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  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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