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Ah, the secret page for force users and their powers and skills, which are similar to Psionics and the Deryni. However, somewhat different as well. But they are affected by Merasha just as other Psi-users are affected.
Force Skills
- Control [VH]
- Sense [VH]
- Alter [VH]
Force Powers
- Control Powers
- Absorb/Dissipate Energy
- Difficulty: Very Easy: sunburn; Easy: intense sun; Moderate: solar wind; Difficult: radiation.
- Keep up?: Yes
- Description /Notes: The power may not be kept up for blaster bolts or Force Lightning. The Adept must be able to activate this power in the same round as the blaster bolts or Lightning, and must be able to activate it before the attack, in order to absorb that energy.
- Accelerate Healing
- Difficulty: Easy: wounded; Moderate: incapacitated; Difficult: mortally wounded.
- Keep up?: No
- Description /Notes: Time to use: 1 minute. The Adept may make two natural healing rolls, with a +2 modifier to each roll.
- Concentration
- Difficulty: Easy: if the Adept is calm and at peace; Difficult: if the Adept is filled with fear and aggression; Very Difficult: if the Adept is acting on negative emotions (to be decided by the GM).
- Keep up?: No
- Description /Notes: The Adept may add +4D to any one action but may not do anything else, including duplicate uses of the same skill, dodge, or parries. The power may be used in conjunction with Force or Character points.
- Control Pain
- Difficulty: Very Easy: stunned or wounded; Easy: incapacitated; Difficult: mortally wounded.
- Keep up?: Yes
- Description /Notes: If the Adept is wounded again, s/he must make another roll using the difficulty level of the new wound.
- Contort/Escape
- Difficulty: Easy: loose bonds; Easy: hand binders; Moderate: "serious" restraints; D-Heroic: maximum security (at GM’s discretion).
- Keep up?: No
- Description /Notes: Requires: Concentration, Control Pain, Enhance Attribute.
- Control Disease
- Difficulty: Very Easy: mild infection (common cold); Easy: modest infection (severe flu); Moderate: severe illness (gangrene); Difficult: life-threatening disease; Very Difficult: massive, long-standing disease; Heroic: rapid-acting, life-threatening disease.
- Keep up?: No
- Description /Notes: Time to use: 30 minutes to multiple uses over several months. If the disease is life-threatening or long-standing, the Adept must make repeated attempts over the course of several weeks or moths (at GM’s discretion).
- Detoxify Poison
- Difficulty: Very Easy: very mild poison (alcohol); Easy: mild poison; Moderate: average poison; Difficult: virulent poison; VD-Heroic: neurotoxin.
- Keep up?: No
- Description /Notes: Time to use: 5 minutes.
- Emptiness
- Difficulty: Moderate: to begin using skill; Difficult: to come out of skill.
- Keep up?: No
- Description /Notes: Requires: Hibernation Trace. Not usable by Dark Adept. Adept are difficult to sense or affect with the Force. Add the Emptiness roll to any Difficulty number to sense or affect Adept. The Adept receives a +6 bonus to all Force skills for the same length of time as was spent in Emptiness, reduced by 1 or each Dark Side point the Adept has. The Adept must state how long s/he wishes to remain in Emptiness, and s/he may make a roll to come out of it every hour past his/her "return" time, or if s/he is wounded.
- Enhance Abilities
- Difficulty: Moderate.
- Keep up?: No
- Description /Notes: Only one attribute may be enhanced at a time. The duration can be extended by one round for every character point spent:
- Roll Wins By: Raise by: Duration:
- 0-13 +1D 3 rounds
- 14-25 +2D 2 rounds
- 26+ +3D 1 round
- Force of Will
- Difficulty: Easy
- Keep up?: Yes
- Description/Notes: Power allows Adept to use Willpower to help fight any Force power that is either telekinetic or mind based. The combined roll (Willpower + either Control of Perception) is the protection number (PN). If the attack fails to beat the Control (or Perception) roll, play as normal. If it beats the Control but not the PN, the attack fails, but the Adept loses –1D from Willpower and the PN must be rerolled. The power cannot be used if the Adept’s Willpower’s drops below 1D. It takes one day, or one hour in Emptiness to regain 1D of Willpower damage. This power does not protect against Force Storms, Force Lightning, or any object hurled by Telekinesis; Force of Will works
- Hibernation Trance
- Difficulty: Difficult.
- Keep up?: Yes
- Description/Notes: The Adept must declare what will cause him/her to wake up. Healing may be done while in the trance, but no other skills may be used. The Adept can hibernate for up to one month in a wet climate or one week in a dry climate before dying of thirst. Another Adept with the Sense skill or Life Detection power would be able to detect that the hibernating Adept is alive.
- Instinctive Astrogation Control
- Difficulty: Very Difficult.
- Keep up?: No
- Description/Notes: Astrogation modifiers: Very Easy: 0; Easy: +5; Moderate: +10; Difficult: +15; Very Difficult: +20; Heroic: +30. If the roll is successful, the astrogation roll is VE. If the roll fails, the astrogation roll is Very Difficult and is Heroic if the roll misses by more than 5.
- Rage
- Difficulty: Difficult.
- Keep up?: No
- Description/Notes: Requires: Hibernation Trance. Only usable by Dark Adept. Use of this power gives the user a Dark Side Point. The Adept must say how long s/he wishes to stay in Rage; s/he receives a +1D bonus to all Force powers, but he must roll every four hours and s/he takes 1D damage for every two hours spent in Rage. Rage adds its roll to any difficulty rolls for any Force powers used against Adept, who dehydrate twice as fast and suffer a –1D to Strength if attacked. Any physical contact
- Reduce Injury
- Difficulty: Moderate: incapacitated; Difficult: mortally wounded; Very Difficult: dead.
- Keep up?: No
- Description/Notes: The Adept loses a Force point when using this skill, but any injury suffered is reduced to wounded. If the original injury would have killed the Adept, a permanent injury is suffered. It is possible to regain this Force point.
- Remain Conscious
- Difficulty: Easy: stunned; Moderate: incapacitated; Difficult: mortally wounded.
- Keep up?: No
- Description/Notes: Requires: Control Pain. The Adept may complete any additional action (such as Control Pain) but will quickly fall unconscious unless something else is done to remain conscious.
- Remove Fatigue
- Difficulty: Moderate
- Keep up?: Yes
- Description/Notes: Requires: Accelerate Healing, Control Pain. The Adept must make a Stamina check once a day but is allowed two failures before becoming fatigued. If fatigued, the Adept suffers a –1D penalty (like a wound) for 1D hours.
- Resist Stun
- Difficulty: Moderate
- Keep Up?: Yes
- Description/Notes: Time to Use: 1 minute. The Adept can resist the effects of all stuns until knocked unconscious or a wound is suffered. An "unconscious" result is reduced to "stun."
- Short-Term Memory Enhancement
- Difficulty: Difficult
- Keep up?: No
- Description/Notes: Requires: Hibernation Trance. This power is used to alert the Adept to info, items, other characters, or anything else that passed before his/her senses within a specific span of time:
- Roll Wins By: Memory From:
- 0-8 Current episode
- 91-20 Up to last episode
- 21+ Last two episodes
- Sense Powers
- Beast Languages
- Difficulty: Easy: domesticated/friendly (ex.: bantha); M-Difficult: wild but non-predatory (ex.: tauntaun); VD-Heroic: ferocious/predatory (ex.: rancor).
- Keep up?: No.
- Description/Notes: Requires: Receptive Telepathy, Projective Telepathy; Translation. This power subtracts 2D from the any riding beasts’ Orneriness code, to a minimum of 0D.
- Combat Sense
- Difficulty: Moderate; +3 to the difficulty for each additional enemy.
- Keep up?: No
- Description/Notes: Requires: Danger Sense, Life Detection. The Adept may choose when to act in the combat round (if two or more Adept wish to act, the one with the higher roll goes first). Adept’s attack and defense rolls are at +2D. The power lasts for 10 combat rounds and does not count as an action.
- Danger Sense
- Difficulty: Moderate or the attackers’ Control roll.
- Keep up?: Yes
- Description/Notes: Requires: Life Detection. The Adept can never be surprised; anyone wishing to attack the Adept must declare so beforehand. Any attackers with Force powers may roll their Control skill to increase the difficulty number, almost like a Dodge roll.
- Instinctive Astrogation Sense
- Difficulty: Moderate
- Keep up?: No
- Description/Notes: Requires: Magnify Senses. Astrogation modifiers: Very Easy: 0; Easy: +5; Moderate: +10; Difficult: +15; Very Difficult: +20; Heroic: +30. If the roll is successful, the astrogation roll is E. If the roll fails, the astrogation roll is Very Difficult and is Heroic if the roll misses by more than 5.
- Life Detection
- Difficulty: Very Easy: subject is Force-sensitive; Moderate: subject is not Force-sensitive.
- Keep Up?: Yes
- Description/Notes: The Adept knows the location of all sentient beings within 10 meters. The Adept must make a Sense roll versus the target’s Control or Perception to detect the being (this does not count as an action). If the Adept beats the roll by 10 or more points, s/he may learn if the subject has Force powers or not, is Force-sensitive or not, if they have met before and if so, the subject’s identity.
- Life Sense
- Difficulty: VE, modified by the relationship and proximity to the Adept
- Keep Up?: Yes
- Description/Notes: Power can be used to sense a target’s physical condition. The target may use the Control skill to hide his/her identity from the Adept; the resulting number would be added to the Adept’s difficulty number.
- Life Web
- Difficulty: Very Easy: population in tens of billions; Easy: population in billions; Moderate: population in hundreds of millions; Difficult: population in tens of millions; Very Difficult: population in millions; Heroic: population in hundreds of thousands.
- Keep up?: No.
- Description/Notes: Requires: Life Detection, Life Sense, Sense Force. Time to Use: 2 days (or more). The Adept must choose a specific species as a specialization; each one after the first costs three character points. The Adept must be familiar with the species. If successful, the Adept can sense a general direction of the population, and if the roll beats the target by 10, also the approximate distance. This power cannot detect populations of beings numbering less than 100,000. The Adept may add an additional +2D to his/her roll for each additional two days of continuous concentration.
- Magnify Senses
- Difficulty: Very Easy, modified by proximity.
- Keep Up?: No
- Description/Notes: Time to Use: 3 rounds. This power increases the effectiveness of the Adept’s normal senses, and allows him/her to perceive things that would otherwise be impossible without artificial means.
- Merge Senses
- Difficulty: Moderate, modified by proximity.
- Keep up?: No
- Description/Notes: This allows the Adept to perceive things through an animal’s senses. The Adept must make a Sense roll against the target’s Willpower. Releasing the creature requires a Moderate roll. The Link can also be broken by the death of either the Adept or the creature. If the creature suffers any damage or dies during the meld, the Adept takes half damage.
- Receptive Telepathy
- Difficulty: Very Easy: friendly, non-resisting targets; otherwise roll either the target’s Control or Perception, modified by proximity and relationship.
- Keep Up?: Yes
- Description/Notes: The Adept can read the surface thoughts and emotions of target. If the Adept’s roll is double the difficulty, the s/he can sift through any memory no older than 24 hours. The Adept is able to read the minds of more than one target, but each counts as an action. This power does not work on Droids.
- Sense Force
- Difficulty: Moderate: area; Difficult: sensing details or specific objects within the area, modified by proximity and relationship.
- Keep Up?: Yes
- Description/Notes: This power will tell the Adept the magnitude of the Force in an area or object and if it tends toward the Light or Dark side. The power cannot be used to detect sentient beings.
- Sense Force Potential
- Difficulty: Moderate: friendly, non-resisting targets; M (with Perception or Control, whichever is higher) for an unwilling subject.
- Keep up?: No
- Description/Notes: Requires: Life Detection, Life Sense, Receptive Telepathy, Sense Force. Time to Use: 6 rounds. This power determines whether or not a target has the potential to become strong in the Force. The magnitude of "shield" backlash depends on the target’s strength in the Force.
- Sense Path
- Difficulty: Moderate
- Keep up?: Yes
- Description/Notes: This power informs the Adept if his current actions will lead him to the Dark Side, or if any specified future actions will do so. This acts much like the Farseeing power, but without any control. The GM has reign to use this power as s/he sees fit.
- Shift Sense
- Difficulty: Moderate: simple phenomenon (ex.: heat); Difficult: uncommon phenomenon (ex.: comlink frequencies); complex phenomenon (ex.: Tibanna Gas).
- Keep up?: Yes.
- Description/Notes: Requires: Magnify Senses. The power allows the Adept to shift his senses to detect phenomena of a different type than normal. This does count as an action.
- Translation
- Difficulty: Moderate: humans and aliens; Difficult: droids.
- Keep up?: Yes
- Description/Notes: Requires: Projective Telepathy, Receptive Telepathy. The Adept must first either hear the target speak or see the words in written form before the language can be translated. Note that the Adept doesn’t really know the language.
- Weather Sense
- Difficulty: Easy: if the Adept has lived in the area for more than 1 year; Moderate: if the Adept has lived in the area for one-half to one full year; Difficult: if the Adept has lived in the area for one month to one-half a year; Very Difficult: if the Adept has lived in the area for less than one month, modified for proximity and local conditions.
- Keep up?: Yes
- Description/Notes: This power can be used to predict the behavior of atmospheric phenomena. The power doesn’t really work for quick predictions, however. The prediction lasts for four hours but the difficulty increases if the Adept wishes to make a longer forecast.
- Alter Powers
- Bolt of Hatred
- Difficulty: Moderate
- Keep up?: No
- Description/Notes: Use of this power gives the user a Dark Side Point. The Adept must make a Thrown Weapons roll with a +2D bonus to hit any single target within his line-of-sight. The target suffers 6D damage and loses a Character Point.
- Dark Side Web
- Difficulty: Difficult
- Keep up?: Yes
- Description/Notes: Use of this power gives the user a Dark Side Point. The target loses a number of Force skill dice up to the number of the Adept’s Alter dice (round down; no pips). The penalty may be broken in any way between the Control, Sense, and Alter powers of the target, and the target’s Strength may be reduced as well.
- Injure/Kill
- Difficulty: Target’s Control or Perception
- Keep Up?: No
- Description/Notes: Use of this power gives the user a Dark Side Point. The Adept must touch the target in order to use the power (requiring a successful Brawling roll in that same round). Damage is the power’s roll versus the target’s Control or Perception.
- Telekinesis
- Difficulty: Very Easy: Objects weighing one kilo or less; Easy: objects weighing 1-10 kilos; Moderate: objects weighing 12-100 kilos; Difficult: objects weighing 101 kilos to one metric ton; Very Difficult: objects weighing 1001 kilos to ten metric tons. For each addition 10 meters moved per round, add +5 to the difficulty. The difficulty also increases if the object isn’t moving in a simple fashion or a straight line (+1 - +5 for gentle turns, +6 - +10 for easy maneuvers, +11 - +25 for complex maneuvers.
- Keep Up?: Yes
- Description/Notes: The object may be moved at up to ten meters per round with no additional penalty to the difficulty. The object can be used to attack other characters with, but this gives the user a Dark Side Point. Damage is as follows:
- Weight Damage
- Less than 1 kilo 1D
- 1-10 kilos 2D
- 11-100 kilos 4D
- 101 kilos-1 ton 3D (speeder scale)
- 1-10 tons 3D (starfighter scale)
- 11-100 tons 5D (starfighter scale)
- The power may be used to levitate the Adept and others. Any target may resist by adding their Control or Perception to the Adept’s difficulty. Use the Control skill against the target’s dodge; if the target doesn’t wish to dodge, the difficulty is Easy. The Adept can lift several objects at once, but each object counts as an action and requires a separate skill roll. Telekinesis can also be used as a primitive space drive in emergencies.
- Control + Sense Powers
- Farseeing
- Difficulty: Control Difficulty: VE, modified by proximity. Add +5 to +2- to the difficulty when seeing into the past. And +10 to +30 when seeing into the future. Sense Difficulty: VE if the target is not resisting. Otherwise the target’s Control or Perception. This is modified by relationship.
- Keep up?: No
- Description/Notes: Requires: Life Sense, and calm conditions. Time to Use: 1 minute. The power allows the Adept to view either a place or a person, in any situation, be it current, past, or future.
- Roll Wins By: Sense Diff. Past/Present/Future
- 0-10 50% 10% - basic info, half correct
- 11-20 75% 25% - accurate, but missing a major detail
- 21-30 90% 50% - very accurate and detailed
- 31+ 100% 75% - accurate with even minor details
- Life Bond
- Difficulty: Control Difficulty: Moderate. Sense Difficulty: See below.
- Keep up?: Yes
- Description/Notes: Requires: Life Detection, Life Sense, Magnify Senses, Receptive Telepathy. Adept may use this power to form a telepathic link with another individual. The amount of information learned depends on the results of the Sense roll:
- Roll Made Information Learned
- Easy The Adept is aware of the partner’s general location and emotional state
- Moderate The Adept can experience the other’s current sensation, but if the partner is injured, the Adept takes a wound one level lower
- Difficulty The Adept is telepathically linked and can read their partner’s surface thoughts (as per Receptive Telepathy)
- Very Difficult The Adept can send thoughts to his/her partner (like Projective Telepathy)
- Lightsaber Combat
- Difficulty: Control difficulty: Moderate. Sense difficulty: Easy.
- Keep Up?: Yes; the power remains "up" until the Adept is stunned or injured.
- Description/Notes: This power adds the Adept’s Sense dice, including pips, to the Lightsaber skill roll if attacking or parrying. The Adept can also add or subtract up to the number of Control dice, including pips, to the lightsaber’s normal damage; this must be declared before the damage dice are rolled. This power can also be used to parry blaster bolts, but the Adept must declare that action. Blaster bolts may be controlled to use to attack if the parry is successful. The Adept must make a Control roll with the difficulty being the target’s Dodge or range. Damage is the same as if the Adept was firing the blaster.
- Projective Telepathy
- Difficulty: Control difficulty: Very Easy, increased by +5 - +10 if the Adept can’t verbalize the message; modified by proximity. Sense difficulty: Very Ease, if the target doesn’t resist. Otherwise the difficulty is the target’s Control or Perception. This is modified by the relationship.
- Keep Up?: No
- Description/Notes: Requires: Receptive Telepathy. This power allows the Adept to communicate with the target’s mind. The Adept must identify him/herself or else the target won’t know who is projecting the thoughts.
- Control + Alter Powers
- Accelerate Another's Healing
- Difficulty: Control difficulty: Very Easy, modified by relationship. Alter difficulty: Very Easy.
- Keep Up?: No
- Description/Notes: Requires: Control Another’s Pain. Time to Use: 1 minute. The Adept may use this power to give a target two extra healing rolls as detailed in the Control Healing power. The Adept must touch the target.
- Aura of Uneasiness
- Difficulty: Control Difficulty: Easy, modified by proximity. Alter Difficulty: Easy.
- Keep up?: Yes
- Description/Notes: Use of this power gives the user a Dark Side Point. This power allows the Adept to project a field of vague discomfort and unease around him, causing all non-sentient creatures to go out of their way to avoid him.
- Control Another’s Disease
- Difficulty: Control Difficulty: Very Easy, modified by relationship. Alter Difficulty: Very Easy.
- Keep up?: No
- Description/Notes: Requires: Control Another’s Pain, Control Pain. Time to Use: 1 minute. The Adept may use this power to cure a target of a disease, using the same rules and conditions in the Control Disease power. The Adept must be able to touch the power.
- Control Another's Pain
- Difficulty: Control difficulty: Very Easy, modified by relationship and proximity. Alter difficulty: Easy: wounded target; Moderate: incapacitated; Difficult: mortally wounded.
- Keep Up?: Yes
- Description/Notes: Requires: Control Pain. This power allows the Adept to help the target control their pain, like the power Control Pain. The Adept must be able to touch the target.
- Control Breathing
- Difficulty: Control Difficulty: Moderate. Alter Difficulty: Very Difficult.
- Keep up?: Yes; the power remains up until the Adept takes incapacitating damage or drops it.
- Description/Notes: Requires: Concentration, Hibernation Trace, Telekinesis. This power allows the Adept to control the amount of oxygen flowing into his body. The Power allows the Adept to breathe underwater and such. In game terms, it negates the need for a breath mask, mechgill, or any rebreather gear. However, the power does not work in space or in a vacuum.
- Detoxify Poison in Another
- Difficulty: Control Difficulty: Very Easy, modified by relationship. Alter Difficulty: Very Easy: very mild poison (alcohol); Easy: mild poison; Moderate: average poison; Difficult: virulent poison; VD-Heroic: neurotoxin.
- Keep up?: No
- Description/Notes: Requires: Accelerate Healing, Accelerate Another’s Healing, Control Pain, Control Another’s Pain, Detoxify Poison. This allows the Adept to remove or detoxify a poison from a target like the power Detoxify Poison. The Adept must remain in physical contact with the target, who is considered to be immune to the poison’s normal effects.
- Electronic Manipulation
- Difficulty: Control Difficulty: Easy: non-sentient machines; Moderate: sentient machines; Difficult: hostile, sentient machines; this is modified for proximity. Alter Difficulty: Easy: slight alterations; Moderate: significant programming changes; Difficult: major reprogramming.
- Keep up?: No
- Description/Notes: Requires Absorb/Dissipate Energy, Affect Mind. Use of this power gives the user a Dark Side Point. The Adept, using this power, can channel his anger into the circuits of a computer, droid, or machine, and reprogram it by manipulating its physical and electrical components. Note that only existing programming can be altered; the machine may not be given programming it doesn’t have.
- Feed on Dark Side
- Difficulty: Control Difficulty: Moderate when first activated, and Very Easy each round afterwards. Alter Difficulty: Moderate when first activated; no additional rolls needed.
- Keep up?: Yes
- Description/Notes: Requires: Sense Force. Use of this power gives the user a Dark Side Point. This allows the Adept to feed off a foe’s anger, fear, and hatred, or other negative emotions in order to become stronger. In game turns, any round in which the Adept’s opponents gain a Dark Side Point, the Adept gains both a Dark Side Point and a Force Point. The Force Point must be spent within 5 minutes of being received.
- Force Lightning
- Difficulty: Control Difficulty: Difficult, modified by proximity and line-of-sight. Alter Difficulty: Control or Perception of target.
- Keep up?: No
- Description/Notes: Use of this power gives the user a Dark Side Point. This produces bolts of white or blue energy that fly from the Adept’s fingertips like sorcerous lightning. The energy can be Force repelled by using the powers Absorb/Dissipate Energy or Lesser Force Shield. Armor does not protect the target. The Lightning does 1D of damage for every 2D the Adept has in his/her Alter skill, rounded down.
- Inflict Pain
- Difficulty: Control Difficulty: Very Easy, modified by proximity. Alter Difficulty: target’s Control or Perception roll, modified by proximity.
- Keep up?: No
- Description/Notes: Requires: Control Pain, Life Sense. Use of this power gives the user a Dark Side Point. The target of this Power experiences great agony. The damage inflicted is the Adept’s Alter roll against the target’s Control, Perception, or Willpower. If the target suffers any damage, s/he is so crippled with pain that s/he may not act for the remainder of that round and for the entire next round.
- Place Another in Hibernation Trance
- Difficulty: Control Difficulty: Very Easy, modified by relationship. Alter Difficulty: Very Easy, modified by proximity.
- Keep up?: No
- Description/Notes: Requires: Hibernation Trance. Time to Use: 5 minutes. The power allows the Adept to put a target into a trance like the one the Hibernation Trance power creates. The Adept must touch the target, who must be willing (this power cannot be used as an attack to shut someone down). The power can also be used to bring someone out of a Hibernation Trance, but the Alter difficulty is increased by +10.
- Remove Another’s Fatigue
- Difficulty: Control Difficulty: Easy. Alter Difficulty: Moderate, modified by proximity and relationship.
- Keep up?: No
- Description/Notes: Requires: Accelerate Healing, Accelerate Another’s Healing, Control Pain, Control Another’s Pain, Remove Fatigue. This allows the Adept to remove the effects of fatigue in another being like the power Remove Fatigue. However, unlike that power, the Adept must wait until the target is actually fatigued before offering assistance.
- Return Another to Consciousness
- Difficulty: Control difficulty: Easy, modified by proximity and relationship. Alter difficulty: Easy: incapacitated targets; Difficult: mortally wounded targets.
- Keep Up?: No
- Description/Notes: Requires: Remain Conscious. This power allows the Adept to revive another being from unconsciousness, and has the same restrictions as imposed by the power Remain Conscious.
- Transfer Force
- Difficulty: Control difficulty: Easy, modified by proximity and relationship. Alter difficulty: Moderate.
- Keep Up?: No
- Description/Notes: Time to Use: 1 minute. Using Transfer Force, a Adept can save a mortally wounded character from dying. This requires the expenditure of a Force Point, but as this is considered a heroic act the Point will be returned at the end of the adventure. The target will remain mortally wounded but will not die unless wounded again. The target also to be in a state of hibernation and will stay alive in this state for up to six weeks. The target must be willing.
- Waves of Darkness
- Difficulty: Control Difficulty: Moderate: 1-2 meters; Difficult: 3-10 meters; Very Difficult: 11-20 meters; Heroic:21-30 meters. Alter Difficulty: Moderate: 1-2 meters; Difficult: 3-10 meters; Very Difficult: 11-20 meters; Heroic:21-30 meters.
- Keep up?: Yes
- Description/Notes: Use of this power gives the user a Dark Side Point. The Adept can channel his/her anger into an expanding sphere of Dark Side energy, causing anyone caught in the sphere to feel confused and, later, to flee in terror. In game terms, anyone entering the area must make a Willpower or Control roll against the Adept’s Control roll for activating the power. Failure means the target can’t take any action in the current round or in the next and must flee the next round. Success means that the target merely is confused and can only take one action per turn until leaving the area of energy.
- Sense + Alter Powers
- Dim Other’s Senses
- Difficulty: Alter Difficulty: target’s Control or Perception roll. Sense Difficulty: Easy, modified by proximity.
- Keep up?: Yes
- Description/Notes: This power greatly reduces the Perception of the target. If successful, the target’s Perception and all related skills are reduced as follows:
- Alter Roll Wins By Reduce Perception By
- 0-5 -1 pip
- 6-10 -2 pips
- 11-15 1D
- 16-20 2D
- 21+ 3D
- Force Wind
- Difficulty: Alter Difficulty: Moderate: 5 meters; Difficult: 10 meters; Very Difficult: 15 meters. Sense Difficulty: Moderate.
- Keep up?: Yes
- Description/Notes: Requires: Magnify Senses, Shift Sense, Telekinesis. This allows the Adept to channel air currents into a powerful tornado. The tornado does a number of dice in damage equal to the Adept’s Alter dice to anyone within range.
- Lesser Force Shield
- Difficulty: Alter Difficulty: Moderate. Sense Difficulty: Easy.
- Keep up?: Yes
- Description/Notes: Use of this power gives the user a Dark Side Point. Requires: Absorb/Dissipate Energy, Concentration, Magnify Sense, Telekinesis. This power allows the Adept to surround himself with a Force-generated shield. The shield can repel both energy and physical matter, even down to the molecular level. The shield acts as a STR+1D armor, with no Dexterity penalty, against all energy and physical attacks, including non-directional attacks like gas clouds and grenades.
- Control + Sense + Alter Powers
- Affect Minds
- Difficulty: Control difficulty: Very Easy: perceptions; Easy: memories; Moderate: conclusions. Modified by proximity. Sense difficulty: target’s Control or Perception. Alter difficulty: Very Easy: slight misrepresentations, minor changes to distant memories, or if the target doesn’t care about the conclusion; Easy: brief, visible phenomena, memories less than a year old, or if the target has only minor feelings about the conclusion. Moderate: short hallucinations, memories that are less than a day old, or if the target has strict orders about the conclusion; Difficult: Slight disguises to facial features, hallucinations which affect more than one sense, memories less than a minute old, or if the target considers the conclusions very important; Very Difficult: hallucinations which affect all the senses, if memory change is major or if the logic is absolutely clear and coming to the wrong conclusion is virtually impossible.
- Keep Up?: No
- Description/Notes: This power is used to permanently alter the target’s memories so that s/he either fails to remember something correctly or fails to remember something at all. The power can also be used to alter a target’s judgements so that he comes to an incorrect conclusion. The Adept must describe exactly the effect s/he is looking for. Affect Mind is normally used only on one target; multiple targets can only be affected with multiple uses of the power. This power does not effect droids or recording devices.
- Battle Meditation
- Difficulty: Control Difficulty: Very Easy: 1-2 targets; Easy: 3-20 targets; Moderate: 21-100 targets; Difficult: 101-1,000 targets; Very Difficult: 1,001-10,000 targets; Heroic: 10,001+ targets. Sense Difficulty: Very Easy: 1-2 targets; Easy: 3-20 targets; Moderate: 21-100 targets; Difficult: 101-1,000 targets; Very Difficult: 1,001-10,000 targets; Heroic: 10,001+ targets. Alter Difficulty: Very Easy: 1-2 targets; Easy: 3-20 targets; Moderate: 21-100 targets; Difficult: 101-1,000 targets; Very Difficult: 1,001-10,000 targets; Heroic: 10,001+ targets.
- Keep up?: Yes
- Description/Notes: Time to Use: 5 minutes. This power has two possible effects. A Adept may force enemies to turn on each other, or, the Adept may strengthen his/her allies and, at the same time, weaken his/her enemies. The Adept may only use this power on or after the first round of combat, and s/he must state which effect will be used. If attempting to turn enemies against each other: the Adept’s highest skill roll is the difficulty number that the targets must beat to avoid the effect. Failure means that they must attack each other for as long as the power remains in effect. If attempting to change the tide of battles: The Adept’s enemies lose 1D for every 4D in the Adept’s highest Force skill in a specified attribute; the Adept’s allies receive a bonus of likewise amount in a specified attribute.
- Control Mind
- Difficulty: Control Difficulty: Moderate, modified by relationship. Force sensitive targets may make a Control or Perception roll. Sense Difficulty: Easy: the Adept has turned to the Dark Side; Moderate: The Adept is on the Light Side, modified by proximity. Alter Difficulty: as follows:
- Dark Side Adept Light Side Adept
- # of targets Willing target Non-willing target # of targets Willing target Non-willing target
- 1 Very Easy Easy 1 Moderate Difficult
- 2 Easy Moderate 2 Difficult Very Difficult
- 3 Moderate Difficult 3 Very Difficult Heroic
- 4-5 Difficult Very Difficult
- 6-8 Very Difficult Heroic
- If the Adept attempts to control more than one Force sensitive target at a time, add +1 to the difficulty for each die of either Control or Perception, whichever is greater.
- Keep up?: No
- Description/Notes: Use of this power gives the user a Dark Side Point. This power turns the targets into puppets who must obey the Adept’s will. Force users may actively resist by making a Control or Perception roll, and anyone with Force Points may resist by rolling Perception. This power cannot be used to control droids or computers, and it may be dropped without a roll at any time.
- Create Force Storms
- Difficulty: Control Difficulty: Heroic. Sense Difficulty: Heroic. Alter Difficulty: Heroic, modified by proximity. Also modified by diameter of the storm: 100 meters or less: +5; 101 meters to 1 kilometer: +10; 1,001 meters to 2 kilometers: +15; and +2 for each additional kilometer. The Adept must make Heroic rolls each round to control the storm, and if the roll is less than Very Difficult, the storm dissipates.
- Keep up?: No
- Description/Notes: Use of this power gives the user a Dark Side Point. Requires: Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Rage, Instinctive Astrogation, Sense Force, Telekinesis, Farseeing, Projective Telepathy. This power allows the Adept to twist the space-time continuum to create a destructive storm of Force energy. The Adept must determine the diameter and amount of damage, in capital scale, of the storm. If s/he fails any of his/her rolls, the storm is summoned with the desired damage, but it attempts to consume the summoner. At a Heroic difficulty, the Adept can attempt unusual maneuvers with the storm, such as creating a vortex to draw unwary victims to a specified point. If the Adept is destroyed, the storm dissipates within minutes.
- Doppelganger
- Difficulty: Control Difficulty: Very Difficult. Sense Difficulty: Very Difficult. Alter Difficulty: Heroic.
- Keep up?: Yes
- Description/Notes: Use of this power gives the user a Dark Side Point. Requires: Control Pain, Emptiness, Life Detection, Life Sense, Magnify Senses, Telekinesis, Receptive Telepathy, Sense Force, Projective Telepathy, Control Another’s Pain, Transfer Force, Affect Mind, Dim Other’s Senses. Time to Use: 5 minutes. This allows the Adept to create a duplicate of him/herself, which acts with half the skill dice of the original. The doppelganger is an illusion, but it seems real and registers as normal on all droid video and audio. The Adept can employ all his/her normal senses through the doppelganger; S/he must roll every five minutes to maintain the doppelganger. If it is killed, it simply fades into nonexistence.
- Drain Life Energy
- Difficulty: Control Difficulty: Easy. Sense Difficulty: Easy, modified by proximity. Alter Difficulty: Easy.
- Keep up?: Yes
- Description/Notes: Use of this power gives the user a Dark Side Point. Requires: Control Pain, Life Detection, Life Sense, Magnify Senses, Sense Force, Remove Fatigue, Control Another’s Pain. This allows the Adept to draw power from nearby non-sentient beings. As long as the power is up, the Adept will not fatigue or require sleep. This power may not be used to draw energy from sentient beings.
- Drain Life Essence
- Difficulty: Control Difficulty: Very Difficult, modified by relationship (+30 for close relatives, nothing for strangers). Sense Difficulty: Very Easy: 1-5 targets; Easy: 6-50 targets; Moderate: 51-1,000; Difficult: 1,001-50,000 targets; Very Difficult: 50,001-1 million targets; Heroic: 1,000,001-10 million targets. Alter Difficulty: Easy: willing targets; Difficult: apathetic targets; Heroic: enemies; add +10 for anyone imbued with the Light Side of the Force.
- Keep up?: Yes
- Description/Notes: Use of this power gives the user a Dark Side Point. Requires: Control Pain, Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Farseeing, Projective Telepathy, Control Another’s Pain, Transfer Force, Affect Mind, Control Mind, Dim Another’s Senses. This power allows the Adept to draw life energy from others, and channel the negative effects of the Dark Side into those victims. The Adept must roll for the power once per day, and it is considered to be up at all times. The amount of energy drawn depends on the number of targets and the length of time they have been drained:
- Targets drained for less than one week or longer than one month Targets drained for longer than one week and less than one month
- 1-5: 1 Force Point per week 1-5: 1 Force Point every 5 days, +1D to all Force skills
- 6-50: 1 Force Point every 5 days 6-50: 1 Force Point every 3 days, +2D to all Force skills
- 51-1,000: 1 Force Point every 3 days 51-1,000: 1 Force Point every 2 days, +3D to all Force skills
- 1,001-50,001: 1 Force Point every 2 days 1,001-50,000: 1 Force Point every day, +3D+2 to all Force skills
- 50,001-1 million: 1 Force Point every day 50,001-1 million: 1 Force Point every 12 hours, +4D to all Force skills
- 1,000,001-10 millions: 1 Force point every 12 hours 1,000,001-10 million: 1 Force Point every 6 hours, +4D+2 to all Force skills
- Enhance Coordination
- Difficulty: Control Difficulty: Moderate, modified by proximity. Sense Difficulty: Difficult. Alter Difficulty: Very Easy: 1-10 targets; Easy: 11-100 targets; Moderate: 101-500 targets; Difficult: 501-5,000 targets; Very Difficult: 5,001-50,000 targets; Heroic: 50,001-500,000 targets.
- Keep up?: Yes
- Description/Notes: The Adept may coordinate the activities of a group to increase the group’s effectiveness at a give task. The power may only be used on targets in agreement with the intent of the Adept. S/he may pick three specific skills (as long as everyone in the group has those skills), and each person gains a +1D bonus for every 3D (round down) they already have in those skills. The Adept may only effect Dexterity, Technical, and Strength skills.
- Force Harmony
- Difficulty: Control Difficulty: Difficult, modified by proximity. Sense Difficulty: Difficult, modified by relationship. Alter Difficulty: Moderate.
- Keep up?: Yes
- Description/Notes: Requires: Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy. This power allows several willing Adept to manifest the power of the Light Side. It bathes the users in celestial light and gives them +5D to resist any powers called up by the servants of the Dark Side. The number of Force-users linked by this power is limited by the summoner’s dice in Control or Sense, whichever is lower.
- Memory Wipe
- Difficulty: Control Difficulty: Moderate. Sense Difficulty: target’s Control or Perception roll, modified by relationship. Alter Difficulty: target’s Control or Perception roll, modified by relationship.
- Keep up?: No
- Description/Notes: Use of this power gives the user a Dark Side Point. Requires: Control Pain, Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Farseeing, Projective Telepathy, Affect Mind, Control Mind, Dim Other’s Senses. This power allows the Adept to sift through a target’s mind and destroy all knowledge of a specific event, or of a learned skill. Use of this power requires direct contact with the target, and only one specified objective can be pursued per attempt.
- Projected Fighting
- Difficulty: Control Difficulty: Difficult. Sense Difficulty: Difficult. Alter Difficulty: Moderate, modified by proximity.
- Keep up?: It may be kept up as long as the distance between the Adept and the target remains roughly the same.
- Description/Notes: Requires: Concentration, Telekinesis. This allows the Adept to strike an enemy without physically touching him/her. The Adept may elect to cause stun damage, and even then should only use this power to protect an innocent; using this power to cause anything more serious than stun damage will cause him/her to gain a Dark Side Point. If the power is successful, the Adept must then make an Easy brawling roll to hit. If the target is Force-sensitive, then s/he may make a Brawling Parry roll to avoid the attack. Otherwise, no dodge is allowed. Add any bonuses to armor for the target. The Adept may aim for any specific part of the target’s body at a –1D penalty.
- Telekinetic Kill
- Difficulty: Control Difficulty: Easy, modified by proximity. Sense Difficulty: Easy, modified by proximity. Alter Difficulty: target’s Control or Perception roll.
- Keep up?: No.
- Description/Notes: Use of this power gives the user a Dark Side Point. This is used to telekinetically kill or injure a target. Damage is the Adept’s Alter roll against the target’s Control or Perception roll. The exact method or attack may vary and is left up to the Adept.
- Transfer Life
- Difficulty: Control Difficulty: Heroic, modified by relationship, +5 if the target is unwilling. Sense Difficulty: Heroic, modified by proximity, +5 is the target is unwilling. Alter Difficulty: Easy: clone host-body; Moderate: recently dead body; Very Difficult: live willing host; Heroic: live unwilling host. Force sensitive targets may roll both Control and Willpower, with the better roll becoming the difficulty.
- Keep up?: No
- Description/Notes: Use of this power gives the user 2 Dark Side Points. If attempting to posses an unwilling host, the Adept receives 4 Dark Side Points. Requires: Absorb/Dissipate Energy, Accelerate Healing, Control Pain, Detoxify Poison, Emptiness, Reduce Injury, Hibernation Trance, Remain Conscious, Resist Stun, Life Detection, Magnify Senses, Receptive Telepathy, Sense Force, Injure/Kill, Telekinesis, Farseeing, Projective Telepathy, Transfer Force, Accelerate Another’s Healing, Control Another’s Pain, Feed on Dark Side, Inflict Pain, Affect Mind, Return Another to Consciousness, Control Mind, Dim Another’s Senses. This allows the Adept to transfer his/her life energy into another body. Immortality itself! It is believed that if the Adept’s body dies during the transfer, the Adept’s life energy is dispersed into the void.
- Force Scream
- This involuntary power is activated only if a Dark Side Adept loses his temper. The Adept must make a Difficult Willpower roll if angered to the point of rage. If the roll fails, the Force Scream is released. The Adept’s skills are reduced by 2D for one house, and s/he must rest for a full hour or suffer another –2D penalty until rested. The penalties are cumulative. The Scream causes damage equal to the Adept’s Alter dice, and affects all beings within 50 meters, including the Adept making the Scream. Force-sensitive targets may roll their Alter dice to resist damage.
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