruining the story.

Force Combat: Control Difficulty: Moderate. Sense Difficulty: Easy.
This power may be kept "up."
Effect: To use the Force to fight more effectively, a Jedi learns this power. The Jedi uses this power both to guide his attacks while also sensing his opponent's actions. This power is called upon at the start of a battle and 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." If the Jedi is successful in using this power, the Jedi adds his sense dice to his attack and defense rolls, and he adds or subtracts up to the number of his control dice to his damage when he 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 fight using only his 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 Force combat to parry blaster bolts with a lightsaber. 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 blaster bolt was parried by the Jedi, 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.

Projective Telepathy: Control Difficulty: Very Easy. Increase 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 willpower or control roll to determine the difficulty. Modified by relationship. Required Power: 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.

Share Senses: Control Difficulty: Moderate. Modified by proximity. Sense Difficulty: Moderate if target is friendly and doesn't resist. If target resists, roll willpower or control roll to determine the difficulty. Modified by relationship. Required Powers: Emptiness, receptive telepathy.
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.

Translation: Control Difficulty: Easy if the character is normally able to pronounce the language; Difficult if not. 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: Concentration, receptive telepathy, share senses. Time to use: One minute.
This power may be kept "up."
Effect: This power allows the character to translate a language and speak it in kind. The Jedi may decipher body language, explore the spoken word, or translate ancient texts. In order for this power to work, the character must first hear the target speak, or see the words in written form (such as an ancient text or document). Note that the character does not really know the language. Once this power is no longer in use, the Jedi is again unable to decipher the target language.

Control and Alter Powers

Accelerate Another’s Healing: Control Difficulty: Very Easy. Modified by proximity and relationship. Alter Difficulty: Easy for wounded characters, Moderate for incapacitated characters, Difficult for mortally wounded characters. Required Powers: Accelerate healing, control another’s pain. Time to use: One minute.
Effect: The target is allowed to make extra healing rolls, as outlined in accelerate healing.

Control Another’s Pain: Control Difficulty: Very Easy. Modified by proximity and relationship. Alter Difficulty: Easy for wounded characters; Moderate for incapacitated characters; Difficult for mortally wounded characters. Required Powers: Control pain. This power may be kept "up."
Effect: A Jedi can use this power to ease the pain of another and functions in the same manner as the control pain power. A wounded character who has his pain controlled can act as if he has taken no wounds starting with the round after the power roll is made. The wounds are not healed, but the character suffers no pain from his injuries and does not suffer from the penalties of being wounded (-1D to all actions, for example). However, the character is still injured and will suffer additional injuries normally. When a character who has had his pain controlled and is injured again, a new power roll must be made at the higher difficulty to see if the pain can be controlled.

Force Lightning: Control Difficulty: Difficult, modified by proximity, limited to line of sight. Alter Difficulty: Willpower or control roll of target.
Warning: A Jedi who uses this power for any reason immediately gains a Dark Side Point.
Effect: This power is a corruption of the Force. When used, it produces bolts of white or blue energy that fly from the user’s fingertips like sorcerous lightning. These bolts tear through their target, causing painful wounds. Force lightning courses over and into its target, convulsing the target with pain, siphoning off his power, and eventually killing him. Armor does not protect a character from Force lightning. Force lightning causes 1D of damage for each 2D of alter the user has (round down - a character with alter of 5D would cause 2D damage with Force lightning).

Inflict Pain: Control Difficulty: Very Easy. Modified by proximity. Alter Difficulty: Target’s control or willpower roll. Required Powers: Control pain, life sense.
Warning: A character who uses this power immediately receives a Dark Side Point.
Effect: The target experiences great agony. The user causes damage by rolling their alter skill, while the target resists damage with their control or willpower. Damage is figured as if the attack was a stun attack, although if the target suffers any damage at all, they are so crippled by pain that they are incapable of acting for the rest of the round and the next round.

Transfer Force: Control Difficulty: Easy. Modified by relationship. Alter Difficulty: Moderate. Required Power: Control another’s pain.
Effect: This power will save a mortally wounded character from dying because the Jedi is transferring 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 is not injured again. The character is in hibernation, and will stay alive in this state for up to six 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 heroic, so the character will get the Force Point back at the end of the adventure. The recipient of this power must be willing.

Sense and Alter Powers

Dim Another’s Senses: Sense Difficulty: Easy. Modified by proximity. Alter Difficulty: Target’s control or willpower roll.
This power may be kept "up."
Effect: This power greatly reduces the Perception of the target character. If successful, reduce the character’s Perception and all Perception skills, depending upon the result:
Alter roll > target's control or willpower by:Reduce Perception by:
0-5-1 pip
6-10-2 pips
11-15-1D
16-20-2D
21+-3D
The power may be used on more than one target at a time, with an increase of +3 to the sense difficulty for each additional target; the target with the highest control or willpower rolls for the entire group.

Control, Sense, and Alter Powers

Affect Mind: Control Difficulty: Very Easy for perceptions; Easy for memories; Moderate for conclusions. Modified by proximity. Sense Difficulty: The target’s control or willpower roll. Alter Difficulty: Very Easy for slight, momentary misperceptions, minor changes to distant memories, or if the conclusion is not important to the target. Easy for visible phenomena, 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 hallucinations that can be sensed with two senses (sight and sound, for example), for memories less than a minute old, or of the matter involving the conclusion is very important to the target. Very Difficult for hallucinations that 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 perceptions 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 character’s logic so that he comes to an incorrect conclusion.
Before making skill rolls, the character must describe exactly the effect he is looking for. The power is normally used on only one target; two or more 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 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 had been killed, he would go unconscious. However, the character suffers no true injury. This power cannot affect Droids or recording devices.

Enhanced Coordination: Control Difficulty: Moderate, modified by proximity. Sense Difficulty: Difficult. Alter Difficulty: Dependent upon the number of individuals being affected by this power.
Number of IndividualsAlter Difficulty
1-10Very Easy
11-100Easy
101-500Moderate
501-5,000Difficult
5,001-50,000Very Difficult
50,000-500,000Heroic
Effect: The used of this power allows the 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 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 skills are to be changed. The Jedi may only affect skills that can normally be coordinated.

Telekinetic Kill: Control Difficulty: Easy. Modified by proximity. Sense Difficulty: Easy. Modified by proximity. Alter Difficulty: The target’s control or willpower roll. Required Powers: Control pain, life sense, inflict pain.
Warning: A character who uses this power automatically receives a Dark Side Point.
Effect: This power is used to telekinetically injure or kill a target. The user makes his alter roll against the character’s control or willpower total to determine damage. The exact method used to kill the target varies: collapsing the trachea, stirring the brain, squeezing the heart, or any number of other methods.

Dark Side Characters

Dark Side characters can return to the light, but it's not easy.

A Dark Side character must prove her commitment to the light by spending a Force Point in a selfless manner at a dramatically appropriate time. Often, this requires the character to make a heroic sacrifice.

When a character is redeemed, the Dark Side exacts a final toll: he loses all Force Points and Character Points. The character's Dark Side Point total drops to five... He must atone to remove the Dark Side Points or else he could very easily fall back under the sway of the Dark Side.