The Force

Chapter 7: The Force

Art by Chris Gossett - Dark Horse Comics



     The Force can be considered the greatest power in the galaxy.  It flows 
around all things, binding the universe together - balancing good and 
evil.  There are two sides of the force:  The Light Side and the Dark Side.
The Light Side of the Force is used for defense, never for attack.  It is 
used to protect the weak, and uphold goodness and righteousness.  
Opposing this, is the Dark Side.  The Dark Side of the Force is quicker 
to master, and more seductive.  It is used in anger, to reinforce 
hatred.  Neither side is stronger - they balance one another.



The Light Side

Whispers From the Past


     The Jedi Knights were an integral part of the Old Republic.  They 
were scholors, politicians, but above all, they were peacekeepers.  The 
Jedi Knights of old were greatly skilled in the ways of the Force - 
calling forth powers completely unheard of by today's Jedi Knight.  
Unfortunately, the secrets behind these powers have been lost through the 
ages due to war and misuse.
     It has been whispered through the Force that the greatest powers 
come in the greatest hour of need.  The Force is always balanced between 
Light and Dark.  During the period of time called "The Golden Age of 
the Sith", the galaxy almost fell to the Dark Side.  But, the brave 
Jedi Knights rose up and pushed back the Sith influence.  They did this 
with Jedi power unseen before their time.  Likewise for the great and 
terrible Sith War.  A group of Jedi Knights were said to have completely 
stripped the misguided Ulic Q'el Droma of his ability to use the Force 
forever.  This same group trapped the essence of the evil Exar Kun in the 
Massassi temples of Yavin IV for all eternity.  During these times of 
need, Jedi Knights could channel the Force to increase their abilities, 
redirect energy, or even strengthen objects to withstand a lightsaber.  
One of the few remaining Jedi Holocrons has shown the Jedi master, Bodo 
Baas defended himself against Exar Kun with only his staff!  When 
grouped, Jedi Knights were almost unstoppable.  They could forever strip 
the influence of the Force from a victim, or even open gateways to new 
dimensions.  But, those were the days of old, and many of these Tales of 
the Jedi have been lost - their awesome knowledge of the Force has long 
since been whiped out by Dark Jedi and Jedi Hunters.
     A new Jedi Holocron recently discovered by the Jedi historian, 
Siemas Taak in the ruins of Cybbrank have unearthed many of these Jedi 
powers of old.  However, Taak warns against using these powers without 
full knowledge or control of them - and to heed the warning of Master 
Bodo Baas:


The ancient Jedi masters knew that too much power gathered too quickly 
can corrupt even the most selfless and devout apprentice Jedi.  But, 
hopefully, after careful research and training, these new Jedi powers of 
old can once again be practiced.

Control Powers

Enhance Skill
   Created by Traveller
   Control Difficulty:
    +1D to skill         Easy
    +2D to skill         Moderate
    +3D to skill         Difficult
    +5D to skill         Heroic

    +2D Difficulty levels for each skill after the first.
        Once the difficulty for the power is Heroic, no more skills 
        may be included.

    Required Power:  Enhance Attribute
    This power may be kept up.
    Effects:  With this power, Jedi can enhance their abilities in 
     particular skills.  The bonus dice are added to the skill dice so 
     long as the power is kept up.  If a force user wishes to change 
     which skills are enhanced or by how much, then a new power roll 
     must be made.  Force users may only enhance those skills in which 
     they have a skill which is at least one whole die greater than the 
     controlling attribute, before taking any special abilities into 
     account.  Otherwise, they must pay character point for each skill 
     they are enhancing in which they do not have the required skill 
     dice.  If this power is not kept up, the force user may only take 
     one action using the enhanced skill, as well as the power roll 
     during the round and not be penalized for multiple actions.  This may 
     only be for an action which is one off, such as Nomi Sunrider using 
     this power to enhance her persuasion skill on Ulic Q'el Droma to 
     give up following Exar Kun.  It may not be used for an extended 
     action such as a swimming check.  This power may not be used with 
     another which enhances the same skill by adding to the number of 
     dice to usable.  Thus, it is incompatible with combat sense, 
     enhanced coordination, and lightsaber combat. 

Hammerhand
   Created by Martin
   Control Difficulty:  Difficult if healthy
                        Heroic if wounded
   Effect:  Hammerhand double's the Jedi's STR attribute for damage and 
     resistance purposes only.  Any armour bonuses are not taken into 
     account when doubled, but are added on after for resistance to 
     damage only.  For damage, the armour is subtracted from the Jedi's 
     doubled strength, if it covers the part of the Jedi which is doing 
     the damage.


Alter Powers

Haste
   Created by Martin
   Alter Difficulty:  Heroic
   Effect:  Haste allows the user to make twice as many actions as normal 
     within the time frame of one round (i.e. 2 full attacks, 4 attacks with 
     1D knocked off each attack, etc.).  Whether or not the alter power is 
     successful, the Jedi will move at -1D from all actions the next round 
     after Hast is used.

Strengthen Object
   Created by Andrew Jackson
   Exar Kun, a Jedi student, just having defeated a fellow student in 
   a Lightsaber duel is about to finish off the loser!  But then, Master 
   Vodo Baas intervenes:
     "Exar Kun!  Cease!  Anger is not the way.  Do you think your 
     anger will make you a great warrior?"
   With the Force, Vodo can make his simple staff more powerful than Exar 
   Kun's lightsaber!  What follows is a duel between Kun with his lightsaber 
   and Master Baas with his staff!  It takes TWO lightsabers striking the 
   staff at once for the staff to break.
   Alter Difficulty:
     +3D    STR to object     Moderate
     +4D    STR to object     Difficult
     +5D    STR to object     Very Difficult
     +6D-8D STR to object     Heroic (bonuses depend on roll)

     Size Modifiers:
       Up to 1/4 cubic meters   +0 Difficulty
       1 cubic meter            +10 Difficulty
       2 cubic meters           +20 Difficulty
       3 cubic meters           +30 Difficulty
   Required Powers:  Telekinesis
   Time to Use:  1 round, may be kept up
   Effect:  Melee weapons (vibroaxes, etc.) have a strength of 2D.  
     Vodo's staff is probably around 1D - lightsabers have 5D.  This power 
     allowed Master Baas to strengthen his staff to withstand the power of a 
     lightsaber.  When a Jedi uses Strengthen Object, he controls the 
     Force to strengthen the inter- and intra-molecular bonds in the 
     object.  The object has the same density, volume, and mass as 
     before, but it takes more energy to break the bonds holding the 
     object together.  This reinforcement strengthens the object versus 
     shearing, torsional, or axial forces, stresses, or  
     disintegration/disassociation by high energies.  Thus, a 1D staff 
     strengthened at the Very Difficult level woul now have a strength 
     of 6D, enough to withstand a lightsaber most of the time.  This   
     power does not affect the object's ability to do damage.  It just  
     increases its resistance to breakage or destruction, and severely 
     limits chemical reactions such as oxidation.  In the time  of the 
     Sith War, this was a relatively basic skill and was usually taught 
     early in a Jedi's studies.  

     It is interesting to note that other uses for this power have shown 
     up in the Jedi Holocron.  Some Jedi have discovered that this power 
     can be used to weaken objects in a similar manner.  In addition, 
     this power may also be used on living matter.  However, when used 
     in this manner, the power is very damaging.  The increased 
     molecular bonds severely inhibits the various enzymatic and  
     chemical reactions and protein interactions in living tissue.  Oxygen 
     (or other vital gases) no longer disassociate from carrier 
     molecules, causing oxygen-starvation.  Hormones and 
     neuro-transmitters will not disassociate from receptor proteins.  
     Blood cells will coagulate on the blood vessel walls.  DNA strands 
     can not be separated for transcription to RNA--thus halting protein 
     synthesis.  There are very few organisms which can withstand such 
     inhibition of chemical reactions.  Use of this power on living 
     tissue is thus grounds for an immediate Dark Side Point.

Warp Matter
   Created by Andrew Jackson
   Alter Difficulty:
     Easy              Liquid Matter
     Moderate          Malleable Matter
     Difficult         Hard Matter (wood, steel)
     Very Difficult    Very Dense Matter (ship hulls, reinforced metal)
     Heroic            Gases

       Modifiers:  1 cubic cm                  +0
                   1 liter/1000 cubic cm      +10
                   1 cubic meter              +25
                   10 cubic meters            +35
     Required Power:  Telekinesis
     Time to Use:  1-12 rounds, scaled by Difficulty number
     Effect:  This power allows the Jedi to mold a volume of matter to a 
       new shape.  It CANNOT be used on living matter.  The Jedi must be 
       able to touch some part of the object to be molded.  This power 
       does not destroy matter, it merely changes its shape or position 
       (much like advanced telekinesis).  The effect is permanent.  The 
       Jedi is literally using the Force to change the world around 
       him.  This power coaxes millions of atoms and molecules to move, 
       controlling each particle.  The fact that it is easier for the 
       Jedi to affect the volume of matter as a whole rather than as 
       distinct particles is reflected in the more difficult level of 
       managing gases as opposed to some solids or liquids.

       This power is for all of the imaginate Jedi.  There is so much 
       that can be done, even if its only with 1-3 cubic cm.  Some examples 
       include peep holes, picking (melting) locks, sealing doors (spot 
       welding), parting small rivers, passing through walls, or even 
       breathing in space/water for short times.
       The Jedi master, Yindo-ola wrote in his tome, " Interactions 
       Between the Force and Reality," that:
         "...no volume greater than that enclosed by 10 arms long by 
         10 arms wide by 10 arms tall (1) should by subjected to [Warp 
         Matter].  Distortion of volumes greater than this tend to 
         become unwieldy, even in the hands of powerful and experienced 
         [Jedi], and what can only be called 'rifts' or 'rips' in 
         Reality are created.  The exact nature of these rifts are 
         unknown, but we will try to create a controlled rift in an 
         effort to study them.  It should be emphasized, however, that 
         use of this power on a small scale does not seem to draw upon 
         the Evils within the Force.  We have heard of some users 
         attempting this power on living beings, but, thankfully, we 
         have not heard of any successes."(2)

      (1)  Translator's Note:  Yindo-ola was a Kalecki, a race now believed 
      extinct.  The Kalecki artifacts indicate that their units of 
      measurements were based on the length of their King's appendages.

      (2)  Some time after this, Yindo-ola and his disciples disappeared in 
      what was called by an anonymous observer, "...a great storm that 
      came from nowhere to swallow them like so many morsels.  It was as if 
      reality itself had turned against them..."  However, this is not 
      believed to be due to the use of this Force power per se.  For several 
      hundred years after this disaster, the Kalecki Jedi were producing 
      magnificant sculptures from all types of matter.  The surviving 
      scrolls from this time period show that these sculptures were 
      created by the mind, without ever having the Jedi touch the 
      medium.  Sculptures made from running water were also seen, 
      although it is difficult to believe such a thing is possible.


Control/Sense Powers

Anticipation
   Control Difficulty:  Moderate
   Sense Difficulty:
     Resisting Target       Target's PER or CONTROL roll +10
     Non-Resisting Target   Easy
     Modified by relationship & proximity
   Effect:  This power enables a Jedi to anticipate an opponent's 
     immediate actions and react accordingly.  The Jedi must declare use of 
     his power at the beginning of the round (before initiative is 
     determined), and makes the Control and sense checks at -1D each 
     (because they are two actions).  If either check fails, the power 
     has not been used successfully and the Jedi suffers an additional 
     -2D penalties for the rest of his/her actions for the round.  If 
     both succeed, the Jedi rolls his/her sense dice rather than 
     perception for initiative, and if s/he succeeds, the target must 
     declare all of his/her actions first BUT, the Jedi's declared 
     actions occur first in the round (e.g., if the target declares a 
     move and a shot and the Jedi declares two, the Jedi's first shot 
     occurs first, followed by the target's move, followed by the Jedi's 
     second shot, followed by the target's shot).  However, only the Jedi 
     gains the benefit of this knowledge, not any of his teammates. [GM's 
     tip:  Depending on how you handle initiative, have the target write 
     down his declared actions, show the Jedi, then proceed normally.  
     This way, the others won't gain the benefit of the Jedi's  
     anticipation.]  The use of control and sense at the beginning of  
     the round gives the Jedi -2D penalty on all other actions even if the 
     skill use is successful.  This power may be used on as many targets per 
     round as the Jedi wishes, but the subtracted dice are cumulative.  It 
     may not be kept up; the Jedi must check each round to successfully 
     anticipate another being's actions.  This power is a sort of 
     combination between receptive telepathy and farseeing, the idea 
     being the Jedi scans the target's brain for the immediate actions 
     planned.  The reasoning is that receptive telepathy scans only the 
     surface thoughts of a target; attempting to instantly pick out the 
     target's immediate plans and reflexive actions is quite a bit more 
     difficult.  In ancient times, only the best Jedi warriors would 
     attempt this power.

     Considering the power will almost always be used on hostile beings, an 
     average PER rating of 3D means an average roll of 10.5, which is 
     20.5, or just barely into the Very Difficult range for Sense dice.  
     Taking into account the -1D for two actions, the average Jedi will 
     expect to succeed at this roll more often than not only if his/her 
     skill is 7D or more, so it definitely requires a certain level of 
     Force mastery to use.  In recent times, only the Jedi master, Shaka 
     Zuul has come close to exhibiting such combat prowess.  However, it 
     is unknown whether or not he uncovered this Force ability in his 
     research.

Mental Translocation
   Created by Andrew Jackson
   Control Difficulty:  Difficult + Proximity to leave
                        Moderate to return
   Sense Difficulty:  Moderate
   Required Powers:  Emptiness (or Rage), Farseeing, Hibernation Trance,
     Instinctive Astrogation, Life Detection, Life Sense, Magnify Senses
   Time to Use:  3 Rounds to prepare + Duration of power
   Effect:  When using this power, the Jedi can force his mind to leave 
     his body and travel away from it in any direction and through any 
     obstacle.  The physical universe cannot harm the Jedi's mind (unless 
     hypnotic/brainwashing or mind-affecting stimuli are perceived).  The 
     Jedi uses the Force to perceive the surroundings, essentially 
     duplicating the function of normal sensory organs.  However, due to 
     the complexity of this power, the Jedi can only use two 
     "non-interactive" senses to perceive the environment.  
     These two senses are the Jedi's choice (vision or audition, for 
     example).  The sense of touch, or any sense which would require 
     "interaction" with the environment cannot be used.    
     Attempts to use "interactive" senses results in only 
     one sense being available.  If this too is an interactive sense, then 
     the Jedi is totally blind and cannot return to the body unless a heroic 
     Sense difficulty is rolled (the Jedi has no senses).  The non-corporeal
     Jedi may move at a maximum rate of 10m/round, unless a Heroic + 
     proximity Control roll is made, then the maximum movement is  
     1km/round (200 m/s).  The Jedi's body dehydrates and hungers at twice 
     the normal rate.  Proximity modifier is based on the furthest extent 
     of the intended distance (declared before the skill rolls are 
     made).  Should the Jedi wish to go beyond this limit, a new Control 
     roll must be made, modified by the increase in intended distance.  
     Failing this roll results in the mind-body connection being broken, 
     and the Jedi being unable to inhabit his former body (it is believed 
     that the Emperor used a modification of this power to break his mind 
     free from his body at the moment of his death on the 2nd Death 
     Star.  This suggests that it may be possible to use Force powers 
     while using mental translocation--such as transfer life!)  The only 
     method of detecting the presence of the incorporeal Jedi is by using 
     life detection.  Obviously, detection of the Jedi in this manner is 
     almost always accidental.  In order for a Jedi to find the way back 
     and reinhabit his body, the Jedi must make a moderate Control roll.  
     This power alone cannot be used to inhabit other bodies than the 
     original host.  Also, while using mental translocation, the body is 
     very susceptible to the power transfer life (treat body as recently 
     dead).  While mental translocation is moderate in power, it is 
     extremely complex in nature.  Because the consequences of failure 
     are literally death, this was not taught to most students.  In fact,
     only a few great Jedi masters of old knew how to travel without their
     bodies.

     From the Journal of Savuud Thimram, a partial copy of which was
     recovered from the ruins of Mount Tantiss: (1)
       "I have learned that the puny Jedi of the Old Republic knew 
       of a Power that allowed the mind to walk free of the body.  Although 
       the weakling Jedi describe it differently, I have found that 
       Will, used to control Perception can easily duplicate the 
       effect.  The mind floats free of the body under voluntary 
       control.  As described in the ancient tomes, perception is  
       limited to only two senses, even for one as powerful as myself.  
       Although movement is described as being slow by the ancient Jedi, 
       the Dark Side has revealed to me that much faster speeds are 
       obtainable.  Objects, such as chairs, tables, walls, even the ground 
       itself, are no obstacle and can be moved through freely while 
       maintaining the limited degree of perception.  Neither water nor 
       the vacuum of space hinder nor harm the mind.  I have always 
       found this power useful in plotting against Gwellib Ap-Lleweff, 
       because I can observe him and his followers without their 
       knowledge." (2) 
   [At a later date...]
       "...although I think that Ap-Lleweff has found a way to 
       detect my unique method of spying.  I will exercise caution.  As 
       I write this, it occurs to me that the Master may know of this 
       Power and may use it to monitor us or anyone he chooses!  A 
       sobering thought.  I must find a way to block such mental 
       intrusions..."

   Garv Debble, Chief Archiologist of the Mount Tantiss Evacuation Team 
   notes the following:
   (1)  Savuud Thimram, one of the Emperor's Dark Side Adepts, apparently 
     wrote this journal.  It is believed that the Emperor encouraged his 
     Adepts to record their research.  This is an anomaly, because, 
     historically, proponents of the Dark Side are so paranoid, suspicious, 
     and untrusting that they rarely recorded any of the knowledge of the 
     Force, lest it fall into the hands of someone who could defeat 
     them.  In this respect, the Emperor was himself, unusual, because 
     he actually taught at least four powerful students [two of which 
     were Skywalkers who ended up killing the Emperor] and was also a 
     proficient author on the philosophy of the Dark Side of the Force.
   (2)  According to Jedi Skywalker, Ap-Lleweff is the stronger of the two.  
     The two Adepts continuously jockied for position in the Emperor's 
     court.  Each plotted the downfall of the other and guarded their 
     secrets closely.  The Emperor seemed not only to enjoy this, but 
     actively encouraged it as well.  It is believed that by use of this 
     power, Thimram was able to "catch up" to Ap-Lleweff and 
     close the gap of power (both Force and political).  It is not known 
     if Thimram ever found a "shielding" substance or if the 
     Emperor knew of and used this power.


Control/Alter Powers

Force Transduction
   Created by Andrew Jackson
   Control Difficulty:  Very Difficult
   Alter Difficulty:    Easy             Small Battery
                        Moderate         Blaster Pack
                        Difficult        Power Generator
                                         Repulsorlift-Scale Fuel Cell
                                         Lightsaber Power Cell
                        Very Difficult   Starfighter-Scale Fuel Cell
                        Heroic           Capital Ship-Scale Fuel Cell
   Duration:  Small Battery              5 minutes
              Blaster Pack              30 minutes
              Repulsorlift Fuel Cell     2 hours
              Starfighter Fuel Cell      8 hours
              Capital Ship Fuel Cell     1 full day
   Required Powers:  Absorb/Dissipate Energy, Force of Will, Transfer 
                     Force
   Effect:  Using this power, the Jedi can charge energy cells using the 
     Force.  Only one power cell can be charged at a time.  Machinery may be 
     powered directly by keeping this power up at a +10 Difficulty 
     modifier to both the Control and Alter difficulties.  This power 
     may also be used in reverse to drain power cells in half the time 
     at the appropriate difficulty.  In addition, the duration may be 
     halved at twice the difficulty for both Control and Alter rolls.  
     Power cells in between the levels given above are given a relative 
     difficulty number (e.g. an AT-ST power cell might be in the upper 
     range of Difficult, while an AT-AT power cell might be in the lower 
     range of Very Difficult).  It is important to note that the values 
     listed for vehicle power cells are for a single power cell only 
     (e.g. a stock light freighter typically has around 50  
     starfighter-scale power cells).
     The following excerpt is taken from an old flight data recorder 
     found in the ruins of Dah Toom Station shows the usefulness of this 
     power: 
     "...without anything.  The crash destroyed the power core of our 
     modified Z-60.  I figured I would never get my commission now that I 
     just marooned the great Jedi Master, Com Edzen.  I never did like being 
     around Jedi...they're always so peaceful whenever things go badly. 
       'Do not worry, Pilot-Lightrunner, start calculating our hyper-jump 
        coordinates...I will take care of the power cells.'
     I must have been crazy to allow the Jedi to hold the power couplings 
     our entire flight...but he actually powered an entire Z-60 starfighter 
     with the Force!  We made the trip from Sarna III to Coruscant only 
     being 10 hours late, thanks to the crash!  But we would have been 
     stranded for weeks if I didn't happen to have a Jedi Master with me 
     to power my ship the whole way back!


Sense/Alter Powers

Psychometry
   Created by Scott
   Sense Difficulty:
     Easy             Objects
     Moderate         Locations under 10m radius
     Difficult        10m to 20m radius
     Very Difficult   20m to 40m radius
     Heroic           Over 40m
   Alter Difficulty:
     Moderate         Emotions associated with object or area
     Difficult        General information about object or area
                      Ex:  The last person to use it (a mental picture only,)
                      and the last action performed with it by that person
     Very Difficult   Detailed information about object or area
                      Ex:  The last owner's name, the last location where it
                      was used by that person, what their thoughts were at
                      that time
     Heroic           Complete history of object or area (only major events
                      which would have left an impression, like a death or
                      important occurance)
     In addition, if the object or location is primarily of the opposite 
     side of the Force, there is a +10 Sense and Alter Difficulty modifier.
     Relationship modifiers also apply.
   Effect:  This is the ability to telepathically get information, from 
     an object or location, about its past.  Information about past users, 
     actions taken place there, etcetera, can be determined.  The Jedi 
     must be in contact with the object in some way (touching, holding, 
     etc.) or must be in the location in question.  Therefore, there are 
     no modifiers for proximity.  Dead bodies are objects and can be 
     read using this power, but it will not work on living creatures 
     (use Receptive Telepathy for that) - although nothing says that you 
     can't use it to read the objects on the person, to find out what 
     kind of person they are.  Also note that this power will not give 
     you an indepth look into the person who owned it, just their 
     actions with that object.  In addition, objects with a strong Dark- 
     or Light-Side connection instantly show up as such without a 
     required roll.
     "The Taak Holocron shows the scene of Taris, a young Jedi:
     She finds a strange amulet and wishes to know if it holds any 
     importance.  She uses [Psychometry] and instantly knows that the 
     amulet is an ancient Sith artifact.  Determined, she tries to delve 
     deeper, trying to sense the emotions connected with the amulet.  She 
     then drops the amulet, screaming in pain, as emotions of pain, 
     suffering, and enjoyment overwhelm her."

     While not a direct result of psychometry, Taris died in a large 
     firestorm of Sith energy soon after because of awakening the long 
     slumbering Sith Lord, Theris Ka Thane who was imprisoned in the amulet.
     This tale of the Holocron shows the importance of having patience 
     when dealing with the unknown.

Induced Sleep
   Created by Lovejoy
   Sense Difficulty:  Target's Willpower, Stamina, or Control
   Alter Difficulty:  Variable depending on the number of targets and 
                      their emotional states.
     Number of Targets:
          1                Very Easy
          2-4              Easy
          5-10             Moderate
          10-15            Difficult
          15-20            Very Difficult
          20+              Heroic
     -10 If target is tired or has recently failed a Stamina roll.
     -5  If the user first uses Affect Mind to convince the target that 
         they are tired.
     +0  If target is not actively doing anything which requires complete 
         attention
     +5  If target is doing something that requires attention
     +10 If target is actively doing something that requires attention
     +15 If target is actively engaged in combat or is in a combat 
         situation
   Required Power:  Dim Another's Senses, Affect Mind
   Effect:  Induced Sleep allows a Jedi to put a target into a deep 
     sleep, from which the target cannot be awakened while the power is in 
     effect.  Sleep lasts for 1D6 hours after the power is discontinued, 
     however, targets can be awakened before that time by natural means.  If 
     the Jedi or anyone "with" the Jedi harms the target while 
     they are helpless, the Jedi receives a Dark Side point.  This power 
     cannot affect droids or creatures that do not require sleep.  It is 
     also useless against a Jedi who has just performed Emptiness or 
     Rage within the last 6 hours.  This power can be kept up, but the 
     Jedi must make a new power roll whenever he adds or switches targets.


Control/Sense/Alter Powers

Create Homonculous
   Modified by Andrew Jackson
     from Galaxy Guide 8:  Scouts
   Control Difficulty:  Difficult
   Sense Difficulty:  Very Difficult
   Alter Difficulty:  Heroic
   Required Powers:  Absorb/Dissipate Energy, Affect Mind, Control Mind, 
     Control Pain, Farseeing, Life Detection, Life Sense, Projective 
     Telepathy, Receptive Telepathy
   Time to Use:  1 hour (must be deep meditation)
   Note:  The creation of an Assassin homonculous requires an element of 
     hatred and anger to be used.  For this reason, and for the associated 
     evil intent, creators of an Assassin homonculous automatically 
     receive a Dark Side point at the time of the power usage.
   Effect:  The Jedi creates a Force construct which can be controlled by 
     the Jedi, yet also has some degree of "free will."  One of 
     three types of homonculi (Assassin, Scout, and Burden) can be created.  
     Once the homonculous is created, this power need not be kept up.  
     However, a Difficult Sense roll is necessary to use the creature's 
     senses as the Jedi's own.  This done, a moderate Control roll allows 
     communication/command of the homonculous.  Any life force the creature 
     may seem to have is simply a physical manifestation of the Force and 
     while homonculi are capable of limited independent thought, they 
     tend to simply follow the last command given.  When the creature 
     suffers damage greater than a wound, it begins to disintegrate, 
     then fade, and finally returns to the dust its physical form was 
     created from.
   Types of Homonculi:
     Type: Assassin Homonculous
       Dex:  3D             Know:  2D
         Dodge 5D           Mech:  1D
         Melee Combat 4D    Per:   1D
       Str:  2D             Tech:  1D
       Special Abilities:  Poison claw glands - secretes a poison onto 
         claws.  Roll 2D vs. victim's STR for effects.  If poison is 
         higher, all stats are at -1D per point (if any stat drops below 0D, 
         the victim falls unconscious).  The effects last 3 hours. 
       Move:  10 Walking, 15 Gliding
       Size:  50cm    Scale:  Character
       Description:  Bat-like wings, sharp teeth & claws, long tail.  
         Like a pterodactyl with a stubby jaw.

       Type:  Burden Homonculous
         Dex:  2D           Know:  1D
         Mech:  1D          Per:  1D
         Str:  4D           Tech:  1D
           Lifting 6D
           Stamina 5D
         Special Abilities:  Climbing claws (+2D to climbing skill)
                             Webbed digits (+1D to swimming skill)
         Move:  10     Size:  100cm     Scale:  Character
         Description:  Flat back, furry, stubby, stout legs.
           Set low to the ground, small dull teeth.

       Type:  Scout Homonculous
         Dex:  2D           Know:  1D
         Mech:  1D          Per:  3D
         Str:  2D             Search 5D
         Tech:  1D            Hide/Sneak 4D
       Special Abilities:  Acute vision (+2D to visual searches)
                           Auditory sensitivity (+1D to audio searches)
       Move:  10 Walking, 20 Flying
       Size:  50 cm       Scale: Character
       Description:  Feathered wings, dull beak, short claws, broad tail

   There is no limitation on the number of homonculi that a Jedi can 
   create.  In addition, all knowledge about what happens when the creator 
   dies has been lost.  There have been tales through the ages of finding an 
   ancient edifice, once inhabited by an old Jedi master, but now is only 
   inhabited by all sorts of strange, mindless beasts.  Other stories tell 
   of the homonculous just fading away when its creator dies.  It seems that 
   while nearly lost through the ages, some practitioners still exist.  Dhar 
   Bullwin, a self-appointed Dark Magician was able to call forth 
   homonculi.  While he didn't acknowledge the Force link, this is exactly 
   the power he used to create the constructs.  The Jedi Holocron shows that 
   the ancient Jedi used both the Scout and Burden homonculi with the most 
   frequency.  The creation of an Assassin homonculous was stricly forbidden.

Conduit
   Created by Traveller
   Control Difficulty:
     Based on level of power required (Base Difficulty is Moderate)
     Moderate         Computer or Electric Kettle
     Difficult        Lightsaber or Blaster
     Very Difficult   Repulsorlift Vehicle
     Heroic           Starship
   Sense Difficulty:
     Based on complexity of item to be powered
     Moderate         Electric Kettle
     Difficult        Lightsaber, Blaster
     Very Difficult   Vehicle
     Heroic           Computer
   Alter Difficulty:  Difficult
   Required Powers:  Absorb/Dissipate Energy, Transfer Force
   Effect:  Much like Force Transduction, this power allows the Jedi to  
     channel the Force into energy.  However, in being a Force conduit, the 
     Jedi actually converts Force energy into any other kind of energy.  
     This enables the Jedi to fire a blaster or wield a lightsaber which 
     has a dead power pack by converting solar power into the required 
     energy.  Of course, if an item is over-powered, it could burn out 
     or explode.  If the item is under-powered, then it may fail to 
     function or function inefficiently.  If the Control roll is failed 
     by 5 or less, then the item is under-powered.  If the sense roll is 
     failed by 5 or less and the control roll succeeded by 5 or greater, 
     then the item is over-powered.  Note that this power is not 
     restricted to electrical energy, like Force Transduction.  However, 
     this power does not enable the Jedi to use Force Lightning, project 
     heat from their eyes, or even project a beam of light from an open 
     palm.  As a conduit, the Jedi can only power an item of some sort.

Corporeal Translocation
   Created by Andrew Jackson
   Control Difficulty:  Heroic + (2x proximity)
   Sense Difficulty:  Difficult
   Alter Difficulty:  Heroic + (2x proximity)
   Required Powers:  Absorb/Dissipate Energy, Accelerate Another's 
     Healing, Accelerate Healing, Control Another's Pain, Control Pain, 
     Doppleganger, Emptiness (or Rage), Farseeing, Force of Will, 
     Hibernation Trance, Instinctive Astrogation, Life Detection, Life 
     Sense, Magnify Senses, Mental Translocation, Projective Telepathy, 
     Receptive telepathy, Remain Conscious, Return Another to 
     Consciousness, Sense Force, Shift Sense, Telekinesis, Transfer Force
   Time to Use: 1 Round to prepare + Duration of power + 1 round for 
     "reassembly."
   Note:  In ancient times, Jedi used Doppleganger without receiving a 
     Dark Side point, thus both Doppleganger and Corporeal Translocation was 
     used by all Force users, not just Dark Side users.
   Effect:  This is one of the most difficult powers a Jedi can learn.  
     This power effectively transports a Jedi over long distances.  This 
     power allows the disassembly of the Jedi's constituent molecules.  
     The Force then transports them a given distance away and 
     reassembles them.  The Jedi effectively enters hyperspace [Although 
     this is not actually known for sure] and can move the constituent 
     atoms as a 10x hyperdrive.  Note that nearby gravity wells have 
     absolutely no effect on this power.  A different mechanism seems to 
     be used for short distances (on a planet, for example).  For these 
     short distances, treat as 10km/round.  The proximity modifier is 
     based on the furthest extent of intended distance, declared before 
     the skill roll is made.  Generally, the user must be familiar with 
     the destination, preferable having visited and studied it   
     beforehand.  If the Jedi is not familiar with the destination (it was 
     only described to the Jedi or he only visited it a few minutes, etc.), 
     there is a +20 modifer on the Control roll.  Failure of the Control 
     roll affects the location of reassembly.  Roll 1D for the direction of 
     failure:  1=forwards  2=right  3=left  4=backwards  5=up  6=down.
     These directions are relative to the desired position of the Jedi at 
     the destination.  Use of a character point before this roll gives a -1 
     modifier to the direction roll.  The distance moved in the indicated 
     direction is 2D% of the intended distance travelled.  Attempting 
     (intentional or accidental) reassembly in space already occupied by 
     another object results in the death of the Jedi in most instances (10D 
     damage).  It is totally unknown how much a Jedi can carry with him, if 
     anything at all, or if he can carry other people.

   
   Jindar-alz-Footz, a tenured Jedi Master at the now abandoned Jedi 
   Academy on Masyron VI, and his apprentice Sphalta Dor published the 
   following short communication in Volume XXI of the journal "Force 
   Phenomena." (1)

                    Hyperdrive Obselete?:  An Alternative to
                    Booking Passage on Intersteller Transport

                         Jindar-alz-Footz and Sphalta Dor

     We have discovered a 2157 year old manuscript in the archaelogical dig 
   on Walitiss III in Sector G-17f1 of the Outer Rim (now in the Corporate 
   Sector).  This paper details the abilities of Qitar-Som, the ruler of the 
   Waltiss System at that time (Senar & Forth, 4578).  Although many of 
   the Som's powers were thought to be sleight of hand (Hessit & 
   Jasnuck, 4569; Jomart & Skyclinger, 4579), we believe that this 
   manuscript supports the claim that Qitar-Som was a Force user.  
     The unknown author describes in detail the...
   [Footz and Dor here quote the manuscript numerous times and provide 
   their interpretations.  To summarize:  They explain the account of 
   Qitar-Som walking on water in terms of Telekinesis, they show how the Som 
   later parting a great river was probably Warp Matter, they explain the 
   Som's "resurrection" was actually effected by Hibernation 
   Trance, they explain Qitar's numerous healings and "exorcisms" 
   in terms of Accelerate Healing and Cure Another's Disease, and they argue 
   that Qitar-Som did not turn the ocean as red as blood, but instead as an 
   example of Affect Mind.  However, the most interesting ability of 
   Qitar-Som they cannot explain...]
     We cannot explain, however, the apparent ability of the Som to 
   travel from one place to another nearly instantaneously.  The authors 
   insist that Qitar-Som could be in the Throne Room at one instant, 
   disappear, and reappear in his chambers, the marketplace, or even another 
   continent.  Having a good understanding of electronics (Fisnar & 
   Randelt, 4575), the Waltiss civilization documented this ability.  
   Apparently, the Som could travel from one continent to another at about 
   six times the speed of sound (on Waltiss II--see Fisnar & Randelt, 
   4575).  Later in his rule, Qitar-Som is described as being able to travel 
   between planets of the Walitiss system in this mysterious manner.  
   Calculations by the author show that the interplanetary travel was faster 
   than the speed of light!  This is far beyond the capabilities of the 
   Waltiss civilization's transportations system.
     Preliminary research (support by Republic Research Council grant 
   578f-57b44-709^^1x) suggests that Qitar-Som may have been travelling 
   through hyperspace or a Force-equivalent using his putative Force 
   powers.  We have recreated the short-distance corporeal translocation 
   described by the author of the Walltiss III manuscript.  Our calculations 
   show that the speed of translocation is very close to the speed of sound 
   on Walltiss III (5.79 x the Galactic Standard for sound waves--See 
   Appendix A).  However, due to the unfortunate death of Hablar Nunv, we 
   are reevaluating our methods.  Detailed below are our preliminary 
   methods.  PLEASE NOTE:  these methods are VERY preliminary and have 
   proven to be hazardous, resulting in the death of inexperienced, but 
   talented Jedi...[Here, Footz and Dor describe their methods, which 
   can only be understood by Master of the Force who have taken many years 
   of Academy training].
 
   (1)  Force Phenomena was discontinued after Volume XXVII 
   (approximately 6500 years before the Empire) due to lack of quantifiable 
   data and subscribers.  The scientific community generally ignored the 
   Journal, considering it an extension of The Journal of Paranormal and 
   Unexplained Phenomena.

Imprison
   Control Difficulty:  Heroic + Victim's Control
   Sense:  Heroic
   Alter:  Heroic + Victim's Alter
   All difficulties are modified by proximity and relation.
   In addition, there are modifiers for using less than 5 Jedi Masters in 
   a group:
       1 Jedi Master      +30 to all difficulties
       2 Jedi Masters     +20 to all difficulties
       3 Jedi Masters     +10 to all difficulties
       4 Jedi Masters     +5  to all difficulties
   This power cannot be kept up.
   Required Powers:  Absorb/Dissipate Energy, Emptiness, Farseeing, Life 
     Sense, Control Another's Pain, Instinctive Astrogation, Magnify Senses, 
     Projective Telepathy, Receptive Telepathy, Force of Will, Transfer 
     Force, Dim Another's Senses, Affect Mind
   Effect:  Imprison is one of the most terrible powers a Jedi can use on 
     another living creature.  It's use automatically gives all users a Dark 
     Side point.  Through many thousands of years of research, the Jedi have 
     uncovered different dimensions.  Some have come about accidently, like 
     the spatial vortexes caused by a failed Warp Matter experiment, while 
     others have come about through active research.  Some have even come 
     about by dealing with Dark Jedi and defending against Force Storms and 
     such.  The end result is that a group of Jedi masters can open up a 
     gateway into the unknown and forever imprison a victim in this new 
     dimension.  It seems that there exists a "pocket universe" 
     somewhere beyond hyperspace where this power leads to.  In ancient 
     times, it was thought that no one could ever return from this 
     prison.  However, recently, a long imprisoned Dark Jedi Master, the 
     Highlord escaped and made his way back to our galaxy.  He did this 
     only through many hundreds of years of planning, but was luckily 
     defeated by the Jedi Knight, Garret Sample.  Besides special  
     events, the victim is considered, for all in tense and purposes, to 
     be whiped from the face of the galaxy.

     The following is taken from the Jedi Holocron showing the 
     imprisonment of the Highlord by several Jedi masters [one of which 
     is a small, green alien]:
     "Away put your weapon, we mean you no harm"
     "We must put this one at peace, my friends...too many have 
     suffered from his Dark Side powers...we must put him where he will 
     never harm anyone ever again."
     "Fools...I will return, no matter where you put me.  If you 
     send me away, I will come back with more power than your puny minds can 
     ever comprehend!"
     "Watched your evil ways, long have we, yes.  But, now go, you 
     must."
     "No...I have already planted my seeds in this galaxy...when 
     they sprout, I will return...Noooooooo..."
   [A blinding light envelopes the Highlord as he screams out in agony, 
   and is sucked away into a vortex, never to be seen again.]

Jedi Battle Meditation
   Created by Major Tinan Daye, Leader of Raptor Squad
   Control Difficulty:  Moderate
   Sense Difficulty:  Base of Easy, +1 for each opponent above the 1st
   Alter:  Moderate
   Required Powers:  Emptiness, Telepathy
   This power may be kept up.
   Effect:  This power allows the Jedi to sink into a lower state of 
     conciousness, where all concentration is upon the battle.  While in 
     this "trance", add the Jedi's Control, Sense, and Alter 
     dice to any combat rolls.  This power mainly affects dexterity 
     skills, willpower, perception attribute, (but not skills, only for 
     initiative or to see if the Jedi notices something) 
     climbing/jumping skill, and stamina skill.  A Jedi may not use Jedi 
     Battle Meditation and the Lightsaber skill for the same action; 
     although most other force skills can be used in conjunction with 
     Jedi battle Meditation.  In ancient times, Jedi Battle Meditation   
     was taught only to students as one of the final steps in training.  
     Even then, only a select few Jedi masters knew how to use the 
     power.  They would teach the power around the time a student is 
     working on Lightsaber combat.  Jedi Battle Meditation is, by its 
     very nature a Light Side power and cannot be used for evil.  Anger, 
     rage, and other inherently evil acts would disrupt the delicate 
     state a Jedi must be in to use Jedi Battle Meditation.  This power 
     was practiced widely by Jedi in the time of the Old Republic thanks 
     to Nomi Sunrider, one of the greatest proponents of Jedi Battle 
     Meditation.  It was also taught in the Jedi Learning Center on 
     Ossus, but was lost sometime during the Great Purge.  Only Jedi that 
     have survived the Purge would have any knowledge of this power - 
     however, no known modern occurences of it have been reported.


     That ends the tales of the Taak Holocron Jedi powers.  Hopefully, 
more information can be found about some of the more dangerous powers.  
But, the Jedi of today must always be weary of Dark Side tricks or fake 
information.  Take the manuscript, Unusual Weaponry by Devta 
Sharanim of Celanon which details a ficticious account of the history of 
the lightsaber:

The Jedi Lightsaber

by Coach
   The Jedi Lightsaber, it has been determined, was developed nearly 
   seven thousand years ago on a Core planet near Kashyyk known as Artaera, 
   thus predating the Jedi order as we know it by three millenia.  It is a 
   marvel of ancient technology, with the ability to be used for parrying, 
   slicing, or stabbing, each with different effects.  It is a remarkably 
   efficient device; the typical lightsaber power cell lasts for nearly five 
   years in regular use and has a theoretical shelf life of nearly thirty.  
   (They generally use cells designed for certain types of long-mission 
   maintenance and recon droids, which share the same phenomenal battery 
   length).

   A properly built lightsaber can actually change the shape of a blade, 
   with an annular blade to parry energy blasts and solid objects and a flat 
   blade to cut.  The lightsaber blade up close us a ring of visable-light 
   laser beams and invisible electromagnetic fields, controlled by an 
   oscillator chip in hte handle that pulses them together so that they 
   cancel each other out by destructive interference at the tip of the 
   blade.  The result is a hot spot at the end of the blade that trails 
   flame-like ribbons of plasma which flow along the blade, making the 
   normally-visable laser shell visable as a narrow, swirling cone of light 
   that looks like a solid cylinder from a distance.  This hot spot is 
   capable of vaporizing flesh and is what makes those who know how to stabe 
   with a lightsabe so dangerous.

   Most lightsabers, as stated, can control the shape of the blade; where 
   a parrying blade can scorch its victim, the flattened cutting blade will 
   generally go right through.  The blade is weightless, although most 
   sabers are weighted on the emitter end to compensate.  The 
   electromagnetic component keeps two blades from passing through each 
   other (although a few older units from the early Republic have weak spots 
   at the end of the blade).  It's uncertain whether the light component or 
   electromagnetic component does most of the damage; it is known that 
   somehow they complement each other to increase the driving power of the 
   beam.

   Lightsabers do produce a host of odd effects while in use.  The blade  
   will occasionally go through thick glass, leaving only a small melted 
   spot where the tip passes through, but leaves the glass intact as long as 
   there's no thermal shock involved.  It is even known that a lightsaber 
   can scorch the reflective coating off the back of a mirror if the mirror 
   doesn't break, although it is reported that the process often causes the 
   blade to physically bend at the point it intersects the reflective 
   coating.

   Lightsabers are actually illegal on most planets in the Empire because 
   of their association with the Jedi, but in practice, they aren't 
   especially difficult to build, the only difficulties being programming 
   the oscillator chip and tuning the emitter crystal [along with 
   obtaining the proper crystals].  It is rumored that every Jedi master 
   had an oscilloscope for that very purpose; why this matters is 
   unknown.



The Present Day Light Side

Documents like the Unusual Weaponry help to increase the mystique of the lightsaber. However, one sect of Jedi Knights have completely sworn off its usage. The Jedi Master, Nars Teepo mastered the art of blaster combat and passed that knowledge through his disciples. There are new additions being made in the Force every day. The Knights of the Splendid Bantha have have also given up the art of the lightsaber. They use the Force to increase their already highly-skilled hand-to-hand combat prowess. Like space, the Force is limitless. It is an awesome unknown - it is a source of limitless power, and of limitless boundaries.

The Teepo Jedi Knight

by Peter Skanes
   
     The Teepo Jedi are fairly new in the long history of the Jedi 
tradition.  They are a small, but fanatical branch of the Jedi order.  
They were founded around the same time that the blaster became the 
common sidearm by a Twi'lek master named Nars Teepo.
     Nars Teepo had a very odd view on life for a Jedi master.  He 
believed in change.  He did not think the traditions should remain so 
static.  He believed that the Jedi should change with the times and adopt 
the use of blaster weapons.  This wasn't accepted by the Jedi community 
and Teepo was shunned from the order for what was assumed to be embracing 
the Dark Side.  Teepo took this very hard and took on the life of a 
hermit, dropping from the face of the universe.  However, he continued to 
apply his knowledge to the study of the blaster and its applications.
     Many of his old friends and companions in the order refusing to let 
their friend, a distinguished master, fall to the Dark Side travelled to 
him in hopes of convincing Teepo to change his ways.  His fanaticism got 
the better of many of them.  He could not be swayed, but instead had many 
new converts to his ideas.  With this new influx of masters and students, 
the school flourished in a very isolated corner of the universe.  Ignored 
by the rest of the Jedi community, it grew, but never overtook its humble 
beginnings.
     After many centuries, the Jedi were called to fight a great evil.  
This great evil was such a threat that the old order swallowed its pride 
and called upon the Teepos for help.  They fought side by side as 
brothers in the Clone Wars, only to be wiped out by Palpatine and Vader 
in the ensuing political chaos.  The Teepos were no more safe than the 
Jedi of old.  Many masters hid, but were sought out and destroyed by the 
fearless Jedi Hunters.  The only thing that kept the smaller school alive 
was the hermitic tradition of its founder.  Many students and masters 
were in hiding from the outset of the Clone Wars and this saved them in 
the massacres that followed.
Teepo Tenets and Code
Along with following the Jedi code, the Teepo have some basic rules that they abide:
     The Teepo prefer to call themselves Paladins, not Knights.  This has 
something to do with distinction between regular Jedi.  They still call 
themselves Jedi, of course.
     Some very adept Teepo have been known to wear blindfolds at all 
times.  They use their powers to see the Force and what it surrounds.  
During the Clone Wars, many of the great Teepo began wearing blast 
helmets with the face shields shut so they could not see.  It is the mark 
of a Teepo master to actually do this.  The more novice students would 
never wear helmets, but many masters say it is in the tradition of change 
that the order was founded on.  Also, some Teepo have been known to wield 
two blasters at once.  This is also a mark of status and ability.

Teepo Powers

Blaster Combat
  Control Difficulty:  Moderate
  Sense Difficulty:  Easy
  This power can be kept up.
  Effect:  This power is used to make a blaster more effective and 
    efficient.  A Teepo Jedi uses this power to control slight hand 
    movements and to sense the movement of his target.  It is basically 
    the same as Lightsaber Combat and has all the abilities of such, 
    except for the following changes.

    If the Teepo uses a partial dodge, he may add as many Control and/or 
    Sense dice to the dodge.  These dice, however, can only be used 
    once.  If they are used to increase/decrease damage or to increase 
    "to hit" chances, they can not be used for dodge as well.  
    Therefore, every round a Teepo has a dice pool to use in changing 
    his abilities in combat.  This power can be used if the Jedi is 
    performing a full dodge as well.  The power has to be brought up as 
    first, however.

    Because a blaster can not deflect a blaster, the Teepo have no form 
    of parry.  However, the dodge bonuses should balance this out.

    If the Teepo makes his Sense roll by three greater difficulty levels 
    (add 15 to the difficulty), he automatically acts first in that round, 
    and that round only.  This is above and beyond normal initiative.  It is 
    also not considered an unprovoked act.  The Jedi senses the intent and 
    action of the opponent before the opponent can act.

    The Teepo Jedi must make his Control roll at Difficult level if he 
    wishes to use two blasters in combat at once.  This negates the -1D for 
    the first shot.  The second pistol would normally give a -1D to both 
    shots, but instead they are both at base skill if successful.  
    Subsequent shots are treated normally, starting at -2D for each.

Radar Sense
  Sense Difficulty:  Moderate
  Required Abilities:  Life Detection, Magnify Senses
  This power may be kept up.
  Effect:  This ability is used when the Teepo can not see or is entering 
    combat.  It gives him Sense dice to add to his Per each round.  These 
    can be used for initiative or for any of the basic sense skills 
    under Per (i.e., it can't be used for command, bargain, persuasion, 
    etc.).  This power is very similiar to Life Detection, except the 
    Jedi feels the emotional intentions of the people in his range.  The 
    targets can not hide from this ability, because it feels the 
    vibrations in the Force which their presence makes.  The range is 
    equal to the Teepo Sense roll +10 in meters.  The Jedi does not 
    perceive anything except the position of the creatures and the basic 
    intentions (i.e, friendship, hate, about to attack, etc.)















Character Type:  Teepo Jedi                              Beyond Hyperspace
Character Name___________________________________        Character Template
Player Name______________________________________
Height___________  Weight____________  Sex_____________  Age___________
Physical Description  
______________________________________________________________________________
______________________________________________________________________________

Dexterity 3D+2           Perception 2D+2          Equipment
  Blaster ______________   Bargain ______________ 7000 cr       Blaster Pistol
  Brawling Parry _______   Command ______________ 2 sets of clothes
  Dodge ________________   Con __________________ _____________  _____________
  Grenade ______________   Gambling _____________ _____________  _____________
  Heavy Weapons ________   Hide/Sneak ___________ _____________  _____________
  Melee Parry __________   Search _______________ _____________  _____________
  Melee ________________   ______________________ _____________  _____________
  ______________________ Strength 3D              Background:  _______________
Knowledge 2D               Brawling _____________ ____________________________
  Alien Races __________   Climb/Jump ___________ ____________________________
  Bureaucracy __________   Lifting ______________ ____________________________
  Cultures _____________   Stamina ______________ ____________________________
  Languages ____________   Swimming _____________ ____________________________
  Planetary Systems ____   ______________________ ____________________________
  Streetwise ___________ Technical  2D+2          ____________________________
  Survival _____________   Comp. Prog./Repair ___ ____________________________
  Technology ___________   Demolition ___________ ____________________________
  Willpower ____________   Droid Prog./Repair ___ Personality:  ______________
Mechanical 2D              Medicine _____________ ____________________________
  Astrogation __________   Repulsorlift Repair __ ____________________________
  Beast Riding _________   Security _____________ ____________________________
  Repulsorlift Op. _____   Starship Repair ______ ____________________________
  Starship Gunnery _____   Blaster Repair _______ ____________________________
  Starship Piloting ____   Special Abilities_____ ____________________________
  Starship Shields _____   ______________________ A Quote:  "You cannot
  ______________________   ______________________ ambush someone who walks with
                                                  the Force, boy. Now come out
                                                  from around that corner." 
Force Abilities
  Control 1D
  Sense 1D
  Skills (Pick Blaster Combat, plus 5 other powers) __________________________
  ____________________________________________________________________________
      Force           Dark Side          Wound               Skill
      Points             Points           Status            Points





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