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:

"Never, Oh master Jedi,
rest easy when your
pupil
begins to grow anxious to learn at a pace
greater
than that which you have set for him...
Beware, Jedi Master, lest through carelessness
and
inattention you loose on the galaxy a
monster..."
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:
- 1. Never draw your blaster without being drawn upon first
- 2. Aggression is the Dark Side. It should never be consorted
with. Be at perfect peace and harmony before acting - even if it
means being killed. A Teepo paladin never acts in anger or hate.
(This may seem to be a restatement of the Jedi code, but the Teepo
take it far more seriously. It has been said that some paladins
have been killed without even moving a muscle simply because they
could not control their anger. Of course, these are the truly
- 3. Never use a lightsaber. Nars Teepo was very clear about this
He made it Teepo law that they should never touch one. This seems
to be remnant of his scorn for the Knights that dismissed him
- Along with these three rules, there are some unstated regulations
of the Teepo order. Teepo never use heavy blasters, or anything
stronger. They never conceal a carried weapon. They never wear
armour of any kind, except a blast helmet. The Teepo also endorse
all aspects of the Jedi code.
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