New Force Powers

Acid Lash

Alter Power

Difficult.

Use of this power earns the character a Dark Side point.

This power creates an immaterial lash with highly corrosive properties. Use melee skill to attack with this lash. The lash itself grants a bonus of 1D+1 to attack; it does 6D acid damage upon impact. If the injured party is not doused or similarly assisted, the acid will continue to do 3D+2 damage each round for another 3 rounds as the acid continues to eat into the character's flesh. The lash lasts for up to 10 minutes before it dissolves and decays back into nothingness, though it may be dismissed prematurely.

Prequequisites: Injure/Kill, Decay

Alarm

Alter and Sense Power

Alter: Very Easy
Sense: Very Easy for 1 small item as trigger; Easy for 25 sq. ft. area; Moderate for 125 sq. ft.; Difficult for 500 sq. ft. area; Very Difficult for 1500 sq. ft. area; Heroic for 10000 sq. ft. area.

This power requires 5 rounds preparation, +1 round per additional person allowed to not set off the alarm.

This power effectively wards a selected and bounded area with an extension of the Jedi's senses. Whenever a living being not specified by the Jedi interacts with the affected item or area, an alarm is triggered inside the Jedi's mind. This effect will automatically and immediately wake the Jedi if he is sleeping at the time. An opponent may attempt to sneak into the area, rolling against the sense roll of the Jedi.

Alter Self

Control and Sense Power

Control: Easy for same sex, race, species; Moderate for one difference; Difficult for 2 differences; Heroic for all three.
Sense: Moderate. Modified by relationship and distance. Opposite penalties for distance.

This power allows the Jedi to change his appearance as desired. The alterations are mental only; no actual change in size, shape, etc. occurs. An Heroic control roll must be made to duplicate another person exactly, with additional penalties if the other person is a different sex, race, and/or species from the Jedi. Since the changes are in the mind of the observer only, sensor systems and droids are immune to this illusion.

This power can be kept up.

Anesthesia

Alter, Control, and Sense Power

Alter: Easy. Modified by relationship.
Control: Easy.
Sense: Moderate if willing; Very Difficult if unwilling.

This power puts a subject into a light trance. While in this trance, the subject retains only fuzzy and incoherent thought patterns. The subject feels no pain and is restricted to very simple answers (a few words) to straightforward questions. The subject can move very slowly (e.g., to point at an image or roll over) but will do so only when directed to do so by the Jedi.

Armor

Control Power

Easy for +1D; difficulty increases +3 for each additional pip desired.

This power grants the Jedi an additional die pool that may be split between physical and energy attacks. The armor granted stacks with any armor worn. Once allocated, the dice granted are fixed; any reallocation requires that the Jedi drop and reroll this power.

This power may be kept up.

Prerequisites: Absorb/Dissipate Energy

Avoidance

Alter Power

Moderate difficulty.

This power makes a single inanimate object physically repulsive to living beings. Only the Jedi himself will be able to interact with the object in question. Whenever anyone other than the Jedi approaches to a point closer than 2 meters from the object, either the person or the object (whichever has the smaller mass) is hurled bodily directly away from the object. Roll Dexterity against the Jedi's Avoidance roll to determine how far the person or object is thrown/pushed backwards. The smaller mass will travel 1 meter per point the Jedi's roll exceeded the Dexterity check, with a maximum of 20 meters. If the Dexterity check exceeds the Jedi's roll by more than 10 points, the person may slowly approach the object at the same rate (1 meter per point the his roll exceeded the Jedi's roll plus 10). If the Dexterity roll exceeds the Jedi's roll by less than 10 points, there is a stalemate, with neither item nor person moving away.

This power may be kept up.

Bafflement

Alter Power

Easy difficulty for 1 round; Difficult for 10 minutes; Very Difficult for 30 minutes; Heroic for 2 hours; resisted by target's Perception.

This power causes the affected target to mumble quietly to himself for the duration as he tries to make sense of utterly baffling sensory inputs that shut down his ability to respond to outside stimuli. No voluntary actions may be taken during this time (though the target may be led around gently, for example), and the target will appear to be considerably confused. If the target is attacked, however, the power's effect is immediately broken.

Blitz

Alter Power

Easy (straight pulse), Moderate (180-degree arc), or Very Difficult (360-degree arc)

This power fires a pulse, a 180-degree arc, or a 360-degree wave of pure force from the Jedi to a range of 20 meters, originating next to the Jedi. All creatures and objects within the area of effect must resist 3D stun damage; creatures must also roll Dexterity checks to maintain their footing (difficulty equal to the Jedi's check result). If a creature in the area of effect is knocked off its feet, it is also pushed back to the edge of the area of effect. Objects weighing less than 5kg/point rolled will also be flung to the edge of the area of effect.

Prerequisites: Absorb/Dissipate Energy

Block Force

Alter and Control Power

Alter: Opponent's roll.
Control: Opponent's roll.

Successful use of this power prevents the use of an opponent's Force power in a single round.

Breathe

Control Power

Very Easy for water and similar; Moderate for alcohols, methane, and similar; Very Difficult or harder for more toxic substances (ammonia, etc.).

This power allows a Jedi to breath substances other than oxygen-rich air as if he were operating in his standard atmospheric environment.

This power may be kept up.

Control Molecular Density

Control Power

Very Difficult.

This power allows the Jedi to alter the density of his body, essentially phasing some of his matter out temporarily. He becomes semi-transparent. All projectiles and solid-bodied melee attacks automatically miss, as do brawling attacks. Energy attacks are at -3D damage (minimum 1D). The Jedi can also walk on water or other liquids, albeit at half normal move. With difficulty, the Jedi can slowly pass his body through solid objects (though not shields of any type). Doing so requires 2 rounds for standard walls (longer for other, thicker or denser walls, at the GM's discretion) and expenditure of a Character Point.

This power may be kept up.

Prerequisites: Absorb/Dissipate Energy, Concentration, Resist Stun

Decay

Alter Power

Moderate difficulty. Must touch object being destroyed.

This power causes one object to decay as it naturally would given enough time. Objects that are particularly stable either require a proportionally higher roll or cannot be affected (at GM's discretion). The obliteration of the object takes 1 full round, but at the end of the round, the object disintegrates into dust, rust, or similar.

Prerequisites: Absorb/Dissipate Energy

Duplicate

Alter Power

Moderate difficulty for 1 duplicate; Very Difficult for 2; Heroic for 4 or 1 tangible.

This power creates an intangible duplicate of the Jedi. This duplicate looks and acts exactly like the Jedi but has no actual body. However, with an Heroic roll, one tangible duplicate can be made that has a -1D to all physical (melee) weapon damages and a -2 to all abilities. Any target can make a Very Difficult perception check to pick out the real Jedi.

This power may be kept up.

Prerequisites: Magnify Senses

Energy Web

Alter Power

Resisted by opponent's dodge roll + 10.

This power casts a net of energy at an opponent. The opponent suffers a 2D penalty to all physical skills while ensnared in the net; Force powers are dampened by 1D as well.

This power may be kept up.

Prerequisites: Absorb/Dissipate Energy

Fang

Alter Power

Very Easy, plus target's dodge. Modified by distance.

Use of this power earns the character a Dark Side point.

This power fires a solid projectile at a target for 1D+2 damage. For every 2 points of additional difficulty, the Jedi may add an additional pip to damage. As an additional option, multiple shots (up to 3) can be fired at a +5 per projectile. Additional difficulty allocated to increase damage works for all fired projectiles.

Glamer

Alter and Sense Power

Alter: Very Easy for 1 small item; Easy for 25 sq. ft. area; Moderate for 125 sq. ft.; Difficult for 500 sq. ft. area; Very Difficult for 1500 sq. ft. area; Heroic for 10000 sq. ft. area.
Sense: Difficult.

This power allows the Jedi to set up a preprogrammed (-5 sense difficulty) or reactionary (+5 sense difficulty) illusion in a given area. The illusion can be triggered by a sensed event, lying dormant until that event, or it may be constant. The illusion affects only living creatures and has a full range of sensory components (visual, auditory, tactile, olfactory, etc.). Viewers may roll a perception check against the Jedi's alter result to disbelieve the illusion, rendering it useless on that observer.

While the illusion may never cause actual damage, those convinced that the illusion is real will act in an appropriate manner should they be attacked by the illusion. A person "injured" or "killed" by the illusion will bear those wounds for the duration of the illusion so long as they remain within the designated area. However, injuries and death will last a maximum of one hour (or a maximum of ten minutes after the power is dropped by the Jedi).

This power may be kept up.

Invisibility

Control and Sense Power

Control: Easy. Modified by proximity with opposite order of penalties.
Sense: Difficult.

This power causes the Jedi to become invisible to others. He still leaves tracks, makes normal noises, etc.; only the visual signature of the Jedi is masked. This increases dodge by 2D. Targets can make a Very Difficult perception roll to catch a fuzzy outline of the Jedi, lowering the dodge bonus to 1D. This power also grants the Jedi +2D to any sneak rolls made against primarily visually-based creatures.

Sensor systems and droids are immune to the effects of Invisibility.

This power may be kept up.

Pyrokinesis

Alter Power

Difficulty 5, modified by distance and "combustibility."

This power allows a Jedi to use his telekinetic abilities to impart energy to the individual molecules making up an object, heating it. Specific uses of this power are to some extent at the GM's discretion, as it can be used to heat an item or area or start a fire. Heating an area starts at a +10 difficulty for around 10 cubic meters (heating from "cold" to "habitable", for example). Lighting a fire may range from a +5 difficulty for highly flammable materials to a +20 for highly resistant materials. This power cannot be used on living tissue.

Prerequisites: Telekinesis

Remove Force Imprint

Alter and Sense Power

Alter: Moderate.
Sense: Moderate.

This power requires a significant time investment, but it removes the Force imprint left on an item by Force users. Successful use of this power adds the result of the user's Alter roll to the difficulty for other Jedi to successfully Sense Force on the affected area or item.

A small item requires an investment of 1 hour to cleanse or mask. A room requires a day. An area the size of a small ship or building requires a week or more. Larger areas require multiple Jedi working in concert or a significant investment of time by one Jedi (months or even years, at the GM's discretion). While the Jedi is cleansing an item or area, he may eat, sleep, and meditate, but he may not pursue any other distractions or he will have to start over.

Prerequisites: Sense Force

Strengthen Object

Alter Power

Easy for +1D, with each step granting an additional +1D; modified further by the size of the item to be affected (handheld items at +0, +10 for 1 cubic meter, +20 for 2 cubic meters, and +30 for 4 cubic meters).

This power reinforces the internal structure ("hardness") of a given item. The object maintains the same physical characteristics, but it becomes much harder to break, dissolve, disintegrate, etc. The material in question is granted additional Body dice per the above rules. This power may only be used on inanimate matter, not on living tissue.

This power may be kept up.

Prerequisites: Telekinesis

Wilting

Alter Power

Very Difficult. Modified by distance.

Use of this power earns the character a Dark Side point.

This power draws the moisture out of a creature's body, injuring it painfully. The affected creature takes one level of damage and is stunned and unable to move for 1 round. An additional 2-pip penalty is taken to all subsequent actions due to dehydration and resulting weakness.

Prerequisites: Control Another's Disease, Injure/Kill


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