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THE FORCEForce Level
In most regions, emanations of the Force are fairly uniform.
However, in some locations the emanations may fluctuate or favor
the Light Side or Dark Side of the Force.
Strong: You gain a +1 to +5 bonus to use any Force skill. High
bonuses usually dissipate gradually from the center of the area.
Force emanations can be aspected towards Light Side or Dark
Side.
Normal: This is the default level. Force skills and abilities
work normally.Weak: All Force skills perform at -1 to -5 to skill,
for all purposes. High penalties usually dissipate
gradually from the center of the area.None: Force skills can't
be used at all. This level is extremely rare, and only occurs in
areas of exotic
space or great Force disturbances.
Extra EffortFor all Force Skills, you can improve your effective
skill by spending FP. This costs a 1 FP for a +3
bonus to the roll. Extra Effort can only be used on abilities
that require a roll to activate or a Quick Contest with the
subject. Passive abilities can't use it.
Continuing EffectsMany Force skills have effects that can be
maintained continuously, such as reading a person's
thoughts. As long as the skill is being used in the same way on
the same subject, a Concentrate maneuver is not required to
maintain the effect; you can continue using the ability while you
take other maneuvers.
However, a minimal level of concentration must always be
maintained; for each continuous effect that you are maintaining,
you have a cumulative -1 penalty to all DX, IQ and skill rolls.
However, if your base skill – modified only by Force level, if
applicable – is 15 or higher, then it does not carry a penalty when
maintaining it. Furthermore, you must make a separate skill roll
once a minute for each individual Force ability he is maintaining.
If you fail, the effect ends. Reactivating the ability requires a
new skill roll, which counts as a repeated attempt.
Additionally, any maintained abilities will stop automatically
if you die or go unconscious or the subject moves out of range. If
you are injured or stunned, you must make a Will roll at -3. If you
fail, the effect ends. Reactivating the ability requires a new
skill roll, which counts as a repeated attempt.
Repeated AttemptsWhen the roll to activate a Force skill fails,
you can wait five minutes and try again at no penalty. If
you try that particular feat sooner, this is a "repeated
attempt" and costs 1 FP. Furthermore, the roll for the second
attempt is at -1. Should this effort fail, you can spend 1 FP and
try again at -2, and so on, until you pass out from FP loss or your
effective skill drops below 3, at which point success is
impossible.
If a repeated attempt succeeds, later attempts at that feat no
longer cost FP or worsen skill penalties. However, the current
skill penalty remains until you wait a full five minutes.
Only successive attempts at the same feat are repeated attempts.
This means the same skill on the same subject or an identical one,
regardless of the changes in physical circumstances. Repeated use
of an ability that requires a Quick Contest are always repeated
attempts when they are attempted on the same subject.
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Rolls for passive skills never suffer penalties for repeated
attempts.
Passive SkillsA few Force skills are passive skills. Unlike
normal "active" skills, these Force skills require no
concentration to activate or use, and rolls for success are
usually made secretly by the GM. Extra Effort (see above) can never
be put into passive uses of a skill.
Light Side SkillsSome Force skills (marked with a *) are
designated as being Light Side skills. If you have the Dark
Side Penalty disadvantage, apply it as a penalty to use any
Light Side skill.
Dark Side SkillsSome Force Skills (marked with a †) are
designated as being Dark Side skills. It is important to note
that the skills themselves are not inherently evil, but rather
are not taught by the Jedi, who have labeled these skill as "evil"
due to their common usage. Some of these skills can be used for
good. Although it is said that users of dark powers become evil
only when the powers are used for personal gain, it has been
reported that continuous use of these skills has a corrupting
effect on Force-users (see Dark Side Points).
Dark Side PointsUsing the Force is not without risk. The power,
if wielded carelessly or for evil purposes, may
eventually consume the character and make him a slave to the
Dark Side, to the negative energy that feeds on pain and suffering.
To turn to the Dark Side means to lose all emotional connection to
the rest of the world, to abandon love and empathy. Once in a
while, a very strong-willed Force wielder may manage to break free
from the pull of the Dark Side, but those are rarities and they
often relapse back into evil.
In game terms, a Force-user who abuses his power or commits evil
acts will gain Dark Side Points. At the end of any day in which you
gained a Dark Side Point, you must make a Will roll at a penalty
equal to the total number of Dark Side Points you gained. On a
failure, you gain a Dark Side Penalty for every 10 points (or
fraction thereof) by which you failed the roll. The Dark Side
Penalty is a penalty to all Light Side skill uses. Its presence is
obvious to anyone who can see your aura.
You may only gain 10 levels of Dark Side Penalty. At this point,
your soul has become completely corrupted; any virtuous
disadvantages, such as Honesty or Pacifism, are lost and should be
replaced by some dark perversion of the original virtue. You also
gain Unnatural Features (Glowing Yellow Eyes) [-1].
You must still make Will rolls at the end of the day when you
gain a Dark Side Point, but at +10. Failure results in a loss of 5
characters points – either as a reduction of attributes, loss of
advantages, or acquisition of new disadvantages – for every point
by which you failed the roll!
Described below are some circumstances and events that will
result in a character gaining a Dark Side Points.
● Causing gratuitous injury or needless suffering.● Killing,
except in self-defense or the defense of others.● Using the Force
out of rage, greed, or petty personal reasons.● Using the Force to
acquire wealth, personal power, or influence.
Calling Upon the Dark SideCharacters, Force Sensitive or not,
may call upon the Dark Side, especially when angry or
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aggressive. A character automatically receives a Dark Side Point
when they attempt to Call Upon the Dark Side, whether successful or
not. To Call Upon the Dark Side you must make a Will roll at a
penalty equal to your Dark Side Penalty. On a success, the
character gains a +3 bonus to all rolls made in the next round. On
a critical failure, you take 1 HP of injury and lose 1d FP.
Renouncing the Dark SideYou may try to cleanse yourself of any
Dark Side Penalty, but the process is difficult. It requires a
period of reflection and abstinence from all Force use and all
sensual pleasures. Make a daily roll against Will minus your Dark
Side Penalty (maximum 13). Three consecutive successes will remove
one level of Dark Side Penalty. On a failure, you take 1 HP of
injury and may continue the process. You cannot naturally recover
HP lost this way until you either succeed in removing a level of
Dark Side Penalty or abandon the attempt.
Force SpiritsAny living creature that dies becomes a part of the
Force. When a being strong enough in the Force
dies and disappears into the Force, their consciousness remains
distinct from the totality of the Force only as long as the being
retains their power over the Force to avoid assimilation. Since the
Jedi do not believe in exploiting or overpowering the Force, their
spirits eventually dissipate into the totality of the Force after a
sufficient time. Jedi who are strong enough in the Force and feel a
strong enough connection to those still alive can transform into
Force Spirits, usually to pass along critical information or
provide much needed guidance to those still living, but will
eventually accept the will of the Force and fade completely from
existence.
In game terms, if you know the Harmony skill at level 20 or
higher, have no Dark Side points or Dark Side Penalty, and have a
Will of 14 or higher, then you can become a Force Spirit upon
death. Force Spirits can become Contacts for others and can only be
detected by those with Sense Force who they want to appear to.
Force Spirits are not chained to the areas where they died and are
free to manifest anywhere in the galaxy where the Force is strong
enough (they can't manifest in areas of weak Force).
When a Force-user tainted with a Dark Side Penalty dies, his
spirit can taint the area where he died with the Dark Side for
centuries after his death. Areas strong in the Dark Side of the
Force influence those in them, driving them to evil and depravity.
Uncorrupted Force users, not being consumed with anger and malice,
do not leave scars on physical space like Dark Side users do. But
the passing of exceptionally powerful users of the Light Side can
lend a calming effect to the surrounding area. Such areas are
usually strong in the Force; any other game effects of such areas
is left to the GM's discretion.
Final StrikeIt is dangerous to trap a master of the Dark Side,
for even in ultimate defeat he can strike his enemies
down. If you have ten levels of Dark Side Penalty and Force
Lightning at 15+, you can choose to unleash all your energy in a
single terrible blast at the cost of your own life. The blast deals
dice of crushing damage equal to your Force Lightning skill level.
Anything nearby receives "collateral damage" equal to the the basic
damage divided by the distance in meters from the blast.
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FORCE ADVANTAGES and DISADVANTAGES
Force Resistance3 points/levelYou are less likely to be affected
by the Force. Subtract your Force Resistance from the skill of
anyone using a Force skill on you, and add it to your roll to
resist any Force skill that offers a resistance roll.
Force Resistance only interferes with Force skills that directly
target you.Force Resistance and its precise level, can be
recognized by any Force-user who looks at your aura,
or by anyone who uses a Force skill on you.You cannot combine
Force Resistance with Force Sensitive. If you have one level of
Force
Resistance, you can't use Force skills at all.
Force Sensitive100 pointsYou are sensitive to the ebb and flow
of the Force. It is a prerequisite for learning Force skills,
or
using them at default. Only sapient beings can be Force
Sensitive.Force Sensitive includes Animal Empathy (p. B40), Danger
Sense (p. B47), Empathy (p. B51),
Intuition (p. B63), and Plant Empathy (p.75) and provides all
the benefits of those advantages.To actually learn Force skills,
you need the Trained By A Master advantage. Without this
advantage,
all training on Force skills is considered self-teaching, and
only Force skills with defaults can be learned.
Force Talent15 points/levelPrerequisites: Force Sensitive.This
talent makes it much easier to learn and use Force skills. Each
level gives +1 with all Force
skills. This effectively raises your attribute scores for the
purposes of learning Force skills.Reduce the time required to learn
new Force skills by 10% per Force Talent level.
Dark Side Penalty-3 points/levelEach level gives you -1 to use
Light Side Force skills. You may only gain 10 levels of Dark
Side
Penalty. At this point, your soul has become completely
corrupted; any virtuous disadvantages, such as Honesty or Pacifism,
are lost and should be replaced by some dark perversion of the
original virtue.
Force Susceptibility-3 points/levelForce skills are more likely
to affect you. Add your Force Susceptibility to the skill of anyone
using a
Force skill on you, and subtract it from your roll to resist any
Force skill that you can resist.Force Susceptibility, and its
precise level, can be recognized by any Force-user that looks at
your
aura or uses a Force skill on you. You may have no more than
five levels of Force Susceptibility.You can combine Force
Susceptibility with Force Power, but not with Force Resistance.
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FORCE SKILLSThis section details all the available Force
skills.
ApportationIQ/HardDefaults: None.Prerequisite: At least two
other Force skills.You manifest an invisible force that acts under
your conscious direction at a distant point. To lift an
object make a skill roll. Modifiers: No modifier for an object
up to one kg; -1 for an object up to 5 kg; -2 for an object up
to
20 kg; -3 for an object up to 100 kg; every additional 100 kg is
an extra -1. Using Apportation with no hand gestures requires a -2
penalty.
On a successful roll you can levitate the object with a maximum
Move equal to 3 + your margin of success. For barely visibly
motion, you get a +2 bonus on your skill roll.
Moving a levitating object requires Concentration; leaving an
object suspended in midair requires no concentration. You can use
Move Object on any subject that you can see or otherwise clearly
perceive. No further rolls are required unless the subject breaks
your line of sight. In that case a Move Object -3 roll is required
to retain contact.
Living subjects can choose to resist with Will; compare the
subject's Will roll to your skill roll in a Quick Contest. If you
win, you can levitate the subject; he can't perform any task that
requires contact with the ground and use DX-based skills at -3.
Alternatively, you can use Move Object to disarm an opponent. Make
a Move Object roll to lift the object normally; living subjects can
resist with Will. On a successful roll, your opponent must make a
ST roll with a penalty equal to twice your margin of victory. If he
fails the ST roll, the item is torn from his grasp.
You can levitate and move multiple objects. Use the combined
weight of all the objects to determine the weight modifier. In
combat, you must affect groups of objects in exactly the same
way.
Throwing: By applying force for a fraction of the second, you
can throw objects faster (and farther) than you can move them. The
maximum distance you can throw a target is equal to 1/2 your
effective skill level + twice your margin of success. A DX-2 or
Throwing skill roll is necessary to hit a target with a thrown
object; for the purpose of range penalties, use the sum of the
distance from you to the object and the object to the target. Once
you throw something, you have "released" it – you must make another
skill roll to pick it up again.
A successful Apportation check gives you +2 to use Filch, to
cheat at Gambling, or to any task that benefits from High Manual
Dexterity.
Note: The scope of this skill is not even close to reflecting
the telekinetic ability of Force-users as portrayed in the Star
Wars movies. This was deliberately done to make this skill balanced
with the other Force skills. If a GM doesn't like the rule as
presented, he is free to devise any scaling he desires. Simply
scale the weight modifiers up to the desired level.
Beast-Rouser†IQ/HardDefaults: None.Prerequisite: Sense Force.To
use this ability, take the Concentrate maneuver then roll a Quick
Contest: your skill against the
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beast's Will. A successful roll excites an animal and gives an
automatic “very bad” whenever a reaction roll is required, for a
number of minutes equal to the margin of victory. This ability only
works on nonsapient animals, which typically have a racial IQ of 6
or less. To use this ability, take the Concentrate maneuver then
make a skill roll.
You can affect more than one animal to at time by taking a
penalty equal to the number of extra animals you wish to affect (-1
for two subject, -2 for three subjects, and so on). By default,
using Beast-Soother requires a simple hand gesture; using it with
no hand gestures requires a -2 penalty.
Beast-SootherIQ/HardDefaults: None.Prerequisite: Sense Force.To
use this ability, take the Concentrate maneuver then roll a Quick
Contest: your skill against the
beast's Will. A successful roll calms an animal and gives you a
“very good” reaction. This ability only works on nonsapient
animals, which typically have a racial IQ of 6 or less. No
concentration is required to maintain this ability, and the effect
persists until something significantly disturbs the animal.
You can affect more than one animal to at time by taking a
penalty equal to the number of extra animals you wish to affect (-1
for two subject, -2 for three subjects, and so on). By default,
using Beast-Soother requires a simple hand gesture; using it with
no hand gestures requires a -2 penalty. This effect is permanent,
until something disturbs the animal.
You can attempt to use this skill to mount and ride a subject
creature as though it were a trained, loyal riding animal. Make
another skill roll at -3. The creature must be capable of carrying
you, and you must still make a Riding roll whenever it would
normally be required.
Blind FightingPer/HardDefaults: None.Prerequisite: Combat Sense
or Sense Force.You can sense your targets through the Force and can
fight in absolute darkness. A successful roll
allows you make one melee attack or active defense without any
penalties for lighting (even in total darkness), blindness, or an
invisible foe. However, attacks made in total darkness, while
blind, or against invisible enemies have an extra -2 to target
specific hit locations.
Blind ShotA successful roll also lets you make one ranged attack
without seeing the target, but at a -6 penalty.
You can buy off up to half of the penalty as a skill
Technique.
Body ControlHT/HardDefaults: Meditation-5.Prerequisite: None.You
can affect involuntary bodily functions such as heart rate, blood
flow, and digestion. On a
successful skill roll, you can regain one FP in only two
minutes.Another use of this skill is to enter a deathlike trance,
during which only those who can win a Quick
Contest of Diagnosis vs. your Body Control skill even realize
that you are alive. In this state, reduce the
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amount of oxygen you need to stay alive by 10% times the margin
of success (if you make the roll by 10 or more, you don't have to
breathe at all), and increase the time you can safely go without
food or water by 100% times the margin of success. You are unaware
of your surroundings while in your trance, but awaken automatically
if injured. You may also set a mental 'alarm clock' to awaken you
after a certain amount of time has passed. Entering this state
takes a concentration period of (20-skill) seconds.
You can also use this skill to flush poisons from your body. To
do so, you must first know that you have been poisoned. In most
cases, you only discover this after the first symptoms show! A
successful Body Control roll – adjusted by any modifiers to the HT
roll to resist the poison – flushes the poison in 2d minutes, after
which it has no further effects.
You may use the higher of this skill and basic HT whenever you
could benefit from such an ability (GM's decision), including
bleeding rolls, natural healing rolls, rolls to resist hazards
(such as cold or heat), and rolls to recover from (not resist)
disease and poison.
Breaking BlowIQ/HardDefaults: None.Prerequisite: Sense
Force.Through the Force, you can find the weakest spot in any
object when making a barehanded attack.
Breaking Blow costs 1 FP per attempt, whether or not you
hit.Modifiers: -10 if used instantly, dropping to -5 after 1 turn
of concentration, -4 after 2 turns, -3 after
4 turns, -2 after 8 turns, -1 after 15 turns, and no penalty
after 30 turns. -1 if your target is wood or plastic, -3 if brick
or stone, or -5 if metal or high-tech composites.
On a success, your next attack gains an armor divisor (5).
Additionally, you may treat any homogeneous opponent as if they
were Fragile (Brittle) (p.B136) for this one attack.
On a failure, your next attack gains no special benefits. You
can also try again, but this counts as a repeated attempt. On a
critical failure, your next attack gains an armor divisor of
(0.5).
Combat SensePer/HardDefaults: None.Prerequisite: None.Your
awareness extends slightly into the future, which allows you to
react to threats before your
reflexes would ordinarily allow you to do so. This is a passive
skill. The GM rolls against this skill secretly, in any situation
where immediate danger is nearby; it can also detect faraway danger
if it threatens to come close and strike! Success gives the nature
of any danger that is within a minute or so away; if there is a
danger within five minutes, you get a sense of foreboding but no
details (except possibly on a critical success).
In combat, a Combat Sense roll can be attempted once each turn
(the GM makes this roll in secret). Success gives you +1 to all
close-combat attacks and defenses that turn, and you are alerted
to
attacks far enough in advance to know whether or not they will
hit you if you don't defend. Thus, you only have to declare active
defenses if an attacker makes his to-hit roll against you. You may
also attempt to parry any attack just as though you were defending
against a melee attack; the attack inflicts damage on whatever
you're using to parry. You also gain a +2 bonus to resist Feints
(or Ruses, but not Beats, see pp. MA100-101).
Success by 3 or more, or critical success, gives +2 to
close-combat attacks and defenses, and +4 to
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resist Feints (or Ruses, but not Beats, see pp.
MA100-101).Failure reveals nothing, and you act normally in combat.
On a critical failure, you misjudge; the GM
lies to you, and you are at -2 to close-combat attacks and
defenses.
ConfuseIQ/HardDefaults: None.Prerequisite: Send Thoughts.You can
momentarily daze those you can see or touch. To use this ability,
take the Concentrate
maneuver and roll a Quick Contest of your skill against the
subject's Will. You can use Confuse on any subject that you can see
or otherwise clearly perceive. By default, using Confuse requires a
simple hand gesture; using it with no hand gestures requires a -2
penalty.
Modifiers: +2 to skill if you are touching the subject. A
penalty equal to the number of extra subjects you wish to affect
(-1 for two subject, -2 for three subjects, and so on).
On a success, the subject looks and acts normally, but does not
notice what is going on around him, or remember it later, for a
number of minutes equal to the margin of victory. A confused guard
stands quietly while you walk past! Any injury or interaction
causes the subject to snap out of the confusion and return to full
alert status. On a failure, you may try again, but this counts as a
repeated attempt.
Control EnergyIQ/HardDefaults: None.Prerequisite: Energy
Sense.You can affect the function of electrical devices by altering
the electrical current that powers the
object. You can use Control Energy on any area that you can see
or otherwise clearly perceive. To use this ability, take the
Concentrate maneuver and make a skill roll. By default, using
Control Energy requires a simple hand gesture; using it with no
hand gestures requires a -2 penalty.
Modifiers: +2 to skill if you are touching the subject. A
penalty equal to the desired radius of effect (in meters). +2 if
you concentrate for a full minute, or +4 if you concentrate for a
full hour.
On a success, you can completely stop the flow of power in the
affected area causing all electrical devices to cease to function.
This may or may not cause permanent damage to the devices,
depending on their design. Barring this, any affected device works
normally when it leaves the area. However, some devices may be
shielded against this ability; they can resist your ability by
making a HT roll with a penalty equal to your margin of
success.
You can also use this skill to cause a power surge in electrical
devices. This costs 1 FP per attempt, successful or not. On a
success, the target takes 2d burning damage, with bonus damage
equal to the margin of success. The damage has the No Wounding and
Surge modifiers.
Control Other†IQ/Very HardDefaults: None.Prerequisite: Send
Thoughts, Suggest, and IQ 12 or better.You can mentally dominate
those you can see or touch. To use this ability, take the
Concentrate
maneuver then roll a Quick Contest: your skill against the
subject's Will. You can maintain the benefit
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without concentration; no additional skill roll is
required.Modifiers: Range penalties to the subject (see p.B550). +2
to skill if you are touching the subject. -1
per slave already under your control; +2 if you concentrate for
a full minute, or +4 if you concentrate for a full hour.
If you win, your victim will obey your every command until you
free him. In effect, he temporarily gains the Reprogrammable
disadvantage (p.B150), with you as his master. Your control
persists for as long as you take uninterrupted Concentrate
maneuvers. Once you stop, your control lingers for one minute per
point by which you won the Quick Contest. If you are incapacitated
(stunned, knocked out, etc.), or attempt to force the subject to
act against his principles (e.g., commit suicide or harm a loved
one), roll another Quick Contest. If your victim wins, he breaks
free. Roll at the moment of truth – you can march him to the edge
of a cliff, but he doesn't roll until he's about to leap.
If you lose, you can try again, but this counts as a repeated
attempt. On a critical failure, you can't use this ability on that
subject for 24 hours, and also lose control of anyone else under
the influence of this ability!
Control TemperatureIQ/HardDefaults: None.Prerequisite: At least
three other Force skills.You can alter the temperature of an
object. To use this ability, take the Concentrate maneuver then
make a skill roll. By default, using Control Temperature
requires a simple hand gesture; using it with no hand gestures
requires a -2 penalty.
If successful, you can alter the subject's temperature by ±10°
per kg of material times the margin of success (minimum ±10° per
kg), per turn of concentration. No further rolls are required
unless the subject breaks your line of sight. In that case a new
roll is required, at -3, to retain contact. As a rough
approximation, assume that one kilogram is equivalent to 1 liter of
volume. Items must be affected as a unit; you cannot, for instance,
focus on a victim's head while ignoring the rest of his body. The
GM must use common sense, tempered by dramatic license, to decide
what constitutes a "unit" here.
Living subjects can resist with Will; compare the subject's Will
roll to your skill roll in a Quick Contest. If you win, you affect
the subject normally. If a living being's body temperature (an
adult human is normally 37°) is altered by more than ±2°, he must
make a HT+3 roll each turn, at -1 per additional 0.5°. On a
failure, the subject loses FP equal to the margin of failure. On a
critical failure, the subject immediately collapses and goes into a
coma (p.B429). If you lose, you can try again, but this counts as a
repeated attempt.
Temperatures: This sourcebook uses generic temperature
"degrees," each being roughly equivalent to one degree Celsius.
Some important temperatures: Absolute zero: -273°. Ice melts (at
standard pressure): 0°. Room temperature: 22°. Body temperature of
a typical adult human: 37°. Water boils: 100°. Paper bursts into
flame: 232°. Wood bursts into flame: 288°. Metal broils: 300°. Lead
melts: 325°. Copper melts: 1,082°. Iron melts: 1,530°. Duranium
melts: 2,668°. Surface of a sun-like star: 5,526°.
Deflect EnergyDX/HardDefaults: None.Prerequisite: Control Energy
and at least six other Force skills.You can deflect harmful
energies targeting you. You can use this skill instantly as a
defense against
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an energy attack. Counts as a parry for all combat purposes. By
default, using Deflect Energy requires a simple hand gesture; using
it with no hand gesture requires a -2 penalty.
Modifiers: Apply regular Range modifiers if you are not the
target; -1 per 2d damage. Once you have attempted a parry, further
attempts to parry with this skill are at a cumulative -1 per parry.
This penalty only applies to multiply uses of Deflect Energy on the
same turn.
Deflect MissileDX/HardDefaults: Apportation-5.Prerequisite:
Apportation.You can telekinetically deflect missiles. You can use
this skill instantly as a defense against a
physical attack. Counts as a parry for all combat purposes
(p.B376). By default, using Deflect Missile requires a simple hand
gesture; using it with no hand gesture requires a -2 penalty.
Modifiers: Apply regular Range modifiers if you are not the
target; -1 for every full 2d damage. Once you have attempted a
parry, further attempts to parry with this skill are at a
cumulative -1 per parry. This penalty only applies to multiply uses
of Deflect Missile on the same turn.
Doppleganger†IQ/Very HardDefaults: None.Prerequisite: Body
Control and at least three other Force skills.You can make minor
changes to your physical appearance. It takes a period of
concentration equal to
(20 - skill) seconds, minimum one second. You cannot talk or
move during this period.Modifiers: -1 to -5 for cosmetic changes,
such as hair color and length, eye color, skin color, voice,
etc (GM's discretion). -5 to duplicate an existing face or voice
(with a good model or picture). -7 or more to duplicate an existing
face or voice from memory (Eidetic Memory is helpful here). -2 to
-10 to appear as a physically similar species. -3 to change
appearance by one level. -5 to change gender. +2 if you concentrate
for a full minute, or +4 if you concentrate for a full hour.
You can maintain any changes to your appearance for as long as
you wish without concentration (or further rolls). If you are
injured or stunned, you must make a Will roll at -3. If you fail,
the effect ends and your appearance will revert to normal within
about one minute.
You cannot use Doppleganger to change your general form. No
extra limbs, wings, etc., may be added. Your mass must remain the
same; basic stats do not change.
Energy SensePer/HardDefaults: None.Prerequisite: Sense Force.You
can sense electromagnetic fields. This passive ability allows you
to sense and locate any
operating electrical device in the area. Add +3 to the roll if
you are actively searching; this requires one second of
concentration, and the GM rolls in secret. On a success, the you
identify the direction ad approximate distance and strength to the
nearest significant source of power. The margin of success
determines the range at which you can sense life. Find the margin
of success in the Size column of the Size and Speed/Range Table
(p.B550) and read across to the Linear Measurement; this is the
range you
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can sense energy. Any known sources of power may be excluded if
you specifically mention them before beginning.
False Aura†IQ/HardDefaults: None.Prerequisite: Sense Force.You
can replace your natural aura with a false one. This requires a
concentration period of (20-skill)
seconds (minimum 1). Compare your skill roll with the Sense
Force skill of anyone trying to read your aura in a Quick Contest.
If you win, the foe's Sense Force is fooled.
You can maintain the benefit without concentration; no
additional skill roll is required. On a failure, you may try again,
but this counts as a repeated attempt.
Flying LeapDX/HardDefaults: None.Prerequisite: Apportation.This
skill allows you to make incredible leaps. On a success, you may
immediately attempt a jump.
Multiply your standard jump distance by 1/2 your effective skill
level.Your Move while jumping is the greater of your normal ground
Move or 1/5 your maximum jump
distance. You can jump at a foe in order to slam him. Figure the
slam at your jumping Move!Also, a successful roll will reduce the
effective velocity of a fall by a speed equal to twice your
skill
level.
Force Alchemy†IQ/Very HardDefaults: None.Prerequisite: At least
ten other Force skills and IQ 12 or better.You can use the Force to
radically change the properties of living things or inanimate
objects. This
skill was primarily used in ancient days by the Sith to enhance
the strength of weapons and armor, or to alter and enhance living
creatures to make them more dangerous and easier to control by the
Sith Lords.
The game rules governing this Force skill are left to the GM to
develop, but should be similar to Enchanting Magic Items (p.M16-22,
M56-71).
Force Grip†IQ/HardDefaults: Apportation-4.Prerequisite:
Apportation.You can crush or distant objects just as if you were
grasping them in a pair of hands. You can use
Force Grip on any subject that you can see or otherwise clearly
perceive. To use this ability, take the Concentrate maneuver and
make a skill roll. By default, using Force Grip requires a simple
hand gestures; using it with no hand gestures requires a -2
penalty.
Success deals crushing damage to the subject equal to your
margin of success, minimum of 1. The subject's DR has no effect.
The subject will continue to take damage each turn for as long as
you
-
maintain the ability.Living subjects can resist with Will;
compare the subject's Will roll to your skill roll in a Quick
Contest. If you win, the subject takes damage equal to the
margin of victory. The subject will continue to take damage each
turn that you maintain your Force Grip! No further rolls are
required unless the subject breaks your line of sight. In that case
a new roll is required, at -3, to retain contact. If you lose, you
can try again, but this counts as a repeated attempt.
Force Lightning†IQ/Very HardDefaults: None.Prerequisite: At
least three other Dark Side Force skills.You can channel the Force
to shoot bolts of lightning from your fingertips. Each turn, you
must roll
versus DX-2 or Innate Attack (Beam) skill to hit. This attack
may be dodged or blocked, but not parried. Treat it as a melee
attack with a very long reach rather than as a ranged attack.
Force Lightning deals burning damage taken from the Swing column
of the Damage Table (p.B16) based on your effective skill level.
Force Lightning has a range of 5/10 per die of damage. Treat any
metal armor as DR 1 against it. If the target is wounded, he must
make a HT roll, at -1 per 2 HP suffered, or be stunned. He may
attempt a HT roll each turn thereafter to recover. Against
electronic equipment, treat this attack as if it had the Surge
damage modifier (p.B105).
You can spread your Force Lightning to affect more than one
adjacent target; simply divide the damage by the number of
designated targets.
Force Lightning behaves unpredictably around conductors. It
cannot be fired through a metal grid, between bars, from within a
vehicle, etc. – it jumps to the metal and is lost. However, the GM
may allow you to direct your Force Lightning to a metal floor. This
would not electrocute those on it, but could shock all of them,
interrupting concentration and doing slight damage (no more than 1
point, and possibly none at all).
Force ShoutIQ/HardDefaults: None.Prerequisite: Body Control.You
can channel the Force in a mighty shout that freezes lesser foes.
This counts as an attack. Roll a
Quick Contest: your Force Shout vs. your target's Will. Victims
resists at +1 for every two full meters of distance; in an enclosed
area, increase this to +1 for every four full meters. Victims also
resist at +1 if Hard of Hearing, or at +2 if Deaf! If you win, your
target is stunned for a number of seconds equal to the margin of
victory, and deafened for a number of minutes equal to the margin
of victory. This skill works against everyone in earshot.
Force StrikeIQ/HardDefaults: None.Prerequisite: Sense Force.You
can channel the Force to disable another living thing when you
strike them. To use Force Strike,
you must make a successful unarmed attack. This attack is at -2
in addition to any hit location modifier (p.B398). If at least one
point of damage penetrates the target's DR, roll a Quick Contest of
Force Strike vs. the subject's HT.
-
Modifiers: Physiology modifiers (see p.B181). If you win, you
temporarily disable your target. A limb is paralyzed and
effectively crippled for a
number of seconds equal to 5 times the margin of victory; after
this time he may roll against HT, every second to recover. A hit to
a torso interferes with the subject's breathing, resulting in
suffocation (p.B436) for a number of seconds equal to your margin
of victory; after this time he may roll against HT, every second to
recover. A hit to the face stuns the victim for a number of seconds
equal to the margin of victory; after this time he gets an IQ roll
every second to recover. A hit to the skull blinds the victim for a
number of seconds equal to 2 times the margin of victory (p.B124);
after this time he gets a HT roll every second to recover.
Lethal Force StrikeYou can also use Force Strike to maim and
kill by damaging vital organs and nerve clusters. If you
successfully strike a target (with the additional -2 penalty, as
above), make a Force Strike roll at -6 (plus Physiology modifiers).
On a success, any damage that penetrates DR is doubled – or tripled
if you targeted the vital organs. In effect, your hands and feet
have become impaling weapons!
You can buy off up to half of the penalty to perform a Lethal
Force Strike as a skill Technique.
Force SuppressionIQ/Very HardDefaults: None.Prerequisite: Sense
Force and at least four other Force skills.Certain Force Skills
have continuous effects that can be maintained. Force Suppression
can
immediately cancel these effects. To use this ability, take the
Concentrate maneuver and roll a Quick Contest of your skill vs. the
subject's Will. By default, using Force Suppression requires simple
hand gestures; using it with no hand gestures requires a -2
penalty.
Modifiers: -1 per meter of range. +2 if you concentrate for a
full minute, or +4 if you concentrate for a full hour.
If you win, any Force abilities currently being maintained by
the subject immediately end. If you lose, you may try again, but
this counts as a repeated attempt.
HallucinationIQ/Very HardDefaults: None.Prerequisite: Send
Thoughts and Suggest.You can alter the subject's perceptions. To
use this ability you must concentrate for one second, then
roll a Quick Contest: your skill against the subject's Will. You
can use Hallucination on any subject that you can see or otherwise
clearly perceive.
Modifiers: +2 if you are touching the subject. -2 or more for
complex or obviously false hallucinations (GM's discretion). +2 if
you concentrate for a full minute, or +4 if you concentrate for a
full hour.
If you win, the subject is completely convinced that one thing
that is not present is (or vice versa); he can see it, hear it,
feel it, and so on. You can maintain the benefit without
concentration (the subject supplies, unconsciously, all the
"realism" necessary); no additional skill roll is required. By
concentrating, you can "direct" the hallucination – put words in
the mouth of an absent person, have the revelers head off in a
certain direction or start singing a particular song, etc.
-
If you lose, you can try again but this counts as a repeated
attempt.This skill can be used for positive effect; if the subject
is required to walk a narrow log across a
thousand-foot-deep chasm, he might find it easier if the log
spans only a shallow streambed...
Harmony*IQ/Very HardDefaults: None.Prerequisite: Sense Force,
Meditation, and IQ 12 or higher.You are connected to and can tap
into the universal unconscious and can simply do things without
knowing. To use this ability you must concentrate for a period
of (20 - skill) seconds, minimum one second.
Modifiers: +2 if you concentrate for a full minute, or +4 if you
concentrate for a full hour. A successful roll allows you to
attempt a roll against any mundane skill, using your score in
the
appropriate attribute: IQ for IQ-based skills, DX for DX-based
skills, etc. You do not incur any default penalties, but
situational and equipment modifiers apply normally. Tech level is
irrelevant. This skill does apply to skills that normally have no
default, provided you meet any advantage requirements. It has no
effect on skills you already know, or to other Force skills.
When faced with a number of alternatives (or even moral
decisions), and no logical way to choose among them, you can make a
Harmony roll, with a bonus equal to the number of "good" choices
and a penalty equal to the number of "bad" choices. On a success,
the GM steers you to the best choice. On a failure, he gives you no
information.
On a failure, you can retry, but this counts as a repeated
attempt. A critical failure cripples this ability for 24 hours.
Healing*IQ/Very HardDefaults: None.Prerequisite: Body
Control.You can cure yourself or others of injuries and
afflictions. The subject must be willing or totally
helpless (e.g., bound or unconscious) and you must touch the
subject. This works on living beings only! To use this ability you
must concentrate for a period of (20 - skill) seconds, minimum one
second.
Modifiers: -2 if the subject is unconscious; Physiology
modifiers (see p.B181). +2 if you concentrate for a full minute, or
+4 if you concentrate for a full hour.
On a success, you can heal any number of HP. This costs you 1 FP
per HP healed. Failure costs 1d FP, but you can try again; this
counts as a repeated attempt; critical failure also causes the
recipient 1d damage. Even 1 HP will stop bleeding. If you
completely heal the HP of a lasting crippling injury, make another
Healing roll at -6. On a success, you repair the injury. You cannot
heal a permanent crippling injury.
If you have the Physician skill at level 15 or higher, a
critical failure with this skill counts only as an ordinary failure
– unless you are trying to use this ability more than once per day
on the same injury.
Heal Radiation: You can also heal radiation damage. You can shed
accumulated rads at 10 times the amount at which you heal missing
HP; this will heal "permanent" radiation damage.
Cure Disease: You can also cure disease by making a skill roll
at a modifier determined by the GM – from +1 for the common cold to
-15 for AIDS. The FP cost is equal to twice the penalty (minimum 1
FP).
-
Cure Affliction: You can neutralize ongoing Afflictions –
including the Affliction-like effects of the Side Effect and
Symptoms enhancements. This requires a skill roll with at -1 per
full +50% the target effect is worth as an enhancement to
Affliction. FP cost is equal to twice the penalty (minimum 1
FP).
If used more than once per day on a given subject, apply a
cumulative -3 penalty per successful healing of the same type
(injury, radiation, disease, affliction) on that subject. This
penalty accumulates until a full day has passed since the most
recent healing.
Hold BreathHT/AverageDefaults: None.Prerequisite: Body Control.A
successful roll eliminates your need for air, as if you had Doesn't
Breathe (p. B49), for a number of
minutes equal to the margin of success. This ability doesn't
actually provide air; it simply delays suffocation. It also doesn't
provide pressure support against vacuum or deep sea pressure.
Imbue CrystalIQ/HardDefaults: Force Alchemy-3.Prerequisite: At
least three other Force skills.With this skill you can use the
Force to alter the structure of a synthetic carbon-crystal used
for
lightsaber construction. The crystal must be about 0.02 kg in
size. Imbuing a crystal takes a minimum of (20-skill) days, minimum
of one day. You must work a full eight hours each day. If a work
day is skipped or interrupted, it takes two days to make it up.
Make a success roll for Technics (Lightsaber) and Imbue Crystals
at the end of the last day. On a failure, the crystal doesn't work.
The time was wasted and any materials are lost. On a success, the
crystals are properly made and will allow a lightsaber to function
normally.
You can attempt to make more potent crystals that have more
powerful effects in the lightsabers in which they are placed. Each
+1 damage bonus gives a -1 penalty to your effective skill.
Immovable StanceDX/HardDefaults: None.Prerequisite: Body Control
or Apportation.You can use the Force to anchor yourself to the
ground. Make a skill roll whenever an attack would
result in knockback or a fall. On a success, you neither
experience knockback nor fall down. On a failure, you are still
knocked back but still get the usual DX roll to avoid falling down.
On a critical failure, you automatically suffer full knockback and
you fall down.
This also helps against attacks with the Judo skill (p.B203). If
you fail your active defense (or choose not to defend) against a
Judo throw, your attacker must win a Quick Contest of Judo vs. your
Immovable Stance skill, or his throw fails.
Modifiers: -1 per meter of knockback; +4 for Perfect
Balance.
InsignificanceIQ/Very Hard
-
Defaults: None.Prerequisite: Suggest.This ability causes all
living beings with whom you have social contact to ignore or
disregard you.
Activating this ability requires a concentration period of (20 -
skill) seconds.Only beings who have a reason to notice you can
resist with Perception. Compare the viewers'
Perception with your skill in a Quick Contest. The viewer's get
a bonus to their Perception roll equal to your total Appearance
modifier, whether positive or negative. Viewers must also apply the
current darkness penalty to their Perception roll. Once someone
notices you, he is unaffected by this skill until you can get out
of sight somehow (which might be as easy as stepping into a
shadow).
Insignificance is limited in magnitude; you could slip unnoticed
through a crowd, but would be stopped by guards if trying to get
where you should not. You can get someone's attention by grabbing
them, but are likely to get a negative reaction. If you steal
something or commit some other objectionable act (removing your
clothes, perhaps), all witnesses get a new resistance roll. If you
attack someone, that person is automatically released from the
effects – furthermore, the victim's cries for help won't be
ignored.
You can maintain the benefit without concentration; no
additional skill roll is required.
LevitationIQ/Very HardDefaults: None.Prerequisite: Flying Leap,
Light Walk, and Apportation.You can levitate yourself. On a
success, you can float through the air, moving as you will.
Maximum
Move when levitating is equal to 1/2 your skill level (round
down). You can maintain this ability without concentration; no
further rolls are required.
If you fail, you can try again, but this counts as a repeated
attempt.A successful roll also adds +4 to Acrobatics (not
Aerobatics), Climbing, Flying Leap, Jumping, and
Light Walk rolls.
Life ExtensionHT/Very HardDefaults: None.Prerequisite: Body
Control.You can slow or stop your body from again. This is a
passive skill. The GM rolls against your skill at
the start of every year. If the GM succeeds, you will not age at
all during the year, or for the next five years on a critical
success. On a failure, you age normally. On a critical failure, you
age normally for the next five years.
Light WalkDX/HardDefaults: None.Prerequisite: Apportation.You
can exert very little pressure when you walk. On a successful roll,
you leave no visible tracks.
Tracking rolls to follow you automatically fail unless they rely
on something more than sight; thus a human tracker would be
baffled, but bloodhounds would suffer no penalty at all.
You can attempt to walk over fragile surfaces without falling
through. Thin ice would require an
-
unmodified roll, rice paper would be -3, while walking on calm
water would require a roll at -5.Modifiers: No modifier for thin
ice; -3 for rice paper; -5 for calm water. No modifier if you move
at a
slow walk (Move 1), -2 at a fast walk (Move 2), or -5 at a run
(Move 3+).A successful roll adds +2 to Stealth rolls.
Magnify SensesIQ/HardDefaults: None.Prerequisite: Body Control
and Sense Force.You can magnify any one of your senses by taking
the Concentrate maneuver and making a skill roll.
You must specify which sense you are magnifying. The most common
ones are Magnify Vision, Magnify Hearing, Magnify Taste and Smell,
but you can magnify in innate sense.
Modifiers: +2 if you concentrate for a full minute, or +4 if you
concentrate for a full hour.A success gives you a bonus on the
appropriate sense roll equal to 1/2 your effective skill level
(round down). You can maintain the benefit without
concentration; no additional skill roll is required. If you fail,
you can try again, but this counts as a repeated attempt. These
benefits are not cumulative with those of technological aids, such
as parabolic microphones or binoculars.
Malacia†IQ/Very HardDefaults: None.Prerequisite: Force Strike
and Steal Vitality.You can manipulate the subject's vital bodily
functions in order to afflict him with a harmful
condition. To use this ability you must concentrate for one
second, then roll a Quick Contest: your skill against the subject's
Will. By default, using Malacia requires simple hand gestures;
using it with no hand gestures requires a -2 penalty.
Modifiers: -1 per meter of range. +2 if you concentrate for a
full minute, or +4 if you concentrate for a full hour.
If you lose, you can try again, but this counts as a repeated
attempt. If you win, you can afflict the subject with one of the
following conditions.
Irritating Conditions: The victim suffers an impairing but
non-incapacitating condition for a number of minutes equal to the
margin of victory. The possibilities are: Tipsy requires an
unmodified roll, Coughing is -1, Drunk is -1, Moderate Pain is -1,
Nauseated is -2, Drowsy is -2, Severe Pain is -2, or Terrible Pain
is -3.
Incapacitating Conditions: The victim is incapacitated for a
number of minutes equal to the margin of victory. After that, he is
stunned until he can make a HT roll (roll once per second). The
possibilities are: Daze requires a roll at -3, Retching is -3,
Agony is -5, Choking is -5, Ecstasy is -5, Seizure is -5, Paralysis
is -8, Sleep is -8, or Unconsciousness is -10.
Mortal Conditions: The victim will collapse and likely die
without aid. The possibilities are: Coma requires a roll at -13,
Heart Attack is -15.
Malacia TechniquesYou can buy off up to half (round up) of the
default penalty for any specific harmful condition as a
Technique.
-
Meditation*IQ/Very HardDefaults: None.Prerequisite: None.This is
the ability to calm the emotion\s, isolate the mind from
distractions, and relax the body. It
requires a concentration period of (20-skill) seconds, minimum
one second. You cannot talk or move during the initiation of the
meditative state.
Modifiers: +2 if you concentrate for a full minute, or +4 if you
concentrate for a full hour.A successful roll allows you to do one
of the following:Improve Concentration: You get +2 to perform a
single skill (+3 on a critical success), but -2 to all
unrelated IQ, Perception, and skill rolls.Rest: You can catch up
on lost sleep. The margin of success determines how many effective
hours of
sleep are gained per hour of meditation.Increase Will: You get
+2 to Will (+5 on a critical success) for one hour. This applies to
all attempts
to resist interrogation, torture, or mental attack. This roll is
at -2.Negate Pain/Fatigue: Cancels the negative effects of being
reduced to 1/3 or less your FP or HP (but
not the fatigue or injury itself) for one hour. This roll is at
-4. If you fail, you can try again but this counts as a repeated
attempt.
MindlinkIQ/Very HardDefaults: None.Prerequisite: Send
Thoughts.You can establish full two-way mental communication, like
Read Thoughts and Send Thoughts
combined. The subject must be willing. On a success, you and the
subject know the whole of each others' thoughts and what the other
is experiencing; you communicate at the speed of thought. Other
people can "enter the link" – a new skill roll (by anyone involved)
is required for each new person to enter.
To eavesdrop on an existing mindlink without being noticed is a
-4 skill penalty.If you and the subject know each other and the
subject expects the "call," there is no distance penalty.
Otherwise, use the long-distance modifiers (p.B241).If you fail,
you can try again, but this counts as a repeated attempt. Critical
failure cripples your
ability for 2d hours.
Object ReadPer/HardDefaults: Sense Force-6.Prerequisite: Sense
Force.You can sense the history if a place or inanimate object. To
use this skill you must touch the subject
item or location, concentrate for one second, and make a skill
roll. Modifiers: +2 if you concentrate for a full minute, or +4 if
you concentrate for a full hour. No
modifier if an event occurred that same day, -1 for one that
occurred up to 10 days ago, -2 if one occurred up to 100 days ago.
-3 if up to 3 years ago, -4 if up to 30 years ago, -5 if up to 300
years ago, and so on. At the GM's option, you might notice very
strong impressions on a roll at -4, even if you
-
aren't concentrating. On a success, you receive the general
sense of emotions and events tied to the place or object…if it
is
linked to emotionally charged events. This is not always a good
thing – a terrifying impressions might require a Fright Check
(p.B360). On a critical success, you experience an actual
vision.
If you fail, you can try again, but this counts as a repeated
attempt. On a critical failure, you can't retry for 24 hours.
A successful roll adds +4 to Tracking rolls, but you need to
know who you are following.
Plant Growth*IQ/HardDefaults: None.Prerequisite: Plant Sense,
Healing.You can cause plants to grow at an accelerated rate. To use
this ability, you must concentrate for (20 -
skill) seconds, minimum one second, and make a skill roll. Plant
Growth costs 2 FP per attempt, successful or not.
Modifiers: A penalty equal to the desired radius of effect (in
meters). +2 if you concentrate for a full minute, or +4 if you
concentrate for a full hour.
Success causes the equivalent of one month's growth in about one
minute. Trees change only slightly, while weeds grow
tremendously.
Plant Sense*Per/HardDefaults: None.Prerequisite: Sense Force.You
can see and hear minute details known by the plants around you –
such as disturbances caused
by passing or hiding creatures. To use this ability you must
concentrate for one second, then make a skill roll. A successful
roll gives you a +4 bonus on Tracking, a +2 bonus on all Sense
rolls. Works only in areas with thick plant growth (jungles,
forest, etc.); may work at half effect in sparser terrain.
Plant Speech*IQ/HardDefaults: None.Prerequisite: Sense Force,
Plant Sense.You can “converse” with plants semi-telepathically. The
older the plant, the more detailed the
information that can be gained. For instance, grass could only
tell that it had been stepped on recently (about a day), while an
ancient oak could recall details of aroma and sounds. To use this
ability you must concentrate for one second, then make a skill
roll.
Possession†IQ/Very HardDefaults: None.Prerequisite: Control
Other, Sense Link, and at least four other Force skills.You can
move your consciousness to the the subject's body. To use this
ability you must concentrate
for one second and roll a Quick Contest: your skill against the
subject's Will. Your victim resists at +5 if
-
he is in combat with you or otherwise wary of you. Modifiers: +2
if you concentrate for a full minute, or +4 if you concentrate for
a full hour. Range
penalties to the subject (see p.B550); +2 if you are touching
the subject or +3 if you already control the subject with Control
Other.
If you lose or tie, you are mentally stunned for 1d seconds. In
addition, you may never attempt to possess that subject again – he
is immune to you.
If you win, you take over over your victim's body, completely
suppressing his personality. Your own body lies unconscious during
the possession, and must be safeguarded.
You gain your the host's ST, DX, and HT (secondary characters
are calculated from these scores), as well as physical advantages
and disadvantages. You keep your own IQ, Perception, and Will, and
all of your mental traits. You social traits may apply, depending
on the laws and values of your society.
Skills are a special case. Your IQ-, Perception-, and Will-based
skills are unchanged. Other skills remain at the same relative
skill level, based on your new attributes scores.
You have sufficient access to the subject's memories to learn
his name and daily routine, but not enough to use his skills. To
recall specific facts from the host's memories, you must roll vs.
IQ at -1 per hour since the takeover. Only one attempt is allowed
for any given memory.
You can occupy a host until you choose to leave. If your body
dies, the possession ends. Whenever the subject's body takes
damage, you must roll against your own body's HT, or take the same
damage. If the subject body dies, you must roll vs. HT or die
yourself!
Power BlowIQ/HardDefaults: Body Control-5.Prerequisite: Body
Control.You can call upon the Force to temporarily enhance your ST
(for damage or lifting purposes). Power
Blow costs 1 FP per attempt, successful or not.Modifiers: -10 if
used instantly, dropping to -5 after 1 turn of concentration, -4
after 2 turns, -3 after
4 turns, -2 after 8 turns, -1 after 15 turns, and no penalty
after 30 turns.On a success, double your ST (for damage or lifting
purposes) or Basic Move for the next turn only.
If you know Power Blow at 20 or better, you can triple your ST
by accepting an extra -10 to the skill roll. On a failure, you can
try again but this counts as a repeated attempt.
PresciencePer/Very HardDefaults: None.Prerequisite: Sense
Force.You receive glimpses of future events. You cannot control the
content of these flashes – you just
know that something interesting or important might happen, at
some unspecified future date. This is normally a passive skill.
Nothing about the future is certain, though. Even if the GM has
made up his mind, he could reconsider.
Whenever the GM feels a premonition would be appropriate, he
will secretly make a skill roll for you – usually during an
encounter with a person or object.
A deliberate attempt to use Prescience requires a concentration
period of (20 - skill) seconds, 2 FP, and a skill roll at -8. You
get +2 if you concentrate for a full minute, or +4 if you
concentrate for a full
-
hour. You can attempt to read your own future, or that of
another person. If you can't see or touch the subject, you have an
additional penalty: -1 for family, lovers, or close friends; -3 for
casual friends and acquaintances; or -5 for someone met only
briefly. If you fail, you can try again, but this counts as a
repeated attempt.
A successful roll adds +4 to Gambling, Market Analysis, Tactics,
Strategy, and Weather Sense.
PresenceIQ/Very HardDefaults: None.Prerequisite: Sway
Emotions.You can radiate a charismatic aura that manipulates the
emotions of others, making everyone with
whom you have social contact to notice and respect you, whether
through love or fear. Activating this ability requires a
concentration period of (20-skill) seconds.
On a successful roll, you gain a modifier on all reaction rolls
and influence rolls equal to 1 + half the margin of success (round
down). You can maintain the benefit without concentration; no
additional skill roll is required.
If you fail, you can try again, but this counts as a repeated
attempt.
Probe ThoughtsIQ/Very HardDefaults: Read
Thoughts-7.Prerequisite: Read Thoughts and IQ 12 or better.You can
probe the subjects thoughts, essentially forcing the the subject to
answer any one specific
question that he can answer with a brief sentence. To use Probe
Thoughts, You must take the Concentrate maneuver and roll a Quick
Contest of your skill vs. the subject's Will.
Modifiers: -2 if you don't know the subject's native language;
-2 if the subject is of a different species; -4 or more if the
subject is totally alien. +2 if you concentrate for a full minute,
or +4 if you concentrate for a full hour.
If you win, you rip the answer from the subject's mind. The
answer is what the subject believes to be true – if he doesn't
know, he'll tell you.
If you fail, you can try again, but this counts as a repeated
attempt. Should you critically fail, you cannot probe that person
again for 24 hours.
You may use Probe Thoughts to ask as many questions as you wish,
but each question is a new use of the skill, and requires a second
of concentration and its own Quick Contest.
Read ThoughtsIQ/HardDefaults: None.Prerequisite: Sense Force.You
can eavesdrop on the subject's surface thoughts. You must be able
to see or touch the subject in
order to affect him. Concentrate for one second and roll a Quick
Contest of your skill vs. the subject's Will. You can use Read
Thoughts on any subject that you can see or otherwise clearly
perceive.
Modifiers: -4 if you don't know the subject's native language;
-2 if the subject is of a different species; -4 or more if the
subject is totally alien. +2 if you concentrate for a full minute,
or +4 if you concentrate for a full hour.
-
If you win, you can "hear" everything the subject says,
subvocalizes, or actively thinks about as a voice in your head.
Received thought comes at the speed of speech. You can maintain
Read Thoughts as long as you wish without further concentration.
The subject is not aware his mind is being read. You can't use this
skill on sleeping or unconscious subjects.
If you fail, you can try again, but this counts as a repeated
attempt. Should you critically fail, you cannot read that person
again for 24 hours.
A successful roll adds +2 to Influence skills, Tactics, or
Strategy is situations where knowing what the subject is thinking
would be useful. This bonus increases to +4 for Detect Lies or
Fortune Telling.
RebukeWill/EasyDefaults: None.Prerequisite: None.You can
actively focus your mind to resist Force powers. This skill
replaces Will when you resist
Force skills. Rebuke does not replace normal Will rolls.
Furthermore, it does not work if you are stunned, asleep, or
unconscious.
Recall*IQ/HardDefaults: Meditation-6.Prerequisite:
Meditation.You can enhance your memory. This requires a
concentration period of (20 - skill) seconds.Modifiers: +2 if you
concentrate for a full minute, or +4 if you concentrate for a full
hour. +5 if you
have Eidetic Memory, +10 if you have Photographic Memory (only
need this ability to restore removed memories). No modifier if the
event or fact occurred within 1 minute, -1 if it occurred within 10
minutes, -2 if it occurred within 1 hour, -3 if it occurred within
10 hours, -4 if it occurred within 4 days, -5 if it occurred within
40 days, -6 if it occurred within 1 year, -7 if it occurred within
10 years, -8 if it occurred within 100 years, and so on.
On a success, you can recall a single forgotten or obscure fact
or event as if you had Photographic memory (p.B51). A critical
success allows a wiped memory to be restored. If you fail, you can
try again, but this counts as a repeated attempt. Critical failure
could cause a false or distorted memory.
Seeker SensePer/HardDefaults: None.Prerequisite: Sense Force.You
can attune yourself to a single individual or object you are
looking for. To use this ability you
must take the Concentrate maneuver and make a skill
roll.Modifiers: Long-distance modifiers to the subject (see
p.B241). +2 if you concentrate for a full
minute, or +4 if you concentrate for a full hour. Something
associated with the object or person sought should be available at
the time of use; if not, roll at -5. The roll is at +1 if you have
held or are very familiar with the object or person sought.
On a success, you will feel a "pull" toward the subject and know
which direction to find it. The "pull" will get stronger as you
close in, or weaken if you turn away. If the roll is made by 3 or
more,
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you know the approximate distance to the subject. On a critical
success, you get a vision as to the exact location of the
subject.
If you fail, you can try again, but this counts as a repeated
attempt. Should you critically fail, you cannot make another
attempt on that subject for one day.
Send ThoughtsIQ/HardDefaults: None.Prerequisite: Read
Thoughts.You can send your thoughts to a subject in a one-way
communication. Trans-mission proceeds at
only talking speed, though you may also send simple images. You
must take the Concentrate maneuver and make a skill roll.
Modifiers: +2 if you concentrate for a full minute, or +4 if you
concentrate for a full hour. If you can't see the target use the
long-distance modifiers to the subject (see p.B241). If you cannot
see or otherwise perceive your subject, you have an additional
penalty: -1 for family, lovers, or close friends; -3 for casual
friends and acquaintances; or -5 for someone met only briefly. -4
if you have no language in common with the subject. -2 if the
subject is of a different species; -4 or more if the subject is
totally alien.
If you fail, you can try again, but this counts as a repeated
attempt. Should you critically fail, you cannot make another
attempt on that subject for one day.
Sense ForcePer/AverageDefaults: Per-5.Prerequisite: None.You can
feel the emanations of the Force. This is a passive ability. The GM
secretly makes a skill
roll. On a success, the GM tells you the Force level in your
immediate area, and whether the Force level is aspected or
otherwise unusual. You automatically get a roll whenever you cross
a boundary between Force levels. Add +3 to the roll if you are
explicitly searching for the boundary. This requires one second of
concentration, and the GM rolls in secret.
You can also sense the presence life in the area. Add +3 to the
roll if you are actively searching; this requires one second of
concentration, and the GM rolls in secret. On a success, the GM
gives you a general impression of what kind of life (if any) is in
the area. The margin of success determines the range at which you
can sense life. Find the margin of success in the Size column of
the Size and Speed/Range Table (p.B550) and read across to the
Linear Measurement; this is the range you can sense life.
You can also focus this ability on a particular subject to sense
its particular energy field (or aura). A successful roll (with
range penalties to subject, p.B550) gives you insight into the
subject's personality – the better the skill roll, the better the
insight. You could tell if the subject suffered from a fatal
disease, or the status of their health (p.B421); add the margin of
success to Diagnosis skill in medical situations. The aura also
shows whether the subject has Force Sensitive, Force Resistance, or
Force Susceptibility (and what level). It also reveals the
subject's emotional state; a successful roll adds +2 to Detect Lies
rolls.
Lastly, this skill alerts you to any disturbances of the Force
(violent emotions, deaths, use of Force powers, etc.). The GM
secretly makes the skill roll. Add +3 to the roll if you are using
this ability actively; this requires one second of concentration,
and the GM rolls in secret. Particularly strong
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disturbances (like the loss of thousands of lives) can give a
bonus of +1 to +10 or more. The margin of success determines the
range at which you can sense the disturbance. Find the margin of
success in the Size column of the Size and Speed/Range Table
(p.B550) and read across to the Linear Measurement; this is the
range you can sense the general nature of the disturbance; success
by 2 or more reveals the approximate distance and direction;
success by 5 or more reveals a mental image of the disturbance.
Sense ProjectionIQ/HardDefaults: None.Prerequisite: Sense
Force.You can project your senses to a point outside your body. To
initiate this ability, pick the desired
viewpoint (which can be inside something), concentrate for (20 -
skill) seconds, and then make a skill roll.
Modifiers: If the viewpoint is out of sight, you must specify
the distance and direction (use long-distance modifiers, p.B241).
+2 if you concentrate for a full minute, or +4 if you concentrate
for a full hour.
On a success, you can use your ranged senses as if you were
physically present at the viewpoint. Your vision ignores darkness
penalties completely. You cannot see through solid objects, but if
your viewpoint were inside a closed chest, you would see what was
inside despite the lack of light. You can maintain Sense Projection
as long as you wish.
The projection cannot move; it can only turn to look in
different directions. Your body is catatonic for the duration of
use; you cannot act. If you are injured, the projection
automatically ends.
If you fail, you can try again, but this counts as a repeated
attempt. Critical failure cripples your ability for 1d hours.
On a successful check, you can add the margin of success of a
Sense Projection roll to a Diagnosis, Security, Surgery, or similar
skill were being able to see inside a subject would be useful.
Sever ForceIQ/Very HardDefaults: None.Prerequisite: At least ten
other Force skills and IQ 12 or better.You can nullify the
subject's Force Sensitivity. You must touch the subject and
concentrate for (20 -
skill) minutes, minimum one minute, and then roll a Quick
Contest: your skill against the subject's Will. Using this ability
costs 10 FP per attempt, successful or not.
If you win, the subject loses the Force Sensitive advantage for
a number of days equal to your margin of victory. The subject
retains his knowledge of the skills, but cannot use them. At the
end that time, and each day thereafter, the subject can make a Will
roll, with a penalty equal to your margin of victory. Critical
Success, or three consecutive successes, restores the subject's
Force Sensitivity. On a failure, nothing happens. Critical failure,
or three consecutive ordinary failures, results in the permanent
loss of Force Sensitivity.
If you fail, you can try again, but this counts as a repeated
attempt. A critical failure with this skill results in the loss of
your own Force Sensitivity for 2d days. At the end of that time,
you should roll vs. Will; any roll except a critical failure means
that the lost Force Power is regained – a critical failure means
that the lost Force Sensitivity is permanent!
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Steal Vitality†IQ/HardDefaults: None.Prerequisite: Sense Force
and Body Control.You can take FP from a subject to restore your own
lost fatigue. This works on living, sapient
subjects only! To use this ability, take the Concentrate
maneuver and roll a Quick Contest of your skill vs. the subject's
HT or Will, whichever is higher.
Modifiers: -1 per meter of range. +2 if you concentrate for a
full minute, or +4 if you concentrate for a full hour.
If you win, the subject loses FP equal to your margin of
victory. For every 3 FP drained from the subject, you regain 1 FP.
This ability stops when your FP is fully restored, or when the
subject's FP reaches 0 and he falls unconscious.
If you fail, you can try again, but this counts as a repeated
attempt. Should you critically fail, you cannot make another
attempt on that subject for 24 hours.
Steal LifeYou can also take HP from the subject to heal your own
wounds by making a Steal Vitality roll at -6.
For every 3 HP drained from the subject, you regain 1 HP. This
ability stops when your HP are fully restored, or when the
subject's HP reaches -1×HP (which automatically kills the
subject).
You can buy off up to half of the penalty to Steal Life as a
Technique of Steal Vitality.
SuggestionIQ/HardDefaults: None.Prerequisite: Sway Emotions.You
can instill a suggestion in the subject's mind. You can use
Suggestion on any subject you can see
or clearly perceive. You must concentrate for one second and
roll a Quick Contest: your skill against the subject's Will. The
suggestion must be a simple idea; language is no barrier unless the
subject's language cannot encompass the idea. If the suggestion
goes against the subject's personal safety, it is resisted at +5;
if it goes against his beliefs, convictions, or knowledge, it is
resisted at +3. If you win, the subject will try to accomplish the
suggestion or otherwise act as if the idea were his own.
If you fail, you can try again, but this counts as a repeated
attempt. Should you critically fail, you cannot read that person
again for 24 hours.
Sway EmotionsIQ/HardDefaults: None.Prerequisite: Sense Force.You
can instill the subject(s) with any one emotion you choose. To use
this ability, take the
Concentrate maneuver and roll a Quick Contest: your skill
against the subject's Will. Modifiers: +2 if you concentrate for a
full minute, or +4 if you concentrate for a full hour.If you win,
the subject(s) experiences the emotion for a number of hours equal
to the margin of
success. There is no "game system" effect unless the GM feels it
necessary, but the subject should roleplay it! Some sample
emotions: love, hate, lust, anger, greed, jealousy, fear, sadness,
joy, peace,
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unrest, depression, patriotism, boredom, disgust.You may attempt
to affect multiple people at once, at -1 to skill for each 5 people
(or fraction
thereof).A successful skill roll may grant you a +2 or +4 bonus
on interaction skills or reaction rolls (GM's
discretion).If you fail, you can try again, but this counts as a
repeated attempt. Should you critically fail, you
cannot sway that person again for 24 hours.
Terror†IQ/HardDefaults: Sway Emotions-6.Prerequisite: Sway
Emotions.You can unhinge the minds of others. To use this ability,
you must concentrate for one second and
make a skill roll. On a success, anyone who can see or hear you
must make roll an immediate Fright Check (p.B360) with a penalty
equal to half your margin of success, round down. Your victims get
+1 per Fright Check after the first within 24 hours.
If a victim succeeds at his Fright Check, he will be immune to
this skill for one hour.
FORCE TECHNIQUESThis section details all the available Force
Techniques.
Reflect BlastersDefaults: Lightsaber or Lightstaff at
-5.Prerequisite: Combat Sense 12+, and either Lightsaber or
Lightstaff. Cannot exceed Lightsaber or
Lightstaff skill.If you take the Wait maneuver and successfully
parry a blaster bolt with a lightsaber (see Combat
Sense, p.12), then you can transform your Wait into an Attack by
reflecting the blaster bolt. You must specify when you take the
Wait maneuver that you intend to Reflect a parried attack. Roll
against Reflect Blasters to hit. The attack has no Acc and normal
range modifiers apply (p.B550). For the purpose of determining 1/2D
and Maximum Range, use the sum of the distance from the original
attacker to you and from you to your new target.