force powers cards

Upload: rebecacabellocerrato

Post on 20-Feb-2018

215 views

Category:

Documents


0 download

TRANSCRIPT

  • 7/24/2019 Force Powers Cards

    1/22

    INJURE/KILL

    [A]

    Requisite Power Life Sense

    Difficulty Targets Controlor Perceptionroll.

    Effect An attacker must betouching the target to use thispower (a successful Brawling at-tack in the same round the poweris used). The user makes an acti-vation roll; if higher than the re-sisting targets Controlor Percep-tiontotal, figure damage as if the

    power roll was a damage totaland Controlor Perceptionwasused to resist damage.

    Reference

    Star Wars RPG 2ndEdn, p. 150

    How to read a Force Powers Card

    The Name of the

    Power Type of PowerC = Control

    S = Sense

    A = Alter

    Game mechanics

    for the power

    Reference for

    the Power

    For best results, set your printer to Double-

    Sided Copies and Flip on the Long Edge.

    Some differences in printers may alter this, so

    please do a test with the first few pages only.

    These are designed for personal use only Im

    sharing these from my gaming table .

    Denotes a Dark

    Side Power (DSPs

    will applysee

    reference for

    details)

  • 7/24/2019 Force Powers Cards

    2/22

  • 7/24/2019 Force Powers Cards

    3/22

    CONTROL PAIN [C]

    Difficulty Very Easyfor Woundedor Stunned characters, EasyforIncapacitated characters, Difficultfor Mortally Wounded charac-ters.

    Kept up? The power can be keptup so the character can ignorethe pain of injuries for a longtime. However, whenever the

    character is injured again, theJedi must make a new ControlPainroll, with the difficulty beingthe new level of injury.

    Effect A wounded Jedi who Con-trols Paincan act as if he had notbeen wounded starting the round

    REDUCE INJURY

    [C]Requisite Power Control Pain

    Difficulty Moderate for Incapaci-tated characters, DifficultforMortally Wounded characters,Very Difficultfor dead charac-ters.

    Effect The Jedi is able to mitigatethe full effects of an injury buttaking on a long-term repercus-sion. Successful use of the power

    requires the loss of one ForcePoint. An injury reduced by thispower becomes a Wounded re-sult. If the injury would havekilled the character, then he suf-fers a permanent injury of some

    EMPTINESS

    [C]

    Requisite Powers Hibernation

    Trance

    Note Characters who are con-sumed by the Dark Side may notuse this power.

    Difficulty Moderate

    Effect The user enters a deepmeditation trance and is com-pletely oblivious to their sur-rounds. Sensing a character inEmptinesswith the Force re-quires a roll at the regular diffi-culty of the power plus the rollthe character made to activateEmptiness. Once the character

    HIBERNATION TRANCE

    [C]

    Difficulty Difficult

    Effect The power places the Jediin a deep trance, slowing all bodi-ly functions. The Jedi states thecircumstances for awakening(length of time, type of stimulus,etc). No Force powers (excepthealing) can be used in thetrance. The hibernating Jedi uses1/10 normal oxygen and can sur-vive for one month in a wet cli-

    mate or one week in a dry climatewithout water.

    Reference Star Wars RPG 2ndEdn, p. 148-9

    CONTROL/DISSIPATE

    ENERGY [C]

    Difficulty Very Easy (Sunburn),Easy (Intense Sun), Moderate(Solar Winds), Difficult (RadiationStorm). Resisting energy attacks(blaster, Force Lightning) is Mod-erate plus the damage roll of the

    attack.

    Kept up? The power may be keptup as long as the source of theenergy is constant it may not bekept up for blaster bolts or ForceLightning

    ACCELERATE HEALING

    [C]

    Difficulty Easy for Woundedcharacters, Moderate for Incapac-itated characters, Difficult forMortally Wounded characters.

    Time to use 1 minute

    Effect If successful, the Jedi is

    allowed two natural healing rollsfor the current day, with each rollreceiving a +2 modifier.

    Reference Star Wars RPG 2ndEdn, p. 148

  • 7/24/2019 Force Powers Cards

    4/22

    leaves Emptiness, they receive a+6 modifier to all Force skill rollsfor a period of time equal to thatspent in the trance. Reduced byone per Dark Side Point)

    Characters still dehydrate andhunger normally. When enteringEmptinesscharacters state themeditations duration; and mustmake a Difficult Controlskill rollto end it. Characters are permit-ted one roll when (a) the statedtime has passed, (b) each hourbeyond the original time limit,and (c) if the characters bodytakes any damage more seriousthan Stun damage.

    Reference

    Star Wars RPG 2ndEdn, p. 148

    after the power roll has beenmade. The wounded character isnot healed, but ignores woundpenalties. The power can also beused to shrug off Stun results.Mortally Wounded Jedi using thispower still make the same rollsas other Mortally Wounded char-acters.

    Reference

    Star Wars RPG 2ndEdn, p. 148

    kind.

    DSP? No. Note that saving onesown life is not always consideredselfish, either. The charactermay receive their Force Pointback if dramatically appropriate.

    Reference

    Star Wars RPG 2ndEdn, p. 149

    Effect The Jedi is able to absorbor dissipate energy. A successfulControl roll is required. Note thepower must be able to be activat-ed before an attack to be usedagainst blasters and Force Light-ningand in the same round asthe attack occurs.

    Reference

    Star Wars RPG 2ndEdn, p. 148

  • 7/24/2019 Force Powers Cards

    5/22

    LIFE DETECTION [S]

    Difficulty Very Easyif the subjecthas Force Skills or is Force Sensi-tive; Moderateif not. Modifiedby relationship.

    Kept up? Yes

    Effect When the power is suc-cessfully activated, the Jedi cansense all sentient beings within

    10 metres if the power is keptup then the Jedi is aware of a sen-tient being moving within 10 me-tres of their location. When aJedi approaches or is ap-proached by sentient creatures,make a Sense roll for the Jedi andeach creature makes an opposed

    RECEPTIVE TELEPATHY

    [S]Requisite Power Life Sense

    Kept Up? Yes, provided that thetarget is willing and proximitydoes not increase.

    Difficulty Very Easyfor friendly,non-resisting targets. If the targetresists, he makes a PerceptionorControlroll to determine the diffi-culty. Modified by proximity andrelationship. The power can be

    used on any sentient species, andnever on Droids.

    Effect Successful activation allowthe Jedi to read the surface

    LIFE SENSE

    [S]

    Requisite Power Life Detection

    Difficulty Very Easy; modified byproximity and relationship.

    Kept up? Yes, usually to track atarget.

    Effect Used to sense the pres-ence and identity of a specificperson. The user can sense howbadly wounded, diseased or oth-erwise physically disturbed thetarget is. A target can use theirControlskill to conceal theiridentity; the Controlroll result isadded to the sensers Difficulty.

    Reference

    Star Wars RPG 2ndEdn, p. 149

    MAGNIFY SENSES

    [S]Difficulty Very Easy; modified byproximity.

    Time to Use Three rounds.

    Effect This power allows a Jedito increase the effectiveness ofhis normal senses to perceivethings that otherwise would beimpossible without artificial aids.He can hear noises beyond hisnormal hearing due t distance or

    softness, but cant hear beyondnormal frequencies.

    DSP? No

    Reference Star Wars RPG 2ndEdn, p. 150

    REMAIN CONSCIOUS [C]

    Requisite Power Control Pain

    Difficulty Easyfor Stunned char-acters, Moderatefor Incapacitat-ed characters, Difficultfor Mor-tally Wounded characters.

    Effect When a character with this

    power suffers an injury thatwould knock him unconscious,he loses all of his actions for therest of the round, but is still con-scious. On the next round, theJedi may attempt to activate thepower this must be his first ac-tion of the round (the Jedi may

    RESIST STUN [C]

    Difficulty Moderate

    Time to Use One Minute

    Effect The Jedi prepares for theeffects of Stun damage, activatingthe power before taking any stundamage. A successful result will

    resist all stun results except forUnconscious and normal injuries.An Unconscious result forces theJedi to drop the power, and he isonly considered Stunned. Nor-mal injuries (Wounded, Incapaci-tated, Mortally Wounded, andKilled) are treated normally.

    Reference

    Star Wars RPG 2ndEdn, p. 149

  • 7/24/2019 Force Powers Cards

    6/22

    Controlor Perceptionroll toavoid detection. Both rolls areconsidered free and do not

    count towards actions in a round.If the Jedi rolls higher, then hesenses the creature. If the Jedibeats the opposed roll by 10 ormore, he is aware if this personhas Force skills (yes/no), is ForceSensitive (yes/no), if they havemet the person before (yes/no)

    and if yes, their identity.

    Reference

    Star Wars RPG 2ndEdn, p. 149

    thoughts and emotions of thetarget. The Jedi hears what the

    target is thinking, but cannotprobe for information. If the skillroll is double the difficulty, theJedi may sift through any memo-ries up to 24 hours old. Thissifting takes a full round and

    cannot be attempted in the sameround contact is made. The Jedimay read the minds of more thanone person at a time, but eachadditional person counts as an

    additional action (with appropri-ate penalties and modifiers).

    Reference

    Star Wars RPG 2ndEdn, p. 150

    not even Dodgeor Parry). If theroll is successful, the Jedi can doany one other action that he hasdeclared for the round often aControl Painso they can remainconscious.

    Reference

    Star Wars RPG 2ndEdn, p. 149

  • 7/24/2019 Force Powers Cards

    7/22

    PROJECTIVE TELEPATHY

    [C S]

    Requisite Power Receptive Te-

    lepathy

    Difficulty

    [Control] Very Easy(Increasedifficulty by +5 to +10 if the Jedicannot verbalise the thoughts,such as when gagged or trying to

    be silent); modified by Proximity.[Sense] Very Easy(for friendlytargets), if the target resists rollPerceptionor Controlto deter-mine difficulty; as modified byrelationship.

    RETURN ANOTHER TO

    CONSCIOUSNESS

    [C A]

    Requisite Power Remain Con-

    scious

    Difficulty [Control] Easy; modi-fied by proximity and relation-ship, [Alter] Easy(Incapacitatedcharacters), Difficult(MortallyWounded characters).

    Effect Target regains conscious-ness and has the same re-

    strictions as those imposed bythe Remain Consciouspower.

    Reference Star Wars RPG 2ndEdn, p. 152

    ACCELERATE

    ANOTHERS HEALING

    [C A]

    Requisite Power Control An-

    others Pain

    Difficulty [Control] Very Easymodified by relationship; [Alter]Very Easy

    Time to use One minute

    Effect The target is allowed tomake extra healing rolls, as out-lined in Accelerate Healing(twoextra natural healing rolls perday, each with a +2 bonus). TheJedi must be touching the charac-ter when attempting the roll.

    Reference

    Star Wars RPG 2ndEdn, p. 152

    CONTROL ANOTHERS

    PAIN

    [C A]

    Requisite Power Control Pain

    Difficulty [Control] Very Easy;modified by proximity and rela-tionship, [Alter] Easy(Woundedcharacters), Moderate(Incapacitated characters), Diffi-cult(Mortally Wounded charac-ters).

    Effect A character receiving Con-

    trol Anothers Paincan act as ifhe had not been wounded start-ing the round after the power rollhas been made. The wounded

    SENSE FORCE [S]

    Difficulty Moderatefor an area,Difficultfor sensing details orspecific objects within the area;as modified by proximity.

    Effect This power senses the am-bient Force within a place. It can-not be used to detect sentientbeings. Sense Forcewill tell acharacter the rough magnitude ofthe Force in an area or object,and whether the area or objecttends toward the Dark or LightSide.

    Reference

    Star Wars RPG 2ndEdn, p. 150

    INJURE/KILL [A]

    Requisite Power Life Sense

    Difficulty Targets Controlor Perceptionroll.

    Effect An attacker must betouching the target to use thispower (a successful Brawling at-

    tack in the same round the poweris used). The user makes an acti-vation roll; if higher than the re-sisting targets Controlor Percep-tiontotal, figure damage as if thepower roll was a damage totaland Controlor Perceptionwasused to resist damage.

    Reference

    Star Wars RPG 2ndEdn, p. 150

  • 7/24/2019 Force Powers Cards

    8/22

    character is not healed, but ig-nores wound penalties. The pow-er can also be used to shrug offStun results. Mortally Woundedcharacters receiving this powerstill make the same rolls as otherMortally Wounded characters.

    Reference

    Star Wars RPG 2ndEdn, p. 152

    Effect If successful, the targethears the Jedis thoughts andfeels their emotions. The target

    is aware that the thoughts andemotions are not their own. Ifthe Jedi does not identify them-selves, the target is unaware ofthe source of the communication.This is used for communicationonly, and cannot be used to con-trol minds.

    Reference

    Star Wars RPG 2ndEdn, p. 152

  • 7/24/2019 Force Powers Cards

    9/22

    SENSE PATH

    [S]

    Requisite Power Emptiness, Hi-

    bernation Trance

    Kept up? Yes

    Difficulty Moderate

    Effect This power tells the char-acter what path he is one,

    whether his current actions arelikely to lead him to the Dark

    Side. However, the Jedi has noidea if they sense the past, pre-sent, or possible future. The vi-sions are likely to be allegorical(specific details are only possiblewith Farseeing). Please follow upthe reference below for more

    CONTORT/ESCAPE

    [C]

    Requisite Power Concentration,

    Control Pain, Enhance Attribute

    Difficulty Very Easy(loosebonds), Easy(hand binders),Moderate(serious restraints),Difficultto Heroicfor maximumsecurity (GM discretion).

    Effect The character escapesbonds by contorting in painfuland difficult (but physically pos-

    sible) ways. Whilst this is pain-ful, Jedi are taught how to blockout the pain and focus on the es-cape.

    Reference

    Tales of the Jedi Companion,p. 41

    FEED ON DARK SIDE

    [C A]

    Requisite Power Sense Force

    Kept Up? Yes

    Difficulty

    [Control] Moderatewhen activat-ed; Very Easyfor each roundthereafter

    [Alter] Moderatewhen raised, nofurther roll required

    Effect The power allows the Jedito feed on the fear, hatred, andother negative emotions of oth-ers and to make himself morepowerful. If the character is inthe presence of a Light Side Force-Sensitive who gains a Dark Side

    CONCENTRATION

    [C]

    Difficulty Easyif the Jedi is re-laxed and at peace, Difficultif theJedi is filled with fear, aggressionor other negative emotions, VeryDifficultif the Jedi is acting onthose emotions.

    Effect The Jedi clears his mind,feeling the Force flowing throughthe universe and their being. TheJedi concentrates on one specifictask at hand. If the skill roll is

    successful, he adds +4D to anyone action that round. The Jedimay do nothing except use theConcentrationpower and oneskill for a single action. The

    TRANSFER FORCE

    [C A]

    Requisite Power Control An-

    others Pain

    Difficulty [Control] Easy, modi-fied by relationship and proximi-ty; [Alter] Moderate. The recipi-ent must be willing.

    Time to Use One minuteEffect This power will save aMortally Wounded characterfrom dying because the Jedi istransferring life force to the tar-get. The target is still MortallyWounded, but will not die(provided he is not injuredagain). The character is now in

    INSTINCTIVE

    ASTROGATION

    [S]

    Required Power Magnify Senses

    Difficulty Moderate; modified bydifficulty of journey

    Effect This allows the Jedi toplot astrogation routes without a

    nav computer. The difficulty ismodified by how dangerous thepath is: Very Easy(0), Easy(0),Moderate(0), Difficult(+5), VeryDifficult(+10), Heroic(+15). Ifthe Jedi succeeds in plotting thecourse, it only requires an EasyAstrogationroll to plot the safepath. If the Jedi fails the roll, the

  • 7/24/2019 Force Powers Cards

    10/22

    Point, the user gains a Dark SidePoint and a Force Point. TheseForce Points must be spent with-in five minutes being gained. Seefurther GM notes on this powerat the reference below.

    DSP? Yes

    Reference

    Fragments from the Rim, p. 79

    power may be used in conjunc-tion with Force Points and Char-acter Points.

    Reference

    Tales of the Jedi Companion,p. 41

    specific details on roleplayingwith this power (and possibletools for the GM).

    Reference

    Fragments from the Rim, p. 78-9

    astrogation difficulty is automati-cally Very Difficult; if the roll ismissed by more than five points,increase the difficulty to Heroic.

    Reference

    Fragments from the Rim, p. 78

    hibernation and will stay alive forup to six weeks. The Jedi musttouch the target when the poweris activated. The power requiresthe expenditure of a Force Point;and as this powers use is alwaysconsidered heroic, the Jedi willreceive the Force Point back atthe end of the adventure.

    Reference

    Star Wars RPG 2ndEdn, p. 152

  • 7/24/2019 Force Powers Cards

    11/22

    BEAST LANGUAGES

    [S]

    Requisite Power Receptive Te-

    lepathy, Projective Telepathy,

    Translation

    Difficulty Easy(domesticatedanimals), Moderateto Difficult(wild, non-predatory animals),Very Difficultto Heroic(ferocious/predatory animals)

    Kept Up? Yes

    Effect This power allows theJedi to translate beast-languageand reply. Whilst kept up, thispower reduces the Ornirinesscode of riding animals by -2D.

    Reference Tales of the Jedi Companion,p. 48

    SENSE FORCE POTENTIAL

    [S]

    Requisite Power Life Detection,

    Life Sense, Receptive Telepathy,

    Sense Force

    Difficulty Moderate(friendly,non-resisting targets), Moderateplus the targets PerceptionorControlroll to determine the diffi-culty for unwilling subjects.

    Time to Use Six rounds

    Effect This power allows theJedi to probe the mind of an indi-vidual to determine whether thatperson has the potential to bestrong in the Force. It works by

    COMBAT SENSE

    [S]

    Requisite Power Danger Sense,

    Life Detection

    Difficulty Moderatefor one oppo-nent, modified by +3 per addition-al opponent the Jedi wishes todefend against.

    Effect Combats sense helps theJedi focus on the battle at hand,

    their senses turned completely tothe combat. A Jedi keeping thispower up can automaticallychoose when they act each roundas they no longer roll initiative (iftwo or more Jedi are using thispower the one who rolled thehighest when activating this

    DANGER SENSE

    [S]

    Requisite Power Life Detection

    Kept Up? Yes

    Difficulty Moderateor attackersControlroll.

    Effect The Jedi extends theirsenses creating an early warningsystem, able to detect attacks theround before they are made. Ingame terms, attackers declaretheir actions against the Jedi one

    round in advance. An attackingForce user adds their Controlrollto the activating Jedis difficulty.

    Reference Tales of the Jedi Companion,p. 48

    DETOXIFY POISON

    [C]

    Time to Use Five Minutes

    Difficulty Very Easy(alcohol/very mild poisons), Easy(mildpoisons), Moderate(average poi-son), Difficult(virulent poisons),Very Difficultto Heroic(neurotoxins)

    Effect The Jedi is able to detoxi-fy or eject a poison currently intheir body so that the poison hasno effect on him.

    Reference

    Tales of the Jedi Companion,p. 44

    REMOVE FATIGUE

    [C]

    Requisite Power Accelerate Heal-ing, Control Pain

    Difficulty Moderate

    Kept Up?

    Yes

    Effect

    This power grants someprotection from fatigue. Whilst

    upkept, the Jedi must make a stam-ina check once per day; and is onlyfatigued if two stamina checks arefailed (at which point they take a -1D penalty to all checks for 1Dhours). A character must still eatand drink normally.

    Reference

    Tales of the Jedi Companion,p. 47

  • 7/24/2019 Force Powers Cards

    12/22

    power goes first), and all attackand defence rolls are increasedby +2D. The power last ten com-bat rounds and doesnt count asskill use for determining die

    code penalties.

    Reference Tales of the Jedi Companion,p. 48

    testing for the mental barrier(and subsequent backlash at be-ing probed) which is inherent topotential Force users. A personwho is merely Force-Sensitive willcreate a backlash to push theJedi back 1 metre. Those withactual Force skills will send theJedi reeling across the room.Well-trained individuals (or thosewith massive Force potential) canactually hurl the Jedi across aroom.

    Reference Tales of the Jedi Companion,p. 50

  • 7/24/2019 Force Powers Cards

    13/22

    WEATHER SENSE

    [S]

    Requisite Power Magnify Senses

    Difficulty Easyif the Jedi haslived in the area for more than ayear, Moderateif only for six totwelve months, Difficultif for on-ly one to six months, Very Diffi-cultif less than one month. Mod-ified by proximity and local mete-orological conditions.

    Effect By attuning himself tolocal weather patterns the Jedimay make limited predictions onthe weather. The prediction iseffective for four hours.

    Reference Tales of the Jedi Companion,p. 41

    FORCE LIGHTNING

    [C A]

    Difficulty [Control] Difficult,modified by proximity and lim-ited to line of sight; [Alter] Per-ceptionor Controlroll ofthe target.

    Effect This power creates ener-gy bolts to fly from the users fin-gers to strike an opponent. Sinceit is Force-generated, it can beForce-repelled using dissipateenergy. Armour does not protect

    against Force Lightningat all.The damage is 1D per 2D of Alterthe user has (rounded down).

    Reference

    Tales of the Jedi Companion,p. 57

    CONTROL ANOTHERS

    DISEASE

    [C A]

    Requisite Power Control An-

    others Pain, Control Pain

    Difficulty [Control] Very Easy;modified by relationship, [Alter]Very Easy

    Time to Use One minute

    Effect the target is allowed tomake one extra healing roll perday with a +2 bonus. The Jedimust touch the character affect-ed when activating this power.

    Reference

    Tales of the Jedi Companion,p. 55-56

    CONTROL BREATHING

    [C A]

    Requisite Power Concentration,

    Hibernation Trance, Telekinesis

    Difficulty [Control] Moderate,[Alter] Very Difficult

    Effect This power allows theJedi to control the amount of oxy-gen flowing into his body. Withthis power the Jedi pulls air mole-cules through their skin and intotheir lungs, meaning that theycould effectively breathe under-water (or a water breather couldsurvive on land). The power ne-gates the need for a breath mask,mechgill, or any rebreather gear.

    SHIFT SENSE

    [S]

    Requisite Power Magnify Senses

    Kept Up? Yes

    Difficulty Moderatefor simplephenomena (heat, simple scents),Difficultfor uncommon phenome-na (comm frequencies, infrared

    radiation), Very Difficultfor spe-cific, complex phenomena (suchas setting olfactory nerves to de-tect Tibanna gas).

    Effect The character can shifthis senses to detect specific phe-nomena such as frequencies out-side normal hearing, colour spec-trum outside regular eyesight, or

    TRANSLATION

    [S]

    Requisite Power Rreceptive Te-

    lepathy, Projective Telepathy

    Difficulty Moderatefor humansand aliens, Difficultfor Droids.Add +5 to the difficulty if the tar-get is being deliberately cryptic,and +20 to translate written lan-guage.

    Kept Up? Yes

    Effect This power allows the Jedito translate a language and speakit in kind. The Jedi may decipherbody language, explore the spo-ken word or even decode Sithtexts. In order for the power to

  • 7/24/2019 Force Powers Cards

    14/22

    This power is completely uselessin vacuum. The power remainsup until the character either

    takes incapacitating damage orwilfully stops the power.

    Reference

    Tales of the Jedi Companion,p. 56

    work, the user must first hear thetarget speak, or see the writtenwords.

    Note that once the power is nolonger kept up, the Jedi will re-tain no knowledge of the lan-guage (spoken or written), onlythe translation.

    Reference Tales of the Jedi Companion,p. 52

    specific chemical smells. Thepower counts as skill use for de-termining die code penalties.

    Note that the power can be use-ful, but also limited. For example,the Jedi may detect the presenceof a comm frequency but cannotactually listen in or decode the

    message.Reference

    Tales of the Jedi Companion,p. 51-2

  • 7/24/2019 Force Powers Cards

    15/22

    REMOVE ANOTHERS

    FATIGUE

    [C A]

    Requisite Power Accelerate Heal-ing, Accelerate Anothers Healing,

    Control Pain, Control Anothers

    Pain, Remove Fatigue.

    Difficulty

    [Control] Easy,

    [Alter] Moderate, modified byproximity.

    Effect This power allows the Jedito remove the effects of fatigue inanother. However, unlike thebasic power, the Jedi must waituntil the target is actually

    FORCE HARMONY

    [C S A]

    Requisite Power Life Detection,Life Sense, Projective Telepathy,

    Receptive Telepathy.

    Difficulty [Control] Difficult,modified by proximity; [Sense]Difficult, modified by relation-ship; [Alter] Moderate.

    Kept Up? Yes.

    Effect This power allows severalwilling Jedi to manifest the power

    of the Light Side of the Force.The power bathes the users inthe celestial illumination of theLight Side, and can act as a shieldagainst the Dark Side (granting

    DOPPLEGANGER

    [C S A]

    Requisite Powers Control Pain,Emptiness, Life Detection, Life

    Sense, Magnify Senses, ReceptiveTelepathy, Sense Force, Telekine-

    sis, Projective Telepathy, ControlAnothers Pain, Transfer Force,

    Affect Mind, Dim Anothers Sens-

    es.

    Time to Use Five Minutes

    Kept Up? This power must bekept up

    Difficulty [Control] Very Difficult;[Sense] Very Difficult;[Alter] He-roic

    Effect This power creates a

    ENHANCED

    COORDINATION

    [C S A]

    Difficulty [Control] Moderate,modified by proximity; [Sense]Difficult; [Alter] Dependent onthe number of targets affected:1-10 Very Easy; 11-100 Easy; 101-500 Moderate; 501-5000 Difficult;5001-50000 Very Difficult; 50001-500000 Heroic.

    Effect The Jedi coordinates theactivities of a group to make

    them more effective (althoughcan only be used on those whoagree with the Jedis intent) bylinking everyone on a subcon-scious level. It cannot be used to

    INFLICT PAIN

    [C A]

    Requisite Power Control Pain,

    Life Sense

    Difficulty

    [Control] Very Easy, modified byproximity;

    [Alter] Targets Controlor Per-ceptionroll, modified by proximi-ty.

    Effect The target experiencesgreat agony. The user causesdamage by rolling their Alter,whilst the target resists with Con-trol, Perceptionor Willpower.Damage is figured as if the attackwas a Stun attack, although if the

    PLACE ANOTHER IN

    HIBERNATION TRANCE

    [C A]

    Requisite Power Hibernation

    Trance

    Difficulty [Control] Very Easy,modified by relationship; [Alter]Very Easy, modified by proximity.

    Time to Use Five Minutes

    Effect This power allows a Jedito place another character in ahibernation trance. The affectedcharacter must be in physicalcontact with the user and con-sent (it cannot be used to knock acharacter unconscious). This

  • 7/24/2019 Force Powers Cards

    16/22

    doppleganger of the Force user.Whilst it is an illusion, those whointeract with it believe it to bereal (it even registers on droidaudio and video sensors). Thedoppleganger acts with half theskill dice of the user. The usermust roll every five minutes tomaintain it. If the users stops thepower, or the doppleganger isfatally injured, it fades from exist-

    ence.Reference

    Tales of the Jedi Companion,p. 60

    +5D to resist powers called uponby Dark Side users). The numberof users linked to the power islimited to the die code of the ini-tiators Senseor Controlskill(whichever is lower). Note thatthe initiator of the power must beincluded in this number.

    Reference Tales of the Jedi Companion,p. 62-3

    suffering from fatigue before of-fering assistance. The penaltiesfor failing a Staminacheck can becounteracted, but must be ad-dressed as they occur.

    Reference

    Tales of the Jedi Companion,p. 57

    control minds. If the power issuccessfully activated, the Jediselects three specific skills(which must only be Dexterity,Technicalor Strengthskills). Forevery 3D (round down) of theskill the group already has, theyreceive a +1D bonus. The powermay be kept up, but new rolls areneeded if new members join thegroup, or if the skills selected arechanged.

    Reference

    Tales of the Jedi Companion,

    p. 62

    power can be used to bring an-other character out of a hiberna-tion trance, but the Alterdifficul-ty is increased by +10.

    Reference Tales of the Jedi Companion,p. 57

    target suffers any damage at allthey are so crippled by pain thatthey are incapable of acting forthe rest of the round and the nextround.

    Reference

    Tales of the Jedi Companion,p. 57

  • 7/24/2019 Force Powers Cards

    17/22

    LESSER FORCE SHIELD

    [S A]

    Requisite Power Absorb/Dissipate Energy, Concentration,

    Magnify Senses, Telekinesis

    Difficulty [Sense] Easy; [Alter]Moderate

    Kept Up? Yes, the effects lastonly as long as this is kept up.

    Effect This power allows the

    Jedi to surround himself with aForce-generated shield. Theshield can be used to repel ener-gy and physical matter away fromthe Jedi. The shield acts asSTR+1D armour to all energy andphysical attacks, including non-

    TRANSFER LIFE

    [C S A]

    Requisite Powers

    Absorb/DissipateEnergy, Accelerate Healing, ControlPain, Detoxify Poison, Emptiness,Hibernation Trance, Reduce Injury,Remain Conscious, Resist Stun, LifeDetection, Life Sense, Magnify Sens-es, Receptive Telepathy, Sense Force,Injure/Kill, Telekinesis, Farseeing,Projective Telepathy, Accelerate An-others Healing, Control Anothers

    Pain, Feed on Dark Side, Inflict Pain,Return Another to Consciousness,Transfer Force, Affect Mind, Control

    Mind, Dim Anothers Senses.

    Difficulty [Control] Heroic, modifiedby relationship (if target is unwillingadd +15 to the difficulty); [Sense]Heroic, modified by proximity (if

    FORCE SCREAM

    [NA]

    Power Type This is an involun-tary power that may be activated

    when a Dark Jedi loses con-

    trol of his temper.

    Effect The Force Screamhasbeen called a wave of hatred,

    amplified and fuelled by the DarkSide, that is capable of smashingthrough mental and physical de-

    fences with ease. When the DarkJedi is provoked and in danger oflosing their temper completely,they must make a Difficult Will-

    powerroll. If the roll fails, theyrelease the scream. All the DarkJedis die codes are reduced by

    PREDICT NATURAL

    DISASTER

    [S]

    Requisite Power Danger Sense,

    Life Detection, Weather Sense

    Difficulty Easy(Jedi has lived inthe area for more than a year);Moderate(Jedi has lived in thearea for 6-12 months); Difficult(Jedi has lived in the area 1-6months); Very Difficult(Jedi haslived in the area for less than onemonth). Modified by severity of

    disaster (larger disasters are eas-ier to predict), and degree towhich the event can be predictedaccurately (GM discretion).

    PROJECTED FIGHTING

    [C S A]

    Requisite Power Concentration,

    Telekinesis.

    Difficulty [Control] Difficult;[Sense] Difficult; [Alter] Moder-ate, modified by proximity.

    Kept Up? Yes, as long as the tar-get and Jedi maintain same dis-tance apart.

    Effect The Jedi strikes an oppo-nent without physically touchingthem. The target must be withinthe line of sight. The Jedi choos-es whether or not to inflict Stunor Physical damage. Once

    TELEKINETIC KILL

    [C S A]

    Requisite Power Control Pain,

    Inflict Pain, Injure/Kill, Life Sense

    Difficulty [Control] Easy,modified by proximity;[Sense]Easy, modified by prox-imity; [Alter] targets ControlorPerceptionroll.

    Effect The power telekineticallykills or injures a target. Onceactivated, the Jedi rolls their Al-teragainst the targets ControlorPerceptionto determine damage.The description of the methodused is left up to the player.

    Reference

    Tales of the Jedi Companion,p. 63

  • 7/24/2019 Force Powers Cards

    18/22

    2D for one hour; they must alsorest for an hour or suffer a cumu-lative -2D penalty. The screamdoes damage equal to the DarkJedis Alterskill to all beingswithin 50m, including the DarkJedi who released the anger.Force Sensitive characters resistthis using their Alterdice, thosewithout Alteruse Strength.

    Reference

    Tales of the Jedi Companion,

    p. 65.

    Time to Use 15 minutes; reducedby increasing the Difficulty levelby one per 5 min increment re-moved (minimum 1 min to use).

    Effect This power allows the Jedito sense local condition and pre-dict natural disasters such aseruptions, quakes, landslides,cave-ins, dangerous storms, andlarge scale fires. The predictionis effective for twelve hours; alt-hough the Jedi can increase theDifficulty level by one for every

    further 12 hour increment theywish to extend the power to in-clude.

    Reference The Jedi Academy Source-book, p. 45

    directional attacks such as gasclouds and grenades.

    Reference Tales of the Jedi Companion,p. 65

    target is unwilling add +15 to the dif-

    ficulty); [Alter] Variable, dependingon willingness and Force affinity(EasySpecially prepared clone hostbody; ModerateRecently deadbody; Very DifficultLive wilinghost; Heroic-Live unwilling host).

    Effect This power transfers theJedis life energy into another body.It is believed that an unsuccessfulattempt of this power causes theJedis body to perish and dispersestheir essence to the universe.

    DSP? Two Dark Side Points for usingthe power; four if the target is unwill-ing.

    Reference

    Tales of the Jedi Companion,p. 63-4

    activated, the Jedi makes an EasyBrawlingskill roll. A Force userattacked in such a manner mayuse a Brawling Parryto avoid theattack (non-Force-sensitive char-acters cannot dodge the blow). Ifthe hit is successful, the Jedi rollsStrengthdamage (resisted by theopponents Strengthplus any rele-

    vant armour bonuses). Specificparts of the body can be targetedat the cost of -1D from the JedisBrawlingskill.

    Reference Tales of the Jedi Companion,p. 63

  • 7/24/2019 Force Powers Cards

    19/22

    LIGHTSABER COMBAT

    [C S]

    Difficulty [Control] Moderate;[Sense] Easy

    Kept Up? Yes (see below)

    Effect Called upon at the start ofthe battle, this power remains upuntil the Jedi is stunned or in-jured (at which point it needs tobe called back up). If successful,the Jedi adds his Sense dice tothe Lightsaberskill roll for attackand parry, and adds or subtractsthe Control dice to the Lightsa-bers damage. If the Jedi fails thepower roll, he must use hisLightsaberskill and damageunaugmented for the duration of

    ENHANCE ATTRIBUTE

    [C]

    Difficulty Moderate

    Effect The Jedi is able to en-hance a single attribute for a lim-ited period of time (with all skillsgoverned by the attribute receiv-ing the same bonus). The dura-tion is determined by the roll, butmay be extended at a cost of 1Character Point per round. Asingle attribute can be enhancedat a time; if a second enhance-

    ment is activated, the first en-hancement automatically ceases.

    If the skill roll exceeds the Diffi-culty by 0-13, the increase is +1Dfor 3 rounds.

    AFFECT MIND

    [C S A]

    Difficulty

    [Control] Very Easy(perceptions), Easy(memories),Moderate(conclusions); modi-fied by proximity.

    [Sense] Targets Controlor Per-ceptionroll

    [Alter] Very Easy(slight momen-

    tary misperceptions, minorchanges to distant memories),Easy(brief visible phenomena,memories less than a year old, orif the target feels minor emotionfor the conclusion reached),Moderate(short hallucinations,

    AFFECT MIND

    [CONT]

    does not want them to see, per-manently alter a targets memo-

    ries so they incorrectly recallsomething or fail to recall it all,or causes the target to come toan incorrect conclusion. Further-more, a target can believe thatthey have suffered an injury bybeing struck by an illusionaryobject (but suffers no actual inju-ry). They will feel pain as appro-priate, and if the object of theillusion would cause them to be-lieve they would be killed, thetarget is instead knocked uncon-scious.

    TELEKINESIS[A]

    Difficulty The target must be insight of the Jedi; all rolls modifiedby proximity.

    Very Easy(>1kg), Easy(1-10 kg),Moderate(11-100 kg), Difficult(101 kg 1 metric ton), Very Diffi-cult(1001kg 10 metric tons),Heroic(10,001kg 100 metrictons).

    Objects may be moved at 10mper round; add +5 per additional10m per round.

    If the object is not moved in astraightforward manner, the fol-lowing difficulty modifiers apply:

    TELEKINESIS

    [cont]

    >1kg (1D), 1-10kg (2D), 11-100kg(4D), 101kg 1 metric ton (3DSpeeder Scale), 1-10 metric tons(3D Starfighter Scale), and 11-100metric tons (5D StarfighterScale). These attacks require anadditional Control roll by the Jedi

    which is used in lieu of a to hitroll versus Dodge. If the targetdoes not (or cannot) Dodge, thenthe Difficulty is Easy.

    DSP? If this power is used to at-tack with levitated objects, yes.

    Reference Star Wars RPG 2ndEdn, p. 151

  • 7/24/2019 Force Powers Cards

    20/22

  • 7/24/2019 Force Powers Cards

    21/22

    RAGE [C]

    Requisite Power Hibernation

    Trance

    Difficulty Difficult

    Effect Rageis the Dark Sideequivalent of Emptiness. TheJedi allows himself to become fullof mindless rage and allow theDark Side to completely possess

    them. The character then deter-mines how long the Ragetrancewill last. Barring an attack or thearrival of a specific person, theJedi stays in the trance for thechosen duration. When the Jedileaves the state, they receive a+10 bonus to all Force skill rolls

    DETOXIFY POISON IN

    ANOTHER

    [C A]

    Required Powers AccelerateHealing, Accelerate Anothers

    Healing, Control Pain, Control

    Anothers Pain, Detoxify Poison.

    Time to Use Five Minutes

    Difficulty

    [Control] Very Easy; modified byrelationship.

    [Alter] Very Easy(alcohol/verymild poisons), Easy (mild poi-sons), Moderate(average poi-son), Difficult(virulent poisons),Very Difficultto Heroicfor

    RAGE

    [cont]

    Senseroll modified by relation-ship with the Life Sensepowerwhen entering Rage. It is then anEasy Controlroll to awaken whenthe foe is within 5m). Lastly,Rageis used in the Transfer Lifepower. See the reference belowfor more details.

    DSP? Yes. Note that this power

    can only be used by those Jediwho have been consumed by theDark Side.

    Reference

    Tales of the Jedi Companion,p. 46

    LIFE WEB

    [S]

    Requisite Power Life Detection,

    Life Sense, Sense Force

    Difficulty Based on populationsize (as follows); modified byproximity. This cannot detectpopulations under 100,000 sen-tient beings. Easy(billions),Moderate(hundreds of millions),Difficult(tens of millions), VeryDifficult(millions), Heroic(hundreds of thousands).

    Time to Use Two days (or more)

    Note the Force-user must chooseone species as a specialisation(as below)

    FORCE OF WILL [C]

    Kept Up? Yes

    Difficulty Easy

    Effect The Jedi uses his Willpow-erskill to fight the effects of hos-tile Force powers. If faced with atelekinetic or mind-based power,

    the Jedis Willpowerskill roll maybe added to either the ControlorPerceptioncode. The Control(orPerception) plus Willpowertotalis referred to as the protection

    number. If the attack is less than

    the targets Controlor Perceptionroll, the Jedi suffers no ill effects,but if the attack roll exceeds the

    FORCE OF WILL

    [cont]

    Note this power provides no pro-tection from objects hurled bythe Force, Force Lightning, orForce Storms. Follow up the ref-erence below for examples of thispower in use.

    Reference Tales of the Jedi Companion,

    p. 45

  • 7/24/2019 Force Powers Cards

    22/22

    Effect Used to detect large con-centrations of a specific species.The user gauges the direction inwhich the population lies(distance is known if the Difficul-ty is beaten by 10+).

    The Jedi must choose a specificspecies with whom they are fa-miliar when learning the power.Additional specialisations arepurchased at 3 CP each. Thepower requires two days on con-tinuous concentration to use,

    with the Force user receiving a+1D to the roll for each additional2 days spent in concentration.

    Tales of the Jedi Companion

    for a period of time equal to thatspent in Rage. After the bonussubsides the character takes 1Dof damage for every two hoursspent in Rage. Character hungerand dehydrate twice as quicklywhilst in Rageand are more sus-ceptible to damage (-1D to resistphysical and energy damage inthis state). If touched by anotherperson whilst in the trance, the

    Jedi may make a Moderate Con-trolroll to awaken but also re-quires a Difficult Controlroll toavoid a berserk frenzy of attacksagainst the one awakening them.A character may also use Ragetoawait the arrival of a foe (Difficult

    (neurotoxins)

    Effect The Jedi is able to detoxi-fy or eject a poison currently inanother so that the poison has noeffect on him. The Force usermust keep physical contact withthe patient for the duration of theactivation. Breaking contact orfailure to make the required rollsresults in the patient taking awound.

    Reference

    Tales of the Jedi Companion,p. 56

    protection number, the Jedisuffers the full effects. If the at-tack roll is greater than the Per-ception/Controlroll but less thanthe protection number, the Jedis

    Willpoweris battered. Subtract1D from the characters Willpowerskill. The Jedi is able to defendusing the lower score, and must

    roll a new protection number. Ifthe effective Willpoweris re-duced to 0D, then the Jedi mayonly resist using Control/Perception. It takes one day torecover 1D of battering damage,or one hour per 1D if in Empti-nessor Rage.