NEW FORCE POWERS AND PHYSICAL SKILLS
- Anger¹
- Difficulty: Control: Very Easy => Dark Sider
- Moderate => Light Sider
- Time to use: One round
- Warning: A Jedi who uses this power gains a Dark Side Point.
- Effect: To use this power, a character concentrates all of his negative feelings, and touches the Dark Side of the Force momentarily. This imparts a
+1D bonus on all rolls for the next two rounds. The Dark Side is finicky as the bonus could at one time be 6 and at another time be 1.
Calm¹
- Difficulty: Control: Easy, Relaxed without Dark Side Points.
- * Increase difficulty one level for every Dark Side Point the character has.
- Time to use: One round
- Effect: This power calms the Jedi, giving him an enhanced defense against the Dark Side. The Jedi receives a bonus of +4 to all rolls for the next two
rounds and an extra bonus of +4 to resist the effects of powers called upon by Dark Side servants.
Blind Sense¹
- Difficulty: Sense: Moderate
- This power can be kept “up.”
- Effect: This power allows the Jedi to see normally when he has been blinded (Perception at normal). This power cannot be used to see in the dark.
Young Jedi sometimes learn this power accidentally when lightsaber training and have been blindfolded. It is also common among the
Teppo.
Cyber Sense²
- Prerequisites: Life Sense
- Difficulty: Sense: Very Easy by Relationship and Proximity
- This power may be kept “up.”
- Effect: Allows a force user to sense the prescience of a machine, computer or droid. Functions like Life Detection.
Direction Sense¹
- Difficulty: Sense: Easy; modified by Proximity
- Time to use: One round
- This power can be kept “up.”
- Effect: This allows the Jedi the ability to sense the direction of an object or location by it's resonance in the Force. It could be an object of importance,
the north pole of a planet, the nearest cantina, etc...but this power does not sense life forms. If the roll fails by five points, the Jedi just
knows the general direction the object or location is in: left, right, forward, behind, above, below. On a Difficult roll, the Jedi can anchor
himself to a location and know exactly in what direction and how far away the location is from their current position.
Time Sense¹
- Difficulty: Sense: See below
- This power can be kept “up.”
- Effect: Sensing the rhythm, pulse, and the ebb and flow of the Force, the Jedi is able to track the passage of time as precisely as the best
chronometer. With a Very Easy sense roll, the Jedi can use this power as a stopwatch. With an Easy sense roll, the Jedi can use this
power as an alarm clock.
Empower Weapon²
- Prerequisites: Absorb/Dissipate Energy
- Difficulty: Alter: Difficult
- This power may be kept "up."
- Effect: This power is used to extend a field of energy around a melee weapon to create the effects of a "light" weapon. When used on a sword, the
blade becomes infused with energy and has all the properties of a lightsaber (able to parry lightsabers, can be used with Lightsaber
Combat, able to parry blaster bolts, etc.), except damage is reduced to 4D (and like a true lightsaber, the strength of the user makes no
difference to the damage). The power has similar affects on daggers, staffs, axes, etc.
Light²
- Difficulty: Alter: Very Easy
- This power may be kept “up.”
- Effect: This power must be centered on an object weighing no more than one kilogram and within 10 meters of the user. When used successfully, a
globe up to 10 meters in diameter is created. The object may be moved and the light will move with it.
Raise/Lower Temperature²
- Difficulty: Alter: Very Easy : 5 Degrees Centigrade Change
- Easy : 10 Degrees Centigrade Change
- Moderate : 15 Degrees Centigrade Change
- Difficult : 20 Degrees Centigrade Change
- Very Diff : 25 Degrees Centigrade Change
- 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.
Blaster Combat³
- (usually Teepo Jedi only)
- Difficulty: Control: Moderate
- Sense: Easy
- This power may be kept up.
- Effect: This power makes a blaster more efficient and powerful, in much the same way as Lightsaber Combat. It was developed by Nars Teepo, and
used by his followers to control minor hand movements and sense the movements of their targets.
- This power is called upon at the start of battle, and may be kept up until the Teepo is stunned or injured, at which time the Teepo may choose to bring
this power back up.
- If the roll is successful, the Teepo adds his Sense roll to his blaster skill to hit the target. It may also be added to the number of dice available for a
Fastdraw attempt (as per the rules in the Han Solo and Corporate Secoter Sourcebook). The Teepo may also add the Sense roll to the his
dodge skill, making himself more difficult to hit, as he can sense the prescience of the incoming fire in the Force.
Like this power's lightsaber ancestor, the Teepo may add or subtract up to his number of Control die to the damage potential of the blaster bolt. This
applies to both the normal and stun settings
If the Teepo fails to raise his abilities, he uses his standard blaster and dodge skills for the duration of the combat.
- When using two blasters at the same time, the first shot form EACH is made at your full skill value. Each subsequent shot form each is taken at -2D
for both shots. The third pair of shots are made at -4D for both shots, etc. If a Teepo has more than two arms, each set of shots are made
at the same level, but -1D per blaster (ie: a Silika's second salvo would be at -3D, his third would be made at -6D, etc.).
- Blaster Combat may not be applied to artillery or vehicularly mounted blasters, and applies only to character-scale weapons that the character is in
either telekinetic or physical contact.
Call Animal²
- Prerequisites: Sense Life, Beast Languages
- Difficulty: Control: Very Easy by Relationship (Max Diff = 20).
- Sense: Moderate by Proximity
- Effect: Allows a force user to call an animal to his aid. Sense is used to find the creature and Control is used to contact it. This power does *not*
give any control over the summoned creature.
Daisho Combat4
- Prerequisites: Lightsaber Combat
- Difficulty: Control: Difficult
- Sense: Moderate
- This Power may be kept "up".
- Effect: This power allows a Jedi to wield two sabers (one long and one short -- A Lightsaber and a Lightdagger for example) simultaneously. A
character wielding two blades who successfully activates the power may attack and parry once each with no multiple action penalties (one
strike and one parry totals one action, not two), although other penalties still apply, including the penalty for keeping the power up.
- If a
character makes no attack in a round and chooses only to parry, he receives a +1D bonus to parry and also receives a +1D bonus at
attempts to deflect blaster bolts. Otherwise the power grants all bonuses given by the Lightsaber Combat power (Control to Dam, Sense to
Strike/Parry).
Ka² (aka: Greater Force Martial Art)
- (Usually members of the Shimura Brotherhood)
- Prerequisites: Combat Sense, Lesser Force Martial Art, Emptiness or Rage
- Difficulty: Control: Moderate
- Sense: Moderate
- This Power may be kept "up."
- Note: Only followers of Shimura should have any knowledge of Ka. Learning Ka takes much longer than learning other skills/powers. Disciples of
Shimura are dedicated to the slow, rewarding path of the Force, and their style of teaching reflects those beliefs. Learning Ka requires
several years (at least 3) of study at a Temple (the power "Ka" may not be learned until the student has first learned the skill "Ka Lore" and
the special ability "Ka Combat."
- Using my house rules, Ka can not be used instinctively.
- Effect: Ka is more than just a power, it is a philosophy and code which describes and dictates all influences in a Disciple of Shimura's life. Every
movement, kata, and breath tells a story and teaches a lesson.
When activated, a Jedi enters a state similar to Lightsaber Combat where he extends his senses and control of the Force around him to enhance his
effectiveness in hand-to-hand combat. While keeping this power up the Jedi receives several bonuses:
- Add 1/2 Sense Dice to Brawling, (A) Martial Arts, and the other advanced unarmed combat skills for strikes, add all Sense Dice to (A) Martial Arts: Ka combat.
- May add Control to Strength for damage (through striking an opponent's pressure points. Pressure strikes require a harder difficulty modified by
location and knowledge of the target's species, although a successful Alien Species or Sense Life may reduce the Pressure Strike penalty). NOTE: Using this for anything other than a Stun blow may result in a DSP.
- Add Control to Strength to resist Blunt damage (Blunt ONLY)
- Add Sense to Brawling Parry or (A) Martial Arts (vs. Brawling strikes)
- Add Control to Brawling following a successful Brawling Parry to use the opponent's energy against him in a throw doing damage equal to the
target's Strength. This maneuver requires an extra action but if successful there is no defense.
- This power is often used in conjunction with Empower Self.
Lesser Force Martial Art (aka Aki Combat)
- Usually lower-ranking Shimurans and Aki Jedi
- Prerequisites: Danger Sense
- Difficutly: Control: Difficult
- Sense: Moderate
- This power may be kept "up".
- Effect: The Jedi may add 1/2 of his Control dice to his damage, and 1/2 of his Sense dice to his (A) Martial Arts skill (both attack and defend), Brawling and Brawling Parry. It is often learned by unaware sensitives by accident.
Share Senses¹
- Prerequisites: Projective Telepathy, Receptive Telepathy, Magnify Senses
- Difficulty: Control: Moderate; modified by Relationship and Proximity
- Sense: Moderate; modified by Relationship and Proximity
- 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 may only "piggy-back" and cannot control the target in any way.
Speak with Machine²
- Prerequisites: Beast Languages, Projective Telepathy, Cyber Sense
- Difficulty: Control: Very Easy : A.I.
- Easy : Complex Mainframe
- Moderate : Dedicated Computer
- Difficult : Basic computer system
- Heroic : datapad
- Sense: Moderate by Relationship and Proximity
- Effect: Allows a Jedi to interface with a computer. The user may only gather information and accomplish tasks someone with his clearance normally
could. Computers are stubborn and won’t give into a mere mortal on this level. GM may allow user to use Con, though, to convince the
computer the he has higher access.
Empower Self²
- (Usually members of the Shimuria Brotherhood)
- Prerequisites: Lesser Force Martial Arts, Absorb/Dissipate Energy, Empower Weapon
- Difficulty: Sense: Moderate
- Alter: Moderate
- This power may be kept "up."
- Effect: When this power is activated a glowing energy field surrounds the body (especially the hands and forearms) of the Monk (follower of Shimura) allowing him to parry and deflect blaster bolts as well as lightsabers. While kept up the Monk may add his Sense to Brawling Parry and may
deflect blaster bolts using sense as per Lightsaber Combat, +5 difficulty. While the Monk is empowered he may also add Alter to his
brawling damage.
Greater Force Shield²
- Prerequisites: Lesser Force Shield
- Difficulty: Sense: As per Starship Shields Skill
- Alter: Total divided by 7 = #D
- Ex : Jedi rolls 14 with 5D Alter, the dice added to resist damage is 2D.
- This power may be kept “up.”
- Effect: The Jedi creates a protective shield around his body. This power is used like starship shields. Sense is used to “aim” the shield (just
like starship shields) and Alter dictates the dice added to a strength roll to resist damage. This power works equally well against both
physical and energy attacks.
Lightwhip Combat
- (usually Dark Siders only)
- Difficulty: Control: Moderate
- Alter: Moderate
- This power may be kept up.
- Effect: The Sith used this power to wield the double-edged Lightwhip, and guide it's movement through the Dark Side. This power is raised at the
start of a battle and may remain up until the Sith is stunned or injured, but the Sith may attempt to raise it again.
- If the Sith is successful, he may add his Alter dice to his lightwhip skill roll to hit or parry, and he adds or subtracts put to his Control dice to the
damage. If he fails, he must use his lightwhip skill and the standard damage only for the duration of the combat.
- To parry blaster bolts, the Sith may use Lightwhip Combat. To do this, the character must declare that he is parrying that round, using his lightwhip
skill as normal. The Sith may also attempt to control where the deflected blaster bolt go, although this counts as an additional action. The
Sith must declare which specific bolt he is controlling, with difficulties as per Lightsaber Combat (SWRPG2 151).
Strengthen5
- Prerequisites: Telekinesis
- Difficulty: Sense: Easy, modified by proximity
- Alter: Easy, Modified:
- strengthening:
- +1D STR +1D Difficulty
- +2D STR +2D Difficulty
- +3D STR +3D Difficulty
- etc.
-
- Size of object to be strengthened:
- <1/4m³ +0
- 1m³ +3
- 2m³ +6
- 3m³ +10
- 4m³ +15
- +5 Difficulty for each additional cubic meter
- Time to Use: 1 round, may be kept up.
- Effect: This power strengthens and reinForces the structure of an object. Using the Force, Jedi manipulate the nuclear Forces acting upon the
object's component molecules. The object's density, volume and mass are unchanged, but it takes more energy to break the object
together, but not the objects ability to do damage.
- It may be used on living tissue, but at great risk, due to the inherent delacateness of the tissue. There is a very real risk of over strengthening the
tissues, thus preventing them of flexing and disrupting cellular mitosis. It requires very little imagination to envision what kind of damage this
could do. (Roll the target's STR vs. twice the Jedi's Alter skill. Damage is taken normally. It requires the powers of the Force to correct the
damage.)
Thermogenesis
- Prerequisites: Telekinesis, Raise/Lower Temperature
- Difficulties: Sense: Moderate
- Alter: Easy, modified by target Strength.
- Time to use: One round
- Effect: The Jedi is able to start a fire anytime, anywhere there is enough oxygen and fuel to support the flame. If need be, even starship hull plating
can be ignited. When used in conjunction with Transmutation, a fire may even be ignited under water or in space. If used as an attack, the
Jedi receives a Dark Side Point (unless he has one hell of a good excuse!).
- To figure damage: Roll target's Strength against the Alter roll. A result of a 4 or better get through to target, it means that the target is ignited.
CyberLocke²
- Prerequisites: Speak With Machines, Cyber Sense
- Difficulty: Control: Very Easy by Proximity
- Sense: Easy By Relationship
- Alter: Moderate : +1D to Computer Programming/Repair, Droid Programming, Droid Repair, etc
- Difficult : +2D to Computer Programming/Repair, Droid Programming, Droid Repair, etc
- Very Diff : +3D to Computer Programming/Repair, Droid Programming, Droid Repair, etc
- Heroic : +4D to Computer Programming/Repair, Droid Programming, Droid Repair, etc
- This power may be kept “up.”
- Effect: Through using this power a Jedi becomes one with a machine. When successful a Jedi enters a state where he thinks like the computer, thus
allowing him greater skill with which to manipulate it.
This skill may also be used to negate side effects from cybernetic replacements. When doing so, the Jedi rolls his Alter as usual to determine the
amount of dice to roll versus difficulty gained by cyber points.
- (Example: If a character has 7 cyber points, all difficulties are raised by 21 points (3 points per cyber point). If he wishes, he may activate CyberLocke
on himself (with no added difficulty from cyber points) in an attempt to strengthen his connection with the Force. If he rolls a 16 (Difficult)
for Alter, the difficulty added to Force Skills from cyber points is reduced by 2D (per the table above). He then rolls the 2D and gets 7. The
new difficulty added to Force Skills is 14.)
- A Jedi may also reach out to a machine and order it to do his bidding (difficulty vs. computer programming). (Example: Ordering a blaster to lock up or
a sensor to give a false reading.) Note: When used in this manner against mechanical sentients, it WILL result in a Dark Side Point being
rewarded, much like Control Mind.
Force Bow Combat
- Prerequisites: Absorb/Dissipate Energy, Combat Sense, Telekinesis, Lightsaber Combat or Light Whip Combat or Blaster Combat
- Difficulties: Control: Moderate
- Sense: Moderate
- Alter: Difficult
- This power may be kept "up".
- Effect: To put it bluntly, using a Force Bow without this skill is impossible. It allows the Jedi to tell the bow to extend the "string", to grasp it, and to release it. The user may add his or her Sense die to thier roll to hit, and may add or subtract up to the maximum of his Control die to the damage. The Force Bow CAN NOT deflect blaster bolts, but if the Jedi is using Danger Sense, he can attempt to knock down projectiles fired in the next round (a minimum difficulty of Heroic).
Leap
- Prerequisites: Absorb/dissipate Energy, Accelerate Healing, Combat Sense, Concentration, Control Pain, Control Another's Pain, Danger Sense,
Detoxify Poison, Direction Sense, Doppleganger*, Emptiness, Enhance Attribute, Farseeing, Force of Will, Greater Force Shield,
Hibernation Trance, Instinctive Astrogation, Lesser Force Sheild, Life Detection, Life Sense, Magnify Senses, Projective Telepathy,
Receptive Telepathy, Remain Conscious, Remove Fatigue, Sense Force, Shift Sense, Strengthen, Telekinesis, Time Sense, Transfer
Force, Transmutation, Warp Matter
- *this takes into account Doppleganger not necessarily being a Dark Side power.
- Difficulties: Control: Very Difficult (to enter), +5 difficulty (to exit).
- [Must make two separate Control rolls*]
- Sense: Heroic, modified by proximity to LZ
- Alter: Heroic, modified by proximity to LZ (x2), +5 for every 10kg of material carried over 10kg.
- Note: Time travel is possible with this power. Modify the listed difficulties by the number of weeks that one wishes to travel (+3/week or +30, which
ever is greater). A Willpower roll must be made equal to the modifier, or the Jedi's exposure to "Jedi-Space" warps his or mind.
- Time to use: 10 rounds, +1 round for every day's worth of time being leapt across.
- Effect: This is one of the rarest of Jedi powers, having been developed at the tai end of the Clone Wars. This power allows Jedi to "leap" through
space, or father the Force, without the use of a spaceship. In its more mundane applications, it allows the Jedi to jump across continents in
a matter of microseconds.
Leap allows a Jedi to move his physical being through the Force as readily as his mind. Because of this, he is able to move from point to point almost
instantly. The only real time lag that exists is when the Jedi is reentering Real Space.
- Not all Jedi did return to the normal universe, and have been unseen since. No Jedi had any idea where the lost ones are, or even if they are still alive.
It has even been said that even time may be twisted in the "Jedi-space".
Lightbo Combat6
- (usually Aki Jeid only)
- Prerequisites: Lightsaber combat, telekinesis, combat sense.
- Difficulty: Control: Difficult
- Sense: Moderate
- Alter: Difficult
- This power may be kept "up".
- Effect: Using the Lightbo without this power is almost impossible - it holds both handles in one line using Telekinesis, and moves them where needed. In all other
aspects, it is identical to Empower
Weapon and Lightsaber Combat.
Transmutation
- Prerequisites: Absorb/Dissipate Energy, Concentration, Hibernation Trance, Magnify Senses, Sense Force, Strengthen, Telekinesis, Warp Matter
- Difficulties: Control: Heroic, modified for range
- Sense: Very Difficult, modified for complexity of change (ie:none for combining oxygen and hydrogen into water; +10 for Hydrogen into Oxygen)
[it really helps to have periodic table around to eyeball the difficulties]
- Alter: (based on starting mass)
- >500gr Moderate
- 501gr-1kg Difficult
- 1kg-5kg Very Difficulty
- 5kg-10kg Heroic
- Time to Use: One minute.
- Effect: This power allows a Jedi to change the atomic structure of matter, allowing fission and fusion to occur in a controlled manner, with the Jedi
absorbing the energy release. Only relatively simple compounds may usually be formed, with such things as DNA, explosives and most
medicines being outside the range of all but the most powerful Jedi.
The maximum amount of matter that may be converted is 10kg of starting mass. The process always involves the loss of 10% of the original starting
mass (their lost quantity is converted into pure E=mc², and absorbed by the Jedi). The energy flare may be detected from several
kilometers away by such simple instruments as a magnetic compass or a human eye.
Warp Matter5
- Prerequisites: Sense Force, Telekinesis
- Difficulty: Control: Moderate, modified by proximity
- Sense: Moderate
- Alter: Easy Liquid Matter
- Moderate Malleable Matter (Rubber, Lead, Gold, etc.), Gasses
- Difficult Hard Matter (Non-malleable Metals, Wood, Ice, etc.)
- Very Difficult Very Dense Matter (Ship Hulls, Bedrock, Heavy Armour Plate)
- Modified by amount of matter to be warped:
- <1/4m³ +0
- 1m³ +2
- 2m³ +5
- 3m³ +10
- 4m³ +15
- +10 Difficulty for each additional cubic meter
- Time to Use: 1 round
- Note: This power will not work against living or sentient matter.
- Effect: This power allows the Jedi to mold a volume of matter to a new shape. It has some interesting applications. This power does not destroy the
matter, it merely changes its shape or position. The effect is permanent, unless repaired by a second application of this power.
DEXTERITY:
- (A) Force Bow: Requires 4D in Bows to learn
- This skill is used in conjunction with the Force power Force Bow Combat to use the Jedi Force Bow. Range difficulties are normal. Due to the difficult nature of using the weapon, this skill iproves for twice the normal amount of Character Points and time.
- (A) Lightwhip: Requires 4D in Whips to learn.
- This is the power used to handle the Lightwhips of the Sith. Range difficulties and roll success/failure bonuses same as for regular whips. Due to the dangerous and complex nature of the Lightwhip, this skill improves for twice the normal
amount of Character Points and time.
- Lightbo6:
- Is required to use the Aki Lightbo. Functions like Lightsaber otherwise.
Credits:
Those powers indicated with a footnote number (x), are not of my design. While some of those powers have been modified to a small degree, they have stayed true to what the original designers envisioned.
- Kelly Kollman (kelly_kollman@intuit.com)
- David Barnhart (Dbarnhar@vt.edu)
- Peter Skanes (spezbaby@surf.seascape.com)
- Mark Hudson (Heywood254@aol.com)
- Andrew Jackson
- Mike Karlik (trrkt@hotmail.com)