the Force



Alter Powers:
Pyrokinesis:

Alter difficulty: Proximity+ combustibility+ 5
Required Powers: Telekinesis
Time to use: 1 round
Effect: With this ability, the Jedi can rub molecules together really fast and either heat up an object, or start a fire. The size, intensity, and rate of burn depends on success of the roll and combustibility of the source. Failure means either nothing happens, it burns out of control, or ignites where the Jedi didn't want it. A lesser usage of the power could be used to generate small amounts of light and heat, instead a roaring fire. In this case, just the air molecules are manipulated for source material, The difficulty then ranges from 10 for a small area like a closet, up to 30 and up for a large area like the Houston Astrodome.

Combustibility difficulty: +5 paper, kindling, really dry wood
+10 typical wall, clothing, plastic
+15 plants, glass, people (A dark side act. A no-no)
+20 brick, concrete, rock
+25 reinforced bulkhead, reactor shielding, a Twinkie
+30 something flame-proof and REALLY hard to burn

Strengthen object:

Alter Difficulty:
Moderate for +3D
Difficult for +4D
Very difficult for +5D
Heroic for +6D to +8D depending on roll.

Modified by size of target object:
Up to 1/4 cubic meter, +0
1 cubic meter, +10
2 cubic meters, +20
4 cubic meters, +30

Required Powers: Telekinesis
Time to use: One round
This power may be kept "up".
Effect: Using the Force, the Jedi reinforces the inter- and intra-molecular bonds in the object. (Amplification of the strong and weak nuclear forces). The object has the same density (more or less), volume, and mass as before, but it takes more energy to break the bonds holding the object together. This is a relatively basic skill and is usually taught early in a Jedi's studies. This reinforcement strengthens the object versus shearing forces, stress, or disintegration/disassociation by high energies. Thus, a 1D staff Strengthened at the VD level would now have a Strength of 6D - enough to resist a lightsaber, most of the time. This does not in any way increase the damage inflicted by the object; just increase its resistance to breakage or destruction, and severely limits chemical reactions (such as oxidation). This Force Power may be used on living matter. However, because the various enzymatic and chemical reactions, and protein interactions in living tissue are strongly inhibited, use of this Force Power on living tissue is very damaging. For example: Oxygen (or other vital gases) no longer disassociates from carrier molecules, causing oxygen starvation. Hormones and neurotransmitters will not disassociate from receptor proteins. Blood cells will coagulate on the blood vessel walls. DNA strands cannot be separated for transcription to RNA -thus halting protein synthesis. There are very few organisms that can withstand such inhibition of chemical reactions. Use of this Power on living tissue is thus grounds for a Dark Side Point.

Warp Matter

Alter Difficulty:
Easy for liquid matter
Moderate for malleable matter
Difficult for hard matter (metal, wood)
Very Difficult for very dense matter (hulls, reinforced metal walls), gases

Modified by mass of object molded: 1 cubic cm +0
1 liter/ 1000 cubic cm +10
1 cubic meter +25
10 cubic meter +35

Required Power: Telekinesis
Time To Use: 1-12 rounds, scaled by difficulty number.
Note: This power will not work and cannot be used against living matter.

Effect: This power allows the Jedi to mold a volume of matter into a new shape. The Jedi must be able to touch some part of the object to be molded. This power does not destroy the matter, it merely changes its shape or position (much like a very advanced telekinesis). The effect is permanent. This Jedi is literally changing the world around them. 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 harder difficulty of managing gases with this power as opposed to some solids or liquids. This power may be used in all kinds of ways, even if you are only altering 1-3 cubic cm. Some examples include: peep holes, picking locks (melting?), sealing doors (spot weld), parting rivers (small ones), passing through walls, repair work on anything mechanical, even "breathing" in space/water for short times.

Control and Alter Powers:

Blackness

Control Difficulty: Moderate
Alter Difficulty: Moderate
Required Powers: Hibernation trance, force lightning, injure/kill
Time to use: One round
Note: This power can only be used by characters who have been consumed by the Dark Side.
This power can be kept "up"
Effect: This power enshrouds a Dark Jedi in a camouflaging veil of the Dark side. The power roll is added to the difficulty of any Sense roll of a power attempting to detect the presence of the user of this power. It also subtracts 2D from any skill attempts to perceive them, or 4D if the power roll succeeds by 15 or more. The power causes people to overlook the user as he or she blends into the surroundings and any smells or sound being emitted from them are muffled. The user of this power still may make skill checks as usual while the power is "up" (i.e. at a -1D penalty). However, the user may not use combat oriented Force powers while this power is kept "up" (e.g. lightsaber combat, combat sense, injure/kill, telekinetic kill, inflict pain, etc.). This power does not affect electronic life-form sensors.

Sense and Alter:
Remove Force Imprint

Sense difficulty: Moderate
Alter Difficulty: Moderate
Required powers: Hibernation Trance, Postcognition, Sense Force
Time to use:
1 hour for less than 1 cubic meter
4 hours for 10 cubic meters
1 week for 100 cubic meters
3 weeks for 1 cubic kilometer
+1 week for each additional 0.5 cubic kilometer

Effect: This power removes the force imprint left by a force users (or the ambient imprint) on an object or area. When another force user tries to sense force on the affected area or object, add +10 or the alter roll, whichever is higher, to the difficulty.

Control, sense and Alter:

Teleportation:

Warning!

The Gamemaster General has determined that usage of this Force power is EXTREMELY
hazardous to your characters health and/or future playability. You have been warned.

Control Difficulty: 15+mass
Sense Difficulty: 20+proximity
Alter Difficulty: 25+proximity+mass+opposing Control roll

Proximity difficulty:
Line of sight: 1-5
1-100 M: 6-10: 6-10
101 M-10 KM: 11-15
11Km-1000 KM: 16-20
Same Planet: 20-30
Different planet: 35-40
Different system: GM Discretion

Mass difficulty:
1Kg or less: +5
1Kg - 10 Kg: +10
11Kg - 100 Kg: +15
101Kg - 1 ton: +20
1 ton and up: GM discretion

Required Powers: Absorb/dissipate energy, accelerate anothers healing, accelerate healing, control another's pain, control pain, farseeing, force of will, hibernation trance, instinctive astrogation, life detection, life sense, magnify senses, projective telepathy, receptive telepathy, remain conscious, return another to consciousness, sense force, shift sense, telekinesis, transfer force
Time to use: 2 rounds
Effect: This power allows the Jedi the ability to manipulate items and people on a molecular level, letting them move the object through space from place to place. The Jedi must first visualize the location, either via farseeing or it's a place they know intimately. The Jedi then concentrates for a round (no die bonus from this). If unable to do so, increase the difficulty all around by +5. Any momentum the Jedi has at the time of teleportation remains, unless a Telekinesis roll is included.

If the roll is failed, the teleport may not work, or work in a way the Jedi doesn't want. The Jedi may be parted with his clothing, possessions or body parts. They may arrive inside of something (damage left up to circumstances- about 7D to 10D), or they may arrive in a completely different place than the Jedi intended, such as Oz, or the Emperor's throne room on Coruscant. The Jedi may re-arrange body parts and arrive with their legs on backwards, or just disperse their molecules and become one with the universe in a BIG way.

This is not a power to be used lightly The level and effects of the failed roll is completely up to the cruel whims of the GM (bribery is recommended).

Element Control

Control Difficulty:
Easy for mild weather
Moderate for medium weather
Difficult for heavy weather
Very Difficult for storms (tornadoes, etc.)

Sense Difficulty:
Moderate, modified by proximity.

Alter Difficulty:
Easy for mild changes in intensity or direction
Moderate for medium changes
Difficult for large changes
Very Difficult for dramatic, drastic changes
Modified by proximity/distance of weather change.

Effect: This power changes the weather, effects storms, alter wind, currents of a large body of water, or effect the path of a fire.

History of the Teboran Jedi
Overview of the Taboran way
Throughout the history of the Old Republic, there's been a thousand generations of Jedi Knights- almost over 20,000 years worth- a considerable amount of time and distance to cover. And like any other group vast and wide, the Jedi Knights had their own sub groups and heretics. The Teboran Jedi were the most successful of the lot.

About four thousand years ago, the Teboran Jedi split off from the rest of the Jedi, deciding that they didn't like the mainstream's teaching and ideology. It didn't fit their philosophies or life styles, so the developed their own approach of the Force. The Teboran belief in free will and choice is the most important of all. No mystic energy field controls their destiny, no Teboran ever looked to the future. Another important difference is the Teboran Jedi do not attach too much importance to being a Force wielder. They take care of business, then worry about what being a Jedi meant. This disturbed the mainstream Jedi deeply. The mainstream felt the Teboran too irresponsible to hold such great power.

The Teboran method:
To train a Jedi properly, the discipline must begin at a young age, before the student decides that this may not be what they wanted to do. However by that time, it's too late. The Teborans found a way to leave a back door open. In case the student realized that they didn't want to be a Jedi. They could break ties with the Force before any serious damage could be done to either the student or the galaxy at large. This was also another sore point with the mainstream Jedi. For them, commitment was everything, and the Teboran Jedi were as far away from that as you could get.

The last main difference between Teboran and mainstream Jedi, possibly the one that cause the most bad feeling between the two groups, is the Teboran ability to see things in more than black and white, good and evil. Teboran Jedi are not restricted to the light side of the Force. Under certain circumstances, a Teboran can operate in the shadows between light and dark, using both for whatever is needed for the moment. However much the mainstream Jedi protested that it couldn't be done, that one must be either a Jedi of the light or a Jedi of the Dark, the Teboran got away with it. The mainstream saw a sharp dividing line. One step one way and you're in the light, one step that way and you are in the dark. The Teboran don't see it that way at all. They see it as a wide band of shadows, the two merging somewhere in the middle, with plenty of room to walk there.

This doesn't mean that the Teboran can't fall prey to the dark side, should they play too deep in the shadows. It can and will happen. Teboran just have to watch what they're doing. Many Teborans have been turned by what they see on the other side, or have just lost their way in the dark.

The Teboran way:
With the dark side open for them to use, why didn't more of the Teboran Jedi turn? Simple- the Teboran found a way to anchor themselves to the light- a safety net, if you will. A mainstream Jedi feel that the force is generated by all things. All life, all energy, all forms are equal. The Teboran believe that although the force is generated by all things, that some things have more importance than others. You cant lump all energy in one large mass. Certain places, people and things stand out more in each persons life, and the force is much stronger in them to that Jedi. If that's so, then the Jedi could anchor himself to them.
In Skywalker's case, say that R2--D2, Leia and the Moisture Farm form a sort of psychokenitic triangle. Stand within that metaphysical triangle, and the lines anchor the Jedi. Since the triangle is in the light, he can go into the shadows without too much danger- if the Jedi remains careful. The triangle is central to the structure. A Teboran starts out with the triangle, which is flexible. With the triangle, the Jedi is not wholly committed to the Force. They can either keep the triangle, quit being a Jedi, or take the final commitment. Most Teboran remain with a triangle all their lives. It was less trouble thinking that there are two ways out if the Jedi looked trapped. The only thing is, once the Jedi's committed himself, there's no going back. A triangle is flexible, but isn't very strong should push comes to shove, so there's another shape- a square, 4 points instead of three. Add the Farmboy's X-Wing to the list of points, forming a square. Now there's 4 anchors which is stronger than just three. And should the square break, there's always the triangle to fall back to. However the square is binding. When you give up three points for four, you also give up the shadows and the option to quit being a Jedi. Its a total commitment for the rest of the Jedi's life, like the mainstream Jedi.

There can be too much of a good thing, however. The choice of points is not to be taken lightly. Should something happen to the points at the wrong time, the Jedi could fall to the dark side- or worse. Too many points beyond the four, and it becomes impossible to defend them all. Less than a triangle and there's nothing to hold it together. All the methods have been tried before, yet the triangle/square combination works the best.

How this works in game terms:
Since Teboran Jedi can play fast and loose with the Jedi code, they can get away with much more. The dark side skills now can be used without gaining a dark side point- IF the intent is not evil. Telekinetic snowball fights, Force lightning to start a campfire, controlling a mind to keep someone from stepping on babies, or creating a doppleganger to go on two dates at once are all within the boundaries of the rules. Although most of the code can be overlooked, even a Teboran never acts from hatred, anger or fear. To do still dangerously flirts with the dark, as does killing needlessly.
Should the square be unexpectedly broken, then the Teboran reverts to the triangle. If the triangle is broken, then the Jedi picks up a dark side point (from the sudden chaos and feedback), plus being 2 dice off all his force skills. Should something happen to one of the remaining triangle points, then the Jedi loses all force ability, except for one dice in all powers- usable only in establishing his shape.

Teboran Force investment:
This power allows a Teboran to form his triangle on various objects, persons or places. This power is similar to the normal investment rules as presented above with a few major differences. Since the item in question is more than likely either a person or location than a item, the requirements of investment in a natural setting doesn't apply. However since the items being just used as an anchor, not for a die bonus, the item doesn't die (if living) or become fragile.

Steps two and three still apply, unchanged. The only difference with step four is that the charge doesn't fade with time and usage. Relationship and proximity modifiers still count against the difficulty. The other differences are that living beings can now be invested in without harming them, the object retains it's natural toughness- disregard the 2 die body restriction, and once the charge is removed the item is not drained of the force and turned into a null. The object doesn't set up tremors in the force detectable by other Jedi (no more than usual), however the ability for the Teboran to track the focus is still retained. To remove the focus from the object requires a power usage similar to the dark side skill Drain Life Essence, but without the dark side point for its use.

Control Difficulty: Moderate
Sense: Easy
Alter: Full time allotment: Easy+mod's
Half the time necessary: difficult+mod's
One round: Heroic and up+mod's
Time to use: Full day of meditation and emptiness

Additional Reading:
For an intresting perspective into the Force and it's workings, please access the excerpts from Jared Tailslasher's holobook- It's The Force, man. (published by ZikZak Publishing House, 8466 NR, 39.95 C. Standard)