| Control,
Sense & Alter Powers Affect Mind
Control Difficulty: Very
Easy for perceptions; Easy for memories; Moderate for
conclusions. Modified by proximity.
Sense Difficulty: The
target's control or Perception roll.
Alter Difficulty: Very
Easy for slight, momentary misperceptions, minor
changes to distant memories, or if the character
doesn't care one way or another. Easy for brief,
visible phenomena, for memories less than a year old,
or if the character feels only minor emotion
regarding the conclusion he is reaching. Moderate for
short hallucinations, for memories less than a day
old, or if the target has strict orders about the
conclusion. Difficult for slight disguises to facial
features, hallucinations which can be sensed with two
senses (sight and sound, for example), for memories
less than a minute old, or if the matter involving
the conclusion is very important to the target. Very
Difficult for hallucinations which can be sensed by
all five senses, if the memory change is a major one,
or if the logic is absolutely clear and coming to the
wrong conclusion is virtually impossible.
Effect: This power is
used to alter a character's perception so that he
senses an illusion or fails to see what the user of
the power doesn't want him to see. This power is used
to permanently alter a character's memories so that
he remembers things incorrectly or fails to remember
something. This power can also be used to alter a
character's conclusions so that he comes to an
incorrect conclusion.
Before making skill rolls, the
character must describe exactly the effect he
is looking for. The power is normally used on only
one target; two or more targets can only be affected
if the power is used two or more times.
A character believes he is
affected by any successful illusions - a character
who thinks he is struck by an illusory object would
feel the blow. If he thought he was injured, he would
feel pain, or if he thought he had been killed, he
would go unconscious. However, the character suffers
no true injury.
This power cannot affect droids
or recording devices.
Battle
Meditation
Control Difficulty:
Varies based on the number of targeted individuals:
| Number of
Individuals: |
Difficulty |
| 1-2 |
Very Easy |
| 3-20 |
Easy |
| 21-100 |
Moderate |
| 101-1000 |
Difficult |
| 1001-10,000 |
Very Difficult |
| 10,001+ |
Heroic |
Sense
Difficulty: Varies based on the number of
targeted individuals:
| Number of Individuals: |
Difficulty |
| 1-2 |
Very Easy |
| 3-20 |
Easy |
| 21-100 |
Moderate |
| 101-1000 |
Difficult |
| 1001-10,000 |
Very Difficult |
| 10,001+ |
Heroic |
Alter
Difficulty: Varies based on the number of
targeted individuals:
| Number of Individuals: |
Difficulty |
| 1-2 |
Very Easy |
| 3-20 |
Easy |
| 21-100 |
Moderate |
| 101-1000 |
Difficult |
| 1001-10,000 |
Very Difficult |
| 10,001+ |
Heroic |
This
power can be kept up.
Time To Use:
Five minutes.
Effect:
Battle meditation has two possible effects. The Jedi
can force her adversaries to abandon their assault
and turn on each other, or she can alter the tide of
the battle, strengthening her allies and at the same
time weakening her enemies. Before initiating the
power the Jedi must sate which effect she wishes to
use.
The targets of
this power must have initiated combat for the effects
to take hold. In game terms, a Jedi may only use this
power effectively on or after the first round of
combat, not before. Enemies are defined as those who
seek to oppose the Jedi's immediate goal (rescuing a
prisoner, defeating a group of dark siders, etc.);
allies are defined as those who seek to uphold and
forward the Jedi's goal.
When attempting to
turn attackers against each other, the Jedi's highest
skill roll (control, sense, or alter)
to activate the skill becomes the difficulty the
targets must beat to avoid the effect. Otherwise they
immediately see their allies as the "true"
enemy and attack. The Jedi must maintain the effect
each round for the combatants to continue fighting.
Once the power is dropped, its effects wear off
instantly.
On a successful
roll to change the balance of the battle in the
Jedi's allies' favor (the power's second function),
the Jedi's enemies lose 1D for every 4D she has in
her best Force skill, in a skill determined by the
Jedi (i.e., Strength, Dexterity, etc.) to a minimum
of 1D, while her allies receive a bonus of the same
value to an attribute of her choosing.
Example:
Jamier Trevis and three of his Jedi companions are
battling a dozen Dark Side minions - followers of
Trask K'tar. Seeing the tide of the engagement
turning in the dark siders' favor, Jamier decides to
use his battle meditation power to help his
allies overcome their enemies. Since he has a control
of 5D+1, a sense of 6D+1, and an alter
of 4D, he may increase one skill of all his
companions (he chooses Dexterity in this case)
by 1D (the highest of the three, 1D for every 4D),
and decrease one skill of all his opponents by 1D (he
chooses Strength), to a minimum of 1D, until
he drops the power. While Jamier continues to
maintain the power, his allies all have a 1D bonus to
Dexterity (and all its skills) and his enemies
all have a 1D penalty to Strength (and all its
skills).
Enhanced
Coordination
Control Difficulty:
Moderate, as modified by proximity.
Sense Difficulty:
Difficult.
Alter Difficulty:
Dependent upon the number of individuals being
affected by the power:
Number of Individuals
to be Affected |
Difficulty |
| 1-10 |
Very Easy |
| 11-100 |
Easy |
| 101-500 |
Moderate |
| 501-5,000 |
Difficult |
| 5,001-50,000 |
Very Difficult |
| 50,001-500,000 |
Heroic |
Effect:
This power allows a Jedi to coordinate the activities
of a group to increase the group's effectiveness at a
given task. The power was often used by the Emperor
to increase the fighting ability of his troops,
mentally driving them on and supplementing their will
to fight. This power many only be used on individuals
who are in agreement with the intent of the Jedi, and
it in no way grants the Jedi mental control over the
troops affected. Instead, it links the troops on a
subconscious level, allowing them to fight more
proficiently and with better organization. If the
power is successfully called upon, the Jedi picks
three specifc skills. The skill must be the same for
the entire group. For every 3D (round down) in those
skills that the troops have, they receive a bonus of
+1D.
The Jedi many keep this power
up, although he must make a new power roll whenever
new troops are added to the power's sphere of
influence, or whenever the skills affected are
changed. The Jedi may only affect Dexterity, Technical,
and Strength skills.
Force
Harmony
Control Difficulty:
Difficult. Modified by proximity.
Sense Difficulty:
Difficult. Modified by relationship.
Alter Difficulty:
Moderate.
Required Powers: Life
detection, life sense, projective telepathy,
receptive telepathy.
This power may be kept up.
Effect: This allows
several willing Jedi to manifest the power of the
Light Side. As long as the power is kept up, it
bathes the users in the celestial illumination of the
Light Side. It can act as a shield against the powers
of the Dark Side, giving an extra 5D to each Force
user involved to resist the effects of powers called
upon by Dark Side servants. Note that +5D may appear
an immense bonus, but since this power must be kept
up, the Jedi calling upon the power is suffering a 2D
penalty simply for calling upon this power. One can
only link as many Force users as the initiator of the
power has control or sense dice, whichever is lower.
For example, if Leia used Force harmony, since
her control is 5D+1 and her sense is 4D+2, she would
only be able to link a total of four people
(including herself).
When acting as a shield against
the Dark Side, if both the control and sense rolls
exceed the success roll of the Dark Side power
used(if the power requires multiple skill rolls, the
highest roll), then the Dark Side power is
interrupted. All "up" powers are
interrupted as if the user were stunned. It does not
cancel out the presence of the Dark Side, but can
distract its servants and make their actions more
difficult.
Example: Alexandra
Tillet and Jamier Trevis try to disrupt K'tar's Force
storm, which is destroying the New Republic's fleet.
K'tar is in the room with them.
Jamier and Alex are close
friends. Jamier spends a Force Point and links Alex
and himself with the Light Side; his control roll is
47 and his sense roll is 36. He successfully uses the
Force harmony power, giving both of them a +5D
against the effects of any Dark Side powers.
If both of these rolls exceed
K'tar's highest roll when he summoned the Force
storm, then K'tar's control over the Force storm is
severed.
Projected
Fighting
Control Difficulty:
Difficult.
Sense Difficulty:
Difficult.
Alter Difficulty:
Moderate, modified by proximity, but limited to line
of sight.
Required Powers: Concentration,
telekinesis.
Time to use: One round.
Effect: Projected
fighting allows a Jedi to strike at an opponent,
inflicting damage without physically touching the
target. Use of this power is more than a little
risky; in many cases projected fighting is quite
simply using the Force to attack. However, the Jedi
attempting to use projected fighting can elect
to cause stun damage only, and even then should only
attempt to use this power if it is to protect an
innocent in immediate danger. A Jedi who uses
projective fighting for any other reason, or causes
anything more serious than stun damage, receives a
Dark Side Point.
After successfully using the
power, the Jedi makes a brawling skill roll. If
attacking a Force-sensitive, the target may use the control
or brawling parry skill to avoid the attack.
Otherwise, the target cannot deflect the Jedi's
blows. If the target is not Force-sensitive, a
Difficult brawling parry roll is necessary to
block the Jedi's attack. If the brawling roll is
successful, the Jedi rolls his or her full Strength
versus the target's strength. The Jedi may target a
specific portion of the body (which adds +1D to
damage), but must subtract an additional -1D from his
brawling skill (see Star Wars, Second Edition,
page 63). Be sure to add any armor bonuses that the
target may have.
This power can be kept up as
long as the distance between the Jedi and the target
remains the same. Should the target move
significantly or the Jedi wish to select a new
target, the power must be rerolled.
Example: Alexandra
decides that she is going to make a projected
fighting attempt aimed specifically at a guard's
head. She makes he control, sense, and alter plus
proximity rolls each with a -3D multiple action
penalty(she is doing four things: using her control,
sense, alter, and brawling skills, plus
targeting the head). If she successfully rolls the
first two, she then must make an Easy brawling roll,
this time with a -3D modifier, due to her preference
in hit location. Because the target is not
Force-sensitive, no brawling parry attempt can
be made. Alex makes her brawling roll and then
rolls her Strength against the guard's Strength.
Because she aimed for the head, Harlan gains an
additional +1D to her damage roll.
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