| Sense Powers Beast Languages
Sense Difficulty: Easy if the animal
is domesticated/friendly (such as a bantha); Moderate to Difficult if the animal is wild,
but non-predatory (such as an undomesticated tauntaun); Very Difficult to Heroic if the
animal is ferocious/predatory (such as a wild vornskr or rancor).
This power can be kept up.
Required Powers: Receptive
telepathy, projective telepathy, translation.
Effect: This power allows the Jedi
to translate a beast-language and speak it in kind. As creatures rarely have
"true" languages, the Jedi is actually imparting and reading emotional
differences within grunts and growls and other cues of body language. Note that the
character may keep this power up if the Jedi needs to continue talking to a creature. For
beasts that can be ridden, subtract -2D from their Orneriness code while this power is in
effect. (Oviously, the creature's orneriness code cannot drop below 0D.)
Combat Sense
Sense Difficulty: Moderate for one
opponent, modified by +3 for every additional opponent a Jedi wishes to defend against.
Required Powers: Danger sense,
life detection.
Effect: Combat sense helps a Jedi
focus on the battle at hand. Everything else becomes dulled and muted as the Jedi's senses
are all turned toward the combat occuring around him. All targets become mentally
highlighted in the Jedi's mind, enhancing his ability to attack and defend. In game terms,
by focusing his attention on his opponents, a Jedi gains certain imporant advantages.
First, he can decide when he wishes to act
during a round - no initiative rolls are necessary while the power is in effect. If more
than one Jedi is using this power, whoever rolled highest when invoking the power
determines when he wishes to act.
Second, the Jedi's attack and defense rolls
are increased by +2D. Combat sense lasts for ten combat rounds and doesn't count as a
"skill use" for determining die code penalties.
Danger Sense
Sense Difficulty: Moderate or
attacker's control roll.
Required Power: Life detection.
This power can be kept up.
Effect: Danger sense allows a Jedi
to extend his senses around himself like protective sensors, creating an early warning
system for as long as the power remains in effect.
When this power is used, the Jedi detects
any attacks the round before they are made. This gives the Jedi a round to decide how to
react to the danger.
In game terms, if any character plans to
attack the Jedi on the next round she must declare her action the round before. Attacking
characters with Force skills may roll their control skill to increase the
difficulty of using this power.
Instinctive Astrogation, Sense
Sense Difficulty: Moderate, modified
by difficulty of journey.
Required Power: Magnify senses.
Effect: This is the more well known
ability of the Jedi to calculate astrogation routes without the use of a nav computer. The
Jedi uses his sense skill to feel through the myriad hyperspace routes to determine the
safest path.
The difficulty is modified by the
treacherousness of the path:
| Task is: |
Modifier (add to difficulty) |
| Very Easy |
0 |
| Easy |
0 |
| Moderate |
0 |
| Difficult |
+5 |
| Very Difficult |
+10 |
| Heroic |
+15 |
If the Jedi succeeds at
charting the course, she need only generate an Easy astrogation total to plot a safe path.
If the Jedi fails the roll, the astrogation difficulty is automatically Very
Difficult; if the roll is missed by more than five points, increase the difficulty to
Heroic.
Life Detection
Sense Difficulty: Very Easy if the
subject has Force skills or is Force-sensitive; Moderate if not. Modified by relationship.
The power can be kept up.
Effect: This power allows Jedi to
detect live sentient beings who might otherwise remain hidden from their normal senses.
When the power is activated, the Jedi knows the location of all sentients within 10 meters
- if the power is kept up, the Jedi may know whenever a sentient approaches within 10
meters of them or vice versa.
When a Jedi approaches or is approached by
sentient creatures, make a sense roll for the Jedi and each creature makes an
opposed control or Perception roll to avoid detection. Both rolls are
"free" actions and don't count as a power use. If the Jedi ties or rolls higher,
he senses the creatures in question.
If the Jedi beats the target roll by 10 or
more points, the Jedi is aware if this person has Force skills (yes or no), is
Force-sensitive (yes or no) or if they have met the person before (yes or no), and if yes,
what their identity is.
Life Sense
Sense Difficulty: Very Easy,
Modified by proximity and relationship.
Required Power: Life detection.
Effect: The user can sense the
presence and identity of a specific person for whom he searches. The user can sense how
badly wounded, diseased or otherwise physically disturbed the target is.
A target may use the control skill
to hide his identity while the Jedi uses life sense. The character's control
skill is added to the senser's difficulty.
Life Web
Sense Difficulty: See below;
modified by proximity.
Note: The Force-user must choose one
specific species as a specialization (see below).
Required Powers: Life detection,
life sense, sense Force.
Time To Use: Two days (or more).
Effect: This power is used to detect
large concentrations of members of a specific species, such as humans, Rodians, or
Chandra-Fan. When the power is used successfully, the users sense the general direction
toward the population. If the user's roll exceeds the difficulty by 10 or more points, the
user also knows approximate distance (i.e., hundreds or thousands of kilometers, or
single, tens, hundreds, or thousands of light-years).
The base difficulty to use this power
depends upon the size of the nearest significant population:
| Very Easy |
Population in tens of billions |
| Easy |
Population in billions |
Moderate
|
Population in hundreds of millions |
| Difficult |
Population in tens of millions |
| Very Difficult |
Population in millions |
Heroic
|
Population in hundreds of thousands |
This power may not be used
to detect populations smaller than 100,000 individuals.
When this power is selected, the Force-user
must select a specific intelligent species to specialize in. A Force-user may select more
life web species specilizations at a cost of three Character Points per additional
species. The Force-user must be familiar with the species - for example, Ulic Qel-Droma
could specialize in life web: Twi'lek since he is familiar with Tott Doneeta's
unique "Force presence," but he would not be able to select life web: Rodian
until he spent time with a member of that species. This power may only be used to detect
species that the Force-user has specialized in.
This power requires at least two days of
continuous concentration. For each additional two days of concentration, the Force-user
may add +1D to his or her sense roll.
Magnify Senses
Sense Difficulty: Very Easy;
Modified by proximity.
Time To Use: Three rounds.
Effect: This power allows a Jedi to
increase the effectiveness of his normal senses to perceive things that otherwise
would be impossible without artificial aids. He can hear noises beyond his normal hearing
due to distances or softness - he can't hear beyond normal frequencies. Likewise, he can
see normally visible things over distances that would normally require the use of
macrobinoculars, and identify scents and odors that are normally too faint for human
olfactory senses.
Merge Senses (from AJ14)
Sense Difficulty: Moderate. Modified by proximity.
Time to Use: Three rounds.
Required Powers: Magnify senses
Effect: This power allows a force user to perceive
things through the senses of another creature, one with animal intelligence or less. She
can see through the eyes of the selected creature, enjoying the benefits or being bound by
the restrictions of the creature's vision. He can hear through the creature's ears; smell
what the creature smells; and physically feel whatever the creature is feeling.
The Force user does not control the creature, but can make
suggestions. The simpler or less threatening the request, the more likely it will be
agreed to. If a suggestion
goes against the nature of the creature or would put it in an obviously hazardous
situation, the Force user must make a sense roll against the subject's willpower. Failure
means the suggestion is ignored.
While the Force user's senses are merged with the creature, the
Force user's body is motionless, its senses unable to function until, of course, the meld
is broken. Releasing the target creature requires a Moderate roll. The link with the
creture is also broken by the death of either the creature or the Force user. If the
creature suffers damage or dies during a meld, the Force user suffers one-half the amount
of damage.
Postcognition
Sense Difficulty: Easy if seeing less than two hours into the
past; Moderate for seeing more than two hours but less than a week into the past;
Difficult for seeing more than a week but less than six months into the past; Very
Difficult for seeing more than six months but less than a year into the past; Heroic for
seeing more than a year but less than two years into the past; +10 for each additional
year.
Required Powers: Hibernation trance, life detection, sense
Force
Time to Use: Five minutes; the time to use may be reduced by
adding +10 to the difficulty for each minute cut. Minimum time to use of one minute.
Effect: Postcognition allows a Jedi to investigate the
tenuous imprints of the Force left on objects when they are handled by living beings. The
character must be able to handle the target object.
The Jedi must declare how far in the past is being reviewed prior to
rolling postcognition. If the roll is successful, the Jedi can determine who has
handled or touched the object and what events have transpired around it. The Jedi may
"search" for specific incidents or simply review past events, somewhat like
viewing a hologram.
If the postcognition roll is equal to or higher than three
times the difficulty number, the character can witness events when the object was present
as if she where there herself.
If the postcognition roll is greater than or equal to twice
the difficulty number, the Jedi gains a good sensory impression of the event, but is
limited in that the primary sense (the sense which give the most information, usually
sight) is wavery or obscured; the other sensory impressions come through clearly.
If the postcognition roll is simply greater than the
difficulty number, then all sensory impressions are muffled, tactile sense is dulled,
smells or tastes are indistinct or mixed. The Jedi receives a vague sense of who handled
the object and what events transpired around it.
Example: Alex is going to use postcognition on a
blaster to see if it was used to murder a New Republic officer. She declares that she will
search back a full year (a Very Difficult task) her postcognition total is
24, which just barely beats the difficulty number. Alex gets several sensory impressions
blurry images of a woman grabbing the gun, a muffled scream as a man is shot and
falls to the ground. Unfortunately, the images are so indistinct that Alex cant tell
exactly who is using the gun and who was shot.
If Alex had limited her postcognition viewing to less than
two hours an Easy task her roll of 24 would have been more than three times
the difficulty. She would have seen any events with crystal clear clarity.
Predict Natural Disaster
Sense Difficulty: Easy if the Jedi has lived in the area for
more than a year; Moderate if the Jedi has lived in the area between six and 12 months;
Difficult if the Jedi has lived in the area between one and six months; Very Difficult if
the Jedi has lived in the area for less than one month. Modified by the severity of the
disaster (larger disasters are easier to predict) and degree to which the disaster could
reasonably be predicted (e.g. gamemasters may decide that certain disasters are easier to
predict based on a multitude of factors).
Required Powers: Danger sense, life detection, weather
sense
Time to Use: 15 minutes. May be reduced in five minute
increments by increasing difficulty one level per five minute increment. Minimum time to
use: one minute.
Effect: The power allows the Jedi to sense local
meteorological and geological conditions and predict imminent disasters, such as quakes,
volcanic eruptions, floods, landslides, avalanches, cave-ins, mine subsidences, large
scale conflagrations (such as forest fires), and even dangerous storms, tornados, and
hurricanes (which can also be predicted with weather sense). By opening his or her
senses to the environment, the Jedi can predict these disturbances, much like animals can
seemingly sense a quake hours or even days before it happens.
Like weather sense, this power does not lend itself to quick
predictions. It customarily takes weeks for a Jedi to acclimate to local weather patterns
and topography.
The prediction is effective for 12 hours. The difficulty increases
by one level for each additional 12 hour period by which the Jedi wishes to extend the
prediction.
Receptive Telepathy
Sense Difficulty: Very Easy for
friendly, non-resisting targets. If target resists, he makes a Perception or control
roll to determine the difficulty. modified by proximity and relationship.
Required Power: Life sense.
This power may be kept up if the target
is willing and the proximity modifier doesn't increase.
Effect: If the Jedi makes the power
roll, he can read the surface thoughts and emotions of the target. The Jedi
"hears" what the target is thinking, but cannot probe for deeper information.
When the Jedi uses the power on another player character, the gamemaster asks the player
if he minds the power being used on his character; if the target is a gamemaster
character, the gamemaster must determine for himself if the target is friendly or
resistant.
If the skill roll is double the difficulty,
the Jedi can sift through any memories up to 24 hours old. A Jedi cannot sift through
memories in the same round that contact is made - this process takes a full round.
A Jedi can read the minds of more than one
person at a time, but each additional person counts as an additional action, with separate
rolls and multiple skill use penalties.
This power may be used on creatures and
other sentient species, although it cannot be used on droids.
Sense Force
Sense Difficulty: Moderate for an
area; Difficult for sensing details or specific objects within the area. Modified by
proximity.
Effect: This power is used to sense
the ambient Force within a place. It cannot be used to detect sentient beings, but there
are many forms of life and many areas of the galaxy intertwined with the Force which can
be sensed with this power.
Sense Force will tell a character
the rough magnitude of the Force in an area or object, and whether the area or object
tends toward the dark side or the light.
Sense Force Potential
Sense Difficulty: Moderate for
friendly, non-resisting targets. Moderate plus target's Perception or control
roll (whichever is higher) to determine the difficulty of the probe on an unwilling
subject.
Required Powers: Life detection,
life sense, receptive telepathy, sense Force.
Time To Use: Six rounds.
Effect: This power allows a Jedi to
probe the mind of a target, and determine whether that person has the potential to be
strong in the Force.
The deep subconscious of a Force-sensitive
person is shielded by a protective barrier which prevents another Force wielder from
penetrating his or her inner mind. This shield pushes violently back at an intruder,
sending him or her stumbling back. This "shield" is an involuntary defense
mechanism maintained by every Force-sensitive person. It is one reliable way to determine
which people might have the potential to become Jedi.
The magnitude of the backlash generated by
the shield depends on the character's strength in the Force. A person who is merely
Force-sensitive will shove the intruder back by a meter. Someone with actual Force skills
will produce a more intense reaction. Those with little training will send the intruder
reeling back across the room. Someone who is well trained, or who has a great deal of raw
talent in the Force, might actually hurl an intruder across the room.
Sense Path
Sense Difficulty: Moderate.
Required Powers: Emptiness,
hibernation trance.
This power can be kept up.
Effect: This power informs a
character of the "path" he travels: whether his current actions are likely to
lead him to the dark side, and whether any specified future actions are likely to do so
(this power may be thought as farseeing without control). Bear in mind that without
control, the Jedi does not have the ability to decide whether he sees the past, present,
or a possible future. The visions he receives are more likely to be allegorical in nature;
to receive specific details, the farseeing power must be used.
When giving the results of this power, be
honest but obscure if the character has gained any Dark Side Points and is attempting to
atone, this power will tell him how successful he has been within a game context.
The Jedi can choose to consciously use this
power, or it can be a plot device. If the latter, at an appropriate point in the scenario,
you may call for a roll on this power, and give the Jedi a vision if he succeeds. You may
use this to tell the players how well they are doing, or to give them a premonition of
doom just before a critical encounter to heighten the tension. You may use it to warn them
(by showing the future of their current course), to encourage them (particuarly when they
have done the right thing, but have no way of knowing), to provide hints, or to foreshadow
upcoming events.
A vision from the Force should never be
taken lightly by the players. It should give them something to think about, along with the
attendant chances for good roleplaying. Bear in mind that different Jedi will tend to
receive different renditions of the same scene, and consequently you should tailor the
details you give to fit the character concerned. Instead, you might consider altering the
way you describe the scenery; for the dark side you might always describe rocky and barren
terrain, with a cold wind blowing, or it might always be night for the dark side and
daytime or dawn for the light side. You can present these images in as contrary a manner
as you wish, provided you are consistent with the descriptions.
Another thing to bear in mind is that it is
never easy to tell which is the right course to take (although the path of darkness may be
clear enough, the path of light is far more elusive). The Jedi must still be sure to
follow the Jedi Code regardless of what his visions seem to be telling him, otherwise his
own desires will encourage a less truthful vision and cause his downfall. And it is quite
possible for a skilled Dark Jedi to twist the readings of this power to suit his own ends.
Example: "You are scrambling
through a rocky landscape at night. The only light is a feeble glow ahead of you, coming
from behind the next outcropping. You are hurrying, trying to arrive in time to
avert...something. When you pass the outcrop, the terrain falls away on all sides, and you
find yourself on the edge of a gigantic precipice, like the inner rim of a volcano. Rock
walls loom high on the opposite side of the pit. Standing, alone and vulnerable on a spike
of rock scarcely half a meter side at the tip, is your companion Tetsu. He is scared and
crying. The column he is on is nowhere connected to the rim where you are standing; there
is no way to reach him. A wind begins to howl up from below."
Example: Another narration:
"You are walking along a path; the route is straight and wide...and as black as coal.
On your left is a second path, just as broad, just as straight, and shining brilliant
white. You become aware of a presence walking along the second pathway matching you pace
for pace. Ahead your paths cross, and the path that leads away from the point of
interesection is twice as wide as your own...and of indeterminate color."
Shift Sense
Sense Difficulty: Moderate for
simple phenomena (such as heat or simple scents); Difficult for more uncommon phenomena
(such as comm frequencies, infrared radiation); Very Difficult for specific, complex
phenomena (such as setting olfactory nerves to detect the presence of Tibanna gas).
This power can be kept up.
Required Power: Magnify senses.
Effect: The character may shift his
or her senses as to detect phenomena of a different type than normal; shifting eyesight to
the infrared spectrum, setting olfactory nerves to detect specific chemical combinations,
or hearing frequencies above or below normal range for his or her species. This power
counts as a "skill use" for determing die code penalties.
Please note that this power is
exceptionally useful in some aspects, but fairly limited in others. For example, a Jedi
may detect comm frequencies, but that does not mean the Jedi can listen in on the
transmission. The Jedi will be able to detect that a transmission is present, but may not
necessarily be able to locate the signal's source, and certainly will not be able to
decode the information carried by the transmission.
Translation
Sense Difficulty: Moderate for
humans or aliens, Difficult for droids. If the target is being purposely cryptic, add +5
to the difficulty, +20 if the language is written down.
This power can be kept up.
Required Powers: Receptive
telepathy, projective telepathy.
Effect: This power allows the
character to translate a language and speak it in kind. The Jedi may decipher body
language, explore the spoken word, or translate ancient Sith texts. In order for this
power to work, the character must first hear the target speak, or see the words in written
form (such as an ancient text or document). This power, though similar to telepathy, has
many advantages. First, it takes only one application of this power to
"understand" a language. As long as they all speak the same language and the
power is kept up, the character need not roll for each individual talking. Also, because
they also "speak" using beeps and whistles, droids may be communicated with
using this power. Finally, the Jedi can translate ancient texts, even if the language has
long since vanished from the galaxy.
Note that the character does not really know
the language. Once this power is no longer in use, the Jedi is once again unable to
decipher the target language.
Weather Sense
Sense Difficulty: Easy if the Jedi
has lived in the area for more than a year; Moderate if the Jedi has lived in the area
between six and twelve months; Difficult if the Jedi has lived in the area between one and
six months; Very Difficult if the Jedi has lived in the area less than one month. Modified
for proximity and local meteorological conditions.
Required Power: Magnify senses.
This power can be kept up.
Effect: This power allows the Jedi
to attune himself to the workings of local weather patterns. By sensing the movement of
clouds, winds, tides, and solar bodies, he can discern patterns in the weather, and so
make limited predictions regarding the behavior of atmospheric phenomenon.
The power does not lend itself to quick
predictions, however. It takes weeks for a Jedi to so acclimate himself to local weather
patterns and become familiar with unique features of the local topography that he can
obtain accurate readings.
The prediction is effective for four hours.
The difficulty increases if the Jedi wishes to make more extended forecasts.
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