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The Force Compendium

The document provides a compilation of non-standard Force powers and powers used by other Force traditions, organized by power type and user such as Jedi, Sith, and other groups. It includes over 70 unique Force powers across multiple categories.

Uploaded by

chris
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© © All Rights Reserved
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100% found this document useful (1 vote)
990 views223 pages

The Force Compendium

The document provides a compilation of non-standard Force powers and powers used by other Force traditions, organized by power type and user such as Jedi, Sith, and other groups. It includes over 70 unique Force powers across multiple categories.

Uploaded by

chris
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 223

Star Wars

Roleplaying Game

The Force Compendium

A Compilation of Non-Standard Force Powers


and Powers Used by Other Force Traditions

J. Erich Jay
Star Wars

Table of Contents
Purify Force 25
Foreword 11
Quick Force 25
Remote Force 25
Shape Force 26
Jedi Powers Shift Matter 26
Control Powers
Advanced Force Stealth 12 Control and Sense Powers
Art of the Small (control) 12 Prescience 26
Biocombustion 13 Projective Empathy (Jedi version) 26
Breath Control 13 Sword Combat 27
Channel Energy 13
Crucitorn 14
Deflect Energy 14 Control and Alter Powers
Force Affinity 14 Accelerate Crystalline Growth 27
Force Body 14 Armor Forging 27
Force Comprehension 15 Art of the Small (control and alter) 28
Force Stealth 15 Camouflage Presence 29
Force Veil 16 Control Another’s Temperature 29
Indomitable Will 16 Control Pregnancy 30
Repel Force Lightning 16 Electric Judgment 30
Resist Aging 16 Force Channel 30
Retain Consciousness 16 Force Jolt 31
Force Scattering 31
Force Shock 31
Sense Powers Force Steadfast 31
Botanical Telepathy 17 Force Stun 32
Feel the Force 17 Force Throw 32
Force Perception 17 Force Treatment 32
Force Track 17 Force-flash 32
Force Tunneling 18 Glowball 33
Mechu-deru 18 Imprint 34
Merge Senses (Plants) 19 Mask Another’s Presence 34
Sense Force Ripples 19 Overload Saber 35
Sense Time Stream 20 Paralysis 35
Stonepower 20 Phase 35
Time Awareness 21 Phase Another 35
Reduce Another’s Attribute 36
Alter Powers Reduce Another’s Injury 36
Beam of Light 21 Silence 36
Blind 21 Sound Mimicry 36
Control Water Pressure 21 Stasis 37
Crush Object 22 Valor 37
Disciplined Strike 22
Force Bomb 22 Sense and Alter Powers
Force Burst 22 Adiabatic Shield 37
Force Eruption 23 Amplify Voice 37
Force Potency 23 Control Air Pressure 38
Forcequake 23 Control Weather 39
Golden Flame 24 Deflect Force 39
Intercept 24 Dimension Shift 40
Project Energy 24

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Enhance Another’s Senses 40 Control, Sense and Alter Powers


Force Whisper 40
Defensive Circle 59
Noise-Dampening Bubble 41
Jedi Battle Commander 59
Sphere of Silence 41

Control, Sense and Alter Powers Jedi Consular Powers


Absorb/Dissipate Force Energy 42
Alter Terrain 42 Control Powers
Balance of the Force 43 Consular’s Vitality 61
Beast Control 43
Change Matter State 44 Alter Powers
Cleanse 45 Adept Negotiator 61
Cloak Another 46 Aggressive Negotiator 61
Dampen Force 46 Force Persuasion 61
Energy Field Manipulation 46
Force Mastery 47
Harmonize Lightsaber Crystals 48 Control, Sense and Alter Powers
Ice Image 48 Cleanse Mind 61
Lightsaber Construction 48 Collective Visions 62
Machine Meld 48 Consular’s Wisdom 62
Mental Block 50 Skilled Advisor 62
Orb of Light 50
Remove Dark Energy 51
Saber Barrier 51 Jedi Guardian Powers
Short-term Memory Permanency 52
Sword Alchemy 52
Control Powers
Teleport (Jedi version) 53 Elusive Target 63
Ventriloquism 53 Exposing Strike 63
Wall of Light 54 Guardian Strike 63
Words of Banishment 56
Sense Powers
Force Intuition 63
Beastwarden Powers
Control, Sense and Alter Powers Jedi Investigator Powers
Bonded Mount 57
Entreat Beast 57 Control Powers
Unclouded Judgment 64

Jedi Archivist Powers Sense Powers


Control Powers Echoes in the Force 64
Insight in the Force 58 Sense Deception 64

Control, Sense and Alter Powers Jedi Sentinel Powers


Impart Knowledge 58
Control Powers
Clear Mind 65
Jedi Battlemaster Powers Gradual Resistance 65
Steel Resolve 65
Control and Alter Powers
Force Revive 59
Sense Powers
Sense Primal Force 65
Sentinel’s Observation 65

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Alter Powers Force Deception 74


Dark Side Bane 66
Dark Side Scourge 66 Alter Powers
Resist the Dark Side 66 Ball Lightning 74
Sentinel Strike 66 Corrupt Force 75
Debilitate Force 75
Control and Alter Powers Devastating Force 75
Force Bolt 75
Sentinel’s Gambit 66
Kinetite 76
Taint 76
Control, Sense and Alter Powers
Dampen Presence 66 Control and Sense Powers
Force Haze 66
Bond 76

Jedi Shadow Powers Control and Alter Powers


Dark Deception 68 Activate Forcesaber 77
Dark Presence 77
Deadly Sight 77
Jedi Watchman Powers Disintegration
Feed on Force Disturbance
78
78
Force Warning 69 Mind Shard 78
Red Force Lightning 79
Yellow Force Lightning 79
Telepath Powers
Control Powers Sense and Alter Powers
Psychic Citadel 70 Acid Storm 79
Dark Cocoon 80
Sense Powers Dark Storm 80
Thought Sensor 70 Force Travel 80

Alter Powers Control, Sense and Alter Powers


Mind Shard (Telepath) 71 Bleeding 81
Create Force Wraith 81
Crush Opposition 82
Control and Sense Powers Dark Energy Containment 82
Mind Probe 71 Force Spike 83
Infuriate 84
Control and Alter Powers Mind Twist 84
Create Receptacle 71
Neural Storm 72
Psychic Scourge 72 Imperial Inquisitor Powers
Thought Bomb (Telepath) 72 Control Powers
Force Interrogation 86
Control, Sense and Alter Powers
Psychic Avatar 72 Control and Alter Powers
Cower Enemies 86
Unsettling Presence 86
Dark Side Powers
Control Powers
Crippling Strike 74
Dark Scourge 74

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Sith Powers Aing-Tii Powers


Alter Powers Sense Powers
Affliction 87 Fighting-sight 102
Crushing Darkness 87
Force Net 87 Control and Alter Powers
Liberate 102
Control and Alter Powers
Aversion 87 Sense and Alter Powers
Desperate Measures 87
Spatial Integrity 102
Incite Rage 87
Heart Stun 88
Power of Hatred 88 Control, Sense and Alter Powers
Flow-walk 103
Control, Sense and Alter Powers Playing an Aing-Tii Monk 104
Alchemy of Flesh 88
Death Field 89
Force Phantom 89
Mechu-deru Vitae 90 Bando Gora Powers
Midi-chlorian Manipulation 90 Control Powers
Ritual of Dark Illusion 91 Bando Gora Surge 105
Time Manipulation 91 Force Fighter 105

Playing a member of the Bando Gora 105


Sith Sorcery Powers
Alter Powers
Force Blast (energy) 93 Baran Do Powers
Control Powers
Control and Alter Powers Suppress Aura 106
Light Side Aura 93
Sense Powers
Control, Sense and Alter Powers Aura Reception 107
Consume Essence 94 Aura Sight 107
Dark Side Tendrils 95 Detect Aura 107
Dwomutsiqsa 95 Energy Sense 108
Enhance Force Sensitivity 96 Energy Sight 108
Force Walk 96 Guidance of the Force 108
Qâzoi Kyantyska 97 Sense Aura 109
Shrouding Spell 97 Weather Sense (Baran Do) 109
Spell of Concealment 97
Stellar Manipulation 98 Control and Sense Powers
Summon Fears 98 Precognitive Meditation 109
Tsaiwinokka Hoyakut 99
Control and Alter Powers
Agent of Ossus Powers Alter Another’s Aura
Alter Aura
110
110
Control and Alter Powers Ayna-seff 111
Force Stealth on Another 101 Communication Boost 111
Disable Prosthetic/Implant 112
Playing an Agent of Ossus 101 Disable Restraint 112
Force Lightning (Baran Do) 113

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Suppress Another’s Aura 113 Spell of Fire 121


Spell of Interpretation 121
Sense and Alter Powers Spell of Lightning 121
Spell of Mimicry 121
Generate Wind (Baran Do) 113
Spell of Open Mind 122
Whirlwind 114
Spell of Power 122
Spell of Protection 122
Playing a Baran Do Sage 114
Spell of Structure 122
Spell of Thought-Touch 122
Telekinesis 123
Believers Powers Tempest 123
Control Powers
Defense Boost 115 Alter Powers
High Impact 115 Light Globe (Jedi counterpart) 123

Sense Powers Playing a Witch of Dathomir 123


Believer Intuition 115

Playing a member of the Believers 115 Disciples of Twilight Powers


Sense Powers
Shadow Vision 125
Blazing Chain Powers
Control Powers Control, Sense and Alter Powers
Rising Anger 116 Phantasms 125

Alter Powers Sense and Alter Powers


Force Directed Shot 116 Cloak of Shadow 125
Revelation 126
Control and Sense Powers Shadow Armor 126
Negate and Redirect 116
Playing a Disciple of Twilight 126
Control, Sense and Alter Powers
Rising Panic 116
Ember of Vahl Powers
Playing a Blazing Chain Raider 117 Control Powers
Initiate of Vahl 127

Dathomir Magic Alter Powers


Absorb/Dissipate Energy 118 Sword of Vahl 127
Battle Meditation 118
Concentration 118
Environmental Attunement 118 Control and Alter Powers
Force of Will 119 Vahl’s Brand 127
Light Globe 119 Vahl’s Flame 127
Projected Fighting 119
Rainbow Storm 119 Playing an Ember of Vahl 127
Seeking Spell 120
Spell of Assistance 120
Spell of Awareness 120 Fallanassi Powers
Spell of Comfort 120
Spell of Creature Understanding 120 Control Powers
Spell of Discovery 120 Immerse 129

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Sense Powers Sense Powers


Sense Current 129 Locate Target 137
Sense Scribing 129 Temporal Awareness 137

Control and Alter Powers Control and Sense Powers


Immerse Another 129 Target Visions 138
Scribing 130
Playing a Gand Findsman 138
Control, Sense and Alter Powers
Image 130
Memory Rub 130 Imperial Knights Powers
Mirror Illusion 131 Control Powers
Oath of Duty 139
Playing a White Current Adept 131
Alter Powers
Force Traditions of Weik Knight’s Morale 139
Strength of the Empire 139
Cendiary Priest
Sense Powers Control and Sense Powers
Sense Structural Integrity 133 Cortosis Gauntlet Combat 139

Alter Powers Control and Alter Powers


Repair Structure 133 Empower Armor 140
Thermokinesis (Cendiary Priest version) 134
Playing an Imperial Knight 140
Control and Alter Powers
Force Forging 134
Iron Knight Powers
Playing a Cendiary Priest 134 Control Powers
Mask Presence 141
Paladin of the Adamite Tower Silicon Mind 141

Control and Sense Powers Control and Alter Powers


Sunfire Sword Combat 135
Force Repair Another 141
Playing a Paladin of the Adamite Tower 135
Playing an Iron Knight 141

Skyholme Astromancer
Playing a Skyholme Astromancer 135 Jal Shey Powers
Control and Alter Powers
Skyholme Lucite Attune Item 142
Playing a Skyholme Lucite 135 Knowledge of the Force 142

Gand Findsman Powers Sense and Alter Powers


Amplify Voice (Jal Shey) 142
Control Powers
Swirling Mist 137 Playing a Jal Shey 143
Target Meditation 137

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Jensaarai Powers Luka Sene Powers


Control and Alter Powers Sense Powers
Attune Armor 144 Electromagnetic Detection 149
Linked Defense 144
Control and Sense Powers
Sense and Alter Powers Quickseeing 149
Block Force Sense 144
Playing a Luka Sene 149
Control, Sense and Alter Powers
Force Cloak 145
Matukai Powers
Playing a Jensaarai Defender 145 Control Powers
Soft to Solid 151

Keetael Powers Playing a Matukai Adept 151


Control Powers
Conceal Force Use 146
Mind Walker Powers
Alter Powers Control and Sense Powers
Force Direction 146 Mind Walking 152
Force Momentum 146
Control and Alter Powers
Control and Sense Powers Force Sustenance 152
Past Visions 146
Playing a Mind Walker 152
Playing a Keetael Adept 146

Mist-Weaver Powers
Kilian Ranger Powers Detect Mist 154
Mist Manipulation 154
Control and Alter Powers Mist Spinning 154
Empower Siang Lance 147
Playing a Mist-Weaver 154
Playing a Kilian Ranger 147

Krath Powers Mystic Agent Powers


Control Powers
Alter Powers Channel Vitality 155
Dark Side Manipulation 148 Closed Mind 155
Krath Intuition 148
Control and Alter Powers
Control and Sense Powers Stunning Strike 155
Krath Surge 148 Wallwalk 155
Playing a member of the Krath 148
Sense and Alter Powers
Weapon Concealment 156

Playing a Mystic Agent 156

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Nightsister Spells Order of Shasa Powers


Aspect of the Storm 157 Sense Powers
Avatar Empowerment 157
Deception Awareness 172
Blood Trail 158
Bolt of Spirit Ichor 158
Chant of Resurrection 158 Alter Powers
Cleanse Poison 158 Waveform 172
Commune with the Spirit World 159
Conjure Object 159 Control, Sense and Alter Powers
Control Web 159
Progenitor’s Call 172
Create Talisman/Totem 159
Divination/Heartshadow 161
Playing a member of the Order of Shasa 172
Ears of the Chiroptix 161
Earth Surge 161
Entomb 162
Flight 163 Pelekotan Powers
Green Lightning 163 Sense Powers
Invoke Spirits 163 Finding the Path 174
Lightning Storm 164
Mesmerism 164
Potion of Empowerment 164 Control and Sense Powers
Protective Bubble 164 Akk Dog Bond 174
Revitalization of the Whuffa 165 Force-call 174
Scream of the Ssurrian 165
Scrying 165 Control, Sense, and Alter Powers
Sense of the Ueshet 165 Wasp Fever Treatment 174
Speed of the Toocha 165
Spirit Ichor Manipulation 166 Playing a Korunnai 175
Spirit Mist 166
Surge of the Brier 166
Teleport (Nightsister version)
Touch of the Kiin’Dray
166
167
Shaper of Kro Var Powers
Ur-spirit speech 167 Control Powers
Veil of Invisibility 168 Fluidity 176
Voodoo 168
Water of Life 169
Alter Powers
Enflame Force 176
Alter Powers Thunderclap Force 176
Enshroud 169
Control and Alter Powers
Control and Alter Powers Earth Buckle 176
Binding Grip 169
Spider Walk 170
Terrain Surge 170
Sense and Alter Powers
Vortex Shield 177

Control, Sense and Alter Powers Playing a Shaper of Kro Var 177
Blood Trail (Jedi counterpart) 170

Playing a Nightsister 171 Sorcerer of Rhand Powers


Control and Sense Powers
Darksight 178

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Control, Sense, and Alter Powers Nullify Toxin 190


Nullify Toxin in Another 190
Darkshear 178
Predict Weather 190
Projective Empathy 191
Playing a Sorcerer of Rhand 179
Psychokinesis 191
Psychokinetic Attack 191
Pyrospray 191
Spirit Master Powers Receptive Empathy 192
Alter Powers Sense Danger 192
Telekinetic Defense 180 Sense Life 192
Sense Ta-Ree 192
Shadowstrike 192
Control and Sense Powers Shield 193
Spirit Communing 180 Shift Perceptions 193
Spirit Totem 180 Sleep 193
Slow 193
Sense and Alter Powers Speed Healing 194
Spirit Focus 181 Stay Conscious 194
Stumble 194
Trance 194
Control, Sense and Alter Powers Translate 194
Spirit Form 181 Wall 195
Web 195
Playing a Spirit Master 181 Withstand Stun 195

Ta-Ree Spells Sense Powers


Weapon Mastery 195
Awaken 183
Battle Mastery 183
Battle Sense (Ta-Ree spell) 183 Alter Powers
Blindness 183 Darkness (Jedi counterpart) 196
Block Pain 184 Light (Jedi counterpart) 196
Boost Attribute 184 Manipulate Flame (Jedi counterpart) 196
Boost Senses 185 Pyrospray (Jedi counterpart) 197
Cloak Presence 185 Thermokinesis (Jedi version) 197
Darkness 185 Web (Jedi counterpart) 197
Deadly Touch 186
Deafness 186 Control and Alter Powers
Detect Life 186 Sleep (Jedi counterpart) 198
Detect Ta-Ree 187
Duplicate 187
Energy Blade 187 Sense and Alter Powers
Entangle 187 Generate Wind (Jedi counterpart) 198
Escape 187
Generate Lightning 188 Control, Sense, and Alter Powers
Generate Wind 188 Blindness (Jedi counterpart) 198
Heal 188 Deafness (Jedi counterpart) 199
Heat 188
Lessen Another’s Fatigue 188 Playing a Ta-Ree Ascendant 199
Lessen Another’s Pain 189
Lessen Fatigue 189
Lessen Injury 189
Light 189
Tasar Crystal Powers
Manipulate Flame 190 Amethyst Crystal (Ion Generation) 200
Memory Enhancement 190 Aquamarine Crystal (Psychometry) 200
Azurite Crystal (Remain Conscious) 200

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Bloodstone Crystal (Wound Reduction) 200 Mnemotherapy (Vein Routing) 207


Carnelian Crystal (Animal Telepathy) 200 Self-Healing 208
Chalcite Crystal (Receptive Telepathy) 200
Citrine Crystal (Accelerate Healing) 200 Playing a Theran Listener 209
Garnet Crystal (Control Another’s Pain) 201
Jasper Crystal (Magnify Senses) 201
Malachite Crystal (Poison Sense) 201 Tyia Adept Powers
Opal Crystal (Battle Sense) 201
Peridot Crystal (Control Pain) 201 Control and Alter Powers
Sardonyx Crystal (Accelerate Another’s Healing) 201 Cycle of Harmony 210
Spinel Crystal (Hyperthermia) 201 Draw Damage 210
Tiger’s Eye Crystal (Telekinesis) 201
Topaz Crystal (Life Detection) 201 Control, Sense, and Alter Powers
Tourmaline Crystal (Empathy) 201 Repel Dischord 210
Turquoise Crystal (Natural Navigation) 201
Playing a Tyia Adept 210
Sense Powers
Animal Telepathy (Jedi counterpart) 201
Battle Sense (Jedi counterpart) 202 Voss Mystic Powers
Hyperthermia (Jedi counterpart) 202
Natural Navigation (Jedi counterpart) 202
Control, Sense, and Alter Powers
Poison Sense (Jedi counterpart) 202 Voss Healing Ritual 212

Playing a Voss Mystic 212


Sense and Alter Powers
Ion Generation (Jedi counterpart) 203

Using Tasar crystals 203


Ysanna Spells
Sense and Alter Powers
Projectile Guidance 213
Teepo Paladin Powers Playing a Ysanna Shaman 213
Control and Sense Powers
Blaster Combat 204

Playing a Teepo Paladin 204


Other Force Traditions
Playing a member of the Dagoyan Order 214
Playing a Felucian Shaman 214
Playing a Guardian of the Breath 214
Theran Listener Powers Playing a Seyugi Dervish 214
Sense Powers Playing a Warden of the Sky 215
Theran Force-listening 205 Playing a Zeison Sha 215

Alter Powers Appendix


Amplify Light 205 Proximity Modifiers 216
Relationship Modifiers 216
Control and Sense Powers
Quiet Force 206
Theran Sound Trance 206
References 217

Control and Alter Powers Alphabetical Index 219


Shock Wave 207

Control, Sense, and Alter Powers

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Foreword
The Force is an energy field that’s created by all living things. It binds them. It penetrates them. It binds the universe together.
For millennia, numerous individuals have sensed, manipulated, and studied the Force. The various practitioners and scholars of the
Force met on Tython thirty-five thousand years before the famed Battle of Yavin and formed the predecessors of the Jedi Order.
However, a myriad collection of Force traditions existed at the time. Some chose to send representatives to Tython, while others
chose not to participate at all. Furthermore, additional Force traditions came to be after the formation of the Jedi Order. In addition,
the Jedi Order, both old and new, have learned a good number of powers and abilities that have yet to be seen by the public or have
been seen very rarely.
This manuscript details all these rare powers as well as the numerous powers exhibited by other Force traditions, as well as explain
the role-playing mechanics necessary to play these powers in the game. The mechanics are based on the D6 mechanics used by West
End Game’s Star Wars Roleplaying Game. The manuscript also gives suggestions on which skills and stats a member from one of
these other Force traditions should have, should learn, or should be able or permitted to learn.
I wish to acknowledge that a good number of these powers have previously been published by others. Powers and spells that have
been published in other works by West End Games belong to said company. Many powers have been converted to D6 stats from
various works published by Wizards of the Coast for their Star Wars d20 Roleplaying Game. A few have appeared on now defunct
websites, such as the Star Wars Saga Edition RPG Databank and SWRPGNetwork. I have copied the powers for my personal use and
just in case these websites were to go down or the servers that host said websites were to go down. Both sites had gone down, and
though SWRPGNetwork has come back in a limited fashiond, many of the stats that had previously been on the site are still absent.
Finally, a few have either been created by others, or I have converted them from original powers created by others. In most of these
cases, I openly acknowledge that these powers were created by others. In the last case, I have talked with the people who created or
converted these powers, and I have gained their permission to list their powers or my conversion of those powers in this document.
The one exception is two powers that originally appeared on the Star Wars Saga Edition RPG Databank. I do not wish to infringe on
any copyright issues, so if the person who created these powers is reading this and wants me to remove them from this work, please
make a post or send me a private message, and I will do so immediately.
Finally, with the exception of those powers that fall into any of the categories listed in the previous paragraph, all the powers listed
here are my creations and are therefore fan-made. The gamemasters have the option to incorporate the powers listed in this work into
their games, or to reject them completely.

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Note: To date, there are only six known, and two suspected

Jedi Powers practitioners of this power. Kreia Fallea, also known as Darth
Traya, might have used this to evade detection by several Jedi
Masters. Alema Rar either developed this power on her own
or learned this power from Lomi Plo. There is no official
explanation on this matter. Jacen Solo somehow developed
this power or learned it from one of the various Force
Control Powers traditions he encountered and studied under during his five-
year journey. He taught this power to his cousin Ben
Skywalker, who then taught his mother Mara Jade Skywalker
Advanced Force Stealth and later his father Luke Skywalker. Jaina Solo Fel apparently
Control Difficulty: Difficult also learned this power and used it to hide her presence from
Required Powers: Concentration, Force stealth Ben Skywalker. With the deaths of Alema Rar, Lomi Plo,
Effect: A more advanced version of the traditional Force Jacen Solo and Mara Jade Skywalker, Ben Skywalker, Luke
stealth power, while this will allow a Jedi to meditate and lose Skywalker, and Jaina Solo Fel are the only ones left who
himself in the Force, the Jedi will not hide his presence from knows how to use this power. Whether or not they will teach
detection. Instead, the Jedi will be able to blend his presence others this power is yet unclear.
into the “background noise” of the Force that’s generated by Appeared where: Bloodlines, Inferno,
the multitude of life forms in the galaxy, becoming
indistinguishable from the masses. This will not only prevent Art of the Small (control)
the Jedi from being detected by other Force-users, but it will
Control Difficulty: Difficult
also allow a Jedi to conceal their own emotions from being
Required Powers: Concentration, emptiness, force of will,
detected as well.
Force stealth, hibernation trance
If successful, the user masks his or her presence in the
Effect: This radical power might be the pinnacle of employing
Force, evading other Force-users trying to sense the user’s
the Force for stealth purposes and the key to unlocking the
presence with life detection, life sense, or sense Force. The
ability to manipulate matter at the molecular level. With this
Force-user also evades any attempts by other Force-users
power, a Jedi can meditate and meld oneself with the Force in
using receptive telepathy to sense the user’s emotions or state
such a way that the Jedi’s presence in the Force shrinks down
of mind.
to a microscopic size. The reduction is to such a degree that
If another Force-user is trying to sense the user’s presence,
even the most powerful Jedi Masters will have great difficulty
emotions, or state of mind, the user can oppose the Force-
in finding a Jedi in this state when trying to sense the Jedi’s
user’s sense roll with a control roll. If the user’s control roll is
presence with life detection, life sense, receptive telepathy, or
greater than the opponent’s sense roll, the user successfully
sense Force.
evades detection. If the user’s control roll is less than the
Because of the results of this power, a Force-user trying to
Force-user’s sense roll, the opponent detects the user’s
sense the user of this power must first have at least 10D in his
presence.
or her sense roll, and then make a successful Heroic roll.
If several Force-users are trying to detect the user, the user
Restricted: The origins of this power are unknown, though it
makes a control roll against the opponent with the highest
is possible that the fallen Jedi Kreia Fallea, also known as
sense roll.
Darth Traya, might have known this power, as it would
This power lasts for ten minutes, at which time the user can
explain how she was able to evade detection by several Jedi
reroll to reactivate it. If the user should use any other Force
Masters during the Dark Wars. Despite this exception, this
power during the ten-minute time limit, the user automatically
power should not be generally available for Jedi of that time to
reestablishes his or her connection to the Force, cancelling out
learn.
this power.
The enigmatic Vergere might have learned this power on
This power also has an additional advantage over Force
her own, or had it taught to her by someone. In any event, she
stealth. Having encountered the Yuuzhan Vong or their
taught this power to Jacen Solo and Cilghal. Cilghal, in turn,
creations, or having fought in the Yuuzhan Vong war, Jedi
taught it to her apprentice Tekli. Upon Vergere’s death, Jacen
have learned to detect the emptiness in the Force generated by
Solo, Cilghal, and Tekli are the only ones in Luke
the Yuuzhan Vong and their creations. This emptiness is
Skywalker’s order who know this power. While it is highly
similar to the emptiness in the Force a Jedi using Force stealth
unlikely Jacen Solo has taught others this power, Cilghal and
creates, allowing Jedi from the time of the Yuuzhan Vong war
Tekli might have been more forthcoming towards students
onward a better chance of detecting someone using Force
who wish to become Jedi healers. As a result, while this
stealth. Advanced Force stealth, however, allows a Jedi to
power has greater availability to the Jedi of Luke Skywalker’s
blend his presence into the ambient Force energy generated by
all living things, thus neutralizing this trick.

12
Star Wars

order, it is still not a widely used power. GMs must keep this Appeared where: Knights of the Old Republic II: The Sith
in mind when using this power. Lords video game, The Phantom Menace, Specter of the Past,
Appeared where: Star by Star, Destiny’s Way, The Unifying Survivor’s Quest
Force Example: Meetra Surik learned this from Kreia Fallea and
used it in the Jekk’Jekk Tarr bar. Qui-Gon Jinn and Obi-Wan
Kenobi used this to escape being poisoned by gas in The
Biocombustion Phantom Menace. I think Luke Skywalker used this to escape
Control Difficulty: Difficult the pirates’ trap in Specter of the Past. Luke Skywalker and
Required Powers: Absorb/dissipate energy, control pain Mara Jade Skywalker used this while helping to put out the
This power can be kept up. fire on the Chaf Envoy in Survivor’s Quest.
Effect: When the power is activated, the Jedi selects a part of
his or her body in which to increase the temperature, such as
hands, feet, shoulders, etc. If the difficulty roll is successful, Channel Energy
that portion of her body becomes sizzling hot to the point Control Difficulty: Very Easy for sunburn; Easy for intense
where any contact with that portion of her body does 1D of sun; Moderate for solar wind; Difficult for a radiation storm.
heat damage. This can be used to add damage to a brawling Characters may use this power for energy attacks such as
roll, or to cause damage while defending. Those who are blaster bolts and Force lightning – the difficulty is Moderate
resistant to fire and/or heat, or those who are wearing plus the damage roll of the attack.
appropriate protective clothing do not suffer this additional Required Powers: Absorb/dissipate energy
damage. This power may be kept up as long as the source of the energy
Source: SWRPGNetwork website, Force power convection is constant.
from Jedi Academy Training Manual page 24 Effect: Building on the absorb/dissipate energy power, a Jedi
Appeared where: Rogue Planet using this power can not only absorb the energy from light,
heat, radiation, blaster bolts, and Force lightning, but the Jedi
can use the energy to bolster his or her Force abilities.
Breath Control In GM terms, if the control roll is successful, the Jedi takes
Control Difficulty: Moderate if at ease or rest, Difficult if in the damage he or she should have received and applies it as a
motion, Very Difficult if performing strenuous activities. bonus to his or her Force skill roll in the next round. The
Required Powers: Concentration, hibernation trance bonus can be placed entirely in one skill or split amongst the
Effect: The Jedi can numb their body’s instinct to shut down three.
from oxygen deprivation, allowing them to hold their breath If the roll fails by up to 5, then while the Jedi suffers no
for prolonged periods of time by using the Force to reserve the damage from the attack, he or she is unable to bolster his or
air that is in the lungs. The Jedi can also use this to survive her Force skills with the absorbed energy. If the roll fails by
while underwater, where the air is thin, or in a room of more than 5, then the Jedi suffers damage as if he or she failed
poisonous gas. This power can also allow a Jedi to survive in to absorb the energy in the first place.
the vacuum of space for a very brief time. This power is exceedingly rare amongst Jedi. To date, only
Upon a successful control roll, the Jedi can hold his or her Anakin Solo and members of the Halcyon/Horn bloodline
breath for several rounds that’s determined by the control roll exhibited this power.
before the Jedi needs to make a stamina roll in order to Author’s Note: This was a feat in the New Jedi Order
continue holding his or her breath. Sourcebook which had been converted into a d6 power on the
SWRPGNetwork website. Unfortunately, this website has
Roll ≥ difficulty by: Duration fallen to disuse and disrepair, and the entry for this power on
0-5 1 round this website has been lost. I do not remember who made the
6-10 2 rounds conversion, and given the current state of the website, any
11-15 3 rounds attempt to recover this entry will almost certainly end in
16-20 4 rounds failure. What I have written here is my vague recollection of
21-25 5 rounds the conversion of this power augmented with the original
26+ 6 rounds description of the feat from the New Jedi Order Sourcebook.
This may or may not be what was on the site, but since the site
Note: This power is for Jedi who require oxygen to breathe, was where this power was first presented, I indicated this site
but there is nothing to say that different versions of this power as the source for completeness and to adhere to copyright
don’t exist. For example, there might be a version that would laws.
allow Plo Koon and Kel Dor Jedi to survive for a while should Source: SWRPGNetwork website
they lose their anti-oxygen masks, while another exists that’s Appeared where: I, Jedi, Dark Tide I: Onslaught, Edge of
tailored for Drackmarian and other methane-breathing Jedi. Victory I: Conquest.
Source: Knights of the Old Republic Campaign Guide

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Example: Corran Horn learned this power and used it Required Powers: Concentration
frequently in I, Jedi. He used it again to absorb the energy Effect: One of the few meditative battle stances taught
from Ganner Rhysode’s lightsaber in Dark Tide I: Onslaught. amongst the Jedi, this form allows the Jedi to maintain a
Anakin Solo used this to absorb the heat from the jungle fire steady focus on the Force, even during the fiercest of fights.
in Edge of Victory I: Conquest. The individual Jedi focuses on the task at hand, and should
the Jedi succeed in making the required roll, the Jedi may add
+6D to one specific action in that round. The Jedi can only
Crucitorn perform this form and that one specific skill for a single
Control Difficulty: Very Easy for wounded or stunned action, which includes dodges and parries. If the Jedi attempts
characters, Easy for incapacitated characters, Difficult for anything else in that round, any addition action will not
mortally wounded characters. receive a bonus.
Required Powers: Concentration, control pain This power may be used in conjunction with Force Points
This power may be kept up. and Character Points. But this power is in effect for only one
Effect: This power is almost identical to control pain. The round, and it cannot be kept up.
big difference between the two is that with this power, the user Appeared where: Knights of the Old Republic II: The Sith
doesn’t need to make a new roll whenever the user is injured Lords video game
again.
Source: Force power endure from Knights of Fate pages 36-7
Force Body
Control Difficulty: Difficult
Deflect Energy Required Powers: Concentration, control pain, reduce
Control Difficulty: Moderate plus the damage roll of the injury, remain conscious
attack. Effect: This power allows the Jedi to push his or her body’s
Required Powers: Absorb/dissipate energy endurance beyond a safe limit to maintain his or her
Effect: Rather than absorbing or dissipating the energy from a connection to the Force, but in doing so places the user’s
blaster bolt, the Jedi can attempt to deflect the blaster bolt with health and well-being in jeopardy.
his or her bare hand. With this power, which is a part of the When activating this power, the Jedi must make a stamina
tutaminis family of Force powers, the Jedi can do barehanded roll to determine if his or her body can handle the strain. If
what the Jedi would normally be able to do with a lightsaber – successful, the Jedi will receive a temporary bonus to all Force
deflect and possibly redirect blaster fire. A successful roll skills. Otherwise, the power backfires on the Jedi, resulting in
means the Jedi suffers no damage from the blaster bolt. If the the Jedi being injured to some degree. The GM must consult
Jedi wishes to redirect the blaster bolt back to the source, he or the following tables to determine the effect of this power, the
she must make a control roll against a difficulty that’s stamina difficulty, and the wound status.
established by the target’s dodge or the distance to the target.
The Jedi can also use this power to catch the energy blade Roll ≥ difficulty by: Bonus Duration Stamina check
of an opponent’s lightsaber as a reflex reaction. Again, a 0-7 +1 pip 4 rounds Moderate
successful roll means no damage to the user. 8-13 +2 pips 3 rounds Difficult
Author’s Note: Consider this the redirected energy Force 14-20 +1D 2 rounds Very Difficult
power designed for blaster bolts rather than Force lightning or 21+ +1D+1 1 round Heroic
bolt of hatred.
Appeared where: Freedon Nadd Uprising, The Old Republic: Stamina check ≥ roll by: Wound level
Hope cinematic trailer, Dark Nest I: The Joiner King 1-5 Wounded
Example: Nomi Sunrider used this to deflect a blaster bolt 6-10 Wounded twice
barehanded in The Freedon Nadd Uprising. Various other 11-15 Incapacitated
Jedi have performed this as well. Satele Shan used this to 16-20 Mortally wounded
catch Darth Malgus’ lightsaber with her bare hand in The Old 21+ Dead
Republic: Hope cinematic trailer. Jacen Solo used this to
deflect the blaster bolts fired by the Hapan guards in Dark For each round the power is active, the Jedi must make the
Nest I: The Joiner King. required stamina check. Should the Jedi fail to make the
required roll, the power ends immediately, and the Jedi suffers
the damage listed.
Force Affinity Regardless of the stamina check, once the power ends, the
Control Difficulty: Moderate if the Jedi is relaxed and at Jedi automatically gains the wounded status.
peace; Very Difficult if the Jedi is filled with aggression, fear,
or other negative emotions; Heroic if the Jedi is acting on the
negative emotions.

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Though the power isn’t required, since crucitorn is more The Jedi must exercise care in using this power, as it has
powerful than control pain, should the Jedi know crucitorn, been recorded that acquiring knowledge at an accelerated rate
the Jedi receives a +5 bonus to the Control roll. can elicit strong emotions. When a Jedi uses this power, the
Author’s Note: Considering how potentially damaging this GM must roll a wild die. On a result be a 1, the Jedi
power can be, very few Jedi know this power. experiences strong emotions. The Jedi must make a control or
Appeared where: Knights of the Old Republic II: The Sith willpower roll to gain control over the emotions. If the Jedi
Lords video game fails, the GM must assess the situation to determine whether or
not the Jedi should receive a Dark Side Point.
There is a chance a Jedi might unconsciously use this
Force Comprehension power when learning new knowledge. At the time of creation,
Control Difficulty: Moderate the GM must roll two wild dice. If both dice yield a one, then
Required Powers: Concentration the Jedi unconsciously uses this power, and thus instantly
Time to Use: Five minutes gains the benefits of this power without making any rolls.
Effect: This power allows a Jedi to assimilate, process, and Appeared where: Knights of the Old Republic video game,
interpret a great quantity of information in a rapidly short Knights of the Old Republic II: The Sith Lords video game
period of time by speeding up the neural processes. A Jedi Example: Revan might have used this to regain his Force
cannot simply use this power to learn a new subject; the Jedi skills while training on Dantooine after having his memory
in question must first possess a basic knowledge and wiped by the Jedi Council. Meetra Surik used this power to
understanding of the topic he is attempting to comprehend. reconnect and relearn Force and lightsaber techniques within a
Before using this power, the player and the GM must first very short period of time.
determine if the player’s Jedi character possessed the required
basic knowledge. If the player has pips associated with a skill
associated with the knowledge, the Jedi already possesses a Force Stealth
basic knowledge. For instance, if the Jedi has pips assigned to Control Difficulty: Moderate
his lightsaber or scholar: lightsaber forms skill, the Jedi has Effect: This power allows a Jedi to meditate and lose himself
the prerequisite knowledge to use this power to learn a new in the Force to avoid being detected by other Force-users.
lightsaber form. If the Jedi does not have pips assigned to an If successful, the user masks his or her presence in the
associated skill, the player must make a Moderate difficulty Force, evading other Force-users trying to sense the user’s
roll with the attribute associated with the skill. If the roll presence with life detection, life sense, or sense Force.
succeeds, then the character possesses the prerequisite If another Force-user is trying to sense the user’s presence,
knowledge. If the roll fails, it’s advisable that the character the user can oppose the Force-user’s sense roll with a control
halts any attempt of using this power; otherwise, the Jedi will roll. If the user’s control roll is greater than the opponent’s
exhaust himself or herself unnecessarily. sense roll, the user successfully evades detection. If the user’s
A Force-sensitive who has already received training can control roll is less than the Force-user’s sense roll, the
use this power to learn new powers and/or improve his or her opponent detects the user’s presence.
Force skills. However, a Force-sensitive who hasn’t received If several Force-users are trying to detect the user, the user
any training must first receive training before using this makes a control roll against the opponent with the highest
power. sense roll.
In GM terms, if the Jedi succeeds in making the required This power lasts for ten minutes, at which time the user can
difficulty roll, the Jedi only needs to spend a fraction of the reroll to reactivate it. If the user should use any other Force
required Character Points necessary to absorb the knowledge power during the ten-minute time limit, the user automatically
and either gain a new skill or increase a skill by one pip. This reestablishes his or her connection to the Force, cancelling out
applies to regular skills, skill specializations, and advanced this power.
skills. Consult the table below to determine the fraction, However, there is a side-effect from using this power. A
rounded up; however, one Character Point is the absolute Jedi who uses this power creates an emptiness in the Force not
minimum number that must be spent. Equivalently, the unlike the void created by the Yuuzhan Vong and their
minimum number of days necessary to absorb the new creatures. As such, it is possible for Force-users to detect a
knowledge is one day. Jedi using this power by searching for this emptiness,
provided they know what they are looking for. Therefore, Jedi
Roll ≥ difficulty by: Fraction of Character Points required: who have participated in the Yuuzhan Vong war, or have
0-5 ½ otherwise encountered the Yuuzhan Vong or their creations
6-10 1/3 can make an Easy sense roll to detect those using Force
11-15 ¼ stealth, rather than a Moderate one.
16-20 1/5
21+ 1/6

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Force Veil Appeared where: Dark Journey.


Control Difficulty: Difficult Example: Kyp Durron used this to repel Jaina’s Force
Required Powers: Force stealth lightning and eventually dissipate it completely in Dark
Effect: Some Jedi become skilled at concealing their presence Journey.
from other Force-users. With this power, a Jedi becomes
harder to be detected by other Force-users. The power limits Resist Aging
the range in which other Force-users can detect the Jedi using
Control Difficulty: Difficult or Very Difficult
Force veil down to 10 kilometers. Any distance greater than
Effect: This power allows a Jedi to negate the effects of aging
that distance, and the Force-user’s attempt to detect the Jedi
and retain his or her youth.
using Force veil automatically fails.
All life in the universe proceeds through various stages
The Jedi should treat Force veil as Force stealth otherwise.
over the course of their existence. As sentient beings age, they
Source: Control Talent Indomitable Will from The Force
gain knowledge and wisdom at the expense of their health,
Unleashed Campaign Guide page 88
strength, and speed. With this power, a Jedi can stave off the
physical deterioration caused by aging while gaining the
Indomitable Will benefits of increased knowledge and wisdom.
Control Difficulty: Difficult The earliest time the Jedi can use this power is when the
Required Powers: Force of will Jedi reaches the age of adulthood according to his or her
Effect: If the Jedi succeeds in making the required difficulty species. Once a year, the Jedi can attempt to use this power to
roll and spends a Force point, he or she is immune to all mind- retain his physical age. By making a successful roll and
altering effects for one minute. spending a Force point, the Jedi can retain his or her physical
Source: Control Talent Indomitable Will from The Force age. The earliest a Jedi can use this power is when he or she
Unleashed Campaign Guide page 88 reaches the adult age, at which point they can roll to retain the
young adult age category for their physical stats.
The difficulty isn’t static. When the Jedi’s true age reaches
Repel Force Lightning a new stage in the course of his or her life, the difficulty
Control Difficulty: Alter roll of person using Force lightning. increases. A middle-aged Jedi who wishes to retain the
Required Powers: Absorb/dissipate energy physical age of adulthood must add +5 to the difficulty. It’s
Effect: Having once used Force lightning in the past, Kyp +10 for an old Jedi and +15 for a venerable Jedi. An old Jedi
Durron has found a way of repelling and even dissipating wishing to maintain the physical age of a middle-aged
Force lightning that is aimed at him. individual only adds +5, and so forth.
In GM terms, if the control roll is successful, the Jedi will Should the Jedi fail to make the required roll, the Jedi
repel the Force lightning that is heading towards him or her. automatically ages one age range closer to his or her true age.
The Force lightning will course around the Jedi, but never Should a Jedi fail to make the roll by more than 5, the Jedi
strike the Jedi. automatically ages to his or her true age. It is impossible to
If the control roll succeeds by more than 10, then the Force reverse the effects of aging, whether naturally or by failing to
lightning will dissipate and come to an end, even if the make the required roll, so any attempt of using this power for
attacker made a successful roll. that reason automatically fails.
Kyp Durron is the only one who exhibited this power, so he This power is generally reserved for the Jedi who serve the
most likely created this power, drawing on his experience of light. However, it is possible for Dark Jedi and Sith to use this
having used Force lightning in the past while under Exar power, but it would be far more difficult. As Palpatine once
Kun’s influence. He has yet to teach this power to anyone said, “flesh cannot easily contain the power of the dark side”,
else. and a Dark Jedi would be using this power to force his or her
Author’s Note: This only appeared in Dark Journey. This body to remain young. In GM terms, the initial difficulty is
power was created by Moridin, I believe, on the increased to Very Difficult. In addition, for every Dark Side
SWRPGNetwork website. Unfortunately, this website has Point the Dark Jedi or Sith has over five, the GM adds +10 to
fallen to disuse and disrepair, and the entry for this power on the difficulty. But once the number of Dark Side Points
this website has been lost. Given the current state of the reaches 10, it becomes impossible for the Dark Jedi or the Sith
website, any attempt to recover this entry will most certainly to use this power.
end in failure. What I have written here is my vague
recollection of this power. This may or may not be what was
on the site, but since the site was where this power was first
Retain Consciousness
presented, I indicated this site as the source for completeness Control Difficulty: Heroic
and to adhere to copyright laws. Required Powers: Accelerate healing, concentration, control
Source: SWRPGNetwork website disease, control pain, force of will, remain conscious
This power may be kept up.

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Time to Use: Ten minutes conversation with the recipient, rather than being limited to
Effect: Though this power has only been witnessed once in conveying feelings, emotions, or brief sentences.
galactic history, the circumstances surrounding its appearance Appeared where: Hestizo Trace used this to talk to the
warranted its entry within the Jedi Archives. During the Sictis Murakami orchid in Red Harvest.
Wars, a Jedi was infected with Technobeast virus. Somehow,
the infected Jedi, whose original name has been lost to history,
was able to use the Force to prevent the nanovirus from Feel the Force
lobotomizing the frontal lobes of his brain. This allowed him Sense Difficulty: Difficult
to retain his sense of self-identity. He went on to fight against Required Powers: Magnify senses, sense Force, sense
the Sith in the New Sith Wars and served the galaxy for many surroundings
decades. He has since been known as the Technobeast Jedi. Effect: If the Jedi succeeds in making the required difficulty
After successfully utilizing this power, the Technobeast roll and spends a Force point, he or she can ignore all
Jedi was able to describe how he used the Force to combat the concealment for one minute. All opponents trying to use
nanovirus and retain his identity. Since the nanovirus concealment to boost their hide or sneak rolls will lose the
responsible for the creation of the Technobeasts hasn’t been bonus offered by the concealment.
seen since the end of the New Sith Wars, this power has been Source: Sense Talent Feel the Force from The Force
stored within the archives and holocrons of the Jedi Order, and Unleashed Campaign Guide page 88
hasn’t been used since.
Restricted: Because of the unique nature of this power and
the circumstances behind its creation, the GM should treat this Force Perception
as a lost power. Lost powers are powers that are very rarely Sense Difficulty: Easy
seen amongst Force-users regardless of affiliation and/or Effect: When making Perception checks you can use your
tradition. The only way for a character to learn one of these sense skill instead.
lost powers, yet alone learn of its existence, would be to find a Source: Star Wars: The Roleplaying Game Saga Edition page
lost Holocron or some other teaching device containing 101
information about this power and/or instructions on how to
perform this power.
Source: The New Essential Guide to Droids Force Track
Sense Difficulty: Moderate; modified by relationship
Required Powers: Life detection, life sense
This power may be kept up
Sense Powers Effect: Every living being leaves a trail in the Force as they
move across a planet from one location to another. Using the
Force, a Jedi can sense this trail and track it to his quarry’s
Botanical Telepathy current location.
Sense Difficulty: Easy for ordinary plants, Very Easy for However, as any tracker would tell you, factors can make
Force-sensitive plants, Moderate for semi-sentient or sentient tracking more difficult. First, there is the time factor. Even
plant. though someone leaves a trail or current in the Force that can
Required Powers: Sense Force be tracked, the trail can dissipate over the passage of time.
Effect: An exceedingly rare power exhibited by only a few
Jedi, this power allows the user to sense the internal hum of When did target pass through area Modifier
vegetative life forces, thereby discern the general emotional Last minute 0
state of the plant in question. Last ten minutes +5
This power also has another application that is even rarer. Last hour +10
This power allows the user to communicate telepathically with Last day +15
plant life; however, for this to be possible, the plant life must
be Force-sensitive as well. The Force-sensitivity possessed by The other factor is the trail of other beings crossing and
the plant life enables the user to establish a bond with the plant intertwining with the trail of the creatue currently being
in question, which decreases the Difficulty roll in this case. tracked. The Jedi runs the risk of losing the trail because of
One of the most Force-sensitive plants in the galaxy is the the congestion or worse following the wrong trail out of a
Murakami orchid. congestion by mistake.
The user can also use this power to communicate
telepathically with sentient plant races like the Neti and semi- Degree of traffic through an area Modifier
sentient plants in lieu of perfect telepathy, projective Sparse traffic 0
telepathy, and receptive telepathy. However, when using this Light traffic +5
power in this capacity, the user can hold a normal Moderate traffic +10

17
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Heavy traffic +15 and asked Augwynne Djo to erase from his mind all the
knowledge he gained from Darth Ramage’s holocron. As a
If in the course of tracking the target with this power the result, he was incapable of teaching this power to anyone else.
Jedi learns some specific information about the target – when He entrusted Darth Ramage’s holocron to Augwynne Djo’s
last seen, where last heading, last known direction – the Jedi safekeeping. Whether or not Augwynne Djo later gave Luke
immediately rerolls the difficulty, applies the appropriate Skywalker custody of this holocron is unclear. Since this
modifiers, then adds a +5 circumstantial bonus for each piece power isn’t tainted with the dark side, despite it being
of information he receives about the time, direction, and recorded in a Sith holocron, the GM has a little leeway with
destination of the target. this power in that it’s possible for a Jedi to come across a Jedi
This power cannot be used to track someone who has left holocron which contains this power or for a Jedi to create this
the planet. Any attempt to do so will immediately fail. power via experimentation.
Author’s Note: This power was created on the Appeared where: The Last Jedi
SWRPGNetwork website. Unfortunately, this website has Example: Jax Pavan used this to locate Thi Xon Yimmon on
fallen to disuse and disrepair, and the entry for this power on Kantaros Station.
this website has been lost. I do not remember who made the
conversion, and given the current state of the website, any
attempt to recover this entry will almost certainly end in Mechu-Deru
failure. What I have written here is my vague recollection of Sense Difficulty: Very Easy for hand-held devices, Easy for
the conversion of this power augmented with the power from droids and character-scale devices, Moderate for starfighters
the Jedi Academy Training Manual. This may or may not be and speeder-scale vehicles and devices, Difficult for walker-
what was on the site, but since the site was where this power scale vehicles and devices, Very Difficult for space transports,
was first presented, I indicated this site as the source for Heroic for capital-scale vehicles and devices
completeness and to adhere to copyright laws. Required Powers: Absorb/dissipate energy, affect mind
Sources: SWRPGNetwork website, Force power Force track Time to Use: Five minutes
from Jedi Academy Training Manual page 26 Effect: This is one of the few Force powers that involves
Appeared where: Darth Maul: Shadow Hunter, The manipulating machines. By using this power, a Jedi can gain
Courtship of Princess Leia. an intuitive understanding of how circuitry, mechanical
Example: Darth Maul used this to track Darsha Assant and objects, and mechanical structures go together, allowing the
Lorn Pavan in Darth Maul: Shadow Hunter. Luke used this to Jedi to understand how their purpose, performance, and
track where Han went on Coruscant in The Courtship of manner of construction.
Princess Leia. In game terms, successful use of this power grants the user
a temporary bonus on all repair, construction, vehicle piloting,
and vehicle operation skills associated with the Mechanical
Force Tunneling and Technical attributes. The GM must consult the following
Sense Difficulty: Easy; modified by proximity and table to determine the amount and duration of the bonus.
relationship
Required Powers: Concentration, life detection, life sense Roll ≥ difficulty by: Bonus Duration
Time to Use: Three rounds 0-7 +1 pip 4 rounds
Effect: A power Jax Pavan found in Darth Ramage’s 8-13 +2 pips 3 rounds
holocron, it allows a Jedi to concentrate and focus on locating 14-20 +1D 2 rounds
his or her target so tightly that the individual touches nothing 21+ +1D+1 1 round
but the target of this power.
In GM, this power should be treated almost the same way A Jedi has the option of using postcognition with mechu-
as one would treat life detection and life sense. Because of deru, allowing the Jedi to sense how the previous user of the
how focused the user is when using this power, the target object handled the object. Doing this incurs the multiple
automatically receives a -5 penalty to all control and action penalty; however, if successful, the Jedi receives an
Perception rolls made to oppose this power. additional pip to the bonus, regardless of how successful the
However, the focus serves as a double-edged sword for the result is.
user as well. First, the user cannot use any additional Force Author’s Note: This power cannot be used to control
powers while using this one. Second, the normal penalty for machines or droids. Irek Ismaren was able to do so because of
performing multiple actions in one round is doubled while this the subelectronic converter that was implanted into his brain,
power is active. allowing him to use the Force in ways it was never meant to in
Author’s Note: Jax Pavan learned this power by accessing controlling machines and droids.
Darth Ramage’s holocron. However, once he rescued Thi Source: Force power manipulate from Endless Vigil pages
Xon Yimmon from Kantaros Station, he returned to Dathomir 36-7

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Appeared where: Children of the Jedi the Gorog could hide themselves from detection in the Force,
Example: This was a cornerstone to Belia Darzu’s creating they could not mask their intention to do harm to their
and controlling her army of Technobeasts. Darth Maul used enemies. The intention to harm created “ripples” in the Force,
this to modify the protocol droid C-3PX into an assassin droid which Luke Skywalker and Jacen Solo learned to detect and
and to create the Dark Eye probe droids. Irek Ismaren was use to locate the Dark Nest. When they tracked the “ripples”
very skilled with this power. Ben Skywalker used this in to their source, they would first detect an emptiness, then a
Outcast to determine how the cylinder he found in the warrens vague uneasiness from the emptiness, and then an empty hole
of the Hidden Ones worked. from the vague uneasiness. It is likely that Luke Skywalker
and Jacen Solo drew inspiration from how the Jedi detected
the Yuuzhan Vong with the Force – rather than directly
Merge Senses (Plants) searching for the Yuuzhan Vong with the Force, the Jedi
Sense Difficulty: Moderate searched for the voids in the Force that indicated the presence
Required Powers: Magnify senses, sense Force of the Yuuzhan Vongs or their creatures.
This power may be kept up. In GM terms, on the surface, using this power would be no
Time to Use: Three rounds different than from using life detection or receptive telepathy;
Effect: Another exceedingly rare power exhibited by only a however, sense Force ripples was designed to detect those
few Jedi, this power is considered a plant-based counterpart to who could hide their presences in the Force by utilizing an
the traditional merge senses power. This power allows the indirect means of locating these individuals. Because of this,
user to perceive things through the senses of another plant; the GM must apply a penalty to the target’s opposed difficulty
however, the plant in question must be a specimen of organic roll.
surveillance. A perfect example of such a plant is the
panopticon willow. Various Yuuzhan Vong plants, such as Is target Force-sensitive Penalty
the villip, would also qualify as plant-based organic Yes -1D
surveillance, but given the unique nature of the Yuuzhan Vong No -2D
and anything associated with them, any attempts to use this
power on them automatically generally fails. Only those If the target is not Force-sensitive, the penalty is
individuals who have been altered by the Yuuzhan Vong, like automatically applied. If the target is Force-sensitive though,
Tahiri Veila and Jacen Solo, will be able to use this power the penalty might or might not be applied. Whether or not the
successfully on Yuuzhan Vong plant life. penalty is applied depends on the Force power the target is
The user can use this power to link with a plant to find using to hide his or her presence in the Force. The GM
something, so long as the plant in question has something that applies the penalty when the following powers are used: Force
can serve as an eye. A successful roll gives the user a +2D scattering, Force stealth, and Force stealth on another. The
bonus to any search rolls for as long as this power is active. penalty is not applied when the following powers are used:
While the user’s senses are merged with the plant, the advanced Force stealth, art of the small (control), block Force
user’s body is motionless. The user’s senses are unable to sense, cloak of doubt, immerse, and immerse another.
function until the meld is broken. Releasing the target plant There are several other powers that can hide an individual’s
requires a Moderate roll. The link with the plant can also be presence in the Force; specifically, light side aura, pall of the
broken upon the death of either the user or the plant. If the dark side, spell of concealment, and spirit mist. Luke
plant suffers damage or dies during the meld, the user suffers Skywalker and Jacen Solo have yet to encounter these powers,
half the amount of damage. so the effectiveness of sense Force ripples against these
Appeared where: Red Harvest. powers is uncertain. It is likely, though, that sense Force
Example: Hestizo Trace used this power to meld with the ripples will work against light side aura and spell of
panopticon willow and see through its senses Red Harvest. concealment, while failing against pall of the dark side and
spirit mist.
Author’s Note: This power was created by Luke Skywalker
Sense Force Ripples and Jacen Solo shortly before the Swarm War. As such, this
Sense Difficulty: Moderate or opposed control, Perception, or power is available for Jedi from Luke Skywalker’s order to
willpower roll; modified by proximity; penalty may be applied learn, but only from shortly before the Swarm War onward. It
as well is not available for Jedi of Luke Skywalker’s order during the
Required Powers: Concentration, danger sense, life New Republic era or the Yuuzhan Vong War. It is up to the
detection, receptive telepathy, sense Force GM’s discretion as to whether or not this power is available to
This power may be kept up. Jedi in earlier time periods, though the likelihood of this
Time to Use: One round happen are rather low.
Effect: After having trouble in sensing the presence of the Appeared where: Dark Nest II: The Unseen Queen
Dark Nest with the Force, Luke Skywalker and Jacen Solo
developed this technique to overcome this difficulty. While

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Example: Luke used this to detect the Dark Nest on one of the Apart from the Cephalons, the Aing-Tii are the only
Killik capital ships in Dark Nest II: The Unseen Queen. species in the galaxy that are capable of manipulating time and
space. This, plus the existence of the Aing-Tii power fighting-
sight, suggest that the Aing-Tii can use this power without risk
Sense Time Stream of penalty for possible abuse.
Sense Difficulty: Moderate Appeared where: Coruscant Nights: The Last Jedi
Required Powers: Farseeing, life detection, life sense, sense Example: Jax Pavan used this while facing Darth Vader on
Force Kantaros Station.
Time to Use: One round
Effect: A power Jax Pavan found in Darth Ramage’s
holocron, it allows a Jedi to sense the flow of time and sense Stonepower
when a juncture of possible futures is approaching, allowing Sense Difficulty: Moderate
the Jedi to make a choice he or she would not otherwise. Required Powers: Life detection, sense Force
In GM terms, when a Jedi succeeds in activating this Time to Use: One round
power, the Jedi can add a +1D bonus to all rolls for several Effect: The inhabitants of the Vagadarr system refers to the
rounds depending on the result to the roll. Force as “Stonepower”. By being in the presence of the
glowing blue stones found on that world, which were in fact
Roll ≥ difficulty by: Duration of bonus fragments of the giant livings mountains that were on the
0-10 1 round planet imbued with the Living Force, anyone, even those who
11-20 2 rounds are not Force-sensitive, can perform feats like telekinesis.
21+ 3 rounds Master Yoda came upon this world after tracking down a
disturbance in the Force. During his time there, he learned
In addition, every time the Jedi applies the +1D bonus, the their ways, learned the truth about the stones and the
Jedi must spend a Force Point. Should the Jedi run out of mountains, and managed to end the war that was plagueing the
Force points before the duration of the bonus ends, the power planet.
automatically ends, and the Jedi loses the +1D bonus. If the When one uses stonepower, one can sense the Living Force
Jedi runs out of Force Points, the Jedi will be unable to use within rocks and stones that are alive, like the living
this power again until he or she acquires Force Points. Should mountains of the Vagadarr system. When one uses this power
the Jedi have no Force Points at all, this power automatically first, one can then use telekinesis on the stone fragments with
fails. greater ease. One can also use the Force to heal these living
Author’s Note: This power is potentially unbalancing; stones and bring them out of their slumber.
however, I saw that there was a similarity between this power In GM terms, when a Jedi succeeds in activating this
and reduce injury. In both cases, the Jedi can use the power to power, the power grants the Jedi add a +1D bonus to all Force
avoid receiving an otherwise fatal injury. Thus, I decided to skills rolls on creatures made of stone or crystal for several
add in the expenditure of Force Points. In doing this, I have rounds depending on the result to the roll.
imposed a limit to how many actions can be affected by this
power. Roll ≥ difficulty by: Duration of bonus
Jax Pavan learned this power by accessing Darth Ramage’s 0-10 1 round
holocron. However, once he rescued Thi Xon Yimmon from 11-20 2 rounds
Kantaros Station, he returned to Dathomir and asked 21+ 3 rounds
Augqynne Djo to erase from his mind all the knowledge he
gained from Darth Ramage’s holocron. As a result, he was This bonus can only be applied when the Jedi is using the
incapable of teaching this power to anyone else. He entrusted Force on creatures made of stone or crystal, like the living
Darth Ramage’s holocron to Augwynne Djo’s safekeeping. mountains of the Vagadarrr system and the Shards. If the Jedi
Whether or not Augwynne Djo later gave Luke Skywalker were to divert his or her attention away from these creatures,
custody of this holocron is unclear. While this power is not the bonus ends immediately.
tainted with the dark side, it is controversial considering the Restricted: This power is not considered to be available for
potential implications associated with this power. In addition, Jedi to learn, as it requires specialized training from one who
it was derived from the experiments Darth Ramage conducted has learned this power. It is more than likely that one can only
on the Cephalons to understand their ability to perceive time. learn this power by interacting with the living mountains of
The GM should keep this in mind if he wishes to have this the Vagadarr system.
power available for a Jedi to learn. Should the Jedi begin to The Vagadarr system is in an isolated area of the galaxy, so
abuse this power, the GM should start giving the Jedi Dark the chances of finding it are remote. While Yoda was able to
Side Points for the abuse. find the planet and learn this power, it is unknown if he had
taught others this power. While Luke Skywalker was able to

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find the planet thanks to Obi-Wan Kenobi’s journal, it’s Effect: Upon the moment of death, a Neti Jedi can channel the
unknown if he has learned this power, or if he has taught it to Force energy of the planet on which they were rooted and
others. Thus, the GM is strongly encouraged not to allow and release it in a beam of incredible energy. The strength of the
Force-sensitive individual not native to the Vagadarr system. beam is such that it will destroy anything within a hundred-
Author’s Note: I read the comic, and at first, I thought it was meter radius of the Neti Jedi, and fire upwards a hundred
just another way people perceived and called the Force. When kilometers into space. Anyone or anything caught within the
I saw the entry in the Wookiepedia and read the comic again, I beam – characters, vehicles, even starships – suffer capital-
realized it was something more than that. Something along scale damage equal to the Jedi’s alter die, rounded down.
the lines of Jacen Solo’s Vongsense. So, I decided to create Despite the destructive energy released by this power, Neti
this power as a means of explaining this. Jedi choose to use this at the moment of death as an act of
Appeared where: Yoda’s Secret War sacrifice in order to kill Dark Jedi and/or to save others. Thus,
Example: Garro and the Skyscreamers used this. Yoda use of this power does not constitute a Dark Side Point.
learned this from Garro. Restricted: Considering the mechanics behind this power,
Neti Jedi serving the light side of the Force are the only ones
who can learn and use this power. The only exception to date
Time Awareness was Jedi Master Nat Skywalker, who combined his power
Sense Difficulty: Moderate with Jedi Master T’ra Saa moments before their deaths. Thus,
Required Powers: Magnify senses, sense Force the GM is strongly encouraged not to allow non-Neti Jedi to
Time to Use: One round learn this power.
Effect: A rarely used power, a Jedi can sense how much time Appeared where: Dark Empire II, Legacy – War 4
has passed since a previous incident or event. This allows a Example: Ood Bnar used this against Sedriss. Nat Skywalker
Jedi to synchronize his sense of timing such that when he or and T’ra Saa used this at the moment of their deaths.
she will be able to perform a specific task at the right moment
in time.
In GM terms, if the Jedi succeeds in making the required Blind
roll, he or she receives a bonus to a specific action in the next Alter Difficulty: Very Easy
round. This bonus can only be applied to one specific action. Required Powers: Telekinesis
The bonus depends on the results of the roll. Effect: This allows a Jedi to hurl dust, dirt, and debris at an
opponent within 20 meters of his or her location, affecting its
Roll ≥ difficulty by: Bonus perception. The cloud of dust, dirt, and debris is enough to
0-10 +1D obscure the opponent’s vision to the point that any target the
11-20 +2D opponent is tracking is considered consealed and have a
21+ +3D chance of escaping or taking other actions against the
opponent.
Author’s Note: This power could be associated with the sense While useful against most characters and creatures, this
Force power, but there is nothing in the description of said power is ineffective against targets that are blind or use other
power that suggests a Jedi can use it to sense the passage of means than eyesight to perceive their surroundings.
time. While a Jedi can learn this power from a teacher or a Source: Force power blind from Jedi Academy Training
Holocron, it is possible that with experience, a Jedi might Manual page 24
discover this power on his or her on. It is up the GM to
determine ho a Jedi learns this power.
Appeared where: The Old Republic: Annihilation Control Water Pressure
Example: Gnost-Dural reached into the Force and knew that Alter Difficulty: Moderate
exactly when it was time to send the anonymous tip in The Required Powers: Telekinesis
Old Republic: Annihilation. Effect: This allows a Jedi to alter the water pressure around
the target, either doubling it or decreasing it by half by
compressing or reducing the concentration of water molecules
around the target. This power will only work if the target is
Alter Powers completely submerged in water; otherwise, it will
automatically fail.
Beam of Light Decreasing the pressure around an object will have no
effect on the target. However, increasing the pressure could
Alter Difficulty: Easy
result in inflicting damage on the object. The GM must make
Required Powers: Force harmony, Force light, life detection,
a Strength roll to determine if the object suffers damage from
life sense, projective telepathy, receptive telepathy, sense
the sudden increase in water pressure.
Force

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When used against living targets, the change in pressure Disciplined Strike
could do one of two things. If the change is an increase in Difficulty: Moderate if individuals are concentrated in one
pressure, it could inflict crushing damage. If the change is a location, Difficult if individuals are spread out across the area.
decrease, then the target could suffer sudden decompression Effect: When using a Force power that has an area of effect,
and the bends. The GM must first determine what range of like Force push or repulse, the Jedi can choose to exclude a
water pressure the target can tolerate. If the increase or certain number of individuals from the effect of that power.
decrease falls within this range, then the target suffers no The Jedi can exclude a number of individual up to the number
damage. If the change goes beyond this range, then the target of his alter die. Excluding any additional individual adds +5
must make an opposed Strength or stamina roll to resist to the difficulty for each additional individual.
damage. Failure results in the target sustaining Alter die Source: Alter Talent Disciplined Strike from Star Wars: The
damage, and the Jedi using this power receives a Dark Side Roleplaying Game Saga Edition page 100
Point.
The change in water pressure also has an affect on the
trajectory of a missile or a swing. In GM terms, if this power Force Bomb
is successful, the Jedi receives a +5 circumstance bonus to his Alter Difficulty: Very Difficult or opposed dodge roll
dodge, melee parry, submersible operation, or swimming roll. Required Powers: Combustion
The Jedi must decide which one he wishes to use before using Effect: By using this offensive power, a Jedi can agitate the
this power. molecules in the air until it results in an explosion.
The area of affect is two meters, and the Jedi can choose When using this power, a Jedi agitates the air molecules in
any location as the center. The Jedi can choose to extend the a four-square meter area. The focal point of this power can be
area of effect, but the difficulty increases accordingly. up to twenty meters away, but it must be within the line of
sight of the user. Any opponent that happens to be within the
Area of effect Difficulty affected area may make a dodge roll to escape from the
10-meter radius Difficult affected area. Anyone caught within the explosion suffers 3D
100-meter radius Very Difficult damage from the fire for the first round. The victim will also
1-km radius Heroic suffer an additional 2D worth of damage every round until the
fire is extinguished.
The Jedi can choose to double the affected area by In addition, the resulting explosion generates a shockwave
spending a Force Point. This power will affect everyone and that can knock back any individual or any creature that
everything in the affected area. happens to be within ten meters of the point of explosion. All
characters and creatures within this range may make an
opposed Strength or control roll. If the opposed roll succeeds,
Crush Object then the opponent resists the shockwave and remains
Alter Difficulty: Moderate unmoved. Failure results in the opponent being knocked back
Required Powers: Concentration, projected fighting, two meters. For every 5 the roll fails, the opponent is knocked
telekinesis back another meter. If the opponent collides with an object
Effect: This power allows a Jedi to reach out in the Force and while being flung back, the opponent suffers 2D damage from
deliver precise blows upon an object, crushing it as though he the impact.
were crushing a paper cup or tin can. This cannot be used Any Jedi who uses this power against a living being will
against living beings, though it can be used against receive a Dark Side Point. In addition, should a living being
cybernetics. If the Jedi chooses to use this power on a die because of this power, the Jedi receives an additional Dark
cybernetic that is essential to the survival of the individual, the Side Point.
Jedi receives a Dark Side Point. Author’s Note: Considering what results from the detonation
After successfully using the power, the Jedi makes a of a bomb, I decided to create the description of this power by
brawling skill roll. If attacking a Force-sensitive equipped combining the descriptions of combustion, Force push, and
with a cybernetic, the target may use the brawling parry skill repulse.
to avoid the attack. Otherwise, the target cannot deflect the Appeared where: The Old Republic video game
Jedi’s blows. If the brawling roll is successful, the Jedi rolls
his or her full Strength versus the target’s Strength while
considering any armor bonuses that the target may have. Force Burst
Appeared where: Clone Wars Cartoon Chapters 13 and 25 Alter Difficulty: Varies
Example: Mace Windu used this against the super battle Required Powers: Concentration, Force blast, Force push,
droids on Dantooine. He also used this on General Grievous. projected fighting, repulse, telekinesis
Time to Use: One to three rounds

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Effect: This power allows a Jedi to gather the Force into a Author’s Note: As there has been only one occurrence of this
sphere of energy of varying sizes and hurl it at a target. Once power in recorded history, this might be a “wild” power and
thrown, the sphere seeks out the target with great speed and should therefore not be available for Jedi to learn under
accuracy. normal circumstances.
The table below determines the time to gather the Force, Appeared where: The Old Republic video game
the maximum strength of the burst, the diameter of the burst, Example: This was Nadia Grell’s unique ability.
and associated difficulty

Time Size Damage Difficulty Force Potency


One round .25 meters 2D-4D Difficult Source: Knights of the Old Republic II: The Sith Lords video
One round .5 meters 2D-3D Moderate game
One round 1 meter 2D Easy Alter Difficulty: Very Difficult
Two rounds .25 meters 5D-6D Very Difficult Required Powers: Empower Force
Two rounds .5 meters 4D-5D Difficult Effect: One of the few meditative battle stances taught
Two rounds 1 meter 3D-4D Moderate amongst the Jedi, this power channels the Force through the
Three rounds .25 meters 7D Heroic Jedi, increasing the Jedi’s ability to strike others through the
Three rounds .5 meters 6D-7D Very Difficult Force. By using this form, a Jedi can attack his or her
Three rounds 1 meter 5D-7D Difficult opponent more powerfully.
When this form is used, the damage inflicted by offensive
The Jedi can choose the extent of the damage he or she Force powers, whether the damage is fixed or variable based
wishes the Force burst to inflict. on a die roll, is increased by one-half (multiply by 1.5,
The Jedi can alternatively unleash this concentration into rounded down). This power must be activated in the same
the ground, creating a shockwave that can knock opponents round as the related power. Multiple action penalties apply.
off their feet. The shockwave has a range of ten meters and This can only be used on one power at a time.
inflicts 2D stun damage on each target. This requires a After the Jedi uses this form, the Jedi will feel drained and
Moderate difficulty roll. will be unable to do anything for four rounds. However, the
When a Jedi performs this, the Force burst is Jedi can make a stamina roll against the roll he made to use
semitransparent with a blue or green hue. When a Dark Jedi this power. If the Jedi succeeds in making the stamina roll,
or a Sith performs this, the hue is red. the recovery time will be shorter
The Jedi can protect himself or herself from this power by
using absorb/dissipate energy or lesser Force shield. The Jedi Roll ≥ difficulty by: Recovery time
can also use Force push or grenade deflect to deflect this 0-10 3 rounds
power. The Jedi can even counter it with a Force burst of his 11-20 2 rounds
or her own. 21+ 1 round
Appeared where: Jedi Power Battles, The Old Republic:
Hope cinematic trailer, The Old Republic: Deceived cinematic Considering how this form increases the damage to attacks,
trailer, The Old Republic: Deceived and its potential for abuse, many Jedi frown upon this power,
Example: Satele Shan used this against Darth Malgus in the seeing it as a temptation to the dark side. Therefore, should a
The Old Republic: Hope cinematic trailer. Lord Adrass Jedi use this form to enhance an attack that leads to the death
unleashed a Force burst to knock away the soldiers after of a target, the Jedi receives a Dark Side Point as a result.
landing in the The Old Republic: Deceived cinematic trailer Author’s Note: Despite the inherent dangers, there are those
and in The Old Republic: Deceived. who use this to decisively resolve a conflict should speed be
an essential factor. Therefore, the GM should exercise caution
and restraint in allowing a Jedi to learn this power.
Force Eruption Appeared where: Knights of the Old Republic II: The Sith
Alter Difficulty: Moderate; modified by proximity Lords video game
Effect: This power allows a Jedi to gather the Force into his or
her body, channel into the ground, and cause it to erupt at a
specific location. Any target caught in the area where the Forcequake
eruption is about to take place is allowed to make a dodge roll Alter Difficulty: Moderate or Difficult, modified by
to make an effort to evacuate the area before the eruption takes proximity, but must be within line of sight
place. Success results in the target suffering no damage, while Required Powers: Force whirlwind, telekinesis
failure results in the target suffering 2D of damage from the Effect: The Force-user channels Force energy into the ground
eruption and 1D from the impact of landing on the ground. at a specific location, causing the ground to quake, tremble,
and buckle as if an earthquake were occurring. The dust, dirt,
and smoke churned up from the ground can also be channeled

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into whirlwinds capable of obscuring the vision of those As such, the GM is forbidden from making this power
caught within the affected area. available to any Force-user under most circumstances. If the
When activated, this power affects an area with a ten-meter GM wishes to allow a Force-user to learn and use this power,
radius. Those caught within the affected area can make an the GM must follow the restrictions.
opposed Dexterity roll to remain upright despite the tremor. Appeared where: Crucible
Failure results in the target being knocked to the ground and
unable to do anything for one round.
Making the ground quake and tremble requires a Moderate Intercept
alter roll. Channeling the kicked-up dust and dirt into Alter Difficulty: Easy plus attacking archaric guns, bows,
obscuring whirlwinds requires a Difficult roll. If dusty firearms, grenade, missile weapons, or thrown weapons roll.
whirlwinds are created by this power, opponents caught in the Required Powers: Combat sense, danger sense, life
area can make an opposed Perception roll to keep from being detection, telekinesis.
blinded. Failure renders the opponent blind for the round. Effect: The Jedi can fling a small object into the path of an
Regardless of how the user chooses to manifest this power, incoming projectile, stopping the projectile from striking the
should the user’s alter roll succeed by 10, the resulting tremor Force-user. The object being flung must be smaller than the
kicks up rocks that will inflict 2D damage to all opponents in character and cannot weigh more than 10 kilograms.
the area. The Jedi can use this to intercept a projectile flung towards
This power also has the potential to knock over structurally him or her via kinetic combat or telekinesis, with the difficulty
weak structures. The GM determines if this happens and the being the opposed alter throw. If the projectile is a lightsaber,
damage suffered by any target caught in the collapse. the energy blade will cut through almost any object used by
This power can be effective in hindering speeder-scaled or this power to deflect it. Only with precise aiming and timing
smaller wheeled or treaded vehicles, and on small walkers like can there be any chance of an object used by this power
the AT-PT. This power has no effect on larger walkers or striking the hilt of the lightsaber and deflecting it. If a Jedi
vehicles, or on repulsorlifts. While any rocks churned up by wishes to do this, the GM must add +10 to the difficulty.
this power will not inflict any damage on the vehicle, the The projectile will be deflected in a random direction. If
driver and passengers are at risk of being harmed unless they the Jedi wishes to deflect the projectile in a certain direction,
are enclosed within the vehicle. the GM must add +5 to the difficulty.
Appeared where: The Old Republic video game Source: Force power intercept from Jedi Academy Training
Manual page 27

Golden Flame
Alter Difficulty: Difficult Project Energy
Effect: The Force-user can draw upon the Force energy and Alter Difficulty: Easy
unleash a blast of Force energy that manifests as yellow or Required Powers: Absorb/dissipate energy
golden flame. Any target caught within these flames suffer This power may be kept up.
Alter die damage and is not allowed to make a saving throw to Effect: This power allows a Jedi to project an energy field
lessen the damage by half. onto an object or a specific area. The energy field isn’t strong
Restricted: To date, the only individuals who have performed enough to ignite combustible material or harm others.
this power are Jedi Grand Master Luke Skywalker and Jedi However, the field can disable simple devices or reveal hidden
Knight Leia Organa Solo while they were on the hidden world doors.
they reached by passing through the gate that was located on When activating this power, the user must declare what
Base Prime. However, while they know this power, it can kind of energy he or she wishes to project. It can be thermal
only be performed by those who are servants of the light side energy or an electromagnetic field with a positive, negative, or
of the Force, and only if these individuals are on the planet even neutral charge. The energy field cannot be radiation.
Mortis or within a monolith or other structure that is In GM terms, this power can be used in one of two ways.
associated with Mortis. Considering how Mortis has not been The first is to project an energy field on an item or an area to
spotted since Anakin Skywalker, Obi-Wan Kenobi, and neutralize the target long enough to disable it. When used in
Ahsoka Tano visited the monolith containing the mystical this manner, a successful roll grants the user a bonus to all
world during the Clone Wars, and how structures associated security rolls made to disable the device. The second way is
with Mortis are hidden in remote locations in the galaxy, the to project the energy field on an area to find something. Used
odds of any other Force-user learning and utilizing this power in this way, a successful roll grants the user a bonus to all
is extremely remote. And even if another individual should search rolls. The table below determines the bonus:
learn this power, the power can only be performed while the
individual is located on Mortis or within a structure associated Roll ≥ difficulty by: Security/Search skill bonus:
with Mortis. 0-5 +3D
6-14 +4D

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15-24 +5D permanency, sleep, stasis, and telekinesis (lifting the target,
25+ +6D not hurling an object at the target).
This power must be activated in the same round as the
When projecting the energy field on an area to aid in the power it is attempting to purify. Multiple action penalties
search, the affected area is 1 meter by 1 meter. The affected apply.
area can be increased to 2 meters by 2 meters, but doing so This is a power exclusive to the light side. Any Force-user
adds to the difficulty. who has even one Dark Side Point cannot learn this power
unless he or she atones to remove all the Dark Side Points he
Affected area Add to Difficulty or she might have.
1-m by 1-m 0 Sources: Force Secret Pure Power from The Force Unleashed
1-m by 2-m +5 Campaign Guide page 89
2-m by 2-m +10

Appeared where: Jedi Apprentice: The Dark Rival Quick Force


Example: Qui-Gon Jinn used this to project neutral energy to Alter Difficulty: Very Difficult
the electrocollar on Obi-Wan Kenobi’s neck, neutralizing it. Effect: This allows a Force-user to instantly use any other
Obi-Wan Kenobi, Qui-Gon Jinn, and Xanatos used this to Force power that can take some time to use. This is only
project thermal energy on the hidden door, making it effective up to five minutes. Those powers that take effect
transparent so they could see it and open it. immediately aren’t affected. Those powers that take longer
than five minutes to use can’t be hastened with this power;
thus any attempt to use quick Force with those powers
Purify Force automatically fail.
Alter Difficulty: Difficult This power must be activated in the same round as the
Required Powers: Force harmony, Force light, life detection, power it is attempting to affect. Multiple action penalties
life sense, projective telepathy, receptive telepathy apply.
Effect: This power allows a Jedi to infuse any offensive Author’s Note: This is a d6 conversion of the Saga Force
power with the energy of the light side. This infusion of Secret Quicken Power.
purifying energy makes it more difficult for those tainted by Source: Force Secret Quicken Power from Star Wars: The
the dark side to defend themselves against attacks made Roleplaying Game Saga Edition page 103
against them.
If the target has at least one Dark Side Point, the target
must make a control roll against the user’s roll to activate this Remote Force
power. A successful roll will remove the penalty. The GM Alter Difficulty: Very Difficult
should consult the following table to determine the penalty the Effect: With this power, a Force-user can have any Force
must take to all defensive rolls against the power that has been power that encompasses an area to originate from a point other
purified with this power than the user himself or herself. The Force-user can also
control the direction of the power originating from the new
Difficulty ≥ roll by: Penalty to defensive rolls point of origin. To date, this power has been used successfully
1-5 -2 with the following powers: adiabatic shield, aquatic Force,
6-10 -3 aura of uneasiness, beam of light, combustion, crushing
11-15 -4 darkness, cryokinesis, dark side tendril, dark side web,
16-20 -5 darkness (Jedi power), death field, Force blinding, Force
bomb, Force burst, Force harmony, Force haze, Force light,
Dark side and Sith powers cannot be purified with purify Force lightning, Force net, Force push, Force spike, Force
Force. Light side powers, specifically Force harmony, Force whirlwind, Forcequake, generate wind (Jedi power), glowball,
light, wall of light, beam of light, and orb of light, are already greater Force shield, hatred, illusion, image, imprint, lesser
infused with the power of the light side; hence using purify Force shield, light (Jedi power), lightning burst, orb of light,
Force on these powers is redundant. The following powers phantasms, plant surge, projected fighting, pyrospray (Jedi
can be purified with purify Force: affect mind, blindness (Jedi power), repulse, thought bomb, vortex shield, wall of light,
power not Ta-ree spell), crush object, dampen Force, deafness waves of darkness, and web (Jedi power).
(Jedi power not Ta-ree spell), Force bomb, Force burst, Force This power must be activated in the same round as the
push, Force stun, Force whirlwind, Force whisper, power it is attempting to affect. Multiple action penalties
Forcequake, friendship, generate wind, illusion, image, ion apply.
generation, malacia, mental block, morichro, paralysis, Sources: Force Secret Remote Power from The Force
phantasm, plant surge, repulse, revelation, short-term memory Unleashed Campaign Guide page 89

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Shape Force This power only works in converting the state of matter. If
Alter Difficulty: Very Difficult Jedi uses this to consolidate suspended molecules, like the
Required Powers: Telekinesis particulates in smoke, the power automatically fails.
Effect: By using this power, a Force-user can alter the area of The area of affect is two meters, and the Jedi can choose
effect of various Force powers. Powers that would encompass any location as the center. The Jedi can choose to extend the
an area will instead affect anyone or anything within the area of effect, but the difficulty increases accordingly.
Force-user’s line of sight up to a distance that is five times the
normal range of the affected Force power if it had been used Area of effect Difficulty
normally. To date, this power has been used successfully with 10-meter radius Very Difficult
the following powers: aura of uneasiness, combustion, 100-meter radius Heroic
crushing darkness, cryokinesis, dark side tendril, dark side 1-km radius Heroic +10
web, darkness (Jedi power), death field, drain life energy,
drain life essence, Force blinding, Force bomb, Force burst, The Jedi can choose to double the affected area by
Force harmony, Force haze, Force light, Force lightning, spending a Force Point. This power will affect everyone and
Force net, Force push, Force spike, Force whirlwind, everything in the affected area.
Forcequake, generate wind (Jedi power), glowball, greater If the Jedi has the scholar: chemistry skill, or has training
Force shield, hatred, illusion, image, imprint, lesser Force in a skill where chemistry is an integral factor, like chemical
shield, life detection, light (Jedi power), lightning burst, engineering, the Jedi receives a +5 bonus to his roll because
nature affinity, orb of light, phantasms, plant surge, pyrospray the Jedi would know exactly what would be necessary to
(Jedi power), repulse, sense Force, vortex shield, wall of light, change the state of the matter.
waves of darkness, and web (Jedi power). Appeared where: Darth Maul: Restraint
This power must be activated in the same round as the Example: Mother Talzin changed the water into steam and
power it is attempting to affect. Multiple action penalties fog, and then condensed the mist into a sphere of water.
apply.
Source: Force Secret Shaped Power from Star Wars: The
Roleplaying Game Saga Edition page 103 Control and Sense Powers

Shift Matter Prescience


Alter Difficulty: Difficult Control Difficulty: Variable.
Required Powers: Telekinesis Sense Difficulty: Target’s willpower. Limited to line of sight
Effect: This power allows a Jedi to control the manipulate Required Powers: Farseeing, life detection, life sense
matter to the point where the Jedi can change the phase of Effect: The Force can grant the Jedi insight into dealing with
matter. A Jedi can control the temperature and concentration his or her enemies. Until the end of the next turn, the Jedi
of a substance to the point where it can shift from a solid state gains an insight bonus against attacks or effects originating
to a liquid state, or a liquid state to a gaseous state, or a solid from the target and ain insight bonus on attack rolls made
to a gaseous state. The fourth state of matter – plasma – exists against the target.
only in the stars and is too dangerous to attempt with this
power. Any attempt to convert any matter into a plasma state Control difficulty Insight bonus
automatically fails. Moderate +1
This can be used on any known substance; however, the Difficult +2
difficulty associated with this power is based on the standard Very Difficult +3
that is used when this power was first created – water. Since
water has been observed safely in all three states, it has served Source: Force power prescience from Legacy Era Campaign
as the standard in determining the difficulty for changing the Guide page 54
state of a substance. When converting a substance other than
water, the GM determines the difficulty. A general rule of
thumb to follow is that if the matter in question is harmful to Projective Empathy (Jedi version)
life in any state, such as being poisonous to life in any state or Control Difficulty: Easy, if the animal is
is at a temperature that is harmful to life, the difficulty level is domesticated/friendly (such as a bantha); Moderate to
increased by at least one because the Jedi using this power Difficult, if the animal is wild, but non-predatory (such as an
must concentrate in keeping the converted matter in a undomesticated tauntaun); Very Difficult to Heroic, if the
contained area. Should the Jedi purposely use this power to animal is ferocious/predatory (such as a wild rancor)
inflict harm to a target, then the Jedi receives a Dark Side Sense Difficulty: Opposed Perception or orneriness of target
Point. creature

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Required Powers: Life detection, life sense, sense Force Control and Alter Powers
This power may be kept up.
Effect: This power is considered by some to be a precursor to
the development of projective telepathy. With this power, a Accelerate Crystalline Growth
Jedi can connect with creatures on an instinctual, emotional Control Difficulty: Variable
level. If successful at using this power, the Jedi can sense a Alter Difficulty: Variable
creature’s emotional state and intentions, as well as project his Required Powers: Accelerate another’s healing, control
own in a mutually understood way. The creature “feels” the another’s pain, control pain, telekinesis
projected emotions, with the understanding that what it is Effect: After studying the various books Luke Skwyalker had
experiencing belongs to the user of the power. However, the collected as well as his personal notes, Rey was able to change
creature may react according to the nature of the projection. the accelerate another’s healing power enough to create this
If the Force user’s sense roll exceeds the creature’s power and repair the damage done to the kyber crystal that
opposed roll by 5 or more, he or she gains a +1D modifier to was in Anakin Skywalker’s lightsaber.
any Perception-based rolls made against the target creature A Jedi can use this power to repair any damage that is
while the power is in effect. If the Force user’s sense roll inflicted upon a kyber crystal or any other Force-attuned
succeeds by 10 or more, he gains a +2D modifier. If the Force crystal. To make the necessary repair, the Jedi must make a
user is friendly, passive, or serene, he may also apply this successful Easy control and alter roll for five consecutive
modifier to beast riding. If the Force user is angry, rounds. If the Jedi fails to make a successful roll at any point,
aggressive, or hostile, his beast mount’s orneriness increases any temporary repairs are immediately undone, and the Jedi
by 2D. However, he may then apply an additional 2D bonus must start over.
to intimidation, beast riding, beast handling, or a Perception- A Jedi can use this power on other crystals and gemstones
based roll (command, con, persuasion, etc) that incites a that are not Force-attuned but must make Moderate difficulty
creature to attack or otherwise take hostile action. Force users rolls.
who utilize the darker manifestation of this power A Jedi can even use this power to heal a Shard, a
immediately gain a Dark Side Point. Gallinorean rainbow gem, or other silicon-based or similar
Source: Rebels Season 2 Sourcebook lifeforms. When using this power on such targets, the Jedi
Appeared where: Star Wars Rebels Seasons 1-2 should treat the power as if using accelerate another’s healing
Example: Kanan Jarrus demonstrated this to Ezra Bridger on the target. Note – a Jedi trying to use accelerate
using it on a tooka cat. Ezra Bridger used this to make the crystalline growth on organic life or on a cybernetic individual
frynocks attack the Imperials. automatically fails.
Source: Star Wars Rise of the Skywalker The Visual
Sword Combat Dictionary with Exclusive Cross-Sections
Control Difficulty: Easy
Sense Difficulty: Easy Armor Forging
Required Powers: Concentration Control Difficulty: Moderate
This power may be kept up. Alter Difficulty: Difficult for light armor, Very Difficult for
Effect: This power is the predecessor to the lightsaber combat medium armor, Heroic for heavy armor
and Sith sword combat powers. The Je’daii on Tython used Required Powers: Concentration, control another’s pain,
this to wield their swords in the same manner Jedi use control pain, transfer Force
lightsaber combat to wield their lightsabers most effectively. Effect: This power is very rarely seen as most Jedi use their
As the sword is easier to wield than a lightsaber, the difficulty lightsabers and the Force to defend themselves. However, a
rolls in using this power are lower than those for lightsaber few Jedi have been known to forge armor and make it capable
combat. The game mechanics for this power are identical to of repelling lightsabers.
those for lightsaber combat with one exception. A Je’daii is By using this power and spending a Force point, a Jedi can
unable to control where deflected laser and blaster bolts go. forge armor that is impervious to a lightsaber blade. Any
Restricted: This power was once used by the Je’daii on attempt to stab or cleave through a piece of armor will end in
Tython during the Force Wars. With the appearance of the failure. Being able to withstand lightsabers, the armor can
Forcesaber, and later the introduction of lightsabers, this also withstand blaster fire.
power fell into disuse. In any event, unless the individual is However, the Jedi is not channeling the Force through the
living on Tython in the years leading up to and during the armor like he would using Force weapon on a quarterstaff to
Force Wars, the GM is forbidden from allowing any Force- parry a lightsaber. While the armor withstands the
user to learn this power. lightsaber’s attempt to cut through, it does take a hit, and hits
Appeared where: Dawn of the Jedi: Into the Void, Dawn of will eventually accumulate and affect the overall protection of
the Jedi: Force Storm, Dawn of the Jedi: Prisoner of Bogan the armor. A piece of armor that sustains ten hits receives the

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status lightly damaged. Another ten, and it is heavily In game terms, if the user succeeds in making the difficulty
damaged. Another ten, and it is severely damaged. The GM rolls, the user gains a bonus to all first aid rolls when treating
can consult with the Star Wars Roleplaying Game – REUP for the wounded with medicinal liquids, ointments, or vapors.
the effects on the armor and for repairing the armor. The bonus depends on the alter difficulty, which is determined
When an opponent makes a critical hit with a blaster or a by the nature of the disease or poison the user is trying to treat.
lightsaber against a damaged armor, the GM must roll a wild The GM determines this, but all diseases and poisons that are
die. Based on the roll of the wild die, there is a chance that the of Yuuzhan Vong origin have Heroic difficulties.
lightsaber will have struck at a damaged portion of the armor
in a way that it would penetrate the armor despite the Alter roll ≥ difficulty roll Bonus
protection offered by this power. For a lightly damaged 0-10 +5
armor, the result is 1. For a heavily damaged armor, it’s 1 or 11-20 +10
2. 21+ +15
When repairing a damaged piece of armor that has been
altered with this power, simply repairing the armor isn’t The other displayed use of this power was the Shaper
enough. The repaired sections must be treated with this power turned Shamed One, and hidden Supreme Overlord of the
as well; otherwise, the repairs may bring the protection offered Yuuzhan Vong, Onimi’s ability to create chemicals in his
by the armor back to full strength, but the armor will still have body which he released through nearly every aspect of his
vulnerable spots, just it did when it was damaged. The rules body. The chemicals can vary from deadly toxins to powerful
previously stated for a critical hit appys in this case as well mind-control drugs. In game terms, if the user succeeds in
since these untreated areas are as vulnerable to a critical strike creating such chemicals, any individual who comes into
as the previously damaged sections of the armor. contact with these chemicals must make at least a Very
Restriction: This is an exceedingly rare power for any Jedi to Difficult Strength, stamina, or willpower roll to resist them.
know. The only one who might have known this was the Treating these chemicals requires a Very Difficult or Heroic
Nazzar Jedi Knight Qrrrl Toq. Between this and first aid roll.
Wookiepedia, this power and those who used it – Jedi It is mentioned in Dawn of the Jedi: Into the Void that
armorers – were seen in the days of the Old Republic up to the Lanoree Brock was skilled in elemental manipulation as well
Battle of Ruusan. Afterwards, as Jedi began to eschew armor, as metallurgy and alchemy. Metallurgy could refer to sword
this power fell into disuse. alchemy and elemental manipulation could refer to art of the
Source: Reference in Armorer specialization section of small (control and alter). There is no clarification on this
Keeping the Peace page 24 matter as of yet, so for the time being, if a Jedi or Je’daii
knows elemental manipulation, then the individual knows this
power.
Art of the Small (control and alter) If one wishes to learn this power, he or she must learn art
Control Difficulty: Difficult of the small (control) first. This prerequisite is mandatory.
Alter Difficulty: Difficult to Heroic Restricted: The origins of this power are unclear. There’s
Required Powers: Art of the small (control), concentration, circumstantial evidence that those Je’daii on Tython who
emptiness, force of will, Force stealth, hibernation trance, dabbled in alchemy might have known and used this power, so
telekinesis for the time being, the GM should allow this power to be
Effect: This radical power may be the one ancient Jedi might accessible to the Je’daii on Tython.
have used to alter the nature of the universe long ago. Since Vergere knew this power, and she was once a Jedi of
Sometimes referred to as elemental manipulation, with this the Old Jedi Order, it is possible that this power might have
power, a Jedi can alter and manipulate matter at the molecular survived the passage of time, unlike other powers like sword
level, turning a substance into something completely different. alchemy, and was probably known by few Jedi towards the
Note that this is not alchemy, nor is this power associated with end of the Old Jedi Order. However, this power should not be
the dark side. generally available for a Jedi of that time period to learn.
To date, this power has been used in two different ways. Vergere had since taught this power to Jacen Solo and
The first is for healing purposes. Vergere used this to give her Cilghal. Cilghal, in turn, taught it to her apprentice Tekli. It is
tears healing properties strong enough for Mara Jade unknown if Jacen Solo had taught this power to others, but it
Skywalker to combat the coomb spores she had been infected is highly likely that Cilghal has done so to future Jedi healers,
with for several months. Jacen Solo also used this to convert and Tekli will eventually do the same. Therefore, this power
his own tears and the tears of his family into an antidote for is mainly available to those of Luke Skywalker’s order who
the amphistaff venom that was in his uncle, Jedi Master Luke are Jedi healers. GMs must keep this in mind when using this
Skywalker. Later, Tekli learned to alter her released power.
pheromones so that they had properties that were therapeutic Author’s Note: In The Jedi Path, there was a reference to Jedi
to other species. in ancient times being able to alter the structure of the

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universe. In addition, there is the aforementioned reference to knowledge he gained from Darth Ramage’s holocron. As a
Lanoree Brock knowing elemental manipulation. Granted, result, he was incapable of teaching this power to anyone else.
this “elemental manipulation” could be a part of sword He entrusted Darth Ramage’s holocron to Augwynne Djo’s
alchemy or alchemy; however, there were additional reference safekeeping. Whether or not Augwynne Djo later gave Luke
in Dawn of the Jedi: Into the Void to laboratories in the Skywalker custody of this holocron is unclear. Since this
Temple of Anil Kesh where “chemicals are changed and power isn’t tainted with the dark side, despite it being
transmuted”, and “solids have their structures reformed”. recorded in a Sith holocron, the GM has a little leeway with
Since these references point to manipulating matter at the this power in that it’s possible for a Jedi to come across a Jedi
molecular and atomic levels, and since Vergere, Jacen Solo, holocron which contains this power or for a Jedi to create this
and Tekli have used this power to change one substance into power via experimentation.
another, I chose to equate elemental manipulation with art of Appeared where: The Last Jedi
the small (control and alter), rather than create a new power. Example: Jax Pavan used this to disguise his presence as
Appeared where: Dawn of the Jedi: Into the Void, Agents of Probus Tesla’s while searching for Thi Xon Yimmon on
Chaos I: Hero’s Trial, Traitor, Destiny’s Way, The Unifying Kantaros Station.
Force

Control Another’s Temperature


Camouflage Presence Control Difficulty: Easy
Control Difficulty: Difficult Alter Difficulty: Easy
Alter Difficulty: Difficult Required Powers: Absorb/dissipate energy, control
Required Powers: Concentration, dim another’s senses, temperature, hibernation trance, place another in hibernation
Force stealth, life detection, life sense, projective telepathy, trance
receptive telepathy This power may be kept up, but the user must be in physical
Effect: A power Jax Pavan found in Darth Ramage’s contact with the target.
holocron, this power allows a Jedi to disguise his presence as Effect: When successfully activated, this power allows the
another’s. By doing this, the Jedi can mislead whoever might Jedi to have strict control over another individual’s body
be searching for him or her with the Force, making the temperature. By speeding or slowing the other’s metabolism,
searcher believe he or she has located someone else instead of the Jedi is able to change the other’s core temperature, thereby
the targeted Jedi. allowing the other individual to be more resilient to
The Jedi must first determine whose presence he wishes to environmental changes.
use as a disguise. It cannot be a random individual. The Jedi Furthermore, the Jedi can also choose to control the other’s
must know the individual’s presence in the Force; that is, the surface body temperature to hide the other individual from
Jedi must have sensed the other individual’s presence in the heat-based sensors or to hide from species that use heat
Force at some point before using this power. That way, the detection as a primary sense.
Jedi will be able to duplicate it when using this power. In game terms, control another’s temperature allows the
When using this power, the Jedi must first make a Jedi to add bonus dice to the target’s survival or stamina skill
successful control roll to hide his or her true presence from the rolls in order to survive in much harsher environments than
opponent trying to detect him or her. If the Jedi fails this roll, the other individual would normally be able to. Alternatively,
the power automatically fails. the Jedi may choose to control the other’s skin temperature to
Should the Jedi succeed in making the control roll, the Jedi add to the recipient’s sneak skill roll to avoid being detected
then makes the alter roll. A successful roll will cause the by heat sensors. In either usage, the amount of bonus dice
searcher to come to the wrong conclusion as to whom he or depends on the Jedi’s skill roll. Using the power for both
she detected. If the roll fails, the opponent will know that purposes in the same round requires an additional action with
something is wrong. The opponent will know that he or she a +5 to the difficulty for each roll. The same thing applies if
sensed someone but will not be sure as to whom he or she the Jedi should use control temperature on himself and then
sensed and will choose to investigate it. Similarly, if the Jedi control another’s temperature on another on the target.
using this power chooses to masquerade his or her presence as
someone whom the opponent would know wouldn’t be in the Roll ≥ difficulty Effect
area or would have no logical reason for being in the area, the 0-5 +3D
opponent would know that something was wrong. This would 6-14 +4D
defeat the purpose of this power. 15-21 +5D
Author’s Note: Jax Pavan learned this power by accessing 22+ +6D
Darth Ramage’s holocron. However, once he rescued Thi
Xon Yimmon from Kantaros Station, he returned to Dathomir Appeared where: Gamer #8: The Apprentice
and asked Augwynne Djo to erase from his mind all the

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Example: Kyp Durron used this on Jaina Solo Fel to help her Thus, while the Jedi are aware of this power, they do not
bypass the security sensors. encourage the teaching of this power. A Jedi won’t find this
power in any Holocron for the same reason. Regardless,
somehow some pregnant Jedi learn how to perform this
Control Pregnancy power, and though their peers might frown upon their use,
Control Difficulty: Moderate or Difficult these Jedi aren’t shunned or seen as using the dark side in
Alter Difficulty: Moderate or Difficult using this power. Once they learn this power, these Jedi have
Required Powers: Concentration, life detection, sense Force the option of teaching this to their daughters, daughter-in-
This power may be kept up. laws, or bearers of their grandchildren.
Effect: With this power, a female Jedi can control the rate her Restricted: For obvious reasons, only female Jedi can use this
fetus develops, allowing her to prolong or shorten her power.
pregnancy. Example: Etain Tur-Murkan used this to accelerate her
When using this power, the Jedi must first determine how pregnancy, while Tenel Ka Djo used it to prolong her
she wishes to use it. Using this power to prolong the pregnancy.
pregnancy will require a Moderate roll, while hastening the
pregnancy will require a Difficult roll. The reason for the
difference is that infants that are born premature generally Electric Judgment
suffer health ailments, some of which are permanent. Control Difficulty: Moderate
Accelerating the pregnancy would normally create this risk, Alter Difficulty: Difficult
but by focusing on controlling the pregnancy, the Jedi is able Effect: Also known as emerald lightning or Force lance,
to ensure that the fetus develops normally without any health when this power is manifested, a 5-meter-long beam of yellow
risks. If a Jedi wishes to accelerate her pregnancy, the GM or green crackling Force energy extends from the user’s
must make a wild die roll once a week. Should the roll be a 1, outstretched hand. This power lasts one round. It requires one
then the baby develops a problem. However, depending on round to get ready, after which the rolls are made to see if the
how far along the pregnancy is, the expectant mother has time power manifests. The user may move his or her arm as he or
to correct the problem. The GM must consult the table below she wishes, sweeping the energy beam across any enemies
to determine the necessary Difficulty rolls for both control and within the 5-meter radius. If struck, the opponent suffers stun
alter when attempting to correct the problem. Note that the damage equal to the user’s Alter roll. This power works on
table is based on a human woman. The GM must modify the droids and inanimate objects as well as living beings.
timeframe accordingly for each species. This power has a high potential for being abused.
Aggressive use of this power should result in the user gaining
Equivalent period of the pregnancy Difficulty rolls a Dark Side Point.
First trimester Moderate Source: SWRPGNetwork
Second trimester Difficult Appeared where: Star Wars: Episode I Jedi Power Battles,
Third trimester Very Difficult Destiny Way’s, The Unifying Force
Example: This is one of Plo Koon’s signature powers. Jacen
If the Jedi succeeds in making the required rolls, then the Solo used this against the Yuuzhan Vongs in Destiny’s Way.
mother-to-be has corrected the problem. She can only attempt Luke Skywalker might have used this against the Slayers in
to do this once per week. The Unifying Force.
While it is generally a good idea to always keep this power
active, in practice this is impossible to do. A pregnant Jedi
can stop using this power to recover, allow her pregnancy to Force Channel
proceed normally, then resume later. The maximum number Control Difficulty: Difficult
of days allowed for this “break time”, as it were, depends on Alter Difficulty: Difficult
the lower of the two die codes required for this power, Effect: One of the few meditative battle stances taught
rounded down. A Jedi can reactivate this power at any point amongst the Jedi, this power channels the Force through the
during the break without any risk. But if the Jedi does this Jedi, increasing the Jedi’s connection to the Force. The
after the “break time” expires, the Jedi risks having the baby increase manifests both offensively and defensively, since
develop a problem. If this happens, the GM must consult the while this power is active, the Jedi receives a bonus to his or
table listed above. The Jedi also has the option of using this her saving throws against Force powers and increases the
break period to correct any health problems the fetus might damage to his or her Force powers.
develop.
Jedi believe in the cycle of life, which includes the Roll ≥ difficulty Bonus to opposed Duration
development of the fetus. Jedi view any tampering of this throws and damage
development as running counter to the natural flow of life. 0-7 +1 pip 4 rounds
8-13 +2 pips 3 rounds

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14-20 +1D 2 rounds her exact location using life detection, life sense, receptive
21+ +1D+1 1 round telepathy, or sense Force.
Upon making a successful roll, the character uses the Force
This damage applies to the Force powers only; the bonus is to scatter his presence across an area with a five-kilometer
not applied to damage sustained from being hit by an object radius with him at the center.
thrown by telekinesis or ballistakinesis, or from being If a Force-user is trying to sense the character’s presence,
slammed into a wall by Force push, projected fighting, or the character can oppose the Force-user’s sense roll with a
repulse. control roll and an alter roll. If the character’s control roll is
Appeared where: Knights of the Old Republic II: The Sith greater than the Force-user’s sense roll, the Force-user does
Lords video game not detect the character’s presence. If the Force-user’s sense
roll beats the character’s control roll, the character then makes
an alter roll. If the character’s alter roll is greater than the
Force Jolt Force-user’s sense roll, the Force-user knows that the
Control Difficulty: Easy character is somewhere in the area but is unable to determine
Alter Difficulty: Target’s opposing control or Perception roll the character’s exact location and ends up heading towards the
Required Powers: Control another’s pain, control pain, location of a false presence. If the Force-user’s sense roll is
injure/kill, life detection, life sense, transfer Force greater than the character’s alter roll, the Force-user detects
Effect: If someone is physically restraining a Jedi against his the character’s exact location.
or her will, the Jedi can send a jolt of Force energy through the Appeared where: The New Rebellion, Traitor
other’s appendage that’s painful enough to force the opponent Example: Kueller used this to scatter his presence across a
to release the Jedi. town before confronting Luke on Pydyr in The New
This is only effective if the opponent is physically touching Rebellion. Jacen did this in Traitor.
the Jedi. If the Jedi is being restrained in any other way, this
power automatically fails.
This power is slightly controversial as it does inflict pain Force Shock
upon the target. However, the pain is temporary and not Control Difficulty: Moderate
crippling. It is generally used in self-defense, and only as a Alter Difficulty: Target’s opposing control or Perception roll
last resort. If this is used out of anger, however, the Jedi Required Powers: Absorb/dissipate energy, control pain,
receives a Dark Side Point. inflict pain, injure/kill, life detection, life sense
Author’s Note: Jacen Solo was the first to demonstrate this Effect: A Jedi can use this power to deliver an electric shock
power. When and from whom he learned this power is that will render the target unconscious. The Jedi must make a
unknown at this time. What is known is that he did not teach successful brawling roll to deliver a hit upon the target. Once
this power to anyone else. However, Yaqeel Saav’etu also the Jedi strikes the target, the Jedi delivers an electric shock
demonstrated this power against Bazel Warv on Coruscant. that is comparable to a shock prod or a taser. The electric
Her knowledge of this power was due to Abeloth’s Force shock delivers alter die stun damage only. The charge is not
psychosis. Whether Abeloth knew this power herself or strong enough to deliver physical harm, so the Jedi doesn’t
gained knowledge of this power from Jacen is unknown. receive a Dark Side Point.
None of the other Jedi affected by Abeloth’s Force psychosis A Jedi can also use this to ensure a target that is already
demonstrated this power, and Yaqeel Saav’etu has not utilized unconscious remains unconscious. Since the target is already
this power after his recovery. However, the possibility that he unconscious, the alter difficulty is Very Easy. Successful use
might teach this power to others exists. Whether or not this of this power keeps the target unconscious for additional
power becomes available to the Jedi after the Fate of the Jedi rounds equal to the Jedi’s alter die.
series is up the GM’s discretion. A Jedi can oppose this power using absorb/dissipate
Appeared where: Abyss energy or resist stun.
Example: Yaqeel Saav’etu used this to make Bazel Warv Appeared where: Vortex
release her arm in Abyss. Example: Kenth Hamner used this on two Jedi to make
certain they remain unconscious.

Force Scattering
Control Difficulty: Difficult Force Steadfast
Alter Difficulty: Difficult Control Difficulty: Difficult
Required Powers: Concentration, Force stealth, life Alter Difficulty: Difficult
detection, life sense, projective telepathy, receptive telepathy Required Powers: Concentration, force of will, telekinesis
Effect: This power allows a Jedi to scatter his presence This power may be kept up.
through an area, making it difficult for others to sense his or

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Effect: By using this power, a Force-user is able to remain Force Throw


grounded in one spot to the point that nothing or no one could Control Difficulty: Equal to the melee weapon’s base
make the user move from the spot. difficulty (i.e., a knife is Very Easy)
When using this power, the user first makes a control roll. Alter Difficulty: Moderate
This roll is then used against the force that is trying to move Required Powers: Concentration, Force weapon
the user. Specifically, the Strength associated with the Effect: A Jedi can throw a simple or advanced melee weapon
individual, creature, or force of nature (wind, shockwave, etc.) his or her size or smaller, treating it like a thrown weapon.
that is trying to move the user, or the alter code of the Some weapons are not designed to be thrown, so when an
opposing Force power. If the user’s control roll succeeds, the individual uses the thrown weapons skill to do so, a penalty is
attempt fails. Should the user’s control roll fail, it means that applied. This power negates that penalty.
the opposing force was able to get past the user’s mental The thrown weapon deals normal damage if it hits. If the
willpower. The user then makes an alter roll. If the alter roll weapon does piercing or slashing damage, it becomes
succeeds, then the user remains in place. If the alter roll fails, embedded in the target, remaining there and inflicting 1D
then the opposing Force-user can force the user to move from additional damage to the target at the end of the target’s turn
the spot. each round it remains imbedded. When the weapon is
Sources: Control Talent Telekinetic Stability from Legacy Era removed, by the target, an ally of the target, or the thrower via
Campaign Guide page 55 telekinesis, the target suffers an additional 1D worth of
Appeared where: The Swarm War damage.
Example: Luke Skywalker used this power to resist The target of the thrown weapon can only be within 10
UnuThul’s Force push, becoming a theoretically immovable meters of the Jedi using this power.
object to the extent that the black hole at the center of center Sources: Force Adept Talent Force Throw from Knights of
of the galaxy could not dislodge him. Leia Organa Solo was the Old Republic Campaign Guide page 38
also skilled rooting herself in one place with the Force. Both
Luke Skywalker and his son Ben used this to keep themselves
rooted as Baran Do Sages used the Force to launch blasts of Force Treatment
wind at them. Control Difficulty: Easy
Alter Difficulty: Easy
Effect: When making first aid checks, you can use your Force
Force Stun die instead. If you’re treating yourself, use the control skill.
Control Difficulty: Moderate If you’re treating another, use the alter skill.
Alter Difficulty: Target’s control, Perception, or willpower, This can only be used with the first aid skill. It cannot be
modified by proximity used with advanced skills like (A) medicine ori (A) surgery.
Required Powers: Affect mind, dim another’s senses, life Sources: Force Adept Talent Force Treatment from Star
detection, life sense Wars: The Roleplaying Game Saga Edition page 214, Jedi
Effect: This power deadens the senses and perceptions of a Healer Talent Force Treatment from The Clone Wars
target, and then overwhelms them, inducing the target into a Campaign Guide page 41
catatonic state. The Jedi uses this power to disable a target
long enough to escape from the target or apprehend the target.
The target can resist this power with their control, Perception, Force-flash
or willpower. The target can also use force of will to bolster Control Difficulty: Moderate, limited to line of sight,
their defense or resist stun to negate the effects. modified by proximity
After the user makes the alter roll, the target must then Alter Difficulty: Moderate, limited to line of sight, modified
make a control, Perception, or willpower roll. Consult the by proximity
table below for the result. Required Powers: Absorb/dissipate energy, disable droid,
sense Force, telekinesis
Alter roll ≥ difficulty by: Target stunned for Time to Use: One round
1-10 1 round Effect: This power is related to disable droid and is perhaps
11-20 2 rounds derived from that power. A Jedi uses this power to create
21+ 3 rounds momentary static interference in visual surveillance and
recording devices, which allows the Jedi to make their way
If the target succeeds, the target suffers no stun damage. stealthily through areas under such surveillance.
The user can use this power against more than one target, If the Jedi succeeds in activating this power, the affected
but for each target after the initial one, the user must add +5 to surveillance device is affected for one round. If the alter roll
both difficulties. succeeds by 10 or more, the device is affected for two rounds.

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If the alter roll succeeds by 20 or more, the effect lasts for Ships within the sphere are not affected by the power and
three rounds. can look out at opposing targets. However, enemy craft trying
There are limits to this power. First, this can only be used to locate ships within the sphere are unable to do so. While
once per encounter with the targeted device. Second, this this power is active, all ships within the sphere receive a +2D
power only creates static on the electromagnetic spectrum, so bonus to their capital ship piloting, space transports or
this power can be used against infrared sensors, night vision starfighter piloting rolls when using them to perform a
cameras, cameras that see in the ultraviolet spectrum, etc. starship dodge reaction skill to avoid incoming fire.
However, it does not affect the audio reception of the camera, When activated, the Jedi is at the center of the glowball.
so an affected device can still pick up any sound an interloper Once activated, though, it is possible for the Jedi to keep the
might make. Therefore, when bypassing an affected device, glowball active while leaving the center, or even leaving the
the Jedi must make a successful sneak roll to prevent the glowball completely. Keeping the glowball active after
camera from detecting any noise they might make. departing from the center adds +10 to all difficulty rolls.
A Jedi can bypass the line-of-sight restriction by spending There are limits to this power. First, this power requires a
a Force point to affect cameras and visual screens in a lot of concentration and is very taxing. Anyone using this
designated area, though the proximity modifier still applies. power for the first time will be unable to do anything else.
Author’s Note: According to the Wookiepedia, a Jedi can Once the Jedi is finished using this power, the Jedi will
also use this power to create an unnatural flash of bright light collapse from exhaustion and will need to rest for 8 hours. As
that temporarily blinds opponents. However, this application the Jedi becomes more proficient with this power, the power
sounds very much like the power Force blinding, a fan-made becomes less taxing. After the first time using this power, the
Force power already listed in Gry Sarth’s Force Powers pdf. Jedi can make a stamina roll after finishing this power to stave
As such, I associate the second application listed on the off the strain. If the Jedi fails the roll, he can make the same
Wookiepedia with the Force blinding power. roll after subsequent uses of this power, with each use
Example: Various Jedi have performed this power throughout lowering the Difficulty.
the Dark Nest Trilogy, Legacy of the Force and Fate of the
Jedi series. Abeloth used this to disrupt the visuals of all ships Power use Difficulty
in an entire star system. Second Heroic
Third Very Difficult
Fourth Difficult
Glowball Fifth Moderate
Control Difficulty: Sixth Easy
Seventh Very Easy
Affected area Difficulty
250-m radius Moderate Once the roll is successful, the Jedi doesn’t need to make
500-m radius Difficult any future stamina rolls, and the Jedi won’t be fatigued after
750-m radius Very Difficult using this power. However, the Jedi can choose to wait until
1 km radius Heroic they use this power seven times. By then, the Jedi will be
familiar enough with the power so that the next time they use
Alter Difficulty: this power, they won’t need to make a stamina roll.
Secondly, the glowball has a fixed radius, which is
Affected area Difficulty determined by making successful difficulty rolls. Once active,
250-m radius Moderate the radius is fixed until the Jedi ends this power.
500-m radius Difficult Finally, the Jedi must consider the size of the ships he
750-m radius Very Difficult wants to conceal when creating the glowball. The ships must
1 km radius Heroic have enough room to maneuver when making the starship
dodge reaction. The Jedi does not need to worry about
Required Powers: Absorb/dissipate energy, concentration, starfighter-scale ships such as starfighters, shuttles, and
light, telekinesis dropships. This also includes the Skipray blastboat, Beta-class
Time to Use: One round shuttle, Gamma-class shuttle, and similar crafts that are treated
Effect: After studying the Ta-Ree power light, the Arconan as capital-scale ships because of their power output. When it
Jedi Knight Izal Waz used the knowledge to create this new comes to capital-scale ships, though, the Jedi can only conceal
power. With this power, a Jedi can gather the ambient light in a specific number of ships depending on their respective sizes
space into one location, creating a sphere of light resembling a and the size of the glowball. The GM should consult the table
small star. The purpose of this power isn’t to inflict damage below for specifics.
upon other ships, but rather to provide cover.

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Glowball radius 250-m 500-m 750-m 1-km The imprint will not be able to convey whole messages. It
Ships <=100 m 3 5-7 7-9 9-11 will only relay feelings or impressions, such as “avoid this
Ships 100-150 m 2 4-5 5-7 7-9 area” to a swarm of piranha beetles or miners. Or “[Name]
Ships 150-200 m 1 2-3 4-5 5-7 was here” to another Force-sensitive. This power is useful
Ships 200-250 m N/A 2 2-3 4-5 when one wishes to leave a trail behind for a Force-sensitive
Ships 250-300 m N/A 1 2 2-3 to follow or to keep dangerous creatures from approaching the
campsite while the party is sleeping. When Luke Skywalker
Author’s Note: This power first appeared in Star by Star, and first started his Praxeum on Yavin IV, he kept piranha beetles
Izal Waz was the first to use it. Therefore, the GM should and other annoying insects from the Great Temple by spraying
consider this power to have originated in the New Jedi Order the area with insect repellent. But as more and more students
era. Izal Waz taught this power to Mara Jade Skywalker, so arrived, the repellent proved allergic to some and poisonous to
this power is available for Jedi from this time period on. Until others, particularly those who have evolved from arthropods.
records have been found depicting this power in other time To prevent his students from experiencing discomfort, Luke
periods, this power is unavailable in the Pre-Republic, Old Skywalker used the Force to imprint the area with a sense of
Republic, Prequel Trilogy, Prequel, Rebellion, and New warning for these creatures. It had the same effect on these
Republic time periods. creatures as the Sith power aura of uneasiness; however,
imprint is not tainted with the dark side.
One can use this power to remove an imprint from an area
Imprint as well, though this power cannot be used to remove the taint
Control Difficulty: Varies of the dark side from an area, as Force light would.
Alter Difficulty: Varies The user can also use this power to throw off anyone who
Required Powers: Control another pain, control pain, life might be using the Force to track the user. This is what Darth
detection, life sense, projective telepathy, receptive telepathy, Bane did to Darth Zannah while he was trying to escape from
sense Force, transfer Force the Stone Prison in Dynasty of Evil.
Effect: Throughout history, Jedi have known that when
significant events occur in a particular location, it generates a
disturbance in the Force and imprints the area with Force Mask Another’s Presence
energy. For example, when Yoda defeated the dark Jedi in the Control Difficulty: Moderate, modified by proximity and
cave on Dagobah, their deaths and the subsequent explosion of relationship
their bodies imprinted the cave with the dark side. Through Alter Difficulty: Moderate, modified by proximity and
study, the Jedi have learned to use the Force to project their relationship
presence and thoughts into an area, thereby “imprinting” the Required Powers: Force stealth on another, Force stealth,
area. The purpose of “imprinting” the area could range from life detection, sense Force
leaving a sense of warning so creatures will stay away from Effect: The user gathers the Force around another individual
the area to “marking” his presence so that other Force- who is not a Force-sensitive and meditates to hide the other
sensitive individuals will know that a specific individual was individual’s connection to the Force.
at a particular location. The user must make a control and alter Difficulty roll, and
The user must first declare how much of an imprint he the target must be within ten meters of the user. If both rolls
intends to leave behind, and that depends on what creatures are successful, the user can mask the target’s presence in the
the user wants to sense the imprint. Force from other Force-users using life detection, life sense,
receptive telepathy, or sense Force.
Degree of imprint Sensed by whom/what Control Difficulty If a Force-user is trying to sense the presence of the target,
Minor Non-sentient creatures Easy the user can oppose the opponent’s sense roll with his alter
Major All Moderate roll. If the user’s alter roll is greater than the opponent’s
sense roll, the target has evaded detection.
The user must then declare the amount of area he wants to If several Force-users are trying to detect the target, the
imprint. The area is a sphere centered on the user. user makes an alter roll against the opponent with the highest
sense roll.
Radius Alter Difficulty The user can use this power to mask the presence of more
1-10 meters Easy than one other individual, but for each successive Force-user,
11-100 meters Moderate the user must add 5 to both difficulty rolls.
101 meters – 1 kilometer Difficult This power lasts for ten minutes, at which time the user can
1,001 meters – 10 kilometers Very Difficult reroll to reactivate it. If either the user or the target uses any
other Force power during the ten-minute time limit, the

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target’s connection to the Force is automatically reestablished, result is a 1, the target dies, and the user receives a Dark Side
cancelling out this power. Point. The user also receives a Dark Side Point if the target
Author’s Note: This power is virtually identical to the Agent dies by some other means while paralyzed.
of Ossus power Force stealth on another. However, the Author’s Note: Jacen Solo was the first to demonstrate this
Agent of Ossus power is designed to allow the user to hide power. When and from whom he learned this power is
other Force-sensitives from detection. There is nothing to unknown at this time. What is known is that he did not teach
indicate that it can be used to hide those who aren’t Force- this power to anyone else. However, Seff Hellin also
sensitive from detection by Force users. So, this power was demonstrated this power on Taris. His knowledge of this
created for this possibility. power was due to Abeloth’s Force psychosis. Whether
Appeared where: The Unseen Queen Abeloth knew this power herself or gained knowledge of this
Example: Luke Skywalker used this to hide Han Solo, Jae power from Jacen is unknown. None of the other Jedi affected
Juun, and Tarfang from being detected by Lomi Plo. by Abeloth’s Force psychosis demonstrated this power, and
Seff Hellin has not utilized this power after his recovery.
However, the possibility that he might teach this power to
Overload Saber others exists. Whether or not this power becomes available to
Control Difficulty: Moderate the Jedi after the Fate of the Jedi series is up the GM’s
Alter Difficulty: Moderate discretion.
Required Powers: Concentration, Force weapon
Time to Use: One round
Effect: Possibly derived from Force weapon and activate Phase
Forcesaber, with this power a Jedi can channel the Force Control Difficulty: Difficult
through his or her lightsaber, yielding one of two results. If Alter Difficulty: Very Difficult
the lightsaber’s energy cell is low or depleted, the Jedi can Required Powers: Absorb/dissipate energy, cloak,
send enough energy into the lightsaber so that the energy concentration, emptiness (or rage), hibernation trance,
beam is at full strength, thus enabling the user to inflict normal telekinesis
damage from a lightsaber. If the energy cell is fully charge, Effect: Phase allows a Jedi to shift his body out of phase so
the additional energy results in the lightsaber blade inflicting that it does not interact with physical matter for one round.
an addition +1D of damage. In either case, the Jedi must be This effectively allows the Jedi to pass through doors, walls,
holding the lightsaber, and the effect lasts only fifteen or other solid objects. However, while using phase, the Jedi
seconds. A Jedi can use this power on two lightsabers or a reduces his movement score by two-thirds. If the Jedi is
double-bladed lightsaber with both beams activated; however, unable to finish his movement in an unoccupied space, he
using this power on the second energy beam counts as an takes 8D damage for materializing while occupying the same
additional action, and as such the penalty for multiple actions space as another object.
applies. Author’s Note: An’ya Kuro, aka The Dark Woman, used this
Appeared where: The Old Republic video game power in the comic Emissaries to Malastare. And this power
was listed in the Clone Wars Campaign Guide. During their
efforts in converting the stats in this book to d6, Gry Sarth and
Paralysis cheshire did create a d6 conversion of this power. However,
Control Difficulty: Moderate, modified by proximity, but Gry Sarth elected to omit this conversion when he published
must be within line of sight his conversion pdf. The conversion was still listed in the
Alter Difficulty: Target’s control or Strength conversion thread that’s posted on The Rancor Pit website. In
Required Powers: Control another’s pain, control pain, light of the precedence, and the reappearance of this power in
injure/kill, life detection, life sense the Fate of the Jedi series, I decided to include this power in
Effect: This allows a Jedi to shock an individual’s spinal cord, this work, with their permission, and I acknowledge their work
causing temporary paralysis. This power does not usually stop in creating the d6 conversion of this power.
autonomous functions like the heartbeat, and the effect is Source: Force power phase from Clone Wars Campaign
temporary, so the target will eventually recover. This effect Guide page 51
lasts 2D rounds, but for every 5 the alter roll defeats the Appeared where: Emissaries to Malastare, Abyss
target’s control or Strength roll, increase the duration by 1D. Example: The Dark Woman An’ya Kuro used this to walk
To use this power, the user must be touching the target. through a wall. Bazel Warv used this to get his hands out of
This means that the user must make a successful brawling the chains.
attack in the same round that this power is to be used.
However, there is a chance that using this power on the
target could cause all functions to cease in the spinal column, Phase Another
shutting down the heart and killing the patient. Should a Author’s Note: With the existence of phase, one would think
target fail to make the roll, the GM rolls a wild die. If the the Jedi would know of a way to use that power on another

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individual. Attempts have been made to create this power – inefficient when compared to other powers granted to them by
phase another; however, research and experimentation have the Dark Side.
shown that the difficulties in maintaining this power were Author’s Note: Since we have enhance attribute, enhance
extremely high even for highly experienced and powerful Jedi another’s attribute, and dim another’s senses, it makes sense
Masters. In addition, the risk of harm to another individual that there might be a power that would do the opposite of
should phase another fails while in an occupied space are the enhance another’s attribute and reduce the physical abilities
same as that for a Jedi using phase. Furthermore, the Jedi of another individual. So, I came up with this – basically the
using this power must maintain contact on the target for the reverse of enhance another’s attribute.
target to be phased. Should contact be broken, the target
automatically reverts to normal, and the risk of harm once
again becomes a factor. For these reasons, the Jedi Council Reduce Another’s Injury
has declared this power a forbidden one because of the Control Difficulty: Easy, modified by relationship.
inherent risks involved. While the GM can choose to use this Alter Difficulty: Moderate for incapacitated characters,
power as a plot device, making this power available for any Difficult for mortally wounded characters, Very Difficult for
Jedi to learn is explicitly forbidden. dead characters.
Required Powers: Control another’s pain, control pain,
reduce injury.
Reduce Another’s Attribute Effect: This power allows a Jedi to help reduce the injury
Control Difficulty: Moderate, inversely modified by about to be inflicted upon another character, under the same
relationship. rules and conditions outlined in the same rules and conditions
Alter Difficulty: Target’s control or Perception. outlined in the reduce injury power. The Jedi must be touching
Required Powers: Control another’s pain, control pain, the character to use this power.
enhance another’s attribute, enhance attribute, transfer Force
Effect: A Jedi can use this power to reduce a single attribute
for one being for a limited amount of time. All skills covered Silence
by the attribute are decreased by the same amount for as long Control Difficulty: Easy to Moderate.
as the power remains in effect. An attribute reduced by this Alter Difficulty: Target’s Perception, modified by proximity.
power remains reduced for the duration listed below. Both Required Powers: Control pain, inflict pain, injure/kill, life
duration and attribute decrease are determined by the amount detection, life sense
the Jedi’s Alter roll exceeds the difficulty. Duration can be Effect: This power might have been derived from the Force
increased by spending character points – for each character choking application for telekinetic kill. With this power, a
point spent, the duration increases by one combat round. Jedi can pinch vocal cord or cords of the target just enough to
These points can be spent at any time before the power fades. silence the target’s voice. Since the effect is temporary and
A Jedi can only decrease one attribute at a time. If a character inflicts no physical harm on the target, the Jedi does not
attempts to reduce a second attribute, the first reduction fades receive a Dark Side Point for using this power. However,
and the second is reduced. should the Jedi use this power on a target at the very moment
the target wishes to warn a companion, and the companion
Alter Roll > Attribute Decrease Duration suffers harm because of not being forewarned, the Jedi
Difficulty By: receives a Dark Side Point.
0-13 -1D 3 Rounds The control difficulty depends on the number of vocal
14-25 -2D 2 Rounds chords the target has. If the target has just one, then the
26+ -3D 1 Round difficulty is Easy. If the target has more than one, then the
difficulty is Moderate.
While this power does exist, very few Jedi choose to use This power can only be used on one target at a time.
this power. First off, while this power does seem useful in Should the target have more tha one head, like a Troig, then
subduing and capturing criminals, the Jedi have other powers the user must decide which head to target.
available that are just as effective. Secondly, there is a risk Appeared where: Dark Nest III: The Swarm War
that a target affected by this power could be harmed or killed Example: Jaina Solo used this to silence Longnose’s voice.
because the target was unable to make the roll that would save
the target’s life because of the reduced number of die
available. Should that happen, the Jedi using this power Sound Mimicry
receives a Dark Side Point. Control Difficulty: Easy to Difficult.
And while this power might have some potential appeal to Alter Difficulty: Target’s Perception, modified by proximity.
the followers of the Dark Side, they eschew it, viewing it as Effect: This power allows a Jedi to precisely imitate any
sound he or she has heard previously. The Jedi can use this
power to distract or scare away the target.

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The control difficulty is up to the GM, though it depends Bonus Difficulty


on the sound the Jedi is trying to mimic. However, should the +1 Moderate
Jedi try to use this power to mimic a sound he or she had not +2 Difficult
heard previously, the attempt automatically fails. +5 Very Difficult
Appeared where: A New Hope, Heir to the Empire +10 Heroic
Example: Obi-Wan Kenobi used this to mimic the roar of a
krayt dragon in A New Hope. Luke Skywalker tried to use The Jedi can spend a Force point to have the bonus apply
this power to do the same thing to distract a vornskr in Heir to against all effects that target willpower, not just mind-affecting
the Empire. and fear effects.
Sources: Force Power valor from Knights of the Old Republic
Campaign Guide page 53
Stasis
Control Difficulty: Moderate
Alter Difficulty: Moderate or target’s control, Perception, or
willpower, modified by proximity
Sense and Alter Powers
Required Powers: Concentration, control another’s pain,
control pain, dim another’s senses, enhance another’s Adiabatic Shield
attribute, enhance attribute, Force stun, telekinesis, transfer
Sense Difficulty: Moderate
Force
Alter Difficulty: Moderate
Effect: This allows the Jedi to deaden the senses of a target,
Required Powers: Force whirlwind, magnify senses, shift
inducing a near catatonic state and effectively freezing the
sense, telekinesis
target in place.
This power may be kept up.
The Jedi makes an alter roll against the target’s control,
Effect: A Jedi can manipulate the air around his or her body to
Perception, or willpower. If the Jedi beats the opposing roll
function as a shield of sort. This shield doesn’t protect the
by less than five, the target is frozen for a moment or two, but
Jedi from blaster fire or impact with solid objects, but it can
is able to break through the effects of stasis.
disperse liquids, gases, and airborne chemicals that could
This power can be used on more than one target. In such a
affect the Jedi. The Jedi can use this power to disperse smoke,
case, the Jedi rolls against the target with the highest control,
poisonous liquids, poisonous vapors like chlorine, or more
Perception, or willpower to affect all the targets, but you must
subtle chemicals like airborne pheromones.
add +5 to the highest control, Perception, or willpower for
When attacked by poisonous gases, poisonous liquids, or
each additional target after the target with the highest control,
airborne chemicals, the Jedi can use this power to deflect the
Perception, or willpower.
poison, as in the case of liquids, or disperse it to trace
Every round, the Jedi must make this roll, and every round
concentrations, as in the case of gases or airborne chemicals.
the target or targets may make an opposed roll, with the results
The Jedi can invoke this power as a reaction roll. If the alter
being the same as above.
roll is successful, the poison is dispersed, and the Jedi avoids
This power has no effect on droids and other nonorganic
being affected.
beings, but it can be used to stop a blaster bolt in its track
This power has no effect on injected or consumed poisons,
Appeared where: Knights of the Old Republic video games,
nor does it cure a Jedi that has been poisoned.
Path of Destruction, Rule of Two, The Force Awakens
Appeared where: Street of Shadows
Example: Kylo Ren used this to stop a blaster bolt fired at
Example: Jax Pavan and Laranth Tarak used this to disperse
him by Poe Dameron in The Force Awakens.
the pheromones Dejah Duare released in an attempt to secure
their services.
Valor
Control Difficulty: Easy, modified by relationship. Amplify Voice
Alter Difficulty: Variable.
Sense Difficulty: Easy
Required Powers: Control another’s pain, control pain,
Alter Difficulty: Easy for 10-meter radius or 100-meter
enhance another’s attribute, enhance attribute, transfer Force.
straight line, Moderate for 100-meter radius or 1-kilometer
Effect: The Jedi can call upon the Force to reach out to an ally
straight line, Difficult for 1-kilometer radius or 10-kilometer
and share the Jedi’s strength with them.
straight line, Very Difficult for 10-km radius or 100-kilometer
When the Jedi makes the difficulty rolls, the target receives
straight line.
a bonus to his or her willpower against mind-affecting and fear
Required Powers: Concentration, magnify senses, telekinesis
effects for one turn. The Jedi must first declare the bonus to
Effect: Sound travels through material by vibrating the
determine the alter difficulty.
molecules of the medium. A Jedi can manipulate the
molecules in the medium, allowing their voices to carry for a

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certain distance without a reduction in the volume of the Alter roll ≥ difficulty by: Collision damage
sound. In this way, the Jedi could address an amphitheater 0-5 2D
filled with spectators without raising their voice or using a 6-10 3D
microphone or other sound-amplifying device, or call out to 11-15 4D
someone some distance away and might be beyond normal 16-20 5D
hearing range. 21+ 6D
Sound travels better in liquids than in air, and similarly
travels better in solids than in liquids. This power has been If transparisteel windows are shattered by this power,
successfully used in water, but there is no recorded instance of anyone caught in the area can also suffer 1D damage from
this being successful with solids. Because of the physics contact with the shattered pieces unless the targets are
involved between sounds and liquids, if one were to use this properly protected.
power underwater, all difficulty rolls are reduced by one level. Example: Lanoree Brock sent a piercing whistle at Je’daii
A Jedi can use this power to project a sense of authority Master Tave in Dawn of the Jedi: Into the Void. The Sith
into his or her voice. After making the required rolls, the Jedi Lord Darth Plagueis unleashed a Force bellow at the Maladian
gains a +5 circumstantial bonus to any command or assassins. The Ithorian Jedi Master Roron Corobb used this
persuasion rolls for one round. against General Grievous in the Clone Wars Cartoon. The
A Jedi can also use this power to amplify his or her scream mad Jedi clone Joruus C’Baoth made frequent uses of this
for the purposes of intimidating an opponent. In this case, power in order to carry his voice to others without raising his
upon making the successful rolls, the Jedi can take difference voice. Luke Skywalker later learned how to do this and used
between his roll and the sense or alter Difficulty, whichever is it to carry his voice through the Senate chamber when he
lower, and add it as a bonus to his or her intimidation roll. announced his plans for a Jedi Praxeum in Jedi Search and
The target then makes a control, Perception, or willpower roll. when he addressed the students in Heirs of the Force. He
If the target succeeds, the target is not affected. If the target might also have used this and Force push to knock away the
fails, the target is intimidated and is unable to do anything for nek battle dogs in Dark Empire. Jaina Solo Fel also used this
that round. Used in this manner, the maximum range of this power to amplify her voice as she called out to Chewbacca
power is a 1-kilometer radius. after he fell into the Kashyyyk jungle in Darkest Knight.
A Jedi can even use this power to amplify a piercing
whistle. Aimed at the target’s ears, the whistle is strong
enough to upset the target’s sense of balance. When used in Control Air Pressure
this manner, the target makes an opposed control or Sense Difficulty: Difficult or Very Difficult
Perception roll against the Jedi’s alter roll. Failure renders the Alter Difficulty: Difficult or Very Difficult
target stunned for one round. For every five the Jedi’s roll Required Powers: Magnify senses, shift sense, telekinesis
beats the target’s, the target is stunned an additional round. If Effect: This allows a Jedi to alter the air pressure around the
the target’s hearing is more sensitive than the Jedi’s, the target target, either doubling it or decreasing it by half by
suffers a -5 conditional penalty. If the target’s hearing is less compressing or reducing the concentration of air molecules
sensitive, the target receives a +5 conditional bonus. If the around the target.
target’s hearing is protected (protective earwear, loud sounds The primary intention of this power is defensive in nature.
already permeate the area, affected by the sphere of silence If the target is swinging a melee weapon or throwing an
power), the target is unaffected by the whistle. The maximum object, one of the last things the target would expect would be
range of this whistle is one kilometer. to have the arms suddenly feel as if they’re moving through
Some Jedi can use this power in yet another way. A Jedi water rather than air, or to encounter even less air resistance.
can use this to violently expel air, which can result in a The sudden change in pressure would throw off the aim and
deafening and potentially concussive scream. It has been effort of the target. In GM terms, if this power is successful,
demonstrated that Ithorians, with their four throats, have the the Jedi receives a +5 circumstance bonus to his dodge or
greatest rate of success in performing this ability. Ithorian melee parry roll. The Jedi must decide which one he wishes
Jedi have found that they can use this power to amplify their to use before using this power. This power only lasts one
sonic bellow, resulting in a shockwave that can knock back round, and the Jedi must make a successful roll in subsequent
opponents, shatter iron, and shred transparisteel. When used rounds to maintain the effect.
in this manner, the maximum range is a hundred-meter It is possible for a Jedi to use this power to make the air so
straight line, and all targets within the Ithorian Jedi’s line of thin that the target falls unconscious. Using the power in this
sight are affected. The target can make an opposed control or manner would require the Jedi to make Very Difficult rolls. If
Strength roll to resist the shockwave. Targets that fail to make the target suffers harm after falling unconscious, or if the Jedi
the roll are knocked back to the maximum range. decides to kill the target after the target falls unconscious, the
Jedi receives a Dark Side Point. If the target has a self-

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contained source of air, as in a rebreather, mask, or difficult to control, yet Teneniel Djo was able to exercise great
containment suit, the power automatically fails. control over the storm she created by using tempest. And
The area of affect is two meters, and the Jedi can choose finally, the description WEG provided for create Force storm
any location as the center. The Jedi can increase the radius to and the description WotC provided for Summon Storm are
ten meters, but the difficulty will be Very Difficult. very different.
Increasing the radius to a hundred meters will require a Heroic Appeared where: The Courtship of Princess Leia, Darksaber,
roll, and the GM must add an addition +10 to the difficult if Jedi Academy: Leviathan
the Jedi wishes to affect an area with a radius of one Example: Teneniel Djo used this when she caught Luke
kilometer. The Jedi can choose to double the affected area by Skywalker in The Courtship of Princess Leia. I think Streen
spending a Force Point. This power will affect everyone and used this to generate wind currents to knock around the TIE
everything in the affected area. fighters in Darksaber. Kyp Durron used this to call down
Appeared where: Dark Nest III: The Swarm War lightning to defeat a Leviathan and free the trapped spirits in
Example: Lomi Plo used this to briefly increase or decrease Jedi Academy: Leviathan.
the air pressure around Luke Skywalker, changing the speed Sources: Cracken’s Threat Dossier, The Dark Side
of his swing and allowing her to doge. Sourcebook, The Force Unleashed Campaign Guide

Control Weather Deflect Force


Sense Difficulty: Easy if the Jedi has lived in the area for Sense Difficulty: Target’s alter roll
more than a year; Moderate if the Jedi has lived in the area Alter Difficulty: Difficult
between six and twelve months; Difficult if the Jedi has lived Required Powers: Absorb/dissipate energy, combat sense,
in the area between one and six months; Very Difficult if the concentration, danger sense, life detection, redirect energy,
Jedi has lived in the area less than one month. Modified by telekinesis
proximity and local meteorological conditions. Effect: This power allows a Jedi to reach out in the Force and
Alter Difficulty: Very Easy for light wind; Easy for light telekinetically deflect any incoming attack via the Force –
rain/snow; Moderate for heavy rain/snow; Difficult for a specifically Force push and projected fighting.
thunderstorm/blizzard, Very Difficult for a hurricane/tornado. After the opponent makes the required rolls to activate
Required Powers: Magnify senses, shift sense, telekinesis, either Force push or projected fighting, the GM uses the
weather sense opponent’s alter roll to determine the sense difficulty for
Effect: The Jedi learns to use the Force to control the weather activating this power. If the sense roll succeeds, the Jedi is
in an area, allowing the Jedi to change it into whatever he or able to sense the incoming attack, allowing him to make the
she desires. The Jedi can also use this power on a much alter roll. If the alter roll succeeds, the GM can use the
smaller scale to create small vortexes or to call down lightning grenade scatter diagram to determine the new trajectory of the
in the name of self-defense. Force push or projected fighting power. If the character beats
While this has been used commonly by followers of the the alter difficulty by ten or more, the power is sent back to
dark side and the Nightsisters of Dathomir in particular, this is the opponent.
not a dark side power. How this power is used determines If a third party is in the path of the deflected Force power,
whether or not the user receives a Dark Side Point. If the Jedi that character must make the appropriate rolls to avoid being
uses this power to end a thunderstorm that is causing a flood, affected by the power. If the third party fails, the GM should
to bring rain to farmlands that has suffered a drought or to stop treat the results as if the third party were the original target of
a raging forest fire, no dark side point should be awarded. The the power. This includes awarding Dark Side Points to the
same thing applies if the Jedi uses this power to slow down the opponent. However, if the opponent receives any Dark Side
advance of an enemy or even forcing the enemy to turn around Points, then the character who used deflect Force receives the
and abandon its plan of attack. But to summon a weather same number of Dark Side Points.
system for the explicit purpose of causing devastation Restricted: To date, Je’daii Master Tave is the only one who
warrants a Dark Side Point. demonstrated this power. As such, unless the individual is
Author’s Note: On his website, The Rebellion, G. M. Sarli living on Tython in the years leading up to and during the
says that the d6 Force power that corresponds to Summon Force Wars, the GM is forbidden from allowing any Force-
Storm is create Force storms. I respectfully disagree with this user to learn this power.
because the description in the Dark Side Sourcebook says that Appeared where: Dawn of the Jedi: Into the Void
this power affects the weather on a planet. The closest power Example: Je’daii Master Tave used this to deflect
that could be considered a d6 conversion of this power is the telekinetically the Force punches sent his way by the Je’daii
Dathomir spell tempest. While it might be possible to use Journeyers he was facing.
create Force storm in this manner, I believe it to be far too
destructive. In addition, create Force storm is extremely

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Dimension Shift utilize it. The second individual was New Republic Chief of
Sense Difficulty: Very Difficult State Leia Organa Solo. She was able to learn this power by
Alter Difficulty: Difficult for objects weighing one kilogram sensing how Irek Ismaren used the Force to perform this
or less; Very Difficult for objects one to ten kilograms; Heroic power. However, it took her fifteen minutes before she was
for objects 11 to 100 kilograms able to do this successfully for the first time, and she noted
Required Powers: Absorb/dissipate energy, concentration, that shifting the small amount of matter she did required a
telekinesis degree of control and strength in the Force that was nearly
Effect: A very unusual and esoteric power, the user can make beyond her capacity at the time. It is therefore likely that only
an object shift into another dimension that is parallel to this fully realized Jedi Masters could have been able to use this
one. By doing this, the user can obtain an item that is kept in power in the past. It is unknown if she had taught this power
an otherwise secure location, such as a safe, or even hide an to her brother, the Jedi Master Luke Skywalker, or if either has
item in a location that cannot be reached by conventional or taught this power to Luke’s students.
safe means. The user can also return the shifted matter back Appeared where: Children of the Jedi
into this dimension. Bringing shifted matter back into this
dimension is easier than shifting matter into the alternate Enhance Another’s Senses
dimension. This is because of a combination of the physical
Sense Difficulty: Easy, modified by proximity.
law of the conservation of matter and energy and quantum
Alter Difficulty: Target’s control or Perception.
mechanics – the molecules and subatomic particles within the
Required Powers: dim another’s senses
shifted matter want to return to this dimension. Therefore,
The attribute and skills are enhanced as long as the power is
bringing shifted matter back to this dimension reduce the
kept up.
difficulty levels by one level.
Effect: This power greatly increases the Perception of the
There are restrictions on the usage of this power. Any
target character. If successful, increase the character’s
attempt to shift an amount of matter even one milligram over
Perception and all Perception skills, depending upon the
the maximum limit of 100 kilograms will automatically fail.
result.
In addition, attempting to use this power on a living creature
automatically fails. Jedi theorists believe that this is because
Alter roll ≥ control or Perception by: Increase Perception
of the living Force or spirit contained within all life, sentient
0-5 +1 pip
or non-sentient.
6-10 +2 pips
This power should not be confused with the Force powers
11-15 +1D
cloak or phase. A Jedi who uses cloak bends light around
16-20 +2D
themselves; though the Jedi can’t be seen, the Jedi’s body is
21+ +3D
still in this dimension, and there’s always a random chance of
an individual bumping into a cloaked Jedi. Phase allows Jedi
The power may be used on more than one target at a time,
to shift their bodies, allowing them and anything on their
with an increase of +3 to the sense difficulty for each
person to pass through solid matter. In using the power
additional target; the target with the highest control or
dimension shift, the Jedi isn’t shifting his or her own body or
Perception rolls for the entire group.
any object on his or her person – he or she is shifting matter
Author’s Note: Since we have enhance attribute, enhance
outside his or her body.
another’s attribute, and dim another’s senses, it makes sense
Restricted: The origins of this power are unknown,
that there might be a power that would do the opposite of dim
presumably lost in time or contained within a Holocron yet to
another’s senses and enhance the perceptive abilities of
be discovered. It might have been derived from the lost power
another individual. So, I came up with this – basically the
that allowed a Jedi to change the state of matter. As such, this
reverse of dim another’s senses.
power is generally not available for a Jedi to learn. The only
way a Jedi can learn this power would be to find a Holocron or
some other teaching device that has instructions on how to use Force Whisper
this power, or to learn from someone who knows this power. Sense Difficulty: Target’s control or Perception, modified by
Before Order 66, the only known individual who used this proximity
power was the Ho’Din Jedi Master Plett. After the fall of the Alter Difficulty: Target’s control or willpower, modified by
Empire, only two individuals have demonstrated this power. proximity
The first was the young Dark Jedi Irek Ismaren, though how Required Powers: Affect mind, amplify voice, concentration,
he came across this power is a mystery. He or his mother, the dim another’s senses, life detection, life sense, magnify senses,
former Emperor’s Hand Roganda Ismaren, might have found a projective telepathy, receptive telepathy, telekinesis
journal in Plett’s residence detailing this power. However, This power may be kept up.
after his transformation into Lord Nyax, it is likely either he Effect: With this power, a Jedi can carry their voice with the
lost knowledge of this power or lost the necessary control to Force like they would with amplify voice. However, instead

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of increasing the volume of their voice, the Jedi lowers their the result of the blismals’ close connection to the Force. In
voice to that of a whisper. However, those who are targeted response, the Jedi have developed this power. When a Jedi
by this power hear the Jedi’s whisper and mistake it for a stray encounters a blismal, the Jedi can use this power to encase the
thought in their mind. blismal in a noise-dampening bubble that negates the shriek.
The Jedi must first make a sense roll in order to convince This will allow the Jedi a chance to capture the blismal.
the target that the “voice” they’re hearing is their own rather When activated, the Jedi halts the motions of the molecules
than the Jedi’s. The Jedi then makes an alter roll in order to within the bubble, stopping the shirll shriek from doing any
make the target react to the voice in the manner the Jedi wants damage before the blismal can even emit it. If successful, the
the target to react. Should the target succeed in the alter roll, damage from the shriek, stun or otherwise, is immediately
the Jedi receives a +2D bonus to all con and persuasion rolls reduced to 0D. Any chance of a cave-in is eliminated.
against that target. While this power was designed as a counter for the
The Jedi can also use this power to drive the target insane. blismals’ shrieks, it might be effective against other creatures
The Jedi must first declare if this is how they intend to use this that attack via similar means. However, this power has yet to
power. Should the Jedi succeed in making the difficulty rolls, be tested against other creatures.
the target suffers -1D penalty to their willpower. If using this Source: Nexus of Power
power in this manner, the Jedi can only perform this power
against the target once a week. However, the Jedi can use this
over the course of several weeks, and the damage is Sphere of Silence
cumulative. Should the target’s willpower drop to 0D, the Sense Difficulty: Difficult
target is rendered insane. The target can recover the lost Alter Difficulty: Difficult for 10-meter radius, Very Difficult
willpower, though it would take the same number of months as for 11-meter to 100-meter radius, Heroic for 101-meter to 1-
the penalty inflicted upon the target’s willpower. kilometer radius.
This power is a very subtle means of manipulation, and Required Powers: Concentration, magnify senses, telekinesis
while it’s not an inherently dark side power, it is frowned Effect: An elaborate means of using the Force to manipulate
upon by the Jedi. A Jedi using this power for selfish reasons, sound, this power allows a Jedi to make the around his or her
or to manipulate the target to do something counter to their person a noiseless void. The Jedi halts the motions of all the
general nature, receives a Dark Side Point. A Jedi using this molecules within this sphere, preventing sounds from
power to drive the target insane receives a Dark Side Point and traveling within and out of the sphere.
will receive another Dark Side Point should the target While this power is up, all audial communication devices
becomes insane. will function properly, but they will be unable to transmit
Restricted: The origins of this power are somewhat obscure, sounds. The Jedi and any of his or her allies will receive a
as the only known practitioner of this power was Alema Rar. +1D bonus to hide and sneak rolls against opponents’
This power might have been known to Jedi, Dark Jedi, or Sith Perception, search, and sensor (scanning for sonic
prior to the Ruusan Reformation. It is also possible that disturbances) rolls, but only when it comes to audial searches.
Alema Rar devised this power on her own. Considering the This bonus does not apply if the opponent spots the Jedi or his
loss of her standing amongst the Jedi, she obviously did not or her allies with any of the other senses, a sensor that detects
teach this power to any member of Luke Skywalker’s order. life forms or heat, or the Force. This bonus also applies to any
Given her brief encounter with the One Sith, as well as how attack an ally of the Jedi might make towards an opponent.
that encounter transpired, it is highly unlikely she taught this Sound travels better in liquids than in air, and similarly
power to the One Sith. There is the possibility that the Sith travels better in solids than in liquids. This power has been
Meditation Sphere she used, Ship, might have retained successfully used in water, and it has successfully suppressed
knowledge of this power and bestowed it upon the Lost Tribe sounds from traveling through walls. Because of the physics
of the Sith. However, this possibility remains unconfirmed. involved between sounds and liquids, if one were to use this
Appeared where: Tempest power underwater, all difficulty rolls are reduced by one level.
If one were to use this power to keep sounds from traveling
through walls, the GM has the option of reducing the difficulty
Noise-Dampening Bubble rolls by two levels. The GM must evaluate the terrain before
Sense Difficulty: Moderate determining if the reduction to the difficulty rolls applies.
Alter Difficulty: Moderate The Jedi must have total concentration while using this
Required Powers: Concentration, magnify senses, telekinesis power. Thus, while keeping this power active, the Jedi is
This power may be kept active. unable to perform any other action.
Effect: The shrieks of the blismals – rodents native to Ilum – Appeared where: Star By Star
are shrill enough that when several blismals shriek at once, the Example: Jaina Solo Fel used this to keep the Myrkr strike
call is loud enough to cause cave-ins and shatter Adegan and team hidden from the Yuuzhan Vong while Tekli tried to treat
kyber crystals. Jedi researchers believe the powerful scream is Anakin Solo.

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Control, Sense, and Alter Powers Darth Bane used this to absorb the Force energy that
accompanied Rain/Darth Zannah’s attempt to trip him in
Darth Bane: Rule of Two. Kyle Katarn can learn this power in
Absorb/Dissipate Force Energy the Dark Forces II: Jedi Knight video game. Corran Horn
Control Difficulty: Moderate absorbed the Force energy that accompanied Kyp’s attack in I,
Sense Difficulty: Difficult Jedi. Jaden Korr can learn this power, and Rosh Penin and
Alter Difficulty: Moderate plus opponent’s alter roll various other characters use this power in the Jedi Knight: Jedi
Required Powers: Absorb/dissipate energy, concentration, Academy video game
life detection, sense Force
Effect: A Jedi can use this power when an attack is made on Alter Terrain
him or her through the Force. This power can be used against
Control Difficulty: Difficult
pure Force attacks, like telekinetic kill, or Force attacks that
Sense Difficulty: Moderate
manifest themselves as normal energy, such as Force
Alter Difficulty: Difficult
lightning. It cannot be used against attacks such as those
Required Powers: Concentration, control weather, magnify
made through telekinesis. The power can also be used against
senses, plant surge, shift matter, shift sense, telekinesis,
non-damaging uses of the Force, such as the direct use of
weather sense
telekinesis to lift or move the character.
Effect: With this power, the Jedi can choose to alter the
If the sense and alter rolls are successful, the character can
terrain in the immediate area, making it easier to cross or
take away from the opponent’s alter roll and damage roll as
harder for opponents to traverse.
many points as he beat the base moderate control difficulty by.
The Jedi must first declare how he or she intends to use this
Depending on the form of the attack, this may weaken or
power – to clear a path before him or her, or to obscure it from
eliminate the effects of the power. If the control roll is equal
the vision of pursuers or opponents. After making this choice,
to or higher than the opponent’s alter roll plus the base
the Jedi kneels, touching the ground with his or her hand or
difficulty, the power is completely defeated. If the character
appenadage. The Jedi then begins to move dirt, mud, sand,
beats the alter difficulty by ten or more, the character absorbs
snow, and vegetation to his or her will for the purpose of this
the energy and gains a character point.
power. This covers an area 100 meters in front of the Jedi.
Author’s Note: I came across this power years ago when I
When complete, the difficulty level for traversing the area will
was doing a random web search for any fanmade D6 stats. I
have increased or decreased one level. While doing this, the
found this power along with several others; however, but this
Jedi cannot move or take any other action. Attempting to do
is the only I chose to include in this work for several reasons.
so immediately ends this power.
First, this is the only one from that group that has appeared in
The Jedi can choose to manipulate firmer matter, like
video games and in a Star Wars novel. Second, I know that I
packed earth, stone, or ice. Doing so adds +5 to the control
could use absorb/dissipate energy to absorb the Force energy,
and alter difficulties.
but the description of absorb/dissipate energy never
The Jedi can choose to manipulate the atmosphere in the
mentioned being able to absorb Force energy. Yes, one can
area to create fog. This will add +5 to the alter difficulty. A
use absorb/dissipate energy to defend against Force lighting,
successful roll will create fog to some degree that will add a
but not the Force energy that accompanies projected fighting
modifier to any opponents making a search or Perception roll
or telekinetic kill.
to spot the Jedi.
Unfortunately, I do not recall the name or address of the
The Jedi can also use this power to increase the
website in question, nor could I find it. It is possible that the
surrounding foliage for the purpose of hiding from pursuers or
website in question no longer exists. While I would ask that
for laying down traps.
should the creator of this website be reading this and want it
removed to please contact me, I have since found Force
Roll ≥ Alter Fog cover Foliage Modifier to
powers and talents in works from Wizards of the Coast that
difficulty coaverage search and
serve as good d20 conversions for this power.
by: Perception
Sources: Force Power rebuke from Star Wars: The
0-10 Light ¼ cover +1D
Roleplaying Game Core Rulebook Saga Edition page 100,
11-20 Thick ½ cover +2D
Control Talent Force Suppression from Knights of the Old
21+ Very thick ¾ cover +4D
Republic Campaign Guide page 53
Appeared where: Dawn of the Jedi: Into the Void, Darth
Evnironmental factors can also affect the difficulty rolls. If
Bane: Rule of Two, Dark Forces II: Jedi Knight video game, I,
there are no plants in the area, the control and alter difficulty
Jedi, Jedi Knight: Jedi Academy video game
levels are lowered by one. If the area is moist or saturated –
Example: Je’daii Masters Kin’ade and Tave used this to
fog already present, body of water in line of sight,
absorb some of the Force energy from the incoming attacks
precipitation falling or recently ended – the difficulty for
from Je’daii Journeyers in Dawn of the Jedi: Into the Void.

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creating fog is lowered one level. Conversely, being in arid occurred between when he escaped from the Yuuzhan Vong
environment, like a desert, raised the difficulty for creating fog and when he turned to the dark side and became Darth
one level. Caedus.
Once the Jedi traverses the area, the Jedi can use this same The third was Cade Skywalker. The strongest evidence to
power to restore the area to its original condition. Since the support his being capable of using this power was his ability to
Jedi knew how the area originally looked and what alterations draw on the dark side to use dark transfer to heal himself and
had been made, the Jedi receives a +10 circumstantial bonus to others. Then later, he was able to perform the dark transfer
all rolls. power while drawing on the light side. It’s only at this point
Source: Force Power alter from Unlimited Power pages 42-3 when Cade Skywalker would have the potential to use balance
of the Force.
Considering these instances, the GM is urged to exercise
Balance of the Force strong judgment before deciding whether or not a Jedi can
Control Difficulty: Moderate if the user was initially a learn this power.
servant of the light side; Difficult if the user was initially a Appeared where: The Old Republic: Revan
minion of the dark side. Example: Revan used this when he fought against the Sith
Sense Difficulty: Moderate Emperor.
Alter Difficulty: Target’s control or Strength roll, line of
sight only.
Required Powers: Sense Force Beast Control
Effect: This was a very radical application of the Force Control Difficulty: Very Easy for perceptions; Easy for
through which a Jedi could draw on both sides of the Force – memories; Moderate for commands. Modified by proximity.
Light and Dark – and release the accumulated Force energy in Sense Difficulty: Target’s Perception roll.
its purest form as a flash of light. Accompanying this flash of Alter Difficulty: Very Easy for shifting a creature’s attention,
light is a wave of Force which can knock back any making minor changes to the creature’s memories, or if the
unsuspecting opponent two meters. Any opponent who makes creature doesn’t care one way or another; Easy for brief
the opposed control or Strength roll is not knocked back. visible phenomena or emotions; Moderate for short
To perform this unique power, the Jedi must have mastery hallucinations or to make a creature act against training;
of the light side and the dark side of the Force. Since this Difficult to make creature act against its instincts.
power involves the use of the dark side, there is a great risk This power may be kept up.
that the user of this power could receive a Dark Side point by Required Powers: Affect mind, life detection, life sense, sense
tapping into the dark side. When a Jedi performs this power, Force
the Jedi must make a successful control roll to resist the Effect: This allows the Jedi to influence an animal’s mind just
temptation of the dark side. While failing this roll does not as affect mind allows the Jedi to influence a sapient’s mind.
affect the success or failure of this power, failure does results With this, a Jedi can shift an animal’s attention to another
in the Jedi being tainted by the dark side and receiving a Dark target, to make an animal forget something, or to make an
Side Point. The control difficulty is determined by the path animal follow his commands. In using this power to pursue
the Jedi takes in mastering both sides of the Force. If the Jedi the third option, the Jedi must exercise great care, as the Jedi
started as a servant of the light, fell to the dark side, and was could use it to make the creature do something it normally
later redeemed, the control difficulty is Moderate. If the Jedi would not do, like make it remain still even though it has
was originally a servant of the dark side who eventually picked up the scent of a predator and should be running. Such
sought redemption, the difficulty is Difficult because the latter an act could open the path the dark side. If the Jedi performs
case has less experience with the light side than the former such and act, and the creature is injured or killed as a result,
case. the Jedi receives a Dark Side Point because of his action.
Author’s Note: To date, the only Jedi who could use this Author’s Note: Affect mind and control mind work on
power was Revan due to his unique mastery of both sides of sentient beings, but there is nothing in the descriptions of these
the Force. There have been three other Jedi in recorded powers that say they would work on animals. This leads me to
history that had the potential to learn this power. The first was conclude that these powers do not work on animals. Yet, there
Jedi Master Mace Windu due to his use of Vaapad. While have been many examples of a Force-user using the Force to
using this deadly lightsaber form, he entered a state of mind control the actions of an animal, and such uses go beyond
that allowed him to channel his own inner darkness into the beast languages. So, I decided to create this power to account
duel and to accept the fury of the opponent. However, Mace for this.
Windu never used his inner darkness to use this power. Sources: Control Talent Beast Trick from Knights of the Old
The second was Jacen Solo because of the training he Republic Campaign Guide page 53
received from the enigmatic Vergere. There is no evidence Appeared where: Assault at Selonia, Heirs of the Force,
that he knew and utilized this power; however, if he did, this Trouble on Cloud City

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Example: Luke Skywalker used this to force the corridor The other way was when Bazel Warv used this to reach
ghouls to remain still until he and the others passed by in through a Mandalorian’s beskar’gam and crush the warrior.
Assault at Selonia. Jacen Solo used this to keep the crystal To use this power in such a manner, the Jedi must make a
snake from biting Raynar Thul in Heirs of the Force. Jacen successful brawling or Strength roll to grapple and restrain the
Solo used this to shift the velker’s attention from him and target. The Jedi then activates this power while still
Tenel Ka to the pursuing Wing Guard traitors and Black Sun maintaining a hold on the target. If the target breaks free
enforcers in Trouble on Cloud City. before the power activates, then the attempt automatically
fails.
Armor generally offers the wielder protection against
Change Matter State physical damage, like a punch or impact with a rock that is
Control Difficulty: Difficult thrown at the wielder. If the Jedi successfully restrains the
Sense Difficulty: Very Difficult target and activate this power, then the Jedi can phase his
Alter Difficulty: Difficult for objects weighing one kilogram hands and/or limbs through the protective armor and inflict
or less; Very Difficult for objects one to ten kilograms; Heroic STR crushing damage directly to the target, ignoring the
for objects 11 to 100 kilograms protection offered by the armor. A Jedi cannot use this power
Required Powers: Absorb/dissipate energy, concentration, to punch through the armor and inflict damage directly on the
cloak, concentration, emptiness (or rage), hibernation trance, target’s body.
phase, telekinesis Note that this power negates the protection offered by the
Effect: A very unusual and esoteric power that had armor against physical damage. It does not negate the armor’s
presumably been lost to the ages, the user can use the Force to protection against blaster fire. Any attempt to try and make
change the state of matter. In changing the state of matter, the the target vulnerable to blaster fire with this power will fail for
Jedi is not changing a solid into a liquid, a liquid into a gas, a two reasons. First, only the area of the armor that is in contact
solid into a gas, or vice versa in any of the cases. The with the user’s hands and/or limbs are affected. For example,
individual can make any solid object intangible, allowing the if the Jedi uses this power across the target’s chest, then only
individual to reach through the object to whatever is on the the chest area of the armor is affected. If an ally of the Jedi
other side. The individual can also manipulate the intangible attempts to shoot the target in the abdomen while the target is
object through other solid matter, and once completed, release restrained by the Jedi, the abdominal area of the armor will
the power, forever fusing the two objects together. still offer protection against blaster fire since it is not affected
In using this power, the Jedi must always maintain by this power. Second, even if the Jedi’s ally were to target
physical contact with the object. Once the Jedi lets go of the the chest area, he would end up hitting the Jedi and not the
object, the effects of this power ends immediately. target. Not only would the ally end up injuring the Jedi, but
To date, this power has been demonstrated two ways. The the act would also immediately cancel the power.
first was presumably by the Killiks who used this power Furthermore, the Jedi would suffer 2D worth of damage from
during the construction of Centerpoint Station and Sinkhole the matter suddenly reverting to normal while his hands and/or
Station. When used in this manner, the fusion of the limbs are still within it.
construction material is stronger than the result of any Using this power in either way inflicts the penalty
traditional construction method; thus, the structure is sturdier associated with performing multiple actions at the same time.
than normal. This applies only to the framework and plating In addition, this power was never intended to be used in such a
of the structure in question. This power cannot be used in manner. Any Jedi who willingly uses this power in such a
doors, turboshafts, and other parts of the structure that are manner automatically receives a Dark Side Point.
designed to be mobile. Nor can it be used in in delicate work Any attempt to use this power on living matter
like electronics. automatically fails.
If a Jedi were to use this power while performing repairs or This power should not be confused with the Force powers
construction to the hull or framework of a vehicle or station, dimension shift or phase. Phase allows Jedi to shift their
the Jedi would receive a +2D bonus to the associated skill. bodies, allowing them and anything on their person to pass
This only applies to the hull and framework, not the through solid matter. Dimension shift allows the Jedi shift
electronics or instruments within the vehicle or station. matter outside his or her body but into another dimension, and
While the limit of the matter a Jedi can manipulate with the affected matter want to return to this dimension.
this power is 100 kilograms, heavier amounts of matter can be Author’s Note: Bazel Warv demonstrated this power while he
manipulated with this power. However, this would require was affected by Abeloth’s Force psychosis, but this was a
several Jedi coordinating their efforts to do so, and the amount power that Jacen never exhibited. Raynar Thul stated that the
of the burden must be distributed evenly amongst the Jedi. If Killiks have used this power long ago; and while the validity
a single Jedi fails to make the associated roll or lets go of the of the Killik’s memory is in question, it does hint that Abeloth
affect object, the entire effort automatically fails. knew this power and bestowed it to Bazel Warv. Bazel Warv
did not teach this power to anyone else before he was killed,

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and none of the other Jedi affected by Abeloth’s Force that has been tainted by a dark side user, or “made the crystal
psychosis has demonstrated this power. With Abeloth out of bleed” as the Jedi called it, the crystal will lose its color as a
the picture for the time being, this power might be considered side effect. Installing the now clear crystal in a lightsaber will
lost and therefore unavailable for any Jedi to learn. However, produce a white blade. Should the Jedi then use harmonize
this power might have been available to the Je’daii. In lightsaber crystal on the now clear crystal, then the GM
addition, the Jedi of Luke Skywalker’s order might be able to should make a roll on a wild die. If the result is a one, then
rediscover this power if they were to experiment with the GM should make one or two more rolls to determine the
combining phase with the dimension shift power Leia Organa new color of the crystal, which will be the same color as the
Solo learned. The GM has free reign to consider using this energy beam of the lightsaber into which the crystal is
power as a plot device in this case. If the GM were to make installed.
this power available to Jedi of Luke Skywalker’s order, it
would only be around the time of Cade Skywalker and the Roll Common color Rare color
One Sith’s control of the Galaxy 1 Blue Cyan
Appeared where: Abyss 2 Green Teal
Example: Bazel Warv used this to get his fingers through a 3 Yellow Viridian
Mandalorian’s armor and crush the individual with his 4 Violet Gold
strength. 5 Orange Silver
6 Reroll and check rare color table Red

Cleanse It’s extremely rare for a red synthetic crystal that has been
Control Difficulty: Difficult or Very Difficult affected by this power to return to the original red color but is
Sense Difficulty: Difficult or Very Difficult has happened before.
Alter Difficulty: Difficult or Very Difficult This power has only been used on ordinary and synthetic
Required Powers: Emptiness, Force harmony, Force light, crystals. It has yet to be performed on crystalline or silicon-
harmonize lightsaber crystals, hibernation trance, life based creatures or individuals like the Shards and the rainbow
detection, life sense, lightsaber combat, lightsaber gems of Gallinore, or on the Yuuzhan Vong’s lambents;
construction, projective telepathy, receptive telepathy, sense however, since this power cannot be used to cleanse living
Force, telekinesis beings, it’s most likely that this power will have no effect on
Time to Use: Ten minutes the aforementioned beings and creatures.
Effect: This is a highly skilled application of the Force. One Restricted: This power first appeared during the timeframe of
of the key components of the lightsaber is the focusing crystal. the Legacy of the Force series. It could be the result of study
Because of the flexibility in the design of the lightsaber, and experimentation on the harmonize lightsaber crystals and
virtually any crystal can serve as a focusing crystal. However, Force light powers, or it could be an initial attempt to apply
the crystal must not have any impurities, as it could adversely the art of the small (control and alter) power on inorganic
affect the performance of the lightsaber and/or the energy matter. Regardless of the origin, for now the GM can only
blade. In addition, some crystals possess the taint of the dark make this power for any Jedi from the end of the Legacy of
side, whether it be natural in origin or the result of a dark side the Force series onwards.
servant using the bleeding power on the crystal. Author’s Note: When Jaden Korr used the Force to purify the
With this power, though, a Jedi can use the Force to focusing crystal in Riptide, I thought he used Force light to
cleanse the crystal of any chemical impurities and/or the taint remove the dark side taint, and then used harmonize lightsaber
of the dark side. When a Jedi uses this power, the Jedi must crystals to remove the impurities. However, the latter power
first decide how the Jedi intends to use this power. The Jedi only makes the crystal more suitable to function as a focusing
can use the power to remove the taint of the dark side or the crystal. As for the former, according to Force light, it is used
chemical impurities, but not both simultaneously. A bonus of on characters, dark side spirits, and dark side nexuses. A
using this power is that once complete, the crystal is ready to tainted dark side crystal would be too small in size or have too
be installed into the Jedi’s lightsaber. However, if the crystal small a dark side taint for the Force light power to be
has any physical impurities, like cracks or brittleness, this economically feasible.
power cannot be used to remove these flaws. Appeared where: Riptide, Ahoska
In addition, how the Jedi intends to use this power Example: Jaden Korr used this to cleanse the focusing crystal
determines the difficulty. If the Jedi intends to purify the of the Kam Solusar clone Alpha’s lightsaber, removing the
crystal of the taint of the dark side, the difficulty for all the taint of the dark side. Ahsoka used this to remove the taint of
rolls is Difficult. If the Jedi intends to remove the chemical the dark side from the kyber crystals she retrieved from the
impurities, the difficulty is Very Difficult. remains of Sixth Brother’s lightsaber.
If the Jedi uses this power to remove the dark side taint
from a red synthetic lightsaber crystal or from a kyber crystal

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Cloak Another
Control Difficulty: Very Easy Duration Difficulty
Sense Difficulty: Easy One day or less Easy
Alter Difficulty: Special Two days Moderate
Required Powers: Absorb/dissipate energy, cloak, Three days Difficult
concentration, telekinesis One week Very Difficult
Effect: This power allows a Jedi to bend light around another
individual, making the individual more difficult to see. The The Jedi must be touching the victim in order for this to
alter difficulty and the bonus to a bonus to sneak rolls that the work. For each target after the initial one, the Jedi must add
individual receives are the same as what is outlined in the +5 to all difficulty roles.
description of the cloak power. The Jedi must be always Restricted: This power might have been created by dark Jedi
touching the character while using this power. or Sith, but this is not a dark side power as the penalty isn’t
permanent. To date, the only ones who have used this power
were Darth Cognus, Jerec, Hethrir, and possibly Jacen Solo
Dampen Force after he became Darth Caedus; however, Darth Cognus
Control Difficulty: Difficult. Modified by proximity. seemed to have learned this power on her own or had an
Sense Difficulty: Difficult. Modified by proximity. innate talent for this power. It is possible that Darth Cognus
Alter Difficulty: Target’s control or Perception roll. might have taught this power to her apprentice, but there’s no
Modified by proximity. official confirmation, though this is likely, given that Jerec and
Required Powers: Affect mind, concentration, dim another’s Hethrir served under the Emperor Darth Sidious, and learned
senses, Force breach, force of will, life detection, life sense, from Darth Vader. As for Hethrir, it is highly unlikely that he
projective telepathy, receptive telepathy, sense Force, sense taught this power to any of his servants before Waru
Force potential consumed him and returned to his home dimension, possibly
Effect: Probably derived from Force breach, this power was killing Hethrir in the process. In Jerec’s case, if he taught this
probably created by dark Jedi and/or the Sith as a means of power to any member of his Jedi cabal, the knowledge died
developing a counterpart for the Force power sever Force used with them. It’s possible that this is what Jacen Solo, in his role
by the Jedi of the light side. With this power, the user can as Darth Caedus, used to sever and restore Ben Skywalker’s
block another Force-user’s attempt to use the Force. Those connection to the Force in Inferno, but this is unconfirmed.
affected by this power feel as if they had been wrapped by a This power might be found within a lost Jedi or Sith Holocron.
cold, wet blanket. Therefore, unless one finds a Holocron detailing this power,
If the user succeeds, the target can only make Very Easy or disrupt Force should not be available for any Force user to
Easy difficulty rolls when using the Force. Any attempt to learn, though the likelihood of another having the same talent
make a Moderate difficulty roll or higher automatically fails. for this power as Darth Cognus is highly unlikely, but not
The effect of this power is only temporary. How long this impossible.
power affects the target depends on the alter difficulty result. Appeared where: Dynasty of Evil, Dark Forces: Jedi
Knight, The Crystal Star, Inferno
Alter roll ≥ difficulty by: Duration
0-5 One round
6-10 Two rounds
Energy Field Manipulation
11-15 Three rounds Control Difficulty: Moderate, limited to line of sight
16-20 One day Sense Difficulty: Easy, limited to line of sight
21-25 Two days Alter Difficulty: Difficult for movement, Very Difficult for
26-30 Three days shaping, proximity modifier varies
31+ One week Required Powers: Absorb/dissipate energy, concentration,
lesser Force shield, magnify senses, telekinesis
The user can use this power against more than one target, Effect: Through intense concentration in the Force, the Jedi is
but for each target after the initial one, the user must add +5 to able to alter energy fields, allowing the Jedi to control its
all difficulty roles. shape and direction.
Because the target’s Force use is limited when affected by This power only affects constant fields of energy, such as
this power, there is no way for the target to hasten the an energy shield, a repulsor field, or a coherent energy beam
recovery period. like a stream of energy between generators or a lighsaber. In
It is possible for another Jedi to undo this effect by using addition, the energy field in question must have a physical
both projective telepathy and friendship on the target presence. In other words, one must be able to touch the
simultaneously. The difficulty rolls to perform this depends energy field. This power is useless against brief bursts of
on how long the effect lasts on the victim.

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energy, like a laser blast or a beam of light from a searchlight, containment field their cousin Thrackan Sal-Solo kept them
or intermittent energy fields, like a flickering repulsor field. prisoner in in Showdown at Centerpoint. Even though he
When using this power, the Jedi must first determine what succeeded, it required the droid Q9-X2 lessening the field
he or she intends to do with the energy field. If the Jedi intensity, and his siblings touching field to divert the energy.
wishes to move the energy field, the field must be within the This is a “wild” power and should therefore not be
Jedi’s line of sight. The Jedi can move the energy field from available for Jedi to learn under normal circumstances.
its usual position or configuration. The Jedi can split the
energy field and walk through it, bend it to one side, cause two
energy fields to converge at specific location, etc. Once this Force Mastery
power is dropped, the energy field returns to its original Control Difficulty: Difficult
configuration. It is possible for a Jedi to “bend” the energy of Sense Difficulty: Difficult
a lightsaber with this power, but there has been no Alter Difficulty: Difficult
documented occurrence of this feat to date. Required Powers: Extend Force, Force channel
The Jedi can use this power to help others through a Effect: One of the few meditative battle stances taught
containment field, but this is more difficult to accomplish. amongst the Jedi, this power allows a Jedi to appear more
First, the Jedi must maintain physical contact with the powerful than he or she is. Using this form has several
individual or individuals. Second, the Jedi must add +5 to all effects. First, it allows a Jedi to increase the duration of those
difficulty rolls for each successive individual he wishes to Force powers that have an effect that expires after a certain
move through the energy field. This can be reduced by having time, (combat sense or enhance attribute, for example) by half
the other individuals form a chain with the Jedi in the lead. So (multiply by 1.5, rounded down). This also establishes the
long as the Jedi maintains contact with the first individual, and duration of this form. The Jedi must successfully activate
the chain remains unbroken, the Jedi only needs to add +5 in Force mastery in the same round as the Force power it is
each case, rather than a cumulative penalty. Also, the size of meant to extend. Multiple action penalties apply. Force
the individual is a factor. For every size category less than the powers that are not affected by duration or an expiration time
Jedi’s own size category, the Jedi subtracts -5 to all difficulty are not affected by this power.
rolls, while every size category greater than the Jedi’s own Second, this power incurs a penalty on the opponent’s
size category incurs an addition +5 to all difficulty rolls. saving throws against Force powers.
If the Jedi wishes to “shape” the energy field, the Jedi must However, this form is not without its drawbacks. First, this
make physical contact with the energy field. The Jedi can power also decreases the user’s ability to defend himself or
reach into the energy field and obtain a quantity of energy herself against Force attacks made on his or her person. What
from the field as a ball in his or her hands. The Jedi can then is worse is that this penalty is twice the penalty afflicted on the
throw this ball of energy at any target he or she wants by target. To determine the penalties that result from this power,
making a thrown weapons roll. The ball of energy can inflict the GM must consult the following table.
1D of damage for every 2D of Alter the user has, though the
Jedi can choose to amount of energy he or she wishes to Alter roll ≥ Penalty to Penalty to
collect, thereby reducing the amount of damage the ball of difficulty target’s rolls Jedi’s rolls
energy can inflict. 0-7 -1 pip -2 pips
A Jedi can use absorb/dissipate energy, lesser Force 8-13 -2 pips -1D-1
shield, greater Force shield, or redirect energy to negate the 14-20 -1D -2D
effects of the energy ball, but the individual will still be 21+ -1D-1 -2D-2
knocked back one meter for every D of damage the energy
ball would have inflicted on the Jedi. Second, as with Force potency, after the Jedi uses this
Using this power to hurl balls of energy at a living being form, the Jedi will feel drained and will be unable to do
automatically gives the user a Dark Side Point. anything for four rounds. However, the Jedi can make a
Author’s note: There were several recorded uses of this stamina roll against the roll he made to use this power. If the
power, all from two individuals. The first is Kajin Savaros. Jedi succeeds in making the stamina roll, the recovery time
This untrained individual possessed incredible power. With it, will be shorter.
he was able to reach into a repulsor field and pull out two
shimmering balls of energy that he threw at the Imperial Roll ≥ difficulty by: Recovery time
Inquisitor Probus Tesla. He was also able to bring the two 0-10 3 rounds
repulsor fields together to trap Probus Tesla. Unfortunately, 11-20 2 rounds
thanks to Darth Vader he lost most of his memories. And he 21+ 1 round
did not teach this to Jax Pavan or Laranth Tarak.
The second individual was Anakin Solo. He used this Appeared where: Knights of the Old Republic II: The Sith
power to get himself and his siblings free from the Lords video game

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Harmonize Lightsaber Crystals This power has no practical use in combat situations; rather
Control Difficulty: Difficult, trained only it can be used as a plot device, such as a group’s means of
Sense Difficulty: Difficult, trained only recording their history, their observations of another race, etc.
Alter Difficulty: Difficult, trained only Author’s Note: This power has only been used once – by the
Required Powers: Emptiness (or rage), hibernation trance, Doomed. The Doomed gave their lives trying to stop the Sith
lightsaber combat, lightsaber construction, sense Force, lord Remulus Dreypa, who had been freed from the oubliette
telekinesis in which he had been imprisoned. Though Takara Hilts
Effect: The character spends one day meditating with a crystal witnessed this power, it is unclear whether or not she
to be used in a lightsaber, harmonizing it with the Force and understood it enough to recreate it and teach it to others,
gaining an instinctive understanding of how to use it. The though this is very unlikely. Thus, the GM should consider
power allows the user to prepare a crystal that under normal restricting this power to the Doomed until more information
circumstances cannot be used in a lightsaber and make it into on the fate of this power is discovered. However, the GM has
one suitable for use in a lightsaber. Whether or not any the option of having other Force-sensitives learn this power
particular crystal can be harmonized with this power is at the through experimentation, making this power available to other
gamemaster’s discretion – some crystals simply cannot be Force traditions, or using this power as a baseline to create
harmonized because of flaws, brittleness, or other factors. The similar powers for other Force traditions; for example, using
user cannot prepare or “take time” for this power, but for each stone, lava, or resin instead of ice.
additional week spent in meditation, one of the skill roll Appeared where: Lost Tribe of the Sith: Spiral
difficulties can be reduced one level, to a minimum of Easy.
A Force point must be spent to use this power. The first time Lightsaber Construction
this is done successfully, the user becomes stronger in the
Control Difficulty: Easy, trained only
Force and receives an extra Force point in return.
Sense Difficulty: Moderate, trained only
Note: This ability was uncommon in many eras. During the
Alter Difficulty: Moderate, trained only
last 1,000 years of the Galactic Republic, the Jedi used kyber
Required Powers: Emptiness (or rage), hibernation trance,
crystals from Ilum almost exclusively when building
lightsaber combat, sense Force, telekinesis
lightsabers. Since kyber crystals are already in tune with the
Effect: The user spends one day (8-12 hours) in meditation
Force, and more importantly the light side, they do not require
with the lightsaber, fine-tuning the mechanism by instinct and
the use of this power. Thus, this power fell out of use, and
attuning the weapon to the Force. Once the meditation is
few Jedi during this time were even aware of its existence.
complete, the lightsaber no longer has a chance of breaking
The ability to harmonize lightsaber crystals was later
down when used. Also, while it is in the user’s possession, the
rediscovered and is now commonly used by students at Luke
user’s living Force flows through it – within the Force, it is
Skywalker’s academy on Yavin.
treated as an extension of the character’s body rather than an
ordinary object. The user’s control dice are added to the
Ice Image difficulty of any Force power that targets the weapon, such as
Control Difficulty: Moderate. Modified by proximity. telekinesis.
Sense Difficulty: Moderate. Modified by proximity. At the gamemaster’s discretion, this effect ends if the
Alter Difficulty: Moderate. Modified by proximity. lightsaber is heavily damaged or extensively modified.
Required Powers: Affect mind, dim another’s senses, Author’s Note: This power has been used by the Jedi for most
farseeing, life detection, life sense, projective telepathy, of their history. The only exceptions were the Pr-Republic
receptive telepathy, sense Force, telekinesis years, when the Je’daii were still on Tython, and the time of
Effect: This was a power created by the Doomed – the the Rebellion, as Luke Skywalker did not use this power when
descendants of Jedi and Dark Jedi who fought in the Hundred he built his first lightsaber. Corran Horn rediscovered this
Years War and were stranded on the planet Kesh seven power from the journal of his paternal grandfather Nejaa
millennia before the Battle of Yavin. Halcyon and made it available to Luke Skywalker and his
When performing this power, the user must first make classmates. Since then, this power has been available to the
successful rolls for the control and sense difficulties to see Jedi of Luke Skywalker’s order.
what is currently happening at another location. Should either
of these rolls fail, then the power automatically fails. Machine Meld
If the user succeeds in making both rolls, he or she then
Control Difficulty: Moderate
makes the required alter roll in order to carve or imprint what
Sense Difficulty: Difficult
they see into the ice. A failed roll indicates that the attempt to
Alter Difficulty: Difficult for a single computer terminal,
preserve the image in ice fails. The GM can decide the form
speeder-scale, and walker-scale vehicles, Very Difficult for a
of the failure: nothing happens, the ice shatters, etc.
ship’s system, Heroic for a starfighter-scale starship, Heroic
+10 for a capital-scale ship

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Required Powers: Absorb/dissipate energy, affect mind, of dark side points, but the Jedi has also unknowingly turned
concentration, mechu-deru, technometry to the dark side and can only use any known Force powers by
Effect: A very unconventional power, and one that traditional calling upon the dark side.
Jedi from the Old Jedi Order would probably have deemed Author’s Note: To date, only five individuals have
taboo and/or forbidden, a Jedi using this can merge his or her demonstrated using this power. First was the Sith Lord Darth
consciousness and life force with the computer, allowing the Karrid, formerly Jedi Knight Kana Tarrid, who was killed at
Jedi direct and exert even greater control over the computer the Battle of Duro during the Galactic War over thirty-six
than the Jedi would with technometry. However, the Jedi hundred years before the Battle of Yavin.
must maintain physical contact with the computer terminal. Next were Ash Jarvee and Callista Masana, both of whom
This power can be used in several ways. First, the Jedi can were Altisian Jedi who served during the Clone Wars, were
use this to commune with the computer in a way that friends the only ones who knew and used this power. Darth Karrid
or allies of the Jedi using the computer gains a bonus equal to was killed during Ash Jarvee’s fate during or after the Clone
that of the Jedi’s Sense die code. This bonus extends to the Wars remains unknown, but Callista was trapped in the
entire crew should the Jedi use this power for a ship’s system weapons systems of the battlemoon Eye of Palpatine for thirty
or the entire ship, and is applied to astrogation, capital ship years before she encountered Luke Skywalker.
gunnery, capital ship piloting, capital ship shields, sensors, After she possessed the body of Cray Mingla, she believed
space transports, starfighter piloting, starship gunnery, and/or she had lost her connection to the Force. It was only later that
starship shields accordingly. she learned she could use the Force by drawing upon the dark
Second, the Jedi can exert enough influence over the side. Unwilling to accept this, she left Luke Skywalker and
computer or ship system to override any preprogramming or the Jedi on a quest to restore her connection to the light. After
any command imputed by the operator or the crew. If using their brief encounter on Nam Chorios, Luke and the Jedi lost
this power to override any preprogramming, the Jedi needs to track of her whereabouts. Luke eventually learned of Abeloth
make the appropriate Alter roll. If the Jedi uses this to absorbing Callista during his confrontations with Abeloth.
override the command of an operator or crew, the Jedi must Before switching places, Callista Masana taught this power
make an Alter roll against the operator’s skill roll. Success to Cray Mingla.
means the Jedi has overridden the operator’s command. Finally, there was Anakin Solo, who used this power to
There are risks associated with this power. First, failing to sense how sturdy a ship was.
make the associated rolls to activate this power inflicts 1D Restricted: Given the views of the Jedi Order during the years
damage to the Jedi. Second, using this power requires total before Order 66, it is extremely unlikely that traditional Jedi
concentration, so the Jedi must make the associated rolls each knew this power. However, Altisian Jedi should be allowed to
round. Failure inflicts the aforementioned damage. learn this power considering their very different philosophy.
Third, when a Jedi stops using this power, either Similarly, while it is unclear whether or not Darth Karrid
voluntarily or from failing to make the required rolls, the Jedi learned this power while she was a Jedi Knight named Kana
suffers a -2D penalty to all Force skills for 1D hours for each Tarrid or after she turned to the dark side, it’s highly likely
round the Jedi spent using this power. If the Jedi spends more that this power might have been available for Jedi and Sith in
than an hour using this power, the penalty is -4D and lasts 1D the associated time period. In Luke Skywalker’s Order, there
days for each hour the Jedi spent using this power. The Jedi were only two Jedi who knew this power. One was Cray
can recover faster by spending the same number of rounds or Mingla, who learned this from Callista Masana right before
hours in emptiness, depending on the penalty. they switched bodies. The other might have been Anakin
A consequence of the second risk is that the Jedi’s body is Solo, as his ability to sense how well-built a ship was or to
considered helpless and unaware of his or her surroundings; sense the extent of damage to a ship or droid might have been
thus, unable to make any rolls to avoid taking damage. In machine meld. However, since his connection with the Force
addition, the Jedi’s body is extremely vulnerable to the was not diminished after using the Force in such a manner, it’s
transfer life power. A Dark Jedi or Sith trying to use transfer possible he might have used a different power.
life to possess a Jedi’s body while the Jedi is using machine With Cray Mingla’s and Anakin Solo’s death and Callista
meld treats the body as a recently dead body, making the Masana’s apparent loss of her connection to the Force, none of
associated Alter difficulty Moderate. them were able to teach this power to other Jedi. It is possible
In addition, should the Jedi’s body die, be destroyed, or be that Callista might have included her knowledge of this power
possessed via the transfer life power, the Jedi’s spirit loses the when she transferred her knowledge of the Jedi into a datapad
connection with the physical body and is trapped within the for Luke to take. Given what happened to Callista, it is
computer or ship system. The Jedi should be considered dead doubtful that he would learn this power or allow his students
unless the Jedi knows the transfer life power, in which case to do so. As such, the GM should restrict how a Jedi should
unless the computer or ship is destroyed, there’s always a learn this power to either from a holocron or teaching device
chance the Jedi can use transfer life to possess a new body; containing knowledge of this power or an Altisian Jedi.
however, not only does the Jedi receive the associated number

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Appeared where: The Old Republic: Annihilation, No Appeared where: Dawn of the Jedi: Prisoner of Bogan, Fatal
Prisoners, Order 66, Children of the Jedi, Anakin’s Quest, Alliance
Vader’s Fortress Example: Predor Skal’nas used this power on his Force
Hound Xesh to make Xesh a perfect spy for him while Xesh
surveyed any world populated by people who can use the
Mental Block Force. Darth Chratis used this to place a mental block on
Control Difficulty: Variable, limited to line of sight Eldon Ax’s memories of her mother.
Sense Difficulty: Variable, limited to line of sight
Alter Difficulty: Variable, limited to line of sight
Required Powers: Affect mind, control pain, dim another’s Orb of Light
senses, farseeing, hibernation trance, life detection, life sense, Control Difficulty: Moderate. Modified by proximity, but up
magnify senses, projective telepathy, receptive telepathy, sense to 100 meters only.
Force, telekinesis Sense Difficulty: Moderate. Modified by relationship.
Effect: With this power, a Jedi can place a mental barrier in Alter Difficulty: Moderate.
the mind of another individual, preventing that individual from Required Powers: Force harmony, life detection, life sense,
accessing certain memories. This power can also remove any projective telepathy, receptive telepathy
such barrier that might be on an individual. Effect: Derived from Force harmony, several willing Je’daii
When activating this power, the user must first declare can manifest the power of the light side in the form of a
what he intends to do. If the user wishes to place a block on glowing ball of light. Though this glowing orb lasts only a
another’s memory, the user must establish if the recipient is minute, it is long enough to bathe the users in the power of the
willing or not. This will establish the difficulty rolls – willing light side, dispelling the effect of the dark side or any dark
means Moderate for all three, while unwilling means control side power that might be affecting the Je’daii.
or Perception for control and Difficult for sense and alter, Like Force harmony, this power acts as a shield against the
respectively. If successful, the affected individual will retain powers of the dark side, granting a +5D bonus to resist the
no recollection of the affected memory. The memory isn’t lost effects of powers called upon by dark side servants. However,
or purged, as a result of amnesia or memory wipe. The the effect of the glowing orb only has a range of a hundred
memory is still there – it’s just hidden from the individual. meters. Any Jedi beyond the hundred-meter range won’t
This makes the individual an ideal means of conveying secret receive the bonus. Furthermore, every Je’daii involved in
information. Similarly, this power can make the individual a calling forth this power will receive a -2D penalty.
perfect spy for the user of this power. Should an individual Like Force harmony, the number of Je’daii who can be
under the influence of a mental block be captured and linked in this power is limited by the number of dice that the
interrogated in regard to the affected memory, all such power’s initiator in her control or sense skill, whichever is
intimidation: interrogation rolls will automatically fail lower. For example, a Je’daii who has a control of 5D+1 and
because the person is unable to recall the affected memories. a sense of 4D+2 can only be able to link up to four people
The mental barrier will generally last until one uses this including himself or herself.
power to remove the barrier. If the person removing the When acting as a shield against the dark side, if both
barrier is the same one who placed it in the first place, the control and sense rolls exceed the target’s roll of the dark side
person will remember what memories have been affected. As power used, the dark side power is interrupted. In the case of
such, all associated Difficulty rolls will be lowered by one a power that requires multiple rolls, then both control and
level. sense rolls must exceed the target’s highest roll. All powers
Another Jedi can detect the barrier by using projective being kept up by the target are interrupted as if the user were
telepathy on the affected individual. The Jedi’s control and stunned. While it does not cancel out the presence of the dark
sense rolls must beat the alter roll of the individual who side, it can keep it at bay just long enough for the Je’daii to
placed the barrier to detect the barrier. The Jedi can then use gather his or her second wind and center himself or herself
affect mind to remove the barrier. Again, the difficulty rolls before preparing to resist the effects of the dark side once the
must be made against the alter roll of the individual who power ends.
placed the barrier. Restricted: This power has only been seen during the time of
Should the affected individual suffer a head trauma that the Je’daii on Tython. Since it has not been witnessed since
inflicts damage to the brain or mind, it is possible for the then, this power is most likely considered a lost power. The
mental block to collapse as a result of the trauma and GM is permitted to allow any Je’daii to learn this power
subsequent treatment. If the affected individual suffers such during the time of the Je’daii on Tython. However, after this
an injury, the gamemaster must roll a wild die, with a 1 time period, though, the GM should treat this as a lost power.
resulting in the collapse of the mental block. The only way any Force-user can learn this power would be to
Any character using this power to place a block on an find a holocron or some other teaching device which contains
unwilling target will receive a Dark Side Point. the instructions necessary to perform this power.

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Appeared where: Dawn of the Jedi: Force Storm Under the circumstances, the GM should increase all the
Example: Sek’nos Rath, Shae Koda, and Tasha Ryo used this difficulty levels by one; however, there has only been once
to temporarily stave off the presence of dark side that recorded instance of the effects of dark energy containment
permeated the Abyss of Ruh on Tython. where there were survivors, and none of the survivors were
Jedi Masters. Hence, until further study has been performed,
the GM has the option of making any attempt to use this
Remove Dark Energy power to undo the effects of dark energy containment on an
Control Difficulty: Difficult. Modified by proximity. individual an automatic failure.
Sense Difficulty: Difficult. Modified by relationship. This power is only available to light side Jedi Masters, as
Alter Difficulty: Moderate. they are the only ones who have the lifetime experience
Required Powers: Force harmony, Force light, life detection, necessary to perform this power.
life sense, projective telepathy, receptive telepathy. Appeared where: Fate of the Jedi: Conviction
Effect: The Force is a part of all living things and is therefore Example: Luke Skywalker used this to remove the dark side
a part of the body. But there are moments when a dark Force- energy that Abeloth placed within Cardya’s body.
user places dark side energy into another individual’s body
against that person’s will. Not only does this grant the Force-
user a dark side point, but the dark side Force energy is also Saber Barrier
incompatible with the victim’s own Force presence, making it Control Difficulty: Moderate.
harmful and potentially fatal for the victim. A Jedi Master Sense Difficulty: Easy.
who senses the presence of foreign Force energy can extract it Alter Difficulty: Moderate.
from the victim. Required Powers: Combat sense, danger sense, kinetic
The Jedi Master projects light side energy into the victim combat, life detection, lightsaber combat, telekinesis
and uses it to encapsulate the foreign energy. Once contained, Effect: With this power, a Jedi can use the Force to have his
the Jedi Master draws out the mixture like a doctor would or her lightsabers hover in midair while spinning in a
draw out the pus from an infected sore. The Jedi Master must horizontal circle around the saber-wielding Jedi. This creates
draw out both the foreign dark side energy and the light side a defensive yet deadly wall of lightsaber blades that can
energy with which he infused the victim. Not only is the light defend the Jedi from attacks.
side energy intermingled with dark side energy, but the light For a Jedi to use this power, he or she must have at least
side energy, peaceful as it might be, is not a part of the two lightsabers. A Jedi attempting to use this with a single
victim’s being and could be potentially harmful. lightsaber or a saberstaff will be unable to move the hilt fast
Once both energies are out of the victim’s body, the Jedi enough to generate the protective wall.
Master ends this power, and the mixture disperses into the This power is designed to provide protection against melee
Force. attacks. In GM terms, if a Jedi is faced with an opponent who
When a Jedi uses the Force to heal another person, the wishes to attack the Jedi with brawling or melee combat, the
infusion of Force energy into the other person’s body is Jedi can make an opposed Alter roll. If the Jedi succeeds in
temporary and ends when the Jedi is finished. A dark Jedi making the roll, the attacker then makes an opposed dodge roll
infusing dark side energy into another person’s body does so as a reaction roll. If the attacker succeeds in making the dodge
with the intent of having the infusion remain within the roll, the attacker can react fast enough to stop his approach
victim’s body when done. and dodge the lightsaber. If the dodge roll fails, the attacker is
This power cannot be used to remove the dark side energy intercepted by a lightsaber and suffers damage. The damage is
that is in a dark Force user. When the Force user turns to the the lightsaber’s 5D damage plus or minus a set amount up to
dark side, dark side energy enters and courses through the the number of the Jedi’s control dice. The player must decide
individual’s body naturally. how may control dice he or she is adding or subtracting before
Nor can this power be used to remove the dark energy from rolling the damage.
an object that has been affected by taint, as the object isn’t It is possible for a Jedi to use this power to parry a blaster
alive. Also, this power cannot be used to remove a dark side shot; however, it is much more difficult to do so due to the
spirit from a host it has possessed. While the spirit is difference in size and speed between an incoming opponent
comprised of dark side energy and is foreign to the host’s and an incoming blaster shot. To parry a blaster shot with this
body, it has a consciousness and awareness. Thus, it should power, the Jedi must make a Difficult alter roll against the
be treated as if it were a dark Force user. In both cases, Force attacker’s blaster roll. Success means that a lightsaber has
light would be needed to remove the dark side energy. intercepted the blaster shot; however, the Jedi cannot control
This power might be able to counter the effects of dark where the deflected blaster bolt goes. Controlling the
energy containment on an individual but considering how the direction of a deflected blaster bolt is a reaction skill under the
victim has been turned into a living time bomb with a short lightsaber combat power because the Jedi has the lightsaber
timer, the Jedi Master would have to work fast to succeed. hilt in his or her hand and can control the lightsaber’s

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orientation to guide the redirection. While saber barrier is telepathy, receptive telepathy, sense Force, short-term
active, the orientations of the lightsabers are completely memory enhancement, transfer Force
random, making it impossible for a Jedi to guide where a Effect: This power allows a Jedi to use the Force to make
deflected blaster shot will go. another’s short-term memory a permanent one. This power
There have been recorded instances where a Jedi has been was inspired by a device Jagged Fel created to counter Alema
known to wield more than two lightsabers. The most famous Rar’s ability to remove another person’s short-term memory.
example is Skwelli, a Priapulin Jedi Master who served the The device delivers an electric shock to whomever it is
Jedi sometime before the Ruusan Reformations and who was attached to. The pain accompanying the pain is what makes
able to wield six lightsabers at once. If the Jedi using this the memory a permanent one rather than a short-term one.
power is from a species possessing multiple limbs and is Inspired by this, Luke asked Cilghal to come up with a Force
therefore capable of wielding more than two lightsabers power that would do this without inflicting any pain.
simultaneously, the Jedi can have more than two lightsabers Cilghal’s efforts were a success.
forming the defensive circle. For each lightsaber past the In GM terms, if a Jedi successfully uses this power on a
second one, the alter difficulty is increased by +5. target’s memory, then when another Force user attempts to use
Conversely, since there would be more than two lightsabers in affect mind to erase the short-term-memory-made-permanent,
the circle, the chances of the Jedi intercepting a blaster shot the control and alter difficulty associated with affect mind are
with this power increases. For every additional lightsaber past increased by one level, while +10 is added to the sense
the second one, the alter difficulty to intercept a blaster shot difficulty.
decreases by -5. The inability to control where the deflected This power is only effective against users using affect mind
shot goes remains, however. on the target. It offers no defense against a loss of memory
This power lasts only one round, after which the lightsabers caused by a Force user using memory wipe or caused by
return to the Jedi’s hands. An opponent can use this amnesia due to drugs or trauma, physical or psychological.
opportunity to shoot a lightsaber hilt as it returns by making a Appeared where: Exile (mentioned only)
Very Difficult blaster roll, while a Force-sensitive opponent Author’s Note: Inspired by Jagged Fel’s means of countering
can make an opposed alter roll, with the difficulty being the Alema Rar’s ability to erase another’s short-term memories,
Jedi’s alter roll, to catch a returning lightsaber with telekinesis Luke Skywalker asked Cilghal to come up with this power.
and fling it away from the Jedi. She did, taught it to Luke and Mara Jade Skywalker, both of
The Jedi must wait at least another round before activating whom subsequently taught it to Leia Organa Solo and Corran
this power again. Horn. This power is available for Jedi to learn from the
The Jedi can substitute a melee weapon of comparable Legacy of the Force series on.
length in place of an ignited lightsaber, like a sword or a metal
rod. All rolls are the same, but the Jedi must keep in mind that
a bladed melee weapon can get caught in the body of the Sword Alchemy
victim and that the non-lightsaber can be damaged or Control Difficulty: Moderate.
destroyed by a blaster bolt. In such cases, the GM must roll a Sense Difficulty: Moderate.
wild die, with a 1 resulting in the incapacitation of the affected Alter Difficulty: Moderate.
item and the immediate termination of this power. Required Powers: Concentration, control another’s pain,
Author’s Note: I modified the portrayal of this power from control pain, emptiness (or rage), Force weapon, hibernation
the Jedi Academy video game by incorporating the reference trance, sense Force, telekinesis, transfer Force.
to Jedi Master Skwelli’s ability to wield six lightsabers at once Effect: With this power, a Je’daii can infuse the Force into the
from The Jedi Path. In addition, I included the reference to metal while forging a metal blade, making the metal blade
melee weapons because in the same game, Tavion was able to stronger and sharper than normal. Success will give the blade
use this power to have the Staff of Ragnos, and subsequently an addition +1 to its damage Die and to its Strength for
the sword contained within it, protect her from Jaden Korr. resisting damage. For every 5 the user defeats the Alter
Appeared where: Jedi Knight: Jedi Academy Difficulty, the blade receives an additional +1 bonus. This
bonus is permanent.
In addition, a metal blade forged while under the influence
Short-term Memory Permanency of this power is capable of deflecting lasers and blaster bolts
Control Difficulty: Difficult. Modified by relationship. just like a lightsaber or a weapon affected by the Force
Sense Difficulty: Moderate. Modified by relationship. weapon power can.
Alter Difficulty: Moderate. Modified by relationship. This power can only be used on bladed weapons made of
Required Powers: Affect mind, control another’s pain, metal, such as axes, knives, daggers, and swords.
control pain, enhance another’s attribute, enhance attribute, Despite the benefits the metal blade receives from this
hibernation trance, life detection, life sense, projective power, it is unable to resist the penetrating power of a
Forcesaber or a lightsaber.

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Restricted: This power was once used by the Je’daii on Sense Modifiers
Tython. Force warriors on both sides, light and dark, used this Destination is: Add to difficulty:
on their blades. With the appearance of the Forcesaber and Very familiar (home) +4
later the introduction of lightsabers, this power fell into disuse Fairly familiar (friend’s home), or +8
amongst the followers of the light side. That was not the case within clear sight
for those of the dark side, since it’s likely this power was a Visited once, or partially visible +12
predecessor for the more familiar alchemy, which they used to Never visited, but well reproduced +16
forge Sith swords. In any event, unless the individual is living visually
on Tython in the years leading up to and during the Force Never visited, but carefully described +30
Wars, the GM is forbidden from allowing any Force-user to
learn this power. Alter Modifiers Add to difficulty:
Author’s Note: In The Jedi Path, there was a reference to Destination is:
Force-users fighting with swords that were Force-enhanced for In line of sight +2
strength and sharpness. The closest power that could do this is Not in line of sight, but 1-100 meters +5
alchemy. This would do for those who served the dark side in away
that war, but not the light side. So, I decided to create this 101 meters to 10 km away +7
power, which would be accessible to any Force-user on 11 to 1,000 km away +10
Tython during that time period. Same planet but more than 1,000 km +15
In the Dawn of the Jedi comics, the Vur Tepe Temple was away
where weapons of the Je’daii were forged. Dawn of the Jedi: Same star system but not on the same +20
Into the Void expanded on this by having laboratories in the planet
Vur Tepe Temple where weapons were altered and adapted Not in the same star system +30
using Force-driven metallurgy.
Though a rather rare power, Jedi who favor using the Force
over the lightsaber have been known to use this power. This
Teleport (Jedi version) power takes more time to master and requires more energy to
Control Difficulty: Difficult utilize; therefore, a Jedi’s sense and alter die should both be at
Sense Difficulty: Difficult, modified by familiarity of least 7D before Jedi can learn this power.
destination Author’s Note: Though Mother Talzin could transport herself
Alter Difficulty: Difficult, modified by distance to from location to location at will, the mechanics behind her
destination. ability are quite different from this power. As such, her ability
Required Powers: Concentration, farseeing, hibernation is treated as a different ability.
trance, instinctive astrogation, life detection, life sense, In addition, what this power does is remarkably similar to
magnify senses, projective telepathy, receptive telepathy, sense Force travel. However, the latter power rips the Force
Force, telekinesis asunder and corrupts the user, thus it is a power of the dark
Time to Use: Five minutes side. But according to the Wookiepedia, both Jedi and Sith
Effect: This power allowed the user to move almost apparently use teleport, so teleport is free from the corruption
instantaneously from place to place by creating a temporary of the dark side. Nevertheless, I decided to incorporate the
wormhole between the point of departure and the point of sense and alter modifiers into this power, as it would make
arrival. The user temporarily bends and folds the fabrics of sense that the farther away the destination was, the greater the
space and the Force to create this passage. Once the user is difficulty was.
through, the distortion ends. Since the user exerts total control Appeared where: The Old Republic video game, Emissaries
over maintaining the passage, the passage is neither dangerous to Malastare, Allies
nor volatile, so there is no danger associated with the Dark Example: An’ya Kuro, the Dark Woman, seemingly used this
Side. However, only the user can use this passage. Trying to power to appear before Ki-Adi-Mundi in Emissaries of
bring another being through the passage is too taxing for the Malastare. Revan might have used this power when he
user. disappeared in The Old Republic video game. Abeloth used
The location of the destination and the user’s familiarity this power in Allies.
with the destination are important factors in the success of this
power. As such, the GM should consult the following tables
when determining the modifier to the sense and alter Ventriloquism
difficulties. Control Difficulty: Target’s control or Perception roll.
Modified by proximity but limited to within one kilometer and
must be within the Jedi’s line of sight.

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Sense Difficulty: Target’s control or Perception roll. Unlike nearly all other Force powers, the role-playing
Modified by proximity but limited to within one kilometer and mechanics behind this power take two different forms. The
must be within the Jedi’s line of sight. first form was demonstrated by Master Thon on Ambria when
Alter Difficulty: Target’s control or Perception roll. he confined and contained the dark side energy that permeated
Modified by proximity but limited to within one kilometer and the planet into one location – Lake Natth. This form was also
must be within the Jedi’s line of sight. demonstrated by Nomi Sunrider when she severed Ulic Qel-
Required Powers: Concentration, dim another’s senses, life Droma’s connection to the Force permanently. While this
detection, life sense, magnify senses, projective telepathy, power usually requires several Jedi to perform, it’s possible
receptive telepathy, telekinesis for a strong Jedi to utilize this power singlehandedly. The GM
Effect: This power allows a Jedi to throw his voice, making it should consult Tables 1 and 2 to determine the required
seem as if he’s speaking from another location. The Jedi can difficulties and the die code required by the solitary Jedi.
use this to make a noise elsewhere to serve as a distraction.
Upon succeeding in the rolls, the Jedi receives a +1D bonus Table 1: Required minimum control, sense, and alter die code
to the following skills for the following reasons: con and for solitary Jedi
persuasion rolls to convince the target the Jedi is in the
direction of the voice; hide and sneak skills to evade detection Task Die code
by the target by creating a distraction. Imprison a dark sider 5D
A Jedi can use this to throw another individual’s voice as Sever a dark sider from the Force 6D
well, but this adds +10 to all difficulty rolls. Contain the dark side in an area 7D
Note: Jacen Solo was the first to demonstrate this power. Purge the dark side from an area 8D
When and from whom he learned this power is unknown at
this time. What is known is that he did not teach this power to Table 2: Control, Sense, and Alter Difficulties for the task –
anyone else. However, Natua Wan also demonstrated this solitary Jedi
power. Her knowledge of this power was due to Abeloth’s
Force psychosis. Whether Abeloth knew this power herself or Task Control Sense Alter
gained knowledge of this power from Jacen is unknown. Difficulty Difficulty Difficulty
None of the other Jedi affected by Abeloth’s Force psychosis Imprison a Difficult Very Target’s
demonstrated this power, and Natua Wan has not utilized this dark sider Difficult if control or
power after his recovery. However, the possibility that she the target willpower
might teach this power to others exists. Whether or not this has 1 to 3
power becomes available to the Jedi after the Fate of the Jedi dark side
series is up the GM’s discretion. points.
Difficult if
the target
Wall of Light has 4 to 6
Control Difficulty: Varies, see table dark side
Sense Difficulty: Varies, see table points.
Alter Difficulty: Varies, see table Moderate if
Required Powers: Affect mind, battle meditation, the target
concentration, emptiness, Force harmony, Force light, force has 7+ dark
of will, hibernation trance, life detection, life sense, projective side points.
telepathy, receptive telepathy, sense Force, sense Force Sever a dark Very Heroic if the Target’s
potential, sever Force sider from Difficult target has 1 control or
Effect: Arguably the most powerful Force ability associated the Force to 3 dark willpower
with the light side, this immense manifestation of light side side points. +10
energy is also potentially destructive. This is usually created Very
through the focused power of a united front of several Jedi. Difficult if
With this power, the participants can contain or purge the the target
power of the dark side from a specific location or even sever a has 4 to 6
dangerous minion of the dark side from the Force dark side
permanently. points.
When this power manifests around an individual, it takes Difficult if
the form of an all-encompassing prison of blue energy. the target
Nothing associated with the dark side – the person or dark side has 7+ dark
energy – can escape from this prison. side points.

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Contain the Difficult to Difficult to Difficult to However, the roll only determines if the Jedi succeeds in
dark side in Heroic Heroic Heroic joining with the other Jedi in creating the wall of light. Once
an area all the participating Jedi have made the required difficulty
Purge the Very Very Very rolls, the GM takes the control, sense, and alter die codes of
dark side Difficult to Difficult to Difficult to those Jedi who made successful roles and adds them up. Once
from an area Heroic +10 Heroic +10 Heroic +10 the totals have been determined, the GM treats the group of
Jedi as a single Jedi with the totaled die codes. The GM then
The second form was demonstrated when the Jedi order consults Table 2 to determine if the group of Jedi succeeds in
combined their power to imprison Ulic Qel-Droma and to their task.
purge the dark side from Yavin Four. Since the resulting wall Having so many Jedi create the wall of light to purge the
of light was the result of a collaboration of several Jedi, there dark side from a celestial body has the risk of an extremely
was no required minimum die code. In addition, with the dangerous side effect. If the concentration of light side energy
addition of other Jedi, the task is distributed amongst all the is too high, then there is the risk of a wildfire and violent
participants, so the difficulty is lower. The GM should consult weather running rampant across the entire planet, sterilizing
Table 3 to determine the difficulty in this scenario. the planet of all life. The biosphere will eventually recover,
but it would take years or even decades to do so. To
Table 3: Control, Sense, and Alter Difficulties for the task – determine whether or not such a cataclysm occurs, the GM
multiple Jedi. must roll a wild die and consult Table 4 for the results.

Task Control Sense Alter Table 4: Chance of cataclysm


Difficulty Difficulty Difficulty
Imprison a Easy Moderate if Target’s Number of Jedi participating Chance of a cataclysm
dark sider the target control or 1-250 Wild die roll of 1
has 1 to 3 willpower 251-500 Wild die roll of 1 or 2
dark side 501-1000 Wild die roll of 1, 2, or 3
points.
Easy if the If more than a thousand Jedi participate in creating the wall
target has 4 of light on the celestial body, the cataclysm occurs
to 6 dark automatically.
side points. It is possible for a group of Jedi who do not know the wall
Very Easy if of light power to duplicate it. This can be done by having the
the target group of Jedi target the dark side nexus with Force light and
has 7+ dark sever Force. However, no Jedi in the group can perform both
side points. Force light and sever Force at the same time. In addition, for
Sever a dark Moderate Difficult if Target’s every fifteen Jedi using Force light, there must be one Jedi
sider from the target control or using sever Force. The Jedi in the group must make the
the Force has 1 to 3 willpower required rolls for utilizing the Force light and sever Force
dark side +10 powers. If the target happens to be an area tainted with the
points. dark side, the Jedi using sever Force must make a Difficult
Moderate if roll for all three die codes. Should the group succeed in this
the target endeavor, a wall of light will be formed, and having
has 4 to 6 experienced the wall of light, each member of the group will
dark side have learned the wall of light power when it is finished.
points. Author’s Note: This power has been manifested in many
Easy if the ways. Several Jedi combined their power to capture Ulic Qel-
target has 7+ Droma, and thousands did so to purge Yavin Four of the dark
dark side side. Yet Master Thon was able to contain the dark side on
points. Ambria within Lake Natth by himself, and Nomi Sunrider
Contain the Easy to Easy to Easy to singlehandedly imprisoned Ulic Qel-Droma in a wall of light
dark side in Difficult Difficult Difficult that stripped him of his power. To account for these
an area manifestations, I decided to have the description reflect this by
Purge the Moderate to Moderate to Moderate to indicating that this power could be manifested in several ways.
dark side Very Very Very In addition, Jedi Master Luke Skywalker’s inaugural class
from an area Difficult Difficult Difficult was able to imprison Exar Kun’s specter with this power and
then banish him forever. However, the inaugural class only

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had a dozen members, and it seems impossible for this dozen


to match the power of thousands of Jedi. So to account for
that, I chose to add the requirement of Jedi knowing Force
light and sever Force in specific numbers to create this power.
Appeared where: Tales of the Jedi: The Saga of Nomi
Sunrider, Tales of the Jedi: The Sith War, Champions of the
Force
Example: There were references to this power in Tales of the
Jedi: The Saga of Nomi Sunrider and Tales of the Jedi: The
Sith War. Several Jedi combined their power to capture Ulic
Qel-Droma in Tales of the Jedi: The Sith War. Nomi Sunrider
singlehandedly imprisoned Ulic Qel-Droma in a wall of light
that stripped him of his power in Tales of the Jedi: The Sith
War. Luke Skywalker’s inaugural class was able to banish
Exar Kun’s specter forever with this power in Champions of
the Force.

Words of Banishment
Author’s Note: This only appeared in Clone Wars
Adventures: No Way Out. From my interpretation, I believe
Samuro used wall of light to imprison the energy vampire
Rajine within the walls of the city. As for the words he
mentioned to free the zombies from her control, the scene was
too brief to discern the mechanics behind the power. As such,
I chose not to create stats for this power. Anyone who wishes
to try at creating stats for this power is free to do so.

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The mount also benefits from this power. The mount can

Beastwarden use the following attributes and/or skills of the beastmaster if


they are higher: Dexterity, dodge, willpower, Perception.
Sources: Beastwarden Talent Bonded Mount from Jedi
Academy Training Manual page 18
Powers Entreat Beast
Control Difficulty: Easy; limited to line of sight.
Sense Difficulty: Creature’s Perception roll; limited to line of
sight.
The training of the Jedi makes a vast array of powers Alter Difficulty: Easy; limited to line of sight.
available for them to learn and use. As they train at the Jedi Prerequisites: Animal telepathy, beast languages, friendship,
temple, younglings generally find themselves following life detection, life sense, magnify senses, merge senses,
certain paths that determine how they use the Force and projective empathy (Jedi version), projective telepathy,
conduct themselves in the galaxy at large. The Beastwarden is receptive telepathy, sense Force, translation, beast riding 4D.
one such path – using the Force to communicate with, coexist Effect: The beastmaster can use this to convince a small beast
with, and forming lifelong friendships with the nonsentient to perform minor tasks for the beastmaster, such as carrying
creatures. Often, they take on the role of protectors of the objects and delivering messages.
natural environment, saving it from the depredations of those The targeted beast must be within line of sight of the
who would ravage and exploit it recklessly. beastmaster. The beast must also be small; tiny creatures
While the powers listed in this section are available to all would be too small to carry out the tasks, and larger creatures
Jedi, they are mainly used by those who follow the path of the would be easily spotted.
Beastwarden. Furthermore, some of these powers require the If the power is successful, the beastmaster can have the
J Beastwarden to have a certain die code in non-Force skills. creature perform one of the following actions:
All beastwardens learn beast riding and the beast
languages power. Most choose to learn animal telepathy (Jedi Deliver a message from you to another target within a
version), friendship, merge senses, and projective empathy kilometer of the beastmaster’s position.
(Jedi version). While not essential to commune with animals, Retrieve an unattended object within a kilometer of its
many learn plant surge to aid them in their duties to protect position and within its line of sight.
the environment. Press a putton, pull a lever, or perform some minor
activation of an unattended item within a kilometer of the
beastmaster’s position.
Control, Sense, and Alter Powers
Should the creature performing the task be injured or killed
in the process, the beastmaster gains a Dark Side Point.
Bonded Mount Sources: Beastwarden Talent Entreat Beast from Jedi
Control Difficulty: Easy Academy Training Manual page 18
Sense Difficulty: Creature’s Perception roll
Alter Difficulty: Easy
Prerequisites: Animal telepathy, beast languages, friendship,
life detection, life sense, magnify senses, merge senses,
projective empathy (Jedi version), projective telepathy,
receptive telepathy, sense Force, translation, beast riding 4D.
Effect: When a beastmaster encounters a domesticated beast
that can be ridden and that has either a friendly or helpful
attitude towards the beastmaster, the beastmaster can use this
power and spend a Force point to bond the beast to him or her
as a mount.
The bonded mount shares an empathic link with the
beastmaster, allowing the beastmaster to sense the emotions of
the mount. While riding the mount, the beastmaster gains any
special senses that the mount might possess but the
beastmaster doesn’t, such as a heightened sense of smell, low-
light vision, or darkvision.

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+2D. The target must be able (and willing) to hear and

Jedi Archivist understand your advice. This is a mind-affecting effect.


Sources: Jedi Archivist Talent Master Advisor from The
Clone Wars Campaign Guide page 41

Powers
The training of the Jedi makes a vast array of powers
available for them to learn and use. As they train at the Jedi
temple, younglings generally find themselves following
certain paths that determine how they use the Force and
conduct themselves in the galaxy at large. The Jedi Archivist
is one such path. Jedi Archivists dedicate their lives to
preserving knowledge and applying it in times when it is
needed.
While the powers listed in this section are available to all
Jedi, they’re mainly used by those who follow the path of the
Jedi Archivist. Furthermore, some of these powers require the
Jedi Archivist to have a certain die code in non-Force skills.

Control Powers

Insight in the Force


Control Difficulty: Easy
Effect: When making Knowledge checks in skills you have no
skill die in, you can use your sense skill instead.
Sources: Jedi Archivist Talent Master Advisor from The
Clone Wars Campaign Guide page 41

Control, Sense, and Alter Powers

Impart Knowledge
Control Difficulty: Easy
Sense Difficulty: Easy
Alter Difficulty: Easy
Prerequisites: Alter 1D, Sense 1D, persuasion 4D,
Knowledge skill 4D, skilled advisor.
Effect: The Jedi archivist can aid an ally within 10 meters
when they make any Knowledge-based skill checks, provided
the Jedi archivist has skill dice assigned to the same
Knowledge-based skill. If the Jedi archivist has no skill dice
in the associated Knowledge-based skill, the archivist is unable
to assist and the power immediately fails.
The assistance grants the ally a +1D bonus on their next
skill check on that specific Knowledge-based skill being
assisted. If you spend a Force Point, the bonus increases to

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21-100 Moderate

Jedi Battlemaster 101-1,000


1,001-10,000
10,000+
Difficult
Very Difficult
Heroic

Powers Sense Difficulty: Varies based on the number of targeted


individuals:

Number of individuals Difficulty


1-2 Very Easy
3-20 Easy
Beginning as Jedi Guardians, Jedi Battlemasters are highly
21-100 Moderate
trained in Jedi combat techniques. They serve as head combat
101-1,000 Difficult
trainers for Jedi organizations and Jedi commanders on the
1,001-10,000 Very Difficult
battlefield. In their position and over the course of their
10,000+ Heroic
careers, they have learned special Force powers for the
purpose of aiding those under their command.
Alter Difficulty: Varies based on the number of targeted
While the powers listed in this section are available to all
individuals:
Jedi, they are mainly used by those who become Jedi
Battlemasters. Furthermore, some of these powers require the
Number of individuals Difficulty
Jedi Battlemaster to have a certain die code in non-Force
1-2 Very Easy
skills.
3-20 Easy
21-100 Moderate
101-1,000 Difficult
Control and Alter Powers 1,001-10,000 Very Difficult
10,000+ Heroic

Force Revive Required Powers: Battle meditation, Jedi battle commander,


Control Difficulty: Easy, modified by relationship. lightsaber combat.
Alter Difficulty: Moderate for incapacitated characters, This power can be kept up.
Difficult for mortally wounded characters, Very Difficult for Time to Use: Five minutes
dead characters. Effect: While this power is active, in addition to the benefits
Required Powers: Battle meditation, control another’s pain, offered by battle meditation, the Jedi Battlemasters and his or
control pain, Jedi battle commander, reduce another’s injury, her allies will gain an insight bonus of +2 to all dodge rolls. In
reduce injury. addition, for every adjacent ally wielding a lightsaber, the Jedi
Effect: When an ally under the effects of battle meditation battlemastger will receive a +1 bonus to his or her control and
receives an injury that results in the character being mortally sense rolls when using lightsaber combat.
wounded, the Jedi battlemaster can use this power and spend a Sources: Jedi Battlemaster Talent Defensive Circle from
Force point to save the ally’s life. The ally will fall Knights of the Old Republic Campaign Guide page 39
unconscious, and his or her wound status will be
incapacitated, but the ally will still be alive.
Sources: Jedi Battlemaster Talent Force Revive from Knights Jedi Battle Commander
of the Old Republic Campaign Guide page 39 Control Difficulty: Varies based on the number of targeted
individuals:

Control, Sense, and Alter Powers Number of individuals Difficulty


1-2 Very Easy
3-20 Easy
Defensive Circle 21-100 Moderate
Control Difficulty: Varies based on the number of targeted 101-1,000 Difficult
individuals: 1,001-10,000 Very Difficult
10,000+ Heroic
Number of individuals Difficulty
1-2 Very Easy
3-20 Easy

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Sense Difficulty: Varies based on the number of targeted


individuals:

Number of individuals Difficulty


1-2 Very Easy
3-20 Easy
21-100 Moderate
101-1,000 Difficult
1,001-10,000 Very Difficult
10,000+ 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
101-1,000 Difficult
1,001-10,000 Very Difficult
10,000+ Heroic

Required Powers: Battle meditation.


This power can be kept up.
Time to Use: Five minutes
Effect: Jedi Battlemasters often use battle meditation to guide
and embolden their troops while demoralizing opposing
forces. Some become so proficient in its use that they have
managed to increase its potency. Battle meditation has the
Jedi’s enemies lose 1D for every 4D the Jedi has in his or her
best skill, in an attribute determined by a Jedi, while
bestowing a bonus of the same value to the Jedi’s allies. Jedi
battle commander doubles the value of the bonus/penalty to
2D. The effects of Jedi battle commander are the same as
battle meditation otherwise.
Sources: Jedi Battlemaster Talent Jedi Battle Commander
from Knights of the Old Republic Campaign Guide page 39

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Effect: As an action, you can weaken the resolve of one

Jedi Consular enemy with your words. The target must be able to see, hear,
and understand you. Make an opposed persuasion check; if
successful the target will not attack you or your allies for one
round unless you or one of your allies attacks it or one of its
Powers allies first.
Sources: Jedi Consular Talent Adept Negotiator from Star
Wars: The Roleplaying Game Core Rulebook Saga Edition
pages 39-40, D6 mechanics by +Oliver Queen, posted on The
Rancor Pit boards by shootingwomprats.
The training of the Jedi makes a vast array of powers
available for them to learn and use. As they train at the Jedi Aggressive Negotiator
temple, younglings generally find themselves following Alter Difficulty: Opposed by target’s persuasion +9
certain paths that determine how they use the Force and Prerequisites: Sense 1D, persuasion 4D, adept negotiator.
conduct themselves in the galaxy at large. The Jedi Consular This power may be “kept up”.
is one such path. As skilled negotiators and talented Effect: When you damage an opponent with a lightsaber
ambassadors, Jedi Consulars use the strength of their words attack, any persuasion check you make before the end of your
and the wisdom provided by the Force to solve their conflicts. next turn, even if you would not normally be able to, will have
While the powers listed in this section are available to all an Easy difficulty.
Jedi, they are mainly used by those who follow the path of the Sources: Jedi Consular Talent Aggressive Negotiator from
Jedi Consular. Furthermore, some of these powers require the Legacy Era Campaign Guide page 26
Jedi Consular to have a certain die code in non-Force skills.

Force Persuasion
Control Powers Control Difficulty: Easy
Prerequisites: Alter 1D, Sense 1D, persuasion 4D, adept
negotiator.
Consular’s Vitality Effect: When making persuasion checks you can use your
Control Difficulty: Easy, modified by proximity alter skill instead.
Prerequisites: Alter 1D. Sources: Jedi Consular Talent Force Persuasion from Star
Note: This power can be used to affect all targets within 20 Wars: The Roleplaying Game Core Rulebook Saga Edition
meters and line-of-sight of the Force adept but doing so adds page 40, D6 mechanics by +Oliver Queen, posted on The
+15 to the Control difficulty. Rancor Pit boards by shootingwomprats.
This power may be “kept up”.
Effect: Jedi during the Clone Wars learn to call upon the
Force not only for their own strength but also to aid the clone Control, Sense, and Alter Powers
troopers and other allies under their command. Once per
round as an action, you grant one ally within 20 meters of you
and in line-of-sight, a +2 modifier to soak rolls until the Cleanse Mind
beginning of your next turn. Control Difficulty: Moderate. Limited to line of sight
Sources: Jedi Consular Talent Consular Vitality and Improved Sense Difficulty: Target’s control, Perception, or willpower.
Consular Vitality from The Clone Wars Campaign Guide page Alter Difficulty: Variable.
22, D6 mechanics by +Oliver Queen, posted on The Rancor Required Powers: Affect mind, control another’s pain,
Pit boards by shootingwomprats. control pain, enhance another’s attribute, enhance attribute,
force of will, transfer Force.
Effect: Once a turn, the Jedi can remove the effects of an on-
Alter Powers going mind-altering effect from a single ally within his or her
line of sight.
For this power to succeed, the Jedi must overcome the
Adept Negotiator target’s own defenses and the influence of the mind-altering
Alter Difficulty: Opposed by target’s persuasion +9 affect. The difficulty for the latter depends on the nature of
Prerequisites: Sense 1D, persuasion 4D. the mind-altering affect. If the mind-altering effect is self-
This power may be “kept up”. inflicted, like the benefit from the force of will power, the
difficulty is the control roll used in activating the power. If

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the mind-altering effect is due to the influence of another consular. Until the end of the encounter, the ally will receive
individual, the difficulty is the alter roll made by the a +1D to their willpower roll against mind-affecting effects.
individual who influenced the target. Sources: Jedi Consular Talent Consular’s Wisdom from
For example, if a Jedi wishes to remove the effects of affect Legacy Era Campaign Guide page 26
mind on a target by a Dark Jedi, the Jedi must make a sense
roll to beat the target’s control, Perception, or willpower, and
an alter roll to beat the Dark Jedi’s alter roll. Skilled Advisor
Sources: Jedi Consular Talent Cleanse Mind from The Force Control Difficulty: Easy
Unleashed Campaign Guide page 24 Sense Difficulty: Easy
Alter Difficulty: Easy
Prerequisites: Alter 1D, Sense 1D, persuasion 4D.
Collective Visions Effect: As a full-round action advising an ally, your advice
Control Difficulty: Easy. Modified by proximity. grants them a +1D bonus on their next skill check related to
Sense Difficulty: Very Easy. Modified by relationship. that advice. If you spend a Force Point, the bonus increases to
Alter Difficulty: Moderate. Modified by proximity. +2D. The target must be able (and willing) to hear and
Required Powers: Control another’s pain, control pain, understand your advice. You cannot advise yourself. This is a
enhance attribute, farseeing, life detection, life sense, mind-affecting effect.
projective telepathy, receptive telepathy, transfer Force. Sources: Jedi Consular Talent Skilled Advisor from Star
This power may be kept up. Wars: The Roleplaying Game Core Rulebook Saga Edition
Effect: Originally developed by Krynda Draay, members of page 40, Jedi Archivist Talent Master Advisor from The Clone
the Jedi Covenant WatchCircle used this power to sharpen Wars Campaign Guide page 41, D6 mechanics by +Oliver
their visions through the Force. When one member is using Queen, posted on The Rancor Pit boards by
farseeing, the other members can aid him or her by linking shootingwomprats.
with him or her with this power provided they are within 10
meters of the recipient. This allows the recipient to receive a
+1 bonus to both his or her control and sense rolls when using
farseeing. If a contributor is outside the 10-meter range, the
recipient does not receive a bonus from that individual. If the
recipient uses any Force power other than farseeing, the bonus
is negated and the power ends immediately.
Restricted: As Krynda Draay developed this power for the
Jedi Covenant, it was a power exclusive to this group. Jedi
who wasn’t members of this group weren’t trained to use this
power. Considering how the Jedi Covenant came to its
apparent end, the power was considered lost. However, a
small group survived the demise of the Covenant, but chose to
remain in isolation. This small group knew this power, but
whether or not they taught it to future genreations, and
whether or not the group chose to rejoin the Jedi Order at
some point in the future is shrouded in mystery. It is strongly
suggested that the GM keep this in mind when considering
whether or not to make this power available to any Jedi of
subsequent time periods.
Sources: Jedi Consular Talent Collected Visions from Knights
of the Old Republic Campaign Guide page 24

Consular’s Wisdom
Control Difficulty: Easy
Sense Difficulty: Easy
Alter Difficulty: Easy
Prerequisites: Alter 1D, Sense 1D, persuasion 4D, adept
negotiator.
Effect: Once per encounter, a Jedi consular can choose an ally
within line of sight who can hear and understand the Jedi

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Guardian Strike
Jedi Guardian Control Difficulty: Moderate
Prerequisites: Control 1D, lightsaber 5D.
Effect: Whenever you use a lightsaber to deal damage to a

Powers target, that target takes a -2 modifier to attack rolls against any
target other than you until the beginning of your next turn.
Sources: Jedi Guardian Talent Guardian Strike from The
Clone Wars Campaign Guide page 22, D6 mechanics by
+Oliver Queen, posted on The Rancor Pit boards by
shootingwomprats.
The training of the Jedi makes a vast array of powers
available for them to learn and use. As they train at the Jedi
temple, younglings generally find themselves following Sense Powers
certain paths that determine how they use the Force and
conduct themselves in the galaxy at large. The Jedi Guardian
is one such path. Jedi Guardians are more combat-oriented Force Intuition
than other Jedi, becoming deadly combatants by honing their Sense Difficulty: Easy
skills. Prerequisites: Sense 1D
While the powers listed in this section are available to all Effect: You can use your sense skill instead of your
Jedi, they are mainly used by those who follow the path of the Perception when making initiative checks.
Jedi Guardian. Furthermore, some of these powers require the Sources: Jedi Guardian Talent Force Intuition from Star
Jedi Guardian to have a certain die code in non-Force skills. Wars: The Roleplaying Game Core Rulebook Saga Edition
page 40, D6 mechanics by +Oliver Queen, posted on The
Rancor Pit boards by shootingwomprats.
Control Powers

Elusive Target
Control Difficulty: Moderate
Prerequisites: Control 1D.
Effect: When fighting an opponent or multiple opponents in a
melee, other opponents attempting to target you with ranged
attacks receive a +5 modifier to their difficulty. This penalty
is in addition to the normal +5 penalty for firing into a melee,
making the penalty to target you -10.
Sources: Jedi Guardian Talent Elusive Target from Star Wars:
The Roleplaying Game Core Rulebook Saga Edition page 40,
D6 mechanics by +Oliver Queen, posted on The Rancor Pit
boards by shootingwomprats.

Exposing Strike
Control Difficulty: Moderate
Prerequisites: Control 1D, lightsaber 5D.
Effect: When you use a lightsaber to deal damage to a target,
you can spend a Force Point so the strike creates a weakness
in the target’s defense, adding a +1D modifier to your next
melee skill check. This could be used for parrying as well.
Sources: Jedi Guardian Talent Exposing Strike from The
Clone Wars Campaign Guide page 22, D6 mechanics by
+Oliver Queen, posted on The Rancor Pit boards by
shootingwomprats.

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Source: Jedi Investigator Talent Echoes in the Force from Jedi

Jedi Investigator Academy Training Manual page 20

Sense Deception
Powers Sense Difficulty: Easy
Prerequisites: Sense 1D
Effect: When someone makes a con or persuasion roll against
you, you can choose to roll your sense die instead of your
willpower die in defense.
Source: Jedi Investigator Talent Sense Deception from Jedi
The training of the Jedi makes a vast array of powers Academy Training Manual page 20
available for them to learn and use. As they train at the Jedi
temple, younglings generally find themselves following
certain paths that determine how they use the Force and
conduct themselves in the galaxy at large. The Jedi
Investigator is one such path. Jedi Investigators combine their
Force divination with detective work to ferret out the truth.
While the powers listed in this section are available to all
Jedi, they are mainly used by those who follow the path of the
Jedi Investigator. Furthermore, some of these powers require
the Jedi Investigator to have a certain die code in non-Force
skills.

Control Powers

Unclouded Judgment
Control Difficulty: Moderate
Prerequisites: Control 1D, force of will, sense deception.
Effect: If a Jedi investigator comes under the influence of a
mind-affecting power, he or she can use this power and spend
a Force point in the next round to break free from the effect
automatically.
Source: Jedi Investigator Talent Unclouded Judgment from
Jedi Academy Training Manual page 20

Sense Powers

Echoes in the Force


Sense Difficulty: Difficult +1 per day
Required Powers: Farseeing, hibernation trance, life
detection, life sense, postcognition, sense Force.
Effect: A Jedi investigator can use this power to look at what
happened in the past at a certain location, just like how a Jedi
would use postcognition to discern an object’s past.
When using this power, the Jedi must be standing at the
location being viewed. The Jedi must then declare how many
days in the past he or she wishes to look. The exact time isn’t
necessary – only the number of days. Using echoes in the
Force, the Jedi can see everything that happened at that
location only on the day in question.

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the encounter. If the Jedi Sentinel is attacked subsequently by

Jedi Sentinel Force push, the +2 Force bonus cannot be applied.


Sources: Jedi Sentinel Talent Gradual Resistance from
Rebellion Era Campaign Guide page 23, D6 mechanics by
+Oliver Queen, posted on The Rancor Pit boards by
Powers shootingwomprats.

Steel Resolve
Control Difficulty: Moderate.
Effect: When making a melee attack, the Jedi Sentinel can
The training of the Jedi makes a vast array of powers choose to take a penalty on the attack roll and add twice the
available for them to learn and use. As they train at the Jedi amount to his or her willpower as an insight bonus. This lasts
temple, younglings generally find themselves following for one turn.
certain paths that determine how they use the Force and
conduct themselves in the galaxy at large. The Jedi Sentinel is Skill roll ≥ Difficulty by: Penalty/Bonus
one such path. Jedi Sentinels become the true enemies of the 0-10 -1 pip/+2 pips
dark side, hunting down evil, and stopping the spread of 11-20 -2 pips/+1D+1
darkness wherever they go. They become masters of subtlety 21+ -1D/+2D
and are difficult to tempt with the the dark side, even when
constantly confronted with its power. Sources: Jedi Sentinel Talent Steel Resolve from The Force
While the powers listed in this section are available to all Unleashed Campaign Guide page 24
Jedi, they are mainly used by those who follow the path of the
Jedi Sentinel. Furthermore, some of these powers require the
Jedi Sentinel to have a certain die code in non-Force skills.
Sense Powers
Control Powers Sense Primal Force
Sense Difficulty: Very Easy if target has Force skills or is
Force-sensitive; Moderate if not.
Clear Mind Effect: Jedi who spend time in a diverse wilderness learn the
Control Difficulty: Easy if the Force adept relaxed and at nuances of the living Force at work within a wild ecosystem.
peace; Difficult if the Force adept is filled with aggression, When within a natural wilderness area, such as a jungle, a
fear, or other negative emotions; Very Difficult if the Force forest, a steppe, a swamp, or plains, you tap into the vibrant
adept is acting on those negative emotions. living Force of the area and can use sense surroundings to
Effect: You clear your mind and attempt to avoid being detect targets out to a 45-meter radius, regardless of line of
detected by other Force-users, +4D modifier to opposed Force sight.
skill checks to detect the Force adept. Sources: Jedi Sentinel Talent Sense Primal Force from The
Sources: Jedi Sentinel Talent Clear Mind from Star Wars: The Unknown Regions page 190, D6 mechanics by +Oliver
Roleplaying Game Core Rulebook Saga Edition page 40, D6 Queen, posted on The Rancor Pit boards by
mechanics by +Oliver Queen, posted on The Rancor Pit shootingwomprats.
boards by shootingwomprats.

Gradual Resistance Sentinel’s Observation


Sense Difficulty: Opposed by target’s Sense or Perception.
Control Difficulty: Moderate. Effect: If the opposed skill check is successful, you are able to
Required Powers: Concentration, resist Force. strike an opponent from concealment, gaining a +2 modifier
Effect: After the Jedi Sentinel has taken damage from a Force on attack rolls.
power, like Force push, projected fighting, Force lightning, Sources: Jedi Sentinel Talent Sentinel’s Observation from
etc., he or she can activate this power as a means of defense The Clone Wars Campaign Guide page 22, D6 mechanics by
against further attacks. This will grant a +2 Force bonus to all +Oliver Queen, posted on The Rancor Pit boards by
rolls made in defense against additional attacks by that Force shootingwomprats.
power for the rest of the encounter. A Jedi Sentinel harmed by
Force lightning can use this power to bolster his or her
defense against further attacks by Force lighting for the rest of

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Alter Powers Control and Alter Powers

Dark Side Bane Sentinel’s Gambit


Alter Difficulty: Opposed by target’s Alter Control Difficulty: Moderate.
Required Powers: Sense Force. Sense Difficulty: Target’s control or Perception.
This power may be kept “up”. Required Powers: Control another’s pain, control pain,
Effect: When a Jedi Sentinel uses a damage-dealing Force enhance another’s attribute, enhance attribute, reduce
power against a creature with at least 1 Dark Side Point, the another’s attribute, transfer Force.
Jedi Sentinel deals +1 extra damage equal to your D in Effect: Once per encounter, the Jedi Sentinel can designate an
Perception. adjacent enemy with at least one Dark Side Point as the target
Sources: Jedi Sentinel Talent Dark Side Bane from Legacy of this power. Upon making the successful rolls, the target
Era Campaign Guide page 27 suffers a -1D penalty to all dodge and Dexterity rolls made to
avoid the Jedi Sentinel’s attacks for one turn.
Sources: Jedi Sentinel Talent Sentinel’s Gambit from Knights
Dark Side Scourge of the Old Republic Campaign Guide page 25
Alter Difficulty: Opposed by target’s Alter
Required Powers: Sense Force.
This power may be kept “up”.
Effect: Against creatures with Dark Side Points, you deal +1
Control, Sense, and Alter Powers
extra damage on melee attacks equal to your D in Perception.
Sources: Jedi Sentinel Talent Dark Side Scourge from Star Dampen Presence
Wars: The Roleplaying Game Core Rulebook Saga Edition
Control Difficulty: Moderate, modified by proximity.
page 40, D6 mechanics by +Oliver Queen, posted on The
Sense Difficulty: Target’s control or Perception.
Rancor Pit boards by shootingwomprats.
Alter Difficulty: Moderate.
Required Powers: Affect mind, dim another’s sense
Resist the Dark Side Effect: When interacting with an individual, the Jedi Sentinel
Alter Difficulty: Moderate can use this power to lessen the impression he or she leaves on
Required Powers: Sense Force. the individual. If successful, then once the Jedi Sentinel
This power may be kept “up”. leaves, the individual will not remember interacting with the
Effect: You gain a +5 modifier to all opposed Force skills Jedi.
against powers with the [Dark side] descriptor and Force While the effects of this power seem like memory wipe, no
powers originating from any dark Force-user (any Force-user physical contact is involved, and the influence is more subtle
who has Dark Side Points equal to the D they have in control and not as violent.
or Perception). Sources: Jedi Sentinel Talent Dampen Presence from The
Sources: Star Wars: The Roleplaying Game Saga Edition Force Unleashed Campaign Guide page 24
page 41, D6 mechanics by +Oliver Queen, posted on The
Rancor Pit boards by shootingwomprats. Force Haze
Control Difficulty: Moderate, modified by proximity.
Sentinel Strike Sense Difficulty: Opposed by target’s Control or Perception,
Alter Difficulty: Moderate +3 for each additional target.
Effect: Whenever a Jedi Sentiel uses a lightsaber or a damage- Alter Difficulty: Difficult, +3 for each additional ally.
dealing Force power to attack an opponent that is caught by Required Powers: Affect mind, clear mind
surprise or fails a dodge or Dexterity roll to avoid the attack, This power may be kept “up”.
the Jedi Sentinel can deal an additional 1D damage with that Effect: You can create a “haze” that hides you and your allies
attack. from the perception of others. You can hide several creatures
This power cannot be used with any dark side power. in line of sight equal to the D you have in Alter. Any
Sources: Jedi Sentinel Talent Sentinel Strike from Knights of opponent that moves into line of sight of anyone hidden by
the Old Republic Campaign Guide page 25 Force Haze makes an opposed search check versus the Force
adept’s Alter check. If successful, all hidden creatures are
treated as if in full cover (cannot be seen). Force Haze is
dismissed instantly if anyone hidden by the Force Haze makes
an attack or moves faster than the Force adept.

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Sources: Jedi Sentinel Talent Force Haze from Star Wars: The
Roleplaying Game Core Rulebook Saga Edition pages 40-1,
Jedi Sentinel Talent Persistent Haze from Scum and Villainy
page 13, D6 mechanics by +Oliver Queen, posted on The
Rancor Pit boards by shootingwomprats.

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Jedi Shadow
Powers
Jedi Shadows are elite Jedi Sentinels who specialize in
abilities that aid them in the pursuit of dark side users in all
forms and locations. While members of the Jedi Order choose
the path of the Jedi Shadow, the Jedi Covenant also had
members who pursued the same path – Jedi Covenant
Shadows.
While the powers listed in this section are available to all
Jedi, they are mainly used by those who follow the path of the
Jedi Shadow. Furthermore, some of these powers require the
Jedi Shadow to have a certain die code in non-Force skills.

Control Powers

Dark Deception
Control Difficulty: Difficult.
Required Powers: Sense Force.
Effect: The Jedi Shadow can cloak his or her intentions with a
veil of anger and hate. When another Force-sensitive tries to
sense the Jedi Shadow in any way, the other individual will
sense that the dark side was in the Jedi Shadow. It would be
as if the Jedi Shadow had Dark Side Points equal to the
number of pips in his or her Perception die over 1D. For
example, a Perception of 1D would equal to no Dark Side
Points, 1D+1 would be 1 Dark Side Point, 2D would be 3, 3D
would be 6, etc.
In addition, the Jedi Shadow immediately picks up the con
skill, with a die code one pip higher than his or her Perception
die. That is; unless he or she already has this skill, regardless
of the die code.
Sources: Jedi Shadow Talent Dark Deception from Knights of
the Old Republic Campaign Guide page 39

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Jedi Watchman
Powers
Jedi Watchmen are elite Jedi who are tasked with watching
over a specific world or region of space. They seek out and
destroy threats to the Republic and the Jedi Order.
To become a Jedi Watchman, a Jedi must be appointed and
then approved by the Jedi Council. Then the Jedi, many of
whom are Jedi Consulars, receive special training to enhance
their abilities to blend in and investigate the threats at the
source. The Watchman’s assignment may change at the
Council’s discretion.
While the powers listed in this section are available to all
Jedi, they are mainly used by those who follow the path of the
Jedi Watchman. Furthermore, some of these powers require
the Jedi Watchman to have a certain die code in non-Force
skills.

Control, Sense, and Alter Powers

Force Warning
Control Difficulty: Moderate.
Sense Difficulty: Moderate or attacker’s control roll.
Alter Difficulty: Moderate.
Required Powers: Danger sense, life detection, sense Force.
Effect: At the start of an encounter, if any allies within 20
meters of the Jedi Watchman are surprised, but the Jedi
Watchman isn’t, the Jedi Watchman can designate a number
of these allies. The number of allies the Jedi Watchman can
designate equals to the number of pips assigned to his or her
Perception die above 1D divided by 2, rounded down. For
example, with a Perception of 1D+2, the Jedi Watchman can
designate 1 ally. 2D is again 1 ally, but 2D+1 means 2 allies.
The allies the Jedi Watchman designates are no longer
surprised and can act normally.
For every +5 the Jedi Watchman’s sense roll beats the
difficulty, the Jedi Watchman can designate an additional ally.
Sources: Jedi Watchman Talent Force Warning from Knights
of the Old Republic Campaign Guide page 40

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one of the three “specialized” Jedi, the Jedi must possess two

Telepath Powers of the three feats listed for each specific “specialized” Jedi.

Force Empath: Skill Emphasis (Empathy), Compassion,


Primal Sympathy
Force Telepathy: Skill Emphasis (Telepathy), Link, Powerful
Presence
There are several telepathic species in the galaxy, and Force Mentalist: Skill Emphasis (Affect Mind), Skill
among nontelepathic species, there are some who use the Emphasis (Illusion), Mind Trick
Force in ways that mimic the abilities exhibited by telepathic
races. The Jedi have encountered these individuals and have At the moment, this is the only means I can think of by
recruited some into the Jedi Order. which a Jedi can be called a Force empath, a Force telepath, or
Over time, the Jedi have learned to use the Force to a Force mentalist. Should some means under d6 rules be
duplicate these telepathic abilities. However, through trial and found, I will update this section accordingly.
error, the Jedi have learned that these powers can only be
learned by certain members of the Order. The first group
comprise of those Jedi whose species are telepaths themselves, Control Powers
such as the Iktotchi. The other group consists of those of
nontelepathic species who have an exceptionally high affinity
for certain Force powers. Specifically, empathic powers like Psychic Citadel
projective empathy, telepathic powers like receptive telepathy Control Difficulty: Moderate
and projective telepathy, and mind-altering or illusionary Required Powers: Force of will
power like affect mind, control mind, and illusion. Such This power may be kept up.
individuals are often referred to as Force empaths, Force Effect: Telepaths can shield their minds from mental attacks
telepaths, and Force mentalists respectively. They are the only with the Force.
ones who can learn such Force powers. This power is identical to the Jedi power force of will. The
Author’s Note: When I first learned of Aryn Leneer from The key difference between the two is because telepaths are
Old Republic: Deceived and how she was a Force Empath, I focusing their mental energies on the shield as well, they
wondered if there were other “specialized” Jedi beyond those receive an additional bonus to their “protection number”.
that had been described in several Wizards of the Coast
sourcebooks, like Jedi healer, Jedi instructor, etc. I wondered Skill roll ≥ Difficulty by: Bonus
about the powers associated with these individuals, but some 0-10 +5
of the powers in question seemed to be covered by affect 11-20 +10
mind, control mind, projective telepathy, receptive telepathy, 21+ +15
and similar powers. Other possible powers could be found
among the psionic powers one would find in the Advanced If the attack roll fails against the “protection number by
Dungeons and Dragons roleplaying game. more than 10, the opponent suffers 2D6 from the backlash of
When the Telepath prestige class first appeared in Ultimate the failed attack.
Alien Anthology, I first treated them as variations of Sources: Telepath Talent Psychic Citadel from Jedi Academy
previously established Force power. However, in looking at Training Manual page 18, Telepath Talent Psychic Defense
them again, and seeing some of them appear again in the Jedi from Jedi Academy Training Manual page 18, Telepath class
Academy Training Manual, I decided to create d6 conversions feature Psychic Citadel from Ultimate Alien Anthology page
for them and list these conversions here. 216
The one area I am not entirely certain of is how to
determine if a Jedi from a nontelepathic species would qualify
as a Force empath, Force telepath, or Force mentalist. If
anything, given their affinity for affect mind members of the Sense Powers
Halcyon/Horn family could qualify as Force mentalists.
However, that does not give me any real criteria by which to
search. I could say the Force empath’s sense die would be Thought Sensor
considerably higher than the others, and the Force telepath’s Sense Difficulty: Very Easy if target has Force skills or is
control and sense dice would be higher than alter. But what Force-sensitive; Moderate if not.
about the Force mentalist? Required Powers: Life detection, life sense, receptive
Ironically, I found the answer in the various Force feats telepathy, sense Force
from the Wizards of the Coast d20 sourcebooks. To qualify as Effect: Through the Force, telepaths can sense the psychic
vibrations of all living beings within twenty meters. This

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prevents the telepath from being surprised by any being or able to block the probe, preventing the telepath from finding
creature detected by this Force power. the information for which he or she is seeking.
Force-sensitive individuals and creatures can escape If the target has no knowledge of the information for which
detection by using the Force stealth power. If the target’s the telepath is looking, the probe automatically fails.
control roll defeats the telepath’s sense roll, the target evades Author’s Note: There have been many instances where a Jedi
detection for that round. So long as the target remains within probed the mind of another for information. For some time,
the 20-meter range of the thought sensor, the target must make receptive telepathy has been used to explain this. To me,
a new check each round. Once the target gets out of range, the receptive telepathy allows a Jedi to sense the surface thoughts
telepath cannot detect the target with this power. and feelings of the individual, akin to Betazoid telepathy from
Sources: Telepath class feature Thought Sensor from Ultimate the Star Trek franchise. But this is not an actual probe in my
Alien Anthology page 215 opinion. The Jedi is not bypassing the mental defenses of the
target to seek information. Mind probe does this. Therefore,
the mind probe power is the one exemption to the restriction
Alter Powers listed at the beginning of this section and should be available
for any Jedi to learn.
Sources: Telepath class feature Mind Probe from Ultimate
Mind Shard (Telepath) Alien Anthology page 215, Telepathy Talent Mind Probe from
Alter Difficulty: Target’s control, Perception, or willpower. Jedi Academy Training Manual page 18
Required Powers: Life detection, life sense, receptive
telepathy, sense Force, thought sensor
Effect: The telepath can send daggers of psychic energy into Control and Alter Powers
an opponent’s mind, disrupting the target’s neural pathways.
The telepath can use this power on any target within 20 meters
but must first sense the target’s thoughts. If the target can Create Receptacle
evade detection, they cannot be targeted with this power. If Control Difficulty: Moderate
the target can make a successful roll, the target suffers no Alter Difficulty: Difficult.
damage. Otherwise, the target suffers 2D damage. For every Required Powers: Concentration, control another’s pain,
5 the target fails the roll, the target receives an additional die control pain, create Force talisman, Force weapon, transfer
of damage up to 5D. Force.
Any telepath using this power automatically receives a Effect: A telepath can imbue an amulet, a brooch, a cloak pin,
Dark Side Point. or other piece of jewelry with a fraction of his or her psychic
Sources: Telepath class feature Mind Shard from Ultimate power.
Alien Anthology page 216, Force power mind shard from Jedi The telepath can spend a Force point and “charge” the
Academy Training Manual page 28 receptacle with up to ten character points. The maximum
number of character points the receptacle can be charged with
is the number of character points the telepath has at the time of
Control and Sense Powers the receptacle’s creation. The character points stored in the
receptacle can only be spent on skill rolls associated with
Force or telepathic powers. Any attempt to spend these points
Mind Probe on other skills – like Dexterity skills and etc – automatically
Control Difficulty: Very Easy fails. Once the receptacle is drained, the telepath can recharge
Sense Difficulty: Target’s control, Perception, or willpower. it, but the maximum limit is again determined by the number
Required Powers: Concentraiton, life detection, life sense, of character points the telepath has at the moment of
projective telepathy, receptive telepathy recharging.
Effect: Through the Force, telepaths can probe the mind of an The receptacle will only respond to the one who created it.
individual for specific information. The telepath must see the Another telepath trying to use it will end in failure. Should the
target – either in person or through electronic means – for this receptable be destroyed, the stored character points are lost.
to work. Doing this requires total concentration from the Creating and recharging the receptacle requires eight hours
telepath; therefore, the telepath can perform no other action of uninterrupted meditation during which the telepath can do
while doing this. nothing. Any distraction will cause the attempt to fail, and the
If the target fails the opposed roll, the target is unaware of telepath must wait a day before trying again.
the proble. If the opposed roll succeeds, the target is aware of Sources: Telepath class feature Receptacle from Ultimate
the probe, but unable to do anything more about it. If the Alien Anthology page 216
target’s opposed roll succeds by 10 or more, then the target is

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Neural Storm Alter Roll > Target’s roll by: Penalty Duration
Control Difficulty: Moderate 1-5 -1D 4 Rounds
Alter Difficulty: Target’s control, Perception, or willpower. 6-10 -2D 3 Rounds
Required Powers: Affect mind, dim another’s sense, Force 11-15 -3D 2 Rounds
stun, life detection, life sense, receptive telepathy, sense Force, 16+ -4D 1 Round
thought sensor
Effect: The telepath can overload a target’s neural network, A target that makes a successful control, Perception, or
causing the target to suffer momentary disorientation. The willpower roll will avoid the effects of this power.
telepath must either see the target or sense the target’s The telepath can choose to direct the force of this power
thoughts to use this power on the target. If the target and shield targets from its effects. Doing so adds +10 to the
successful makes the control, Perception, or willpower roll, control difficulty for each creature the telepath wishes to
the target suffers no damage. Failure results in the target shield.
being dazed and considered stunned for 1D rounds. another creature targets the telepath with a telepathic or
Sources: Telepath class feature Neural Storm from Ultimate Author’s Note: Though it shares the same name as the
Alien Anthology page 216 dreaded Dark Side power Kaan used, and the d20 description
in the Ultimate Alien Anthology is similar to the d20
description in the Jedi Academy Training Manual, this power
Psychic Scourge is very different from the aforementioned Dark Side power.
Control Difficulty: Moderate Hence the “(Telepath)” in the descriptor.
Alter Difficulty: Target’s control, Perception, or willpower. Sources: Telepath class feature Mind Probe from Ultimate
Required Powers: Life detection, life sense, receptive Alien Anthology page 215, Telepathy Talent Mind Probe from
telepathy, sense Force, thought sensor Jedi Academy Training Manual page 18
Effect: The telepath can lash opponents with tendrils of
psychic energy. The telepath must either see the target or
sense the target’s thoughts to use this power on the target. If Control, Sense, and Alter Powers
the target successful makes the control, Perception, or
willpower roll, the target suffers no damage. Failure results in
the telepath can choose to have the target suffer temporary Psychic Avatar
damage to his or her Knowledge or Perception die. The Control Difficulty: Very Difficult
damage is 1D per strike and is cumulative. Should the Sense Difficulty: Very Difficult
Knowledge or Perception die drop to 0D, the target falls into a Alter Difficulty: Heroic.
coma. Required Powers: Affect mind, control another’s pain,
So long as the target doesn’t fall into a coma, the target can control pain, dim another’s senses, emptiness, hibernation
recover the lost attribute dice through rest. If the target falls trance, illusion, illusion bond, life detection, life sense,
into a coma, the target will have his or her attributes restored magnify senses, projective telepathy, receptive telepathy, sense
after awakening from the coma. Force, telekinesis, transfer Force.
Any telepath using this power automatically receives a Effect: A telepath can project a mental image – a psychic
Dark Side Point. avatar – of himself or herself across great distances.
Sources: Telepath class feature Psychic Scourge from It takes a full found for a psychic avatar to manifest. When
Ultimate Alien Anthology page 216 activated, the telepath’s mind travels to wherever the psychic
avatar manifested while the body enters a state of suspended
animation that can be mistaken for death. While in this state,
Thought Bomb (Telepath) the telepath lacks his or her usual sensory awareness and is
Control Difficulty: Moderate vulnerable to attack. Should the telepath’s body be killed
Alter Difficulty: Target’s control, Perception, or willpower. while this power is active, the psychic avatar disappears, the
Required Powers: Control another’s pain, control pain, mind returns to the body, and the telepath dies.
enhance another’s attribute, enhance attribute, reduce The telepath can choose where the psychic avatar appears,
another’s attribute, transfer Force and while distance is not a factor, the psychic avatar can only
Effect: The telepath can unleash a burst of psychic energy that manifest at a location that the telepath had been to at some
can scramble the thought patterns of living creatures within 40 point in the past.
meters of the telepath. The telepath can maintain the psychic avatar for several
In GM terms, this power will cause all creatures in range to rounds equal to his or her Strength die rounded down.
suffer a temporary penalty to all attack, defense, attribute, and Projecting the psychic avatar beyond this requires a Moderate
skill rolls. stamina or Strength roll which increases by one for each
additional round the power is kept up. Should the telepath fail

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to make the roll, the psychic avatar disappears, the telepath’s


mind returns to the body, and the telepath awakens from stasis
but physically exhausted for 2D rounds.
The psychic avatar can make the same attribute and skill
rolls as the telepath. As it is a psychic construct and lacks a
physical body, it is immune to any affect that require a
stamina or Strength roll to resist. Willpower rolls are the
same, but on rolls that normally require dodge or Dexterity to
evade, the psychic avatar uses willpower or Knowledge
instead.
While the telepath’s mind is in the psychic avatar, the
telepath can perceive people and objects up to 20 meters away.
Anything beyond that range and anyone who is hidden from
his or her thought sensor cannot be perceived. The psychic
avatar can interact with other psychic avatars and Force spirits
that are within that range.
The psychic avatar can move in any direction and pass
through walls, but it cannot physically manipulate the
surroundings or harm living creatures. It can launch purely
mental attacks towards opponents, which include the powers
listed in this section. It can also launch physical attacks
against other psychic avatars and Force spirits, inflicting 1D
damage per successful strike.
While within the psychic avatar, the telepath’s mind is as
vulnerable to mental attacks and mind-affecting powers as it
would be back in the telepath’s physical body.
Psychic avatars can neither use nor be affected by
telekinetic powers or powers that invoke a Strength roll to
resist.
The psychic avatar can still take damage as the telepath
would. Once the psychic avatar is “killed”, the telepath’s
mind returns to the body. Should the psychic avatar be killed
by an attack that had an excess of damage, the telepath’s body
suffers the excess damage upon the mind returning to the
body.
Sources: Telepath class feature Psychic Avatar from Ultimate
Alien Anthology pages 216-7

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the target one step further down the damage table. In other

Dark Side words, if an attack would normally leave the target stunned,
this power would leave the target wounded instead.

Normal damage effect Damage effect from this power


Powers Stunned
Wounded
Wounded twice
Wounded
Wounded twice
Incapacitated

Source: Sith Talent Wicked Strike from Star Wars: The


Roleplaying Game Core Rulebook Saga Edition page 224
Control Powers

Crippling Strike Alter Powers


Control Difficulty: Moderate
Prerequisites: Control 1D, lightsaber 5D. Ball Lightning
Effect: When a Dark Side Force user deals a critical hit on a
Alter Difficulty: Moderate
target, he or she can spend a Force Point so the strike cripples
Required Powers: Absorb/dissipate energy, control pain,
the target, forcing the target to move at half speed until the
Force lightning, Force shot, inflict pain, injure/kill, life
target makes a full recovery.
detection, life sense, sense Force
Source: Dark Side Devotee Talent Crippling Strike from Star
Effect: Derived from Force lightning, a Dark Side Force user
Wars: The Roleplaying Game Core Rulebook Saga Edition
is able to summon Force lightning to his or her hand and
page 213
compress it into a ball and then throw it towards a target
within his or her line of sight.
Dark Scourge After making the alter roll to create the ball lighting, the
Control Difficulty: Moderate user must make a thrown weapons roll to launch the ball
Prerequisites: Control 1D, lightsaber 5D. lightning at the target. Unlike a standard grenade or bolt of
Effect: If the Dark Side Force user has an intense hatred for hatred, however, the user can use the Force to guide the ball
the Jedi, he or she can use this power to add a +2 bonus to his lightning to the target in question, even if the target is hidden
or her lightsaber roll, but only when facing Jedi of the light or concealed to some degree. When guiding the ball lighting,
side. the GM adds the following modifiers to the difficulty:
Source: Sith Talent Dark Scourge from Star Wars: The
Roleplaying Game Core Rulebook Saga Edition page 223 +1 to +5 for gentle turns
+6 to +10 for easy maneuvers
+11 to +25 or more for complex maneuvers,
Force Deception
Control Difficulty: Easy When the ball lightning strikes the target, the target suffers
Required Powers: Force stealth 1D damage for every 2D of alter the user has, rounded down.
Effect: The Dark Side user used the Force to cloak his or her However, the user can choose to reduce the damage inflicted
treacherous interntions. When making con checks, you can by the ball lightning, with the minimum being 1D.
use your control die instead. The target can make an opposed dodge roll to avoid the
If the Dark Side user knows the advanced Force stealth attack. Furthermore, since the attack is a mass of Force
power, he or she received a +5 bonus. Knowledge of the pall energy, the target can use absorb/dissipate energy, lesser
of the dark side or light side aura powers grants a +10 bonus. Force shield, or redirect energy to protect himself or herself
These bonuses are not cumulative. from the attack.
Source: Sith Talent Force Deception from Star Wars: The Any Jedi using this power automatically receives a Dark
Roleplaying Game Saga Edition pages 223-4 Side Point.
Author’s Note: It had been created during the time of the
Je’daii on Tython, and it appeared during the Cold War.
Wicked Strike Though it has yet to appear in any other era, the decision to
Control Difficulty: Difficult have this power available for Jedi characters to learn is at the
Prerequisites: Control 5D, lightsaber 7D. discretion of the GM.
Effect: When a Dark Side Force user deals a critical hit on a Appeared where: Dawn of the Jedi: Force Storm, The Old
target, he or she can spend a Force Point so the strike sends Republic video game

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Example: The Je’daii Journeyer Sek’nos Rath created this Effect: This power allows the user to infuse any offensive
power. The Rakatan known as Soa the Infernal One also used power that deals damage to the target with the energy of the
this power. dark side. This infusion of dark side energy has a debilitating
effect on the target, causing the target to react as if the damage
was more serious than it was.
Corrupt Force
Alter Difficulty: Moderate Normal damage Treat injured target as
Required Powers: at least one dark side or Sith power Stunned Wounded
Effect: This power allows the user to infuse any offensive Wounded Incapacitated
power with the energy of the dark side. This infusion of
corrupting energy makes it more difficult for those who aren’t This power has no effect on damage that would normally
as tainted in the dark side as the user to defend themselves leave a character incapacitated or worse.
against attacks made against them. The target of this power can made a control or Stamina roll
If the target has fewer Dark Side Points than the user, the to resist the debilitating effect of debilitate Force. A
target must make a control roll against the user’s roll to successful roll will result in the target reacting to the damage
activate this power. Those who have just as many or more as one normally would: stunned for stunned and wounded for
Dark Side Points as the user won’t be affected by this power. wounded.
A successful roll will remove the penalty. The GM should This power must be activated in the same round as the
consult the following table to determine the penalty the must power it is attempting to affect. Multiple action penalties
take to all defensive rolls against the power that has been apply.
purified with this power Any Jedi using this power automatically receives a Dark
Side Point.
Difficulty ≥ roll by: Penalty to defensive rolls Sources: Force Secret Debilitating Power from The Force
1-5 -2 Unleashed Campaign Guide page 89
6-10 -3
11-15 -4
16-20 -5 Devastating Force
Alter Difficulty: Difficult or Very Difficult
Light side powers cannot be corrupted with corrupt Force. Required Powers: Empower Force
Dark side powers and Sith powers have already been infused Effect: This power allows the user to make the damage from
with the power of the dark side; hence using corrupt Force on any offensive far more devastating for the target. If the user
these powers is redundant. The following powers can be makes a successful Difficult roll, the damage from the Force
corrupted with corrupt Force: affect mind, blindness (Jedi power is increased by half. If the user makes a Very Difficult
power not Ta-ree spell), crush object, dampen Force, deafness roll, the damage from the Force power is doubled. The user
(Jedi power not Ta-ree spell), Force bomb, Force burst, Force must first declare by how much he or she intends to increase
push, Force stun, Force whirlwind, Force whisper, the damage.
Forcequake, friendship, generate wind, illusion, image, ion This power must be activated in the same round as the
generation, malacia, mental block, morichro, paralysis, power it is attempting to affect. Multiple action penalties
phantasm, plant surge, repulse, revelation, short-term memory apply.
permanency, sleep, stasis, and telekinesis (lifting the target, Any Jedi using this power automatically receives a Dark Side
not hurling an object at the target). Point.
This power must be activated in the same round as the Source: Force Secret Devastating Power from Star Wars
power it is attempting to corrupt. Multiple action penalties Roleplaying Game Saga Edition Core Rulebook page 103,
apply. Knights of the Old Republic Campaign Guide
Any Jedi using this power automatically receives a Dark Appeared where: Knights of the Old Republic II: The Sith
Side Point. Lords video game
Sources: Force Secret Corrupted Power from The Force Example: Darth Nihilus used it.
Unleashed Campaign Guide page 89

Force Bolt
Debilitate Force Alter Difficulty: Moderate
Alter Difficulty: Moderate Effect: The Dark Side Force-user gathers the Force into a ball
Required Powers: Accelerate another’s healing, accelerate of Force energy that can be thrown at any target within line of
healing, control another’s pain, control pain, life detection, sight. After making a successful alter roll, the user makes a
life sense, remove another’s fatigue, remove fatigue thrown weapons roll to launch this at the target. A target hit

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by this receives damage equal to the user’s alter die. down most obstacles in its path, including a ferrocrete bunker.
However, the user of this power can choose to lower the It is a destructive power, so that makes it a dark side power.
damage from the bolt, or even weaken the power so it inflicts Darth Vader was the only one to use this power, and since the
stun damage only. kinetite is made of kinetic energy rather than electrical energy,
The target can use absorb/dissipate energy, channel this did not interfere with his cybernetics.
energy, lesser Force shield, or redirect energy, in defense of
this power.
Any Jedi using this power to inflict harm automatically Taint
receives a Dark Side Point. Using this power to inflict stun Source: Polyhedron #104, page 12
damage, however, does not incur a Dark Side Point. Alter Difficulty: Moderate
Author’s Note: This power was created on the Warning: This power earns the user a Dark Side Point.
SWRPGNetwork website and converted from the Force Effect: With this power, a dark side Force-user can taint an
destruction power in the Dark Force II: Jedi Knight and object, causing Force users connected to the light side
Mysteries of the Sith computer games. Unfortunately, this discomfort or even pain. A Moderate success taints a single
website has fallen to disuse and disrepair, and the entry for object of no more than one meter in size with the feel of the
this power on this website has been lost. I do not remember dark side. It radiates the dark side to Force-users and Force-
who made the conversion, and given the current state of the sensitives. If either comes in contact with the object, they
website, any attempt to recover this entry will almost certainly suffer a stun effect. If a Force-user tries to use a Force power
end in failure. What I have written here is my vague on the object, he must beat the success roll used to taint it or
recollection of the conversion of this power combined with suffer a wound.
using bolt of hatred and kinetite as guides. This may or may A Difficult success or better taints the object with enough
not be what was on the site, but since the site was where this Dark Side residue to automatically cause wounds to any
power was first presented, I indicated this site as the source for Force-sensitives it comes in contact with.
completeness and to adhere to copyright laws. Any Jedi using this power automatically receives a Dark
Appeared where: Dark Force II: Jedi Knight, Mysteries of Side Point.
the Sith
Example: Sariss, Boc, and Jerec used this power against Kyle
Katarn in Dark Force II: Jedi Knight. This power was Control and Sense Powers
available for Kyle Katarn and Mara Jade to learn in Mysteries
of the Sith.
Bond
Control Difficulty: Moderate, modified by proximity and
Kinetite relationship
Alter Difficulty: Difficult Sense Difficulty: Difficult, modified by proximity and
Required Powers: Electric judgment relationship
Time to Use: One round Required Powers: Concentration, life detection, life sense,
Effect: Derived from electric judgment, a Jedi concentrates perfect telepathy, projective telepathy, magnify senses,
the energy from that power into a fist-sized ball of kinetic receptive telepathy, sense Force
force. The Jedi then throws this ball at a target within his line This power may be kept up.
of sight. After making a successful alter roll, the Jedi makes a Effect: With this power, the user can create a mental link with
thrown weapons roll to launch this at the target. A target hit another individual. However, unlike life bond, the recipient of
by this receives damage equal to the user’s alter die. this power does not agree to create this mental link. While the
However, if a target uses the Force defensively, such as using general purpose of this power is to enable conversation with
absorb/dissipate energy, lesser Force shield, or redirect the recipient, it can be used for more nefarious purposes –
energy, the target can reflect this power back at the caster. usually to corrupt the recipient and turn the recipient to the
The energy of the reflected kinetite is half of what it was. dark side.
The energy from electric judgment is concentrated into this At first, the recipient is unaware of this link. Eventually,
ball, so the energy is much more powerful. A kinetite can the recipient does become aware of this link. The recipient
only inflict harm; therefore, this power is viewed as a dark will begin to sense the presence of the user, and soon after be
side power. Any Jedi using this power automatically receives able to sense the user’s general emotional state.
a Dark Side Point. The recipient can choose to break the bond at any point
Author’s Note: The Jedi Path states that the energies from once becoming aware of it. The recipient must make a
electric judgment can be contained into a ball of kinetic successful control or willpower roll against the user’s control
energy. So, I made electric judgment a required power for roll. As the recipient wants to break the bond, the chances of
kinetite. According to the Wookiepedia, a kinetite can batter the recipient using this power to create a reciprocal bond with

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the original caster are nonexistent. Should the user die, the Restricted: To date, this power has only been exhibited
bond immediately ends. primarily by the Rakatans and the Force Hounds of the
A character who uses this power to create a link with Rakatan Empire. Only a few Je’daii have managed to learn
another individual does this against the other’s will and this power. In addition, subsequent studies of the Forcesaber
receives a Dark Side Point. and the application of its technology resulted in the creation of
Author’s Note: When I first saw this in Episode VIII: The the Protosabers, the earliest lightsabers. Once this occurred,
Last Jedi, I had no idea what Snoke was doing or how he was Forcesabers and this power fell into disuse. Therefore, this
doing it. Kylo Ren seemed like a willing participant, and even power only exists during the time period of the Je’daii on
after Snoke was killed, Kylo Ren and Rey continued to Tython.
communicate with each other telepathically. It was not until Author’s Note: Based on the Wookiepedia, the means of
Secrets of the Jedi came out that I finally figured out what was activating the Forcesaber seems similar to the Force weapon
going on. I wanted to treat this like the life bond power that power, so I decided to use that power as a basis for this power
was corrupted by the Dark Side. But that would not have and as a prerequisite
explained how Snoke created the bond between Kylo Ren and Appeared where: Dawn of the Jedi: Force Storm, Dawn of
Rey. So, I used the life bond power as a starting point and the Jedi: Prisoner of Bogan
incorporated what I learned from Secrets of the Jedi. Example: Xesh used this to activate his Forcesaber. Shae
That was until I saw Episode IX: The Rise of Skywalker. Koda, Hawk Ryo, and Daegan Lok have learned to use this
Palpatine’s explanation of what he had done to Ben Solo and power to activate a Forcesaber.
the presence of the Force dyad and its subsequent explanation
seemed to retcon what Snoke said and what was described in
Secrets of the Jedi. I have come to consider Snoke’s Dark Presence
explanations as his manipulations and the entry in Secrets of Control Difficulty: Easy, modified by relationship.
the Jedi to be non-canon. Alter Difficulty: Moderate.
Appeared where: The Rise of Kylo Ren, Episode IX: The Required Powers: Enhance another’s attribute, enhance
Rise of Skywalker attribute, control pain, control another’s pain, transfer Force
Example: Palpatine used this to manipulate and torment Ben This power can be kept up.
Solo until he turned to the dark side. Effect: This is a somewhat contradictory power for those who
use the dark side. With this power, a Jedi can temporarily
boost his or her defenses and thethe defenses of his or her
allies within 10 meters. This boost lasts until the user falls
Control and Alter Powers unconscious or dies. If any of the Jedi’s allies move out of
range, they will lose the boost.
Activate Forcesaber In game terms, when this power is activated, all recipients
receive a bonus to all Dexterity or dodge rolls, willpower rolls,
Control Difficulty: Moderate
and Strength or stamina rolls for the purposes of defense –
Alter Difficulty: Moderate
dodging an attack, resisting a mental attack, or resisting
Required Powers: Concentration, Force weapon
physical damage.
This power may be kept up.
Effect: This power is used to activate the Forcesaber by
Alter roll ≥ difficulty Bonus
channeling dark side energy through alchemically-grown or
0-13 +1D
alchemically-modified crystals within the Forcesaber, creating
14-25 +2D
a glowing energy blade. When activated, the Forcesaber
26+ +3D
functions just like a lightsaber in every detail.
While the Rakatan and their Force Hounds have
Source: Dark Side Talent Dark Presence from Star Wars: The
demonstrated using this power, a few Je’daii have learned to
Roleplaying Game Core Rulebook Saga Edition page 101
do so as well. For a Je’daii to perform this power, the Je’daii
in question must have embraced the dark side, have spent
more than a month on Bogan, or have at least three Dark Side Deadly Sight
points. Control Difficulty: Moderate, modified by proximity, but
Since the user must channel the dark side through the limited to line of sight
crystal to activate the Forcesaber, this power is currently listed Alter Difficulty: Target’s control or Perception, limited to
as a dark side power. However, using this power to activate line of sight
the Forcesaber does not give the user a Dark Side Point. So Required Powers: Control pain, hatred, hibernation trance,
far, attempts by the Je’daii to use this power without drawing inflict pain, injure/kill, life detection, life sense, rage, waves of
on the dark side have failed, as have attempts to create a light darkness
side counterpart to this power. This power may be kept up.

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Effect: A Jedi harnesses his rage and hatred and focuses it into also possible that while using hatred, can a Force-user
deadly energy. The Jedi then projects the energy onto a target somehow learn to manipulate the Force to recreate and learn
through an intense gaze. So long as the Jedi has the target in this power. The GM must exercise discretion when deciding
his vision, the target will experience blisters as the body burns whether or not this power would be available for others to
and smokes. Prolonged exposure will kill the target. learn.
While destructive, dark siders tended to avoid this power.
The strain on the user’s Force reserves makes it very tiring to
sustain. Any Jedi using this power is forbidden from Feed on Force Disturbance
performing any other action while it is in use. While it is Control Difficulty: Moderate
viewed as an inefficient use of Force energy, in the right Alter Difficulty: Moderate
situation it is very effective. Required Powers: Feed on dark side, sense Force
The inefficiency also makes this power extremely hard to Effect: Whenever a huge loss of life occurs, such as an act of
control – it doesn’t affect just the target. This power affects genocide or the destruction of a planet, the act generates a
anyone and everyone in the user’s line of sight – the target, disturbance in the Force tainted with the dark side. With this
other enemies, civilians, and allies alike. Given the nature of power, a Jedi can feed on the fear, hatred, and other emotions
this power, and the strain it causes, it is highly unlikely that that accompany the Force disturbance to make himself more
the application of this power can be refined. powerful. It does not matter to the dark side or the user why
The only way a target can escape from this power would be the disturbance occurred; the feelings are the only things that
to get out of the user’s line of vision by ducking behind a wall are important.
or some other cover. When a Jedi senses a Force disturbance of considerable
Any Jedi using this power on a target automatically size, the character can activate this power to tap into it. Doing
receives a Dark Side Point. In addition, for every additional this automatically gains the character a Dark Side Point and a
target caught in this power other than the target, the user Force Point. The character also gains a number of Force
receives an additional Dark Side Point. Points based on the degree of the Force disturbance.
Author’s Note: There has only been one recorded user of this
power – the Dark Jedi Sariss. It is unknown if Kyle Katarn Size of Force disturbance Caused by
gained knowledge of this power because of his experience in Minor Death of a powerful Dark
the Valley of the Jedi. Until this has been clarified, GM’s are Jedi or Sith Lord
urged to consider this power lost and generally forbidden for Major Death of at least 1,000
anyone to learn. However, there is always the unlikely people at once
probability that a Jedi can discover this power by accident. Extreme Destruction of a planet
Appeared where: Dark Forces: Jedi Knight video game
If the character feeds on multiple Force disturbances at
once, the number of Force points the character gains is
Disintegration cumulative. If the disturbance is caused by a supernova
Control Difficulty: Moderate destroying a solar system, it would be an extreme event, and
Alter Difficulty: Target’s control or Perception the character would receive seven Force points for every
Required Powers: Concentration, control pain, Force push, destroyed inhabited planet and space station or starship
hatred, hibernation trance, inflict pain, injure/kill, life holding at least a thousand personnel.
detection, life sense, rage, telekinesis, waves of darkness The magnitude of the feelings accompanying these
Effect: A Jedi can unleash his rage and hatred in a wave of disturbances is far greater than the feelings from a single
Force at a target that instantly disintegrates the target. If the Force-sensitive individual. The Force Points gained from this
target fails the roll, the target is instantly killed, and the body must be spent within a number of days equal to the number of
instantly turns to dust. Force Points gained.
This power can only be used while the Force-user is feeling Though this power could be overbalancing, this power
intense rage and hatred. As such, a character who uses this cannot be taught to others. One can only learn this power by
power automatically receives a Dark Side Point. first learning feed on dark side, and then using that power
Author’s Note: This power is an extremely powerful wild whenever the character senses a Force disturbance.
power that had only been witnessed twice. The first was when Any Jedi using this power automatically receives a Dark
the Sith Lord Darth Plagueis used this to kill eighteen Side Point.
Maladian assassins. The other was when Kajin Savaros
unleashed a wave of Force that disintegrated Mas Sirrah.
While one would consider this to be a wild power, the fact that Mind Shard
a Sith Lord used this suggests that this power might be Source: Book of Sith
available for those who embrace the teachings of the Sith. It’s Control Difficulty: Difficult, modified by familiarity and
proximity

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Alter Difficulty: Target’s control, Perception, or willpower Jedi or Sith; thus, they can handle the strain associated with
Required Powers: Control pain, inflict pain, life detection, this power better than mere mortals. Extremely powerful
life sense, projective telepathy, receptive telepathy nexuses in the Force would be like Mortis, the Wellspring of
Effect: The user establishes a mental lock on the target and Life, the World Between Worlds, the Realm of the Dark Side,
delivers a shard of psychic pain into the victim’s brain. If or the hidden world beyond Base Prime. At these locations,
successful, not only will the target suffer wracking pain, but all difficulty rolls are reduced by one level.
the attack will target the victim’s insecurities and doubts, and It is only by meeting these requirements that one can use
then shatter the target’s will. red Force lightning.
The user first rolls his or her control skill to establish a link Any Jedi using this power automatically receives two Dark
with the target. The user then rolls his or her alter skill to Side Points.
inflict damage, while the target tries to resist damage by Appeared where: The Clone Wars: Altar of Mortis, The
rolling his or her control, Perception, or willpower. Like Clone Wars: Ghosts of Mortis, Darth Vader: Dark Lord of the
inflict pain, the damage is treated as a stun attack, but any Sith – Fortress Vader
damage suffered by the victim will be so crippling that the
victim will be unable to act for the rest of the round and the
next round. Yellow Force Lightning
However, for every +5 the user’s alter roll defeats the Control Difficulty: Very Difficult, modified by proximity,
target’s roll, the target’s willpower is reduced by one pip. limited to line of sight.
Should the user’s willpower fall to 0D, the user falls Alter Difficulty: Target’s control or Perception
unconscious. The user can recover the lost willpower by Required Powers: Absorb/dissipate energy, concentration,
resting for one hour for each lost pip, by spending 1D hours in control pain, Force lightning, inflict pain, injure/kill, life
a hibernation trance, or by spending an hour in emptiness. detection, life sense
Any Jedi using this power automatically receives a Dark Effect: This is somewhat an aberrant version of Force
Side Point. lightning, and only Darth Momin ever used it. He was able to
hurl bolts of yellow energy from the fingertips like lightning.
It functions just as Force lightning does, but there are two key
Red Force Lightning differences between them. First, utilizing yellow Force
Control Difficulty: Heroic, modified by proximity, limited to lightning requires a great deal of concentration from the user.
line of sight. Thus, it’s not as potent as Force lighting. Yellow Force
Alter Difficulty: Target’s control or Perception lightning causes 1D of damage for every 3D of alter the user
Required Powers: Absorb/dissipate energy, control pain, has, rounded down.
Force lightning, inflict pain, injure/kill, life detection, life Second, using this power requires total concentration, so
sense the user is unable to do anything else. If the user is distracted
Effect: This is a far more powerful version of Force lightning, for even a second, he or she must make a Heroic control roll
allowing a dark side user to hurl bolts of red energy from the to regain control. Failure means that the user loses control of
fingertips like lightning. It functions just as Force lightning this power, and the yellow Force lightning will course through
does, but there are some differences between them. As it is the user’s body instantly, killing the user.
more powerful, the damage it causes is greater as well. Red Any Jedi using this power automatically receives a Dark
Force lightning causes alter die damage, rounded down. Side Point.
The most important difference between red Force lightning Appeared where: Darth Vader: Dark Lord of the Sith –
and Force lightning is that the dark side user must meet three Fortress Vader
requirements. First, his or her alter die must be 10D
minimum. Second, even if the user makes the required rolls,
red lightning requires the user to have an intensely strong Sense and Alter Powers
connection to the dark side. Even more so than most dark side
users and the average Sith. The user must possess at least 12
Dark Side Points. Finally, as red Force lightning is more Acid Storm
powerful than Force lightning, it cannot be easily channeled Sense Difficulty: Easy if the Jedi has lived in the area for
through the user’s body – doing so causes an incredible strain more than a year; Moderate if the Jedi has lived in the area
on a physical body. The only way one can use red Force between six and twelve months; Difficult if the Jedi has lived
lightning is to be a being made of the Force, or to be in an area in the area between one and six months; Very Difficult if the
that is an extremely powerful nexus in the Force. Beings Jedi has lived in the area less than one month. Modified by
made of the Force would be akin to the Force Priestesses or proximity and local meteorological conditions.
the Force Wielders of Mortis. Such individuals have a greater Alter Difficulty: Moderate
amount of Force energy coursing through their bodies than

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Required Powers: Control weather, magnify senses, shift A character who uses this power automatically receives a
sense, telekinesis, weather sense Dark Side Point. If an opponent dies as a result of this power,
Effect: Drawing on the dark side and focusing its malicious the user receives an additional Dark Side Point.
intent on an area, a dark sider can create a raging storm over Restricted: To date, the only one who used this power was
an area. The resulting storm delivers driving range that Darth Bane. It’s unknown where or how he came across this
provides concealment for all targets caught within it. power. It’s possible this power is within a lost Holocron or
However, the rain is acidic and therefore delivers 2D damage tome, but for practical purposes, this power shouldn’t be
to those caught within it. In addition, howling winds available for those who embrace the dark side to learn. The
accompany the storm; while not strong enough to knock only way one can learn this power would be to find a
targets over, they are loud enough that characters and Holocron or some other teaching device detailing this power.
creatures caught within the storm suffer a -1D penalty to all Appeared where: Dynasty of Evil
Perception and search checks when trying to locate something
or someone by listening.
Any Jedi using this power automatically receives a Dark Dark Storm
Side Point. Sense Difficulty: Variable, use chart below:
Source: Force power Force Storm from Jedi Academy
Training Manual page 26 Duration Difficulty
2 rounds Difficult
4 rounds Very Difficult
Dark Cocoon 6 rounds Heroic
Sense Difficulty: Easy 8 rounds Heroic +5
Alter Difficulty: Easy
Required Powers: Absorb/dissipate energy, concentration, Alter Difficulty: Moderate
lesser Force shield, magnify senses, telekinesis Required Powers: Force wind, magnify senses, shift sense,
Effect: Through experimentation, dark siders have found a telekinesis.
way to turn a defensive power into an offensive one. This Effect: Drawing on the dark side of the Force, a Dark Force
power functions much like lesser Force shield in that it creates user can create a swirling whirlwind of dust and dark side
a Force-generated shield around the user’s body. It can act as energy around himself or herself. All targets adjacent to the
STR armor against non-directional attacks like gas clouds and user will suffer 2D damage from the vortex.
grenade blasts. Any Jedi using this power automatically receives a Dark
However, the user also infuses the shield with the energy of Side Point.
the dark side in a way that makes the shield a fragile container Source: Force power Force Storm from The Force Unleashed
of incredible power. If an opponent makes a physical or Campaign Guide page 86
energy attack upon the shield, the energy contained within is
violently released on both the user and the opponent. Both are
flung 10 meters away from the site of the detonation but suffer Force Travel
only 2D stun damage. If either is knocked back against a wall Source: Polyhedron #104, page 12
or another solid object, they suffer an additional 2D damage. Sense Difficulty: Moderate, modified by familiarity of
Both are entitled to a control or strength roll that, if destination
successful, will reduce the damage by half. Alter Difficulty: Moderate, modified by distance to
If an opponent is making energy attacks, as in firing a destination. Add +5 for each additional person to follow the
blaster, the opponent has a chance of reducing or even Jedi through the portal
avoiding the explosive shockwave from the cocoon’s Required Powers: Farseeing or instinctive astrogation, sense
detonation. If the opponent is between five and ten meters Force, telekinesis
away, the opponent is flung back only 5 meters and sustains Warning: This power earns the user a Dark Side Point, as it
1D stun damage, though any impact with solid objects still breaks the normal rules of the galaxy by ripping the Force
inflict 2D damage. If the opponent if at least ten meters away, asunder.
the opponent is far enough away to avoid the shockwave and Effect: By use of this power, the Force user is able to create a
suffers no damage. momentary rift in space and step through it, traveling great
This power is a risky one for the user to use, but it has the distances instantly.
potential benefit of knocking an opponent off a ledge and/or The difficulty is modified by how distant the destination
causing serious or fatal injuries to an opponent. However, the point is, and how familiar it is to the user.
user could suffer the same possible fate as the opponent.
Because of this, this power is a high-risk gamble to be used as
a last resort.

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Sense Modifiers crystal succumbs to the dark side. The user cannot be doing
Destination is: Add to difficulty: anything else; any distraction will result in an immediate
Very familiar (home) +4 failure. At the end of each round, the user must then make a
Fairly familiar (friend’s home), or +8 Very Difficult willpower roll to resist the visions sent by the
within clear sight kyber crystal in self-defense. If at any point during the five
Visited once, or partially visible +12 rounds the user fails to make the difficulty rolls necessary to
Never visited, but well reproduced +16 use this power, or fails to make the willpower roll, the attempt
visually fails immediately, and the user must start over again. Should
Never visited, but carefully described +30 the attempt succeed, the user regains the spent Force Point, but
only the Force Point that is spent in the successful attempt. If
Alter Modifiers Add to difficulty: the user has made several previous attempts that ended in
Destination is: failure, the user does not regain the Force Points expended in
the failed attempts.
In line of sight +2 A character who uses this power automatically receives a
Not in line of sight, but 1-100 meters +5 Dark Side Point.
away Author’s Note: I had originally thought that this would be a
101 meters to 10 km away +7 dark side version of the harmonize lightsaber crystal power.
11 to 1,000 km away +10 However, after reading the novel Ahsoka and subsequently the
Same planet but more than 1,000 km +15 comic Darth Vader: Dark Lord of the Sith: The Chosen One, I
away realized the harmonize lightsaber crystal power would not fit
Same star system but not on the same +20 with what Darth Vader and the other Inquisitors have done
planet with their lightsaber crystals – which were kyber crystals
Not in the same star system +30 formerly used by Jedi. Also, the power taint only allows a
Author’s Note: I believe that if a Jedi uses farseeing as a Dark Jedi to channel enough dark side energy into an object
prerequisite, the Jedi should also know life detection and life that an individual aligned with the light side would be harmed
sense. by handling the tainted object. Thus, I created this power to
cover this instance.
Appeared where: Darth Vader: Dark Lord of the Sith: The
Control, Sense, and Alter Powers Chosen One, The Rise of Kylo Ren
Example: Darth Vader used this to corrupt Jedi Master Kirak
Infil’a’s lightsaber crystal, changing its color from green to
Bleeding red. Kylo Ren did this to a kyber crystal to give his lightsaber
Control Difficulty: Very Difficult a crimson blade.
Sense Difficulty: Very Difficult
Alter Difficulty: Very Difficult
Required Powers: Affect mind, concentration, control pain, Create Force Wraith
hibernation trance, inflict pain, life detection, life sense, Source: Polyhedron #104, page 12
projective telepathy, rage, receptive telepathy, telekinesis Control Difficulty: Variable, use chart below:
Time to Use: Five rounds
Effect: The user draws on the power of the Dark Side and Difficulty Number of wraiths
bends the kyber crystal to their will. This is done by pouring Moderate One
the individual’s hate, pain, and rage into the crystal. If Difficult Two
successful, the kyber crystal will change from its natural blue Very Difficult or better Three
or green color to crimson. When placed back in the original
lightsaber or a new lightsaber, the resulting energy blade will Sense Difficulty: Variable, use chart below:
be the usual blood red blade that is associated almost
exclusively with followers of the Dark Side. Difficulty Level of contact
The Sith believe that the proper method was to take the Easy to Minimum contact; the creator can sense
kyber crystal from a Jedi’s lightsaber and then bleed it, Moderate the status of his wraiths and issue long-
exerting their will on the crystal and turning it to the dark side. distance commands.
Kyber crystals are inherently aligned with the light side of Difficult Allows the creator to momentarily take
the Force; thus, they will resist all attempts of forced control of a particular wraith’s senses;
corruption by flooding the corruptor with light side visions. granting him the ability to see and hear
In GM terms, the user starts by spending a Force Point, and what the wraith sees and hears three times
then must spend five rounds using this power before the kyber per day (for five minutes at a time).

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Very Gives the creator unlimited access to a with his wraiths, using them as his eyes and ears in far-off
Difficult or wraith’s senses, but also makes him locales. Those who have faced any version of a Force wraith
better susceptible to any damage the wraith takes and lived to tell the tale remember the incident the way a child
while the connection is in effect. remembers a bad dream. If there are any true monsters in the
Star Wars galaxy, Force wraiths are them.
Alter Difficulty: Variable, use chart below: Author’s Note: I believe the authors of the magazine might
have meant to put in running instead of brawling under
Difficulty Strength of wraith Dexterity.
Easy 2D
Moderate 3D
Difficult 4D Crush Opposition
Very Difficult 5D Control Difficulty: Moderate, modified by proximity
Heroic 5D+2 Sense Difficulty: Moderate, modified by proximity
Alter Difficulty: Target’s control or willpower, modified by
Warning: This power earns the user a Dark Side Point. proximity
Effect: This power allows Dark Side users to create servants Required Powers: Affect mind, battle meditation, control
called Force wraiths. Force wraiths serve their creators another’s pain, control pain, enhance another’s attribute,
faithfully. When a Force wraith receives damage equal to a enhance attribute
mortal wound or greater, it dissolves back into the darkness it Effect: With this power, a dark Jedi can sap the willpower of
was created from. every opponent around him and her. The GM should consult
The user first draws a portion of the Dark Side out of the following table to determine the effect of this power on the
himself or herself to create several Force Wraiths, bestowing targets.
upon them a certain degree of Strength, and establishing a
level of contact with the wraiths. The statistics for Force Alter roll > Target’s Penalty to target’s
wraiths appear below. control or willpower willpower
0-5 -1 pip
Force Wraith 6-10 -2 pips
Height: Varies; 1 to 4 meters 11-15 -1D
DEXTERITY 3D+2 16-20 -1D-1
Brawling parry 4D+2, dodge 4D+2, brawling 4D+2 21+ -1D-2
PERCEPTION 2D+2
Hide 3D+2, search 3D+2, sneak 3D+2 The loss to the target’s willpower is only temporary. The
STRENGTH 2D to 5D+2 target will regain the lost willpower at a rate of one pip per
Brawling 3D to 6D+2, climbing/jumping 2D+1 to 6D, lifting day.
2D+1 to 6D+2, stamina 3D to 6D Any Jedi using this power automatically receives a Dark
Move: 6 to 12 Side Point.
Natural Weapons: claws (damage Strength +2D), teeth Appeared where: Knights of the Old Republic II: The Sith
(damage Strength +1D) Lords
Description: Created by the power of the Dark side, Force
wraiths are semi-corporeal, nonsentient shadowy things that
obey the commands of their creator. They radiate pure evil,
Dark Energy Containment
giving off emanations of cold and death to those who can Control Difficulty: Very Difficult, modified by proximity,
sense such things. Like walking nexuses of the Dark Side, but limited to line of sight
Force wraiths can be ordered to perform specific tasks or can Sense Difficulty: Moderate
be mentally controlled by their creators, providing extensions Alter Difficulty: Target’s control or willpower, limited to line
of the creator’s senses wherever they go. Both Merili and of sight
Jedgar know the secret for calling forth Force wraiths, though Required Powers: Absorb/dissipate energy, control another’s
both use them in different ways. pain, control pain, enhance another’s attribute, enhance
Merili’s Force wraiths are huge, standing nearly four attribute, Force lightning, inflict pain, injure/kill, life
meters tall. They resemble dark, nightmare versions of detection, life sense, sense Force, transfer Force
Wookies that are fearsome and devastating in combat. Time to Use: Five minutes
Jedgar’s are smaller, insectoid things, roughly two meters tall. Effect: This is an extremely powerful and dangerous
He uses them as spies, guards, and even warriors when he application of the dark side. With this, the user can draw upon
needs combat fodder. While Merili commands her wraiths the dark side energy that’s present at a location and channel it
and then lets them run free, Jedgar often remains in contact into a sentient being. This transfer of chaotic dark side energy
transforms the target into a living, walking time bomb that’s

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extremely unstable. Once a fixed amount of time has passed, 9D+ Wild die roll of 1, 2, or 3
the contained dark side energy ruptures forth, killing the host
and anyone else within a one-kilometer radius. Any physical Any Jedi using this power automatically receives a Dark
damage to the target results in detonation. Side Point. If a resulting geological or meteorological disaster
The amount of damage the resulting explosion of dark side occurs from the resulting explosion, the Jedi receives an
energy depends on how much dark side energy the user draws additional Dark Side Point. The Jedi will also receive an
and transfers into the recipient. The GM should consult the additional Dark Side Point to every additional victim other
following table to determine the normal amount of damage than the target who dies from the resulting explosion.
that the resulting explosion can inflict. Author’s Note: Abeloth has been the only individual who
demonstrated this power to date. This power could be
Site Power Damage from explosion something she herself created or had known for a long time.
Minor 5D Or it could be a power she learned from a dark side sect or
Major 7D organization that Jedi Master Luke Skywalker and his Jedi
Extreme 9D Order has no knowledge of. It is extremely unlikely that she
had taught this power to anyone else, and even if she had, all
For every +5 the user beats the control difficulty, the GM possible candidates have been confirmed or presumed dead by
should add +1D to the resulting explosion. the time of her defeat. Therefore, until such time that the
The target of this power is never willing and is therefore origins of this power have been determined, the GM should
entitled to make an opposed control or willpower roll against consider this power forbidden and generally not available for
the user’s alter roll. Failure allows the user to decide how others to learn unless they happen to have been a student of
long he or she wishes to set the timer, so as to speak. The user Abeloth or have found a teaching device with knowledge of
can choose to set the timer for up to a number of hours equal this power contained within.
to his alter die, rounded down. For every +5 the user beats the Appeared where: Ascension
target’s roll, an additional hour can be added to the maximum Example: Abeloth infused all the dark side energy on
time limit for the timer. If the user fails the roll, then the dark Upekzar into Tola Annax’s body as a trap for Luke and his
side energy the user is trying to infuse into the target is instead Jedi in Ascension.
trapped within the user’s body, making the user the bomb
instead of the target.
Once the infusion is complete, it cannot be undone. The Force Spike
victim is fated to die. However, the victim can attempt to Control Difficulty: Easy, modified by proximity, but must be
keep the infused dark side energy from exploding for a short within line of sight
time, allowing potential victims a chance to flee or find Sense Difficulty: Easy, modified by proximity, but must be
appropriate shelter. If the victim wishes to do this, the victim within line of sight
must make a Heroic willpower roll to determine if his will is Alter Difficulty: Moderate, modified by proximity, but must
strong enough to contain the energy. If successful, then the be within line of sight
victim must make a Very Difficult Strength or stamina roll Required Powers: Concentration, control pain, inflict pain,
determine if his body is strong enough to stall the explosion. injure/kill, life detection, life sense, projected fighting,
If both rolls succeed, then the target can delay the explosion telekinesis, telekinetic kill
for one round, after which the user must roll again. Failure for Effect: The user unleashes a concentrated attack on the target
either roll results in immediate detonation. Should the victim in the form of a sharp, powerful dagger of Force energy.
suffer any harm, accidental or deliberate, self-inflicted or not, While the “blade” does not penetrate the skin or shell, it does
the contained energy explodes forth immediately, regardless pierce the target’s internal organs. Because of the nature of
of whether or not the victim has succeeded in delaying the this attack, armor is ineffective as a means of defense against
explosion. this power.
The resulting explosion is so violent and chaotic that it Depending on area of the body that is hit, this blade can be
could trigger a geological or meteorological disaster, like a quite deadly. Any target hit by this power is automatically
sudden earthquake, a volcanic eruption, a violent storm from incapacitated. The GM then rolls a wild die. If the result is a
which Force lightning rains down, etc. The GM decides on one, the result, the “blade” has struck a critical organ, and the
the nature of the resulting disaster. To determine the chances GM makes another roll on the wild die. An even-numbered
of whether or not a disaster results, the GM must roll a wild result indicates that the “blade” has struck the target’s heart.
die and consult the following table. The target’s status is now mortally wounded and will die in the
next round unless emergency care is administered. If the
target has multiple hearts, though, the target is still
Damage from explosion Chance of a cataclysm
incapacitated. An odd-numbered roll indicates that the
5D-7D Wild die roll of 1
target’s brain has been struck, and the target dies immediately.
7D-9D Wild die roll of 1 or 2

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Any Jedi using this power automatically receives a Dark Mind Twist
Side Point. Should any target die from being struck by this Control Difficulty: Target’s control or Perception. Modified
power, the Jedi receives another Dark Side Point. by relationship. Limited to line of sight.
Author’s Note: This power seemingly originated amongst the Sense Difficulty: Target’s control or Perception. Modified by
Lost Tribe of the Sith on Kesh. It was not witnessed in the relationship. Limited to line of sight.
galaxy at large until Abeloth began to exert her influence o the Alter Difficulty: Target’s control or Perception. Modified by
Jedi. It is unknown if Abeloth gained knowledge of this relationship. Limited to line of sight.
power after gaining control of the Lost Tribe; however, as all Required Powers: Affect mind, control mind, control pain,
of the Jedi who suffered from Abeloth’s Force psychosis had dim another’s senses, illusion, inflict pain, injure/kill, life
been cured at this point, none of them has knowledge of this detection, life sense, projective telepathy, receptive telepathy,
power. The GM is cautioned against making this power sense Force, telekinesis
available to non-Kesh Sith or Jedi; however, Sith born on This power may be kept up.
Kesh have free access to this power regardless of the time Effect: This power was probably created by the Je’daii
period. Daegan Lok. Daegen Lok was able to get into the mind of
Appeared where: Abyss another individual and influence the mind with an illusion that
was so powerful that it triggered a physical reaction in the
Infuriate target’s body. In the case of the Force Hound Xesh, he was
unable to breathe or move his arm, believing that his own
Control Difficulty: Moderate
robes were wrapped around his arms and mouth. In the case
Sense Difficulty: Moderate, modified by proximity
of Je’daii Ranger Bel Zana, Daegen Lok made her believe she
Alter Difficulty: Variable, depending on the number and
was on fire, and her body began to show wounds consistent
willingness of targets
with burns.
When using this power, the user creates an illusion that is
Number Willing Unwilling far more powerful than one generated by the more traditional
1-2 Very Easy Easy illusion power. Targets who fall victim to this power are
3-20 Easy Moderate considered stunned initially. The target can make an opposed
21-100 Moderate Difficult willpower roll every round to break free of the power’s
101-1,000 Difficult Very Difficult influence.
1,001-10,000 Very Difficult Heroic If the target is unable to break free after the third round,
10,000+ Heroic Heroic +10 then on the fourth round, this power begins to inflict injuries
on the target that are consistent with the illusion generated by
Required Powers: Affect mind, channel rage, control mind, this power. If the target fails to make a willpower roll on the
life detection, life sense, projective telepathy, rage, receptive fourth round, the target must make a stamina roll to avoid
telepathy, telekinesis receiving a wounded or incapacitated status. If the illusion
Time to Use: One minute causes a wound, like a burn, then the required stamina
Effect: With this power, the Sith Lord Odion was able to difficulty is Moderate. If the illusion would cause the target to
generate a mindless battle frenzy and rage in another being. lose consciousness, like as if the result of suffocation, the
This usually made the victim attack another target recklessly, stamina difficulty is Different. In either case, the penalty for
regardless of their wellbeing, usually resulting in the victim multiple actions applies when making the stamina roll.
throwing away his or her life in a battle. Failure to make the stamina roll twice causes the target to fall
The victim is entitled to make an opposed willpower roll unconscious and be considered incapacitated. This power is
against the Alter roll. Should the victim succeed, the victim is incapable of inflicting the mortally wounded status.
able to retain his or her own mind and not fall into a berserker This power will continue even after the user leaves the
fury. area. There are only two ways for this power to end. The first
Any Jedi using this power automatically receives a Dark way is for the one who initiated the power to stop it whenever
Side Point. he or she wishes. The other way is for a Je’daii to use affect
Author’s Note: Though the Sith Lord Odion is the only one mind to free the victim from the effects. The Je’daii in
who has exhibited this power, it’s not too difficult for a dark question must successfully make all three rolls with the
Jedi or Sith to discover this power through experimentation. difficulties being the ones the user rolled in initiating this
The GM should exercise judgment in making this power power.
available to others. Anyone using this power automatically receives a Dark
Appeared where: Knight Errant: Escape Side Point.
Example: Sith Lord Odion used this on the three Duros Author’s Note: Daegen Lok is the one who created this
prisoners to make them attack the rancor. power, and the use of this power contributed to the Je’daii
Council banishing Daegen Lok to Bogan. Though there are

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other Je’daii who are familiar enough with this power to know
when it’s being used, they lack the knowledge to perform it.
During his exile on Bogan and his subsequent brief
partnership with the Force Hound Xesh, Daegen Lok utilized
this power, but did not teach it to Xesh. As such, the GM is
strongly urged not to make this power available for anyone
else to learn. If the GM wishes to make this power available,
the GM can only do so for the Je’daii on Tython, and only
because of a Je’daii experimenting with both affect mind and
illusion.
Appeared where: Dawn of the Jedi: Prisoner of Bogan

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Any character using this power automatically receives a

Imperial Dark Side Point.


Sources: Imperial Inquisitor Talent Cower Enemies from The
Force Unleashed Campaign Guide page 42

Inquisitor Unsettling Presence


Control Difficulty: Target’s control, Perception, or

Powers willpower.
Alter Difficulty: Moderate
Required Powers: Aura of uneasiness, Force interrogation.
Effect: When activating this power and spending a Force
point, the Inquisitor generates an aura of unsettling discomfort
around himself or herself that extends out to 20 meters. Any
Jedi Knights who have been captured by the Empire and target within 20 meters of the Inquisitor that fails to make the
turned to the dark side often become part of the Inquisitorius. opposed roll suffers a -2 penalty to all attack and skill rolls so
They are trained to hunt down and destroy any surviving Jedi long as they remain within 20 meters of the Inquisitor. The
wherever they may be found. To aid them in these tasks and in penalty ends when the target moves beyond the 20-meter
fighting against other opponents, Imperial Inquisitors have range of this power.
been trained in a few powers that are generally exclusive to Any character using this power automatically receives a
them. However, the Sith can learn the powers listed in this Dark Side Point.
section as well. Sources: Imperial Inquisitor Talent Unsettling Presence from
The Force Unleashed Campaign Guide page 43

Control Powers

Force Interrogation
Control Difficulty: Target’s control, Perception, or
willpower.
Effect: When an Inquisitor is successful in dealing damage to
a target with a Force power, the Inquisitor gains a +1D bonus
to intimidation checks made against the target. The Inquisitor
can only use this bonus when making intimidation rolls
against the target he or she injured; making an intimidation
roll against a different target will nullify the bonus.
Any character using this power automatically receives a
Dark Side Point.
Sources: Imperial Inquisitor Talent Force Interrogation from
The Force Unleashed Campaign Guide page 43

Control and Alter Powers

Cower Enemies
Control Difficulty: Target’s control, Perception, or
willpower.
Alter Difficulty: Moderate
Required Powers: Aura of uneasiness, fear, Force
interrogation.
Effect: After activating this power, when using intimidation,
the Inquisitor can use the skill to intimidate all targets within a
20-meter cone from his or her position instead of just one
target. All other rules for the intimidation skill applies.

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Control and Alter Powers


Sith Powers Aversion
Control Difficulty: Moderate
Alter Powers Alter Difficulty: Moderate
Required Powers: Aura of uneasiness.
Effect: The Sith power aura of uneasiness makes creatures
Affliction avoid the character, but it has no effect on people. Aversion,
Alter Difficulty: Moderate however, does to people what aura of uneasiness does to
Effect: Your Force power carries the taint of the dark side creatures. This power allows the user to project a field of
moreso than even other dark side users. When you damage a vague discomfort and unease around the user, making sentient
single opponent with one of your Force powers, that target creatures want to avoid the user.
takes 2D Force damage at the beginning of the next turn Any target affected by this power is entitled to a control or
before taking any action. willpower roll against the user’s alter roll. If the target
Any character using this power automatically receives a succeeds, the target is not affected. If the target fails, the
Dark Side Point. target stays at least two meters away from the user.
Source: Sith Talent Affliction from Knights of the Old This power also grants a bonus to all intimidation rolls
Republic Campaign Guide page 53 made by the user. If the target fails the roll, the user receives a
+1 bonus to all intimidation rolls against the affected target,
plus an additional +1 bonus for every 5 the user’s alter roll
Crushing Darkness defeats the target’s roll.
Source: The Old Republic video game This power is affiliated with the Sith. Therefore, any
Alter Difficulty: Moderate character using this power automatically receives a Dark Side
Required Powers: Control pain, inflict pain, life detection, Point.
life sense, telekinesis Source: Alter Talent Aversion from The Clone Wars
Effect: With this power, a Sith can summon a dark cloud of Campaign Guide page 53
energy around his or her enemy. Once engulfed, the cloud
begins to bear down and crush anything caught within it,
inflicting alter die damage to the target. Any target caught in Desperate Measures
the cloud can make a stamina roll to resist the pressure and Control Difficulty: Moderate
escape being harmed long enough to attempt to flee the area. Alter Difficulty: Target’s control or Perception
Any character using this power automatically receives a Required Powers: Aura of uneasiness, fear
Dark Side Point. Effect: Desperation comes from fear, and the Sith commander
uses this to motivate their troops. Once per encounter, a Sith
commander can instill desperation in all allies within 20
Force Net meters and within line of sight. This allows the targets to
Alter Difficulty: Difficult make an immediate attack, but with a -5 penalty to all attack
Required Powers: Dark side web, injure/kill rolls.
Effect: An unusual Sith technique, this is perhaps a Any Sith using this power on a target automatically
refinement on the Sith power dark side web power. Once the receives a Dark Side Point.
net saps the target’s strength, the strands of the Force net Source: Sith Commander Talents Desperate Measures and
slices through whatever they meet. Focus Terror from Legacy Era Campaign Guide page 45
In game terms, this power functions very much like dark
side web and should be treated as such at first. Once the
target’s Strength reaches 0D, though, this power begins to Incite Rage
inflict damage equal to the alter die code upon the target until Control Difficulty: Moderate
the target is killed. Alter Difficulty: Target’s control or Perception
This power is affiliated with the Sith. Therefore, any Required Powers: Affect mind, channel rage, life detection,
character using this power automatically receives a Dark Side life sense, projective telepathy, rage, receptive telepathy
Point. Effect: The Sith draws strength from anger and hatred and
have learned to channel it into their troops. Once per
encounter, all allies within 20 meters of the Sith commander
and within the Sith’s line of sight gain a +1 rage bonus to their
attack rolls, but suffer a -2 penalty to their dodge or Dexterity

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rolls for avoiding damage. This lasts until the end of the Effect: Once per encounter the Sith commander can inflame
encounter, or until the Sith commander is knocked out or the passions of their troops. All wounded allies within the
killed. Sith commander’s line of sight will receive a soak dice for the
Any Sith using this power on a target automatically purpose of avoiding further damage. For the rest of the
receives a Dark Side Point. encounter, when a target is hit by an attack, the amount of
Source: Sith Commander Talents Incite Rage from Legacy damage is first deducted by this soak dice before being applied
Era Campaign Guide page 45 to the target. If the damage is reduced to 0D, the target suffers
no damage from the attack. The soak dice is also reduced by
the damage from the attack. When the soak dice reaches 0D,
Heart Stun the soak dice ends, and the target suffers any remaining
Control Difficulty: Moderate damage. The soak dice lasts until the end of the encounter.
Alter Difficulty: Target’s Perception, control or willpower
roll Alter roll ≥ difficulty by: Soak Dice
Required Powers: Accelerate another’s healing, accelerate 0-5 1D
healing, control another’s pain, control pain, hibernation 6-10 2D
trance, life detection, life sense, place another in hibernation 11-15 3D
trance 16-20 4D
Time to Use: Five minutes. 21+ 5D
Effect: This was an arcane power that was rarely used by the
Sith. When performed properly, the power halts the heartbeat Any Sith using this power on a target automatically
of the target, placing the organ into a type of stasis, which in receives a Dark Side Point.
turn would place the target into a form of hibernation. The Source: Sith Commander Talents Power of Hatred from
whole purpose of this power was to capture a target without Legacy Era Campaign Guide page 45
having to engage the target in battle.
While it has its uses, most Sith shun the use of this power,
believing it to be too merciful and a sign of weakness.
Furthermore, if anything were to go wrong while performing
Control, Sense, and Alter Powers
this power, the target would die. Thus, if the Sith succeeds in
making the necessary rolls, the GM rolls a wild die. If the Alchemy of Flesh
result is a one, something went wrong, and the target dies.
Control Difficulty: Varies
Any character using this power automatically receives a
Sense Difficulty: Varies
Dark Side Point. Should the target die because of something
Alter Difficulty: Varies
going wrong with this power, the character gains another Dark
Required Powers: Accelerate another’s healing, accelerate
Side Point.
healing, affect mind, alchemy, concentration, control
A Sith can choose to perform this power on himself or
another’s pain, control pain, enhance another’s attribute,
herself, provided that the Sith is of a species that possesses
enhance attribute, feed on dark side, force of will, hibernation
more than one heart. Using heart stun in this manner reduces
trance, injure/kill, life detection, life sense, place another in
the control difficulty by one level and the alter difficulty by
hibernation trance, projective telepathy, receptive telepathy,
ten. It also does not give the character any Dark Side Points.
sense Force, sense Force potential, Sith sorcery, telekinesis,
Author’s Note: There are some similarities between this
transfer Force
power and morichro, so I used morichro as a guide in creating
Effect: This power can be used in several ways. First, with
this power.
this power, a Je’daii can take some of his or her own cells, be
Appeared where: Darth Plagueis, The Eyes of Revolution
they skin, blood, or marrow, and create a separate life form.
Example: Darth Plagueis used this on two of his three hearts
Lanoree Brock’s experiments with this power resulted in a life
to survive long enough to be treated for the injuries he
form, but it lacked a brain or sentience. Using this power in
sustained from the Maladian assassins. Dooku might have
this manner can be considered a stepping stone towards using
used this to keep Grievous alive after wreck of the Martyr.
alchemy to alter the forms of other individuals or creatures.
The difficulty rolls associated with this use are all Difficult.
Power of Hatred Second, if the Je’daii has created a life form through the
Control Difficulty: Moderate, limited to line of sight. first use of this power, the Je’daii can use this power to
Alter Difficulty: Target’s control or Perception reintegrate the cells from the life form back into his or her
Required Powers: Affect mind, channel rage, incite rage, life body for the purpose of healing serious injuries. To
detection, life sense, projective telepathy, rage, receptive accomplish this, the Je’daii’s wound level must be mortally
telepathy wounded. The Je’daii must make Moderate difficulty rolls for
all Force skills. Success will allow the Je’daii to reduce the

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difficulty rolls associated with accelerate healing by one level, Any target caught in the field automatically dies, and the Sith
though the Je’daii must apply the penalty for performing absorbs the life energy of the plants and animals and the life
multiple actions. essence of any individual caught in the field.
The third use allows the Je’daii to lift skin dust from his or In game terms, if the Sith is wounded in any way, his or her
her body and implant them into another’s body. The Je’daii wound level is reduced by one for every 2D of Strength the
guides the implanted skin dust to a desired location in the user drains from the targets.
target’s body. If the dust reaches the correct area, the Je’daii If the target has any Force points, these Force points are
using this power gains a familiarity with the area. If the collected into a “temporary” pool.
Je’daii uses this power on a willing subject, the difficulty level The user has an option in keeping the power “up”, and
is Very Difficult for all three Force skills. If the subject is there are two ways to do this. First, the Sith can make the
unwilling, then the GM adds +10 to the difficulty rolls. If the required rolls to keep the power up. Second, the Sith can
Je’daii succeeds in making all the rolls, then the Je’daii gains a spend two Force Points from the “temporary” pool each round
+5 circumstance bonus to all difficulty rolls when using a to keep the power up. The Sith can also use the Force Points
Force power to heal the target, injure the target, or to alter the from the “temporary pool” for other uses as well. However,
memory of the target via affect mind, memory wipe, or a should the Sith run out of Force points in the “temporary” pool
similar power. when the round is over, unless the Sith gains more Force
Restricted: Only two Je’daii have ever used this power: Points in the following round, the power will automatically
Cathar Je’daii Master Dam-Powl and Je’daii Ranger Lanoree end.
Brock. Given the close ties this power has to alchemy, it is This power is immensely powerful and very dangerous.
easy to see why under other circumstance this power would be Before the Sith can learn this power, the user must be a Sith
considered a Sith power. However, this power has only Lord with at least 8D in each of the Force skills.
appeared in Dawn of the Jedi: Into the Void. Furthermore, in Any Jedi using this power automatically receives a Dark
subsequent time periods, this power either fell out of use or Side Point.
was integrated into the standard alchemy power. Thus, the Appeared where: Knights of the Old Republic video game,
GM is forbidden from making this power available to Jedi or Knights of the Old Republic II: The Sith Lords video game,
Sith in other time periods. In addition, this power was Dynasty of Evil
considered highly controversial even by Je’daii standards. So Example: Darth Bane used this against the cultists on Prakith
only those who study under Dam-Powl or Lanoree Brock can in Dynasty of Evil.
learn this power.
Author’s Note: At first glance, one would consider this to be
the same as alchemy. However, there are key differences Force Phantom
between the two. Alchemy involves altering other beings. Control Difficulty: Very Difficult or target’s control or
Alchemy of flesh involves manipulating one’s own cells, but willpower, modified by proximity
not in a way consistent with healing powers. Sense Difficulty: Very Difficult, modified by proximity
Appeared where: Dawn of the Jedi: Into the Void Alter Difficulty: Very Difficult, modified by proximity
Example: Lanoree Brock used this to create a life form from Required Powers: Affect mind, concentration, control
her own cells in Dawn of the Jedi: Into the Void. She another’s pain, control mind, control pain, dim another’s
subsequently used the power and the life form to heal her senses, doppelgänger, drain life essence, emptiness, farseeing,
near-fatal blaster wound. She also used this to make erasing hibernation trance, illusion bond, illusion, instinctive
Domm’s memories of her and Tre Sana easier. astrogation, life detection, life sense, magnify senses,
projective telepathy, rage, receptive telepathy, sense Force,
telekinesis, transfer Force
Death Field Effect: An extremely elaborate Sith technique, this power
Control Difficulty: Target’s Perception or control roll allows a Sith to create lifelike apparitions that could interact
Sense Difficulty: Difficult with the physical world around them in whatever manner the
Alter Difficulty: Target’s Strength roll. conjurer desired.
Required Powers: Accelerate another’s healing, accelerate This power is physically taxing and requires immense
healing, affect mind, concentration, control another’s pain, mental concentration. The Sith must first locate someone they
control mind, control pain, dim another’s senses, drain life, are familiar with. While not necessary, knowledge of the
drain life energy, drain life essence, farseeing, hibernation target’s exact location within the galaxy will be of great
trance, injure/kill, life detection, life sense, magnify senses, assistance to the Sith. Once this individual is located, the Sith
projective telepathy, receptive telepathy, sense Force, roots their consciousness into the first target’s mind.
telekinesis, transfer Force At this point, the Sith then seeks out another mind.
Effect: By using this power, a Sith can create a sphere of dark However, these individuals have a greater chance of resisting
side energy ten meters in radius around himself or herself. the Sith’s influence. Once a secondary target is located, the

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Sith establishes another link with the new target. The Sith Alter Difficulty: Varies
then begins drawing on the Force and physical life energy of Required Powers: Absorb/dissipate energy, accelerate
the first target to project the Sith’s own Force aura into the another’s healing, affect mind, control another’s pain, control
secondary target’s actual location, manifesting as an pain, enhance another’s attribute, enhance attribute, feed on
apparition. the dark side, hibernation trance, injure/kill, life detection, life
Whether or not the first individual affected by this power is sense, mechu-deru, place another in hibernation trance, sense
aware of the Sith’s influence determines the control difficulty. Force, Sith sorcery, technometry, transfer Force
If the target is aware, the target’s control or willpower is the Effect: An extremely rare Sith technique, this power
control difficulty; otherwise, it’s Very Difficult. Should the combined alchemy with mechu-deru, opening the way for the
Sith know the target’s exact location prior to using this power, creation of cybernetic Sithspawns. The rules and conditions
all Difficulty levels are reduced by one and/or -1D is removed of this power are the same as those of alchemy. The
from the target’s control or willpower. Should the first difference is that the Sith can use metallic items or cybernetics
individual fail to make the rolls, the Sith drains one Force in addition to traditional organic substances. One must know
Point each round. The drained Force Point is then used to both alchemy and mechu-deru before learning this power.
keep the power active. Once the first individual is drained of Author’s Note: There has only been a few recorded users of
all Force Points, the Sith then draws on the individual this power. The first was the Sith Lord Belia Darzu during the
Character Points at the same rate. Once all the Character Sictis Wars. She used this power to create a technovirus that
Points are drained, the Sith then drains one pip from the first turned an organic being into a droid hybrid known as a
individual’s Strength die per round. Should the first technobeast. Knowledge of this art had been recorded on
individual make a successful roll to escape the Sith’s some of her scrolls and her Holocron. Roganda Ismaren found
influence, the individual can regain the lost Strength at a rate the scrolls and provided them to her son Irek Ismaren. With
of one pip per week. Should the first individual’s Strength the death of the Ismarens, and the destruction of their faction,
drop to 0D, the individual dies, and the power ends. it is highly unlikely that they had passed this knowledge on to
All secondary individuals incur a +5 penalty to all anyone else they might have encountered.
difficulty rolls, and this penalty is cumulative. However, this As for her Holocron, Darth Bane retrieved and studied
penalty only applies to conscious individuals. Should the from it. It is possible that the knowledge contained within the
individual be asleep, no penalty is applied. Holocron was passed down amongst the Rule of Two Sith.
The Sith can perceive and manipulate their surroundings Though Palpatine had died, and none of his other servants
through the apparition, while still being rooted in the first exercised this power, there is a possibility the knowledge is
target’s mind and being linked with the secondary target’s locked away either in a hidden vault or in the Telos Holocron,
mind. which was discovered by the Jedi on Telos IV forty years after
The link with the secondary target’s mind allows the Sith to the Battle of Yavin.
control the target as though the target were a zombie. Targets The other was Darth Maul. He used this while working on
affected in this manner are completely unaware of the a 3PO protocol droid, changing it into an assassin droid named
manipulation. Should the Sith release the secondary target, C-3PX. He also used this to restore his lower half of his body
the target will be unaware of what has transpired. after landing on Lotho Minor.
The Sith can assume a form that would be recognizable to The GM must exercise strict judgment before deciding
those they intend to interact with. By making a successful whether or not to make this power available for others to
alter roll against the secondary target’s control or Perception, learn.
the Sith assumes the desired form and gains a +1D bonus to all
con and persuasion rolls.
If the apparition suffers damage, the secondary target will Midi-Chlorian Manipulation
also suffer damage. Should an outside source destroy the Source: Book of Sith
apparition, the secondary target will die. Control Difficulty: Variable, use chart below:
A character using this power automatically gains a Dark
Side Point. If the first individual dies because of this power, Target Difficulty
the user gains another Dark Side Point. If a secondary Self Moderate
individual dies because of this power, the user gains a Dark Animal Difficult
Side Point. For every evil act the user makes the secondary Force-sensitive animal or sentient individual Very Difficult
character perform, the user gains a Dark Side Point. Force-sensitive individual Heroic

Sense Difficulty: Variable, use chart below:


Mechu-deru Vitae
Control Difficulty: Moderate Target Difficulty
Sense Difficulty: Moderate Self Moderate

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Animal Difficult transfer life to achieve a form of immortality. And while he


Force-sensitive animal or sentient individual Very Difficult was unable to use this power, he might have been able to use
Force-sensitive individual Heroic his master’s research in other ways. This power should be
considered lost for all eternity, but with the discovery of The
Alter Difficulty: Variable, use chart below: Book of Sith in the Mount Tantiss facility before the Yuuzhan
Vong War, Darth Plagueis’ research behind this power still
Degree of injury Difficulty exists in the galaxy. Though Darth Sidious’ book is in the
Wounded Easy custody of Luke Skywalker, the possibility of this power
Incapacitated Moderate reappearing in the galaxy is very real.
Mortally wounded Difficult Appeared where: Darth Plagueis

Target Difficulty
Self Moderate Ritual of Dark Illusion
Animal Difficult Control Difficulty: Very Difficult, modified by proximity
Force-sensitive animal or sentient individual Very Difficult Sense Difficulty: Very Difficult, modified by proximity
Force-sensitive individual Heroic Alter Difficulty: Target’s control or Perception, modified by
proximity
Required Powers: Accelerate another’s healing, accelerate Required Powers: Absorb/dissipate energy, affect mind,
healing, affect mind, alchemy, concentration, control control another’s pain, control pain, dim another’s senses,
another’s pain, control pain, dark transfer, enhance another’s doppelgänger, emptiness, Force lightning, hibernation trance,
attribute, enhance attribute, feed on dark side, force of will, illusion, illusion bond, inflict pain, injure/kill, life detection,
hibernation trance, injure/kill, life detection, life sense, place life sense, magnify senses, projective telepathy, receptive
another in hibernation trance, projective telepathy, receptive telepathy, sense Force, telekinesis, transfer Force
telepathy, sense Force, sense Force potential, Sith sorcery, Effect: A very rarely used Sith ritual, it allows the user to
transfer Force ensnare a targeted Force-user in a powerful illusion. Only the
Effect: Derived from Sith alchemy and a lifetime of study, strongest Force-users will realize that they are trapped in an
Darth Plagueis was able to create this power to stimulate the illusion created by this power.
midi-chlorians into creating life. The primary applications of The reason for this power’s rare usage is because of the
this power were having the creatures he used for his conditions required for it. First, there must be two Sith Lords
experiments give birth without a second partner and to bring present, and one of them must have some form of Force-bond
his rival Darth Venamis back from death several times before with the targeted Force-user; a Master-Padawan bond for
the organs failed completely. He was also able to use this example. The one who has this bond must offer a drop of
power to heal himself from the injuries he sustained from the blood into a a water-filled basin. When the drop of blood
Maladian assassins. contacts the water, the water turns black.
When using this power to heal his injuries, Darth Plagueis Both Siths must then use Force lightning, while the caster
was able to reduce his wound status by one level for each chants the incantation in the Balc language. The Force
round he succeeded in making the required difficulty rolls. lightning turns the water into mist. The caster then leans his
Darth Plagueis was also able to use this power to kill any or her face into the mist, which allows the caster to manipulate
target by suppressing the midi-chlorians, thus ending life. the illusion.
When used in this manner, the alter difficulty was the same as The user can choose to mask his or her presence by
the alter difficulty for telekinetic kill. The control and sense assuming the guise of an individual that is familiar to the
difficulties remained the same. target. Doing this adds +10 to all the required difficulty rolls.
He was certain that with this power, not only would he be When using this power, all the requirements must be met;
able to stop aging, but he would also be able to create a child otherwise, the power fails automatically.
that would be an embodiment of the Force. All his attempts to Any Jedi using this power automatically receives a Dark
perform the latter ended in failure, and his apprentice Darth Side Point.
Sidious killed him before his beliefs of the former could be
proved.
Whenever he used this power, Darth Plagueis earned two
Time Manipulation
Dark Side Points, but he earned three Dark Side Points when Control Difficulty: Very Difficult or Heroic +10
he used this power to kill King Veruna. Sense Difficulty: Very Difficult or Heroic +10
Author’s Note: Darth Plagueis was the first and only Alter Difficulty: Very Difficult or Heroic +10
individual to use this power. While Darth Sidious was aware Required Powers: Affect mind, control another’s pain,
of his master’s research, he was unable to understand it control mind, control pain, dim another’s senses, farseeing,
enough to perform the power himself. Thus, he relied on hibernation trance, imprint, life detection, life sense, magnify

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senses, projective telepathy, receptive telepathy, sense Force, possession. But he also understood the powerful temptation
sense time stream, telekinesis, transfer Force that came with this power, which prompted his request to
Effect: This was a power Darth Ramage tried to create from Augwynne Djo to erase his knowledge and understanding of
his research into the Cephalon’s perception of time. He stored this power from his mind after he rescued Thi Xon Yimmon.
his research in his holocron, which Jax Pavan later accessed. Given the implications of this power and the fact that many
From Jax Pavan’s perspective and understanding of the Cephalons were killed during the research into this power, the
research, time was a vast ocean with a myriad of currents and GM should exercise extreme caution in deciding to make this
islands that bobbled on a deceptively placid surface. There power available for Jedi to learn. If this power were available,
were “mother currents” – currents that spun off “child only Jedi Masters would have powerful enough minds to
currents”. There were also local currents as plentiful as perform this. And even then, it would require a minimum of
moments in time. twelve Jedi Masters working together to perform it. The
These islands were either fixed points – nexuses – or points required difficulty rolls would be Very Difficult, and all of
that were floating between these nexuses. These islands were them must succeed to activate this power. Fewer and/or less
not marching in a straight line or were being held by the same powerful Jedi could perform this power, but their Force
currents. If one were to move one of these islands in the abilities would have to be significantly enhanced. This
ocean of time, one must change the current that affect it. To enhancement can come about by using bota (which became
change a current, one must make minute changes in the useless after the Clone Wars) or pyronium, or by being at a
surrounding currents, with an emphasis on the ones that strong Force nexus like Mortis or similar monuments. Even
preceded it and from which it was born. then, the required difficulty rolls are Heroic +10.
However, one cannot alter a current without altering every Should a Jedi succeed in using this power, the Jedi should
downstream current and island to which the current is receive two Dark Side Points.
connected. Trying to alter a time current would generate a Author’s Note: This power is very unbalancing, but this was
cascade effect – one that would affect every current that countered by the requirements that a specific number of
preceded and followed it. Altering the time currents would powerful Jedi Masters work together, or that the Jedi have
require complex manipulation. The comprehension required their powers enhanced by using pyronium or being at a
to perform this could only be achieved by a network of location like Mortis.
powerful minds that were not entirely in the time stream Jax Pavan gained a partial understanding of this power by
themselves. The Cephalons possessed such a network, and accessing Darth Ramage’s holocron. However, once he
that network gave them their perception of time. Each rescued Thi Xon Yimmon from Kantaros Station, he returned
individual Cephalon mind was linked to various aspects, to Dathomir and asked Augwynne Djo to erase from his mind
patterns, and waves of the ocean of time. Only by working all the knowledge he gained from Darth Ramage’s holocron.
together could they understand time, perceive the future with As a result, he was incapable of teaching this power to anyone
some degree of certainty, and possibly even manipulate time. else. He entrusted Darth Ramage’s holocron to Augwynne
For a Jedi to be able to perceive time as the Cephalons did, Djo’s safekeeping. Whether or not Augwynne Djo later gave
it would require the cooperative efforts of several powerful Luke Skywalker custody of this holocron is unknown.
minds. Jax Pavan believed that Jedi Council might have been The only other individual who actively sought to study and
capable of using this power. But this type of cooperation does learn this power was Darth Plagueis, which he admitted to
not exist amongst the Sith because of the fear, distrust, and doing in his excerpt contained within the Book of Sith.
ambition that exists between the Sith. At least this is the case Whether or not he had succeeded in doing so remains unclear,
with some incarnations of the Sith, like Naga Sadow’s and though it’s most likely that he had failed, as Palpatine
Ludo Kressh’s Sith Empire and the Brotherhood of Darkness. demonstrated no such ability relating to time except for
This type of cooperation might have existed within the Rule of farseeing.
Two Sith Order, but with two individuals at a time, there While the GM is strongly cautioned in making this power
would have been too few members for this power to be used available for Jedi to learn, this power can be used as a plot
successfully. device, just like ice image and midichlorian manipulation.
Unfortunately, Jax Pavan learned that Darth Ramage Apart from the Cephalons, the Aing-Tii are the only
considered this possibility and delved into researching the species in the galaxy that are capable of manipulating time and
Force-enhancing properties of bota and pyronium. Both Jax space. This, plus the existence of the Aing-Tii power fighting-
Pavan and Darth Ramage suspected that a few individuals, or sight, suggest that the Aing-Tii can use this power without risk
perhaps even one individual, could be able to manipulate the of penalty for possible abuse.
time currents if their Force powers were enhanced by bota or Appeared where: Coruscant Nights: The Last Jedi
pyronium. Example: Jax Pavan gained a partial understanding of this
Jax Pavan understood Darth Ramage’s research enough power, but not enough to perform it himself.
that he might have been able to manipulate time with this
power by tapping into the pyronium that was in I-Five’s

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In game terms, the user’s alter die code determines the

Sith Sorcery difficulty roll and the damage inflicted from the Force blast.

Alter Die Difficulty Damage

Powers Less than 3D


3D to 5D
More than 5D
Difficult
Moderate
Easy
4D
5D
6D

By spending a Force point, the user can add 2D to the


damage from the Force blast.
Restriction: As Darth Bane said to Zannah during her If the user should have a Sith amulet on a hand, the user
apprenticeship, “A rare few have a natural affinity for the dark can enhance the effects of this power. In game terms, by
side itself. They can delve into the depths of the Force and wearing the Sith amulet, the user can increase the damage
summon arcane energies to twist and warp the world around from the Force blast by 2D without spending a Force point.
them. They can invoke ancient rituals of the Sith; they can If the difficulty is greater than Easy, there’s a chance the
invoke power and unleash terrible spells and dark magics.” user can suffer burns to the hand from which the Force blast is
As a result, these powers are generally associated with Sith launched. The GM rolls a wild die for each hand that fires the
sorcerers and sorceresses, and they are rare amongst the Sith. Force blast, and for every roll that yields a 1, the
The KOTOR era saw the highest numbers of Sith sorcerers corresponding hand is burned. The user feels no pain from the
and sorceresses in recorded history, so they and these powers burn, but all Dexterity skills requiring hands take a -1D
are more common than in other eras. In Bane’s Rule of Two, penalty until the burns are treated.
the only known user of Sith sorcery was Darth Zannah. Darth Anyone who uses this power automatically gains a Dark
Cognus showed no strong affinity to Sith sorcery, so it’s Side Point. If the user spends a Force Point or uses a Sith
unlikely that she learned these spells from her master. While amulet to increase the damage from the Force blast, the user
others in the Rule of Two might have been adept in Sith gains an additional Dark Side Point.
sorcery, there are no official confirmations yet as to their Author’s Note: Though they have the same name, this power
identities. While Sith alchemy is based on Sith sorcery, it has is quite different from the power described in The Force
fallen into a different discipline entirely, so Palpatine, a known Unleashed Campaign Guide, so the two shouldn’t be
dabbler in Sith alchemy, isn’t considered a Sith sorcerer. confused.
Therefore, the powers below are under extreme restriction Appeared where: Tales of the Jedi: Dark Lords of the Sith
for their use. First, one must first declare their intention to
study the deepest secrets of Sith sorcery. Next, one must pass
a series of tests to determine if they have an affinity for Sith Control and Alter Powers
sorcery. Finally, one must find a source of knowledge, such
as a Holocron or a tome, or find a Sith sorcerer or sorceress to
learn the spells listed below. Light Side Aura
While the following powers are associated with Sith Control Difficulty: Difficult
sorcery or have Sith sorcery as a prerequisite, they have been Alter Difficulty: Difficult
used by those who aren’t Sith sorcerers and sorceresses and Required Powers: Concentration, enhance attribute, feed on
are therefore exempt from this restriction: alchemy, aura of dark side, Force stealth, life detection, life sense, pall of the
uneasiness, bolt of hatred, control mind, dark side web, dark side, sense Force, Sith sorcery
illusion, memory wipe, Sith sorcery, waves of darkness. Effect: This spell goes beyond hiding the Sith’s Force-
sensitivity from other Jedi using Force stealth or pall of the
dark side. With this, a Sith sorcerer or sorceress not only
Alter Powers conceals their strength in the dark side from other Jedi, but
also projects an aura of light side energy, allowing them to
conceal their true allegiance from another Jedi.
Force Blast (energy) If a Jedi attempts to use life detection, sense Force, or
Alter Difficulty: Varies sense Force potential on the user, the Sith must make a
Effect: With this spell, a Sith can unleash focused blasts of control roll and an alter roll against the Jedi’s sense roll. This
dark side energy capable of obliterating objects and destroying roll does not incur any multiple action penalty. If the user
living creatures or beings from the hands. This power may be succeeds in making the control roll, the Sith has the option of
difficult for some to use at first, but it becomes easier to use adding half their dark side points to their control and alter
with practice. rolls. If the user’s new control score is higher than the Jedi’s,
the Jedi does not detect the user’s dark side allegiance. If the

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new control score fails, the Jedi recognizes the user as a dark used to the pain that his physical senses will become numb,
sider immediately. If the user’s alter score is higher than the making him unable to feel anything at all. When this happen,
Jedi’s, the Jedi sensed the light side aura, a product of Sith unless the recipient receives an injury that is instantly fatal, the
sorcery, that surrounds the user and mistakes the user as a individual will continue to function despite how far along the
servant of the light. If the alter score fails, the Jedi won’t character damage chart the individual is. In addition, the
sense the light side aura, but the Jedi won’t sense the user’s individual cannot be stunned or incapacitated.
dark side allegiance either. Another side effect of the ritual is that all droids on the
As long as the user makes both rolls, the power remains planet will suffer an overload that will shut them down and
active. If the alter roll fails, but the control roll does not, the wipe their minds. Droid characters that are caught on the
Sith isn’t in danger of being discovered, but must make a planet when this ritual is performed will be unable to make
successful alter roll before a Jedi decides to use one of the any saving throws to avoid this. The droids caught by this
listed powers on the user. If the control roll fails, the alter roll effect can be repaired and recharged, but they will not have
automatically fails, and the user’s true nature is detected. any memories. Any droid or droid character that goes to the
Although this is a power associated with Sith sorcery, using surface after the ritual has been completed will be safe.
this power does not give the user any dark side points. There is one more side-effect of this power. Since this
Appeared where: Rule of Two power drains all life from the planet on which it was cast, it
Example: Darth Zannah used this to hide her true nature from also makes the planet absent in the Force. Those who can
the Jedi while she infiltrated the Jedi Archives. sense the Force will feel this absence. In addition, should the
Force-sensitive go to the surface, the individual will feel as if
the Force were trying to rip him or her apart. Any plant life
Control, Sense, and Alter Powers that is not Force-sensitive will be dead in a week. Any animal
life, sentient or not, must make a Strength or stamina roll to
resist the effect. If the animal or sentient is Force-sensitive,
Consume Essence they can use their control die to resist the effect. If the animal
Control Difficulty: Heroic or sentient fails the roll, this power removes one point from
Sense Difficulty: Heroic the following in order: Dark Side Points, Force Points, and
Alter Difficulty: Heroic Character Points. Once all these points are gone, the next time
Required Powers: Accelerate another’s healing, affect mind, the animal or sentient fails the roll, the victim will fall
control another’s pain, control mind, control pain, dim unconscious and a minute later, die. There is no way to save
another’s senses, drain life energy, drain life essence, enhance the creature or character at this point.
another’s attribute, enhance attribute, farseeing, feed on dark It is possible for one to use this power to grant immortality
side, hibernation trance, injure/kill, life detection, life sense, to another individual, but the character performing the ritual
magnify senses, place another in hibernation trance, must add +10 to all difficulty rolls.
projective telepathy, receptive telepathy, sense Force, Sith Anyone using this power receives two Dark Side Points.
sorcery, telekinesis, transfer Force Anyone using this power to make someone else immortal will
Time to Use: 10 minutes receive three Dark Side Points.
Effect: Perhaps the most complex and potent Sith ritual ever Author’s Note: One might consider it fortunate that the only
known, this allows the user to devour the life force of all life individual who ever knew and performed this ritual was the
on a planet; plant or animal, sentient or not, Force-sensitive or one known as Tenebrae, who went on to become Lord Vitiate
not. Once complete, the influx of such a massive amount of and later the Sith Emperor after the Great Hyperspace War.
life force is enough to grant the recipient immortality. The With his death, the knowledge of this power is presumed lost
user will never age, and thus is incapable of dying from old for eternity. But this is not a certainty. This ritual might be
age. However, the user is not invulnerable; thus, the user can within a Sith holocron or some other teaching device created
still die from injury or illness. by the Sith Emperor. While the odds are extremely high
This ritual, however, is not without price or side effect. against it, there is a chance one who knows Sith lore and Sith
Though the individual gains immortality through this power, sorcery might discover this ritual through experimentation.
the body will be wracked with constant pain. This pain will The galaxy can only hope that this never happens again.
last for the rest of the recipient’s natural, or in this case Unfortunately, another legacy of this ritual – Nathema – still
unnatural, life; thus, the recipient must learn to tolerate the exists. The planet is still incapable of supporting or bearing
pain. At first, the recipient must make a Strength or stamina life, and its absence in the Force is still present. It is unlikely
roll every time he or she wishes to move, with success that these conditions will ever be remedied. Unless or until
granting the individual the chance to make even the slightest the absence of the Force on the planet has been corrected, life
movement. Over the years, the individual will learn to tolerate will be unable to flourish on the planet. Any attempt to
the pain to the point whereby the Strength or stamina roll will establish a living colony will end in disaster; the life force of
become unnecessary. In fact, the individual will become so the colonists will be drained by the absence until all the

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colonists are dead. Only droids can function on the planet ground in shock and is unable to do anything else for the rest
safely at this time. of the round.
Appeared where: Revan The target can make dodge rolls to avoid the tendrils.
Unfortunately, there is no confirmed means of defense against
these tendrils. Being Force-generated, conventional weapons
Dark Side Tendrils and even lightsaber blades have no effect on the tendrils.
Control Difficulty: Difficult Since they are generated by the dark side, any attempt to use a
Sense Difficulty: Difficult dark side power against the tendrils, specifically bolt of
Alter Difficulty: Difficult hatred, dark side web, Force blast (energy), and Force
Required Powers: Concentration, enhance attribute, feed on lightning, will fail, as the tendrils will absorb the dark side
dark side, inflict pain, injure/kill, life detection, life sense, energy. It is theoretically possible that lesser Force shield and
sense Force, Sith sorcery, telekinesis greater Force shield will protect a Jedi from these tendrils,
Effect: By invoking the power of Sith sorcery, the user can while Force harmony and Force light will dispel them.
draw upon the latent power of the dark side in a location and Unfortunately, there have been no confirmed reports
bring it to the surface in the form of smoky tendrils within a supporting these possibilities. To date, the only confirmed
hundred meters of the user. The user can then make the method of dispelling these tendrils is to kill the caster.
tendrils attack a target. Upon striking the target, the damage Anyone who uses this power automatically gains a Dark
the tendrils inflict depends on the strength of the user. If the Side Point. Should the caster kill a target with this power, the
user is inexperienced, the tendrils inflict incredible pain and caster gains an additional Dark Side Point.
can ultimately render the target unconscious. However, the Appeared where: Dynasty of Evil, Dark Apprentice
tendrils conjured by a seasoned practitioner of Sith sorcery can
disintegrate the flesh and bone of whatever part of the body
they encounter, as though the tendrils were made of highly Dwomutsiqsa
corrosive acid. In addition, the target experiences the full void Control Difficulty: Difficult
of the dark side. Sense Difficulty: Difficult
In game terms, the user must first be at a site that is tainted Alter Difficulty: Difficult
by the dark side, otherwise the user won’t be able to draw Required Powers: Control another’s pain, control pain,
enough dark side energy to create the tendrils. The normal enhance attribute, feed on dark side, life detection, life sense,
number of tendrils the user conjures with this power depends sense Force, Sith sorcery, telekinesis, transfer Force
on the strength of the dark side at the site. Effect: Translated as “summon demon” in Basic, this spell
allows a Sith sorcerer or sorceress to concentrate on the air
Site Power Number of tendrils and energy around the caster, calling forth a manifestation of
Minor 3 the dark side. The manifestation is known as a smoke demon.
Major 5 It has no single form, as it assumes the shape of the target’s
Extreme 7 greatest fear.
As it lacks a specific form, it can change into a swirl of
For every five the user beats the control difficulty, the user miasma for quick travel, and then coalesce to attack a target.
can conjure up an additional tendril. Upon making a successful brawling roll, it can enter the
The user can have the tendrils strike an opponent up to a victim’s body through the nose or mouth. Once inside, the
hundred meters away. The user can extend the range of attack smoke demon vaporizes the victim’s body and absorbs the
of the tendrils but must add +1 to the alter difficulty for every victim’s soul. The only way to free any trapped souls is to
ten meters beyond a hundred meters. destroy the smoke demon.
The damage the tendrils can inflict upon a target depends Since it is created by the Force, Force-based attacks will
on the alter die of the user. If the user has at most 5D in their affect it. However, most mundane weapons, like blasters,
alter die, the tendrils can inflict 2D stun damage of crippling have no effect on it. The only exception is the lightsaber.
pain and is considered stunned. If the tendrils strike the target Anyone who creates a smoke demon automatically gains a
three times, the target falls unconscious. Dark Side Point. The caster also gains a Dark Side Point for
If the user has more than 5D in their alter die, the tendrils every victim the smoke demon kills by absorbing the soul.
are capable of dissolving flesh and bone. In this case, a target
struck by a tendril suffers 2D physical damage and is Smoke Demon
wounded. A properly aimed tendril could sever a limb or even Height: Varies; 1 to 3 meters
inflict a fatal wound. This is up to the GM. In addition, upon DEXTERITY 3D+2
being wounded, the target must make a Difficult willpower or Brawling parry 4D+2, dodge 4D+2
control roll to shrug off the experience of the full void of the PERCEPTION 2D+2
dark side. If the target fails this roll, the target falls to the Hide 3D+2, search 3D+2, sneak 3D+2

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STRENGTH 6D chlorian manipulation. Therefore, I used awaken as a baseline


Brawling 7D, climbing/jumping 6D+1, lifting 7D+1, stamina and altered it into enhance Force sensitivity.
7D Furthermore, since Palpatine’s the only one who ever used
Move: 6 to 12 this power, it is strongly suspected that he created this power
Description: Created by Sith sorcery, smoke demons appear in the first place. With his death, this power should be
as semi-corporeal manifestation seemingly composed of considered lost forever. However, if Palpatine was able to
smoke. As creations of the dark side, the demons can be create this power by studying his master’s notes on
controlled by the one who created them. manipulating midi-chlorians, then with the discovery of The
Their strength is equal to or even greater than that of the Book of Sith in the Mount Tantiss facility before the Yuuzhan
Wookie. That alone makes them dangerous opponents. What Vong War, there is the possibility that this power could
makes them truly dangerous is how they kill their victims. At reappear at some point in the future alongside midi-chlorian
any point during combat, the smoke demon can change into a manipulation.
swirling mist of smoke and enter the victim’s nose or mouth. Appeared where: Dark Empire II
Once inside, it vaporizes the victim’s body and entraps the
victim’s soul within themselves. This can be done after the
smoke demon makes a successful brawling roll to grab the Force Walk
victim. While incapable of verbal communication, it does Control Difficulty: Very Difficult
have some psychic ability, allowing it to communicate Sense Difficulty: Difficult
telepathically. The exact extent of this telepathy is unknown. Alter Difficulty: Difficult
Since these creatures are created through the Force, they Required Powers: Accelerate another’s healing, accelerate
are immune to attacks from most weapons. The only weapon healing, affect mind, control another’s pain, control mind,
that has any effect on the smoke demon is the lightsaber. control pain, dim another’s senses, drain life essence, enhance
Smoke demons, however, are vulnerable to attacks based on attribute, farseeing, feed on dark side, hibernation trance,
the Force, though injure/kill, inflict pain, and telekinetic kill injure/kill, life detection, life sense, magnify senses, projective
have no effect on them. telepathy, receptive telepathy, sense Force, Sith sorcery,
Author’s note: Even among Sith sorcerers, this is a rare spell, telekinesis, transfer Force
so the GM should exercise caution in deciding whether or not Time to Use: Ten minutes
a Sith knows this power or discovers a means of learning it. Effect: This application of Sith sorcery allows a Sith to bind
Source: Book of Sith the restless spirits of deceased Sith to himself, allowing the
user to draw upon the bound spirits’ power and channeling it
to increase his or her own power.
Enhance Force Sensitivity In game terms, every time the user successfully uses this
Control Difficulty: Moderate power to bind a spirit, the user gains the Force points
Sense Difficulty: Difficult possessed by the spirit. In addition, the user can spend a Force
Alter Difficulty: Heroic point to draw on the power of the bound spirits. When this
Required Powers: Affect mind, concentration, control occurs, the user adds one half of the accumulated die codes
another’s pain, control pain, enhance another’s attribute, assigned to the Force skills of the bound spirits to his or her
enhance attribute, life detection, life sense, projective own Force skills. This boost lasts for one round.
telepathy, receptive telepathy, sense Force, sense Force However, there are dangerous side effects to this power.
potential, transfer Force Spirits do not like being bound to the user by this power, so
Time to Use: Five minutes they will fight to free themselves by inflicting harm on the
Effect: Palpatine might have used his master’s notes on user’s body and attempting to drive the user insane. Once a
manipulating midi-chlorians to create this power. Using this day, the user must make a willpower and stamina roll to stave
power, Palpatine empowered the recipient with the Dark Side, off the detrimental effects of the spirits’ influence. The
greatly increasing the individual’s Force skills and powers. difficulty depends on the number of spirits bound to the user
Doing this, however, created a Force disturbance that other by this power.
Force-sensitives can sense throughout the galaxy. Whenever
he used this power, Palpatine had to spend four Force Points Number of bound spirits Difficulty
while gaining a Dark Side Point in the process. One Moderate
Author’s Note: There was a power on the SWRPGNetwork Two Difficult
website called awaken that describes what Palpatine did to Three Very Difficult
enhance Tedryn-Sha’s and Xecr Nist’s Force abilities. While Four Heroic
I respect what the person created, considering the Prequel
trilogy, Darth Plagueis, and The Book of Sith, I believe that For every spirit after the fourth, add +5 to the difficulties.
there’s a strong connection between this power and midi-

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Should the user fail to make the willpower roll, the user’s Example: Exar Kun used this to gain control of President
willpower drops by 1D. Once the willpower drops to 0D, the Netus in Tales of the Jedi: The Sith War.
user suffers an incurable sanity.
Should the user fail to make the stamina roll, the user’s
stamina drops by 1D. Once the stamina drops to the Strength Shrouding Spell
die code, the user’s health is at risk. On subsequent failed Control Difficulty: Moderate
rolls, the user’s health status becomes fixed at wounded, Sense Difficulty: Moderate
wounded twice, and mortally wounded. If the user fails the Alter Difficulty: Difficult
next roll while the health status is mortally wounded, the user Required Powers: Affect mind, concentration, dim another’s
dies, and the bound spirits are freed. The physical detriment senses, Force stealth, illusion, life detection, life sense, pall of
can be undone by a combination of bacta or kolto immersion the dark side, projective telepathy, receptive telepathy, sense
and using the Force to heal himself or herself. Force, Sith sorcery, spell of concealment
Anyone who uses this power to bind a Sith spirit receives a Time to Use: Ten minutes
Dark Side Point. Whenever anyone draws on the power of the Effect: This spell allows a Sith to cast a permanent illusion
bound Sith spirit(s) to boost his or her own power, he or she upon an object that would be extremely difficult for others to
receives a Dark Side Point. detect. For example, one can use this to disguise a spying
Author’s Note: This is an enormously powerful spell which device as a Sith artifact, and then allow the Jedi to claim the
has the potential to unbalance the game. However, the side “device” – a perfect example of Sith sorcery aiding espionage.
effects associated with this spell should balance the game. As Once cast upon the object, the illusion is nearly impossible
an additional reassurance, this power is available only during to detect. Having cast the spell, the user needs only to make
the time period of The Old Republic video game. After this an Easy sense roll to use sense Force to detect the illusion.
time period, the power is considered lost. The only way for Everyone else, however, must first make a Very Difficult
one to learn this power would be to find a Sith Holocron sense roll to sense that there is something not right about the
detailing this power. object in question. They must then make a Heroic sense roll
Appeared where: The Old Republic video game to detect the illusion around the object. Once the illusion has
been discerned, the spell can be removed by using Force
harmony, illusion, or shrouding spell. In any case, to remove
Qâzoi Kyantyska the spell, the individual must make the associated difficulty
Control Difficulty: Moderate rolls with the difficulties being the rolls made by the one who
Sense Difficulty: Easy cast the shrouding spell in the first place.
Alter Difficulty: Target’s control or willpower Although this is a power associated with Sith sorcery, using
Required Powers: Affect mind, control mind, life detection, this power does not give the user any Dark Side Points.
life sense, receptive telepathy, Sith sorcery, telekinesis However, should an individual suffer harm or dies because of
Effect: Translated as “suppress thought” in Basic, this spell falling for the illusion, the user receives a Dark Side Point.
allows a Sith sorcerer or sorceress to addle the victim’s brain Author’s Note: The reference to this spell in Book of Sith
and then supplant the victim’s quieted thoughts with his or her sounds a lot like illusion; however, illusion is only temporary,
own voice. By doing this, the caster can control the victim’s not permanent. To account for the difference, I decided to
will, making the victim nothing more than the caster’s puppet. create this power by combining illusion with Sith sorcery.
For this spell to be successful, the caster must have Source: Book of Sith
physical contact with the target’s head or part of the body that Example: The Sith have used this spell to disguise a spying
houses the brain. Therefore, the caster must make an Easy device as the infamous Sorzus Syn holocron. The “Syn
brawling skill roll during the round before casting the spell. holocron” was found by the Jedi and taken into the Jedi
The victim can make an opposed brawling parry or dodge roll Temple.
to avoid being caught and/or an opposed Strength roll to break
the physical contact.
The domination on the victim is so much that once the Spell of Concealment
caster lets go after using this spell, the victim dies. Control Difficulty: Moderate
Anyone who uses this power automatically gains two Dark Sense Difficulty: Moderate
Side Points – one for invoking it and one for killing the victim. Alter Difficulty: Difficult
Author’s Note: This sounds remarkably similar to the Force Required Powers: Concentration, dim another’s senses,
power control mind; however, there is one crucial difference. Force stealth, life detection, life sense, pall of the dark side,
This spell requires the caster to have physical contact with the sense Force, Sith sorcery
victim. This is not so with control mind. Effect: Through Sith sorcery, a Sith sorcerer or sorceress can
Source: Book of Sith hide or cloak not only his or her presence but the presence of
Appeared where: Tales of the Jedi: The Sith War multiple individuals from detection through the Force by Jedi.
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bubble around him that prevents him from being detected by manner will cause the star to explode in a supernova. Once
other Jedi using the Force to search the area within the bubble. the core is launched from the star, the GM must make a roll on
Specifically, this power prevents the user from being detected a wild die. On a successful roll of 1, the user exerts enough
by life detection, life sense, receptive telepathy, sense Force, control over the star in order to prevent the star’s explosion.
and sense Force potential. Should a Jedi be within the bubble On a roll of 2 or 3, the user has enough control to delay the
or enter it and then use one of these powers, the Jedi in supernova for an hour or half an hour respectively, long
question is unaffected by the bubble and can detect the user. enough to escape into hyperspace. On any other roll, the user
The user can use this to cloak the presence of other loses control, triggering a supernova that immediately
individuals but doing so adds +5 to the alter roll for every incinerates the user.
additional being beyond the user. If the user wishes to trigger a supernova, upon making the
Invoking this spell does not give the user a Dark Side necessary rolls, the GM must roll a wild die. On a 1, the user
Point. can delay the supernova for half an hour. On any other roll,
Author’s Note: It is possible that this power served as the the user has no control, and the supernova occurs immediately.
basis for the Jensaarai to create their block Force sense power. Because of the destructive nature of this spell, anyone who
Since they were not trained to use the dark side, they were uses it automatically gains two Dark Side Points.
able to create the block Force sense power without drawing on Author’s Note: The only known users of this power were
the dark side or requiring any dark side powers as Naga Sadow and Aleema Keto, and it was with the aid of the
prerequisites. Sith crystals that they were able to use this power.
Appeared where: Rule of Two Considering the destructive nature of this power and the rarity
Example: Darth Zannah used this to hide herself and the of the Sith crystals necessary to exert control, this power is
convalescing Darth Bane from the Jedi on Ambria. generally not available for players to learn. Even if the player
finds a Sith holocron or some teaching device detailing this
power, the player is forbidden from learning this power unless
Stellar Manipulation they were to find instructions on how to create the necessary
Control Difficulty: Very Difficult, limited to line of sight Sith crystals as well.
Sense Difficulty: Very Difficult, limited to line of sight Appeared where: Tales of the Jedi: Fall of the Sith Empire,
Alter Difficulty: Very Difficult for solar flares, Heroic for Tales of the Jedi: The Sith War
stellar cores or supernova, limited to line of sight
Required Powers: Concentration, enhance attribute,
farseeing, feed on dark side, hibernation trance, instinctive Summon Fears
astrogation, life detection, life sense, magnify senses, Control Difficulty: Moderate or opposed control or willpower
projective telepathy, rage, receptive telepathy, sense Force, roll, modified by proximity but limited to line of sight
shift sense, Sith sorcery, telekinesis Sense Difficulty: Moderate or opposed control or willpower
Effect: One of the most difficult, most powerful, and most roll, modified by proximity but limited to line of sight
dangerous spells available to practitioners of Sith sorcery, this Alter Difficulty: Moderate or opposed control or willpower
spell allows a Sith to reach within a star and control the stellar roll, modified by proximity but limited to line of sight
reactions within it. With this spell, the user can create solar Required Powers: Affect mind, aura of uneasiness, control
flares or even reach in and wrench the stellar core free. mind, dim another’s senses, enhance attribute, feed on dark
In game terms, this is an immensely powerful and side, fear, illusion, life detection, life sense, projective
dangerous ability that requires a specific set of rules. First, the telepathy, receptive telepathy, sense Force, Sith sorcery,
user must have at least 24D in their Force skills, and at least telekinesis, waves of darkness
8D must be in the alter Die. Next, the user must have in their This power may be kept up.
possession a set of Sith crystals that have been attuned to help Effect: A dangerous spell associated with Sith sorcery, the
them control and focus the Force while using this power. Sith, ideally a Sith sorcerer, can invoke the dark side to make
The user then declares how they are going to use this the target experience his or her worse fear to the point of
power. If they wish to create a solar flare, the user can cause a madness, and even beyond.
solar flare to erupt at a particular point on the star at a The Sith moves his or her fingers in an intricate pattern
particular time. Once the flare erupts, the user can guide the which focuses the dark side on the target. While doing this,
flare out from the star, but only in a specific direction. The the Sith is unable to take any other action. Once the pattern is
user cannot alter the direction, just the range. It is possible to complete, the user makes the victim experience his or her
do this without possessing the set of Sith crystals, but this adds deepest primal fears. These fears often take the form of
+10 to the alter difficulty. demons and monsters that torment the victim. The longer the
If the user wishes to wrench out a stellar core, they can hurl victim is under the influence of this spell, the more realistic
it towards a ship or a planet. Once launched, the core cannot and terrifying the manifestations become.
be diverted. There is a great risk that using the power in this

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The aftereffects of this power depend on how long the spell the attempt automatically fails because the Sith hasn’t
was used, though the victim will always fall unconscious recovered enough.
regardless of duration. If the duration is short, the victim will While the target can use their control or willpower to resist
eventually wake up and recover with only a small recollection this power or break free from it, there are other means of
of what transpired. Longer durations will render the victim freeing oneself from this power. The obvious method is to kill
permanently insane. If the spell tortures the target long the caster. The user can bolster his or her willpower with
enough, the target will fall into a coma from which he or she force of will. The victim can also use hatred to free
might awaken from, though the victim will still be insane, or themselves from this spell. Other Jedi can use Force harmony
die. However, regardless of the duration of the spell, the or Force light to free a victim from this power. There is also a
victim will be unable to do anything except to try and free risk that using this power on a Force-sensitive target can cause
themselves from the spell. the target to unleash a Force scream, which would break the
To determine the effect of this power, the Sith makes an spell. Starting on the second round, every time the Force-
alter roll against the target’s control or willpower. If the user sensitive target loses the difficulty roll, the target rolls a wild
is successful, the difference between the two rolls determines die to determine if they lose control of their emotions. On the
how much is subtracted from the target’s willpower, and the roll of 1, they lose control and unleash a Force scream, freeing
target makes any further rolls with the modified willpower. themselves from the influence, but the target receives a Dark
Side point in the process.
Difference Damage to target’s willpower Being a dark side power, anyone who uses this spell gains a
0-5 -1 pip Dark Side point. Should the target be rendered permanently
6-10 -2 pips insane, or should the target die, the user gains another Dark
11-15 -1D Side point.
16-20 -1D-1 Author’s Note: While the Sith sorcerer or sorceress can use
21-25 -1D-2 affect mind, fear, memory walk, or waves of darkness to
26-30 -2D distract an opponent to flee or strike a killing blow, this spell
31+ -2D-1 is more insidious and powerful than these powers as it can
render someone in a life-long coma or permanently insane.
If the target survives and the target’s willpower does not Only the most powerful Sith sorcerers and sorceresses possess
reach 0D, the target can recover the lost willpower. The target the power and cruelty to pursue that option.
must spend one week recovering for every 1D lost to the Appeared where: Rule of Two, Dynasty of Evil
willpower die code, rounded up. A loss of 4D will require
four weeks of recovery, while a loss of 4D+1 will require five
weeks. Should the target engage in any activity during the Tsaiwinokka Hoyakut
recovery period, the victim does so with a partially recovered Control Difficulty: Difficult
willpower. Should the target’s willpower reach 0D, the spell Sense Difficulty: Difficult
renders the target permanently insane. Alter Difficulty: Very Difficult or Heroic
If the user wishes to continue torturing the target at this Required Powers: Accelerate another’s healing, alchemy,
point, the user starts rolling against the target’s Strength control another’s pain, control pain, enhance attribute,
starting the next round. Should the target’s Strength drop to enhance another’s attribute, feed on the dark side, hibernation
between 0D and 1D, the target falls into a coma. If the target trance, injure/kill, life detection, life sense, place another in
does not get to a medical center within a number of hours hibernation trance, sense Force, Sith sorcery, transfer Force
equal to his original Strength die code, rounded down, the This power may be kept up.
target will never wake from the coma. If the target does get to Effect: This is one of the most abominable spells associated
a medical center, the target will recover from the coma, but with Sith sorcery. Meaning “reanimated dead” in Basic, and
will be in a catatonic state thereafter. If the target’s Strength often referred to as necromancy, a Sith sorcerer calls upon the
reaches 0D, the target dies. powers of the dark side and Sith sorcery to animate any
At any point, the user can spend a Force point to double the corpses, be they freshly dead or nothing but skeletons, within
impact the spell has on the target’s willpower or Strength. one kilometer of the caster. Once animated, the animated
This spell is very exhausting for the Sith, no matter how corpses become a legion that will follow every command of
powerful he or she might be. As such, this spell can only be the caster.
used on only one target per encounter, and the Sith must spend Since the corpses are already dead, they are immune to
a day recovering before trying it again. During this recovery pain. It is possible for the players to destroy the body by
time, the Sith can still use the Force, but can only roll for inflicting enough damage to “kill” the zombie again; however,
Moderate difficulty or less. If the Force power requires this is only a brief reprieve, as the dark energies that animated
making a roll against a difficulty level of Difficult or higher, the corpse in the first place will remain in the area until it finds
a new body to animate.

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The corpses are also capable of transmitting a necrotic Drear’s and Darth Scabrous’ attempts to achieve immortality
infection by biting the victim. If bitten, the victim or an that resulted in the creation of zombies instead. Another was
associate must make a Very Difficult first aid roll or make the the Blackwing Project, created by the Imperial Biological
associated rolls to use the Force to cure the infection – control Weapons Division. Though the experiments succeeded in
disease or control another’s disease to be specific. If the roll recreating the effects of this spell, timely intervention
fails, the victim must then make a Very Difficult stamina roll prevented the spread of these unholy creatures.
every round to keep the infection at bay until it is treated. Source: Book of Sith
Should the victim fail the stamina roll three times, the victim
dies and falls under the jurisdiction of this spell.
If the Sith sorcerer uses this spell to raise an army, the alter
difficulty is Very Difficult. Should the Sith sorcerer cease this
spell or is killed, the spell ends immediately, and the
reanimated corpses fall dead again.
The Sith sorcerer can also use this spell to have the dead
protect an area of his choosing and without his supervision.
When using the spell in this manner, the Sith sorcerer must
make a Heroic alter roll instead, as the spell will be more
permanent in nature.
It is possible for another Sith sorcerer to exert his or her
control over an area that has been affected by this spell. In
doing this, he gains control of the dead, and he and his
companions can travel through the area without the dead
attacking him. To do this, the Sith must make the required
control and sense die roll, while the alter roll must be made
against the roll made by the previous Sith sorcerer. If the alter
roll succeeds, the Sith can travel through the area unbothered
by the undead. Should the alter roll succeeds by ten or more,
the Sith also gains control of the area, and the zombies now
answer to the new Sith. For example, when Dathka Graush
succeeded in creating the zombie guardians of the Valley of
Golg, his alter die roll was 36. If another Sith Lord, like Naga
Sadow, wishes to travel through the Valley of Golg
unhindered, he needs to make an alter roll of at least 37. If
Naga Sadow makes a roll of 46, the Valley of Golg will now
see him as their master and will follow his orders.
There are only two ways to defeat this spell if it is cast over
an area in a permanent fashion, such as it had been in the
Valley of Golg. One would be for a Sith to exercise
dominance of the spell and end it. Ending the spell is an
option no Sith would consider, as the spell provides the Sith
with perhaps the perfect guardians. The other means would be
for a powerful Jedi Master or a group of Jedi to use the wall of
light power on the area. If the latter method is used, the GM
should consult the associated power for additional details.
Any Jedi using this power automatically receives a Dark
Side Point.
Note: It is fortunate for the Jedi and the galaxy at large that
the knowledge necessary to cast this spell has been lost to the
ravages of time. Its legacy, however, endures even to the
Legacy Era. There are places in the galaxy, like Dromund
Kass and the Valley of Golg on Korriban, where the spell is
still active, and the undead continue their vigil as commanded
by their long-deceased masters. There have also been
numerous attempts to recreate this spell through scientific or
other means. Two of the most notable attempts were Darth

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target’s connection to the Force is automatically reestablished,

Agent of Ossus cancelling out this power.

Powers Playing an Agent of Ossus

The Agents of Ossus have learned to remain hidden from


the Emperor and his minions. They seek out others who can
touch the Force and teach them to remain hidden from the
servants of the Emperor.
Restriction: There is no evidence of this power existing at
any point prior to the Clone Wars and the birth of the Empire. Race: Any
During the time of the Empire and the Rebellion, only those Gender: Both
individuals who are members of the Agents of Ossus or who Dexterity skills: All skills available except lightsaber. Place
have met them can learn this power. With the death of emphasis on blaster and/or melee combat (vibroblade
Palpatine and the establishment of Luke Skywalker’s praxeum specialization optional).
on Yavin IV, it is possible that members of the Agents of Knowledge skills: All skills available.
Ossus have joined his Jedi Order. While there is no direct Mechanical skills: All skills available.
indication of this, the player and the gamemaster have greater Perception skills: High Perception attribute die. All skills
leeway in allowing Jedi to learn this power after Luke available. Place emphasis on hide and sneak.
Skywalker started his praxeum on Yavin IV. Strength skills: All skills available.
Technical skills: All skills available.
Force skills: Above normal control and sense skill die.
Control and Alter Powers Normal alter die.
Force powers: All powers listed here are available. Additional
powers from the Jedi limited to advanced Force stealth,
Force Stealth on Another combat sense, concentration, danger sense, emptiness, Force
Control Difficulty: Moderate, modified by proximity and cloak, force of will, Force scattering, Force stealth,
relationship hibernation trance, life detection, sense Force, and sense
Alter Difficulty: Moderate, modified by proximity and Force potential. While art of the small (control) is not
relationship forbidden, the likelihood of an Agent of Ossus learning this
Required Powers: Force stealth power is highly unlikely. At the same time, though, this might
Effect: The user gathers the Force around another Force-user be the only other opportunity for a character to learn this
and meditates in an attempt to hide the other Force-user’s power before the Yuuzhan Vong invasion.
connection to the Force.
The user must make a control and alter Difficulty roll, and
the target must be within ten meters of the user. If both rolls
are successful, the user can mask the target’s presence in the
Force from other Force-users using life detection, life sense,
receptive telepathy, or sense Force.
If a Force-user is trying to sense the presence of the target,
the user can oppose the opponent’s sense roll with his alter
roll. If the user’s alter roll is greater than the opponent’s
sense roll, the target has evaded detection.
If several Force-users are trying to detect the target, the
user makes an alter roll against the opponent with the highest
sense roll.
The user can use this power to mask the presence of more
than one other Force-user, but for each successive Force-user,
the user must add 5 to both difficulty rolls.
This power lasts for ten minutes, at which time the user can
reroll to reactivate it. If either the user or the target uses any
other Force power during the ten-minute time limit, the

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monk to have learned this power are Jacen Solo and Jysella

Aing-Tii Powers Horn. Honoring the Aing-Tii monk’s wish for secrecy, Jacen
Solo had not taught this power to anyone else. However,
Jysella Horn also demonstrated this power. Her knowledge of
this power was due to Abeloth’s Force psychosis. Whether
Abeloth knew this power herself or gained knowledge of this
power from Jacen Solo is unknown. None of the other Jedi
Restriction: These powers are generally restricted to the affected by Abeloth’s Force psychosis demonstrated this
Aing-Tii monk. Given their view of the Force, which is power, and Jysella Horn has not utilized this power after her
radically different from the Jedi’s – rainbow instead of light recovery. However, the possibility that she might teach this
vs. dark – it is generally impossible for Jedi, Sith, or other power to others exists. Whether or not this power becomes
traditional Force users to learn these powers. However, available to the Jedi after the Fate of the Jedi series is up the
exceptions have occurred and have been noted. GM’s discretion.
Appeared where: Omen

Sense Powers
Control and Alter Powers
Fighting-sight
Sense Difficulty: Moderate for one opponent, modified by +3 Liberate
for each additional opponent the Jedi wishes to defend against. Control Difficulty: Moderate, modified by relationship.
Required Powers: Combat sense, danger sense, farseeing, Alter Difficulty: Moderate.
life detection, life sense Required Powers: Control another’s pain, control pain,
Effect: This is a highly accurate and advanced form of enhance another’s attribute, enhance attribute, telekinesis,
precognition used by the Aing-Tii monk when they fight. transfer Force.
With this power, an Aing-Tii monk can look into the future in Effect: The Aing-Tii monk targets an ally that isis currently
order to anticipate what the opponent will do. grabbed, grappled, immobilized, or otherwise restrained. The
In game terms, the Aing-Tii monk can use this power in target must be within 20 meters of the Aing-Tii monk’s
one of two ways. The first way is to use it as an early warning position and in his or her line of sight. Upon making the
system, allowing the Aing-Tii monk to detect any attacks two successful rolls, the targeted ally will receive a +5 Force bonus
rounds before they are made. This allows the Aing-Tii monk to their Strength roll for the purpose of escaping the grapple or
time two rounds to decide how to react to react to the danger. breaking free of the immolizing agent.
In game terms, if an opponent plans to attack the Aing-Tii If the targeted ally succeeds in the Strength roll by at least
in two rounds, the opponent must declare the action two 10, the targeted ally can scramble away from the grappler or
rounds beforehand. Attacking characters with Force skills restraining force, eluding recapture.
may roll their control skill to increase the difficulty of using Author’s Note: The description for the Aing-Tii Monk
this power. Talents Aura of Freedom and Liberate are so similar I decided
The second way is to focus on the battle at hand. to make this power a conversion for both talents.
Everything else becomes dulled and muted as the Aing-Tii Sources: Aing-Tii Monk Talents Aura of Freedom and
monk’s senses are all turned toward the combat occurring Liberate from Jedi Academy Training Manual page 73
around him. All targets become mentally highlighted in the
Aing-Tii monk’s mind, enhancing his ability to attack and
defend. In game terms, the Aing-Tii monk gains important Sense and Alter Powers
advantages with this application of the power.
First, the Aing-Tii monk may choose when he wishes to act
that round, making initiative rolls unnecessary while the Spatial Integrity
power is in effect. Second, the Aing-Tii monk’s attack and Sense Difficulty: Variable.
defense rolls are increased by +4. Alter Difficulty: Variable.
Fighting-sight lasts for ten rounds and doesn’t count as a Required Powers: Absorb/dissipate energy, concentration,
“skill use” for determining die code penalties. After ten lesser Force shield, magnify senses, telekinesis.
rounds, the Aing-Tii can roll to reactivate this power. Effect: While on a vehicle, an Aing-Tii monk can use the
Author’s Note: The description on Wookiepedia sounds a lot Force to reinforce the vehicle’s structural integrity, reducing
like combat sense combined with the foresight given by the amount of damage it takes.
farseeing. So, I decided to merge elements of these powers In GM terms, this is akin to the Aing-Tii monk using the
together into this power. To date, the only non- Aing-Tii Force to create a localized Force shield over a part of the

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vehicle he or she is on. The GM configures the damage from To date, there are three applications of this power. The
the attack, then reduces it by the protecton offered considered first is the same as the farseeing power – allowing a Jedi to
before finally applying damage to the vehicle. When view the past or the future. In fact, if one were to use this
considering these values, the GM needs to apply the power in this manner, the GM should treat it as though the
appropriate scale modifier. player were using the farseeing power. All associated roll
The strength of the protection offered by this power difficulties and results would be the same as those associated
depends on what powers the Aing-Tii monk knows. Lesser with the farseeing power. However, the intense concentration
Force shield is a mandatory prerequisite for this power, but if required and the inherent dangers in using this power
the Aing-Tii monk knows greater Force shield, he or she can necessitate that all Difficulty rolls be Difficult.
choose to apply this power to spatial integrity, increasing the The second application allows the Aing-Tii monk to
protection offered. This, in turn, increases the difficulty levels slightly alter the future, eliminating some possibilities while
for this power. making certain one or several others do occur. Once the Aing-
Tii monk views the future and sees that there is a chance
Power Protection Sense Alter someone the Aing-Tii monk knows will be there, someone to
Difficulty Difficulty whom the Aing-Tii monk has a connection, the Aing-Tii monk
Lesser STR +1D Easy Moderate can leave an imprint of himself for the future. By leaving this
Force shield imprint, the Aing-Tii monk establishes a link in the Force
Greater Alter roll divided Difficult Very between the person and the location. Though the path
Force shield by 3, rounded Difficult between the individual and the location might be full of twists
down and turn, the Aing-Tii monk has made it inevitable that the
individual will arrive at that specific location some point in the
When using this power, the Aing-Tii monk cannot be future. The control and sense Difficulty will remain Difficult.
piloting the craft or doing anything else. Furthermore, the The alter Difficulty depends on the nature of the imprint.
Aing-Tii monk cannot use this power on the entire craft. The
Aing-Tii monk must declare which arc of the craft he or she is Degree of imprint Alter Difficulty
reinforcing – front/forward, left/port, right/starboard, rear/aft, Presence Heroic
top/dorsasl, or bottom/ventral. This power lasts just one round Brief message Heroic +10
or until it is overwhelmed by the attack. When it sustains
more damage than it can sustain, the power ends, but the Note that once the imprint has been made, it becomes part of
Aing-Tii monk suffers no harm. The Aing-Tii monk can the flow of time and the Force. The affected person cannot
choose to reinforce the same area again the next round or make any rolls to resist the effects.
choose a different area. The final application involves taking someone else along
Sources: Aing-Tii Monk Talent Spatial Integrity Jedi with him while flow-walking into the past. Once the Aing-Tii
Academy Training Manual page 73 monk arrives at the destination, the Aing-Tii monk can alter
the other’s memories of what happened at that specific
destination. The Aing-Tii monk does not and cannot change
Control, Sense, and Alter Powers what actually happened in the past. The Aing-Tii monk can
only change the other’s memories of the event. This is the
most difficult application of this power, as not only is the
Flow-walk Aing-Tii monk traveling to the past, the Aing-Tii monk is
Control Difficulty: Varies, modified by proximity bringing another along as well and is planning to alter the
Sense Difficulty: Varies, modified by relationship other’s memories of the past. Therefore, the Aing-Tii monk
Alter Difficulty: Varies must make Heroic rolls for all Difficulties. The Aing-Tii
Required Powers: Affect mind, control another’s pain, monk can only use this power with only one person at a time.
control mind, control pain, dim another’s senses, farseeing, This power is not without risks. According to the Aing-Tii,
hibernation trance, imprint, life detection, life sense, magnify the user must remain attached and anchored to the real world,
senses, projective telepathy, receptive telepathy, sense Force, or else risk losing oneself to the flow. Should one lose oneself
telekinesis, transfer Force to the flow, the user’s presence would be lost forever in time,
Effect: One of the most exotic powers encountered, it would unable to return to his body in the present. Regardless of
have remained with the Aing-Tii monks had it not been for which application the Aing-Tii monk is using, the Aing-Tii
Jacen Solo learning from them. Not only can a Jedi use this monk must make the associated rolls each round. Should the
power to view the past or the future, but the Jedi can also Aing-Tii monk fail any roll, the GM must roll a wild die. If
change a perception of the past or slightly influence the events the result is a 1, the Jedi’s presence is lost to time, and the
of the future. Aing-Tii monk’s body dies.

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It is possible that this risk also applies to the passenger Playing an Aing-Tii monk
should the Aing-Tii monk use the final application of this
power. Only Jacen Solo and the Aing-Tii monk would know
if this were the case. With Jacen Solo’s death, and the Aing- To learn how to play as an Aing-Tii monk, please consult The
Tii monks being secretive about their Force techniques, there Kathol Outback, a supplement to the Star Wars Role Playing
is no way to confirm if this risk is real. It is therefore at the Game published by West End Game. It is the second book in
GM’s discretion. If the GM decides to make the risk true, the the four-part series The DarkStryder Campaign. However,
GM should use the following: should the Jedi fail any roll, the there’s nothing within that supplement about Force skills and
passenger must make a Heroic control or willpower roll to powers of an Aing-Tii monk. So, I will cover that here.
avoid being lost in time. However, even if the passenger
succeeds in making the roll, if the wild die results in a 1, then Force skills: Above normal sense and alter skill die. Normal
both the Jedi’s and the passenger’s presences are lost to time, control die.
and their bodies die. Force powers: All the powers listed in this section. All Jedi
There is another, rather unsettling risk in using this power. powers are available, but given their different philosophy, they
If the user were to use this power in the same manner as if may not earn Dark Side Points every time they use Dark Side
using farseeing, and something were to happen to the user powers.
while viewing the past or future, the user’s body would also be
affected. A perfect demonstration of this risk occurred when
Jacen Solo used this power to see what happened on the
Tachyon Flyer in the past when it crashed on Yoggoy. While
looking in the past, he felt that the metal was hot enough to
burn his hand. When he returned to the present, his hand was
indeed burned, as if it had touched the hot metal of the
Tachyon Flyer after it had crashed in the past.
This power is very controversial, and the potential for
abuse is extremely high. If the user uses the first application,
there should be no consequences. If the user uses the second
application for the purpose of leading the recipient to harm,
the user receives a Dark Side Point. If the user uses the third
application, the Jedi receives a Dark Side Point. Furthermore,
should the passenger die while the user uses the third
application, the user receives an additional Dark Side Point.
Appeared where: Dark Nest I: The Joiner King, Inferno,
Omen
Author’s Note: To date, the only non-Aing-Tiis to have
learned this power are Jacen Solo, Ben Skywalker, and
possibly Jysella Horn. Honoring the Aing-Tii’s wish for
secrecy, Jacen Solo had not taught this power to anyone else.
Ben Skywalker used this power only once and has sworn
never to use it again. The chance of Ben Skywalker teaching
others this power is extremely slim. Cilghal attributed Jysella
Horn’s ability to see moments in the future and avoid traps
and ambushes while she attempted to escape from the Jedi
Temple to flow-walking. However, it is possible she was
mistaken. Whether Abeloth knew this power herself or gained
knowledge of this power from Jacen Solo is unknown. None
of the other Jedi affected by the Force psychosis demonstrated
this power, and if Jysella Horn does indeed know this power,
she has not utilized this power after her recovery. However,
the possibility that she might teach this power to others exists.
Whether or not this power becomes available to the Jedi after
the Fate of the Jedi series is up the GM’s discretion.
Considering how controversial and unbalancing it is, the GM
should be discouraged from doing so.

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Playing a member of the Bando Gora


Bando Gora The Bando Gora is a cult of Force-worshiping criminals
who were skilled in assassinations.
Powers Race: Human
Gender: Both
Dark Side Points: at least 1
Dexterity skills: All skills available.
Knowledge skills: All skills available.
Restriction: These powers are restricted to the Bando Gora, Mechanical skills: All skills available.
though members of other Force-using traditions can learn Perception skills: All skills available. Establish preference for
these powers. hide and sneak.
Strength skills: All skills available.
Technical skills: All skills available.
Control Powers Force skills: No particular emphasis.
Force powers: All the powers listed in this section. All Jedi
powers are available.
Bando Gora Surge
Control Difficulty: Moderate
Effect: When a Bando Gora member’s wound status improves
by any means – conventional or Force healing – the member
receives a temporary soak dice against further damage. For
the rest of the encounter, when a Bando Gora member is hit by
an attack, the amount of damage is first deducted by this soak
dice before being applied to the character. If the damage is
reduced to 0D, the Bando Gora member suffers no damage
from the attack. The soak dice is also reduced by the damage
from the attack. When the soak dice reaches 0D, the soak dice
ends, and the Bando Gora member suffers any remaining
damage. The soak dice lasts until the end of the encounter.

Roll ≥ difficulty by: Soak Dice


0-10 1D
11-20 2D
21+ 3D

Sources: Bando Gora Captain Talent Bando Gora Surge from


The Clone Wars Campaign Guide page 55

Force Fighter
Control Difficulty: Moderate.
Required Powers: Accelerate healing
Effect: When a Bando Gora spends a Force point when
making an attack roll, if the attack hits, his or her wound status
improves by one level.
Sources: Bando Gora Captain Talent Bando Gora Surge from
The Clone Wars Campaign Guide page 56

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Baran Do Control Powers

Powers Suppress Aura


Control Difficulty: Moderate
Required Powers: Absorb/dissipate energy, hibernation
trance
This power may be kept up.
Effect: Animals can sense the electromagnetic aura of other
Restriction: These powers are generally restricted to the creatures. With this power, a technique of the hassat-durr
Baran Do, though members of other Force-using traditions can family, a Baran Do Sage can suppress his or her
and have learned these powers. These individuals will be electromagnetic aura so that the creature would be unable to
noted. The likelihood of members of other Force-using detect him or her. This power also allows a Baran Do Sage to
traditions learning these powers is higher after Luke evade sensors that are programmed to detect the
Skywalker established his Jedi praxeum. electromagnetic aura of living beings.
If successful, the user can evade other Baran Do Sages
Author’s Note: The powers used by the Baran Do sages fall using aura reception, aura sight, or sense aura to sense the
under one of three families: hassat-biir or guided wind; hassat- user’s electromagnetic aura.
durr or guided lightning or lightning rod; and hassat-worl or If another Baran Do Sage is trying to sense the user’s
guided stream. When using powers belonging to the hassat- electromagnetic aura, the user can oppose the Baran Do
duur family, the Baran Do Sage’s body is suffused with low Sage’s sense roll with a control roll. If the user’s control roll
level electromagnetic radiation because of the interaction is greater than the opponent’s sense roll, the user successfully
between the Force and the Baran Do Sage’s mental influence evades detection. If the user’s control roll is less than the
over his central nervous system. Hence, those who first learn Force-user’s sense roll, the opponent detects the user’s
this power are at risk of attracting lightning while performing electromagnetic aura.
such powers during a storm. Should a learner use this power If several Baran Do Sages are trying to detect the user, the
while in a storm, there is a chance the user could be struck by user makes a control roll against the opponent with the highest
lightning. In such an encounter, the learner must first make a sense roll.
control roll based on the number of times he had used this If the opponent is using technological means to detect the
power, whether or not he’s out in a storm. Baran Do Sage’s electromagnetic aura, the Baran Do must roll
against the opponent’s sensor roll using the same rules as
Power use Difficulty listed above.
First Heroic This power lasts for ten minutes, at which time the user can
Second Very Difficult reroll to reactivate it. The user can use any other Force power
Third Difficult during the ten-minute time limit so long as the user’s
Fourth Moderate electromagnetic aura does not change. If the user’s
Fifth Easy electromagnetic aura change, suppress aura is automatically
Sixth Very Easy cancelled.
This power allows a Baran Do Sage to suppress his or her
If the learner fails the roll, the GM rolls a Wild Die, with a electromagnetic aura. It does not allow a Baran Do Sage to
1 meaning the learner is struck repeatedly by lightning, evade being detected by other means – sight, sound, smell,
resulting in death. These strikes come too fast for the learner echolocation, sensing vibrations on the ground, motion
to dodge or use any Force power to defend himself. If the detection, heat sensors, sensory Force powers that doesn’t
learner succeeds in making this roll, the learner has perfected target electromagnetic auras, etc. The Baran Do Sage would
this technique, and the GM does not need to roll a Wild Die. have to utilize other means to evade such manners of
If the learner has practiced this power enough times – seven to detection. If an opponent detects a Baran Do Sage via any
be exact – the learner has perfected it and avoids the roll and other means, the power automatically ends.
Wild Die completely. Author’s Note: Jacen Solo and Luke Skywalker received
While they most certainly exist, powers of the hassat-worl training in this power while studying under the Baran Do. It is
family, which involve the manipulation of water, have not unknown if Jacen Solo had taught this power to anyone else,
been witnessed by the public and are therefore not listed at this yet it is highly unlikely. As for Luke Skywalker, he
time. The GM is free to create powers for the hassat-worl mentioned to his son that he was making headway in the other
family. techniques of the hassat-duur family, which would include
this power. Unfortunately, it is currently unclear whether he

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managed to learn this power before leaving Dorin. None of Nor has any of the Jedi affected by Abeloth’s Force psychosis
the Jedi who suffered from Abeloth’s Force psychosis has demonstrated this power. So, whether this remains available
demonstrated this power. However, it is possible that Luke only to the Baran Do Sages or it becomes available to the Jedi
Skywalker has learned this power and might teach it to his after the Fate of the Jedi series is up the GM’s discretion.
former and future students. So, whether this remains available
only to the Baran Do Sages or it becomes available to the Jedi
after the Fate of the Jedi series is up the GM’s discretion. Aura Sight
Sense Difficulty: Moderate. Modified by relationship.
Required Powers: Absorb/dissipate energy, sense Force
This power may be kept up.
Sense Powers Effect: This power allows the Baran Do Sage to detect the
location of sentient beings who might otherwise remain
Aura Reception hidden from their normal senses. When this hassat-durr
family power is activated, the Baran Do Sage knows the
Sense Difficulty: Varies.
location of all sentients within 10 meters – if the power is kept
Required Powers: Absorb/dissipate energy, aura sight, sense
up, the Baran Do Sage may know whenever a sentient
aura, sense Force
approaches within 10 meters of them or vice versa.
This power can be “kept up”.
When the Baran Do Sage approaches or is approached by a
Effect: When a creature or individual experiences emotions or
sentient being, the character makes a sense roll, and each
has certain intentions, they create fluctuations with the
sentient creature makes an opposed control or Perception roll
electromagnetic aura. Each emotion creates its own
to avoid detection. Both actions are “free” actions and do not
fluctuation or pattern of fluctuations. By using this hassat-
count as a skill use (and thus there are no die code penalties
durr family power, a Baran Do Sage can detect these
except those caused by injury). If a tie occurs, the Baran Do
fluctuations and “read” them, thereby gauging the intentions
Sage detects the creature in question.
of the target, and determining if the target is a danger or has
If the Baran Do Sage beats the target’s roll by 10 or more
evil intentions.
points, the Baran Do Sage is aware if they have met before
When using this power, the Baran Do Sage must first
(yes or no), and if yes, what their identity is.
declare how he or she intends to use this power, as it can only
Author’s Note: Jacen Solo learned this when he came to
be used in one manner at a time.
study under the Baran Do. It is unknown if he had taught this
If the Baran Do Sage uses this power to sense danger, akin
power to anyone else, yet it is highly unlikely. It is known,
the Force power danger sense, it will allow him to read the
however, that neither Luke Skywalker nor his son Ben
auras of the targets within range, thus surrounding himself
Skywalker learned this power when they visited the Baran Do.
with an array of protective sensors that function life an early
Nor has any of the Jedi affected by Abeloth’s Force psychosis
warning system for as long as the power remains in effect.
demonstrated this power. So, whether this remains available
This allows the Baran Do Sage to detect any attacks the
only to the Baran Do Sages or it becomes available to the Jedi
round before they are made, giving the Baran Do Sage a round
after the Fate of the Jedi series is up the GM’s discretion.
to decide how to react to the danger.
In game terms, if a character plans to attack the Jedi on the
next round, he or she must declare his or her action the round Detect Aura
before. The Difficulty roll for using the power in this way is Sense Difficulty: Moderate for an area; Difficult for sensing
Moderate or the attacker’s control roll. details or specific objects within the area. Modified by
If the Baran Do Sage uses this power to sense the emotions proximity.
of the target, akin to the Force power receptive telepathy, the Required Powers: Absorb/dissipate energy, sense Force
Baran Do can detect the fluctuations in the electromagnetic Effect: This hassat-durr family power allows a Baran Do
aura and determine the target’s general emotional state and Sage to sense the ambient electromagnetic aura within a place.
intentions. It does not allow the Baran Do Sage to read the While it cannot be used to detect sentient beings, it does allow
target’s mind. To use the power in this manner, the Baran Do a Baran Do Sage to sense the rough magnitude of
Sage must roll against the target’s Perception. This roll is electromagnetic auras in the area (rich, moderate, or poor) and
modified by proximity and relationship. So long as the the rough type and quantity of life-forms in the area (“many
proximity modifier does not increase, this power can be kept insects”, “only microbes and bacteria”, “teeming with plant
up. and animal life, including higher predators”). It does not
Author’s Note: Jacen Solo learned this when he came to allow a Baran Do Sage to sense whether or not the area tends
study under the Baran Do. It is unknown if he had taught this towards the dark side or the light or to receive “vague
power to anyone else, yet it is highly unlikely. It is known, premonitions” about the area, such as “I sense something
however, that neither Luke Skywalker nor his son Ben wrong,” or “I sense a great impending tragedy.”
Skywalker learned this power when they visited the Baran Do.

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Author’s Note: Jacen Solo learned this when he came to Required Powers: Absorb/dissipate energy, detect aura,
study under the Baran Do. It is unknown if he had taught this magnify senses, shift sense
power to anyone else, yet it is highly unlikely. It is known, Effect: By using this hassat-durr family power, a Baran Do
however, that neither Luke Skywalker nor his son Ben Sage can detect the presence of any electromagnetic or energy
Skywalker learned this power when they visited the Baran Do. field within twenty meters of his or her location. The Baran
Nor has any of the Jedi affected by Abeloth’s Force psychosis Do Sage can increase this range in increments of ten meters,
demonstrated this power. So, whether this remains available but each increment increases the difficulty level by one. It is
only to the Baran Do Sages or it becomes available to the Jedi possible for a Baran Do Sage to learn the general direction of
after the Fate of the Jedi series is up the GM’s discretion. the origin of the field if the source is out of the current search
range, but the character must make the required roll after the
GM adds +10 to the Difficulty. When the Baran Do Sage
Energy Sense makes a roll, the GM should consult the following table for
Sense Difficulty: Easy. Modified for proximity. the results. The results are cumulative
Required Powers: Absorb/dissipate energy, magnify senses
Time to Use: 15 minutes. This can be decreased in five- Sense roll ≥ Result
minute increments by increasing the difficulty one level per difficulty by:
increment. The absolute minimum time to use is one minute. 0-5 Detect the presence
Effect: A hassat-durr family power, the Baran Do Sage is 6-10 Ascertain origin of the field
able to sense the distribution of energy in the natural world. 11-15 Ascertain general strength of the field
By sensing the distribution, the Baran Do can also sense if 16+ Identify type of field and type of electronic
energy is piling up in an area. Depending on the area, such a equipment creating field
buildup could be a sign of an impending weather pattern or a
natural disaster. For instance, a Baran Do can feel the heat in A Baran Do Sage can also use this power against an
the water in the ocean, heat that will become hurricanes. opponent using a personal shield or against a vehicle with
In game terms, if a Baran Do Sage uses this before using active shields. By making a successful roll, the character can
predict natural disaster or either the Baran Do version of or detect any minute fluctuations in the shield. If the character
the Jedi version of weather sense, the Baran Do Sage receives aims for one of these fluctuations, the character receives a +5
a circumstantial bonus to the difficulty roll for any of the circumstantial bonus to whatever skill is being used to hit the
aforementioned powers. Note that the Baran Do Sage can fluctuation. Should the character succeed in striking the
only use this bonus once and for one power. In addition, the fluctuation, the GM must roll a Wild Die. If the result is a
Baran Do Sage must use one of the aforementioned powers one, striking the fluctuation will cause a backlash that will
within an hour after using energy sense; otherwise, the Baran overload and short out the shield for the remainder of the
Do will lose the bonus and must use energy sense again to combat session. However, using this power in such a manner
gain a new bonus. incurs a multiple action penalty.
Author’s Note: Jacen Solo learned this when he came to
Roll ≥ difficulty by: Sense skill bonus: study under the Baran Do. It is unknown if he had taught this
0-5 +2 power to anyone else, yet it is highly unlikely. It is known,
6-10 +1D however, that neither Luke Skywalker nor his son Ben
11-15 +1D+1 Skywalker learned this power when they visited the Baran Do.
16-20 +1D+2 Nor has any of the Jedi affected by Abeloth’s Force psychosis
21+ +2D demonstrated this power. So, whether this remains available
only to the Baran Do Sages or it becomes available to the Jedi
Author’s Note: Jacen Solo learned this when he came to after the Fate of the Jedi series is up the GM’s discretion.
study under the Baran Do. It is unknown if he had taught this
power to anyone else, yet it is highly unlikely. It is known,
however, that neither Luke Skywalker nor his son Ben Guidance of the Force
Skywalker learned this power when they visited the Baran Do. Sense Difficulty: Moderate.
Nor has any of the Jedi affected by Abeloth’s Force psychosis Required Powers: Concentration, Force track, life detection,
demonstrated this power. So, whether this remains available life sense.
only to the Baran Do Sages or it becomes available to the Jedi Effect: With this power, a Baran Do Sage can use his
after the Fate of the Jedi series is up the GM’s discretion. knowledge of the currents of the Force to determine whether
or not a course of action will guide him or her closer to a goal.
Once per gaming seession, a Baran Do Sage can use this
Energy Sight power to glean a positive or negative feeling when
Sense Difficulty: Moderate

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concentrating on a particular act and the desired result, as well movements of the clouds, winds, tides, and solar bodies. The
as a relative strength or weakness of the feeling. Baran Do Sage, on the other hand, senses the movement of
For example, a Baran Do Sage who is debating traveling to energy in atmosphere, whether it is electrical charges or heat.
Coruscant to hunt down a murdered might receive a strong The energy moves about and build up in certain patterns, and
positive feeling if the murderer is on Coruscant, a weak each pattern corresponds to a specific weather phenomenon.
positive feeling if the being visited Coruscant but left, a weak Another key difference is that even with the presence of
negative feeling if the murderer traveled to a different planet weather stations and satellites, and even with a Jedi using
in the Core Worlds region, or a strong negative feeling if the weather sense to predict weather phenomenon, a storm can
being headed to Tatooine in the Outer Rim Territories. still form in a matter of moments. A Baran Do Sage can
Source: Baran Do Sage class feature Guidance of the Force succeed where weather stations and Jedi fail in predicting
from Hero’s Guide (p 143) when these spontaneous storms will occur because the Baran
Do Sage can detect the sudden buildup and transition of
energy that happens just prior to the appearance of these
Sense Aura spontaneous storms.
Sense Difficulty: Very Easy. Modified by proximity and Just like the Jedi version, a Baran Do Sage must take time
relationship. to become familiar with the movement of electrical charges in
Required Powers: Absorb/dissipate energy, aura sight, sense the atmosphere before being able to predict the appearance of
Force storms. However, because of the differences between the two
This power may be kept up to track a target. powers and the Baran Do Sage’s training in sensing and
Effect: A Baran Do Sage can use this hassat-durr family manipulating electricity, the Baran Do Sage’s prediction is
power to sense the electromagnetic aura of a specific person effective for eight hours. However, the difficulty increases if
for whom he is searching. In addition, by sensing the the Baran Do wishes to make more extended forecasts. If the
electromagnetic aura for disturbances, the Baran Do Sage can Baran Do Sage wishes to make a prediction about a
sense how badly wounded, diseased, or otherwise physically spontaneous storm, the Difficulty is increased by one level.
disturbed the target is. Author’s Note: Jacen Solo learned this when he came to
A target can use suppress aura to hide his identity from the study under the Baran Do. It is unknown if he had taught this
Baran Do Sage using sense aura. The target’s control skill is power to anyone else, yet it is highly unlikely. It is known,
added to the Baran Do Sage’s sense skill in this case. however, that neither Luke Skywalker nor his son Ben
Author’s Note: Jacen Solo learned this when he came to Skywalker learned this power when they visited the Baran Do.
study under the Baran Do. It is unknown if he had taught this Nor has any of the Jedi affected by Abeloth’s Force psychosis
power to anyone else, yet it is highly unlikely. It is known, demonstrated this power. So, whether this remains available
however, that neither Luke Skywalker nor his son Ben only to the Baran Do Sages or it becomes available to the Jedi
Skywalker learned this power when they visited the Baran Do. after the Fate of the Jedi series is up the GM’s discretion.
Nor has any of the Jedi affected by Abeloth’s Force psychosis
demonstrated this power. So, whether this remains available
only to the Baran Do Sages or it becomes available to the Jedi
after the Fate of the Jedi series is up the GM’s discretion.
Control and Sense Powers

Weather Sense (Baran Do) Precognitive Meditation


Sense Difficulty: Easy if the Baran Do Sage has lived in the Control Difficulty: Very Easy
area for more at least six months; Moderate if the Baran Do Sense Difficulty: Moderate
Sage has lived in the area between one and six months; Required Powers: Danger sense, farseeing, life deetection,
Difficult if the Baran Do Sage has lived in the area less than life sense.
one month. Modified for proximity and local meteorological Time to Use: Ten minutes
conditions. Effect: The Baran Do Sage meditates for the time required to
Required Powers: Absorb/dissipate energy, energy sense, use this power, seeking visions of the future. Upon
magnify senses completing the meditation, the Baran Do Sage is aware of
This power may be kept up. possible attacks he or she might experience for the rest of the
Effect: The Baran Do Sage is able to sense the movement of day. Upon completing this meditation, the Baran Do will be
electrical currents in the atmosphere with this hassat-durr able to avoid one attack on either his or her person or on the
family power, and based on these movements can sense vehicle he or she is piloting. Only one attack can be avoided;
dangerous weather phenomena in advance. once that attack is evaded, the Baran Do Sage cannot use the
This power is fundamentally the same as the Jedi version of Force to avoid future attacks in such a manner.
this power. However, there are key differences. The Jedi Source: Baran Do Sage Talent Precognitive Meditaiton from
attunes himself to the local weather patterns by sensing the Jedi Academy Training Manual (p 75)

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Control and Alter Powers Generally, when a Baran Do Sage uses this power, the user
is also using alter aura with the same results; hence, the
appropriate penalty for multiple actions needs to be applied.
Alter Another’s Aura It is possible for a Baran Do Sage to use this power on
Control Difficulty: Target’s Perception roll more than one target, so long as the user is able to make
Alter Difficulty: Target’s Perception roll physical contact with the targets. The GM must apply the
Required Powers: Absorb/dissipate energy, alter aura, sense appropriate penalty in this case.
Force Author’s Note: Jacen Solo and Luke Skywalker received
This power may be kept up. training in this power while studying under the Baran Do. It is
Effect: Animals can sense whether or not something is a unknown if Jacen Solo had taught this power to anyone else,
potential threat. This is the result of the animal sensing the yet it is highly unlikely. As for Luke Skywalker, he
electromagnetic aura of the potential threat. With this hassat- mentioned to his son that he was making headway in the other
durr family power, a Baran Do Sage can alter another techniques of the hassat-duur family, which would include
individual’s electromagnetic aura so that the creature would this power. Unfortunately, it is currently unclear whether or
perceive it as something terrible or something inoffensive. not he managed to learn this power before leaving Dorin.
When activating this power, the Baran Do Sage must first None of the Jedi who suffered from Abeloth’s Force psychosis
declare how he or she wants to use this power. The Baran Do has demonstrated this power. However, it is possible that
Sage then rolls against the creature’s Perception. What Luke Skywalker has learned this power and might teach it to
happens should the Baran Do Sage succeeds depends on how his former and future students. So, whether this remains
the Baran Do Sage uses this power. available only to the Baran Do Sages or it becomes available
to the Jedi after the Fate of the Jedi series is up the GM’s
Something terrible – the animal will go out of its way to avoid discretion.
the target. The effect would be like the Sith power aura of
uneasiness. Alter Aura
Control Difficulty: Target’s Perception roll
Something inoffensive – the animal will not perceive the
Alter Difficulty: Target’s Perception roll
target as a threat. So long as the target makes no threatening
Required Powers: Absorb/dissipate energy, sense Force
act towards the animal, the animal will ignore the target.
This power may be kept up.
Effect: Animals can sense whether or not something is a
The Baran Do Sage can use this power against an entire
potential threat. This is the result of the animal sensing the
pack or herd of animals. To do so, he or she must roll against
electromagnetic aura of the potential threat. With this hassat-
the animal with the highest Perception die. This is usually the
durr family power, a Baran Do Sage can alter his or her
alpha male or female of the group.
electromagnetic aura so that the creature would perceive it as
If the Baran Do Sage should encounter different animals at
something terrible or something inoffensive.
the same time, he or she can choose to use this power against
When activating this power, the Baran Do Sage must first
all of them at once. However, the Baran Do Sage must make
declare how he or she wants to use this power. The Baran Do
separate rolls against each type of animal, and multiple action
Sage then rolls against the creature’s Perception. What
penalties apply.
happens should the Baran Do Sage succeeds depends on how
If the Baran Do Sage succeeds in making the rolls to seem
the Baran Do Sage uses this power.
inoffensive, the target gains a circumstantial bonus to hide
from the animal until it leaves or to sneak past the animal.
Something terrible – the animal will go out of its way to avoid
the Baran Do Sage. The effect would be like the Sith power
Alter roll ≥ difficulty by: Hide/Sneak skill bonus:
aura of uneasiness.
0-5 +2
6-10 +1D
Something inoffensive – the animal will not perceive the
11-15 +1D+1
Baran Do Sage as a threat. So long as the Baran Do Sage
16-20 +1D+2
makes no threatening act towards the animal, the animal will
21+ +2D
ignore the Baran Do Sage.
This bonus lasts while the power is kept up.
The Baran Do Sage can use this power against an entire
This power is also only effective so long as the user is in
pack or herd of animals. To do so, he or she must roll against
the physical contact with the target. Should the contact be
the animal with the highest Perception die. This is usually the
broken, the power automatically ends.
alpha male or female of the group.

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If the Baran Do Sage should encounter different animals at Up to 50 meters +10


the same time, he or she can choose to use this power against Up to 75 meters +15
all of them at once. However, the Baran Do Sage must make Up to 100 meters +20
separate rolls against each type of animal, and multiple action
penalties apply. The energy, regardless of its nature or intensity, is
If the Baran Do Sage succeeds in making the rolls to seem redirected away at safe levels, so the Baran Do Sage cannot
inoffensive, he or she gains a circumstantial bonus to hide use this power to harm others by redirecting lightning or
from the animal until it leaves or to sneak past the animal. radiation at them.
A side effect of this technique is that it makes the Baran Do
Alter roll ≥ difficulty by: Hide/Sneak skill bonus: Sage’s brain activity undetectable. If a medic were to perform
0-5 +2 a CAT scan, an electroencephaloscan, or some other scan of
6-10 +1D the brain, the scan would show no brain activity, suggesting
11-15 +1D+1 the Baran Do Sage was brain dead. A Baran Do Sage can use
16-20 +1D+2 this power to fool medical scanners and pass lie detectors.
21+ +2D This power allows the Baran Do Sage to incur a penalty on all
first aid and intimidation: interrogation rolls made against
This bonus lasts while the power is kept up. him equal to his control or alter Die, whichever one is lower.
Author’s Note: Jacen Solo and Luke Skywalker received A Baran Do Sage can also use this power to shield another
training in this power while studying under the Baran Do. It is person or a vehicle from the effects of energy. The Baran Do
unknown if Jacen Solo had taught this power to anyone else, Sage must be in physical contact for the other person or object
yet it’s highly unlikely. As for Luke Skywalker, he mentioned to be protected.
to his son that he was making headway in the other techniques Though it might be possible for a Baran Do Sage to use this
of the hassat-duur family, which would include this power. power as a means of defense against bolt of hatred, dark side
Unfortunately, it is currently unclear whether or not he web, and Force lightning, this has yet to be confirmed.
managed to learn this power before leaving Dorin. None of Author’s Note: Plo Koon, Jacen Solo, and Luke Skywalker
the Jedi who suffered from Abeloth’s Force psychosis has learned this when they came to study under the Baran Do
demonstrated this power. However, it is possible that Luke Sages. It is unknown if Jacen Solo or Plo Koon had taught
Skywalker has learned this power and might teach it to his this power to anyone else, yet it is highly unlikely in the
former and future students. So, whether this remains available former’s case. Valin Horn also displayed this power after
only to the Baran Do Sages or it becomes available to the Jedi being afflicted by Abeloth’s Force psychosis, but none of the
after the Fate of the Jedi series is up the GM’s discretion. other affect Jedi have. However, it is possible that since Luke
Skywalker has learned this power, he might teach it to his
former and future students. So, whether this remains available
Ayna-seff only to the Baran Do Sages or it becomes available to the Jedi
Control Difficulty: Very Easy for heat, medical scans, and after the Fate of the Jedi series is up the GM’s discretion.
sunburn; Easy for electricity, intense sun, and stun bolts;
Moderate for lightning; Difficult for solar wind; Very Difficult
for a radiation storm Communication Boost
Alter Difficulty: Very Easy for heat, medical scans, and Control Difficulty: Very Easy for up to 1-kilometer range,
sunburn; Easy for electricity, intense sun, and stun bolts; Easy for up to 25-kilometer range, Moderate for up to 50-
Moderate for lightning; Difficult for solar wind; Very Difficult kilometer range, Difficult for up to 75-kilometer range, Very
for a radiation storm Difficult for up to 200-kilometer range, Heroic for up to
Required Powers: Absorb/dissipate energy 2,000-kilometer range
This power may be kept up. Alter Difficulty: Variable
Effect: A technique of the hassat-durr family, this allows a Required Powers: Absorb/dissipate energy
Baran Do Sage to absorb and redirect energy away from his This power may be kept up.
body, shielding himself from the effects. The range of the Effect: A technique of the hassat-durr family, this allows a
redirection is up to ten meters. However, the Baran Do Sage Baran Do Sage to serve as a range-boosting antenna for
can extend this range by making the appropriate alter roll. To comlinks and other communication devices. The Baran Do
determine the difficulty, the GM must first take the initial alter Sage must be in physical contact with the communication
Difficulty. The GM then consults the following table to device before and while this power is active. Should the
determine how much is added to the initial Difficulty. Baran Do Sage break contact with the device, the device
automatically loses any boost to its range.
Range Add to Difficulty The Baran Do Sage must first make a control roll, which is
Up to 25 meters +5 determined by the normal range of the communication device

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in question. The Baran Do Sage then declares how much of a Should the Baran Do Sage target an implant, like a tracking
boost he wishes to give to the communication device’s range. device or a cybernetic implant other than a prosthetic limb, the
This will determine the alter difficulty. affected individual suffers 1D of damage. This is
unavoidable. However, since most cybernetic implants are
Boost Alter Difficulty directly connected to the brain, there is a chance the individual
+25% Easy could suffer brain damage or die as a result.
+50% Moderate Similarly, if the Baran Do Sage targets a prosthetic heart,
+75% Difficult lung, or similarly critical organ, or an apparatus that is
+100% Very Difficult responsible for the function of such an organ, for example the
+125% Heroic breathing apparatus and life support system that were part of
Darth Vader’s armor, the affected individual could die if the
The GM adds +5 to the alter difficulty for every additional damaged prosthetic isn’t quickly repaired or replaced. As in
25%. the case of a cybernetic implant, the affected individual suffers
This power can only be used on portable communication 1D of damage automatically.
devices like a comlink. It cannot be used on the Should a Baran Do endanger the life of an individual while
communication systems of a base or ship or on a using this power, the Baran Do Sage receives a Dark Side
communications implant. Point. If the individual dies, either immediately or
Author’s Note: Jacen Solo and Luke Skywalker received subsequently, the Baran Do receives another Dark Side Point.
training in this power while studying under the Baran Do. It is Author’s Note: Jacen Solo and Luke Skywalker received
unknown if Jacen Solo had taught this power to anyone else, training in this power while studying under the Baran Do
yet it is highly unlikely. As for Luke Skywalker, he Sage. It is unknown if Jacen Solo had taught this power to
mentioned to his son that he was making headway in the other anyone else, yet it is highly unlikely. As for Luke Skywalker,
techniques of the hassat-duur family, which would include he mentioned to his son that he was making headway in the
this power. Unfortunately, it is currently unclear whether or other techniques of the hassat-duur family, which would
not he managed to learn this power before leaving Dorin. include this power. Unfortunately, it is currently unclear
None of the Jedi who suffered from Abeloth’s Force psychosis whether or not he managed to learn this power before leaving
has demonstrated this power. However, it is possible that Dorin. None of the Jedi who suffered from Abeloth’s Force
Luke Skywalker has learned this power and might teach it to psychosis has demonstrated this power. However, it is
his former and future students. So, whether this remains possible that Luke Skywalker has learned this power and
available only to the Baran Do Sages or it becomes available might teach it to his former and future students. So, whether
to the Jedi after the Fate of the Jedi series is up the GM’s this remains available only to the Baran Do Sages or it
discretion. becomes available to the Jedi after the Fate of the Jedi series
is up the GM’s discretion.

Disable Prosthetic/Implant
Control Difficulty: Moderate, but limited to line of sight Disable Restraint
Alter Difficulty: Target’s opposed Strength roll Control Difficulty: Moderate
Required Powers: Absorb/dissipate energy, life detection, life Alter Difficulty: Moderate
sense, sense Force, telekinesis Required Powers: Absorb/dissipate energy, sense Force,
Effect: A technique of the hassat-durr family, this allows a telekinesis
Baran Do Sage to direct the energy either inwards towards Effect: A technique of the hassat-durr family, this allows a
himself or herself, or outwards towards another individual. Baran Do Sage to disable the power cells of a pair of stun
The Baran Do Sage then declares the target of his attack. cuffs, Force shackles, or other powered restraints. Once
Should the target fail to make the opposed Strength roll, the disabled, the restraints should unlock and open automatically.
prosthetic or implant is immediately disabled and will not If it does not happen, the Baran Do Sage will be able to work
function again until it is repaired or replaced. on freeing his or her hands out of the binders by making a
The Baran Do Sage should exercise extreme caution when Dexterity or security skill check, depending on the restraint,
using this power, because the potential for abuse his high. without worrying about receiving shocks in the process. This
Furthermore, there could be further complications from power has no effect on ropes, leather straps, Mandalorian
disabling the prosthetic or implant. The GM should consult manacles, or other non-powered restraints.
with the appropriate sourcebook or Gry Sarth’s Equipment Author’s Note: Jacen Solo and Luke Skywalker received
Stats pdf to determine the specific complications. training in this power while studying under the Baran Do
In general, should the Baran Do Sage disable a prosthetic Sage. It is unknown if Jacen Solo had taught this power to
limb, be it a hand, arm, foot, or leg, the affected individual’s anyone else, yet it is highly unlikely. As for Luke Skywalker,
move and/or Dexterity are affected. he mentioned to his son that he was making headway in the

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other techniques of the hassat-duur family, which would If several Force-users are trying to detect the target, the
include this power. Unfortunately, it is currently unclear user makes a control roll against the opponent with the highest
whether or not he managed to learn this power before leaving sense roll.
Dorin. None of the Jedi who suffered from Abeloth’s Force If the opponent is using technological means to detect the
psychosis has demonstrated this power. However, it is target’s electromagnetic aura, the Baran Do must roll against
possible that Luke Skywalker has learned this power and the opponent’s sensor roll using the same rules as listed above.
might teach it to his former and future students. So, whether This power lasts for ten minutes, at which time the user can
this remains available only to the Baran Do Sages or it reroll to reactivate it. The user and the target can use any
becomes available to the Jedi after the Fate of the Jedi series other Force power during the ten-minute time limit so long as
is up the GM’s discretion. neither the user’s nor the target’s electromagnetic aura change.
If either should change, suppress another’s aura is
automatically cancelled.
Force Lightning (Baran Do) This power is also only effective so long as the user is in
Control Difficulty: Difficult, modified by proximity, limited the physical contact with the target. Should the contact be
to line of sight. broken, the power automatically ends.
Alter Difficulty: Target’s control or Perception roll. Generally, when a Baran Do Sage uses this power, the user
Required Powers: Absorb/dissipate energy is also suppressing his own electromagnetic aura with
Effect: Having experienced the violent and unpredictable suppress aura; hence, the appropriate penalty for multiple
weather that was commonplace on their homeworld, the Baran actions needs to be applied.
Do developed this hassat-durr family power as a result. It is possible for a Baran Do Sage to use this power on
Successful casting of this spell causes bolts of energy to more than one target, so long as the user is able to make
spring from the caster’s fingertips. A Baran Do generally uses physical contact with the targets. The GM must apply the
this power for utilitarian purposes, like igniting the few wood appropriate penalty in this case.
that naturally grows on Dorin. However, this power can be This power allows a Baran Do Sage to suppress another’s
used offensively. electromagnetic aura. It does not allow the target to evade
When used in this manner, white lightning inflicts 1D detection by other means – sight, sound, smell, echolocation,
damage for every 2D of alter the Baran Do has rounded down. sensing vibrations on the ground, motion detection, heat
Using this power in such a manner also causes the Baran Do sensors, sensory Force powers that doesn’t target
to gain a Dark Side Point. electromagnetic auras, etc. The target would have to utilize
Appeared where: Outcast other means to evade such manners of detection. If an
opponent detects the target via any other means, this power
automatically ends.
Suppress Another’s Aura Author’s Note: Jacen Solo and Luke Skywalker received
Control Difficulty: Easy training in this power while studying under the Baran Do. It is
Alter Difficulty: Easy unknown if Jacen Solo had taught this power to anyone else,
Required Powers: Absorb/dissipate energy, hibernation yet it’s highly unlikely. As for Luke Skywalker, he mentioned
trance, suppress aura to his son that he was making headway in the other techniques
This power may be kept up, but the user must be in physical of the hassat-duur family, which would include this power.
contact with the target. Unfortunately, it is currently unclear whether or not he
Effect: Animals can sense the electromagnetic aura of other managed to learn this power before leaving Dorin. None of
creatures. With this hassat-durr family power, a Baran Do the Jedi who suffered from Abeloth’s Force psychosis has
Sage can suppress another individual’s electromagnetic aura demonstrated this power. However, it is possible that Luke
so that the creature would be unable to detect him or her. This Skywalker has learned this power and might teach it to his
power also allows a Baran Do Sage to keep another individual former and future students. So, whether this remains available
from being detected by sensors that are programmed to detect only to the Baran Do Sages or it becomes available to the Jedi
the electromagnetic aura of living beings and by other Baran after the Fate of the Jedi series is up the GM’s discretion.
Do Sages using aura reception, aura sight, or sense aura to
sense the user’s electromagnetic aura.
If another Baran Do Sage is trying to sense the target’s Sense and Alter Powers
electromagnetic aura, the user can oppose the Baran Do
Sage’s sense roll with a control roll. If the user’s control roll
is greater than the opponent’s sense roll, the user successfully Generate Wind (Baran Do)
evades detection. If the user’s control roll is less than the Sense Difficulty: Moderate
Force-user’s sense roll, the opponent detects the user’s Alter Difficulty: Moderate
electromagnetic aura. Required Powers: Magnify senses, shift sense, telekinesis

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Time to Use: Two minutes Gender: Both


Effect: Having experienced the violent and unpredictable Dexterity skills: Dodge, melee combat, melee parry, and
weather that was commonplace on their homeworld, the Baran running.
Do developed this hassat-biir family power as a result. Knowledge skills: All skills available. Establish preference
The Baran Do can generate a gust of wind when desired for scholar, survival, and willpower.
and in whatever direction the user desires. Consult the Mechanical skills: All gunnery skills forbidden. All other
following chart to determine how strong the wind is: skills available.
Perception skills: All skills available. Establish preference for
Alter roll ≥ difficulty Effect investigation, persuasion, persuasion: debate, and search.
roll by: Strength skills: All skills available. Place emphasis on
0-5 Slight breeze generated, 1-5 kph stamina.
6-10 Strong breeze, 6-10 kph Technical skills: All skills available. Establish preference for
11-15 Strong wind, 11-20 kph first aid.
16-20 Gale, 21-50 kph Force skills: Above normal sense skill die. Normal control
21+ Strong gale, 51-80 kph and alter die.
Force powers: All the powers listed in this section. All Jedi
The Baran Do can use this power in several different powers are available except for lightsaber combat. Particular
purposes. The generated wind can kick up a cloud of dust to emphasis on farseeing, magnify senses, postcognition, predict
hide the user or blind opponents. The Baran Do can put out a natural disasters, sense Force, weather sense, and powers that
fire or blow smoke away from an encampment. The Baran Do are associated with the weather or elements of the weather like
can even knock opponents and targets to the ground or prevent wind and lightning.
them from moving.
Appeared where: Outcast

Whirlwind
Sense Difficulty: Moderate
Alter Difficulty: Moderate to affect 5 meters; Difficult to
affect 10 meters; Very Difficult to affect 15 meters.
Required Powers: Magnify senses, shift sense, telekinesis
This power may be kept up.
Effect: Having experienced the violent and unpredictable
weather that was commonplace on their homeworld, the Baran
Do developed this hassat-biir family power as a result.
This power allows the Baran Do to manipulate and channel
air currents to form powerful and destructive tornadoes that
can lift people into the air and fling them about. The
cyclone does the Baran Do’s alter code in damage to all
within its range.
A Baran Do using this power to harm another individual
receives a Dark Side Point.
Appeared where: Outcast

Playing a Baran Do Sage

The Baran Do are contemplative, spending a good deal of


time meditating to study the mysteries of the Force. They also
use their sensory abilities to predict dangerous weather
phenomena in advance and their foresight abilities to help
prevent wars and avoid catastrophes. These sensory abilities
are also useful in helping to solve crimes that have very few
clues or leads.

Race: Kel Dor

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6-10 +2 pip

Believers Powers 11-15


16-20
21+
+1D
+1D+1
+1D+2

Sources: Believer Disciple Talent Believer Intuition from The


Clone Wars Campaign Guide page 56
Restriction: These powers are generally restricted to the
Believers, though members of other Force-using traditions can
learn these powers. Playing a member of the Believers

The Believers was a Sith-worshiping cult that became a


Control Powers serious threat to the inhabitants of the Cularin system.

Race: Any
Defense Boost Gender: Both
Control Difficulty: Moderate or Difficult Dark Side Points: at least 1
Effect: The Believer can make a control roll for the purpose Dexterity skills: All skills available.
of increase his or defenses. The Believer must first declare Knowledge skills: All skills available.
which difficulty he or she wishes to roll against. If the Mechanical skills: All skills available.
Believer chooses the Moderate difficulty and succeeds, he or Perception skills: All skills available.
she receives a +1 Force bonus to stamina or Strength defense Strength skills: All skills available.
roll until the end of the encounter. If the Believer chooses the Technical skills: All skills available.
Difficult difficulty, the +1 bonus will be added to the Force skills: No particular emphasis.
Believer’s dodge or Dexterity and willpower or Perception Force powers: All the powers listed in this section. All Jedi
defense rolls as well. powers are available.
Sources: Believer Disciple Talent Defense Boost from The
Clone Wars Campaign Guide page 56

High Impact
Control Difficulty: Moderate
Effect: The Believer can make a control roll before making a
melee attack. If the roll succeeds, then when the Believer
successfully makes a melee attack, he or she doubles the
Strength damage portion of the attack. For instance, the
normal damage from a combat knfe is STR+1D+1. With this
power, the damage is (STR×2) + 1D+1.
Sources: Believer Disciple Talent High Impact from The
Clone Wars Campaign Guide page 56

Sense Powers

Believer Intuition
Sense Difficulty: Opponent’s attack roll
Required Powers: Danger sense, life detection.
Effect: When an opponent makes a successful attack roll, the
Believer can make a sense roll. If the sense roll equals or
exceeds the attack roll, the Believer receives a bonus to his or
her dodge roll for the purpose of avoiding the attack.

Sense roll ≥ attack roll by Bonus to dodge roll


0-5 +1 pip

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Sorces: Blazing Chain Talent Force Directed Shot from The

Blazing Chain Unknown Region page 33, D6 mechanics by +Oliver Queen,


posted on The Rancor Pit boards by shootingwomprats.

Powers Control and Sense Powers

Negate and Redirect


Control Difficulty: Moderate
Restriction: These powers are generally restricted to the Sense Difficulty: Attacker’s skill roll
Blazing Chain nomadic raiders, though it’s possible for other Required Powers: Absorb/dissipate energy
traditions to create these powers through experimentation. Effect: The Blazing Chain raider can absorb ranged energy
bolts aimed at him or her and redirect some of the shot’s
energy at an enemy target. As a free action immediately
following making the successful skill checks, the raider can
Control Powers choose one enemy that the raider can see within a range of 10
meters. The raider then makes a control difficulty check
Rising Anger based on the range of the weapon being redirected.
Sorces: Blazing Chain Talent Negate and Redirect from The
Control Difficulty: Easy
Unknown Region page 33, D6 mechanics by +Oliver Queen,
Required Powers: Concentration
posted on The Rancor Pit boards by shootingwomprats.
This power may be kept “up”.
Effect: The Blazing Chain raider tap directly into his or her
anger to increase the effectiveness of his or her attacks. At the
beginning of his or her round, after selecting a target for his or Control, Sense, and Alter Powers
her anger, the raider gains a +1D modifier against this target
applied to either the raider’s skill roll or damage roll. If the
Blazing Chain raider doesn’t attack the designated target, at Rising Panic
the beginning of each round, the raider may make another Control Difficulty: Moderate
check to maintain his or her focus on them, gaining an Sense Difficulty: Target’s control or Perception, modified by
additional +1D modifier. This can be done for up to three proximity
rounds. Alter Difficulty: Moderate
The Blazing Chain raider gains a Dark Side Point in using This power may be kept “up”.
this power. Effect: The Blazing Chain raider starts a rising panic in an
Sorces: Blazing Chain Talent Rising Anger from The enemy, inhibiting the enemy’s ability to respond. Each round,
Unknown Region page 33, D6 mechanics by +Oliver Queen, the raider can choose one target. The result depends on the
posted on The Rancor Pit boards by shootingwomprats. sense roll opposed by the target’s control or Perception.

Sense roll ≥ target’s Result


control or Perception by
Alter Powers 0-3 -1D to all skill checks for the
rest of this round and the next
one
Force Directed Shot 4-8 -1D to all skill checks until the
Alter Difficulty: Moderate end of the scene
Effect: A Blazing Chain raider uses the Force to alter the 9-12 -2D to all skill checks and must
flight of a blaster bolt, projectile, or similar missile from a immediately flee
thrown or ranged weapon. As an action, the Blazing Chain 13-15 Falls unconscious for 3D
raider selects a spot within 20 meters of the raider and within minutes
the raider’s line of sight. The Blazing Chain raider treats this 16+ Falls unconscious and takes 1
spot as thr origin for the raider’s next ranged attack. The GM wound
determines target cover as though the Blazing Chain raider
were firing for the new spot. The Blazing Chain must also The Blazing Chain raider gains a Dark Side Point in using
have the target within the raider’s line of sight from the new this power.
location.

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Sorces: Blazing Chain Talent Rising Panic from The


Unknown Region page 33, D6 mechanics by +Oliver Queen,
posted on The Rancor Pit boards by shootingwomprats.

Playing a Blazing Chain Raider

The Blazing Chain Raiders use the Force in order to make


their raids easier. They don’t care about the distinction
between light and dark unless those who fall to the dark side
pose a threat to the well-being of the fleet.

Race: Any
Gender: Both
Dexterity skills: All skills available except for lightsaber
Knowledge skills: All skills available. Establish preference
for survival, value, and willpower.
Mechanical skills: Starship-oriented skills
Perception skills: All skills available. Establish preference for
hide, search, and sneak.
Strength skills: All skills available.
Technical skills: All skills available except for lightsaber
repair/engineering
Force skills: No particular emphasis.
Force powers: All the powers listed in this section. All Jedi
powers are available except for lightsaber combat. Particular
emphasis on combat sense, deflect energy, elusive target,
Force haze, Force shot, and telekinesis. Because their
nomadic wandering may put them in contact with other Force
traditions, availability of Force powers from other traditions
up to GM’s discretion.

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Effect: Battle meditation has two possible effects. The Witch


can force her adversaries to abandon their assault and turn on

Dathomir Magic each other, or she can alter the tide of the battle, strengthening
her allies and at the same time weakening her enemies.
Before casting the spell, the Witch (or Witches) must state
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 Witch may only use this
Note: These spells are generally restricted to the Witches of spell effectively on or after the first round of combat, not
Dathomir, though there is nothing forbidding the gamemaster before. Enemies are defined as those who seek to oppose the
to allow Dathomiri males and offworld Force-users from Witch’s immediate goal (rescuing a prisoner, defeating a
learning these spells. In addition, most of these spells have group of Nightsisters, etc.); allies are defined as those who
equivalent corresponding powers amongst the Jedi. These seek to uphold and forward the Witch’s goal.
counterparts will be noted for those spells that have them. For When attempting to turn attackers against each other, the
spells that have not had counterparts already mentioned, I’ve Witch’s spell roll becomes the difficulty the targets must beat
created such powers. The availability of these counterparts to to avoid the effect. Otherwise, they immediately see their
the Jedi will be noted in the descriptions of these counterparts. allies as the “true” enemy and attack. The Witch must
maintain the effect each round for the combatants to continue
fighting. Once the spell is dropped, its effects wear off
Absorb/Dissipate Energy instantly.
Difficulty: Very Easy (sunburn), Easy (intense sun), Moderate On a successful roll to change the balance of the battle in
(solar wind), Difficult (radiation storm). Witches may use this the Witch’s allies’ favor (the spell’s second function), the
spell to deflect energy attacks such as blaster bolts and the Witch’s enemies lose 1D for every 4D she has in the spell in
Spell of Lightning. The base difficulty for such a casting is an attribute determined by the Witch (i.e., Strength, Dexterity,
Moderate, modified by the attack’s damage roll. and so on) to a minimum of 1D, while her allies receive a
This spell may be kept active as long as the source of the bonus of the same value to an attribute of her choosing.
energy is constant. It may not be kept active when deflecting Source: Cracken’s Threat Dossier
energy attacks. Corresponding Power: Battle meditation
Effect: This spell allows the caster to absorb and dissipate
energy, including light, heat, radiation, and even blaster bolts. Concentration
A successful casting means that the energy is dissipated. If
Difficulty: Easy if the Witch is relaxed and at peace; Difficult
the caster fails the roll, she takes full damage from the energy.
if the Witch is filled with aggression, fear, or other negative
The character must cast the spell in the same round to
emotions; Very Difficult if the Witch is acting on the negative
absorb the blaster bolt or other attack; the character must be
emotions.
able to cast the spell before the attack lands. She can’t use the
Effect: In order to successfully cast this spell, the individual
power after the attack has hit.
Witch concentrates on one specific task at hand. If the spell
Source: Cracken’s Threat Dossier
roll is successful, the Witch may add +4D to any one action in
Corresponding Power: Absorb/dissipate energy
that round. The Witch may do nothing more than use the
concentration spell and one other skill for a single action.
Battle Meditation The Witch receives no bonus if anything else is done in that
Difficulty: Varies based on the number of target individuals as round, including duplicate uses of the same skill or dodges or
well as the number of casters. parries.
This spell may be used in conjunction with Force Points
Number of Targets Difficulty and Character Points. This spell is only in effect for one round
1-2 Very Easy and may not be kept up.
3-20 Easy Source: Cracken’s Threat Dossier
21-100 Moderate Corresponding Power: Concentration
101-1000 Difficult
1001-10,000 Very Difficult Environmental Attunement
10,000+ Heroic
Difficulty: Easy if the Witch has lived in the area for more
than a year; Moderate if the Witch has lived in the area
For every ten casters simultaneously casting the spell, subtract between six and twelve months; Difficult if the Witch has
-10 from the difficulty. lived in the area between one and six months; Very Difficult if
This spell may be kept active.

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the Witch has lived in the area less than one month. Modified Once cast, the globe appears above a Witch’s palm with the
for proximity and local meteorological conditions. same intensity as a glow rod. The Witch can increase or
This spell may be kept active. decrease the brightness by making an Easy roll.
Effect: This power allows the Witch to attune herself to the The globe remains above the Witch’s palm unless the
workings of local weather patterns. By sensing the Witch decides to move it. Moving the globe requires an Easy
movements of clouds, winds, tides, and solar bodies, she can roll; however, moving it in any other way increases the
discern patterns in the weather, and so make limited difficulty.
predictions regarding the behavior of atmospheric
phenomenon. +1 to +5 for gentle turns.
This spell does not lend itself to quick predictions, +6 to +10 for easy maneuvers.
however. It usually takes weeks for a Witch to acclimate +11 to +25 or higher for complex maneuvers.
herself to local weather patterns and become familiar with
unique features of the local topography that she can obtain When using this power in a low-light area, the Witch gains
accurate readings. a +1D bonus to any search rolls. However, this spell also
The prediction is effective for two to four hours. The negates any rolls the Witch might make to hide from
difficulty increases if the Witch wishes to make more searchers.
extended forecasts. Author’s Note: This spell is known to the Dathomiri witches,
Source: Cracken’s Threat Dossier and they generally do not teach it to offworlders. To date,
Corresponding Power: Weather sense Jacen Solo is the only exception, and he has not taught this
spell to anyone else. None of the Jedi who suffered from
Abeloth’s Force psychosis has demonstrated this power.
Force of Will However, the possibility that someone other than Jacen Solo
Difficulty: Easy who knows this power might teach this to others exists.
This spell may be kept active. Whether or not this power becomes available to the Jedi after
Effect: By casting Force of Will, the character uses her own the Fate of the Jedi series is up the GM’s discretion.
willpower skill to fight the effects of hostile Force powers. If Appeared where: Dark Nest I: The Joiner King
faced with a telekinetic or mind-based spell, the Witch’s
willpower skill roll may be added to her Perception code.
The Perception roll plus the willpower total is referred to as Projected Fighting
the “protection number”. If the attack roll is less than the Difficulty: Difficult. Modified by proximity.
target’s Perception roll, the character suffers no ill effects. If Required Spells: Telekinesis 4D
the attack roll is greater than the protection number, the Witch Effect: Projected fighting allows a Witch to strike at an
suffers the full effects of the attack. If the attack roll is greater opponent and inflict damage without physically touching the
than the Perception roll, but less than the protection number, target.
the Witch suffers no effects, but her willpower is considered After successfully casting the spell, the Witch must make
“battered”. Subtract 1D from the character’s willpower skill. an Easy brawling skill roll. If attacking a Force-sensitive
The caster may continue to defend herself in this fashion, but character, the target may use the brawling parry skill to avoid
the protection number is only her Perception coupled with the the attack. Otherwise, the target cannot dodge the Witch’s
decreased willpower skill. If the Witch’s willpower skill ever blows. If the brawling roll is successful, the Witch rolls her
reaches 0D, the spell is automatically dropped. full Strength versus the target’s Strength. The Witch may
It takes one full day to recover 1D of damage from target a specific portion of the body but must subtract an
“battering of the will”. additional 1D from her brawling skill (See Star Wars, Revised
Note: Force of will does not protect from the Spell of and Expanded, page 96 or Star Wars, Second Edition, page 63
Lightning, Tempest, or objects hurled by Telekinesis, as these for details). Be sure to add any armor bonuses that the target
are physical manifestations. may have. If the Witch so chooses, she can make the damage
Source: Cracken’s Threat Dossier done by her spell stun only.
Corresponding Power: Force of will Source: Cracken’s Threat Dossier
Corresponding Power: Projected fighting

Light Globe
Difficulty: Very Easy for creation, Easy for movement or Rainbow Storm
changing its intensity. Modified by proximity. Difficulty: Difficult or target’s Perception or control die code,
Required Spells: Absorb/dissipate energy 3D, concentration modified by proximity.
3D, telekinesis 3D This spell may be kept active.
Effect: This spell allows a Witch to create a fist-sized globe of Effect: This spell creates a visual display of colors clashing
light to provide illumination in the darkness. with one another. The resulting display is very similar

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visually to the planetary auroras. Though this power is or characters with Force skills may increase the difficulty of
generally used to entertain young children, several Witches this casting.
have found a use for this on the battlefield. When cast upon Source: Cracken’s Threat Dossier
the enemy, it will entrance the target’s attention. For every Corresponding Power: Danger sense
round the spell is active, the target can make an opposed
control, Perception, or willpower roll. If the roll fails, the
target is entranced by the light show and is unable to perform Spell of Comfort
any other action that round. Difficulty: Very Easy for wounded or stunned characters,
Author’s Note: I wish I could find where I came across this Easy for incapacitated characters, Difficult for mortally
power, but the Wookiepedia mentions that it appeared in The wounded characters. The difficulty for casting the Spell of
Courtship of Princess Leia. Attempts by the Jedi to duplicate Comfort on another being is one level higher than the Witch
this spell have so far ended in failure. herself. Modified by relationship.
Source: Courtship of Princess Leia This spell may be active. If the character is injured again, the
caster must cast the Spell of Comfort again, with the difficulty
being the new level of injury.
Seeking Spell Effect: A wounded Witch who casts the Spell of Comfort can
Difficulty: Very Easy. Modified by proximity and act as if she has not been injured at all, starting with the round
relationship. after the spell is cast. The wound is not healed, the caster is
Required Spells: Spell of Discovery 5D using Dathomir magic to ignore the pain and feel more
This spell may be kept active. comfortable.
Effect: The caster can sense the presence and identity of a Because the character remains injured, she can continue to
specific individual for whom she searches. The caster can get worse if she is injured again. Every time the character
sense how badly wounded, diseased, or otherwise physically takes damage, she must roll the Spell of Comfort again, using
disturbed the target is. the new wound status as the difficulty.
A target may use his Perception (or control in the case of a This spell may also be used to take away the pain of
Jedi) to hide his identity from the Witch casting the Seeking another. It is necessary for the Witch to be in physical contact
Spell. The character’s Perception (or control) is added to the with the being she is trying to comfort.
caster’s difficulty. Source: Cracken’s Threat Dossier
Source: Cracken’s Threat Dossier Corresponding Power: Control pain, Control another’s pain
Corresponding Power: Life sense

Spell of Creature Understanding


Spell of Assistance Difficulty: Easy if the animal is domesticated/friendly (such
Difficulty: Very Easy. Modified by relationship as a bantha); Moderate to Difficult if the animal is wild, but
Required Spells: Spell of Comfort 4D non-predatory (such as an undomesticated tauntaun); Very
Effect: If the Witch successfully casts the spell, the target Difficult to Heroic if the animal is ferocious/predatory (such
character may make two natural healing rolls for the current as a wild rancor).
day regardless of injury level. The target also gains a +2 Required Spells: Telepathy 5D
modifier for both of these rolls. This spell may be kept active.
Source: Cracken’s Threat Dossier Effect: The Spell of Creature Understanding allows a Witch
Corresponding Power: Accelerate another’s healing to understand a beast-language as well as speak it. As
creatures rarely have “true” languages, the Witch is actually
imparting and reading emotional differences within grunts and
Spell of Awareness growls. Note that the spell may be kept active if the Witch
Difficulty: Moderate needs to continue communicating with the creature. For
Required Spells: Spell of Discovery 4D beasts that can be ridden, subtract -2D from their Orneriness
This spell may be kept active. code while the spell is in effect.
Effect: The Spell of Awareness allows a Witch to extend her Author’s Note: I believe they may have meant spell of
senses like a protective sensor, creating an early warning thought-touch rather than telepathy as the prerequisite.
system for as long as the spell remains in effect. Source: Cracken’s Threat Dossier
When this spell is cast, the Witch detects any attacks the Corresponding Power: Beast languages
round before they are made. This gives the Witch a round to
decide how to react.
In game terms, any character planning to attack a character Spell of Discovery
who is casting the Spell of Awareness in the next round must Difficulty: Very Easy if the subject is Force-sensitive;
declare her action the round before. Attacking other Witches Moderate if not. Modified by relationship.

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Required Spells: Life Detection 3D still suffer burns from the extreme heat unless the Jedi also
This spell may be kept active. uses absorb/dissipate energy and makes a successful Difficult
Effect: The Spell of Discovery allows a Witch to detect roll.
sentient beings who might otherwise remain hidden from their Appeared where: Backlash
normal senses. When the spell is cast, the Witch knows the
location of all sentients within 10 meters – if the spell is kept
active, the Witch may know whenever a sentient approaches Spell of Interpretation
within 10 meters of them or vice versa. Difficulty: Moderate for organic sentients, Difficult for
When the Witch approaches or is approached by sentient droids. If the target is being purposely cryptic add +5 to the
creatures, make a Spell of Discovery roll for the Witch and difficulty, +20 if it is written down.
each being makes an opposed Perception or control roll (in Required Spells: Spell of Open Mind 4D, Spell of Thought-
the case of a Jedi) to avoid detection. Both actions are “free” Touch 2D
actions and don’t count as a spell use. If the Witch ties or rolls This spell may be kept active.
higher, she senses the beings in question. Effect: This spell allows the Witch to translate a language and
If the Witch beats the target’s roll by 10 or more points, the speak it in kind. In order for the spell to function, the
Witch is aware if this being knows the way of Dathomir magic character must first hear the target speak or see the words in
or has Force skills (yes or no) or if they have met the person written form (such as an ancient text or document). This spell,
before (yes or no), and if yes, what their identity is. though similar to telepathy, has many advantages. First, it
Author’s Note: I believe they may have made a mistake in takes only one application of the spell to “understand” the
giving this spell a prerequisite of Life Detection 3D, since this language. As long as they all speak the same language and the
spell is exactly the same as life detection. spell is kept up, the Witch does not need to roll the spell again
Source: Cracken’s Threat Dossier for each individual. Also, because they speak using binary
Corresponding Power: Life detection forms of communication, droids may be understood using this
spell.
Note that the Witch does not actually know the language in
Spell of Fire question. If the spell is ended, The Witch will no longer be
Difficulty: Difficult, modified by proximity. Limited to line able to translate the language.
of sight. If used to attack, the difficulty is the target’s Source: Cracken’s Threat Dossier
Dexterity or dodge roll, unless the Difficulty rating is higher. Corresponding Power: Translation
Required Spells: Telekinesis 5D
Effect: This spell allows the Witch to create fire in the air and
hurl it at a target. But what is created isn’t fire, but plasma. Spell of Lightning
Usually, this power is used by the Nightsisters as an attack; Difficulty: Difficult, modified by proximity. Limited to line
however, there are practitioners of Allyan magic who know of sight. If used to attack, the difficulty is the target’s
and use this spell for other uses, like lighting a campfire and Dexterity or dodge roll, unless the Difficulty rating is higher.
so on. Effect: Successful casting of this spell causes bolts of energy
When used as a weapon, the fire/plasma covers the target, to spring from the caster’s fingertips. Usually this power is
inflicting great amount of pain and damage until the target used by the Nightsisters as an attack; however, there are
dies. The fire/plasma inflicts damage equal to half of the practitioners of Allyan magic who know and use this spell for
spell’s dice, rounded down (if the caster has Fire 5D, the other uses, like lighting a campfire and so on.
damage would be 2D). When used as a weapon, lightning courses over the target,
While the Witches and Nightsister call it fire, it is actually inflicting great amount of pain and damage, eventually killing
plasma, so it is much hotter than ordinary fire. As such, him. Lightning causes damage equal to half of the spell’s
clothing that offers protection against fire is not as effective. dice, rounded down (if the caster has Lightning 5D, the
This also applies to those alien species and creatures that are damage would be 2D). Only grounded armor may offer
resistant against fire and heat. In these cases, the protection protection from the Lightning spell.
that is normally offered only reduces the damage by 1D. Source: Cracken’s Threat Dossier
Only clothing or armor designed for extreme temperatures, Corresponding Power: Force lightning
like the armor of the magma trooper, offer adequate protection
against this spell. Similarly, creatures that live in extreme
temperatures, like the fireworms of Eol Sha, are sufficiently Spell of Mimicry
protected from harm against this spell. Difficulty: Easy for altering the appearance of a simple
As plasma is agitated air, it can be deflected like a blaster feature; Moderate for altering the appearance of the face;
bolt. The safest way of doing this is with a lightsaber. A Jedi Difficult for altering the appearance of the face and body;
can use deflect energy to bat away the plasma, but the Jedi will Very Difficult for altering the appearance of the face, body,
and clothing.

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This spell may be kept active. Source: Cracken’s Threat Dossier


Effect: When the Spell of Mimicry is cast, the Witch may Corresponding Power: Enhance attribute
change her appearance to anything she desires. This pell may
be used to duplicate another character provided the Wtich has
seen the character in person. This spell may be kept active Spell of Protection
provided the Witch is not harmed or otherwise distracted. Difficulty: Moderate
Source: Cracken’s Threat Dossier Required Spells: Absorb/Dissipate Energy 3D, Concentration
Corresponding Power: Masquerade (closest thing I could 2D, Telekinesis 3D
think of) This spell may be kept active.
Effect: This power allows the Witch to surround her body
with a magical shield. The shield can be used to repel energy
Spell of Open Mind and physical matter away from the Witch’s body, down to the
Difficulty: Very Easy for friendly, non-resisting targets. If molecular level.
target resists, he makes a Perception (or in the case of Jedi, The shield acts as STR+1D armor to all energy and
control) roll to determine the spell’s difficulty. Modified by physical attacks made against the Witch including non-
proximity and relationship. directional attacks such as gas clouds and grenade blasts. The
Required Spells: Seeking Spell 3D shield is not particularly strong, but can sometimes be just
This spell may be kept active if the target is willing, and the enough to protect the Witch from serious injury.
proximity doesn’t alter. Source: Cracken’s Threat Dossier
Effect: If the Witch successfully rolls the Spell of Open Mind, Corresponding Power: Lesser Force shield
she can read the surface thoughts and emotions of the target
sentient character. The Witch understands what the target is
thinking, but cannot probe for deeper information. When a Spell of Structure
character wishes to use this power on another player character, Difficulty: Easy for structures up to 0.5 meters tall; Moderate
the gamemaster asks the target player if he minds having this for structures 0.6 to 1.0 meters tall; Difficult for structures 1.1
spell cast on his character; if the target is a gamemaser to 2.0 meters tall; Very Difficult for structures 2.1 to 3.0
character, the gamemaster decides if the target is friendly or meters tall; Heroic for structures 3.1 to 4.0 meters tall. Add
resistant to the spell’s use. +10 for every meter over 4.
If the spell’s roll is double the difficulty, the Witch may Required Spells: Concentration 5D, Telekinesis 5D
search through any memories the target has up to 24 hours old. This spell may be kept active.
The Witch may not sift through memories in the same round Effect: When a Witch successfully casts this spell, she is able
as the contact was made, memory searching takes an entire to mold and shape the ground to her own design. This spell
round. can produce miniature buildings, complete with moving
A Witch can read the mind of more than one character at a people, and so on. Other uses include erecting a wall of earth
time, but each additional character counts as a separate spell to protect the Witch from attack.
usage, with separate rolls and multiple skill use penalties. Gamemasters be wary of the possible uses (and abuses) of
Source: Cracken’s Threat Dossier this spell. The Witch should take into account the possible
Corresponding Power: Receptive telepathy damage to the ecosystem that her spell may cause.
Source: Cracken’s Threat Dossier
Corresponding Power: Telekinesis (a very fine and precise
Spell of Power application of that power)
Difficulty: Moderate
Effect: A Witch casts the Spell of Power to increase a single
attribute for a limited period. An increased attribute can help Spell of Thought-Touch
the Witch jump higher, see better, run faster, and even take Difficulty: Very Easy if the target is friendly and doesn’t
more damage. All skills governed by the enhanced attribute resist. Increase difficulty by +5 to +10 if the Witch cannot
increase by the same amount for as long as the spell lasts. verbalize the thoughts she is transmitting (she is gagged,
An attribute increased in this fashion remains in effect doesn’t want to make a sound, and so on). If the target resists,
according to the chart below. A Witch may only increase one roll the target’s Perception (or control in the case of a Jedi) to
attribute at a time. determine the difficulty. Modified by proximity and
relationship.
Roll ≥ difficulty by: Attribute Increase Duration Required Spells: Spell of Open Mind 3D
0-13 +1D 3 rounds Effect: If the Witch successfully projects his thoughts, the
14-25 +2D 2 rounds target “hears” her thoughts and “feels” her emotions. The
26+ +3D 1 round target understand that the thoughts and feelings he is
experiencing are not his own and that they belong to the caster

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of the spell. If the Witch doesn’t “verbally” identify herself, This spell may be kept active.
the target doesn’t know who is projecting thoughts to him. Effect: This spell caster who successfully uses the tempest
This spell can only be used to communicate with other minds, manipulates the elements in the atmosphere. The extent of the
not control them. control the caster holds over the weather is entirely dependent
Source: Cracken’s Threat Dossier on the caster’s mastery of the spell. Many initiates are able to
Corresponding Power: Projective telepathy summon breezes of varying temperatures, while true masters
of the spell have been able to wreak havoc with typhoons.
Author’s Note: I believe they may have meant environmental
Telekinesis attunement when they said weather prediction.
Difficulty: Very Easy for objects weighing one kilogram or Source: Cracken’s Threat Dossier
less; Easy for objects weighing one to ten kilograms; Corresponding Power: Control weather (previously listed)
Moderate for objects 11 to 100 kilograms; Difficult for 101
kilograms to one metric ton; Very Difficult for 1,001
kilograms to ten metric tons; Heroic for 10,001 kilograms to
100 metric tons.
Alter Powers
Objects may be moved at 10 meters per round. The target
must be in sight of the Witch. Light Globe (Jedi counterpart)
Increased difficulty if the object isn’t moving in simple,
Alter Difficulty: Very Easy to create it, Easy to move it or
straight-line movement:
change its intensity, modified by proximity
+1 to +5 for gentle turns
Required Powers: Absorb/dissipate energy
+6 to +10 for easy maneuvers
Effect: This power allows a Jedi to create a fist-sized globe of
+11 to +25 or more for complex maneuvers, such as
light to provide illumination in the darkness.
levitating a weapon for attack.
Once cast, the globe appears above a Jedi’s palm with the
Modified by proximity.
same intensity as a glow rod. The Jedi can increase or
This spell may be kept active.
decrease the brightness by making an Easy roll.
Effect: This spell, when cast, allows a Witch to levitate and
The globe remains above the Jedi’s palm unless the Witch
move objects with the power of Dathomir magic alone. If cast
decides to move it. Moving the globe requires an Easy roll;
successfully, the object moves as the Witch commands.
however, moving it in any other way increases the difficulty.
A Witch can lift several objects simultaneously, in most
cases each additional object requires the Witch to make a new
+1 to +5 for gentle turns.
spell roll. However, if a Witch is attempting to levitate a
+6 to +10 for easy maneuvers.
small group of materials (a bunch of pebbles, for instance), the
+11 to +25 or higher for complex maneuvers.
gamemaster may judge this as a single action, though the
difficulty should be higher.
When using this power in a low-light area, the Jedi gains a
This spell may be used to levitate oneself or others. It can
+1D bonus to any search rolls. However, this spell also
also be used as a primitive propulsion system in emergencies.
negates any rolls the Jedi might make to hide from searchers.
When used to levitate someone against their will, the
Author’s Note: This is what I believe a Jedi counterpart to the
target may resist using their Perception (or in the case of a
light globe spell would be. This has not been seen or created
Jedi, control) roll to the difficulty number.
yet, though it might be possible that this is what Jacen Solo
Levitated objects can be used to attack other characters.
used rather than the Dathomiri spell. Regardless, until the
Such attacks do 1D damage if under one kilogram, 2D if one
appearance of this power has been confirmed, the GM is
to ten kilograms, 4D if 11 to100 kilograms, 3D Speeder-scale
forbidden from making this power available to the Jedi.
damage if 101 kilograms to one metric ton, 3D Starfighter-
scale if one to ten tons, 5D Starfighter-scale if 11 to 100 tons.
Such attacks require a separate telekinesis roll to hit the
target. The target may attempt to dodge. If the target character Playing a Witch of Dathomir
doesn’t dodge the attack, the difficulty if Easy.
Source: Cracken’s Threat Dossier The Witches of Dathomir have lived for millennia on a
Corresponding Power: Telekinesis harsh planet devoid of technology. That had shaped their
upbringing and the skills that are generally available to them.
It’s only when Palpatine quarantined the planet and placed a
Tempest garrison there that advanced technology became available for
Difficulty: Very Easy for a light wind; Easy for a light the Witches.
rain/snow; Moderate for a heavy rain/snow; Difficult for a
thunderstorm/blizzard; Very Difficult for a hurricane/tornado Race: Human
Required Spells: Weather Prediction 3D, Telekinesis 5D

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Gender: Female, male (New Republic era)


Dexterity skills: Blaster (post-Empire), bows, brawling parry,
dodge, melee combat, melee parry, running, thrown weapons
Knowledge skills: Clan lore, cultures, law enforcement,
survival, willpower.
Mechanical skills: Beast riding, repulosrlift operation (post-
Empire).
Perception skills: All skills available.
Strength skills: All skills available.
Technical skills: Armor repair, first aid, primitive construction
Force skills: Generally not available because of tradition
Force powers: Generally in the form of spells. All spells listed
here are available. Spells associated with Nightsisters are
available but optional. Certain witches can use beast control
and Force flight. Additional powers aren’t available unless a
witch has contact with a Force user not native to Dathomir.

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Control, Sense and Alter Powers


Disciples of Phantasms
Twilight Powers Control Difficulty: Moderate. Modified by proximity
Sense Difficulty: Moderate. Modified by proximity
Alter Difficulty: Target’s control or Perception.
This power may be kept up.
Required Powers: Affect mind, dim another’s senses, illusion,
life detection, life sense, projective telepathy, receptive
Restriction: These powers are generally restricted to the telepathy, sense Force
Disciples of Twilight; however there has been a recorded Effect: The Disciple of Twilight can create illusionary
instance where a Jedi had learned one of these powers without phantoms around the target, distracting the target. If the
studying under a Disciple of Twilight. In addition, the Disciple succeeds in using this power, starting the target’s
Disciples have found that they were capable of doing more next turn, the target is unable to do anything for as long as this
with their powers when they in the galaxy at large, rather than power is active unless the target succeeds in making the
on the shadowy moon of Dyspeth. The Difficulty rolls listed required difficulty roll to defeat the Disciple.
here apply when a Disciple is on Dyspeth or a similar, The Disciple can use this power against more than one
shadowy moon. A Disciple using these powers on a world target. However, for each additional target, the Disciple adds
that’s more brightly lit than Dyspeth will receive a bonus to all +5 to the control and sense difficulty, while the alter difficulty
their Difficulty rolls, while using these powers on a world is determined by the target with the highest control or
where the light intensity is even lower than what is considered Perception die code.
normal on Dyspeth incurs a penalty on all their Difficulty Source: Disciple of Twilight Talent Phantasm from Legacy
rolls. The GM determines whether or not a bonus or penalty is Era Campaign Guide page 57
applied

Sense and Alter Powers


Sense Powers
Cloak of Shadow
Shadow Vision Sense Difficulty: Easy
Sense Difficulty: Easy Alter Difficulty: Varies
Required Powers: Magnify senses Required Powers: Absorb/dissipate energy, concentration,
Effect: The Disciple of Twilight temporarily gains low-light telekinesis
vision. While active, the Disciple ignores the +1D and +2D Effect: The Disciple of Twilight can bend the light around
cover modifier granted by poor light and moonlit night when himself or herself in a way so that shadows cover the user,
making necessary rolls under said conditions. The vision obscuring the user from detection.
gained by this power is not enough to allow the Disciple to see In game terms, when used in low-lighting areas, the
in total darkness, so the +4D cover modifier associated with Disciple gains a bonus to all hide and sneak rolls, the amount
total darkness isn’t affected by this power. of which depends on the user’s alter roll.
The duration of this power depends on the Disciple’s roll.
Bonus Alter Difficulty
Roll ≥ difficulty by: Duration +1D Moderate
0-5 1 round +1D+1 Difficult
6-10 2 rounds +1D+2 Very Difficult
11-15 3 rounds
16-20 4 rounds Source: Disciple of Twilight Talent Cloak of Shadow from
21+ 5 rounds Legacy Era Campaign Guide page 57
Author’s Note: This sounds a lot like cloak, but one of the
Source: Disciple of Twilight Talent Shadow Vision from key differences is that while cloak bends light to render the
Legacy Era Campaign Guide page 58 Jedi invisible, shadow cloak bends and minimizes the light,
increasing the shadows that surround the Disciple. The
Disciple can still be detected by a character with darkvision or

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infravision or a character equipped with night vision or Source: Disciple of Twilight Talent Shadow Armor from
infrared goggles. Legacy Era Campaign Guide page 58

Revelation Playing a Disciple of Twilight


Sense Difficulty: Easy
Alter Difficulty: Moderate
Required Powers: Absorb/dissipate energy, concentration, The Disciples of Twilight are interested in protecting the
life detection, sense Force, telekinesis weak from the depredations of the strong. However, they call
Effect: If the Disciple of Twilight can sense the presence of a the methods they employ “shadowy justice”, which has caused
target that is hiding behind some form of concealment, the others to question their intentions. At the very least, they’re
Disciple can then use this power to cover the target in a faint seen as acts of vigilantism.
silhouette of shimmering light, revealing the target’s location
to all within range. Unless the target makes a successful Race: Any
control or willpower roll, the target will receive a penalty on Gender: Both
all hide and sneak rolls for as long as the silhouette is in effect. Dexterity skills: All skills available.
Knowledge skills: All skills available.
Alter roll ≥ difficulty by Penalty Duration Mechanical skills: All skills available.
0-13 -1D 3 rounds Perception skills: All skills available. Place emphasis on hide
14-25 -2D 2 rounds and sneak.
26+ -3D 1 round Strength skills: All skills available.
Technical skills: All skills available.
Force skills: No particular emphasis.
This power will not reveal the location of a target that is
Force powers: All the powers listed in this section. All Jedi
completely concealed, such as a refugee hiding in a
powers are available.
smuggler’s compartment. However, it will reveal the location
of a target that is partly concealed, such as hiding behind a
stack of crates or around a corner.
Source: Disciple of Twilight Talent Revelation from Legacy
Era Campaign Guide page 58

Shadow Armor
Sense Difficulty: Easy
Alter Difficulty: Varies
This power may be kept up.
Required Powers: Absorb/dissipate energy, cloak of shadow,
concentration, telekinesis
Effect: The Disciple of Twilight is able to bend the light
around himself or herself in a way so that the shadows are
wrapped tightly around the Disciple, making it difficult for an
opponent to see where the Disciple ends, and the shadows
begin.
When used in a low-lighting area, an opponent suffers a
penalty on all attack rolls made against the Disciple unless the
opponent makes a control or Perception roll or has some other
means of detecting the Disciple, such as night-vision gear,
being able to see the infra-red spectrum, or sensing the
Disciple in the Force.

Alter roll ≥ difficulty by Penalty to attack roll


0-5 -1 pip
6-10 -2 pips
11-15 -1D

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war. With this power, the member gains a +1 Force bonus on

Ember of Vahl all attack rolls with simple melee weapons.


Source: Ember of Vahl Talent Sword of Vahl from Legacy
Era Campaign Guide page 59

Powers Control and Alter Powers

Vahl’s Brand
Control Difficulty: Equal to the melee weapon’s base
Restriction: The user must generally be a member of the difficulty (i.e., a knife is Very Easy)
Vahla species. As such, this power is generally restricted to Alter Difficulty: Difficult
those who are members of this cult. Given their long-standing Required Powers: Absorb/dissipate energy, concentration,
animosity towards the Jedi, it is extremely unlikely that a Jedi Force weapon
would be able to learn this power. But this does not exclude Effect: By using this power, not only does the user imbue a
the possibility that a Dark Jedi or a Sith might encounter this melee weapon with the Force, the user also alters the nature of
cult and learn these powers. The Vahla have destructive the imbuement in such a way that the weapon inflicts fire
tendencies and are devoted to the dark side. As such, anyone damage upon the target.
using these powers to injure or kill a helpless being
immediately gains a Dark Side Point. Alter roll ≥ difficulty by: Fire damage
0-8 +1 pip
Author’s Note: In the Legacy Era Campaign Guide, there’s 9-16 +2 pips
the talent Reading the Flame in the Ember of Vahl Talent tree. 17-24 +1D
I interpreted the use of this talent as an application of 25+ +1D+1
farseeing, and as such does not need to have a d6 conversion.
If anyone feels otherwise, they are free to do so. Those who are resistant to fire and/or heat or are otherwise
protected do not suffer any fire damage.
Source: Ember of Vahl Talent Vahl’s Brand from Legacy Era
Control Powers Campaign Guide page 59

Initiate of Vahl Vahl’s Flame


Control Difficulty: Equal to the melee weapon’s base
Control Difficulty: Equal to the melee weapon’s base difficulty (i.e., a knife is Very Easy).
difficulty (i.e., a knife is Very Easy) Alter Difficulty: Moderate
Alter Difficulty: Difficult Required Powers: Absorb/dissipate energy, concentration,
Required Powers: Absorb/dissipate energy Force weapon, initiate of Vahl, telekinesis.
Effect: Having been formally initiated into Vahl’s priesthood, Effect: With this power, the user calls upon the Force to
the member becomes resistant to the effects of fire and wreath his or her melee weapon in flames, allowing the user to
extreme heat. By using this power, the member takes half inflict an additional 1D in flame damage with the weapon
damage from attacks that deal fire damage, or if the fire upon a successful melee combat roll. Those who are resistant
damage is part of an area attack no damage on a miss. to fire and/or heat or are otherwise protected do not suffer any
Source: Ember of Vahl Talent Initiate of Vahl from Legacy fire damage.
Era Campaign Guide page 59 Source: Ember of Vahl Talent Vahl’s Brand from Legacy Era
Campaign Guide page 59
Alter Powers
Playing an Ember of Vahl
Sword of Vahl
Alter Difficulty: Equal to the melee weapon’s base difficulty The Ember of Vahl are a nomadic cult that worships the
(i.e., a knife is Very Easy) goddess Vahl, an embodiment of the dark side of the Force.
Required Powers: Absorb/dissipate energy, initiate of Vahl Thousands of years earlier, the cult was decimated by the Jedi
Effect: The member’s devotion to Vahla allows him or her to Order. The bitterness and hate towards the Jedi over that
eschew advanced weapons in favor of simpler implements of event still lingers today. They travel the galaxy looking for

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the lost homeworld of the Vahla, working as pirates, thieves,


and bounty hunters. They’ll eagerly take any opportunity to
hunt down and kill Jedi.

Race: Vahla, with non-Vahla rarely accepted


Gender: Both
Dexterity skills: Above normal Dexterity attribute die to
reflect their skeleton, which consists of thick cartilage rather
than bone. This gives them greater flexibility than Humans
and other near-Humans. All skills available. Place emphasis
on melee combat and melee parry.
Knowledge skills: All skills available.
Mechanical skills: All skills available.
Perception skills: All skills available.
Strength skills: All skills available.
Technical skills: All skills available.
Force skills: No particular emphasis.
Force powers: All the powers listed in this section. All Jedi
powers are available except for those that are associated solely
with the light side of the Force, like beam of light, emptiness,
Force harmony, Force light, and wall of light. Place particular
emphasis on absorb/dissipate energy and any powers that deal
with fire; specifically, biocombustion, combustion
(flamusfracta), pyrospray, and thermokinesis (Jedi version).
Priests who use the Ember of Vahl Talent Reading the Flame
must know farseeing. Being a dark side cult, have a
predilection towards dark side powers.

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sentient beings cause a ripple in the White Current because of

Fallanassi their presence in it, it’s impossible for anyone to evade being
detected by this power. Thus, all methods of hiding oneself
from being detected with the Force – Perception, control, and
willpower rolls – automatically fail. Even Force-sensitives
Powers who attempt to evade detection with Force stealth, art of the
small (control), immersion, and other associated stealth
powers will be detected.
There are several drawbacks associated with this power.
The Adept cannot detect specific individuals with this, nor can
the user determine the general situation or condition of the
Restriction: These powers are generally restricted to the
individuals. The Adept must also declare what the search area
Fallanassi, though members of other Force-using traditions
will be, and any information the user learns will be limited to
can and have learned these powers. These individuals will be
that search area. For example, if the Adept wishes to sense if
noted.
someone is in the next room, he will only find out if someone
is in the next room, not elsewhere on the planet or in the
system. Conversely, the Adept can use this power to sense
Control Powers which planets in the system are heavily populated, but won’t
be able to sense whether or not someone is in the next room.
Author’s Note: Luke Skywalker has managed to gain a basic
Immerse understanding of this power while trying to understand
Control Difficulty: Moderate if the Fallanassi is able to relax immersion. By the time of the Fate of the Jedi series, he was
and focus without distractions, Difficult if under stress or able to perform this power. Jacen Solo has also learned this
distracted, Very Difficult if in general danger, Heroic if in power during his brief time under Akanah Norand Pell’s
direct immediate danger. tutelage. Considering what had transpired with Jacen Solo
This power may be kept up. and the Fallannassi secretive nature, it is extremely unlikely
Effect: This power allows the Adept to vanish from the that he had taught this power to anyone else. None of the Jedi
perceptions of others. Successful use leaves the Adept who suffered from Abeloth’s Force psychosis has
undetectable by any known means. The Adept may move demonstrated this power. So, whether this remains available
without being seen, heard, or otherwise sensed by organic or only to the Fallanassi or it becomes available to the Jedi after
artificial means. It is not a mind trick – the Adept causes the the Fate of the Jedi series is up the GM’s discretion.
White Current to well up and hide the Adept.
Source: Cracken’s Threat Dossier
Author’s Note: In Cracken’s Threat Dossier, it’s mentioned Sense Scribing
in an NRI Special Threats file that Luke has exhibited a new Sense Difficulty: Moderate, modified by relationship to the
power since the Battle of N’Zoth to vanish from organic and scriber.
artificial detection. I take that to mean that Luke has learned This power may be kept up.
this power after spending time with the Fallanassi Akanah Effect: This power is used to first detect, then uncover
Norand Goss Pell. Fallanassi scribing. This requires two rolls. Once uncovered,
In addition, the Noghri Je’daii Master Tave was able to the scribing may be read plainly by the Adept.
lose himself in the Force, becoming unseen to any other Source: Cracken’s Threat Dossier
Je’daii. This power is the closest power to describe this
ability.
Control and Alter Powers
Sense Powers
Immerse Another
Control Difficulty: Moderate if the Fallanassi is able to relax
Sense Current and focus without distractions, Difficult if under stress or
Sense Difficulty: Very Easy, modified by proximity distracted, Very Difficult if in general danger, Heroic if in
This power may be kept up. direct immediate danger.
Effect: This power allows the Adept to sense the presence of Alter Difficulty: As Control Difficulty, modified by
sentient beings by sensing the ripples they make in the White proximity and relationship.
Curent. This allows the Adept to determine the approximate This power may be kept up.
number of sentients within a specificed search area. Since all

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Effect: This allows an Adept to immerse another in the White Author’s Note: To date, the only non-Fallanassi to have
Current. This immersed other may be almost anything: a learned this power is Jacen Solo, and he had not taught this
person, ship, town, city, planet, or star system. The immersed power to anyone else. None of the Jedi who suffered from
person or object is undetectable while the power is “up”. Abeloth’s Force psychosis has demonstrated this power. So,
Source: Cracken’s Threat Dossier whether this remains available only to the Fallanassi or it
Author’s Note: First, I believe that immerse must be a becomes available to the Jedi after the Fate of the Jedi series
required power for immerse another. Second, Luke is up the GM’s discretion.
Skywalker managed to learn this power after spending time
with the Fallanassi Akanah Norand Goss Pell. In Edge of
Victory I: Conquest, it was mentioned that several Jedi Memory Rub
Masters were able to keep Yavin IV concealed from detection. Control Difficulty: Easy
I take that to mean that Luke Skywalker had taught this power Sense Difficulty: Target’s control or Perception
to any additional Jedi Masters who are full-time instructors at Alter Difficulty: Very Easy for slight, momentary
the Jedi praxeum. In my mind, that means Kam and Tionne misperceptions or minor changes to distant memories. Easy
Solusar, Streen, and Ikrit know, or in Ikrit’s case knew, both for memories less than a year old. Moderate for short
this power and immerse. Whether or not any other Jedi knows hallucinations or memories less than a day old. Difficult for
this power remains unclear. memories less than a minute old. Very Difficult for a major
memory change.
Required Powers: Affect mind, dim another’s senses, image,
Scribing life detection, life sense, projective telepathy, receptive
Control Difficulty: Easy telepathy, sense Force
Alter Difficulty: Moderate Effect: An advanced, invasive, and easily controversial power
Required Powers: Sense mark amongst the Fallanassi, it allows an Adept to block or alter the
Effect: This power allows the Adept to make a mark or memory of a target by projecting an illusion upon the memory.
inscription undetectable by mundane or artificial senses. Only The Adept must be physically touching the target in order
an Adept trained to sense these marks can detect and uncover to use this power; thus, the Adept must make a successful
the scribing. Usually used to leave a trail for another brawling roll before using this power.
Fallanassi to follow, scribing is persistent and may continue The Adept must declare if he intends to alter the targeted
even if the surface scribed on is defaced or partially destroyed memory or block the target from recalling the targeted
(gamemaster’s discretion). memory. The target is entitled to make an opposed control or
Source: Cracken’s Threat Dossier Perception roll.
Author’s Note: I believe they may have meant sense scribing If the Adept succeeds in making the rolls, the Adept
when they listed sense mark as a required power. projects an illusion into the mind of the target. If the intention
is to alter the memory, the projected illusion will overwrite
specific details of the memory. If the intention is to block the
Control, Sense, and Alter Powers user from recalling the memory, the Adept uses the illusion to
make the memory hazy and indistinct, as if it were nothing
more than a mundane memory that’s often overlooked or a
Image memory from so long ago that the target can no longer recall
Control Difficulty: Moderate the specific details of the memory.
Sense Difficulty: Easy While this technique is generally effective against willing
Alter Difficulty: Easy if the image is very familiar, Moderate targets and against unwilling targets who aren’t Force-
if the image is somewhat familiar, Difficult if the user has sensitive, the same cannot be said for those targets that are
only seen the basis of the image a few times, Very Difficult if Force-sensitive and are unwilling. These individuals,
the user has not seen a basis for the image, modified by particularly those who have strong Force potential or who hve
proximity been trained in a different Force tradition, will sense that
This power may be kept up. something isn’t right, and their minds will attempt to break
Effect: This power allows the Adept to create a fully realistic, through the illusion and discern the truth. In these cases, the
three-dimensional image that is visually, audially, GM must role a wild die and then consult the following table.
behaviorally, and in every other way convincing. The image
behaves according to the knowledge of the user; if the Adept Weak potential Strong potential
has not seen a particular person, object, or action, the image Untrained 1 1 or 2
may fail or become suddenly unconvincing. Trained 1 or 2 1, 2, or 3
Source: Cracken’s Threat Dossier

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If the wild die yields one of the above results, the target’s Mirror Illusion
mind is fighting off the illusion. To prevent the target from Control Difficulty: Target’s control or Perception
success, the Adept must use this power each time the wild die Sense Difficulty: Target’s control or Perception
rolls in favor of the target. Should the wild die rolls against Alter Difficulty: Target’s control or Perception
the the target’s favor, then the illusion is firmly set. The Required Powers: Image, life detection, life sense, projective
Adept can negate the need for the GM to make a wild die roll telepathy, receptive telepathy, sense Force
by spending a Force Point when using this power. This power may be kept up.
This power also allows an Adept the ability to detect Effect: A very advanced power amongst the Fallanassi, it
whether or not the target has been affected by a memory rub, allows an Adept to look into the mind of target, and then
and then undo the effects. If the Adept wishes to succeed in project an illusion that reflected what the Adept saw in the
doing this, the Adept’s difficulty rolls must be greater than the mind of the target.
results of the Adept who previously performed the memory The Adept must first declare what he intends to look for in
rub. the target’s mind. The target is entitled to make an opposed
While it might be possible for the effects of this power to control or Perception roll.
be negated by affect mind or mental block (when used to If the Adept succeeds in making the rolls, the Adept can
remove a mental block rather than placing one), it has yet to project an image to the target. At first, the Adept has
be confirmed. However, given that the Fallanassi can render complete control, but is only able to provide general details.
themselves invisible to detection from even powerful Jedi Once this is established, the Adept begins to fill in the specific
Masters, the likelihood of this happening is extremely remote, details. The Adept is unable to alter the details in any way.
and the GM should keep this in mind. The Adept is like a mirror, “reflecting” what he sees in the
This power is considered highly invasive even by mind of the target onto the image.
Fallanassi standards. Given the secretive nature of the Considering the peaceful nature of the Fallanassi, this
Fallanassi, it is believed that the Fallanassi would resort to power is not meant to cause harm. However, there is the
suing this power either to ensure that their community remains potential for abuse with this power. If an Adept uses this
hidden or as a form of treatment for one of their own who is power to torment and torture the target, as if akin to using
suffering mental trauma. However, there is the potential for memory walk or performing dun möch, the user receives a
abuse with this power. If an Adept were to use this power for Dark Side Point.
some means other than defense of their community or healing, Author’s Note: This power is indigenous to the Fallanassi,
the user receives a Dark Side Point. and Jedi are generally forbidden from learning this power. To
Author’s Note: There are several similarities between this date, the only non-Fallanassi to have learned this power is
power, memory wipe, and mental block. However, there are Jacen Solo, and he had not taught this power to anyone else.
distinctions between these powers. Memory wipe removes the None of the Jedi who suffered from Abeloth’s Force psychosis
targeted memory from the target’s mind. This does not has demonstrated this power. So, whether this remains
happen when using memory rub or mental block. Mental available only to the Fallanassi or it becomes available to the
block prevents the target from recalling the targeted memory. Jedi after the Fate of the Jedi series is up the GM’s discretion;
Memory rub attempts to overwrite the targeted memory with however, all things considered, it is extremely unlikely.
false information by attempting to overlay the memory with an Appeared where: Dark Nest III: The Swarm War
illusion. In either of the latter cases, the targeted memory is
not removed from the target’s mind.
This power is indigenous to the Fallanassi, and Jedi are
generally forbidden from learning this power. To date, the Playing a White Current Adept
only confirmed non-Fallanassi to have learned this power is
Jacen Solo. Mara Jade Skywalker expressed interest in The White Current Adept have lived a peaceful life since
learning this power. While there’s no evidence to indicate they first appeared. Valuing their privacy, they choose to keep
whether or not she learned this power, Jacen Solo’s quote to themselves and not interact with the galaxy at large any
from Akanah Norand Pell that he was the second worst more than absolutely necessary. They avoid large-scale
student she had ever come across suggests that the likelihood events, turning their backs on any conflict to protect their own
of Mara Jade Skywalker learning this power are low. None of interests and see fleeing with all their possessions as a viable
the Jedi who suffered from Abeloth’s Force psychosis has alternative.
demonstrated this power. So, whether this remains available
only to the Fallanassi or it becomes available to the Jedi after Race: Human, non-Humans on occasions
the Fate of the Jedi series is up the GM’s discretion; however, Gender: Primarily female
all things considered, it is extremely unlikely. Dexterity skills: Dodge and running only. All other offensive
Appeared where: Dark Nest II: The Unseen Queen skills forbidden.
Knowledge skills: All skills available. Preference for scholar.

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Mechanical skills: Offensive skills forbidden.


Perception skills: High Perception attribute die. High skill die
to all skills associated with this attribute. Emphasis on con,
con: disguise, hide, persuasion: negotiation, search, and
sneak.
Strength skills: Climbing/jumping, stamina, and swimming.
Brawling is forbidden.
Technical skills: Destructive skills and skills dealing with
offensive weapons forbidden.
Force skills: Above normal control and sense die. Normal
Alter die.
Force powers: All the powers listed in this section, with
immersion being one of the first powers learned. The
following powers are forbidden: burst of speed, combat sense,
enhance attribute, lightsaber combat, offensive powers, and
most powers that are associated with the Dark Side in some
manner. The one dark side power that a White Current Adept
might learn would be doppelgänger, but there are alternative
powers that yield the same results. Additional powers from
the Jedi and other Force traditions are permitted so long as
they are illusion-based, can be used for stealth or sensing
danger, or can be used without attracting attention from
outsiders. Force haze, Force stealth, and illusion are three
such powers.

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Sense roll ≥ difficulty by Bonus

Force Traditions 0-8


9-16
17+
+2 pips
+1D
+1D+1

of Weik A Cendiary Priest can use this power on other structures


made from duracrete, but the GM must add +5 to the
difficulty. A Cendiary Priest can also use this power on
structures not made from duracrete; however, since a Cendiary
Priest’s primary role is the maintenance of the duracrete
incendifiers, the Cendiary Priest would be examining a
Survivors of a colony ship carrying Core World colonists
structure and materials with which he or she is not trained to
established a new society on the planet Weik after crashing on
sense. Since stone is the closest material to duracrete, the GM
this planet in Wild Space. Most of the space-age technology
adds +10 to the difficulty. Analyzing wooden structures
had been lost in the crash, and the various nation states on the
would incur a +20 penalty to the difficulty. As the society on
world are currently at the iron age with their origins fading
Weik is in the feudal era, metallic structures are unknown, so
into myths and legends. Only a few remnants of the space age
any attempt to use this power on such a structure
technology remain, most of which are nonfunctional.
automatically fails.
Some of the survivors were Force-sensitive, and over time
established several Force traditions on this world.
Considering their common planet of origin, these traditions Alter Powers
will be consolidated here.
This world has yet to reestablish contact with the galaxy.
As such, the powers and traditions in this section are to be Repair Structure
used for adventure scenarios on Weik, nowhere else. Alter Difficulty: Moderate or Difficult
Required Powers: Concentration, thermokinesis (Cendiary
Priest version), telekinesis

Cendiary Priest Time to Use: Five rounds


Effect: The Cendiary Priest is responsible for maintaining the
duracrete incendifiers that transport lava, providing heat to the
cities that the surviving colonists and their descendants built
Sense Powers on the perpetually cool to cold planet. This power allows the
Cendiary Priest to use secret rituals to conjure the power of the
Force to smooth out any cracks in the duracrete with a mere
Sense Structural Integrity touch.
Sense Difficulty: Easy When using this power, the location of the crack must be
Time to Use: One round determined. If the crack is in the inner tube of the incendifier
Effect: The Cendiary Priest is responsible for maintaining the where the lava flows, the Cendiary Priest uses the Force to
duracrete incendifiers that transport lava, providing heat to the slow down the molecules in the lava above and within the
cities that the surviving colonists and their descendants built crack. This cools down the lava and seals up the crack.
on the perpetually cool to cold planet. This power allows the Because of the intense heat and the flowing lava, using the
Cendiary Priest to sense the structural integrity of the power in this manner requires making a Difficult roll. If the
duracrete incendifier to determine if any cracks have formed crack is located anywhere else, the Cendiary Priest heats up
that are out of sight. the area surrounding the crack until it is filled and smoothed
The range of this power is a 50-meter radius. The Cendiary out. Doing this requires the Cendiary Priest to make a
Priest can extend the range in 10-meter increments but doing Moderate roll.
so adds +5 to the difficulty. As the Cendiary Priests are charged with maintaining the
If the Cendiary Priest succeeds in making the difficulty duracrete incendifiers, most have the (A) civil/industrial
roll, the Cendiary Priest receives a bonus to his or her (A) engineering skill. Since the power and the skill go hand-in-
civil/industrial engineering roll when determining if the hand, the Cendiary Priest receives a +1 bonus to their roll for
section can be safely repaired without sealing off the lava flow every D assigned to their (A) civil/industrial engineering skill
and/or making any repairs to the section of the duracrete above 1D, rounded down. For example, a Cendiary Priest
incendifier the priest used this power on. If the Cendiary with a (A) civil/industrial engineering skill of 1D, 1D+1, or
Priest were to repair a part of the duracrete incendifier not 1D+2 receives no bonus. At 2D, the Cendiary Priest receives
affected by this power, the priest loses this bonus. a +1 bonus up to 2D+2, +2 bonus for 3D up to 3D+2, etc.

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If the Cendiary Priest uses sense structural integrity The Cendiary Priest first makes a control roll, with the
beforehand, the Cendiary Priest can apply the same bonus result granting a bonus to the equipment repair roll when
received from the successful roll to sense structural integrity forging a tool.
to his repair structure roll. The rules that apply to the sense
structural integrity bonus will apply to this bonus as well. Control roll ≥ difficulty by Bonus
The Cendiary Priest must be touching the section of the 0-8 +1 pip
incendifier where the crack is located and must make a 9-16 +2 pips
successful roll each round. If the Cendiary Priest loses contact 17-24 +1D
with the section, or if the priest fails any roll, the power ends, 25+ +1D+1
and the priest must start over. After the first round, if the
priest fails the roll by more than 10, the GM must make a wild The Cendiary Priest then makes an alter roll, which grants
die roll. A roll of 1 means that something went wrong, and the a bonus to the tool being forged.
crack has worsened. The GM can choose how much the failed
attempt has compounded the damage based on the failed roll. Alter roll ≥ difficulty by Bonus
0-8 +2 pips
Alter roll ≤ difficulty by Effect 9-16 +1D
11-15 Add +10 to the Difficulty 17+ +1D+1
16-20 Difficulty increases by one level
21-25 Difficulty increases by two levels The bonus has several uses. First, it is added to the tool’s
26+ Difficulty increases by three levels Strength to resist damage. Second, the bonus is automatically
added to any rolls the tool’s wielder makes while using the
If the Difficulty level is increased to Heroic, the portion of tool in question.
the incendifier should be considered extremely weakened, and The Cendiary Priest uses this power in crafting tools, not
GM must make another wild die roll. A roll of 1 means that weapons or armor. Any attempt to use this to forge armor or
the structure breaches or collapses, resulting in a disaster. weapons automatically fails.
Otherwise, the structure is considered stable for the moment. Author’s Note: I drew upon the powers create Force
At this point, the structure is considered unsafe and should be talisman, the Jal Shey attune item, and the Jensaarai attune
shut down. In fact, the structure is so unsafe that it is too risky armor when creating this power.
to use repair structure on it safely. The entire structure would
need to be demolished, and a new structure built in its place.
Playing a Cendiary Priest
Thermokinesis (Cendiary Prest version) Race: Human, Twi’lek, Duros, Zabrak, Lannik
Gender: Both
Alter Difficulty: Moderate
Dexterity skills: Running.
Required Powers: Telekinesis
Knowledge skills: Alien species, bureaucracy, business,
Time to Use: One round
cultures, languages, planetary systems: Weik only, scholar,
Effect: This power allows the user to speed the vibration of
streetwise, value, willpower.
the molecules in most solid objects, increasing or decreasing
Mechanical skills: Aquatic vehicle operation – non hover
the object’s ambient heat.
vehicle, non repulsorlift, beast riding.
As the Cendiary priests are part of a mendicant order, they
Perception skills: All skills available.
are nonviolent and therefore will not use this power against
Strength skills: All skills available.
others.
Technical skills: (A) Aquatic vehicle engineering, aquatic
vehicle repair – non hover vehicle, non repulsorlift, (A)
Control and Alter Powers civil/industrial engineering, demolitions, (A) equipment
engineering, equipment repair, first aid, (A) installation
engineering, (A) medicine, security.
Force Forging Force skills: No particular emphasis.
Control Difficulty: Moderate Force powers: Dark Side Powers and Sith Powers forbidden.
Alter Difficulty: Difficult All the powers listed in this section. All Jedi powers not
Required Powers: Concentration, control another’s pain, associated with combat except for danger sense available.
control pain, transfer Force Force powers associated with other Force traditions not
Effect: By using this power and spending a Force point, a available.
Cendiary Priest can draw on the Force while forging tools.
The resulting tools are stronger and of higher quality than Note: For installation engineering, prerequisites are (A)
those created by ordinary blacksmiths. civil/industrial engineering 4D and demolitions 2D. Change

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in prerequisites as listed in SWRPG Sourcebook REUP to repair, (A) civil/industrial engineering, demolitions, (A)
reflect lack of space-age technology. equipment engineering, equipment repair, first aid, (A)
installation engineering, (A) medicine, security.
Force skills: No particular emphasis.
Force powers: Dark Side Powers and Sith powers forbidden.
Paladin of the Adamite All the powers listed in this section. All other Jedi powers are
available as well. Force powers associated with other Force
Tower traditions not available.

Control and Sense Powers Skyholm Astromancer


Sunfire sword combat
Control Difficulty: Moderate. Playing a Skyholm Astromancer
Sense Difficulty: Easy. Race: Human, Twi’lek, Duros, Zabrak, Lannik
This power may be kept “up”. Gender: Both
Effect: Paladins use this power to wield this elegant but Dexterity skills: Acrobatics, archaic guns, artillery, bows,
difficult-to-control weapon while also sensing their brawling parry, dodge, melee combat, melee parry, pick
opponents’ actions through the Force. pocket, running, thrown weapons.
This power is called upon at the start of a battle and Knowledge skills: Alien species, bureaucracy, business,
remains “up” until the Paladin is stunned, wounded or worse; cultures, intimidation, languages, planetary systems: Weik
a Paladin who has been injured or stunned may attempt to only, scholar, streetwise, survival, tactics, value, willpower.
bring the power back “up.” Mechanical skills: Aquatic vehicle operation – non hover
If the Paladin is successful in using this power, she adds vehicle, non repulsorlift, beast riding.
her sense dice to her lightsaber skill roll when attacking and Perception skills: All skills available.
parrying. The Paladin may add or subtract part or all of her Strength skills: All skills available.
control dice to the lightsaber’s damage; players must decide Technical skills: (A) Aquatic vehicle engineering, aquatic
how many control dice they are adding or subtracting when vehicle repair – non hover vehicle, non repulsorlift, armor
the power is activated. repair, (A) civil/industrial engineering, demolitions, (A)
A Paladin who fails when trying to activate lightsaber equipment engineering, equipment repair, first aid, (A)
combat may only use the lightsaber skill for the duration of installation engineering, (A) medicine, security.
combat. Force skills: Below normal control and sense die. Far below
Weik is a feudal society, so high technology like blasters normal alter die.
do not exist. As such, Paladins do not know how to use these Force powers: Emphasis on farseeing. Create Force talisman
sunfire swords to deflect blaster fire. is strongly considered. Dark Side Powers and Sith powers
forbidden. All other Jedi powers are available as well. Force
powers associated with other Force traditions not available.
Playing a Paladin of the Adamite Tower
Race: Human, Twi’lek, Duros, Zabrak, Lannik
Gender: Both
Dexterity skills: Acrobatics, archaic guns, artillery, bows, Skyholm Lucite
brawling parry, dodge, lightsaber: sunfire sword, melee
combat, melee parry, pick pocket, running, thrown weapons.
Knowledge skills: Alien species, bureaucracy, business, Playing a Skyholm Lucite
cultures, intimidation, languages, law enforcement, planetary
Race: Human, Twi’lek, Duros, Zabrak, Lannik
systems: Weik only, scholar, streetwise, survival, tactics,
Gender: Both
value, willpower.
Dexterity skills: Acrobatics, archaic guns, artillery, bows,
Mechanical skills: Aquatic vehicle operation – non hover
brawling parry, dodge, melee combat, melee parry, pick
vehicle, non repulsorlift, beast riding.
pocket, running, thrown weapons.
Perception skills: All skills available.
Knowledge skills: Alien species, bureaucracy, business,
Strength skills: All skills available.
cultures, intimidation, languages, planetary systems: Weik
Technical skills: (A) Aquatic vehicle engineering, aquatic
only, scholar, streetwise, survival, tactics, value, willpower.
vehicle repair – non hover vehicle, non repulsorlift, armor

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Mechanical skills: Aquatic vehicle operation – non hover


vehicle, non repulsorlift, beast riding.
Perception skills: All skills available.
Strength skills: All skills available.
Technical skills: (A) Aquatic vehicle engineering, aquatic
vehicle repair – non hover vehicle, non repulsorlift, armor
repair, (A) civil/industrial engineering, demolitions, (A)
equipment engineering, equipment repair, first aid, (A)
installation engineering, (A) medicine, security.
Force skills: Below normal control and sense die. Far below
normal alter die.
Force powers: Emphasis on farseeing. Create Force talisman
is strongly considered. Dark Side Powers allowed, but Sith
powers forbidden. All other Jedi powers are available as well.
Force powers associated with other Force traditions not
available.

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using these skills against the target: astrogation, Perception,

Gand Findsman con, search, survival, and willpower.

Control roll ≥ difficulty by Bonus


0-8 +1 pip
Powers 9-16
17-24
25+
+2 pips
+1D
+1D+1

When the Findsman uses this power against a target, the


Findsman must mediate for eight hours in order to gain the
Restriction: These powers are generally restricted to the Gand
benefits. If the mediation is disturbed, the Findsman must
Findsman, though members of other Force-using traditions
atart over. The benefits last until the Findsman selects a new
can learn these powers.
target and completes another eight hours of deep meditation.
The Findsman can use this power to help track more than
one individual; however, the difficulty increases by +5 for
Control Powers each individual after the first, and the benefit is only half for
all of them.
Source: Findsman class feature Target Bonus from Ultimate
Swirling Mist Alien Anthology pages 210-1
Control Difficulty: Easy
Required Powers: Concentration
Time to Use: 10 minutes
Effect: Much of the Gand homeworld is shrouded in mists,
Sense Powers
and Findsmen visualize them or some other visualization
technique to “center” themselves before going on hunts. Locate Target
The Findsman spends ten minutes visualizing a serene
Sense Difficulty: Easy; modified by proximity.
environment that he or she finds most relaxing. While in this
Required Powers: Concentration, Force track, life detection,
meditation, the Findsman loses perception of everything and is
life sense, target meditation.
therefore considered helpless and vulnerable to sneak attacks.
Effect: The Findsman can use the Force to sense when if the
When the Findsman successfully navigates the mists or
target of his or her previous target meditation is nearby. If
whatever environment he or she chooses for the visualization,
successcul, the Findsman can discent the precise distance and
he or she “emerges” with special clarity. This clarity grants
direction of the target, but the power only works if the target is
the Findsman a competence bonus to one of the following
a single individual, not a small group.
skills for a certain length of time: astrogation, investigation,
If the target is Force-sensitive and knows the Force stealth
scholar, search, survival, or willpower.
power, the target can use it to evade detection by this power.
In which case, the Findsman must make a successful check
Control roll ≥ difficulty by Bonus Duration
against the target’s control roll to determine the target’s
0-8 +1 pip 3 hours
precise discane and direction. The Findsman can also add the
9-16 +2 pips 2 hours
bonus he or she received from the target meditation power to
17+ +1D 1 hour
the roll, but if the target is more than a hundred kilometers
away, the Findsman automatically fails.
Source: Findsman class feature Swirling Mists from Ultimate
Source: Findsman class feature Locate Target from Ultimate
Alien Anthology page 211, Gand Fndsman Talent Findsman
Alien Anthology page 21123
Ceremonies from Scum and Villainy page 26

Target Meditation Temporal Awareness


Sense Difficulty: Moderate
Control Difficulty: Moderate
Required Powers: Concentration, danger sense, life
Required Powers: Concentration
detection, swirling mist
Effect: The Findsman uses meditation techniques to gain an
Effect: For a Findsman, timing is crucial. With this power, a
uncanny familiarity with his target. Upon completing this
Findsman can sense an imminent attack and evade at the last
meditation, the Findsman gains a Force bonus on all attack
moment.
rolls against the target and a Force bonus on the following
Once per encounter, upon making a successful roll the
attributes and skills when tracking the target or otherwise
Findsman gains a Force bonus to his dodge or Dexterity roll

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for the purpose of evading an imminent attack. This can be Force powers: All the powers listed in this section. All Jedi
done only once per encounter, and only for the purporse of powers available.
dodging an imminent attack. If the Findsman tries to apply the
bonus to avoid an attack in the next round, the bonus is
negated.

Sense roll ≥ difficulty by Bonus


0-8 +1 pip
9-16 +2 pips
17-24 +1D
25+ +1D+1

Source: Gand Fndsman Talent Temporal Awareness from


Scum and Villainy page 26

Control and Sense Powers

Target Visions
Control Difficulty: Moderate
Sense Difficulty: Moderate
Required Powers: Concentration, farseeing, life detection,
life sense, swirling mist.
Effect: The Findsman can have visions that tell him or her
what the enemies are likely to do before they do it.
Once per encounter, when the target is within 10 meters of
the Findsman, the Findsman can make a melee or ranged
attack against that target as a reaction to the movement.
Source: Gand Fndsman Talent Target Visions from Scum
and Villainy page 26

Playing a Gand Findsman

Gand Findsmen are relivious hunters who track their prey


by divining omens they receive while performing mystic
rituals. They are hired to serve as security advisors,
bodyguards, bounty hunters, investigators, and assassins.

Race: Generally, Gands, but exceptions are permitted.


Gender: Both
Dexterity skills: All skills available.
Knowledge skills: All skills available with preference for
intimidation, language, scholar, survival, and willpower.
Mechanical skills: All skills available with preference for
astrogation and piloting skills
Perception skills: All skills available with preference for
investigation, hide, search, and sneak.
Strength skills: All skills available.
Technical skills: All skills available with preference for
computer programming/repair.
Force skills: Sense die slightly higher than Control and Alter
dice.

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lightsaber attack, the Imperial Knight gains a +1 morale bonus

Imperial Knights dodge, Dexterity, willpower, stamina, and Strength defense


rolls.
Source: Knight’s Resolve Talent Knight’s Morale from
Legacy Era Campaign Guide page 45
Powers Strength of the Empire
Alter Difficulty: Moderate
Required Powers: Knight’s morale
Effect: When an ally within 20 meters of the Imperial Knight
Restriction: These powers are generally restricted to the and within the Imperial Knight’s line of sight hits with a
Imperial Knights. Since they appear in the Legacy Era, these lightsaber attack, the Imperial Knight deals an additional die
powers are generally restricted to that era. In addition, the of damage with the next lightsaber attack before the end of the
strict lifetime membership of the Imperial Knights precludes next turn.
any possibility that a member of a different Force-using Source: Knight’s Resolve Talent Strength of the Empire from
tradition can learn this power from an Imperial Knight. Legacy Era Campaign Guide page 45
However, there is always the remote possibility a Force-user
who’s not an Imperial Knight and/or from a different era can
discover this power by other means.
Control and Sense Powers
Control Powers Cortosis Gauntlet Combat
Control Difficulty: Easy
Sense Difficulty: Easy
Oath of Duty Effect: Even if an Imperial Knight isn’t armed with his or her
Control Difficulty: Moderate lightsaber, he or she can use the cortosis gauntlets he or she is
Effect: When an ally within 20 meters of the Imperial Knight wearing to parry a lightsaber blade. This power enables an
and within the Imperial Knight’s line of sight hits with a Imperial Knight to do this – wielding the cortosis gauntlets
lightsaber attack, the Imperial Knight will gain a soak dice effectively while also sensing his or her opponent’s actions
against damage he or she might receive in that turn. When the through his or her connection to the Force.
Imperial Knight suffers an attack, the soak dice will receive This power is called upon at the start of a battle and
damage from the attack rather than the Imperial Knight. Once remains up until the Imperial Knight is stunned or injured; an
the soak dice is reduced to 0D, it dissipates, and the Imperial Imperial Knight who has been injured or stunned may attempt
Knight receives any remaining damage from the attack. The to bring the power back up.
soak dice lasts until the end of the encounter. If the Imperial Knight is successful in using this power, the
Imperial Knight adds his or her sense dice to his or her melee
Control roll ≥ difficulty by: Soak Dice parry skill roll when trying to parry a lightsaber, and he or she
0-5 1D adds or subtracts up to the number of his control dice to his or
6-10 2D her brawling when striking an opponent with the corotosis
11-15 3D gauntlets. Players must decide how many control dice they
16-20 4D are adding or subtracting before they roll damage.
21+ 5D If the Imperial Knight fails the power roll, he or she must
use the cortosis gauntlets with only his or her brawling roll to
Source: Knight’s Resolve Talent Oath of Duty from Legacy hit and his or her Strength dice to determine damage in
Era Campaign Guide page 45 combat. He or she cannot attempt to use this power again for
the duration of the combat.
Source: Lightsaber Combat Talent Cortosis Gauntlet Block
Alter Powers from Legacy Era Campaign Guide page 27, Knight’s Armor
Talents Cortosis Defense and Cortosis Retaliation from
Legacy Era Campaign Guide page 45
Knight’s Morale
Alter Difficulty: Moderate
Effect: When an ally within 20 meters of the Imperial Knight
and within the Imperial Knight’s line of sight hits with a

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Control and Alter Powers Strength skills: All skills available.


Technical skills: All skills available.
Force skills: No particular emphasis.
Empower Armor Force powers: All the powers listed in this section. All Jedi
Control Difficulty: Easy for light armor, Moderate for powers available.
medium armor, Difficult for heavy armor
Alter Difficulty: Moderate
Required Powers: Concentration
Effect: Inspired by Vodo-Siosk Baas’ ability to empower his
staff so he could parry a lightsaber blade, the Imperial Knights
have developed a means of empowering their body armor by
imbuing it with the Force. The amount of additional
protection the armor receives depends on the alter difficulty
roll, but since area imbued by the Force is much larger than a
melee weapon, the amount of additional protection is less than
the amount of additional damage a Jedi could inflict on an
opponent with a melee weapon affected by Force weapon.

Alter roll ≥ difficulty by: Armor bonus


0-10 +1 pip
11-20 +2 pips
21+ +1D

The additional protection is enough to withstand ordinary


melee weapons and vibroweapons. It can also deflect a few
blaster shots.
When it comes to a lightsaber, the protection is enough to
withstand only one glancing blow. Had Darth Vader used this
power on his own suit in The Empire Strikes Back, it would
have deflected the glancing blow Luke inflicted on his upper
right arm, leaving the area uninjured. Howver, after deflecting
the glancing blow, the protection granted by this power would
have ended immediately. In addition, this power doesn’t offer
any protection against a solid blow given by a lightsaber, such
as a stab through the chest or being cut from shoulder to hip.
Source: Knight’s Armor Talent Armored Augmentation I and
Armored Augmentation II from Legacy Era Campaign Guide
page 45

Playing an Imperial Knight

As an Imperial Knight, your loyalty is to the Emperor, who


is viewed as the embodiment of the Force. Should the
Emperor stray towards the dark side, you are tasked to do
everything you can to turn him back to the correct path. If
that’s not possible, you must stop him no matter the cost.

Race: Any
Gender: Both
Dexterity skills: All skills available.
Knowledge skills: All skills available.
Mechanical skills: All skills available.
Perception skills: All skills available.

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Control and Alter Powers


Iron Knight Force Repair Another
Powers Control Difficulty: Easy for wounded characters, Moderate
for incapaticated characters, Difficult for mortally wounded
characters
Alter Difficulty: Moderate
Required Powers: Concentration, Force repair, telekinesis
Effect: As rare as the power Force repair is, a rarer still
Restriction: These powers are restricted to the Iron Knights, power, Force repair another, exists. Just as Shards can use
given the Shard’s unique nature. the Force to make subtle changes to their own droid housing,
they can do the same thing to the housings of other droids,
whether a Shard is housed within the droid or not.
In GM terms, the Shard may spend time in dedicated
Control Powers concentration to make natural healing rolls for damage done to
the droid body. This power allows them to follow the natural
Mask Presence healing rules as described on pages 98-99 of The Star Wars
Roleplaying Game, Second Edition Revised and Expanded.
Control Difficulty: Easy
Once the power is successfully activated, the gamemaster
Required Powers: Force stealth
guidelines on the natural healing chart. However, instead of
Effect: The Shard can mask its presence in the Force to the
the resting prescribed by page 98, the Shard must spend its
point where no Force-users can detect them and will mistaken
time in dedicated meditation, slowly using the Force to mend
their droid bodies for ordinary droids. Force-users trying to
the broken connections within its body. Further, instead of
detect them must make a successful sense roll, but due to the
rolling the droid body’s Strength attribute, the Shard must use
silicon-based nature of the Shards, the Shard automatically
its control roll to see if it successfully heals.
add a +10 bonus to the control roll it makes when activating
Source: Iron Knight Talent Heal Droid from the Jedi
this power.
Academy Training Manual page 79
Source: Iron Knight Talent Mask Presence from the Jedi
Academy Training Manual page 79

Playing an Iron Knight


Silicon Mind
Control Difficulty: Easy The Iron Knights are Force-sensitive Shards trained in the
Required Powers: Force of will Force and encased in the bodies of ancient war droids.
Effect: The Shard can use this power to make it harder for
other Force-users to affect it with the Force. A successful roll Race: Shard only
grants a bonus to the Shard’s control, Perception, or willpower Gender: Both
roll to resist any Force powers made against it. Dexterity skills: All skills available.
Knowledge skills: All skills available.
Control roll ≥ difficulty by: Bonus Mechanical skills: All skills available.
0-5 +1 pip Perception skills: All skills available.
6-10 +2 pips Strength skills: All skills available.
11-15 +1D Technical skills: All skills available.
16-20 +1D+1 Force skills: No particular emphasis.
21+ +1D+2 Force powers: All the powers listed in this section. All Jedi
powers available.
its presence in the Force to the point where no Force-users
can detect them and will mistaken their droid bodies for
ordinary droids. Force-users trying to detect them a successful
Sense roll, but due to the silicon-based nature of the Shards,
the Shard automatically add a +10 bonus to the control roll it
makes when activating this power.
Source: Iron Knight Talent Silicon Mind from the Jedi
Academy Training Manual page 79

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Knowledge of the Force


Jal Shey Powers Control Difficulty: Moderate
Alter Difficulty: Moderate
Prerequisites: Alter 1D, Control 1D, Sense 1D, control
another’s pain, control pain, enhance another’s attribute,
enhance attribute, transfer Force, scholar: the Force 4D.
Effect: The Jal Shey adept can use their scholarly knowledge
Restriction: These powers are generally restricted to the Jal of the Force to help others reach their full potential.
Shey, though members of other Force-using traditions can By spending a Force point, the Jal Shey can aid an ally
learn these powers. within 10 meters in making their Force skills check by
granting them a 1D Force bonus to their skill check. The
number of skills to which this Force bonus can be applied
Control and Alter Powers depends on the result of the alter roll.

Alter Roll ≥ Difficulty Number of Force Skills


Attune Item 0-13 One
Control Difficulty: Moderate 14-25 Two
Alter Difficulty: Moderate 26 All three
Required Powers: Concentration, control another’s pain,
control pain, transfer Force If the bonus goes to only one or two of the target’s Force
Effect: By using this power and spending a Force point, a Jal skills, the Jal Shey adept must declare to which ones the bonus
Shey adept can imbue a specially crafted weapon, item, armor, will be added.
or article of clothing with the Force. In game terms, this Source: Jal Shey Talent Knowledge of the Force from
process allows the Jal Shey to place one of his Force points Knights of the Old Republic Campaign Guide page 58
into the object as though he or she were charging a backup
generator. When the Jal Shey needs to use a Force point, he or
she can choose to use the Force point stored in the object Sense and Alter Powers
rather than a Force point from his pool.
There are limits to this power. The object in question can
only receive one “charge”, so as to speak. The “charged” Amplify Voice (Jal Shey)
object will work for only the Jal Shey who originally charged Sense Difficulty: Easy
the object. And the “charge” last for twenty-four hours, after Alter Difficulty: Very Easy for 1-meter radius or 10-meter
which the “charge” is lost, and so is the Force point. A Jal straight line, Easy for 10-meter radius or 100-meter straight
Shey can only wear one “charged” item at a time, and if the line, Moderate for 100-meter radius or 1-km straight line.
Jal Shey does choose to use the Force point that was stored in Required Powers: Concentration, magnify senses, telekinesis
the object, he or she can only draw an additional Force point Effect: Sound travels through material by vibrating the
from his or her pool in the same round. molecules of the medium. With this in mind, a Jal Shey adept
Author’s Note: This is very similar to the Jensaarai attune can manipulate the molecules in the medium, allowing their
armor power, but there are marked differences between them. voices to carry for a certain distance without a reduction in the
However, since both powers involve imbuing an item to the volume of the sound. In this way, the Jal Shey could address
Force, I decided to give them the same prerequisites. an amphitheater filled with spectators without raising their
Restriction: Only a Jal Shey can normally learn this power. voice or using a microphone or other sound-amplifying
Practitioners of other Force traditions can learn this power device, or call out to someone some distance away and might
only from a Jal Shey. The Jal Shey were occasionally be beyond normal hearing range.
encountered during the times of the ancient Republic, but by Sound travels better in liquids than in air, and similarly
the time of the New Sith Wars and the Prequel Trilogy, they travels better in solids than in liquids. This power has been
have more or less vanished into obscurity. They still exist in successfully used in water, but there’s no recorded instance of
the galaxy in other time periods, but the odds of a Jedi this being successful with solids. Because of the physics
encountering one are about the same a Jedi encountering a involved between sounds and liquids, if one were to use this
member of the Fallanassi. Therefore, this power should not be power underwater, all difficulty rolls are reduced by one.
available for Jedi to learn except under exceptional A Jal Shey can also use this power to amplify his or her
circumstances. voice for a moment for the purposes of startling an opponent
Source: Jal Shey Talent Imbue Item from Knights of the Old for that brief moment. In this case, upon making the
Republic Campaign Guide page 58 successful rolls, the Jal Shey can take difference between his
roll and the sense or alter Difficulty, whichever is lower, and

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add it as a bonus to his or her sneak roll. The target then


makes a control or Perception roll. If the target succeeds, the
target isn’t affected. If the target fails, the target is surprised
and is unable to do anything for that round. Used in this
manner, the maximum range of this power is a 10-meter
radius.
Author’s Note: This power is almost identical to the Jedi
power amplify voice. But there are two key differences
between the two. First, the Jal Shey use their powers for
scholarly and intellectual pursuits. Thus, they are more
peaceful in nature than even Jedi are, and therefore do not
need to intimidate their opponents. Second, the Jal Shey very
rarely address a hall of Senators; thus, they have no need to
amplify their voice any further.
Source: Jal Shey Talent Force Delay from Knights of the Old
Republic Campaign Guide pages 57-8

Playing a Jal Shey

The Jal Shey have an intellectual and scientific mentality


despite their nomadic nature. Their primary roles in society
are diplomats and negotiators.

Race: Any
Gender: Both
Dexterity skills: Dodge, lightsaber, melee parry, and running.
Lack of emphasis on combat makes all other combat-based
skills forbidden
Knowledge skills: High Knowledge attribute die. All skills
available. Place emphasis on scholar-based skills
Mechanical skills: All skills available
Perception skills: High Perception attribute die. All skills
available. Place emphasis on bargain, persuasion,
persuasion: debate, persuasion: negotiation, and persuasion:
oration
Strength skills: Climbing/jumping, stamina, and swimming
Technical skills: All skills available. Place emphasis on
armor repair and item creation
Force skills: No particular emphasis
Force powers: All the powers listed in this section. Affect
mind, friendship, and sense Force available. All offensive
and/or combat-oriented powers are forbidden.

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the create Force talisman power. But since the Jensaarai view

Jensaarai the construction of the armor in the same light as the Jedi view
the construction of a lightsaber, I chose to generally restrict
this power to the Jensaarai.
Restriction: Only a Jensaarai can normally learn this power.
Powers Practitioners of other Force traditions can learn this power, but
only if instructed by a Jensaarai.
Source: Jensaarai Defender Talent Attune Armor from Star
Wars: The Roleplaying Game Core Rulebook Saga Edition
page 107
Restriction: These powers are generally restricted to the
Jensaarai, though members of other Force-using traditions can Linked Defense
learn these powers. Control Difficulty: Easy
Alter Difficulty: Moderate
Author’s Note: When these powers were originally released Required Powers: Enhance another’s attribute, enhance
on the SWRPGNetwork, there was another power associated attribute, control pain, control another’s pain, transfer Force
with the Jensaarai – ballistakinesis. This power has been Effect: With this power, a Jensaarai can take a penalty to his
previously listed in the Legacy Era Campaign Guide and has or her attack roll and increase an ally’s reflex roll by the same
subsequently been converted to D6. As such, there is no amount.
reason for this power to be listed as it has been listed in a In game terms, the user can reduce his or her blaster,
previously released work. brawling, lightsaber, or melee combat roll by a set amount and
apply that amount to an ally’s Dexterity or dodge roll. This
lasts for one round only. The user cannot reduce the die code
below the associated Attribute die code. Also, only one ally
Control and Alter Powers can receive this bonus, and the ally must be within his or her
line of sight.
Attune Armor Alter roll ≥ difficulty by: Die code alteration
Control Difficulty: Moderate
0-5 +1 pip
Alter Difficulty: Difficult for light armor, Very Difficult for
6-10 +2 pips
medium armor, Heroic for heavy armor
11-15 +1D
Required Powers: Concentration, control another’s pain,
16-20 +1D+1
control pain, transfer Force
21+ +1D+2
Effect: An important part of becoming a Jensaarai is the
crafting of one’s own armor. It is as significant to them as
Restriction: Only a Jensaarai can normally learn this power.
crafting a lightsaber is to a Jedi. Since the Jensaarai have
Practitioners of other Force traditions can learn this power, but
rejoined the galaxy, several of them have traveled offworld.
only if instructed by a Jensaarai.
On occasions, they need to travel in secrecy and are therefore
Source: Jensaarai Defender Talent Linked Defense from Star
unable to bring along their armor. On these occasions, they
Wars: The Roleplaying Game Core Rulebook Saga Edition
can sometime come across vests or armor, and when they do,
page 107
they use this power, which they use to craft their own
Jensaarai armor, to enhance it.
By using this power and spending a Force point, a
Jensaarai can imbue a suit of armor with the Force. Once Sense and Alter Powers
complete, the armor’s bonus to Strength to resist damage is
increased by +2. In addition, any penalty the armor inflicts to
Dexterity is reduced by a pip. This power creates a bond of Block Force Sense
sorts between the Jensaarai and the armor. As such, these Sense Difficulty: Moderate
bonuses only apply to the Jensaarai who used this power on Alter Difficulty: Difficult
the armor. If anyone else, even another Jensaarai, wears the Required Powers: dim another’s senses, life detection, life
imbued armor, the individual does not receive the bonuses. sense, sense Force
Author’s Note: I chose this approach to achieve a balance This power can be kept up.
between the create Force talisman, lightsaber construction, Effect: When this power is implemented, the user creates a
and harmonize lightsaber crystal powers. The description of bubble that blocks out many kinds of Force probes, much like
the Attune Armor talent sounds similar to the description of attempting to probe an area where the Force has been negated
by a ysalamiri. Force powers still function inside the bubble;

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however, anyone outside trying to probe the area contained by Perception skills: All skills available. Place emphasis on con,
the power’s field will detect absolutely nothing. This power hide, investigation, search, sneak.
negates the use of the following powers from outside against Strength skills: All skills available.
the area inside the bubble: dim another’s senses, enhanced Technical skills: All skills available. Place emphasis on
coordination, farseeing, life detection, life sense, projective armor repair and lightsaber repair/engineering.
telepathy, sense Force, sense Force potential, and shift sense. Force skills: No particular emphasis.
Several Force users may overlap their blocking bubbles for a Force powers: All the powers listed in this section, in addition
more widespread effect. to ballistakinesis. All Jedi powers are available. Place
Source: SWRPGNetwork – created by Rodney “Moridin” emphasis on combat sense, Force stealth, and lightsaber
Thompson. combat, and a preference for absorb/dissipate energy, burst of
speed, enhance another’s attribute, and any control-based
powers.
Control, Sense, and Alter Powers

Force Cloak
Control Difficulty: Easy (modified by area affected)
Sense Difficulty: Moderate
Alter Difficulty: Difficult (modified by area affected)
Required Powers: dim another’s senses, farseeing, life
detection, life sense
This power can be kept up.
Effect: This power helps protect the user from sensor probes
of a computerized nature. Note that it does not protect against
visual or Force detection, only by any sort of computerized
sensors. When implemented, the difficulty to detect the
character (and any surrounding area protected by this power)
by two difficulty levels. Even if the character making the
sensors roll succeeds, the character and anything he or she is
trying to protect appears only as a phantom sensor anomaly,
which may be overlooked by many sensor operators. Several
Force users may overlap their Force cloaks in order to cover a
larger area, but they must physically spread further apart.
Source: SWRPGNetwork – created by Rodney “Moridin”
Thompson.

Playing a Jensaarai Defender

Though their origins can be traced to the Sith, the Jensaarai


Defenders have always used their powers and training to
defend others. At first it was the colony on Susevfi. After
Leonia Tavira was defeated, they have entered an uneasy
alliance with the Jedi – one that had become more amicable as
the years passed.

Race: Any
Gender: Both
Dexterity skills: All skills available. Place emphasis on
blaster, lightsaber, melee combat, and melee parry.
Knowledge skills: All skills available. Place emphasis on
intimidation, languages, scholar: Jensaarai lore, and survival.
Mechanical skills: All skills available.

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Control and Sense Powers


Keetael Powers Past Visions
Control Difficulty: Very Easy, modified by proximity. Add
+5 to +20 to the difficulty if the character wishes to see
something in the past. Add +10 to +30 for the future.
Restriction: These powers are generally restricted to the Sense Difficulty: Very Easy if the target is friendly and
Jensaarai, though members of other Force-using traditions can doesn’t resist. If the target resists, make a control or
learn these powers. Perception total for the difficulty. Modified by relationship.
Required Powers: Farseeing, life detection, life sense
Time to Use: At least one minute.
Control Powers Effect: The Keetael have very long lives and are particularly
adept at searching and understanding the past. Past visions is
exactly like farseeing with two differences. First, when using
Conceal Force Use past visions to look into the past, after the GM determines the
Control Difficulty: Difficult difficulty rolls to use the power, the GM cuts the numbers in
Required Powers: Concentration half and rounds up. When using this power to look into the
Effect: When one uses the Force, disturbances in the Force are present or the future, the GM doesn’t alter the difficulty rolls.
generated. People using the Force always use telltale gestures Second, the Keetael can see everything within ten meters of
which add to the disturbances. The Keetael have learned to the target when using this power.
use the Force without these telltale gestures, reducing the Source: Keetael Talent Past Visions from Knights of the Old
disturbances in the Force they generate from using the Force Republic Campaign Guide page 58
and concealing themselves from others. When a Keetael
successfully makes the required roll, he or she adds +10 to the
sense difficulty roll others must make to use any sensory Playing a Keetael Adept
Force powers to detect his or her presence.
Source: Keetael Talent Conceal Force Use from Knights of
the Old Republic Campaign Guide page 58 The Keetael adept receives training to hone and control his
or her skills and participates in the hunts that occur in the
wilds of Thosa.
Alter Powers Race: Draethos only
Gender: Both
Dexterity skills: All skills available.
Force Direction Knowledge skills: Survival, willpower.
Alter Difficulty: Moderate Mechanical skills: Beast riding.
Effect: The Keetael can use the Force to guide their ranged Perception skills: All skills available. Place emphasis on hide,
attacks to their targets. When a Keetael uses a Force point to search, search: track, sneak.
add to their ranged attack roll, they can add +3 to the attack Strength skills: All skills available.
roll instead of rolling the die from the Force point. Technical skills: First aid.
Source: Keetael Talent Force Direction from Knights of the Force skills: No particular emphasis.
Old Republic Campaign Guide page 58 Force powers: All the powers listed in this section. All Jedi
powers are available. Place emphasis on combat sense,
Force Momentum danger sense, enhance attribute, farseeing, Force shot, Force
stealth, Force track, Force weapon, and guided attack.
Alter Difficulty: Moderate
Effect: The Keetael can use the Force to add to the impact of
their melee weapons, increasing the damage. When a Keetael
uses a Force point to add to their melee combat roll, if the
attack hits, the Keetael can add the results of the Force point
roll to the damage roll as well.
Source: Keetael Talent Force Momentum from Knights of the
Old Republic Campaign Guide page 58

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Dexterity skills: All skills available. Place emphasis on melee

Kilian Ranger combat and melee parry.


Knowledge skills: All skills available.
Mechanical skills: All skills available.
Perception skills: All skills available.
Powers Strength skills: All skills available.
Technical skills: All skills available.
Force skills: No particular emphasis.
Force powers: All the powers listed in this section. All Jedi
powers are available.
Restriction: These powers are generally restricted to the
Kilian Rangers, though members of other Force-using
traditions can learn these powers.

Author’s Note: Shield gauntlet defense has already been


stated and published in a previous work. It has been listed in
the References section of this work.

Control and Alter Powers

Empower Siang Lance


Control Difficulty: Easy
Alter Difficulty: Moderate
Required Powers: Concentration, control another’s pain,
control pain, transfer Force
Effect: A Kilian Ranger imbues his siang lance with the
Force, adding +1D to the damage roll when using the siang
lance as a melee weapon. Using this power while using the
siang lance as a blaster will result in automatic failure.
A Kilian Ranger who uses this power to injure or kill a
helpless being immediately gains a Dark Side Point.
Author’s Note: This power is almost identical to the Jedi
power Force weapon. But there are two key differences
between the two. First, the increase in damage is only 1D,
while when using Force weapon, the increase in damage is
variable. Second, the siang lance can be used in two ways – a
blaster and a melee wepon. Force weapon is used exclusively
on melee weapons.
Source: Kilian Ranger Talent Empower Siang Lange from
Rebellion Era Campaign Guiade page 37

Playing a Kilian Ranger

The Kilian Rangers are a group of Force adepts native to


Kilia IV in the Unknown Regions. Though isolated from the
rest of the galaxy, they have styled themselves after the Jedi
Order.

Race: Human
Gender: Both

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Any Krath using this power automatically receives a Dark

Krath Powers Side Point.


Source: Krath Talent Krath Surge from Knights of the Old
Republic Campaign Guide page 59

Playing a member of the Krath


Restriction: These powers are generally restricted to the
Krath, though members of other Force-using traditions can
learn these powers. The Krath was a dark side cult that fought against the Jedi
during the Great Sith War four thousand years ago.

Race: Human
Alter Powers Gender: Both
Dexterity skills: All skills available.
Knowledge skills: All skills available.
Dark Side Manipulation Mechanical skills: All skills available.
Alter Difficulty: Moderate Perception skills: All skills available.
Required Powers: Enhance attribute, feed on dark side, life Strength skills: All skills available.
detection, life sense, sense Force, Sith sorcery Technical skills: All skills available.
Effect: Experimentation with Sith sorcery has provided the Force skills: No particular emphasis.
Krath with a means of manipulating the dark side. Once per Force powers: All the powers listed in this section. All Jedi
encounter, when a Krath uses a Force point that would give powers are available. Sith sorcery mandatory. Establish
the Krath a dark side point, the Krath may treat the Force point preference for illusion.
as though the Krath had rolled the maximum on the die - +6.
Any Krath using this power automatically receives a Dark
Side Point.
Source: Krath Talent Dark Side Manipulation from Knights
of the Old Republic Campaign Guide page 59

Krath Intuition
Alter Difficulty: Moderate
Effect: Some Krath have a natural ability to use dark-side
artifacts like Sith talismans and alchemical weapons. Once
per encounter, the Krath can spend a Force point to treat the
damage from a Sith alchemical weapon as though the Krath
had rolled maximum damage on the dice.
Any Krath using this power automatically receives a Dark
Side Point.
Source: Krath Talent Krath Intuition from Knights of the Old
Republic Campaign Guide page 59

Control and Sense Powers

Krath Surge
Control Difficulty: Difficult
Sense Difficulty: Moderate
Effect: Once per encounter, the Krath can use rudimentary
Sith sorcery to channel dark side energy in a manner that
boosts one use of one Force power. The Krath can choose to
add an additional die of damage (if the power deals damage)
or extend the range of the power by ten meters (if the power
has a range beyond the Krath or a single target).

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Should the character succeed in striking the fluctuation, the

Luka Sene GM must roll a Wild Die. If the result is a one, striking the
fluctuation will cause a backlash that will overload and short
out the shield for the remainder of the combat session.
However, using this power in such a manner incurs a multiple
Powers action penalty.
To learn this power, the character must first be tested by a
Luka Sene Administrator, Master, or Mentor. The character
must have at least 5D in the sense skill and must know
magnify senses, sense Force, and sense surroundings. The
teachers will then teach the character absorb/dissipate energy
Restriction: Since the Luka Sene is a formal Miraluka Force
and shift sense, if necessary, before teaching this power to the
organization, these powers are generally restricted to the
character.
Miraluka. It is possible that a non-Miraluka whose blindness
Sources: Luka Sene Talent Field Detection from Knights of
cannot be cured or treated in any manner might be able to
the Old Republic Campaign Guide page 60
become a Luka Sene and/or receive training in these powers.
The only way a Jedi would know any of these powers would
be for the Jedi to be a Miraluka and to have at some point in
his or her life received training from a member of the Luka Control and Sense Powers
Sene organization.

Quickseeing
Control Difficulty: Very Easy.
Sense Powers Sense Difficulty: Target’s willpower. Modified by
relationship.
Electromagnetic Detection Required Powers: Farseeing, life detection, life sense
Effect: A Luka Sene can use this power to gain insight into an
Sense Difficulty: Moderate
opponent during combat by using this power. The target of
Required Powers: Absorb/dissipate energy, magnify senses,
this power must be within 10 meters of the Luka Sene. If the
sense surroundings, shift sense
Luka Sene succeeds in making the rolls, the Luka Sene gains a
Effect: By using this power, a Luka Sene can detect the
+2 insight bonus on all attack rolls against that target for one
presence of any electromagnetic or energy field within twenty
turn.
meters of his or her location. The Luka Sene can increase this
Sources: Luka Sene Talent Quickseeing from Knights of the
range in increments of ten meters, but each increment
Old Republic Campaign Guide page 60
increases the difficulty level by one. It’s possible for a Luka
Sene to learn the general direction of the origin of the field if
the source is out of the current search range, but the character
must make the required roll after the GM adds +10 to the Playing a Luka Sene
Difficulty. When the Luka Sene makes a roll, the GM should
consult the following table for the results. The results are The Luka Sene are generally peaceful, focusing on
cumulative teaching others that have an increased aptitude towards sense-
based aspects of the Force. However, some are sent out to
Sense roll ≥ Result Miralukas who have fallen to the dark side and attempt to
difficulty by: persuade them from continuing the dark path. If unsuccessful,
0-5 Detect the presence the teams that accompany these Sene Seekers are authorized to
6-10 Ascertain origin of the field capture the target alive or eliminate the target if necessary.
11-15 Ascertain general strength of the field
16+ Identify type of field and type of electronic Race: Miraluka generally. Exceptions are possible.
equipment creating field Gender: Both
Dexterity skills: All skills available.
A Luka Sene can also use this power against an opponent Knowledge skills: All skills available.
using a personal shield or against a vehicle with active shields. Mechanical skills: All skills available.
By making a successful roll, the character can detect any Perception skills: All skills available. Sene Seekers should
minute fluctuations in the shield. If the character aims for one place emphasis on persuasion and search.
of these fluctuations, the character receives a +5 circumstantial Strength skills: All skills available.
bonus to whatever skill is being used to hit the fluctuation. Technical skills: All skills available.

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Force skills: Very high sense die. Normal to above normal


control die. Normal alter die.
Force powers: All the powers listed in this section, in addition
to absorb/dissipate energy, farseeing, sense Force, sense
surroundings, and shift sense. All Jedi powers are available,
with particular emphasis on sense-based powers and any
power similar to farseeing.

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Matukai Powers Playing a Matukai Adept

The Matukai Adept has achieved balance and harmony


between their bodies and the spiritual Force. The Matukai
Adept has a strong healthy body and a strong will. The
Restriction: This power was created by the Matukai, so it’s Matukai is very aware of his or her body, being able to detect
impossible for a Jedi to learn this power in any era prior to the any ailments almost immediately.
New Republic era unless the Jedi should encounter and
befriend a Matukai, and the Matukai agrees to teach the Jedi Race: Any
this power. With several Matukai joining Luke Skywalker’s Gender: Both
praxeum, it is possible that they have taught this power to Dexterity skills: High Dexterity attribute die. All skills
other Jedi. Therefore, Jedi from the New Republic time available. Place emphasis on melee combat and melee parry.
period onwards can learn this power. However, it is possible Knowledge skills: All skills available. Place emphasis on
for a Force-sensutive to learn this power through scholar skills and survival.
experimentation. Mechanical skills: All skills available.
Perception skills: All skills available. Establish preference
towards sneak.
Strength skills: High Strength attribute die. All skills
Control Powers available with high die codes.
Technical skills: All skills available. Place emphasis on first
aid.
Soft to Solid Force skills: High control die. Normal sense and alter die.
Control Difficulty: Varies Force powers: All the powers listed in this section. All Jedi
Required Powers: Concentration, control pain powers available. Place emphasis on biocombustion, combat
Effect: Because the training includes learning the way the sense, control temperature, enhance attribute, and all self-
body moves and functions, a Matukai has learned how to use healing powers. Force weapon is a viable option to have
this power to make normally soft parts of their body become when facing a lightsaber.
incredibly rigid and rough for a brief amount of time. As a
result of this power, the affected area of the body becomes
covered in a natural armor, which provides addition protection
to any protection offered by any armor the Matukai is
currently wearing. It is possible to use this power to harden a
fist and inflict additional damage on a successful punch, but
Matuaki frown on such an act. Whether or not such a use of
this power incurs a dark side point is up to debate.
In game terms, the user must first determine how strong the
user wants the armor to be. Once that is determined, the user
makes the necessary control roll. Success grants the armor,
while failure produces no armor. If one were to use this power
to harden the fist and add inflict additional damage, the
amount of armor that is created determines the additional
damage that is inflicted

Armor Additional Control


Strength Damage Difficulty
STR +1 Very Easy
STR +1 +2 Easy
STR +2 +1D Moderate
STR +1D +1D+1 Difficult
STR +1D+1 +1D+2 Very Difficult
STR +1D+2 +2D Heroic

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One can safely stay “beyond shadows” for a number of

Mind Walker days equal to the die code of their control or sense skill,
rounded down, whichever is lower. If one wishes to return to
their body, the user must make a Difficult willpower roll. One
can make this roll only once per day. Each additional day the
Powers Mind Walker is “beyond shadows” after the first day adds +5
to the difficulty, with the effect being cumulative. For
instance, a Jedi who wishes to return on the same day he or
she went beyond shadows, it is a Difficult roll. If the Jedi
wishes to return the next day, it will be Difficult +5. On the
next day, it will be Difficult +10, and so forth. Should one
Restriction: These powers are generally restricted to the Mind
stay “beyond shadows” one day longer than the maximum safe
Walkers, who consisted of members for numerous Force
number, the body dies, and the individual is lost beyond
organizations, including members of the Old Jedi Order. The
shadows.
only way for anyone to learn this power is to find the Mind
This is a dangerous power, but it is not a power of the dark
Walkers and become one of them. Therefore, the GM is
side. Use of this power does not incur a Dark Side Point.
generally forbidden to allow anyone other than Mind Walkers
Appeared where: Abyss, Allies, Apocalypse
from learning this power. With the destruction of Sinkhole
Author’s Note: Jacen Solo learned this power during his five-
Station, the Mind Walkers are all dead and these powers
year journey, but he did not teach it to anyone. Luke and Ben
should not be available unless Abeloth returns.
Skywalker learned this power, and later the Sith High Lord
Sarasu Taalon, Sith Saber Gavar Khai, and Captain Leeha Faal
did as well, though Leeah Faal died while “beyond shadows”.
Control and Sense Powers The other two Siths died later. Somehow, Darth Krayt learned
this power, and both he and Luke Skywalker used this to fight
against Abeloth “beyond shadows”. Because of the dangerous
Mind Walking risks of this power, it is highly unlikely that any of them will
Control Difficulty: Difficult instruct this power to anyone else.
Sense Difficulty: Difficult
Required Powers: Emptiness or rage, hibernation trance
Effect: Through a specific type of meditation, a Mind Walker
can use this power to have their consciousness leave their
Control and Alter Powers
body and enter and remain in the realm of the Force they call
“beyond shadows”. Force Sustenance
The Mind Walker first enters a state of meditation before
Control Difficulty: Difficult
picturing one number at a time, starting with the number one
Alter Difficulty: Difficult
and finishing with the number seven. Picturing the number
Required Powers: Accelerate healing, breath control,
seven completely severs the Mind Walker’s mind from their
concentration, control another’s pain, control pain,
body.
hibernation trance, remove fatigue
When the Mind Walker is “beyond shadows”, time holds
This power may be kept up.
no meaning. Every instant feels as if it lasted forever, and
Effect: This controversial power was possibly taught to the
vice versa. Because of this, it is impossible for a Mind Walker
Mind Walkers by Abeloth. With this power, a Mind Walker
to keep track of time while “beyond shadows”, making the
can sustain himself or herself with nothing but the Force. This
journey a dangerous task. The Force sustains the Mind
is possible by letting the Force flow through him or her, which
Walker’s body for a while, but the body cannot survive
sustains the body while purging the body of toxins. As long as
forever without nutrition. If a Mind Walker’s consciousness
this power is active, the body won’t be affected by hunger,
stays “beyond shadows” for too long, the body will die, and
thirst, fatigue, or a lack of oxygen.
the consciousness will remain “beyond shadows” forever.
Mind Walkers can be trained to use this power while mind
Mind Walkers are not concerned with this fact, but that’s a
walking “beyond shadows”. This training negates the penalty
different story for those who aren’t Mind Walkers.
that is associated with multiple actions. To do this, the Mind
While “beyond shadows”, the Mind Walker can experience
Walker must make an alter roll against the result of the
visions and can interact with those who have become one with
control roll he made when activating mind walking. If
the Force. However, these interactions are fraught with
successful, the Mind Walker can apply a multiplier to the
danger, for should one die while beyond shadows, the body
number of days he can stay safely beyond shadows. The GM
dies as well. It is up to the GM to determine how to handle
must consult the following table to determine the multiplier.
such encounters.

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Alter roll ≥ Control roll for mind walking by: Multiplier


0-10 ×2
11-20 ×3
21+ ×4

Author’s Note: It is unclear if Jacen Solo learned this power


during his five-year journey, though it’s highly unlikely. Luke
and Ben Skywalker did not learn this power, and neither did
any of the Sith Lords. For now, this power will remain with
the Mind Drinkers.
Appeared where: Abyss
Example: Qwallo Mode used this to survive floating in the
vacuum of space without a helmet. Rhondi and Rolund
Tremaine combined this power with mind walking to amplify
the effects of this power.

Playing a Mind Walker

Though they originally came from a medley of Force


traditions, Mind Walkers have come to believe that everything
but the Force was an illusion. The only thing Mind Walkers
are interested in is traveling beyond shadows.

Race: Any
Gender: Both
Dexterity skills: All skills available.
Knowledge skills: All skills available.
Mechanical skills: All skills available.
Perception skills: All skills available.
Strength skills: All skills available.
Technical skills: All skills available.
Force skills: No particular emphasis.
Force powers: All the powers listed in this section. All other
powers are optional.

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Mist-Weaver Mist Spinning


Difficulty: Moderate to Difficult
Required Spells: Detect mist, mist manipulation

Powers Effect: Through manipulation of “Luminous Mist”, a Mist-


Weaver is able to convert the strands of mist-silk into matter,
allowing them to create objects or enwrap themselves in a
cocoon. The object created by this power are generally small,
with the noted exceptions of the cocoons. The objects will
always be simple, unpowered objects; thus, blasters and
Restriction: The Mist-Weavers were a mystical order that machinery cannot be crafted with this power. Small melee
existed long before the time of the New Republic. They weapons like knives and batons might be created, but there’s
worshipped the Force, which they referred to as the no evidence of any Mist-Weaver ever using this power this.
“Luminous Mist”. They developed the art of “spinning” Source: The Legends of Luke Skywalker
normally intangible strings of the Force into resilient silk
strands. They were considered long lost until Luke Skywalker
came across a reference to them in the Agoliba-Tu system. Playing a Mist-Weaver
While he has knowledge of their existence, how they viewed
the Force, and what they could do with the Force, he has yet to
show any indication that he had learned any of the powers in The Mist-Weavers were a mystical order that existed long
this section. It is possible that he had made notes on this, and before the time of the New Republic. Hardly anything is
Rey had found them when she took the ancient Jedi text. known about them, so playing a Mist-Weaver is impossible to
Since the Battle of Exegol, she might have learned to use these do at this time. There’s only the following speculation.
abilities. Until this has been resolved, the GM is strongly
encouraged not to make these powers available to anyone Force skills: The abilities might be spells, like the Dathomiri,
except for a Mist-Weaver when they existed – long before the Nightsister, and Ta-Ree spells, so no Force skills are required.
New Republic. Perhaps even long before the Jedi Order first If Force skills are required, then apparently the alter dice is
formed. The GM can however use these abilities and the higher than the sense dice. There is nothing yet to suggest
existence of the Mist-Weavers as a plot device. Mist-Weavers have abilities that necessitate the presence of
control dice.
Force powers: All the powers listed in this section. Sense
Force and telekinesis might be required, but there’s too little
Detect Mist data at this time for certainty.
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 “Luminous
Mist” energy within a specified location.
Detect mist will tell a character the rough magnitude of the
Ta-Ree “presence” in an area or object.
Detect mist can also tell a character about the rough
magnitude of Force use in an area or object. However, the
Ascendant must indicate that the Force is actively being
sought, and the difficulty for such a search increases by one
level.

Mist Manipulation
Difficulty: Moderate
Required Spells: Detect mist
Effect: By tapping into the Force, or “Luminous Mist” as they
called it, a Mist-Weaver can “spin” the the normally intangible
strings of the Force into resilient silk strands.
Source: The Legends of Luke Skywalker

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Closed Mind
Mystic Agent Control Difficulty: Moderate
Required Powers: Force of will
This power may be kept up.

Powers Effect: Mystic agents master several techniques to guard their


minds against unwanted mental intrusions.
This power is identical to the Jedi power force of will. The
key difference between the two is because of the additional
mental shielding techniques mystic agents learn, they receive
an additional bonus to their “protection number”.
Restriction: Mystic agents are individuals who combine their
strength in the Force with their skills in stealth and subterfuge. Skill roll ≥ Difficulty by: Bonus
The results of this combination are several Force powers that 0-10 +5
are generally unique and restricted to the mystic agents. 11-20 +10
Despite the mercenary nature of mystic agents, the powers 21+ +15
associated with them aren’t tainted with the Dark Side.
These powers are generally restricted to the mystic agents, Source: Mystic Talent Closed Mind from Jedi Academy
though members of other Force-using traditions can learn Training Manual page 18, Mystic Agent class feature Closed
these powers. Mind from Ultimate Alien Anthology page 212

Control Powers Control and Alter Powers

Channel Vitality Stunning Strike


Control Difficulty: Difficult or Difficult +10 Control Difficulty: Moderate
Required Powers: Control pain, enhance attribute Alter Difficulty: Moderate
Effect: When faced with great peril, a mystic agent can Required Powers: Affect mind, dim another’s senses, Force
sacrifice some of his or her health to temporarily increasing stun, life detection, life sense
his or her skills through the Force. Effect: A mystic agent can use the Force to stun opponents
The mystic agent must first declare how much of his or her with unarmed attacks. The mystic agent can make a stunning
health he or she is willing to give up. In GM terms, the mystic strike once a round; however, can only perform this a number
agent is willing to take a wounded once or wounded twice of times per day equal to his or her alter die rounded down.
status. Taking a wounded once status would require a The mystic agent must declare he or she is making such an
Difficult roll. A wounded twice status would add an attack before making the attack roll. If the attack roll fails, the
additional +10 to the difficulty. stunning strike is wasted.
If the roll succeeds, the mystic agent receives a bonus for After the opponent is struck by the unarmed attack and
one round to only one of the following skills: acrobatics, takes damage, the opponent then makes a stamina or Strength
climbing/jumping, dodge, hide, pick pocket, sneak, or swim. roll against the mystic agent’s alter roll. Failure results in the
The bonus is +5 for a successful Difficult roll and +10 for a opponent being stunned for one round. The opponent is
successful Difficult +10 roll. stunned an additional round for every 5 the roll fails.
As the mystic agent must be able to move to use this power A creature that is immune to critical strikes cannot be
and the bonus it grants, the mystic agent cannot take a affected by this power.
stunned, incapacitated, or mortally wounded status. If either Sources: Mystic Agent class features Unarmed Force Stun
already wounded or taking a wounded status from a previous and Improved Force Stun from Ultimate Alien Anthology
use of this power, the mystic agent can only make the Difficult pages 213-4
roll and aim for a +5 bonus. If the mystic agent’s wound
status is anything but none or wounded, the mystic agent
cannot use this power. Wallwalk
Taking either wounded status will incur the usual penalties Control Difficulty: Moderate
for being wounded. Alter Difficulty: Moderate
Sources: Mystic Agent class feature Channel Vitality from Required Powers: Enhance attribute, telekinesis
Ultimate Alien Anthology page 213, Mystic Talent Channel This power may be kept up.
Vitality from Jedi Academy Training Manual page 18 Effect: This power allows the mystic agent to adhere to solid
surfaces, allowing him to climb up walls and cling to ceilings.

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This is very different from the Jedi power up the walls because Huge+ Automatic fail
the user can’t run up the wall, and the user’s hands must be
free. This power is only effective against visual or manual
When activated, the user can climb up walls unencumbered inspection or frisking. It is useless against electric sensors or
at half his or her normal rate of speed. If he or she’s carrying similar devices designed to detect concealed weapons.
any significant weight, it will slow him or her down Source: Mystic Agent class feature Weapon Concealment
accordingly. from Ultimate Alien Anthology page 212
Opponents can pry a user off the wall. If the opponent tries
to physically do so, the opponent must make a Strength roll
against the user’s willpower. If the opponent tries to move the Playing a Mystic Agent
user via telekinesis, the opponent must make an alter roll
against the user’s control.
Source: Mystic Agent class feature Wallwalk from Ultimate Mystics agents are consummate masters of espionage –
Alien Anthology page 212 strong in the Force and masters of stealth and subterfuge.
Selling their expertise as stealthy spies, swift couriers, and
silent assassins. They handle infiltration, extraction,
seduction, obfuscastion, and assassination missions.
Sense and Alter Powers
Race: Any
Gender: Both
Weapon Concealment Dexterity skills: All skills available with preference for
Sense Difficulty: Easy acrobatics and pick pocket.
Alter Difficulty: Target’s search or Perception roll. Knowledge skills: All skills available with preference for
Required Powers: Dim another’s senses language, scholar, and willpower.
This power may be kept up. Mechanical skills: All skills available.
Effect: A mystic agent can use the Force to conceal a weapon Perception skills: All skills available with preference for con,
or other item on his or her person. The mystic agent must first con: disguise, hide, investigation, persuasion, and sneak.
make some effort to conceal the item or weapon in question. Strength skills: All skills available.
The item in question cannot be in his or her hand or holstered Technical skills: All skills available with preference for
to his or her hip, for example. computer programming/repair and security.
In GM terms, the result of the alter roll determines the Force skills: Control and Alter dice slightly higher than Sense.
bonus the mystic agent receives to his or her hide skill roll to Force powers: All the powers listed in this section. All Jedi
conceal the item or weapon in question. powers available.
Skill roll ≥ Difficulty by: Bonus
0-5 +1
6-10 +2
11-15 +1D
16-20 +1D+1
21+ +1D+2

The mystic agent can attempt to conceal multiple weapons


or items, but each item after the first will incur a -2 penalty to
the alter roll.
In addition, the size of the item or weapon that the mystic
agent is trying to conceal is a factor. The mystic agent can
receive a bonus or a penalty to the alter roll depending on the
size in question.

Object size Bonus/Penalty


Fine +3D
Diminutive +2D
Tiny +1D
Small +0
Medium -1D
Large -2D

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inky fabric of the spirit into lightning strikes that will strike

Nightsister Spells down her opponents.


When the Nightsister makes a successful roll, she can
designate a certain location, and the lightning will strike
everything within a 100-meter radius of the location. Any
target in the affected area will suffer 5D of character-scale
damage. If the Nightsister is within the affected area, she will
Note: Though the Nightsisters are native to Dathomir and can not be struck by the lightning. The Nightsister can increase
be seen as Dathomiri Witches, the spells listed here are the radius in 25-meter increments, but each increase adds +5
separate from the Dathomir spells because these spells are to the difficulty.
generally associated with the Nightsisters rather than the other While this is an offensive power, using this does not
clans on Dathomir. In addition, most of the spells listed here automatically give the Nightsister a Dark Side Point, just as
have been performed by the clan of Nightsisters led by Mother using the spell of lightning doesn’t automatically give the
Talzin during the years leading up to and including the Clone Nightister a Dark Side Point.
Wars. These Nightsisters drew on “spirit ichor”, something Source: Book of Sith
that has yet to be witnessed among any of the other clans, even Corresponding Power: control weather
later incarnations of the Nightsisters.
Though these spells are generally restricted to the
Nightsisters of Dathomir, there is nothing forbidding the Avatar Empowerment
gamemaster to allow Witches from other clans from learning Difficulty: Varies
these spells. As for males of Dathomir and offworld Force- Required Spells: Commune with the spirit world, spirit ichor
users, while they can learn these spells as well, there is a risk. manipulation, water of life
The spirits of the Nightsisters loathe allowing non-female Effect: This is one of the most difficult spells a Nightsister
Witches to use these spells. They will demand a debt to be can perform. By channeling spirit ichor directly into the body
paid by the outsider, and that debt is paid by possessing the of the recipient, the Nightsister is able to alter the recipient’s
body of the outsider. The outsider will be unable to prevent body into a taller, physically stronger being. The Nightsister
this possession; however, the spirit can only possess a body if is also able to enhance the recipient’s attribute and Force
the outsider is within a fortress of a Nightsister clan with an abilities.
altar of power. The reason for this is that the spirits are bound Multiple alterations require multiple rolls, with each roll
to the altar of power. They can move about the fortress with taking one minute and granting the Nightsister an additional
ease, but they are unable to leave it. So long as the outsider Dark Side Point. Each alteration inflicts 4D damage to the
stays away from such places, the spirit will be unable to subject, though the waters of life work on healing the damage
possess the body. If the outsider finds himself or herself almost instantly.
within such a place, they can escape possession by fleeing
from the fortress before being possessed. If the outsider is Alteration Difficulty
possessed, the spirit can be exorcised in one of several ways. Add Claws or Fangs (STR +2 damage) Difficult
First, a Jedi can use Force light on the possessed individual to Add Horns (STR +1D damage) Difficult
remove the spirit. Second, if the possessed individual is taken Add Natural Armor (+1D vs. energy)* Heroic
out of the fortress, the spirit is immediately pulled out of the Add Natural Armor (+1D vs. physical)* Very
body and forced to return to the altar. Finally, if the altar of Difficult
power is destroyed, the spirits are immediately unbound and Alter Physical Appearance (+1D to Moderate
become part of the Force. intimidation)*
Most of these spells have equivalent corresponding powers Grant Darkvision (20’) Very
amongst the Jedi. These counterparts will be noted for those Difficult
spells that have them. For spells that have not had Increase Attribute (+1 pip) Heroic
counterparts already mentioned, I have created such powers. Increase/Decrease Size By Half* Heroic
The availability of these powers to the Jedi will be noted in the Increase Move Score +2 (up to twice Very
descriptions of these powers. original score) Difficult
Make Target Obedient (-1D to Willpower) Very
Difficult
Aspect of the Storm
Difficulty: Difficult, modified by proximity *Each additional use of this alteration on the same target
Required Spells: Commune with the spirit world increases the alter difficulty by 5 points and grants an
Effect: By invoking the Fanged God and the formless blue- additional Dark Side Point.
black spirit of the weather, a Nightsister can manipulate the

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Though the Jedi have not had the chance to see if there’s a a +1D bonus to throw it at her target. Characters hit by this
way to counter the effects of this power on the recipient, suffer 4D damage and lose a Force Point.
another Clan Mother is capable of doing so. Since the While absorb/dissipate energy offers no defense against
alterations are unnatural, undoing the alterations would be an this spell, one can block it with an energy shield, a lightsaber,
act of restoring balance within the recipient. The associated a shield gauntlet, greater Force shield, lesser Force shield,
difficulties are reduced by one level, and the Nightsister protective bubble, or some similar Force power.
performing this will not be receiving any Dark Side Points. Nightsisters using this power often do so out of anger.
Howver, upon death, the spirit ichor within the recipient’s Using this spell gives the Nightsister a Dark Side Point.
body leaves, causing the body to revert to its original state. Appeared where: Jedi: Fallen Order
Author’s Note: Since alchemy is the closest corresponding Example: Merrin threw several bolts of spirit ichor at Taron
power to this spell, I used that power a guide in creating this Malicos.
spell.
Source: Book of Sith
Appeared where: The Clone Wars: Monster. Jedi: Fallen Chant of Resurrection
Order Difficulty: Very Difficult, modified by proximity
Corresponding Power: alchemy (closest equivalent) Required Spells: Commune with the spirit world, invoke
Example: Mother Talzin used this to transform Savage spirits, spirit ichor manipulation
Opress into an avatar of primal anger and power. Merrin used Time to Use: Five minutes
this to strengthen the Nightbrothers she summoned to fight Cal Effect: One of the most powerful spells known to the
Kestis. Nightsisters, and used only in times of severe distress, after
successfully invoking the spirits, a shaman or Clan Mother can
call upon the Winged Goddess can channel them and spirit
Blood Trail ichor into the corpses of fallen Nightsister warriors. Once
Difficulty: Easy, modified by proximity infused, these reanimated corpses will follow the will of the
Required Spells: Commune with the spirit world caster without hesitation. The reanimated warriors will run to
This spell may be kept up. the site of the battle and attack without mercy or hesitation.
Effect: Invoking the Fanged God for this spell allows a While charging the enemy, they will release a shriek that
Nightsister to infuse her blood with a connection to herself seems to come from every direction at once. Any enemy
and brand a target, usually her slave, with her own blood to hearing this shriek must make a Very Difficult control or
track the target should the target escape. willpower roll to remain unaffected. Failure will result in the
Upon casting this spell, the Nightsister must make a enemy being frozen in fear. Should the enemy fail the roll by
grenade roll to hit the target with her blood. The target then ten or more, the enemy will attempt to flee from the battle, but
makes an opposed dodge roll, with the result determining if will end up being killed by the spirits. Droids aren’t affected
the target has been marked. If the target is marked, however, by this shriek.
there is nothing the target can do to remove it. The mark will Since the corpses are already dead, they are immune to
feel acidic to the target but will otherwise suffer no damage. pain. It is possible for the enemy to destroy the body by
Only the Nightsister who cast the spell can remove it. inflicting enough damage to “kill” the zombie again; however,
Even though this spell is used by the Nightsisters, it’s not this is only a brief reprieve, as the dark energies that animated
tainted by the dark side. Using this spell doesn’t give the the corpse in the first place will remain in the area until it finds
Nightsister a Dark Side Point. a new body to animate.
Author’s Note: This spell is known to the Nightsisters, and The only known way to end this spell is to kill the caster
they generally do not teach it to offworlders. To date, Jacen who casted the spell in the first place.
Solo is the only exception, and he has not taught this spell to Source: Book of Sith
anyone else. Appeared where: The Clone Wars: Massacre
Corresponding Power: tsaiwinokka hoyakut
Example: Old Daka used this to revive the dead and send
Bolt of Spirit Ichor them against the droid army.
Difficulty: Moderate
Required Spells: Commune with the spirit world, spirit ichor
manipulation Cleanse Poison
Effect: By tapping into the Force and drawing from the Difficulty: Very Easy for a very mild poison (alcohol); Easy
Winged Goddess, a Nightsister can concentrate the spirit ichor for mild poison; Moderate for an average poison; Difficult for
into a sphere and then hurl the sphere at any target within her a virulent poison; Very Difficult to heroic for a neurotoxin.
line of sight. Required Spells: Commune with the spirit world
After making the successful roll to manifest the bolt of Time to Use: Five minutes
spirit ichor, the Nightsister makes a thrown weapons roll with

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Effect: By invoking the Fanged God and the quiet, content Control Web
green spirits of the plants, the Nightsister can break down any Difficulty: Difficult
poison once it enters her bloodstream. Required Spells: Commune with the spirit world, spell of
Even though this spell is used by the Nightsisters, it is not creature understanding
tainted by the dark side. Using this spell does not give the This spell may be kept up.
Nightsister a Dark Side Point. Effect: The ability to control animals is common amongst the
Source: Book of Sith various clans on Dathomir. But this ability only grants the
Corresponding Power: Detoxify poison Witch or Nightsister the ability to control one animal. The
Nightsisters, however, have developed this spell as a means of
Commune with the Spirit World gaining control of many animals at the same time. However,
for this spell to succeed, several Nightsisters must cast this
Difficulty: Difficult for the first time, then Easy
spell at the same time. The spell creates a web of Force
Effect: This allows a Nightsister to commune with the spirits
energy over an area with the Nightsisters at the edges of the
who dwell in the realm beyond the shadows. This is essential,
web. The Nightsisters must decide beforehand what animal
as it is through channeling the power of the Winged Goddess,
they wish to control with this spell. The animals within the
the Fanged God, and the other spirits in the spirit world that
web can make an opposed Perception roll to escape being
the Nightsister can perform all other spells.
caught under the Nightsisters’ control. If the roll fails, then
Even though this spell is used by the Nightsisters, it is not
the animal cannot make another as long as the spell is active.
tainted by the dark side. Using this spell does not give the
Once invoked, this spell can be kept up so long as the
Nightsister a Dark Side Point.
number of Nightsisters creating the web and the number of
Source: Book of Sith
creatures caught in the web remain constant. Should either of
these numbers change, the Nightsisters must make a new roll
Conjure Object to change the configuration of the web and maintain it. The
Difficulty: Moderate to Difficult animals within the web will also be allowed to make an
Required Spells: Commune with the spirit world, spirit ichor opposed Perception roll to escape the Nightsisters’ control.
manipulation However, when making this new roll, each Nightsister and
Effect: Through manipulation of raw spirit ichor, a shaman animal receives a modifier depending on how the numbers
can convert the spirit ichor into matter, creating any object the change. If one of the controlled animals dies, or if a new
shaman so desires. However, there is a limit on what the Nightsister decides to contribute to the web, then all the
shaman can create. The object, regardless of form and shape, Nightsisters except for the new arrival receive a +2 bonus to
cannot exceed five kilograms in mass. their rolls. If a new animal arrives or if one of the Nightsisters
In addition, it is far easier to convert spirit ichor into solid dies, then all the animals except for the new arrival receive a
matter instead of liquids. +2 bonus to their rolls. The modifiers are cumulative, but last
The shaman can also use this power to conjure a weapon for one round.
made completely out of spirit ichor. The weapon is not Each Nightsister who uses this spell receives one Dark Side
comprised of solid matter; rather the spirit ichor takes the form Point for casting it and one Dark Side Point for each evil act
of an ethereal weapon, which the Nightsister wields in battle. the animals under their command commit on their behalf.
For the ethereal weapon to last, the Nightsister must be Author’s Note: While the Nightsisters were able to use this
holding it in her hands. She cannot throw it like a spear or on sparkflies and rancors, the Lost Tribe of the Sith managed
shoot it like an arrow – such weapons will dissipate into spirit to learn this spell and use it to weaken Abeloth. Based on the
ichor immediately after leaving the Nightsister’s hands. The results, it would seem that the version used by the Lost Tribe
weapon in question is one that can be used with the brawling is different than the Nightsisters’. Until this difference is
parry, melee combat, melee parry, or brawling skill. Weapons understood, this spell should be restricted to the Nightsisters.
requiring the bows or thrown weapons skill cannot be created Appeared where: Backlash
with this power.
Even though this spell is used by the Nightsisters, it is not Create Talisman/Totem
tainted by the dark side. Using this spell does not give the
Difficulty: Varies
Nightsister a Dark Side Point.
Required Spells: Commune with the spirit world, spirit ichor
Sources: Book of Sith; Force power conjure from Unlimited
manipulation
Power
Effect: When a shaman or Clan Mother uses this ritual, she
Appeared where: The Clone Wars: Monster
entreats the spirits to empower a receptacle in the physical
Example: Mother Talzin used this to create a cup of blackroot
realm. While inside the receptacle, the spirits will sleep until
for Count Dooku and to create Savage Opress’ pike.
summoned. The receptacles take the forms of talismans and
totems, and the powers contained within them may last for

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generations; however, should the talisman or totem be Talisman of Transformation: The wearer can change into the
destroyed, the spirit contained within returns to the spirit form of an animal in the physical realm. Be able to tap into
realm. the animal’s spirit essence. When creating such a totem, the
When creating a talisman or a totem, the shaman must first crafter must decide which animal will be associated with the
declare what kind of talisman or totem she is creating. This totem. Once that is done, the crafter then seeks the ur-spirit of
will determine not only the difficulty, but also any specific the specific animal in question and transfers it into the totem.
requirement that must be met for the spell to be successful. Examples of these talismans are the Talisman of the Bolma,
Even if the shaman succeeds in making the required difficulty Talisman of the Brackaset, Talisman of the Eollu, Talisman of
roll, if the shaman lacks the specific requirement for the the Burra Fish, and the Talisman of the Raven. Difficulty:
talisman or the totem, the spell will fail. Difficult

Talisman of Age: The wearer taps into the animal nature of Totem of the Elementals: The totem allows the user to
humans, which results in a brief restoration of the vigor of summon one of six powerful, primal entities to do her bidding.
youth. In GM terms, if the wearer has attributes and skills that Since these are primal entities, they may not always obey the
have been reduced due to age, the affected attributes are one who summoned them. Each round, the wearer must make
restored to what they were during the wearer’s youth for as a Difficult willpower roll to enforce her will on the entity.
long as the talisman is active. Difficulty: Moderate The Nightsister can invoke one primal entity at a time and
must dismiss one entity before summoning a different one.
Talisman of Counterspell: This talisman creates a protective There are six entities that can be summoned with this
shield of spirit ichor around the wearer. While active, not only totem. Each has different powers.
will the wearer be safe from all spells and Force powers cast Clay: A human-sized golem made completely of
upon her, but the shield will reflect these spells and Force clay; it will attack the wearer’s enemies physically. Each
powers back at the original casters, forcing them to make the punch can inflict 3D damage. Brawling and melee attacks
saving throws the wearer would have made otherwise to avoid inflict no damage. Furthermore, there is a risk of the weapon
being affected. This shield, however, offers no protection or the fist becoming stuck in the clay. The attacker must make
from mundane attacks. Difficulty: Moderate a Moderate Strength roll to pull the weapon or fist out of the
clay. Regular blaster fire will only chip away at the clay.
Talisman of Focus: This talisman aids the user in focusing the Only grenades, missiles, sonic weapons, and blaster fire from
spirit ichor necessary to perform a spell. In GM terms, if the speeder-scale or higher blasters can destroy these things.
user this talisman while performing any spell, the user gains a Flame: A humanoid shape made completely of fire; it
temporary bonus to any rolls made to cast the spell. The will attack by sending streams of fire at the enemies. Only
bonus depends on by how much the user beats the difficulty in those who are properly protected will be unharmed from this
creating the talisman in the first place. Difficulty: Moderate attack. Being made of fire, nearly all attacks made against it
will be ineffective. Explosions will snuff out the fire, while
Roll ≥ difficulty by: Bonus water will douse it.
0-8 +2 Ice: A humanoid shape made completely of ice, the
9-16 +1D surface is covered with sharp edges. It is very similar to the
17+ +1D+1 clay golem with several differences. It can swipe at the
enemies, inflicting 2D of slashing damage because of its sharp
Talisman of Finding: This talisman is shaped like a compass. edges. It can inflict the same amount of damage by trapping
Once activated, it will guide the wearer to any target that has an enemy in a bear hug. In addition, anyone caught in the bear
been imprinted on it, regardless of where the target might be hug has two rounds to make a successful Strength roll to break
in the galaxy. The talisman will cease to function once the free or else die from extreme hypothermia. Melee attacks
target is found or if the target dies before being found. In against it inflict half damage, while regular blaster fire will
crafting this talisman, the crafter must add a drop of blood inflict normal damage because of the heat. Exposure to fire
from the target onto the talisman before empowering it. will melt the body.
Difficulty: Moderate Woodrot: A wringling mass of decaying vines, it will
strike enemies by lashing at them with its vines as if they were
Talisman of Resurrection: This talisman functions the same whips. It will also try to strangle opponents with its vines.
way as the chant of resurrection spell. It will bring the spirits The greatest danger this entity poses is the decay on the vines.
of the dead back to their physical bodies. Depending on how If the vines make contact with the skin, it will cause a severe
much time has passed since death, the results might not be rash that will become infected if left untreated. Treating the
favorable. For instance, the reanimated dead might be nothing rash requires a Moderate first aid roll, while treating the
more than a mummified skeleton. Difficulty: Very Difficult infection requires a Difficult one. Being made of plants, it is

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very vulnerable to fire, blaster fire, and melee attacks made by Corresponding Power: Create Force talisman (closest thing,
bladed weapons. yet the powers exhibited by the talismans and totems have yet
Smoke: A mass of thick smoke, the entity attacks by to be duplicated)
enveloping its enemy, causing the enemy to suffocate to death Example: This spell was never witnessed, but Mother Talzin
unless the enemy can escape. The only means of escape is by did give a talisman to Savage Opress which would guide him
somehow blowing away the entity with a violent gust of wind to his brother Darth Maul. This talisman was created by this
or a shockwave. The “body” of this entity cannot be power.
destroyed.
Sunlight: A glowing body that will emit bright
flashes of light that will blind any enemy, affecting their skill Divination/Heartshadow
rolls accordingly. Only those who are wearing protective Difficulty: Difficult, modified by proximity and relationship
eyewear will avoid being blinded. The “body” of this entity Required Spells: Commune with the spirit world, spirit ichor
cannot be destroyed. manipulation
Night: An inky black body that will expand and cover Time to Use: One minute
an area in complete darkness. Though it cannot attack, the Effect: The shaman shapes the spirit ichor into a sphere and
enemies that are trapped inside the darkness will have their peers into its depths. After a minute of concentration, the
skill rolls affected accordingly. The “body” of this entity shaman is able to see visions of possible futures. The GM
cannot be destroyed. should consult the table below for details on the accuracy of
Whenever the body of the entity is destroyed, the spirit will the vision she sees.
survive and return to the spirit world. Difficulty: Moderate for
clay, ice, and woodrot; Difficult for fire and smoke; Very Roll ≥ difficulty by: Vision accuracy
Difficult for night and sunlight. 0-10 25%
11-20 50%
Totem of Familiars: With this totem, a Nightsister can 21-30 75%
summon an animal to her side and hold the animal there for as
long as the totem is active. The totem will also augment one This spell cannot be used to look into possible pasts.
of the animal’s attributes. The GM will make a roll to Even though this spell is used by the Nightsisters, it is not
determine which attribute is augmented. tainted by the dark side. Using this spell does not give the
Nightsister a Dark Side Point.
Roll Augmentation Source: Book of Sith
1 Perception and associated skills augmented by 1D Appeared where: The Clone Wars: Witches of the Mist
2-3 Strength and associated skills augmented by 1D Corresponding Power: farseeing (looking to see possible
4-6 Dexterity and associated skills augmented by 1D futures)
Example: Mother Talzin used this to show Savage Opress his
The totems and talismans listed here can be activated and future.
deactivated by the wearer’s choice. The only way the powers
they invoke will end will be if the wearer is killed. The power
of the talisman or totem will also cease in most cases when it
Ears of the Chiroptix
is separated from the wearer. The one exception is the Difficulty: Very Easy
Talisman of Transformation. If the wearer is in an animal Required Spells: Commune with the spirit world
form and is separated from the talisman, the wearer is stuck in Effect: By invoking the Fanged God and the raw, red ur-spirit
the animal form unitl she retrieves the talisman. Should the of the chirpotix, the Nightsister will temporarily gain the
talisman be destroyed while the wearer is in the animal form, heightened hearing of the chirpotix. While the spell is active,
she is stuck in that form permanently. she can hear whispers and be able to create a mental map of
The wearer can swallow a talisman or totem, resulting in the area based on the sounds she hears.
the release of the spirit ichor within the item into the body. Even though this spell is used by the Nightsisters, it is not
This release empowers the Nightsister, but the empowerment tainted by the dark side. Using this spell does not give the
lasts only moments, as the spirit will return to the spirit realm Nightsister a Dark Side Point.
after being released. When that happens, the Nightsister’s Source: Book of Sith
spirit joins the released spirit as it returns to the spirit realm, Corresponding Power: magnify senses (sense of hearing)
and the body is reduced to ash.
Source: Book of Sith Earth Surge
Appeared where: The Clone Wars: Witches of the Mist
Required Spells: Concetration 3D, Telekinesis 5D
Effect: With this, a Nightsister is able to manipulate the
ground, causing platforms to rise up or pits to form.

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The Nightister must first declare what she wants to create – Entomb
a platform or a pit. She then declares how large an area she Difficulty: Varies
wants to affect. Required Spells: Concentration 5D, Earth Surge 5D,
Telekinesis 7D
Radius Difficulty Effect: A Nightsister can choose to restrain her target by first
2-meter radius Easy restraining the target with the Force and then cause the ground
4-meter radius Moderate to open up and swallow the target either partly or completely.
6-meter radius Difficult The Nightsister must first make a successful roll against the
8-meter radius Very Difficult target’s Strength or control to restrain the target. If the target
succeeds, then the power fails automatically. If the target is
If the Nightsister wishes to create a pit, the pit will be one already partly restrained – arms or legs bound in some fasion –
meter deep. If the Nightsister wishes to create a platform, she the Nightsister gains a +5 bonus to her spell. If the target has
can create one up to three meters in height. If she wishes to both sets of limbs restrained, the bonus is +10.
make the platform higher, the GM adds +5 for every meter Once restrained, the Nightsister can then make the ground
above three. open up to swallow the target either in part or completely.
The GM also needs to consider the nature of the ground. If How long this takes depends on how much of the target the
the ground is just ordinary earth, there is no modifier to Nightsister wishes to bury.
consider. If the ground is loose particulates like sand, the GM
grants a +1D bonus to the Nightsister’s roll. The same thing Body part buried Time
applies to moist ground, like mud or swampy terrain. Up to knees 1 round
However, any platform made of sand or mud will last only one Up to waist 2 rounds
round before collapsing. If the ground is solid rock, the GM Up to shoulders 3 rounds
adds +10 to the difficulty. Completely 4 rounds
The Nightsister can create a pit quickly, catching her
opponent off-guard. Any creature caught by the spell falls The Nightsister can choose to stop the burial process at any
into the pit, being unable to move until the next turn. point. The Nightsister can choose to bury just a foot, up to the
The Nightsister can also use this spell to create a pit or a target’s chest or neck, etc.
pillar for the express purpose of knocking over a ground The target can continue to resist while the spell is in effect
vehicle, a walker, a hover vehicle, or a landspeeder, although and can even attempt to free himself or herself after the
pits will be ineffective against hover vehicles and Nightsister ends the spell by making an opposed Strength or
landspeeders. If the Nightsister is successful in casting this control roll. Success means the target breaks free and can
spell at the right moment, the operator of the vehicle must extricate himself or herself. However, when making the
make a successful ground vehicle operation, hover vehicle opposed roll, the GM must also factor in the nature of the
operation, repulsorlift operation, or walker operation roll ground. If the ground is just ordinary earth, there is no
against the Nightsister’s roll. Success means the operator was modifier to consider. If the ground is loose particulates like
able to react fast enough to avoid the pit or pillar. If the sand, the GM grants a +1D bonus to the target’s roll only if
operator fails, then the operator must make another roll to buried up to the knees. Any deeper, and the bonus is negated.
prevent the vehicle from tipping over. Walkers would have If the ground is moist, like mud or a swampy terrain, the GM
the addition risk of tripping and falling. For ground vehicles must impose a -1D penalty to the target’s roll, as the material
and landspeeders, it is a Moderate roll. For walkers, the is denser than ordinary earth. If the surface is solid stone, the
difficulty depends on the number of legs the walker has. penalty is -2D. This spell does not work on water, metal, ice,
or any other substance. If the target has the burrowing or
Number of legs Difficulty tunneling special ability, the target can choose to escape after
2 Very Difficult being buried if it is possible to do so.
3-4 Difficult Typically, the Nightsister uses this spell to entomb a
5-6 Moderate character, but the Nightsister can choose to entomb a creature.
7-8 Easy The Nightsister can use this spell to its full effect on a creature
that is character-scale or smaller. If the creature is speeder-
Even though this spell is used by the Nightsisters, it is not scale or larger, the Nightsister can only use this spell to trap
tainted by the dark side. Using this spell does not give the one or several of the creature’s feet. Success means the
Nightsister a Dark Side Point. creature cannot move until the next turn. If the creature is
Difficulty: Varies bipedal and fails the opposed roll, the GM must roll a wild die.
Example: Merrin used this to create stone platforms on On a roll of 1 or 2, the creature trips, falls to the ground, and
Dathomir. cannot move for two turns. If the creature is quadruped,
tripping only occurs on a successful wild die roll of 1. If the

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creature has more than four legs, the creature cannot be Effect: Successful casting of this spell causes the Nightsister
tripped. to channel the spirit ichor through her body, releasing it as
The Nightsister can attempt to do the same thing against a bolts of green energy from the fingertips. Green lightning
walker or a ground vehicle. The Nightsister must make a courses over the target, inflicting great amount of pain and
successful roll against the operator’s ground vehicle operation damage, eventually killing him. Green lightning causes
or walker operation roll. Hover, repulsorlift, and treaded damage equal to half of the spell’s dice, rounded down (if the
vehicles cannot be trapped with this spell. Wheeled vehicles caster has green lightning 5D, the damage would be 2D).
cannot be tripped, but walkers can be, should the operator fail Author’s Note: While this power greatly resembles Force
to keep the walker steady. lightning and spell of lightning, Mother Talzin draws on spirit
ichor when she uses her powers rather than the dark side
Number of legs Difficulty exclusively. As such, spirit ichor manipulation should be a
2 Very Difficult prerequisite, and manifestations of spirit ichor are green in
3-4 Difficult color – thus the green lightning she used.
5-6 Moderate Appeared where: The Clone Wars: Massacre, Darth Maul –
7-8 Easy Son of Dathomir
Example: Mother Talzin used this against the droid army
If the Nightsister is able to entomb more than one leg for during the Battle of Dathomir in The Clone Wars: Massacre.
non-bipedal walkers, the difficulty level increases by one for Mother Talzin used this against Palpatine and Dooku in Darth
each additional leg ensnared. Maul – Son of Dathomir.
If a Nightsister used this spell to completely bury a
character or a creature, she receives a Dark Side Point. Using
this spell to ensnare her target does not give the Nightsister a Invoke Spirits
Dark Side Point; however, should the target be unable to Difficulty: Difficult
escape and is hurt while trapped or dies, then the Nightsister Required Spells: Commune with the spirit world
receives a Dark Side Point. Time to Use: Five minutes
Appeared where: Jedi: Fallen Order Effect: Used in times of severe distress, a Clan Mother can
Example: Merrin used this to restrain and bury Taron Malicos call upon the Winged Goddess to invoke the spirits to come to
in stone alive. her clan’s aid. Once summoned, the ethereal forms of the
deceased warriors will appear and attack the designated
enemy. While charging the enemy, they will release a shriek
Flight that seems to come from every direction at once. Any enemy
Difficulty: Equal to the number of meters the Nightsister hearing this shriek must make a Very Difficult control or
wishes to move herself, with 20 being the maximum. willpower roll to remain unaffected. Failure will result in the
Required Spells: Commune with the spirit world enemy being frozen in fear. Should the enemy fail the roll by
Effect: By invoking the Fanged God and the formless blue- ten or more, the enemy will attempt to flee from the battle, but
black spirit of the weather, the Nightsister can manipulate the will end up being killed by the spirits. Droids aren’t affected
winds and create winds strong enough to carry her through the by this shriek.
sky. Since the spirits lack a physical body, conventional means
This spell will allow the Nightsister to move a certain of attack and most Force powers will have no effect on them.
number of meters in any direction, with the maximum limit The only Force powers that might have an effect on them are
being twenty meters. She must land at the end of the round or ball lightning, beam of light, bolt of corruption, bolt of hatred
else risk suffering falling damage, which is at the GM’s or sutta chwituskak, consume essence, dark side web or
discretion. odojinya, electric judgment, Force bolt, Force harmony,
Even though this spell is used by the Nightsisters, it’s not Force light, Force lightning, Force net, Force walk, kinetite,
tainted by the dark side. Using this spell doesn’t give the lightning burst, mind crush, thought bomb, and wall of light.
Nightsister a Dark Side Point. However, there have been no official confirmation yet that any
Source: Book of Sith of these powers will be effective. The only known way to end
Corresponding Power: Force flight this spell is to kill the caster who casted the spell in the first
place.
Use of this spell is against the flow of life and the Force.
Green Lightning Any Nightsister using this spell receives a Dark Side Point.
Difficulty: Difficult, modified by proximity. Limited to line Source: Book of Sith
of sight. If used to attack, the difficulty is the target’s Appeared where: The Clone Wars: Massacre
Dexterity or dodge roll, unless the Difficulty rating is higher. Corresponding Power: Sith sorcery (closest corresponding
Required Spells: Commune with the spirit world, spirit ichor power)
manipulation

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Example: Mother Daka summoned the spirits before Example: Mother Talzin did this to render Savage Opress
reanimating the dead unconscious before she augmented his abilities. Asajj
Ventress did this to Savage Opress to make him follow her
commands.
Lightning Storm
Difficulty: Difficult
Required Spells: Spell of lightning 5D Potion of Empowerment
This spell may be kept active. Difficulty: Moderate
Effect: The Nightsisters derived this spell from the spell of Required Spells: Commune with the spirit world, spirit ichor
lightning. Visually, it’s identical to the spell of lightning. manipulation, water of life
However, any sentient or creature struck by this spell suffers Effect: After transmuting spirit ichor into the water of life, the
no harm. The purpose of this spell is to disable machinery by Nightsister then mixes in additional ingredients while the
shorting out electronics, thus this spell is capable of inflicting liquid stands upon the altar that serves as the focus of power
ion damage. Any machine, electronic, or droid struck by this for her clan. While on the altar, the potion absorbs power
spell suffers ion damage equal to the die code of this spell. As from the Force and the spirits. Once the potion has been
for cybernetics, most artificial organs are not affected because completed, the Nightsister can drink the potion to focus and
the skin will serve as an insulator against this spell. The one enhance her powers for the task at hand.
exception is the artificial eye. Prosthetic limbs that are In GM terms, once this potion is consumed, the Nightsister
covered in synthflesh are similarly protected, but those that are will receive a temporary +3D bonus to whatever spell she
not, like Cay Qel-Droma’s left arm and Anakin Skywalker’s wishes to perform in the next round. This bonus only lasts for
right hand, are vulnerable to this power. one round. If a Jedi or other Force-user not native to
Appeared where: Backlash Dathomir were to drink this potion, the individual will receive
Corresponding Power: disable droid a +1D bonus to all Force skill rolls for the same amount of
Example: Kaminne Sihn used this against Luke and Ben time.
Skywalker. While enough of this potion can be made for more than one
person, this potion can only be taken once a day. Should one
try to consume additional doses, the potion will have no effect.
Mesmerism This has no effect on non Force-sensitives.
Difficulty: Easy for males and offworlders, Difficult for other Appeared where: Rebels: Visions and Voices
Dathomiri Witches, Very Difficult for Nightsisters Example: Darth Maul created this potion, and then he and
Required Spells: Commune with the spirit world, spirit ichor Ezra Bridger drank it to enhance their powers enough to join
manipulation their minds and find the answers they were previously looking
Effect: This spell allows a Nightsister to override the thoughts for from the Jedi and Sith Holocrons.
of those weaker than herself. After focusing her power on the
target, the Nightsister can place the target into a trancelike
state with a tap on the target’s forehead. While in this Protective Bubble
trancelike state, the target is unable to resist any action the Difficulty: Easy
Nightsister might perform on him or her. Required Spells: Commune with the spirit world
While the target is in this state, the Nightsister can place Effect: By invoking the Fanged God and the formless blue-
subliminal commands in the target’s subconscious. Once in black spirit of the weather, the Nightsister can wrap herself in
place, these commands cannot be removed except by another a protective green sphere of energy, shielding herself from
Nightsister. Furthermore, should a Nightsister tap an enemy attacks. The shield can repel repel energy and physical
individual with a subconscious command on the forehead, the matter away from her body, down to the molecular level.
hidden commands will surface, and the target will The shield acts as a STR+1D armor to all energy and
automatically follow them. physical attacks made against the Nightsister, including non-
A Nightsister performing this spell to hypnotize the target directional attacks such as gas clouds and grenade blasts. The
will receive a Dark Side Point. A Nightsister who uses this shield is not particularly strong, but it can sometimes be just
spell to release the hidden command will receive a Dark Side enough to protect the Nightsister from serious injury.
Point, plus an additional Dark Side Point for every evil act the Even though this spell is used by the Nightsisters, it’s not
target performs while under the effects of the command. tainted by the dark side. Using this spell doesn’t give the
Source: Book of Sith Nightsister a Dark Side Point.
Appeared where: The Clone Wars: Monster, The Clone Source: Book of Sith
Wars: Witches of the Mist Appeared where: The Clone Wars: Massacre
Corresponding Power: affect mind and control mind (closest Corresponding Power: lesser Force shield
corresponding powers) Example: Mother Talzin used this to shield herself during the
battle against the droid army.

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Revitalization of the Whuffa target has heightened hearing, the difficulty is Very Difficult.
Difficulty: Moderate (fatigue) or Very Difficult (regeneration) If the roll fails, the GM must roll a wild die. If the result is a
Required Spells: Commune with the spirit world one, the victim’s eardrums are damage, and he suffers a -1D to
This spell may be kept up. all Perception rolls until he or she seeks treatment. If the
Time to Use: Ten minutes victim is wearing protective earwear or is deaf, the GM
Effect: By invoking the Fanged God and the raw, red ur-spirit doesn’t need to roll a wild die.
of the whuffa, the Nightsister can augment her will on her Source: Book of Sith
body, refreshing it and removing it of fatigue. If the Corresponding Power: amplify voice (Ithorian bellow)
Nightsister’s will is strong enough, she might even be able to
regenerate any lost limbs. Scrying
When used to remove fatigue, this power grants the
Difficulty: Moderate, modified by proximity and relationship
Nightsister greater stamina by causing the bodily toxins to be
Required Spells: Commune with the spirit world, spirit ichor
ejected more efficiently. While active, the Nightsister must
manipulation
make a stamina check once per day. While using this power, a
Time to Use: One minute
Nightsisteri must fail two stamina checks before becoming
Effect: The shaman shapes the spirit ichor into a sphere and
fatigued. The character still must eat and drink normally. If
peers into its depths. After a minute of concentration, the
the Nightsister does fail two stamina checks and becomes
shaman can see what is taking place concurrently elsewhere in
fatigued, a penalty of -1D is applied to all attributes and skills
the galaxy. The GM should consult the table below for details
for 1D hours.
on the accuracy of the vision she sees.
When used to regenerate a lost limb, the Nightsister must
prepare herself mentally and physically beforehand. Once she
Roll ≥ difficulty by: Vision accuracy
starts, she must remain immobile and is unable to do anything
0-10 50%
else. The process takes ten rounds to complete, and she must
11-20 75%
make a successful each round. If she fails one roll, the process
21-30 90%
ends immediately, and she will be unable to make another
attempt until a week passes. Succeed or fail, the Nightsister
Even though this spell is used by the Nightsisters, it is not
must rest for three days afterwards. If successful, it will take a
tainted by the dark side. Using this spell does not give the
week before the new limb functions normally.
Nightsister a Dark Side Point.
Even though this spell is used by the Nightsisters, it’s not
Source: Book of Sith
tainted by the dark side. Using this spell doesn’t give the
Appeared where: The Clone Wars: Witches of the Mist
Nightsister a Dark Side Point.
Corresponding Power: farseeing (looking to see what’s
Source: Book of Sith
occurring elsewhere in the galaxy)
Corresponding Power: remove fatigue (revitalizing the body
Example: Mother Talzin used this to show Anakin and Obi-
only)
Wan that Savage Opress was heading for Toydaria.

Scream of the Ssurrian Sense of the Ueshet


Difficulty: Moderate
Difficulty: Very Easy
Required Spells: Commune with the spirit world
Required Spells: Commune with the spirit world
Effect: By invoking the Fanged God and the raw, red ur-spirit
Effect: By invoking the Fanged God and the raw, red ur-spirit
of the ssurrian, the Nightsister can perform one of two things
of the ueshet, the Nightsister temporarily gains the heightened
normally associated with the ssurrian. She can bring forth the
senses of the ueshet. While the spell is active, she can
deep thrumming vibrations of the ssurrian’s hunting call. This
distinguish scents carried on the winds from hundreds of
adds a bonus to her intimidation rolls.
meters away and to have vision in complete darkness.
Even though this spell is used by the Nightsisters, it’s not
Roll ≥ difficulty by: Bonus
tainted by the dark side. Using this spell does not give the
0-10 +1D
Nightsister a Dark Side Point.
11-20 +2D
Source: Book of Sith
21+ +3D
Corresponding Power: magnify senses (sense of smell and
vision [possible]), shadow vision (possible)
The Nightsister can also unleash an earsplitting shriek like
the ssurrian’s territorial warning. The shriek is powerful
enough to pop eardrums and shatter teeth. The shriek can Speed of the Toocha
inflict 2D of sonic damage to the target. The target can reduce Difficulty: Moderate
this damage in half by making a Difficult stamina roll. If the Required Spells: Commune with the spirit world

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Effect: By invoking the Fanged God and the raw, red ur-spirit other than spirit mist. Spirit mist will also affect anything on
of the toocha, the Nightsister will temporarily gain the her possession when she steps through the mist, but it won’t
heightened speed of the toocha. While active, she can move at affect anything she might pick up after being affected by the
blindingly fast speeds in short bursts and perform leaps to spell. Conversely, though opponents can’t detect them,
cover remarkable distance. Nightsisters covered in spirit mist can be harmed physically.
Even though this spell is used by the Nightsisters, it is not This spell can last for several days, but it’s still temporary.
tainted by the dark side. Using this spell does not give the This spell can only be cast if the Nightsister is near the
Nightsister a Dark Side Point. waters of life. Attempts to cast this spell at a location where
Source: Book of Sith the waters of life is not present automatically fail.
Appeared where: The Clone Wars: Nightsisters Even though this spell is used by the Nightsisters, it’s not
Corresponding Power: burst of speed and Force jump tainted by the dark side. Using this spell doesn’t give the
Example: Karis and Naa’leth used this to jump from tree to Nightsister a Dark Side Point.
tree while approaching Dooku’s estate on Serenno. Source: Book of Sith
Appeared where: The Clone Wars: Nightsisters
Corresponding Power: phase (closest corresponding power)
Spirit Ichor Manipulation Example: Mother Talzin created this mist to make Asajj
Difficulty: Very Difficult Ventress, Karis, and Naa’leth invisible.
Required Spells: Commune with the spirit world
Effect: By tapping into the Force and drawing from the
Winged Goddess, a Nightsister can manifest the energy of the Surge of the Brier
Force into a physical form – a strand of green smoke. Difficulty: Brawling parry or control roll of the target
Even though this spell is used by the Nightsisters, it’s not Required Spells: Commune with the spirit world
tainted by the dark side. Using this spell doesn’t give the Effect: By invoking the Fanged God and the quiet, content
Nightsister a Dark Side Point. green spirits of the plants, the Nightsister can reach into the
Source: Book of Sith spirit realm and grab the essence of a plant. Once the essence
Appeared where: The Clone Wars: Nightsisters, The Clone is in her hands, she can pull and twist the plant into any form
Wars: Monster, The Clone Wars: Witches of the Mist, The or shape she wishes. She can entwine her enemies with
Clone Wars: Massacre, The Clone Wars: Revenge, Jedi: restricting vines or impale them with thorny vines.
Fallen Order If the Nightsister succeeds in making the roll, the target or
Example: Mother Talzin could draw forth spirit ichor when targets are entangled in the vines, suffering a -1D penalty to
performing her spells. The spirit ichor appeared many times all attack rolls, a -2D to all Dexterity rolls, and can only move
when Merrin performed her spells. at half their normal Movement score. The entangled target
must make a Difficult Strength roll to break free.
If the target is entangled in thorny vines and lacks the
Spirit Mist proper protection, the target sustains 1D of damage from the
Difficulty: Moderate initial capture. The target also sustains 1D of damage should
Required Spells: Commune with the spirit world, spirit ichor the target break free.
manipulation, water of life Even though this spell is used by the Nightsisters, it’s not
Effect: Through manipulation of the spirit ichor, a shaman or tainted by the dark side. Using this spell doesn’t give the
Clan Mother can make an ethereal vapor rise from the waters Nightsister a Dark Side Point.
of life. Anyone stepping through this mist will be covered by Source: Book of Sith
the vapors and will enter a state of existence halfway between Corresponding Power: plant surge
the physical realm and the spirit realm. While existing
between realms, as it were, those covered in spirit mist are
undetectable by anyone else except for Nightsisters from the Teleport (Nightsister version)
same clan. The Jedi and the Sith have tried to use the Force to Difficulty: Very Difficult
detect those covered in spirit mist, but such attempts have Required Spells: Commune with the spirit world, spirit ichor
failed. It is possible that while in this state, the living Force manipulation
within the body of those covered in spirit mist is intermixed Effect: This spell allows a Clan Mother to transform herself
with the spirit ichor of the spirit realm, making it impossible into spirit ichor which would allow her to travel into the spirit
for them to detect one presence amongst the sea of Force realm. While in the spirit realm, she can travel a specific
energy. distance and then transfer back to the physical realm. When
Even though the Nightsister is in between realms while she returns to the physical realm, she will have arrived at a
covered in spirit mist, she can still interact with the physical different location from where she originally was. So far,
realm, such as picking up and holding items and physically Mother Talzin has used this to travel great deistances on
striking opponents. She can also use the Force or cast spells Dathomir. It’s unknown whether or not she can use this

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power to travel to another planet, either in the Dathomir Example: Mother Talzin uses this to escape from General
system or in another system. Since spirit ichor seems to be a Grievous and to appear before Dooku while she was torturing
key component in performing this spell, it would stand to him. Merrin used this spell frequently.
reason that if a source of spirit ichor were to exist on another
planet, then travel to that planet with this spell might be
possible. But this is a theory that has yet to be confirmed. Touch of the Kiin’Dray
The location of the destination and the Nightsister’s Difficulty: Moderate
familiarity with the destination are important factors in the Required Spells: Commune with the spirit world
success of this power. As such, the GM should consult the Effect: By invoking the Fanged God and the raw, red ur-spirit
following tables when determining the modifier to the of the kiin’dray, the Nightsister’s hands and feet will be
difficulty. covered in a binding force that will allow her to scale a cliff
face or hold onto an object with an unbreakable grip. While
Modifiers this power is active, the Nightsister will gain a bonus to her
Destination is: Add to difficulty: climbing/jumping roll and her Strength roll when maintaining
In line of sight +2 a grip on her weapon.
Very familiar (home) +4
Not in line of sight, but 1-100 meters +5 Roll ≥ difficulty by: Bonus
away 0-5 +2
101 meters to 10 km away +7 6-10 +1D
Fairly familiar (friend’s home), or +8 11-15 +1D+1
within clear sight 16-20 +1D+2
11 to 1,000 km away +10 21+ +2D
Visited once, or partially visible +12
Same planet but more than 1,000 km +15 Even though this spell is used by the Nightsisters, it is not
away tainted by the dark side. Using this spell does not give the
Never visited, but well reproduced +16 Nightsister a Dark Side Point.
visually Author’s Note: It is possible that this spell and the Dark
Same star system but not on the same +20 Force Witch class feature spider walk are one and the same.
planet However, the enhanced grasp that’s part of this spell is not
Never visited, but carefully described +30 featured in the description of spider walk. Then again, it is
Not in the same star system +30 possible that the enhanced grasp might be a part of the spider
walk ability that is not well known. It’s akin to the little
A Nightsister can use this power to others alongside known fact that a Sith can use dark side web to block a sword.
herself, but the range is limited to 10 kilometers. Doing this Sources: Book of Sith, Dark Side Sourcebook
adds +5 to the difficulty for every person she teleports Appeared where: The Clone Wars: Nightsisters
alongside herself. Corresponding Power: Dark Side Sourcebook Dark Force
A Nightsister can also teleport others to her current Witch class feature spider walk.
location, but the Nightsister must first know the exact location Example: Karis and Naa’leth used this to cling to the cliff
of the individual she is transportating to her location. Even briefly after being defeated by Dooku.
then, the range is similarly limited to 10 kilometers. Doing
this adds +10 to the difficulty for the first person being
teleported to her location, and an addition +5 for each Ur-spirit Speech
additional person afterwards. Difficulty: Easy if the animal is domesticated/friendly (such
To use this spell, the Nightsister must have at least 7D in as a bantha); Moderate to Difficult if the animal is wild, but
both commune with the spirit world and spirit ichor non-predatory (such as an undomesticated tauntaun); Very
manipulation before learning this power. Difficult to Heroic if the animal is ferocious/predatory (such
Even though this spell is used by the Nightsisters, it is not as a wild rancor).
tainted by the dark side. Using this spell does not give the Required Spells: Commune with the spirit world
Nightsister a Dark Side Point. This spell may be kept active.
Source: Book of Sith Effect: In the spirit world, there is an ur-spirit associated with
Appeared where: The Clone Wars: Massacre, Jedi: Fallen each of the galaxy’s animal species. Through communion
Order with the spirit world, the Nightsister can learn to speak with
Corresponding Power: Teleport the ur-spirit. Once the Nightsister learns the tongue of the ur-
spirit, the Nightsister can use this spell to speak with any
creature associated with the ur-spirit. This spell may be kept
active if the Nightsister needs to continue communicating with

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the creature. Over time and through communication, the Scale Difficulty
Nightsister can even learn to ride the beast with which she Character Difficult
communicates. For such beasts, subtract -2D from their Speeder Very Difficult
Orneriness code while the spell is in effect. Walker Heroic
Source: Book of Sith Starfighter Heroic
Corresponding Power/Spell: Beast languages/Spell of Capital Heroic +10
creature understanding
There is a limit as to how large a target a Nightsister can
cast this spell on. The maximum length is 150 meters – any
Veil of Invisibility attempt to use this spell on anything larger than this fails
Difficulty: Variable automatically.
Required Spells: Commune with the spirit world, spirit ichor Even though this spell is used by the Nightsisters, it is not
manipulation, spirit mist, water of life tainted by the dark side. Using this spell does not give the
Effect: While the spirit mist has its uses, it also has Nightsister a Dark Side Point.
limitations. First off, it can only be used on individuals. Appeared where: Jedi: Fallen Order
Secondly, when the spirit mist is cast, the water of life is near Example: Merrin used this to make the Stinger Mantis
the caster. But there are times where a Nightsister needs to invisible.
cast the spirit mist and the waters of life is not present. Or the Author’s Note: Merrin was able to cast this spell on the
Nightsister needs to use the spirit mist on something larger Stinger Mantis, but the size of the Stinger Mantis is unknown.
than an individual. In response, the Nightsisters have I am fairly sure the Stinger Mantis is larger than a Skipray
managed to develop this spell to compensate for these blastboat, which is a capital-scale starfighter. For now, I am
shortcomings. placing the maximum size at 150 meters – the same size as a
By casting the veil of invisibility, the Nightsister brings Corellian Corvette. Once the size of the Stinger Mantis has
forth the same ethereal vapor that the spirit mist conjures been made official, either on Wookiepedia or on The Rancor
forth. Anything coated by the vapors will enter a state of Pit, I will make the proper changes.
existence halfway between the physical realm and the spirit
realm. While existing between realms, as it were, anything
covered in these vapors are undetectable by anyone else Voodoo
except for Nightsisters from the same clan. The Jedi and the Difficulty: Difficult, modified by proximity
Sith have tried to use the Force to detect those covered in the Required Spells: Commune with the spirit world,
veil of invisibility, but such attempts have failed. It is possible concentration, spirit ichor manipulation, water of life
that while in this state, the living Force within the body of Time to Use: One minute
those covered in the veil of invisibility is intermixed with the Effect: This is a powerful and subtle spell that only a shaman
spirit ichor of the spirit realm, making it impossible for them or Clan Mother can perform. First, she must craft a small
to detect one presence amongst the sea of Force energy. statue in the likeness of the victim. Next, she must establish
Even though the target is in between realms while covered anchor points between the statue and the victim. She must
in the veil of invisibility, the target can still interact with the place something of the victim on the statue – a strand of hair
physical realm, such as picking up and holding items and or a drop of blood. She must also somehow place spirit ichor
physically striking opponents. She can also use the Force or or the water of life inside the victim’s body. This can be done
cast spells other than veil of invisibility. Veil of invisibility in several ways, but the usual method would be to have the
will also affect anything on her possession when she steps victim consume a liquid that was created from the spell
through the mist, but it will not affect anything she might pick conjure object. The consumed spirit ichor will remain inside
up after being affected by the spell. Conversely, though the victim’s body until the caster is dead, the statue is
opponents cannot detect them, targets covered in the veil of destroyed before it is used, or the caster releases the spell,
invisibility can be harmed physically. If anyone were to leave willingly or otherwise.
a vehicle covered in the veil of invisibility, that person loses When the shaman is ready, she holds the statue over a
the benefits provided by the veil of invisibility and becomes roiling cauldron filled with the water of life. The vapors and
visible. miasma rising from the cauldron covers the statue,
This spell can last for several days, but it is still temporary. establishing a link between the statue and the victim. Once
As the Nightsister is away from the waters of life when the link is established, whatever happens to the statue will be
casting the veil of invisibility, it is much more difficult to cast felt by the victim. If the statue should be burned, the victim
the spell. The difficulty of this spell depends on the scale of will suffer a burn on the corresponding part of his or her body.
the object that is the target of the spell. If she stabs the statue with a pin, the victim will feel pain from
that part of the body. If the shaman does something that
would kill the victim, the victim dies.

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This spell is extremely taxing. The shaman is unable to link that had been formed between them when the Jedi and
perform any other action while this spell is active. Once the Sith Holocrons were forcibly separated and destroyed. This
spell ends, the shaman collapses and must rest for a full day. also allowed both to reach into the Force and find the answers
Since the victim is completely unaware of the presence of to their questions. I do not have enough information to write
the spirit ichor or water of life inside his or her body, this and up a proper spell for this, though I do know that water of life is
the suddenness of the attack makes it impossible for the victim definitely a prerequisite. Divination/heartshadow and/or
to mount any form of defense against the spell. Once the spell scrying might be prerequisites as well. If anyone wishes to
is released, the victim will vomit the spirit ichor or water of attempt to create a spell, they are free to do so.
life out of his or her body.
Taking measures to create this spell will grant the shaman a
Dark Side Point. She will receive an additional Dark Side Alter Powers
Point for every act of pain the shaman inflicts on the victim
with this spell. If the victim dies because of this spell, the
shaman receives two Dark Side Points. Enshroud
Source: Book of Sith Alter Difficulty: Moderate
Appeared where: The Clone Wars: Massacre This power may be kept up.
Example: Mother Talzin used this spell to torture Dooku to Effect: This power allows the user to create a shroud of
force him to call off the attack. darkness around himself. While he can see clearly out of the
shroud, opponents are unable to see clearly into the shroud.
Water of Life Opponents within five meters of the user suffer a -1D penalty
to all attack rolls. Opponents that are more than five meters
Difficulty: Moderate to Very Difficult
away from the user suffer a -2D penalty. Using this power
Required Spells: Commune with the spirit world, spirit ichor
doesn’t give the Jedi a Dark Side Point.
manipulation
Source: Dark Side Sourcebook Dark Force Witch class
Time to Use: Five minutes
feature enshroud.
Effect: The Nightsister can transmute the spirit ichor into the
water of life, an elixir that can heal many injuries. Through
chanting and invocation, a shaman can send the water of life
and spirit ichor into the body of the individual she is trying to Control and Alter Powers
heal. While the water of life heals the body, the spirit ichor
heals the mind and the spirit. It is possible to use the water of
life and spirit ichor to restore the lost limb of the target by Binding Grip
grafting metal and machinery to the body, creating a fully Control Difficulty: Moderate
functional cybernetic limb. Alter Difficulty: Moderate
The difficulty in using this spell to heal the body is Required Powers: enhance attribute, telekinesis
Moderate, while healing the mind and/or spirit requires This power may be kept up.
making a Difficult roll. Because metal and machinery have no Effect: This power allows the user to hold onto an object.
spirit or spirit ichor, using this spell to create cybernetic limbs This makes it more difficult for an opponent to disarm him or
requires the shaman to make a Very Difficult roll. Only a to knock him off a tree, rock wall, or other structure through
shaman or a Clan Mother has the power and the control conventional means or the Force.
necessary to perform the last task. When activated, the user gains a bonus to all Strength rolls
Even though this spell is used by the Nightsisters, it is not when maintaining a grip on his or her weapon or on a surface.
tainted by the dark side. Using this spell does not give the
Nightsister a Dark Side Point. Roll ≥ difficulty by: Bonus
Source: Book of Sith 0-5 +2
Appeared where: The Clone Wars: Nightsisters, The Clone 6-10 +1D
Wars: Revenge 11-15 +1D+1
Corresponding Power/Spell: Accelerate another’s healing, 16-20 +1D+2
accelerate healing/spell of assistance 21+ +2D
Example: Mother Talzin used this to heal Asajj Ventress’
injuries. Mother Talzin also used this to heal Darth Maul’s Using this power doesn’t give the user a Dark Side Point.
body and mind and to give Darth Maul cybernetic legs. Source: Book of the Sith Nightsister spell touch of the
Author’s note: In the episode Rebels: Visions and Voices, kiin’dray.
Darth Maul used some form of Nightsister magic to briefly
augment his and Ezra Bridger’s power so they could sever the

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Spider Walk The user can create a pit quickly, catching the opponent
Control Difficulty: Moderate off-guard. Any creature caught by the spell falls into the pit,
Alter Difficulty: Moderate being unable to move until the next turn.
Required Powers: enhance attribute, telekinesis The user can also use this spell to create a pit or a pillar for
This power may be kept up. the express purpose of knocking over a ground vehicle, a
Effect: This power allows the user to adhere to solid surfaces, walker, or a landspeeder, although pits will be ineffective
allowing him to climb up walls and cling to ceilings. This is against landspeeders. If the user is successful in casting this
quite different from the Jedi power up the walls because the spell at the right moment, the operator of the vehicle must
user can’t run up the wall, and the user’s hands and feet must make a successful ground vehicle operation, repulsorlift
be bare. operation, or walker operation roll against the Jedi’s alter roll.
When activated, the user can climb up walls unencumbered Success means the operator was able to react fast enough to
at half her normal rate of speed. If he is carrying any avoid the pit or pillar. If the operator fails, then the operator
significant weight, it will slow him down accordingly. must make another roll to prevent the vehicle from tipping
Opponents can pry a user off the wall. If the opponent tries over. Walkers would have the addition risk of tripping and
to physically do so, the opponent must make a Strength roll falling. For ground vehicles and landspeeders, it’s a Moderate
against the user’s willpower. If the opponent tries to move the roll. For walkers, the difficulty depends on the number of legs
user via telekinesis, the opponent must make an alter roll the walker has.
against the user’s control.
Using this power does not give the user a Dark Side Point. Number of legs Difficulty
Source: Dark Side Sourcebook Dark Force Witch class 2 Very Difficult
feature spider walk. 3-4 Difficult
5-6 Moderate
7-8 Easy
Terrain Surge
Control Difficulty: Varies. See chart below. Using this power does not give the user a Dark Side Point.
Alter Difficulty: Varies. See chart below.
Required Powers: Concetration, telekinesis
Effect: With this, the user can manipulate the ground, causing Control, Sense, and Alter Powers
platforms to rise up or pits to form.
The user must first declare what she wants to create – a
platform or a pit. He then declares how large an area she Blood Trail (Jedi counterpart)
wants to affect, which determines the control difficulty. Control Difficulty: Easy
Sense Difficulty: Easy, modified by proximity
Radius Control Difficulty Alter Difficulty: Easy
2-meter radius Easy Required Powers: control another’s pain, control pain,
4-meter radius Moderate Force track, life detection, life sense, transfer Force
6-meter radius Difficult This power may be kept up.
8-meter radius Very Difficult Effect: By studying the effects of the blood trail Jacen Solo,
then Darth Caedus, used on his sister Jaina Solo Fel, Luke
The use must then consider the nature of the ground that’s Skywalker was able to create this Jedi power counterpart to
being manipulated. This determines the alter difficulty. the Nightsister spell. By infusing his blood with the Force,
Luke was able to mark Vestara Khai with his own blood,
Ground type Alter Difficulty which allowed him to track her after the duel on Sinkhole
Loose particulates, sand, snow Easy Station.
Ordinary earth Moderate Upon activating this power, the Jedi must make a grenade
Moist ground, mud, swampy terrain Difficult roll to hit the target with their blood. The target then makes an
Ice, rocky terrain, stone or smiliar Very Difficult opposed dodge roll, with the result determining if the target
walkway has been marked. If the target is marked, however, there is
nothing the target can do to remove it. The mark will feel
If the user wishes to create a pit, the pit will be one meter acidic to the target but will otherwise suffer no damage. Only
deep. If the user wishes to create a platform, he can create one the Jedi who branded the target can remove the blood trail.
up to three meters in height. If the use wishes to make the Despite its origins, this is not tainted by the dark side, so
platform higher, the GM adds +5 for every meter above three. Jedi who use this power don’t receive a Dark Side Point.
Author’s Note: For the moment, Luke Skywalker is the only
one who knows this power. It is unknown if he had taught this

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power to anyone else, or if he will allow this power to be


available for any other Jedi to learn. This power can only be
learned by Jedi from the time of the Fate of the Jedi series
onward.

Playing a Nightsister

The Nightsisters have lived for centuries on a harsh planet


devoid of technology. That had shaped their upbringing and
the skills that are generally available to them. Some of the
Nightsisters have offered their services to offworld patrons,
thus allowing them to bring either advanced technology to the
tribe or financial means to obtain said technology. It’s only
when Palpatine quarantined the planet and placed a garrison
there that advanced technology generally became more
available for the Nightsisters.

Race: Human
Gender: Female only
Dexterity skills: Blaster (rare before and during Clone Wars,
more available post-Clone Wars), bows, brawling parry,
dodge, melee combat, melee parry, running, thrown weapons.
Knowledge skills: Clan lore, cultures, law enforcement,
survival, willpower.
Mechanical skills: Beast riding, repulosrlift operation (rare
before and during Clone Wars, more available post-Clone
Wars).
Perception skills: All skills available.
Strength skills: All skills available.
Technical skills: Armor repair, first aid, primitive
construction.
Force skills: Not available because of tradition.
Force powers: In the form of spells. All spells listed here are
available. Spells associated with Dathomiri Witches are
available but optional. Additional powers aren’t available
unless Nightsister has contact with a Force-user not native to
Dathomir.

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roll of the accompany power. The amount of damage depends

Order of Shasa on the matter accompanying the attack

Matter Additional Damage


Gas (air, water vapor) +2
Powers Liquid (water)
Solid (sand, dirt, gravel)
+1D+1
+2D

Source: Order of Shasa Talent Waveform from Knights of the


Old Republic Campaign Guide page 61
Restriction: These powers are generally restricted to the
Order of Shasa, though members of other Force-using
traditions can learn these powers. Control, Sense, and Alter Powers

Sense Powers Progenitor’s Call


Control Difficulty: Moderate
Sense Difficulty: Moderate, modified by proximity
Deception Awareness Alter Difficulty: Target’s control or Strength roll.
Required Powers: Affect mind, life detection, life sense,
Sense Difficulty: Moderate, modified by proximity
projective telepathy, receptive telepathy
Required Powers: Life detection, life sense, receptive
Effect: A member of the Order of Shasa can sense the call of
telepathy
his or her ancestors and wield it through the Force, allowing
Effect: In response to realizing how devastating the
the member to telepathically disrupt his or her target. If the
consequences would have been if the Sith had successfully
rolls are successful, the target is confused and considered
deceived her and her companions during the Jedi Civil War,
stunned for 2D rounds.
Shasa developed this power for the purpose of sensing
Source: Order of Shasa Talent Progenitor’s Call from Knights
deceptions. A successful roll grants a member of the Order of
of the Old Republic Campaign Guide page 61
Shasa a +5 bonus to their willpower roll for the purpose of
resisting an opponent’s con roll. A member of the Order can
also choose to use their sense dice instead of their Perception
dice to sense deception and influence. Playing a member of the Order of Shasa
of Shasa can sense the call of his or her ancestors and wield it
through the Force, allowing the member to telepathically As a member of the Order of Shasa, your first duty is to the
disrupt his or her target. If the rolls are successful, the target protection of your fellow Selkath. Because of the deception
is confused and considered that the Sith played on Selkath society during the Jedi Civil
Source: Order of Shasa Talent Deception Awareness from War, you’re on a constant guard against being deceived and
Knights of the Old Republic Campaign Guide page 61 seek to imprison those who deceive others for their own
selfish needs.

Alter Powers Race: Selkath only


Gender: Both
Dexterity skills: All skills available. Place emphasis on melee
Waveform combat and melee parry (fira specialization for both skills
Alter Difficulty: Difficult for solid matter, Very Difficult for optional).
liquids, Heroic for gas and air Knowledge skills: All skills available. Place emphasis on
Required Powers: Telekinesis scholar: Manaan history.
Effect: By studying the waves that course through their Mechanical skills: All skills available.
planetary ocean, members of the Order of Shasa can Perception skills: Above average Perception attribute die, All
manipulate the particles of the surrounding environment in a skills available.
way that it would accompany the Force energy of the Strength skills: All skills available. Place emphasis on
following powers: Force blast (TFU), Force push, Force swimming.
repulse (TFU), and projected fighting. If the member makes Technical skills: All skills available. Place emphasis on melee
the successful roll, the member adds a bonus to the damage combat repair (fira specialization optional).

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Force skills: Above normal sense and alter die. Normal


control die.
Force powers: All the powers listed in this section. All Jedi
powers are available, with particular emphasis on receptive
telepathy. Offensive abilities like Force blast, Force push,
Force repulse, and projected fighting are strongly considered.

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Korunnai attempts to use this power on a different akk dog,

Pelekotan the attempt will fail.


Should one of the bonded pair die, be it the Korunnai or the
akk dog, the surviving partner is left in a state of shock and
grief which lasts for the same amount of time as it took for the
Powers bond to be forged in the first place. During this time, all die
codes for the surviving partner are reduced by -1D. Once this
time has passed, all penalties are removed, and the partner is
free to bond with a new partner.

Restriction: These powers are restricted to the Korunnai only. Force-call


While similar powers exist in other Force-using traditions, the Control Difficulty: Very Easy. Modified by proximity.
powers listed are exclusive to the Korunnai. Sense Difficulty: Very Easy. Modified by proximity.
Required Powers: Life detection, life sense, projective
telepathy, receptive telepathy
Sense Powers This power may be kept up.
Effect: This power allows a Korunnai to call out to a bonded
akk dog and ask for its assistance.
Finding the Path This power will only work with the akk dog to which the
Sense Difficulty: Easy if the user is familiar with the area, Korunnai is bonded. If the Korunnai attempts to use this
Moderate if the user is in unfamiliar territory. Modified by the power on a different akk dog, the attempt will fail. Should the
local terrain. bonded akk dog die, the Korunnai is forbidden from using this
Required Powers: sense Force power again until the Korunnai has bonded with a new akk
This power may be kept up. dog.
Effect: This power allows a Korunnai to find a safe path in the
jungle through which he and his companions can travel safely.
Upon making a successful roll, the chance that the user and Control, Sense, and Alter Powers
his party will have a random encounter is reduced by one
level.
Wasp Fever Treatment
Control Difficulty: Difficult, modified by relationship.
Control and Sense Powers Sense Difficulty: Moderate.
Alter Difficulty: Difficult, modified by relationship.
Required Powers: Affect mind, control another’s disease,
Akk Dog Bond control another’s pain, control pain, life detection, life sense,
Control Difficulty: Moderate. projective telepathy, receptive telepathy, sense Force
Sense Difficulty: Moderate. Effect: Fever wasps are insects native to Haruun Kal that are
Required Powers: Friendship, life detection, life sense, the source of wasp fever. They implant larvae into their
projective telepathy, receptive telepathy, sense Force victims whenever they sting or bite. They also lay their larvae
Effect: This power allows a Korunnai to bond with an akk in the bark of thyssel trees, and anyone chewing thyssel bark
dog. Once complete, the akk dog will serve as the user’s risk ingesting fever wasp larvae. Once inside the host, the
faithful companion. The akk dog will follow any command larvae grow and feed on the brain cells of the host, causing the
given to it by its bonded partner. If the akk dog senses that its host to experience dementia, then severe seizures and spasms
bonded partner is in danger, it will do whatever it can to before dying. Usually, victims of wasp fever are considered
protect its partner, even if it means risking death. dead on the spot and are therefore killed. Their bodies are
When the user rides a bonded akk dog, the orneriness is then burned to prevent the larvae from hatching. Lor peleks,
reduced by -2D. the shamans who embodied the power of pelekotan, have
Bonding with an akk dog takes 1D weeks to complete, found a means of curing victims of wasp fever. By using this
during which all rolls suffer a -1D penalty. Thus, it’s power, the lor pelek influence the larvae to burrow their way
generally best for the bond to occur during times of relative out of the host’s body. While his assistants quickly gather the
peace. larvae and kill them before they could return into the body, the
The Korunnai can only use this power on one akk dog at a lor pelek focuses his attention on healing the wounds caused
time, which lasts until one of the bonded pair dies. If the by the emerging larvae and staving off infection.

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This is a two-step process, with each step lasting five


rounds. The first part is removing the larvae. The second part
is healing the exit wounds and staving off infection. The lor
pelek must make a successful roll each round. If the
procedure is successful, the victim takes 2D weeks to recover.
If the roll fails during the first part, the lor pelek must start
over. Anytime the roll fails during the second part, the
patient’s recovery is delayed by one week.
Wasp fever generally lasts three or four days, so the sooner
the victim seeks treatment the better. If the lor pelek begins
the treatment within a day of the initial infection, no penalties
are applied. However, for every day that passes between the
initial infection and the beginning of the treatment, all
difficulty rolls have +5 added to them, and this penalty is
cumulative.
Only lor peleks can learn this power, and for it to be
successful, the lor pelek should have at least 7D in all Force
skills.

Playing a Korunnai

The Korunnai have grown up in the harsh jungles of


Haruun Kal. You draw upon the Force in order to survive and
to protect others. To you, it’s not a matter of light or dark.
The Force is there, and you use it to do what you must.

Race: Korunnai. Offworlders are rarely accepted.


Gender: Both
Dexterity skills: All skills available.
Knowledge skills: Survival, willpower.
Mechanical skills: Beast riding.
Perception skills: All skills available.
Strength skills: All skills available.
Technical skills: First aid, primitive construction.
Force skills: No particular emphasis.
Force powers: All spells listed here are available. All Jedi
powers are available as well.

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Shaper’s alter roll, the target manages to avoid catching on

Shaper of Kro fire. If the target has protection against fire or heat, such as
having fire-resistant skin or wearing fire-retardant clothing,
the target suffers no fire damage.
This power can be used in conjunction with the following
Var Powers powers: bolt of corruption, bolt of hatred, Force blast, Force
lightning, Force push, Force repulse, Force whirlwind, Force
wind, lightning burst, and projected fighting.
It might be possible to use this power in conjunction with
the following powers; however, there have been no recorded
instance of this happening: dark side web, inflict pain,
Restriction: These powers are generally restricted to the
injure/kill, rend, and telekinetic kill.
Shapers of Kro Var, though members of other Force-using can
This power cannot be used with combustion, create Force
learn these powers.
storm, detonate, or with any object thrown at the target via
telekinesis, Force shot, or ballistakinesis.
Because of the difficulty associated with this power, this
Control Powers power can only be used on one target at a time.
If the user uses this power on a living target, the Shaper
gains a Dark Side Point.
Fluidity Sources: Shapers of Kro Var Talent Combustion from Jedi
Control Difficulty: Moderate Academy Training Manual page 85
Effect: The Shaper can use this power in one of two ways.
The Shaper can use the Force to make his or her body more Thunderclap Force
fluid, allowing it to flow from one stance to another like water.
Alter Difficulty: Difficult
In GM terms, when performing acrobatics, instead of using
Effect: This power allows the user to add more energy to the
his or her acrobatics or Strength die to make the roll, he or she
energy accompanying any Force-based attack, which can
can use his or her control die.
knock the target back an additional two meters.
The other use involves grappling. When the Shaper
In game terms, the target must first roll against the first
attempts to grapple someone or attempts to break free from a
power. If the target escapes taking damage from the first
grapple, this power allows to become more forceful like a
power, then the target automatically evades the effects of this
current of water. In GM terms, when this power is active
power. If the target fails against the first power, the target
while grappling or breaking free from a grapple, the Shaper is
makes a control or Strength roll in opposition to the user’s
temporarily treated as one size larger than he or she is in terms
alter roll. If the target succeeds, the target isn’t knocked back
of making a successful grapple against an opponent or
and suffers only the damage associated with the other Force
breaking free from a grapple.
power. If the target fails, the target is knocked back two
Sources: Shapers of Kro Var Talent Fluidity from Jedi
meters and suffers an additional 2D of collision damage
Academy Training Manual page 85
should the target hit a wall or other solid object.
This power can be used in conjunction with the following
powers: bolt of corruption, bolt of hatred, Force blast, Force
Alter Powers lightning, Force push, Force repulse, Force whirlwind, Force
wind, lightning burst, and projected fighting.
If a target dies because of this power, the Shaper gains a
Enflame Force dark side point.
Alter Difficulty: Difficult Sources: Shapers of Kro Var Talent Thunderclap from Jedi
Effect: This power allows the Shaper to intensify the energy Academy Training Manual page 85
accompanying any Force-based attack, resulting in the target
suffering fire damage in addition to the normal damage. There
is also the chance that the target could catch on fire as well.
In game terms, the target must first roll against the first
Control and Alter Powers
power. If the target escapes taking damage from the first
power, then the target automatically evades the effects of this Earth Buckle
power. If the target fails against the first power, the Shaper
Control Difficulty: Varies, modified by proximity
then adds an additional 1D of fire damage to the damage rolls.
Alter Difficulty: Varies, modified by proximity
Whether or not the target catches on fire depends on the
Required Powers: Concentration, plant surge, telekinesis
target’s dodge roll. If the target’s dodge roll is greater than the

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Effect: This power allows the Shaper to alter the terrain, Sense and Alter Powers
making it harder for any target trying to traverse the terrain.
The Shaper, however, can traverse through the affect terrain
without any difficulty. Vortex Shield
When using this power, the Shaper must first make a Sense Difficulty: Moderate
control roll based on how large an area the Shaper wants to Alter Difficulty: Moderate
alter. Required Powers: Magnify senses, shift sense, telekinesis
Effect: This power allows the Shaper to channel the air
Radius Control Difficulty currents around his or her body, forming a defensive shield
2-meter radius Easy and stirring up surrounding dust and debris.
4-meter radius Moderate When activated, this power creates a vortex of wind around
6-meter radius Difficult the Shaper’s body capable of deflecting any incoming
8-meter radius Very Difficult projectile or thrown weapon ten pounds or less in weight.
10-meter radius Heroic This can also protect the user from any flamethrower or gas
attack. However, objects heavier than ten pounds will punch
The Shaper then makes an alter roll based on how much through the vortex, as will energy and laser blasts.
the Shaper wishes to impede the target. If there’s loose dirt, debris, dust, or sand surrounding the
user, the vortex will pick them up as well. The added debris
Attack roll Dexterity Movement Alter will provide partial cover for the user, forcing opponents
penalty/Vehicle score (characters, Difficulty targeting the Shaper to add 1D to the Perception difficulty
maneuverability penalty creatures, while trying to spot and target the user.
penalty and vehicle) Sources: Shapers of Kro Var Talent Wind Vortex from Jedi
-1 -1D-1 ¾ maximum Very Easy Academy Training Manual page 85
-2 -1D-2 2/3 maximum Easy
-1D -2D ½ maximum Moderate
-1D-1 -2D-1 1/3 maximum Difficult
-1D-2 -2D-2 ¼ maximum Very Playing a Shaper of Kro Var
Difficult
-2D -3D Immobilized Heroic The Shapers of Kro Var are highly suspicious of
technology and unseen Force powers like projective and
If the person’s Dexterity score or the vehicle’s receptive telepathy. They prefer direct confrontation over
maneuverability is reduced to 0D, both are considered diplomacy.
immobile. If the person’s attack roll is reduced to 0D, the
person is unable to make any attack rolls until the person is Race: Human
cleared of the terrain. Gender: Both
If the person or creature is capable of flight, they can Dexterity skills: Bows, brawling parry, dodge, melee combat,
negate the penalties upon achieving flight. Similarly, a melee parry, running, thrown weapons.
creature capable of burrowing through the soil can achieve the Knowledge skills: Survival, willpower.
same goal. Mechanical skills: Beast riding.
This power can affect ground vehicles utilizing wheels or Perception skills: Hide, search, sneak.
treads, repulsorlift vehicles that can achieve a maximum Strength skills: All skills available.
height of two meters, and most walkers. Repulsorlift vehicles Technical skills: First aid, primitive construction.
that can achieve a maximum height greater than two meters Force skills: No particular emphasis.
can avoid the penalties. All-Terrain Armored Transports are Force powers: All the powers listed in this section. The only
large enough not to be hindered, and Unstable-Terrain Force powers they will accept are telekinesis when it is used to
Armored Transports are designed to handle unstable terrain. move air, earth, and water, and any power that involves
As such, these vehicles are not affected by this power. manipulation of the elements; specifically, adiabatic shield,
This power works by moving the soil, sand, rocks, and cryokinesis, Force wind, Force whirlwind, generate wind,
plants in the area. If this power is used in an area where there manipulate flame, plant surge, pyrospray, terrain surge, and
are no plants, all Difficulty rolls are reduced by one level. thermokineis. Ball lightning, electric judgment, Force
Sources: Shapers of Kro Var Talent Earth Buckle from Jedi lightning, generate lightning, kinetite, lightning burst, Vahl’s
Academy Training Manual page 85 Brand, and Vahl’s Flame might be acceptable, but these have
not been confirmed yet. The same thing might apply to
control weather.

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In game terms, if the Sorcerer of Rhand succeeds in

Sorcerer of making the alter roll against the target, the target is
immediately incapacitated from the shock and pain. Because
of the rapid aging caused by this power, the target also suffers
a permanent penalty to their Dexterity and Strength attributes.
Rhand Powers In addition, the victim must make another stamina or Strength
roll to avoid having any part of their body fail. If the roll fails,
the victim must make a roll and consult the table below in
order to determine which body part fails.

Roll Result
Restriction: These powers are restricted to the Sorcerers of
1 Limb joint failure
Rhand. Given their remote location, it is impossible for Jedi,
2 Limb failure
Sith, or other traditional Force users to learn these powers
3 Minor organ failure (eye, ear)
unless they were to travel to their worlds of the Nihil Retreat
4 Major organ failure (kidney, lung, digestive system
near the Perann Nebula in the Unknown Regions and devote
organ)
themselves to the Way of the Dark.
5 Heart failure
6 Brain failure

Control and Sense Powers A roll of 1 or 2 will cause the victim to suffer a penalty on
all Dexterity and/or Strength rolls, as well as skill rolls
associated with those attributes. A roll of 3 will inflict a
Darksight similar penalty to all Perception and search rolls. A roll of 4
Author’s Note: Though considered the greatest power of the or 5 will cause the victim to fall unconscious and will be in
Dark amongst the Sorcerers of Rhand, it’s essentially their danger of dying. A successful first aid, medicine, or surgery
counterpart for the Jedi power farseeing. As such, the player roll will save the victim from imminent death, but the victim
and the GM should treat this power in the same manner as must get to a properly equipped medical facility within a finite
they would treat farseeing. amount of time in order to survive. On a roll of 6, the victim
is brain dead and is considered brain dead in game terms.
The Sorcerer of Rhand can choose to have this power
Control, Sense, and Alter Powers perform a specific task against the victim’s body, such as
making the victim’s heart fail. However, doing this adds +10
to the alter difficulty roll.
Darkshear Despite the Sorcerer’s refusal to acknowledge the existence
Control Difficulty: Difficult. inversely modified by of the Force, or even the light side and dark side, this power
relationship tends to inflict permanent harm upon the victim. Even if the
Sense Difficulty: Difficult. Modified by proximity, but target victim can reverse the damage to a body part via bacta or
must be within line of sight. prosthetics, the affected organ is still permanently aged. Thus,
Alter Difficulty: Target’s control or Strength a character who uses this power automatically receives a Dark
Required Powers: Absorb/dissipate energy, affect mind, Side Point. If the target should suffer a body part failure other
concentration, control another’s pain, control mind, control than the brain, the character receives an additional Dark Side
pain, dim another’s senses, drain energy, drain life essence, Point. If the target should die from brain failure or from not
farseeing, hibernation trance, inflict pain, injure/kill, life being able to reach a medical facility in time, the character
detection, life sense, magnify senses, projected fighting, receives an additional two Dark Side Points.
projective telepathy, receptive telepathy, sense Force, Restricted: This power should be restricted to the Sorcerers of
telekinesis, telekinetic kill, transfer Force Rhand, though it might be possible for a Sith to discover this
Effect: The Sorcerers of Rhand have learned to channel the power via experimentation. For a Sith to have a chance of
entropic properties of the Dark into a sustained, direct burst. discovering this power via experimentation, the Sith must
If the burst successfully strikes a target, the victim suffers the know both drain energy and drain life essence.
effect of cumulative years of entropy in a matter of moments. Author’s Note: This power seems to be very unbalancing, but
Any armor the victim is wearing becomes rusted and brittle, having it restricted to the Sorcerers of Rhand counteracts the
power cells are drained of their energy, and machinery jam potential for unbalancing the game. In addition, I know that
and freeze. As for the individual, he or she can age thirty the d20 introduced the idea that equipment, like armor and
years in an instant, and there’s a chance that any of the blasters, can be damaged. I wanted to incorporate that into the
individual’s body parts can fail. description, but I am unfamiliar with the specific rules

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associated with damage thresholds, etc., and any d6


conversions for them. Perhaps someone else can address this.

Playing a Sorcerer of Rhand

A Sorcerer of Rhand has embraced the One Truth: “Only


power is real, and the only real power is the power to destroy.
Existence is fleeting. Destruction is eternal.” The Sorcerers
manipulate the forces of destruction to destroy their enemies.

Race: Any
Gender: Both
Dexterity skills: All skills available.
Knowledge skills: All skills available.
Mechanical skills: All skills available.
Perception skills: All skills available.
Strength skills: All skills available.
Technical skills: All skills available.
Force skills: No particular emphasis.
Force powers: All the powers listed in this section. All Jedi
powers are available. Establish preference for battle
meditation, control mind, farseeing, and dark side powers.

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Source: Spirit Master class feature Unseen Defender from

Spirit Master Hero’s Guide Web Enhancement 1 – Character Templates and


Prestige Classes page 5

Powers Control and Sense Powers

Spirit Communing
Control Difficulty: Very Easy. Add +5 if seeking answers
Restriction: Spirit masters are native to primitive worlds that about the past. Add +10 if seeking answers about the future.
never heard of the Force. Those who can tap into the Force on Sense Difficulty: Very Easy.
these worlds view it as a kind of “magic” manifested by nature Required Powers: Life detection, life sense, sense Force.
spirits, the ghosts of their ancestors, or primitive “gods”. Effect: The spirit master can commune with the spirits (or
Their beliefs permanentlu colors their perception fo the Force, rather meditate on the Force), to ask questions that can be
making it impossible for them to understand the Force the way answered with a simple yes or no, or with a short phrase
Jedi and other Force-users do. consisting of five words at most should a one-word answer be
In addition, the powers manifested by the spirit masters are misleading.
radically different from normal Jedi powers because the spirit This power only acts as an information resource for the
masters focus on commanding the “spirit world” to spirit master, providing information that will aid the character
accomplish many of their goals. This gives spirit masters an in making decisions. The answers the spirit master receives
understanding of the Force that actually surpasses that of most will always be correct if they involve information about the
Jedi Knights. The spirit masters can effortless do “small past or present. Information about the future will be “unclear”
tricks” that would leave a Jedi drained because to the spirit since the future is always in motion.
master, the spirits (the Force) work the trick, not the Force- The spirit master can ask as many questions as the number
user. A Jedi cannot comprehend this way of thinking any of D in his or her sense die, rounded down. Before asking
more than a spirit master can understand how a Jedi can each question, though, the spirit master must meditate an hour
perform their own abilities without the attendant rituals that a before asking each question.
spirit master routinely employs. Source: Spirit Master class feature Spirit Lore from Hero’s
Because of this distinct difference in understanding how Guide Web Enhancement 1 – Character Templates and
the various powers are performed, neither Jedi nor any Prestige Classes page 5
individual with even a trace of Jedi training can learn these
powers. Spirit Totem
Control Difficulty: Moderate
Sense Difficulty: Moderate
Alter Powers Required Powers: Enhance attribute, sense Force.
Effect: The Spirit Master gains a “spirit totem” that only he or
she can see. This “spirit totem” is actually a manifestation of
Telekinetic Defense the spirit master’s own self-image made “real” by the Force.
Alter Difficulty: Easy. This “spirit totem” grants a temporary Force bonus to a certain
Required Powers: Telekinesis. skill or Force skill. The bonus can be applied to the following
Effect: The spirit master asks the spirits for protection from attributes or skills: Dexterity, Perception, Strength, beast
physical harm, and the spirits respond by lifting small objects riding, con, gambling, hide, intimidate, pick pocket, search,
within a few meters of the spirit master to lift into the air and sneak, stamina, and willpower.
surround the individual, forming a shield that absorbs some of The control roll determines the bonus, while the sense roll
the incoming damage. This is actually a subconscious determines the duration.
manifestation of the spirit master using telekinesis.
The spirit master draws on small, loose matter within a 4- Control roll ≥ Difficulty Bonus
meter radius. If there is no such matter available, the power 0-10 +1D
automatically fails. The barrier of matter created by this 11-20 +2D
power reduces the amount of damage from the attack by the 21+ +3D
spirit master’s alter die code. The spirit master can keep this
defense active for several rounds equal to his or her sense die Sense roll ≥ Difficulty Duration
code, rounded down. 0-10 1 round
11-20 2 rounds

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21+ 3 rounds Control, Sense, and Alter Powers


The bonus can also be applied to the Force skills, but only
when using the following powers: drain energy, farseeing, Spirit Form
fear, illusion, projected fighting, telekinesis, and telekinetic Control Difficulty: Easy, modified by proximity
kill. Furthermore, the GM must follow certain rules in Sense Difficulty: Easy, modified by proximity
applying the bonus. For telekinesis, which requires only one Alter Difficulty: Target’s control or Perception.
Force skill roll, the bonus, regardless of the amount, goes Required Powers: Dim another’s senses.
towards that. Drain energy, farseeing, and fear require rolls Effect: The spirit master can enter the spirit world for a brief
on two Force skills. A bonus of +1 will go to the lower of the period and project his or her presence a short distance away.
two rolls. A +2 bonus will grant a +1 bonus to both rolls. A In effect, the spirit master creates a Force duplicate that looks,
+3 bonus follows both – both skills will receive a +1 bonus, sounds, and smells like the spirit master but is intangible. The
with the lower of the two skill rolls receiving the final +1. duplicate mimics the spirit master’s actions; the spirit master
Illusion, projected fighting, and telekinetic kill require rolls can have it act differently, but this adds +10 to all the
from all three Force skills. A +1 bonus in this case follows the difficulties. The spirit master can see and hear through the
same rules as with two Force skills. A +2 bonus will have the spirit form’s eyes and ears as if he or she were at that location
bonus going towards the lowest of the three skills or be split and choose to switch back and forth between perspectives.
among two skills that have the same value but are lower than The spirit master can use Force powers through the spirit
the third. A +3 bonus will grant a +1 bonus to all three Force form, making it seem as if the spirit form itself was using the
skills. Force. However, there is a limitation to this – Force powers
Source: Spirit Master class feature Spirit Totem from Hero’s that affect the Force-user, such as enhance attribute and
Guide Web Enhancement 1 – Character Templates and magnify sense, affect the spirit master only, not the spirit form.
Prestige Classes page 5 The spirit form appears anywhere within 60 meters of the
spirit master and can travel anywhere within that area.
Those who encounter a spirit form can detect that it’s not
Sense and Alter Powers truly the spirit master by making a successful willpower roll
against the spirit master’s sense die. Before making this
willpower roll, however, a character must study the spirit form
Spirit Focus carefully (taking no other actions) or interact with the spirit
Sense Difficulty: Easy, modified by proximity form in a significant manner. Those who attempt to touch the
Alter Difficulty: Target’s control or Perception. spirit form or who successfully attack it will gain a +4 bonus
Required Powers: Dim another’s senses. to their willpower roll. Force spirits, be they light side or dark
Effect: The spirit master can “call upon the power of the side, will also gain this +4 bonus to their willpower roll to
spirits” to vex foes in battle. When activated, all opponents detect that the spirit form is only a duplicate of the spirit
will receive a penalty on all attribute and skill rolls for one master.
round. Only Force-users have a chance of landing a successful
attack on the spirit form. Force-users encountering a spirit
Alter roll ≥ Target’s control or Perception Penalty form can use Force powers against it as if the spirit master
0-5 -1 pip were there himself or herself. The Force power will affect the
6-10 -2 pips spirit master rather than the spirit form. If the attack leaves
11-15 -1D the spirit master wounded, the spirit form is dispelled, and the
16-20 -2D spirit master must make a willpower roll to avoid being
21+ -3D stunned for 2D rounds. The difficulty is Easy plus the damage
roll.
The spirit master can use this power on more than one Source: Spirit Master class feature Spirit Form from Hero’s
opponent at a time but must add +3 to the sense difficulty for Guide Web Enhancement 1 – Character Templates and
each additional opponent after the first. Prestige Classes pages 5-6
Source: Spirit Master class feature Spirit Focus from Hero’s
Guide Web Enhancement 1 – Character Templates and
Prestige Classes page 5 Playing a Spirit Master

Spirit masters are natives of primitive planets that have


learned to listen to the spirits to gain unique Force abilities.

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Race: Any but must come from a primitive society.


Gender: Both
Dexterity skills: Acrobatics, archaic guns, bows, brawling
parry, dodge, grenade, melee combat, melee parry, pick
pocket, running, thrown weapons.
Knowledge skills: Bureaucracy, cultures, intimidation,
languages, law enforcement, scholar, streetwise, survival,
value, willpower.
Mechanical skills: Aquatic vehicle operation (primitive
vehicles only), beast riding.
Perception skills: All skills available.
Strength skills: All skills available.
Technical skills: Aquatic vehicle repair (primitive vehicles
only), primitive construction.
Force skills: No particular emphasis.
Force powers: All the powers listed in this section. All Jedi
powers are available, though powers that involve the use of
high technology – like instinctive astrogation, lightsaber
combat, and blaster combat – are inaccessible.

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when trying to strike a target or parry an attack. This spell

Ta-Ree Spells does not increase the damage of the weapon, however.
If the Ascendant fails the power roll, she must use the
weapon with only her melee combat dice to hit in combat and
cannot attempt to use this power again for the duration of the
combat.
The Ascendant may also use this power in conjunction with
Restriction: These spells are generally restricted to the energy blade in order to parry blaster bolts. To do this, the
inhabitants of the Kathol Sector, particularly the inhabitants of character must first declare that he is parrying that round,
Kathol. It is possible for offworlders to learn these spells, using his melee combat skill as normal.
though the inhabitants of Kathol greatly frown on doing that. The Ascendant may also attempt to control where deflected
In addition, because of the unique nature of the Force in this blaster bolts go, but this count as an additional action. The
region of the galaxy, these spells cannot be used anywhere spellcaster must declare which specific shot is being directed.
else in the galaxy. However, Luke Skywalker has managed to Then, once the roll is made to see if the blaster bolt was
come across the records of the FarStar’s crew in the Kathol parried, the Ascendant makes a melee combat roll, with the
Sector, which includes records of these spells. Through difficulty being the new target’s dodge or the range (figured
experimentation and consultation with Holocrons, various Jedi from the Ascendant to the target).
of his order have managed to recreate these powers, which are Source: DarkStryder Campaign: Endgame
available for other Jedi to learn. Most of these spells have
equivalent corresponding powers amongst the Jedi. These
counterparts will be noted for those spells that have them. For Battle Sense (Ta-Ree spell)
powers that have not had counterparts already mentioned, I’ve Difficulty: Moderate for one opponent, modified by +3 for
created such powers. each additional opponent an Ascendant wishes to defend
against.
Required Powers: Detect life 5D, sense danger 3D
Awaken This power may be kept active.
Effect: Battle sense helps an Ascendant concentrate on a
Difficulty: Moderate for incapacitated characters; Difficult for
battle situation. All targets of this power become mentally
mortally wounded characters. Modified by proximity and
“highlighted” in the Ascendant’s mind, making it easier to
relationship.
attack them or defend against them. In game terms, by
Required Powers: Stay conscious 5D
focusing on nearby opponents, an Ascendant gains important
This power may be kept active.
advantages.
Effect: The target returns to consciousness. The target has the
First, the Ascendant can decide when to act during a round
same restrictions as imposed by the stay conscious power.
– no initiative rolls are necessary while the power is in effect.
The Ascendant attempting to use awaken must be touching the
(In the case of one Ascendant using this power against
target in order to use this power successfully. This power can
another, whoever rolled highest when invoking battle sense
counteract the effects of the Ta-Ree spell sleep.
determines when to act.)
Source: DarkStryder Campaign: Endgame
Second, the Ascendant’s attack and defense rolls are
Corresponding Power: Return another to consciousness
increased by +2D. Battle sense lasts for ten combat rounds
and doesn’t count as a “skill use” for determining die code
Battle Mastery penalties.
Difficulty: Moderate + opponent’s willpower or Perception Corresponding Power: Combat sense
Required Powers: Battle sense 2D Source: DarkStryder Campaign: Endgame
This power may be kept active.
Time to Use: One round Blindness
Effect: An Ascendant can learn this power to better use a hand
Difficulty: Special (see below)
weapon more effectively.
This power may be kept active.
This power is called upon at the start of a battle and
Time to Use: One combat round
remains active until the Ascendant has been stunned or
Effect: Blindness allows an Ascendant to eliminate a target’s
injured; an Ascendant who has been injured or stun may
sense of sight, reducing visibility to a gray blur. The
attempt to reactivate the power as long as he or she remains
Ascendant can use this power on a number of targets equal to
conscious.
his or her blindness die code. (For example, an Ascendant
If the Ascendant is successful in using this power, she adds
with blindness 4D can blind four targets; an Ascendant with
her battle mastery dice to her user melee combat skill roll
blindness 6D can blind six targets, and so forth.)

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The target may use the willpower skill to withstand the Effect: A character can use block pain to ignore the effects of
attack, rolling versus the Ascendant’s initial blindness roll. wounds. The character’s wound is not healed, but the
penalties of being wounded no longer apply: a wounded
Blindness roll is Effect Ascendant does not lose 1D from all actions; an incapacitated
≥ willpower roll character can still act normally, as can a mortally wounded
0-5 Target’s vision-based skill and attribute character. This power can also be used to shrug off any stun
checks are at -1D for one round. results. The block pain power takes effect the round after the
6-10 Target’s vision-based skill and attribute power roll has been made.
checks are at -2D for two rounds. The power can be kept “active”, so the character can ignore
11-15 Target’s vision-based skill and attribute the pain of injuries for a long period of time. However,
checks are at -2D for three rounds. whenever the character is injured again, he or she must make a
16-20 Target’s vision-based skill and attribute new block pain roll, using the difficulty levels indicated
checks are at -3D for one round. above. Note that the character is still injured, and these
21-25 Target’s vision-based skill and attribute wounds can worsen. For example, a wounded character who
checks are at -3D for two rounds. is wounded a second time would still become incapacitated.
26-30 Target’s vision-based skill and attribute If a character is mortally wounded while using this power, it is
checks are at -3D for three rounds. still necessary to roll 2D at the end of each round to determine
31+ Target is permanently blinded. if he or she dies. (See page 62 of Star Wars: The Roleplaying
Game, Second Edition).
The power is not without its disadvantages, however. If the Notes: Block pain is similar to the Jedi ability control pain.
willpower of the target is stronger than the Ascendant’s spell- However, Ta-Ree Ascendants must use a simple series of
casting abilities, the power can be turned back against its chants and incantations to activate this spell. The Ascendant
caster. must continue to chant as long as he or she desires to keep the
power “active”. It is not necessary to shout these incantations;
Target’s willpower Effect merely whispering the proper mantra is sufficient. However,
roll ≥ blindness roll in situations where stealth and secrecy are required, this facet
0-5 Ascendant’s vision-based skill and of the power can prove dangerous.
attribute checks are at -1D for one Source: DarkStryder Campaign: Endgame
round. Corresponding Power: Control pain
6-10 Ascendant’s vision-based skill and
attribute checks are at -2D for two
rounds. Boost Attribute
11-15 Ascendant’s vision-based skill and Difficulty: Moderate
attribute checks are at -2D for three Time to Use: One round
rounds. Effect: An Ascendant can use this power to increase a single
16-20 Ascendant’s vision-based skill and attribute for a limited period. (An increased attribute can help
attribute checks are at -3D for one a character jump higher, shoot better, and so on.) All skills
round. governed by the enhanced attribute increase by the same
21-25 Ascendant’s vision-based skill and amount for as long as the power remains in effect.
attribute checks are at -3D for two An attribute increased in this manner remains enhanced for
rounds. the duration listed below. Duration and attribute increases are
26-30 Ascendant’s vision-based skill and determined by how much a character’s boost attribute roll
attribute checks are at -3D for three exceeds the difficulty number. Duration can be extended
rounds. through the use of character points – for every Character Point
31+ Ascendant is permanently blinded. an Ascendant spends, the duration is increased by one combat
Source: DarkStryder Campaign: Endgame round. The points can be spent at any time before the power’s
effects fade.

Block Pain Roll ≥ Attribute Duration:


Difficulty: Very Easy for wounded or stunned characters, difficulty by: increases by:
Easy for incapacitated characters, Difficult for mortally 0-5 +1D 1 round
wounded characters. 6-10 +2D 2 rounds
This power may be kept active. 11-15 +3D 3 rounds
Time to Use: One round 16-20 +3D 5 rounds
21+ +3D 7 rounds

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may not move or take any action except to try to disengage


Notes: This power is similar to the Jedi ability enhance from the effects of the spell.
attribute. When Ta-Ree Ascendants activate this power, it When using cloak presence, a character is difficult to sense
produces an unusual visual manifestation: a bright, flame-like or affect with the Force or Ta-Ree abilities. When another
swirl of light surrounds the user of the power. This “flame” character attempts to use a Ta-Ree power on the character
does no damage to anyone it touches, although in low-light casting cloak presence, add the meditating character’s cloak
conditions, it makes the Ascendant extremely visible. presence roll to the difficulty for the other character’s sense
In addition, the energy-flame changes color depending on Ta-Ree, sense, or control rolls.
which attribute is being boosted. The “behavior” of the If a Force user is attempting to find the cloaked character,
energy swirls also changes from attribute to attribute. this affects only sense rolls; if the power is being used to seek
out the Ascendant doesn’t use the sense skill, add the
Attribute Visible effects difficulty to the control roll. This difficulty is added
boosted regardless of whether or not the cloaked character would
Dexterity Sparkling blue-white discharge, similar to willingly receive the power’s effect.
lightning; covers Ascendant’s entire body Once a character gets out of cloak presence, the character
Knowledge Red-yellow glow, similar to mist or fog; gets a +6 bonus modifier to all Ta-Ree power rolls for a period
concentrated on Ascendant’s head equal to the amount of time the character spent in cloak
Mechanical Purple-blue aura, flickers rapidly; presence. This bonus is reduced by 1 for every Dark Side
concentrated on Ascendant’s hands Point the character has.
Perception Orange-red glow, strobes brightly; emanates When in cloak presence, characters dehydrate and hunger
from eyes normally – some initiates have died because they lacked
Strength Green-yellow glow; surrounds Ascendant’s enough control of Ta-Ree to bring themselves out of the cloak.
entire body When the character activates cloak presence, the player
Technical Yellow-white “speckle” pattern, similar to must state for how long the character will be in meditation. A
visual static; surrounds Ascendant’s entire character must make a Difficult cloak presence roll to awaken;
body the character may attempt to deactivate cloak presence under
Source: DarkStryder Campaign: Endgame the following circumstances:
Corresponding Power: Enhance attribute • When a stated time has passed.
• Once each hour beyond the original time limit.
• The character’s body takes any damage more serious than
Boost Senses stun damage.
Difficulty: Very Easy. Modified by proximity. Source: DarkStryder Campaign: Endgame
This power may be kept active. Corresponding Power: Emptiness
Time to Use: One round
Effect: This power allows an Ascendant to increase the
effectiveness of his normal senses to perceive things that Darkness
otherwise without be impossible without aids. Boost senses Difficulty: Moderate
makes it possible to identify scents and odors that are Time to Use: One round
normally too faint for human olfactory senses. However, Effect: This spell allows an Ascendant to an area in shadow
characters that use this power cannot detect sounds, scents, or for a limited period of time. This power can be dispelled by
objects that would be beyond th range of their normal senses; the Ta-Ree power light. All characters in darkness – including
humans cannot use this power to hear ultrasonic frequencies, the Ascendant – suffer a -2D penalty to all vision-based
or see in the infrared spectrum, for example. attribute and skill checks. The darkness lasts for the number
Source: DarkStryder Campaign: Endgame of rounds equal to the Ascendant’s die code.
Corresponding Power: Magnify senses The Ascendant casting this spell must make at least a
Moderate darkness roll to activate the power. Once the
location of the sphere is determined (see accompanying chart),
Cloak Presence the sphere is immobile; it doesn’t follow the Ascendant,
Difficulty: Moderate instead remaining in a fixed position.
Required Powers: Trance 5D
This power may be kept active.
Effect: An Ascendant can use Ta-Ree to shield his or her
“presence” from outside observation. The character seems to
be in deep meditation, and is oblivious to his or her
surroundings. A character using the cloak presence power

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Ascendant’s Result: Effect: This power allows an Ascendant to cause a target to


darkness roll lose the sense of hearing. Targets that have been rendered
exceeds difficulty deaf must make Heroic rolls to succeed at all hearing-based
number by: attribute and skill checks. The target may make a single
0-3 10-meter sphere of darkness appears attempt to shrug off the effects of deafness, which requires a
with Ascendant directly at the center Moderate willpower check.
4-7 10-meter sphere of darkness appears; The Ascendant may deafen the number of targets equal to
Ascendant can choose the location of his or her deafness die code.
the sphere’s center up to 10 meters Consult the following chart to determine the spell’s effects.
away
8-11 15-meter sphere of darkness appears Deafness roll ≥ Result:
with Ascendant directly at the center difficulty number by:
12-15 15-meter sphere of darkness appears; 1-5 Target deafened for 1D rounds.
Ascendant can choose the location of 6-10 Target deafened for 2D rounds.
the sphere’s center up to 15 meters 11-15 Target deafened for 3D rounds.
away 16-29 Target deafened for 1D hours.
16-19 20-meter sphere of darkness appears 31+ Target is permanently deafened.
with Ascendant directly at the center
20-23 20-meter sphere of darkness appears; Notes: The Ascendant who rolls a “one” on the Wild Die
Ascendant can choose the location of when casting this spell suffers the full brunt of deafness’
the sphere’s center up to 20 meters effects; determine the “success” of the spell with the
away accompanying chart and apply the results to the Ascendant.
24-27 25-meter sphere of darkness appears Source: DarkStryder Campaign: Endgame
with Ascendant directly at the center
28-31 25-meter sphere of darkness appears;
Ascendant can choose the location of Detect Life
the sphere’s center up to 25 meters Difficulty: Very Easy if the subject has Ta-Ree powers;
away Moderate if the subject has Force skills; Difficult if the subject
32+ 25-meter sphere of darkness appears; possesses no Ta-Ree or Force abilities.
Ascendant can choose the location of This power may be kept active.
the sphere’s center up to 50 meters Effect: This power allows an Ascendant to detect sentient
away beings who might otherwise remain hidden from their normal
Source: DarkStryder Campaign: Endgame senses. When the power is activated, the Ascendant knows
the location of all sentients within 10 meters. If the power is
kept active, the Ascendant can detect a sentient within 10
Deadly Touch meters.
Difficulty: Target’s opposing control or Perception roll When an Ascendant nears sentient creatures, roll the
Required Powers: Sense life 5D appropriate detect life dice. Each creature within 10 meters
This power may be kept active. makes an opposed Perception roll to avoid detection. (Jedi –
Effect: An attacker must be touching the target to use this or other, more “traditional” Force users – can use control dice
power. In combat, this means making a successful brawling to oppose this role if they so desire.) Both rolls are “free”
attack in the same round that the power is to be used. actions and do not count as a power use. If the Ascendant ties
When the power is activated, the user makes one roll. If he or rolls higher than the target, the target is detected.
rolls higher than the character’s resisting control or Perception If the Ascendant beats the target’s roll by 10 or more
total, figure damage as if the power roll was a damage total points, the Ascendant uses Ta-Ree to “read” the target. The
and the control or Perception roll was a Strength roll to resist Ascendant can instantly determine if the target possesses Ta-
damage. Ree abilities (or is Force-sensitive), if the target is someone
Source: DarkStryder Campaign: Endgame that the Ascendant has encountered before, and if so the
Corresponding Power: Injure/kill target’s identity.
Notes: This power has one unusual side effect on humans and
near-human species. (Non-humans and natives of the
Deafness DarkStryder planet do not experience this side effect.) When
Difficulty: Moderate a target has been detected, the player character must make a
This power may be kept active. Moderate stamina check or become extremely nauseated; this
Time to Use: One round nausea lasts for the number of rounds equal to the amount that

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the character failed the stamina check by. Nauseated When using energy blade, the Ascendant uses the die code
characters face a -1D penalty to all attribute and skill checks of the power for the damage code of a given melee weapon, up
for the duration of the discomfort. Medpacs and other healing to a maximum of 10D. (For example, a Yapi warrior with
attempts do not alleviate the discomfort. energy blade of 7D can alter the damage of his spear to 7D.)
Source: DarkStryder Campaign: Endgame Affected weapons can be used to parry lightasbers and deflect
Corresponding Power: Life detection blaster bolts.
Notes: This spell is used only by Yapi shamans; they will not
teach the power to outsiders without a show of bravery or the
Detect Ta-Ree promise of some kind of gain. When energy blade is used, a
Difficulty: Moderate for an area; Difficult for sensing details melee weapon glows brightly, and hums as it moves through
or specific objects within the area. Modified by proximity. the air, much like a lightsaber. This power can only affect one
Effect: This power is used to sense the ambient Ta-Ree melee weapon at a time.
energy within a specified location. It cannot be used to Source: DarkStryder Campaign: Endgame
specifically detect sentient beings. Corresponding Power: Force weapon
Detect Ta-Ree will tell a character the rough magnitude of
the Ta-Ree “presence” in an area or object.
Detect Ta-Ree can also tell a character about the rough Entangle
magnitude of Force use in an area or object. However, the Difficulty: Moderate, modified by proximity
Ascendant must indicate that the Force is actively being Required Powers: Psychokinesis 4D
sought, and the difficulty for such a search increases by one Time to Use: One round
level. Effect: The Ascendant can use this power to cause nearby
Source: DarkStryder Campaign: Endgame plant life to snare an unsuspecting target. If there is no plant
Corresponding Power: Sense Force life of sufficient size (vines, branches, and so forth) this spell
will not work. This spell only works on one target at a time
and these targets may attempt to dodge the snares. If
Duplicate successful at entangling target characters, the snares have a
Difficulty: Very Difficult Strength equal to the Ascendant’s entangle die code. For
Required Powers: Block pain 6D, boost senses 8D, cloak example, an Ascendant with entangle of 6D rolls 6D to see if
presence 8D, detect life 9D, detect Ta-Ree 7D, lessen the target is ensnared, and the vines and branches used to
another’s pain 6D, psychokinesis 15D, projective empathy catch the target have 6D to resist damage.
10D, receptive empathy 10D, sense life 8D Entangled characters who attempt to break free must make
Time to Use: Five minutes an opposed Strength roll versus the snare or remain captured
Effect: This power creates a mirror image of the Ascendant. for the duration of the spell.
This image is an illusion, but to those who interact with it, it Notes: This spell remains active for the number of rounds
seems real. The user can experience the duplicate’s full range equal to the Ascendant’s entangle die code; if the Ascendant
of normal senses and the duplicate seems to have form and has entangle of 5D, the spell may remain active for five
substance. These duplicates register as normal on all droid rounds. Ignore pips when determining spell duration.
sensors and those present with the double believe it to be a Source: DarkStryder Campaign: Endgame
real person. The duplicate acts with half the skill dice of the Corresponding Power: Plant surge
person using the power.
An ascendant using the creation must make a duplicate roll
once every 10 minutes to maintain the illusion; if the Escape
Ascendant stops using the power or the double is fatally Difficulty: Very Easy for loose bonds; Easy for hand binder;
injured, it simply fades into nonexistence. Moderate for serious restraints; Difficult to Heroic for
Source: DarkStryder Campaign: Endgame maximum security (varies at gamemaster’s discretion,
Corresponding Power: Doppelgänger depending on security measures)
Required Powers: Block pain 4D, boost attribute 3D
Effect: The character escapes bonds by contorting in painful
Energy Blade and difficult (but still physically possible) ways. By
Difficulty: Difficult dislocating joints and the like, an Ascendant can escape almost
This power may be kept active. any physical restraining device. While this is indeed a painful
Time to Use: Two combat rounds procedure, it is possible to block out the pain and focus on the
Effect: This power allows a character to affect the damage of task at hand.
a melee weapon can inflict. This power only applies to melee Source: DarkStryder Campaign: Endgame
weapons projectile weapons of any type are not affected. Corresponding Power: Contort/escape

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Generate Lightning Author’s Notes: This is as it is listed in DarkStryder


Difficulty: Difficult, modified by proximity. Campaign: Endgame. Personally, I believe the wrong
Required Powers: Detect life 5D, psychokinesis 6D, sense required powers are listed. Considering the similarity between
life 5D this and the Sith power Force wind, I think having boost
This power may be kept active. senses, psychokinesis, and shift perceptions would have been
Effect: This power produces bolts of energy that fly from the more appropriate.
user’s fingertips, causing painful wounds. This power can be
deflected by the Ta-Ree spell shield, (or the Force power Heal
absorb/dissipate energy).
Difficulty: Easy. Modified by proximity and relationship.
Ta-Ree lightning can also be dodged, though all dodge
Required Powers: Lessen another’s pain 3D
attempts are at -2D; it is very difficult to predict where the
This power may be kept active.
lightning will strike. Generate lightning causes 1D of damage
Time to Use: One minute
for every 2D of the power that the Ascendant possesses (round
Effect: The target is allowed to make extra healing rolls, as
down: a character with generate lightning of 5D would cause
outlined in speed healing. The Ascendant must be touching
2D damage).
the character whenever he attempts a healing roll.
This power can be used for a variety of purposes at
Source: DarkStryder Campaign: Endgame
sufficient strength; Ascendants can use this power to fell
Corresponding Power: Accelerate another’s healing
damaged trees, blast entrances into cave-ins, and so forth;
while it is similar to the dark side Force power Force
lightning, Dark Side Points are not automatically awarded to Heat
Ascendants using generate lightning. This power may be used Difficulty: Moderate, modified by proximity
in self-defense, in defense of others, or for constructive Required Powers: Psychokinesis 5D
purposes with no penalty. However, blatantly evil use of this This power may be kept active.
power (attacking unarmed opponents, for example) still earns Effect: This power allows an Ascendant to speed the vibration
the Ascendant a Dark Side Point. of the molecules in most solid objects, increasing the object’s
Source: DarkStryder Campaign: Endgame ambient heat. This is particularly effective against hand
Corresponding Power: Force lightning weapons and armor; heated objects inflict damage until the
spell expires, or until the heated objects are dropped. This
Generate Wind power can only be used on a single target. The spell does
damage equal to the Ascendant’s heat die code. Consult the
Source: DarkStryder Campaign: Endgame
following chart to determine heat’s effects:
Difficulty: Moderate
Time to Use: Two rounds
Roll ≥ difficulty by: Effect
Effect: The Ascendant can generate a gust of wind when
0-5 Item heated for 1 round
desired. Consult the following chart to determine how strong
6-10 Item heated for 2 rounds
the wind is:
11-15 Item heated for 1D rounds
16-20 Item heated for 2D rounds
Alter roll ≥ difficulty Effect
21-25 Item heated for 3D rounds
roll by:
26-30 Item heated for 4D rounds
0-5 Slight breeze generated, 1-5 kph
31+ Item melted/incinerated
6-10 Strong breeze, 6-10 kph
11-15 Strong wind, 11-20 kph
Notes: An Ascendant who rolls a “one” on the Wild Die when
16-20 Gale, 21-50 kph
casting this spell takes the brunt of the damage. Calculate the
21+ Strong gale, 51-80 kph
result as indicated above and apply it to the Ascendant.
Source: DarkStryder Campaign: Endgame
Notes: Ascendants can use this power to suit a number of
purposes: the wind generated can be used to kick up a cloud of
dust to hide in or to blind opponents, or to put out a fire or Lessen Another’s Fatigue
blow smoke away from an encampment. The gamemaster Difficulty: Moderate. Modified by proximity and
should encourage the player characters to experiment with this relationship.
power (with varying degrees of success). The Ascendant can Required Powers: Block pain 5D, heal 3D, lessen another’s
determine the direction that the wind blows, though this may pain 5D, lessen fatigue 5D, speed healing 3D
have long-term effects on the weather patterns of the region. This power may be kept active.
Required Powers: Detect life 3D, sense life 3D Effect: This power allows the Ascendant to remove the effects
of fatigue in another. However, unlike the basic power, the

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Ascendant must wait until the target is actually fatigued, Light


before offering assistance. Hence the penalties for failing a Difficulty: Moderate
stamina check can be counteracted, but must be addressed as Time to Use: One round
they occur. Effect: This power allows the Ascendant to bathe an area in
Source: DarkStryder Campaign: Endgame bright light for a limited period of time. The effects of light
Corresponding Power: Remove another’s fatigue are easily spotted at night – any character attempting to
visually search for the Ascendant at night gain a +2D bonus
Lessen Another’s Pain after dark.
Light can be dispelled by the Ta-Ree power darkness. All
Difficulty: Easy for wounded characters; Moderate for
characters in light suffer no penalties to vision-based attribute
incapacitated characters; Difficult for mortally wounded
and skill checks at night, as a sphere of illumination as bright
characters. Modified by proximity and relationship.
as normal daylight surrounds them. The light lasts for the
Required Powers: Block pain 4D
number of round equal to the Ascendant’s light die code (For
This power may be kept active.
example, an Ascendant with light of 4D can project a sphere
Effect: This power has the same effect on the target that block
of illumination for four rounds.)
pain does on its user.
The Ascendant casting this spell must make at least a
Source: DarkStryder Campaign: Endgame
Moderate light roll to activate the power. Once the location of
Corresponding Power: Control another’s pain
the sphere is determined (see the chart below), the sphere is
immobile. It does not follow the Ascendant, instead
Lessen Fatigue remaining in a fixed position.
Difficulty: Moderate Use the following chart to determine the spell’s result.
Required Powers: Block pain 2D, speed healing 3D
This power may be kept active. Ascendant’s light Result:
Effect: The character uses this power to combat the effects of roll exceeds
strenuous work. The Ascendant causes bodily toxins to be difficulty number
ejected much more efficiently, thus allowing for greater by:
stamina. While kept up, the Ascendant must make a stamina 0-3 10-meter sphere of light appears with
check once per day. While using this power, an Ascendant Ascendant directly at the center
must fail two stamina checks before he or she is fatigued. The 4-7 10-meter sphere of light appears;
character still has to eat and drink normally. If the Ascendant Ascendant can choose the location of
does fail two stamina checks and becomes fatigued, a -1D the sphere’s center up to 10 meters
penalty is applied to all attributes and skills for 1D hours. away
Source: DarkStryder Campaign: Endgame 8-11 15-meter sphere of light appears with
Corresponding Power: Remove fatigue Ascendant directly at the center
12-15 15-meter sphere of light appears;
Ascendant can choose the location of
Lessen Injury the sphere’s center up to 15 meters
Difficulty: Moderate for incapacitated characters, Difficult away
for mortally wounded characters, Very Difficult for dead 16-19 20-meter sphere of light appears with
characters. Ascendant directly at the center
Required Powers: Block pain 5D 20-23 20-meter sphere of light appears;
This power may be kept active. Ascendant can choose the location of
Effect: By using this power, an Ascendant may use Ta-Ree the sphere’s center up to 20 meters
energy to reduce the amount of injury he or she suffers; this away
power is normally only used in desperation because of its 24-27 25-meter sphere of light appears with
long-term repercussions. Ascendant directly at the center
When the power is successfully used, the Ascendant loses a 28-31 25-meter sphere of light appears;
Force Point; if the Ascendant has no Force Points, 20 Ascendant can choose the location of
Character Points can be substituted. Any injury that is the sphere’s center up to 25 meters
suffered is reduced to wounded. If the original injury would away
have killed the character, he or she suffers a permanent injury 32+ 25-meter sphere of light appears;
of some kind. Ascendant can choose the location of
Source: DarkStryder Campaign: Endgame the sphere’s center up to 50 meters
Corresponding Power: Reduce injury away
Source: DarkStryder Campaign: Endgame

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Manipulate Flame
Alter Difficulty: Easy for small flames (torches), Moderate How far back an Ascendant can remember depends on the
for normal fires (campfires), Difficult for large fires (bonfires, success of the power roll.
fires with a 10-meter radius), Heroic for conflagrations
(structure fires, fires larger than 10 meters in radius). Roll ≥ difficulty by: Memory Extends Back
Modified by proximity. 0-8 Through current episode
Time to Use: Two rounds 9-20 Through last episode
Effect: Manipulate flame allows an Ascendant to alter the 21+ Through last two episodes
brightness of a nearby source of fire. While this spell affects Source: DarkStryder Campaign: Endgame
normal fires (such as torches or campfires) it has no effect at Corresponding Power: Short-term memory enhancement
all on Ta-Ree generated flames; the flame-like manifestations
of boost attribute cannot be dimmed or brightened, for Nullify Toxin
example. Also, this spell has no effect on the fire’s damage
Difficulty: Very Easy for a very mild poison; Easy for mild
value or rate of fuel consumption.
poison; Moderate for an average poison; Difficult for a
Manipulate flame can either increase or decrease the
virulent poison; Very Difficult to Heroic for a neurotoxin.
brightness of a target flame, thought the flame must be within
Time to Use: Five minutes
the Ascendant’s line of sight. When the spell is activated, The
Effect: This power allows an Ascendant to detoxify or eject
Ascendant can choose one of the following effects:
poisons that have entered her body. If the Ascendant makes
the power roll, the poison has no effect.
• Spike brightness. The Ascendant can make the fire flash like
Source: DarkStryder Campaign: Endgame
a strobe for one combat round, after which the fire is
Corresponding Power: Detoxify poison
extinguished. Unprepared bystanders near the flame may be
blinded by the strobe and must make a Moderate Perception
roll or be blinded for 1D rounds. Characters that fail the Nullify Toxin in Another
Perception check become disoriented and the difficulty for all Difficulty: Very Easy for a very mild toxin (such as alcohol);
vision-based attribute and skill checks increase by +2 for the Easy for a mild toxin; Moderate for an average toxin; Difficult
duration of the blindness. These penalties are cumulative. for a virulent toxin; Very Difficult to Heroic for a neurotoxin.
• Extinguish fire. The Ascendant can also extinguish the Modified by relationship.
flame. The night vision of those nearby will take a moment to Required Powers: Block pain 5D, heal 4D, lessen another’s
adjust to the sudden darkness. Unprepared bystanders must pain 5D, nullify toxin 3D, speed healing 3D
make a Moderate Perception roll or the difficulty for all This power may be kept active.
vision-based attribute and skill checks increase by +2 for one Time to Use: Five minutes
round. Effect: This power allows an Ascendant to remove or nullify
• Vary brightness. The Ascendant can alter the brightness of toxin from the patient’s body faster than is normally possible.
the flame. This power can either halve or double the area While using this power, the Ascendant must remain in
illuminated by the fire; the user must declare which effect is physical contact with the patient. As long as the Jedi is in
desired prior to casting the spell. contact with the target, that person is considered immune to
Source: DarkStryder Campaign: Endgame the effects of the toxin. Failure to make the required difficulty
check or breaking physical contact during the use of the power
Memory Enhancement causes the patient a wound.
Notes: This power can also be used to remove a Maoi from a
Difficulty: Difficult
target character. The Difficulty for this procedure is Moderate
Required Powers: Trance 7D
modified by the Maoi’s willpower roll.
This power may be kept active.
Source: DarkStryder Campaign: Endgame
Effect: When an Ascendant uses this power, he or she can
Corresponding Power: Detoxify poison in another
replay recent events in order to more carefully examine
images and peripheral occurrences. Using the power, an
Ascendant can recall details that were seen but not consciously Predict Weather
registered at the time of observation. Difficulty: Easy if the Ascendant has lived in the area for
In game terms, this power can be used to alert an more than a year; Moderate if the Ascendant has lived in the
Ascendant to information, items, other characters, or anything area between six and twelve months; Difficult if the
else that he or she has observed within a specific span of time. Ascendant has lived in the area between one and six months;
When players get stuck on a puzzle or mystery within an Very Difficult if the Ascendant has lived in the area less than
adventure, this power can alert them to possible solutions, if one month. Modified for proximity and local meteorological
those solutions were observed earlier in the adventure. conditions.

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Required Powers: Boost senses 5D +11 to +25 or more for complex maneuvers, such as
This power may be kept active. levitating a weapon for attack.
Effect: This power allows the Ascendant to attune himself to Modified by proximity.
the workings of local weather patterns. By sensing the This power may be kept active.
movements of clouds, winds, tides, and solar bodies, he can Effect: This power allows the Ascendant to levitate and move
discern patterns in the weather, and so make limited objects with the power of his mind alone. If used successfully,
predictions regarding the behavior of atmospheric the object moves as the Ascendant desires.
phenomenon. An Ascendant can lift several objects simultaneously, but
This power does not lend itself to quick predictions, each additional object requires the Ascendant to make a new
however. It takes weeks for an Ascendant to become power roll.
accustomed to local weather patterns and become familiar This spell may be used to levitate oneself or others. It can
with unique features of the local topography that is possible to also be used as a primitive space drive in emergencies.
obtain accurate readings. When used to levitate someone against their will, the
The prediction is effective for four hours. The difficulty target may resist by adding their willpower roll to the
increases if the Ascendant wishes to make more extended difficulty number.
forecasts. Levitated objects can be used to attack other characters.
Source: DarkStryder Campaign: Endgame Such objects do 1D damage if under one kilogram, 2D if one
Corresponding Power: Weather sense to ten kilos, 4D if 11 to100 kilos, 3D Speeder-scale damage if
101 kilos to one metric ton, 3D Starfighter-scale if one to ten
tons, 5D Starfighter-scale if 11 to 100 tons.
Projective Empathy Such attacks require an additional psychokinesis roll by the
Difficulty: Very Easy. Increase difficulty by +5 to +10 if the Ascendant, which would be “to hit” roll against the target’s
Ascendant cannot verbalize the thoughts that are transmitted dodge. If the target character doesn’t dodge the attack, the
(i.e. the character is gagged, doesn’t want to make a sound, difficulty if Easy.
etc.). If the target is unfriendly or unwilling, increase the Source: DarkStryder Campaign: Endgame
difficulty by the same amount as the target’s willpower roll. Corresponding Power: Telekinesis
Modified by proximity and relationship.
Time to Use: One round
Required Powers: Receptive empathy 4D, sense life 3D Psychokinetic Attack
This power may be kept active. Difficulty: Moderate, modified by proximity and relationship
Effect: If the Ascendant successfully projects thoughts, the Required Powers: Block pain 4D, deadly touch 6D, inflict
target “hears” the thoughts and “feels” the accompanying pain 5D, sense life 6D, psychokinesis 8D
emotions. The target understand that the thoughts and feelings This power may be kept active.
he or she is experiencing are from “outside” and that they Effect: This power is used to psychokinetcally injure or kill a
belong to the user of the power. If the Ascendant doesn’t target. When the user makes the psychokinetic attack, roll
“verbally” identify himself, the target doesn’t know who is against the target character’s willpower total to determine
projecting thoughts to him. This power can only be used to damage. The exact method used to kill the target varies:
communicate with other minds, not control them. collapse the trachea, stir the brain, squeeze the heart, or any
Source: DarkStryder Campaign: Endgame number of other methods. In addition, the Ascendant may
Corresponding Power: Projective telepathy elect to render the character unconscious – if a kill result is
achieved, the spell caster may “pull back” the attack,
rendering the target unconscious. This power may only be
Psychokinesis used on a single target at a time.
Difficulty: Very Easy for objects weighing one kilogram or Source: DarkStryder Campaign: Endgame
less; Easy for objects weighing one to ten kilograms; Corresponding Power: Telekinetic kill
Moderate for objects 11 to 100 kilograms; Difficult for 101
kilograms to one metric ton; Very Difficult for 1,001
kilograms to ten metric tons; Heroic for 10,001 kilograms to Pyrospray
100 metric tons. Difficulty: Modified by proximity
Objects may be moved at 10 meters per round. Add +5 per Required Powers: Light 4D, psychokinesis 3D
additional 10 meters per round. The target must be in sight of Time to Use: Three rounds
the Ascendant. Effect: Pyrospray allows the caster to project a spray of
Increased difficulty if the object isn’t moving in simple, colorful lights and sparks, accompanied by a rumbling,
straight-line movement: staccato burst of noise. The Ascendant can conjure this
+1 to +5 for gentle turns display up to 50 meters away and doesn’t require a line of
+6 to +10 for easy maneuvers sight view of the target; for example, it is possible for the

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player character to cast pyrotechnics inside the mouth of a In game terms, if any character plans to attack the
cave, even if he or she cannot see inside. Ascendant on the next round, she must declare her action the
The pyrotechnics are very loud and startling. Characters round before. Attacking characters with Force skills may roll
within 10 meters of the display must make a Very Difficult their control skill to increase the difficulty of using this power.
willpower check or be startled into inactivity; if this roll is not Otherwise, characters may use the willpower skill to increase
successful, affect characters may not take any action for the the Ascendant’s sense danger difficulty.
remainder of that round. Source: DarkStryder Campaign: Endgame
Notes: An Ascendant who roles a “one” on the Wild Die when Corresponding Power: Danger sense
casting pyrospray is immediately engulfed by the brilliant
display. Any characters actively searching for the Ascendant
immediately gains a +2D bonus because of the sudden Sense Life
commotion. In addition, the Ascendant is automatically Difficulty: Very Easy. Modified by proximity and
startled into inactivity and may take no further actions for the relationship.
duration of the pyrotechnics display Required Powers: Detect life 4D
Source: DarkStryder Campaign: Endgame This power may be kept active.
Effect: The user can sense the presence and identity of a
specific person for whom he searches. The user can sense
Receptive Empathy how badly wounded, diseased, or otherwise physically
Difficulty: Very Easy for friendly, non-resisting targets. If disturbed the target is.
target resists, he makes a willpower roll to determine the A target may use the willpower skill to hide his identity
difficulty. Modified by proximity and relationship. from the Ascedant uses sense life. The target character’s
Required Powers: Sense life 3D willpower skill is added to the senser’s difficulty.
This power may be kept “active” (if the target is willing and Source: DarkStryder Campaign: Endgame
the proximity modifier doesn’t increase). Corresponding Power: Life sense
Effect: The Ascendant gains the ability to read the surface
thoughts and emotions of a target. The caster can hear what
the target is thinking, but cannot probe for deeper information. Sense Ta-Ree
When the Ascendant uses the power on another player, the Difficulty: Moderate for an area; Difficult for sensing details
gamemaster and appropriate player must determine if the or specific objects within the area. Any attempts to use this
target is a willing participant to determine difficulty. power to detect the Force are automatically Very Difficult.
If the skill roll is double the difficulty, the Ascendant can Modified by proximity.
sift through memories up to 24 hours old. An Ascendant This power may be kept active.
cannot sift through memories in the same round that contact is Effect: This power is used to sense the ambient Ta-Ree
made – this process takes a full round. energy within a place. It cannot be used to specifically detect
An Ascendant can read the minds of more than one person sentient beings, but there are many forms of life on Kathol that
at a time, but each additional person counts as an additional are intertwined with the Ta-Ree which can be sensed with this
action, with separate rolls and multiple skill use penalties. power.
This power may be used on creatures and other sentient Sense Ta-Ree will tell a character the rough magnitude of
species, although it cannot be used on droids. In addition, if the Ta-Ree “concentration” in an area or object, as well as
used on the Maoi, the only result – no matter the success of detecting the presence of nearby Precursors.
the skill roll – is the discovery that the amorphous creature Source: DarkStryder Campaign: Endgame
radiates deep, ancient hunger … and nothing else. Corresponding Power: Sense Force
Source: DarkStryder Campaign: Endgame
Corresponding Power: Receptive telepathy
Shadowstrike
Difficulty: Moderate. Modified by proximity.
Sense Danger Required Powers: Psychokinesis 9D, sense life 5D
Difficulty: Moderate or attacker’s willpower roll This power may be kept active.
Required Powers: Detect life 2D Effect: Shadowstrike gives the Ascendant the ability to
This power may be kept active. “transmit” blows, using his or her own physical strength to
Effect: Sense danger allows an Ascendant to extend his or her inflict damage. After successfully using the power, the
senses like protective sensors, creating an early warning Ascendant makes an Easy brawling skill roll.
system for as long as the power remains in effect. If attacking a Force-sensitive, the target may use the
When this power is used, the Ascendant detects any attacks brawling parry skill to avoid the attack. Otherwise, the target
the round before they are made. This gives the Ascendant a cannot dodge the Ascendant’s blows. If the brawling roll is
round to decide how to react to the danger. successful, the Ascendant rolls his or her full Strength versus

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the target’s Strength. The Ascendant may target a specific present, but may not necessarily be able to locate the signal’s
portion of the body, but must subtract an additional -1D from source, and certainly will not be able to decode the
his brawling skill (See Star Wars, Revised and Expanded, information carried by the transmission.
page 96 or Star Wars, Second Edition, page 63 for details). Be Source: DarkStryder Campaign: Endgame
sure to add any shield bonuses that the target may have. Corresponding Power: Shift sense
This power can be kept active as long as the distance
between the Ascendant and the target remains the same.
Should the target move significantly or the Ascendant wish to Sleep
select a new target, the power must be rerolled. Difficulty: Moderate, modified by proximity and relationship
Source: DarkStryder Campaign: Endgame Required Powers: Detect life 2D, sense life 3D
Corresponding Power: Projected fighting Time to Use: Two rounds
Effect: This power allows an Ascendant to cause target
characters to fall asleep for a short periods of time. The target
Shield character must be within line of sight.
Difficulty: Moderate The Ascendant must make a moderate sleep roll (modified
Required Powers: Boost senses 3D, psychokinesis 6D by proximity and relationship) to use this power. Sleep affects
This power may be kept active. the number of targets equal to the power’s die code; an
Effect: This power allows the Ascendant to surround his body Ascendant with 6D in sleep can affect six targets. Ignore pips
with a Ta-Ree-generated shield. The shield can be used to when determining the number of targets that can be affected.
repel energy and physical matter away from the Jedi’s body, Affected characters may make a single attempt to withstand
down to the molecular level and can counter the effects of the effects of sleep, which requires a Very Difficult willpower
several Ta-Ree spells (such as shadowstrike). roll.
The shield acts armor to all energy and physical attacks Consult the following chart to determine the spell’s effects;
made against the Ascendant, including non-directional attacks these effects are applied to all target characters who fail the
such as gas clouds and grenade blasts. The shield is not willpower roll:
particularly strong, but can sometimes be just enough to
protect the Jedi from serious injury. The Strength code of the Roll ≥ difficulty by: Effect:
shield is equal to the Ascendant’s shield die code. 0-5 Target falls asleep for one round
Notes: Shield has a very distinctive visual component. The 6-10 Target falls asleep for 1D rounds
character casting shield appears to be encased in a topaz- 11-15 Target falls asleep for 2D rounds
colored crystal. The “crystal” flows and moves with the 16-20 Target falls asleep for 3D rounds
character and glows a reddish-orange color. (If used at night, 21-25 Target falls asleep for 1D hours
other characters gain a +1D to search to spot the shield.) 26-30 Target falls asleep for 2D hours
Source: DarkStryder Campaign: Endgame 31+ Target falls asleep for 3D hours
Corresponding Power: Lesser Force shield
Notes: The Ascendant who rolls a “one” on the Wild Die
suffers a mishap when casting this spell; the spell affects the
Shift Perceptions Ascendant and the appropriate number of targets within five
Difficulty: Moderate for simple phenomena (such as heat or meters (generally the Ascendant’s companions). The nearby
simple scents); Difficult for more uncommon phenomena characters may make a willpower check to shrug off the
(such as comm frequencies, infrared radiation); Very Difficult spell’s effects, but the Ascendant may not and automatically
for specific, complex phenomena (such as setting olfactory falls asleep.
nerves to detect the presence of Tibanna gas). Source: DarkStryder Campaign: Endgame
Required Powers: Boost senses 6D
This power may be kept active.
Effect: The character may shift his or her senses as to detect Slow
phenomena of a different type than normal; shifting eyesight Difficulty: Moderate, modified by proximity and relationship
to the infrared spectrum, setting olfactory nerves to detect Required Powers: Detect life 3D, psychokinesis 4D
specific chemical combinations, or hearing frequencies above Time to Use: One round
or below normal range for his or her species. This power Effect: Slow allows a spell caster to reduce the movement rate
counts as a “skill use” for determining die code penalties. of a target character. The target feels as if the very air has
Please note that this power is exceptionally useful in some thickened, making movement extremely difficult. All
aspects, but fairly limited in others. For example, an movement rates are halved for the duration of the spell’s
Ascendant may detect comm frequencies, but that does not effect. The target must be in line of sight of the Ascendant.
mean that the Ascendant can listen in on the transmission. This power remains active for the number of rounds equal
The Ascendant will be able to detect that a transmission is to the Ascendant’s slow die code; a character with slow 4D

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can keep this power active for four rounds. In addition, this Source: DarkStryder Campaign: Endgame
power can be used on the number of targets equal to the Corresponding Power: Remain conscious
power’s die code; a character with slow 5D can cast the power
on five targets for a total of five rounds (ignore pips when
determining the number of targets affected). Stumble
A target character can make a Strength roll to overcome the Difficulty: Moderate, modified by proximity and relationship
effects of the spell. A Very Difficult or Heroic result allows Required Powers: Psychokinesis 4D
the target to shrug off the effects of the spell. This roll can Time to Use: One combat round
only be attempted once; if failed, the target suffers the slowed Effect: Stumble causes a nearby character to lose balance and
movement for the appropriate duration. fall. The target character must be within the Ascendant’s line
Notes: If the Ascendant who rolls a “one” on the Wild Die of sight up to a distance of 50 meters. When activated, the
when casting this power, the effects are reversed. In this case, power causes the target to misperceive where obstacles (such
slow causes the target’s movement rates to double for the as fallen branches, stones, steps, and so forth) lie, causing the
spell’s normal duration. target to stumble and fall.
Source: DarkStryder Campaign: Endgame Stumble does not automatically make the target fall; a
Corresponding Power: Slow (works differently from the Jedi Difficult Dexterity check allows the target to remain standing.
version, but the effects are the same) This power can only be used on a single target at a time.
Source: DarkStryder Campaign: Endgame
Corresponding Power: Combination of telekinesis and affect
Speed Healing mind or dim another’s senses
Difficulty: Easy for wounded characters, Moderate for
incapacitated characters, Difficult for mortally wounded
characters. Trance
Time to Use: One minute Difficulty: Difficult
Effect: If an Ascendant uses this power successfully, he or she This power may be kept active.
may make two natural healing rolls for the current day Effect: The power allows an Ascendant to fall into a deep
regardless of injury. The Ascendant also receives a +2 bonus trance, slowing all body functions. The Ascendant falls
for both rolls. unconscious, the heartbeat slows, and breathing drops to
Source: DarkStryder Campaign: Endgame barely perceivable levels.
Corresponding Power: Accelerate healing When an Ascendant enters a trance, the character must
declare under what circumstances the character will awaken:
after a specific amount of time, or what stimuli needs to be
Stay Conscious present (noise, someone else’s touch, and so forth). An
Difficulty: Easy for stunned characters, Moderate for Ascendant can heal while in a trance, but the character may
incapacitated characters, Difficult for mortally wounded not use skills, Ta-Ree powers, or Force abilities in this
characters. unconscious state.
Required Powers: Block pain 3D Trance serves two purposes. It allows an Ascendant to
This power may be kept active. “play dead.” It can be used to survive when food or air
Effect: Stay conscious allows an Ascendant to stay conscious supplies are low. A character in trance uses only about a tenth
even when suffering from injuries which would cause as much as someone who is sleeping – it is possible to remain
unconsciousness. In game terms, when a character with this in this state for one week in a dry climate or up to one month
power suffers this kind of injury, all of that character’s actions in a wet climate before dying from lack of water.
are lost for the rest of the round, but he or she is still An Ascendant in trance appears to be dead, unless a more
conscious; characters that do not use this power would thorough investigation is attempted. Another Ascendant with
automatically pass out in this case. On the next round, the the detect life power will be able to determine that the
character may attempt to activate the power – this must be the entranced individual is alive. The Force Power life detection
first action of that round; the Ascendant cannot even dodge or will accomplish the same result.
parry. Source: DarkStryder Campaign: Endgame
If the roll is unsuccessful, the character falls unconscious Corresponding Power: Hibernation trance
immediately. If the roll is successful, the Ascendant Jedi can
do any one other action that he or she declared for that round –
often the character will attempt to block pain so that he will be Translate
able to stay conscious. After that other action is completed, Difficulty: Moderate for humans or aliens. Difficult for
the Ascendant will lapse into unconsciousness, unless he has droids. If the target is being purposely cryptic add +5 to the
activated block pain or done something else that will keep the difficulty. Attempts to translate written material are Very
character conscious. Difficult.

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Required Powers: Projective empathy 5D, receptive empathy equal to the Ascendant’s web die code for the purpose of
5D resisting damage. The web does no damage to a target
This power may be kept active. character, but due its “sticky” texture and thin, self-
Effect: This power allows the character to translate a language regenerating fibers, is extremely difficult to cut. Attempts to
and speak it in kind. The Ascendant may decipher body cut through such a web with a standard melee weapon are at -
language, explore the spoken word, or translate ancient 1D. Energy weapons (such as lightsabers) or vibroweapons
Precursor glyphs. suffer no penalty when used against the web.
In order for the power to work, the character must first hear Web can be used on characters up to 50 meters away.
the target speak, or see the words in written form (such as an Source: DarkStryder Campaign: Endgame
ancient text or document). This power, though similar to
telepathy, has many advantages.
First, it takes only one application of this power to Withstand Stun
“understand” a language. As long as they all speak the same Difficulty: Moderate
language and the power is kept active, the character need not This power may be kept active.
roll for each individual talking. Time to Use: One minute
Also, because they also “speak” using beeps and whistles, Effect: Withstand stun allows the Ascendant to prepare his or
droids may be communicated with using this power. her body to resist the effects of stun damage. The power must
Finally, the Ascendant can translate ancient texts, even if be activated before the character has suffered any damage.
the language has long since vanished form the galaxy. A successful result allows the Ascendant to resist all stun
Note that the character does not really know the language. results except for unconscious and normal injuries. An
Once this power is no longer in use, the Ascendant is once unconscious result forces the Ascendant to drop the power,
again unable to decipher the target language. and the character is considered stunned. Other injury results
Source: DarkStryder Campaign: Endgame (wounded, incapacitated, mortally wounded, and killed) are
Corresponding Power: Translation treated normally.
Source: DarkStryder Campaign: Endgame
Corresponding Power: Resist stun
Wall
Difficulty: Moderate
Required Powers: Psychokinesis 6D Sense Powers
Time to Use: Three rounds
Effect: Wall allows an Ascendant to “build” a barrier out of
dirt, ice, stone, or other solid material that is present in the Weapon Mastery
general area. The wall has a Strength equal to the Ascendant’s Sense Difficulty: Moderate + opponent’s willpower or
wall die code to resist damage. Perception
The conjured wall must be crafted from material within 10 Required Powers: Combat sense, danger sense, life detection
meters of the Ascendant; stone, dirt, or ice work the best. Time to Use: One round
Water, fire, sand, and other materials are less effective. If Effect: This power is derived from studying the Ta-Ree power
using water, fire, or sand as base material, the conjured wall battle mastery. With this power, the user can handle a melee
only lasts a single round and the difficulty to cast wall weapon more effectively.
increases to Very Difficult. This power is called upon at the start of a battle and
The Ascendant must maintain concentration for the three remains active until the user has been stunned or injured. The
rounds needed to cast this spell; if the character is disturbed or user may attempt to reactivate this power so long as the user
interrupted during the casting stages of this spell, the power remains conscious.
automatically fails. (A Very Difficult willpower roll allows If the user succeeds in the Difficulty roll, the user adds
the Ascendant to maintain his or her concentration if there is a their Sense Die to their melee combat skill roll when trying to
disturbance.) strike a target, or to their melee parry skill roll to parry an
Source: DarkStryder Campaign: Endgame attack. If the user fails the roll, the user can only use their
Corresponding Power: Telekinesis melee combat and melee parry dice and cannot attempt to use
this power again for the duration of the combat.
Web The user can also use this power in conjunction with Force
weapon to parry blaster bolts. If this is the case, the user must
Difficulty: Moderate, modified by proximity
declare he is parrying that round and use their normal melee
Required Powers: Entangle 6D
parry skill roll. The user may also attempt to control where
Time to Use: One round
deflected blaster bolts go, but this count as an additional
Effect: The Ascendant can conjure a “web” of tough, adhesive
action. The user must first declare which specific shot is
fibers that snare and restrain a target. The web has Strength

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being directed. Then, once the roll is made to see if the blaster Time to Use: One round
bolt was parried, the user makes a melee combat roll, with the Effect: This power is derived from studying the Ta-Ree power
difficulty being the new target’s dodge or the range to the light. This power allows the user to bathe an area in bright
target. light that is of the same illumination as normal daylight for a
Source: DarkStryder Campaign: Endgame brief period. Unlike darkness, all individuals caught within
the area suffer no penalty to all vision-based attribute and skill
checks. However, cast at night, those who are caught within
Alter Powers this area are easily spotted. Others attempting to visually
search at night for those caught within this area receive a +2D
bonus to their search rolls. This power lasts for a number of
Darkness (Jedi counterpart) rounds equal to the user’s alter die, rounded down.
Alter Difficulty: Moderate The location and range of this area of light depends on by
Time to Use: One round how much the user’s alter roll exceeds the difficulty.
Effect: This power is derived from studying the Ta-Ree power
darkness. This power allows the user to cloak an area in Alter roll ≥ Effect
shadow for a brief period. All individuals caught within this difficulty roll by:
area, including the user, suffer a -2D penalty to all vision- 0-3 10-meter sphere of light appears with
based attribute and skill checks. This power lasts for a the user directly at the center
number of rounds equal to the user’s alter die, rounded down. 4-7 10-meter sphere of light appears; the
The location and range of this area of darkness depends on user can choose the location of the
by how much the user’s alter roll exceeds the difficulty. sphere’s center up to 10 meters away
8-11 15-meter sphere of light appears with
Alter roll ≥ Effect the user directly at the center
difficulty roll by: 12-15 15-meter sphere of light appears; the
0-3 10-meter sphere of darkness appears user can choose the location of the
with the user directly at the center sphere’s center up to 15 meters away
4-7 10-meter sphere of darkness appears; 16-19 20-meter sphere of light appears with
the user can choose the location of the the user directly at the center
sphere’s center up to 10 meters away 20-23 20-meter sphere of light appears; the
8-11 15-meter sphere of darkness appears user can choose the location of the
with the user directly at the center sphere’s center up to 20 meters away
12-15 15-meter sphere of darkness appears; 24-27 25-meter sphere of light appears with
the user can choose the location of the the user directly at the center
sphere’s center up to 15 meters away 28-31 25-meter sphere of light appears; the
16-19 20-meter sphere of darkness appears user can choose the location of the
with the user directly at the center sphere’s center up to 25 meters away
20-23 20-meter sphere of darkness appears; 32+ 25-meter sphere of light appears; the
the user can choose the location of the user can choose the location of the
sphere’s center up to 20 meters away sphere’s center up to 50 meters away
24-27 25-meter sphere of darkness appears
with the user directly at the center Should the user or the target somehow make their way out
28-31 25-meter sphere of darkness appears; of the affect area, the -2D penalty immediately ends.
the user can choose the location of the This power can be negated by the power darkness.
sphere’s center up to 25 meters away Source: DarkStryder Campaign: Endgame
32+ 25-meter sphere of darkness appears;
the user can choose the location of the Manipulate Flame (Jedi counterpart)
sphere’s center up to 50 meters away
Alter Difficulty: Easy for small flames (torches), Moderate
Should the user or the target somehow make their way out
for normal fires (campfires), Difficult for large fires (bonfires,
of the affect area, the -2D penalty immediately ends.
fires with a 10-meter radius), Heroic for conflagrations
This power can be negated by the power light.
(structure fires, fires larger than 10 meters in radius).
Source: DarkStryder Campaign: Endgame
Modified by proximity, but within line of sight.
Time to Use: Two rounds
Light (Jedi counterpart) Effect: This power is derived from studying the Ta-Ree power
Alter Difficulty: Moderate manipulate flame. This power allows the user to alter the

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brightness of a nearby source of fire. This power doesn’t armor. Heated objects will inflict damage until the user ends
affect the fire’s damage value or rate of fuel consumption. the power or until the heated objects are dropped.
This power can be used in one of three ways. The user This power can only be used on a single target, and the
must declare which way he intends to use this power. heated object inflicts damage equal to the user’s alter die.
Spike brightness: The user can make the fire flash like a strobe However, if the wearer or user of the heated object is wearing
light for one combat round, after which the fire is heat-resistant clothing or has heat-resistant skin, the individual
extinguished. Unprepared bystanders near the flame may be suffers no damage. A Force-user can use absorb/dissipate
blinded by the strobe and must make a Moderate Perception energy to negate this damage as well.
roll or be blinded for 1D rounds. Characters that fail the Consult the following chart to determine the effects of
Perception check become disoriented and the difficulty for all thermokinesis (Jedi version):
vision-based attribute and skill checks increase by +2 for the
duration of the blindness. These penalties are cumulative. Alter roll ≥ target’s Effect
Extinguish fire: The user can also extinguish the flame. The willpower roll
night vision of those nearby will take a moment to adjust to 0-5 Item heated for 1 round
the sudden darkness. Unprepared bystanders must make a 6-10 Item heated for 2 rounds
Moderate Perception roll or the difficulty for all vision-based 11-15 Item heated for 1D rounds
attribute and skill checks increase by +2 for one round. 16-20 Item heated for 2D rounds
Vary brightness: The user can alter the brightness of the flame. 21-25 Item heated for 3D rounds
This power can either halve or double the area illuminated by 26-30 Item heated for 4D rounds
the fire; the user must declare which effect is desired prior to 31+ Item melted/incinerated
casting the spell.
Source: DarkStryder Campaign: Endgame This power can also be used to generate small amounts of
light and heat by vibrating the air molecules instead. This also
allows the Jedi to illuminate an area, ignite candles or torches,
Pyrospray (Jedi counterpart) or start campfires. In this case, the difficulty would be Very
Alter Difficulty: Modified by proximity Easy for candles, paper, cloths, and flimsiplast, Easy for wood
Required Powers: Light, telekinesis (torches and campfires), Moderate for a small room, Difficult
Time to Use: Three rounds for a room the size of a conference room, Very Difficult for a
Effect: This power is derived from studying the Ta-Ree power hangar bay, and Heroic for a room the size of the Senate
pyrospray. This power allows the user to project a spray of Chambers.
colorful lights and sparks, accompanied by a rumbling, Source: DarkStryder Campaign: Endgame
staccato burst of noise. The user can conjure this display up to
fifty meters away and doesn’t require a line of sight view of
the target; for example, it is possible for the user to cast Web (Jedi counterpart)
pyrotechnics inside the mouth of a cave, even if he or she Alter Difficulty: Moderate, modified by proximity
can’t see inside. Required Powers: Concentration, plant surge, telekinesis
The pyrotechnics are very loud and startling. Characters Time to Use: One round
within 10 meters of the display must make a Very Difficult Effect: A Jedi can conjure a “web” of tough, adhesive fibers
willpower check or be startled into inactivity; if this roll is not that snare and restrain a target. The web has Strength equal to
successful, affect characters may not take any action for the the Jedi’s alter die code for the purpose of resisting damage.
remainder of that round. The web does no damage to a target character; however, its
Unlike the Ta-Ree version, the user is not at risk of this “sticky” texture and thin, self-regenerating fibers makes it
power backfiring and being startled by the pyrotechnics extremely difficult to cut. Attempts to cut through such a web
himself. with a standard melee weapon incur a -1D penalty. This
Source: DarkStryder Campaign: Endgame penalty doesn’t apply to energy weapons such as lightsabers
and vibroweapons.
A Jedi can use this to ensnare a target up to 50 meters
Thermokinesis (Jedi version) away, and the target is entitled to make a dodge reaction roll to
Alter Difficulty: Moderate, modified by proximity avoid becoming ensnared.
Required Powers: Telekinesis Source: DarkStryder Campaign: Endgame
Time to Use: One round
Effect: This power is derived from studying the Ta-Ree power
heat. This power allows the user to speed the vibration of the
molecules in most solid objects, increasing the object’s
ambient heat. This is very effective against hand weapons and

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Control and Alter Powers Effect: This power is derived from studying the Ta-Ree power
generate wind. The user can generate a gust of wind when
desired and in whatever direction the user desires. Consult the
Sleep (Jedi counterpart) following chart to determine how strong the wind is:
Control Difficulty: Moderate, modified by proximity and
relationship, limited to line of sight Alter roll ≥ difficulty Effect
Alter Difficulty: Target’s willpower, Perception, or control roll by:
roll 0-5 Slight breeze generated, 1-5 kph
Required Powers: accelerate another’s healing, accelerate 6-10 Strong breeze, 6-10 kph
healing, control another’s pain, control pain, life detection, 11-15 Strong wind, 11-20 kph
life sense, remove another’s fatigue, remove fatigue 16-20 Gale, 21-50 kph
Time to Use: Two rounds 21+ Strong gale, 51-80 kph
Effect: This allows a Jedi to cause the target character to fall
asleep for a short period of time. The user can use this power in several different purposes.
The Jedi must make a moderate Control roll (modified by The generated wind can kick up a cloud of dust to hide the
proximity and relationship) to use this power. Affected user or blind opponents. The user can put out a fire or blow
characters may make a single attempt to withstand the effects smoke away from an encampment. The user can even knock
of sleep, which requires a Very Difficult willpower roll. opponents and targets to the ground or prevent them from
Consult the following chart to determine the spell’s effects; moving.
these effects are applied to all target characters who fail the Source: DarkStryder Campaign: Endgame
willpower roll:

Alter roll ≥ difficulty Effect: Control, Sense, and Alter Powers


by:
0-5 Target falls asleep for one round
6-10 Target falls asleep for 1D rounds Blindness (Jedi counterpart)
11-15 Target falls asleep for 2D rounds Control Difficulty: Moderate, modified by proximity
16-20 Target falls asleep for 3D rounds Sense Difficulty: Moderate, modified by proximity
21-25 Target falls asleep for 1D hours Alter Difficulty: Target’s control or willpower
26-30 Target falls asleep for 2D hours Required Powers: Control another’s pain, control pain, dim
31+ Target falls asleep for 3D hours another’s senses, enhance another’s attribute, enhance
attribute, injure/kill, life detection, life sense, transfer Force
A Jedi can resist this power by using remain conscious and Time to Use: One combat round
can awaken one who falls asleep because of this power with Effect: This power is derived from studying the Ta-Ree power
return another to conscious. blindness. This power allows the user to eliminate a target’s
Unlike the Ta-Ree version, the user is not at risk of this sense of sight, reducing visibility to a gray blur. To determine
power backfiring and being startled by the pyrotechnics the effect of this power on a target, the user’s alter roll is
himself. compared to the target’s control or willpower roll.
When using this power against more than one target, the
user must add +5 to all difficulty rolls after the initial target. Alter roll ≥ Effect
The effect of this power on the target is generally target’s
temporary, and the target will recover. However, should the willpower roll
target suffer harm or die while being asleep as a result of this 0-5 Target’s vision-based skill and attribute
power, the user gains a Dark Side Point. checks are at -1D for one round.
Source: DarkStryder Campaign: Endgame 6-10 Target’s vision-based skill and attribute
checks are at -2D for two rounds.
11-15 Target’s vision-based skill and attribute
Sense and Alter Powers checks are at -2D for three rounds.
16-20 Target’s vision-based skill and attribute
checks are at -3D for one round.
Generate Wind (Jedi counterpart) 21-25 Target’s vision-based skill and attribute
Sense Difficulty: Moderate checks are at -3D for two rounds.
Alter Difficulty: Moderate 26-30 Target’s vision-based skill and attribute
Required Powers: Magnify senses, shift sense, telekinesis checks are at -3D for three rounds.
Time to Use: Two minutes 31+ Target is permanently blinded.

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addition, should the target die while being temporarily deaf by


Unlike the Ta-Ree version, the user isn’t at risk of this this power, the user gains a Dark Side Point.
power being turned back on them should the target’s Restricted: Given the potential for this power to inflict
willpower roll succeed. permanent harm upon the target, Jedi Master Luke Skywalker
When using this power against more than one target, the has refused to allow his students to learn this power.
user must add +5 to all difficulty rolls after the initial target. However, it is possible for a Dark Jedi or a Sith to learn this
The effect of this power on the target is generally power through their own experimentations.
temporary, and the target will generally recover just as they Source: DarkStryder Campaign: Endgame
would if a flash grenade temporarily blinded them. However,
if the user renders the target permanently blind, the user gains
a Dark Side Point. In addition, should the target die while Playing a Ta-Ree Ascendant
being temporarily blinded by this power, the user gains a Dark
Side Point.
Restricted: Given the potential for this power to inflict To learn how to play as an Aing-Tii monk, please consult
permanent harm upon the target, Jedi Master Luke Skywalker Endgame, a supplement to the Star Wars Role Playing Game
has refused to allow his students to learn this power. published by West End Game. It is the final book in the four-
However, it is possible for a Dark Jedi or a Sith to learn this part series The DarkStryder Campaign.
power through their own experimentations.
Source: DarkStryder Campaign: Endgame

Deafness (Jedi counterpart)


Control Difficulty: Moderate, modified by proximity
Sense Difficulty: Moderate, modified by proximity
Alter Difficulty: Target’s control or willpower
Required Powers: Control another’s pain, control pain, dim
another’s senses, enhance another’s attribute, enhance
attribute, injure/kill, life detection, life sense, transfer Force
Time to Use: One round
Effect: This power is derived from studying the Ta-Ree power
deafness. This power allows the user to cause a target to lose
their sense of hearing. Temporarily deafened targets must
make Heroic rolls to succeed at all hearing-based attribute and
skill checks. To determine the effect of this power on a target,
the user’s alter roll is compared to the target’s control or
willpower roll.

Alter roll ≥ target’s Effect


willpower roll
0-5 Target deafened for 1D rounds.
6-10 Target deafened for 2D rounds.
11-15 Target deafened for 3D rounds.
16-29 Target deafened for 1D hours.
31+ Target is permanently deafened.

Unlike the Ta-Ree version, the user isn’t at risk of this


power being turned back on them should the target’s
willpower roll succeed.
When using this power against more than one target, the
user must add +5 to all difficulty rolls after the initial target.
The effect of this power on the target is generally
temporary, and the target will generally recover just as they
would if a sonic grenade or a sonic boom temporarily
deafened them. However, should the user render the target
permanently deaf, the user gains a Dark Side Point. In

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Source: Star Wars Adventure Journal No. 15 – Tasariq: The

Tasar Crystal Crystal Planet

Bloodstone Crystal
Powers Color: Dark gray with flecks of red
Power: Wound reduction
Effect: If the Wound reduction power works, then the user has
his wound level healed by one. The power can only be used
once per day.
Difficulty: Easy for wounded; Moderate for incapacitated;
Restriction: These powers are generally restricted to the Difficult for mortally wounded.
Tasari, who learn them after exposure to the various crystals Corresponding Power: Reduce injury
on the planet. However, people who come into contact with Source: Star Wars Adventure Journal No. 15 – Tasariq: The
these crystals can learn the powers associated with them. The Crystal Planet
Jedi from Luke Skywalker learned about these crystals and
have managed to recreate the powers bestowed by the Tasariq
crystals. Most of these powers have equivalent corresponding Carnelian Crystal
powers amongst the Jedi. These counterparts will be noted for Color: Orange shading to red
those powers that have them. For powers that have not had Power: Animal telepathy
counterparts already mentioned, I’ve created such powers. Effect: Animal telepathy allows the user to read the thoughts
of an animal and other creatures. The more intelligent the
animal, the more complex the thoughts. Simple animals have
Amethyst Crystal thought processes based strongly on instinct. The power does
Color: Deep purple not work on sapient species.
Power: Ion generation Difficulty: Easy
Effect: Ions have a soothing effect upon most beings. With Source: Star Wars Adventure Journal No. 15 – Tasariq: The
this power, the user subjects the target with ions that will help Crystal Planet
calm lost tempers and promote a feeling of good will. The
power will add +1D (+2D for Tasari) to interpersonal skills
such as willpower, bargain, command, con, and persuasion. Chalcite Crystal
Difficulty: Easy if used within 2 meters. Raise the difficulty Color: Green mixed with swirling golden lines
one level for additional 2 meters of range. Power: Receptive telepathy (as per the Force rules, except no
Source: Star Wars Adventure Journal No. 15 – Tasariq: The required power is needed).
Crystal Planet Corresponding Power: Receptive telepathy
Source: Star Wars Adventure Journal No. 15 – Tasariq: The
Crystal Planet
Aquamarine Crystal
Color: Pale blue green
Power: Psychometry Citrine Crystal
Effect: Psychometry is the ability to handle a non-animate Color: Yellow brown
object and discover information about the past of that object. Power: Accelerate healing (as per the Force rules).
Difficulty: Easy to receive simple information (mood and Corresponding Power: Accelerate healing
physical condition of the person who last handled the object); Source: Star Wars Adventure Journal No. 15 – Tasariq: The
Difficult to receive complex information (name, race, and Crystal Planet
other personal information).
Corresponding Power: Postcognition
Source: Star Wars Adventure Journal No. 15 – Tasariq: The Garnet Crystal
Crystal Planet Color: Red, brown, and green
Power: Control another’s pain (as per the Force rules).
Corresponding Power: Control another’s pain
Azurite Crystal Source: Star Wars Adventure Journal No. 15 – Tasariq: The
Color: Mottled blue Crystal Planet
Power: Remain conscious (as per the Force rules, except no
required power is needed).
Corresponding Power: Remain conscious

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Jasper Crystal aid in healing, giving a bonus to the first aid skill equal to the
Color: Brown shading to blue-black number before the “D.”
Power: Magnify senses (as per the Force rules). Difficulty: Easy
Corresponding Power: Magnify senses Source: Star Wars Adventure Journal No. 15 – Tasariq: The
Source: Star Wars Adventure Journal No. 15 – Tasariq: The Crystal Planet
Crystal Planet
Tiger’s Eye Crystal
Malachite Crystal Color: Dark brown with a central yellow eye
Color: Bands of light and dark green Power: Telekinesis (as per the Force rules).
Power: Poison sense Corresponding Power: Telekinesis
Effect: Poison sense allows the user to sense, in advance, any Source: Star Wars Adventure Journal No. 15 – Tasariq: The
contaminants or other factors that could make a substance Crystal Planet
dangerous to ingest.
Difficulty: Easy Topaz Crystal
Source: Star Wars Adventure Journal No. 15 – Tasariq: The
Color: Golden yellow
Crystal Planet
Power: Life detection (as per the Force rules).
Corresponding Power: Life detection
Opal Crystal Source: Star Wars Adventure Journal No. 15 – Tasariq: The
Color: A rainbow spectrum of colors Crystal Planet
Power: Battle sense
Effect: If the battle sense power works, then the user receives Tourmaline Crystal
+1D for initiative on the first round of combat only.
Color: The blue spectrum, from pale azure to deep indigo
Difficulty: Average
Power: Empathy
Note: I believe they might have meant Moderate instead of
Effect: Empathy allows the user to experience the emotions of
Average.
a sapient individual. No actual thoughts can be read.
Source: Star Wars Adventure Journal No. 15 – Tasariq: The
Difficulty: Easy for own species; Moderate for other species.
Crystal Planet
Corresponding Power: Receptive telepathy
Source: Star Wars Adventure Journal No. 15 – Tasariq: The
Peridot Crystal Crystal Planet
Color: Olive green
Power: Control pain (as per the Force rules). Turquoise Crystal
Corresponding Power: Control pain
Color: Light blue shading to green
Source: Star Wars Adventure Journal No. 15 – Tasariq: The
Power: Natural navigation
Crystal Planet
Effect: Natural navigation prevents the user from getting lost,
as long as the user has a map or some sense of the appropriate
Sardonyx Crystal direction. If the individual has no idea of the surroundings,
Color: Red and white the user can still discern the magnetic north.
Power: Accelerate another’s healing (as per the Force rules). Difficulty: Very Easy
Corresponding Power: Accelerate another’s healing Source: Star Wars Adventure Journal No. 15 – Tasariq: The
Source: Star Wars Adventure Journal No. 15 – Tasariq: The Crystal Planet
Crystal Planet

Sense Powers
Spinel Crystal
Color: Red brown
Power: Hyperthermia Animal Telepathy (Jedi counterpart)
Effect: Hyperthermia is the ability to see minute temperature Sense Difficulty: Easy
differences in animate objects, allowing rolls against a Required Powers: Life detection, life sense, sense Force
character’s Perception or search ratings to detect the changes. Effect: This power is derived from studying the power
The range is 15 meters. Hyperthermia also allows a character bestowed upon the individual via the carnelian power crystal
to see animate objects in the dark. It also acts as a diagnostic of Tasariq. This power allows the user to read the thoughts of

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animals and other creatures – the more intelligent the animal, Required Powers: Concentration, magnify senses, shift sense
the more complex the thoughts. Simple animals have thought Effect: This power is derived from studying the power
processes based strongly on instinct. The power does not bestowed upon the individual via the spinel power crystal of
work on sapient species. Tasariq. This allows the user to see minute temperature
Author’s Note: To quote from Gry Sarth’s compendium and differences in animate objects within a range of 15 meters
the Second Edition Sourcebook about receptive telepathy, from the user.
“This power may be used on creatures and other sentient In game terms, this power grants the user a +1 bonus to all
beings, although it cannot be used on droids”. The way I Perception or search rolls made while searching in low-light
interpret this is that this power can be used on creatures that or dark conditions. This bonus increases by +1 for every 5 by
have been proven to be sentient or semisentient, like the which the user beats the Difficulty roll.
thernbee, or on creatures that live in communal colonies, like This power also acts as a diagnostic aid, in that it allows
the woolamanders, but not on creatures like the aquatic the user to see the extent of the injuries or illness in another
gundark or the crystal snake. In addition, I don’t believe Jacen individual. If the roll is successful, the user receives a bonus
used beast languages as it’s described when he talked to his to their first aid skill equal to their Sense die code round down.
creatures because he didn’t read the grunts, growls, and body Unfortunately, the concentration required with this power
language of the creatures. Nor did he respond to the creatures makes it impossible for the user to use this power in
in grunts and growls. conjunction with Force powers that heal others.
So, I came up with this power. Now this power exists in Source: Star Wars Adventure Journal No. 15 – Tasariq: The
Star Wars Adventure Journal No. 15 – Tasariq: The Crystal Crystal Planet
Planet. This is a power that an individual can acquire by
wearing a specific tasar power crystal; the carnelian crystal to
be exact. If an individual carries a tasar power crystal for 2D Natural Navigation (Jedi counterpart)
months, the individual becomes Force-sensitive, if he or she Sense Difficulty: Very Easy
wasn’t already, and learns how to use the specific power This power may be kept up.
associated with the specific tasar power crystal. The crystals Effect: This power is derived from studying the power
also have specific power values, so when an individual learns bestowed upon the individual via the turquoise power crystal
the associated power, they do so with a specific die code of Tasariq. This power prevents the user from getting lost, so
ranging from 1D to 4D. So, the powers in the associated long as the user has a map or some sense of the appropriate
articles are like the Dathomiri spells in that they all have their direction. Alternatively, if the user has no idea of the
own die codes. Therefore, I created this version of animal surroundings, the user can still discern the magnetic north with
telepathy, and the connection, similarity, and difference this power.
between this version and the version listed in The Crystal Source: Star Wars Adventure Journal No. 15 – Tasariq: The
Planet are the same as the Force power telekinesis and the Crystal Planet
Dathomiri spell telekinesis.
Appeared where: I think this is what Jacen used to sense
what the creatures of his menagerie were feeling. He tried to Poison Sense (Jedi counterpart)
use this on the killer seaweed in Lightsabers. Sense Difficulty: Easy
Source: Star Wars Adventure Journal No. 15 – Tasariq: The Required Powers: Danger sense, life detection, sense Force
Crystal Planet This power may be kept up.
Effect: This power is derived from studying the power
bestowed upon the individual via the malachite power crystal
Battle Sense (Jedi counterpart) of Tasariq. This allows the user to sense, in advance, any
Sense Difficulty: Moderate contaminants or other factors that could make a substance
Required Powers: Combat sense, danger sense, life dangerous to ingest.
detection, sense Force In game terms, if the user detects a poison in advance, and
Effect: This power is derived from studying the power nevertheless consumes it, the user gains a +2 circumstantial
bestowed upon the individual via the opal power crystal of bonus to their first aid roll or to their control roll to use
Tasariq. If the roll is successful, the user receives a +1D for detoxify poison to treat this poison. While the user cannot use
initiative on the first round of combat only. This power can this power to sense if something another intends to ingest is
only be used once per combat encounter. poisonous, if both the user and the other individual are
Source: Star Wars Adventure Journal No. 15 – Tasariq: The consuming the same substance, the user can use the same
Crystal Planet bonus granted by this power on their first aid roll to treat the
other individual. However, if the user wishes to use detoxify
poison in another to treat the other individual, the bonus is
Hyperthermia (Jedi counterpart) split into +1 a piece for the control and alter rolls.
Sense Difficulty: Easy

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Source: Star Wars Adventure Journal No. 15 – Tasariq: The


Crystal Planet

Sense and Alter Powers

Ion Generation (Jedi counterpart)


Sense Difficulty: Target’s control or Perception
Alter Difficulty: Easy for targets within 2 meters, Moderate
for targets within 4 meters, Difficult for targets within 6
meters, Very Difficult for targets within 8 meters, Heroic for
targets within 10 meters
Required Powers: Absorb/dissipate energy, telekinesis
This power may be kept up.
Effect: This power is derived from studying the power
bestowed upon the individual via the amethyst power crystal
of Tasariq. Ions have a soothing effect upon most beings.
With this power, the user subjects the target with ions that will
help calm lost tempers and promote a feeling of good will.
In game terms, this power grants a user a +1D bonus to all
interpersonal skills such as willpower, bargain, command,
con, persuasion, and their associated skills. Unlike the
Tasariq version, though, this power doesn’t bestow a +2D
bonus to Tasari using the aforementioned skills.
For every person the user wants to affect with this power
past the first one, add +3 to both difficulty rolls.
Source: Star Wars Adventure Journal No. 15 – Tasariq: The
Crystal Planet

Using Tasar crystals

To learn how to integrate Tasar crystals into your


adventure, consult the article Tasariq: The Crystal Planet in
Star Wars Adventure Journal #15.

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If the user wishes to use two blasters with this power, the

Teepo Paladin user must make a Difficult control roll.


Should the user succeed in making the blaster roll, the user
can add 1D to the damage for every 5 the user beats the
blaster roll difficulty.
Powers Author’s Note: This power was originally restricted to the
Teepo Paladins. However, some of them broke away and
became the Gray Paladins. These individuals resided in the
Jedi Temple prior to Order 66. At least one Gray Paladin
survived – Laranth Tarak, though she later died. In addition,
Padawan Jin-Lo Rayce might have known this power and
Restriction: This power is generally exclusive to the Teepo
might have taught it to members of the Force tradition he
Paladins and will be taught only to students who reject the use
created – the Agents of Ossus.
of lightsabers and similar weapons. See Author’s Notes for
Source: Rancor Pit website – Force Power Compilation
additional information.
thread, though the description has been slightly edited for
format.
Appeared where: Coruscant Nights I: Jedi Twilight,
Control and Sense Powers Coruscant Nights II: Streets of Shadows, Coruscant Nights III:
Patterns of Force

Blaster Combat
Control Difficulty: Moderate Playing a Teepo Paladin
Sense Difficulty: Easy
This power may be kept up.
Effect: This power is used to make a blaster more effective The Teepo Paladins may have been censured by the Jedi
and efficient. A Jedi, usually a Teepo Paladin, uses this power Council and are viewed as Gray Jedi, but they follow the same
to control slight hand movements and to sense the movement principles that Jedi follow.
of his/her target. This power is basically the blaster
counterpart to lightsaber combat. Race: Any
This power grants the following bonuses: Gender: Both
Add sense to the blaster die when making an attack roll. Dexterity skills: All skills available. Establish preference for
The user can allocate part or all of his or her control blaster over lightsaber.
and/or sense dice to the dodge roll. This can only be done Knowledge skills: All skills available.
once after making the successful rolls; once allocated, the dice Mechanical skills: All skills available.
can’t be used to increase the “to hit” chance. Similarly, the Perception skills: All skills available.
dice allocated to increase the blaster roll cannot be shifted to Strength skills: All skills available.
the dodge roll. Technical skills: All skills available.
The user can use this power to fire blaster shots at Force skills: No particular emphasis.
incoming blaster shots or slugthrower projectiles. If the user’s Force powers: All the powers listed in this section. All Jedi
blaster shot intercepts another blaster shot, both are negated. powers are available, though lightsaber combat is most likely
If the blaster shot intercepts an incoming slugthrower overlooked in favor of blaster combat.
projectile, the projectile is deflected. The user can even
control the direction of the deflected projectile, though the
user would only be able to deflect it a maximum of 90
degrees. The user will not be able to send the projectile back
at the individual who fired the initial shot. The rules for
deflecting incoming fire and controlling the direction of the
deflected projectiles are the same as the ones for using
lightsaber combat to parry blaster bolts and to control the
direction of the deflected blaster bolts.
If the user beats the sense roll by 15, the user
automatically goes first in that and only that round. This
surpasses normal initiative and is not considered an
unprovoked attack. This is because the user senses the intent
and action of the opponent before the opponent can act.

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The Theran Listener can listen to or even eavesdrop in a

Theran Listener conversation some distance away.


The Theran Listener can eavesdrop in a conversation
even if there’s a wall or some other obstruction between the
Theran Listener and the conversation.
Powers The Theran Listener can understand a foreign language,
but the Theran Listener cannot speak it.
The Theran Listener can eavesdrop in on a telepathic
conversation within fifty meters of the Theran Listener.

When the Theran Listener activates this power, the Theran


Restriction: These powers are generally restricted to the
Listener can choose to use up to two applications for this
Theran Listeners, though members of other Force-using
power. While all these applications require a Moderate
traditions can and have learned these powers. These
difficulty roll, if the wall or obstruction mentioned in third
individuals will be noted. The likelihood of members of other
application is sound-absorbing or soundproof, then the
Force-using traditions learning these powers is higher after
difficulty is increased to Difficult.
Luke Skywalker established his Jedi praxeum.
Though this power can be kept up, this only applies for the
application or applications the Theran Listener has chosen. If
Author’s Note: I came across a fan-made Theran Listener
the Theran Listener wishes to add a second application or
talent tree on the discussion boards at the Wizards of the Coast
change either or both for different applications, the Theran
website. Though the powers listed in this section have been
Listener must make a new roll or rolls.
listed in the fan-made talent tree, they have also appeared in
If the Theran Listener decides to use two applications, add
the novels and have entries on the Wookiepedia. When I
+5 to the difficulty roll for the second application.
created the stats for these powers, I drew on established work
The Theran Listener can act as a “relay” and allow others
from West End Games, Wizards of the Coast, and the
to listen in on any conversation he or she is listening to or
Wookiepedia. Under no circumstances did I make any
engaged in. The others must be in physical contact with the
copyright infringements in regard to the fan-made talent tree.
Theran Listener. For each person the Theran Listener wishes
While Luke Skywalker and Jacen Solo might have learned
to “relay” the conversation, add +5 to the difficulty, as well as
other powers associated with the Theran Listeners, they have
any relationship difficulty modifiers.
yet to make an appearance in the novel or an entry in the
Wookiepedia. Until they do, I will consider these other talents
purely fan-made and will not make any conversions of them. I
would only do so if I manage to contact the author of this Alter Powers
talent tree, which I hope to do at some point in the future.

Amplify Light
Alter Difficulty: Easy to double the range, Moderate to triple
Sense Powers the range
Effect: The droch are afraid of light, and sunlight that is
Theran Force-listening filtered through the Spook crystals, or tsils, can kill the smaller
ones and weaken the larger ones. To defend themselves from
Sense Difficulty: Moderate to Difficult. Modified by
the droch and the Death Seed plague, the Theran listeners have
proximity and relationship
found a way to use the Force to amplify any light source.
Required Powers: Concentration, life detection, life sense,
With this power, the Theran listener can amplify any light
magnify senses, projective telepathy, receptive telepathy,
source, allowing the user to double or triple the normal range
translation
the light source. It does not increase the intensity of the light;
This power may be kept up.
it allows the light from the source to travel even further.
Effect: By learning to use the Force to listen and
Fortunately, this does not double or triple the rate of fuel
communicate with the Chorian crystal mind on Nam Chorios,
expenditure for the light source.
the Theran Listeners developed this power. To the Theran
The Theran listener can choose to use this power to blind
Listeners, this power is their best way of communicating with
opponents that would normally escape the effects of being
any and all alien races, whether they speak via linguistics or
blinded by virtue of being far enough away. When using this
some form of telepathy, Force-generated or not.
power to blind a target, the target can make a Perception or
This power has the following applications:
control roll to resist stun damage from being blinded, or a
The Theran Listener can hear another person clearly
dodge roll to dive for cover, provided there is any nearby, fast
even in noisy or very loud areas.
enough to avoid stun damage from being blinded. If the

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character is wearing a flash guard visor or some form of individuals in the battle meld won’t receive the bonus from
eyewear with polarized lenses, the character is not affected by quiet Force. This is because of quiet Force’s aim at focusing
the light and does not suffer stun damage. on one individual, not several individuals.
Akk dog bond, animal telepathy (Jedi power and from
carnelian Tasariq crystal), beast languages, commune with the
Control and Sense Powers spirit world, Force-call, merge senses, merge senses (plants),
spell of creature understanding, Sith sorcery, and ur-spirit
speech might receive a bonus afforded by quick Force, but this
Quiet Force hasn’t been confirmed yet.
Control Difficulty: Moderate+. Modified by proximity. This power must be activated in the same round as the
Sense Difficulty: Very Easy for friendly, non-resisting targets. power it is attempting to corrupt. Multiple action penalties
If target resists, he makes a Perception or control roll to apply.
determine the difficulty. Modified by proximity and Author’s Note: This power is available to the Theran
relationship. Listeners regardless of time period. The only confirmed non-
Required Powers: Concentration Theran Listener who has learned this power was Jacen Solo.
Effect: This is a quieting exercise performed by the Theran It is unknown if Jacen Solo had taught this power to others,
Listeners. It allows a Theran Listener to focus on the thoughts and it has yet to be confirmed that Luke Skywalker learned
of one individual, specifically the targeted individual, and this power from the Theran Listeners either at some point
filter out the thoughts of anyone else in the area. prior to the Yuuzhan Vong War or while he was on Nam
In GM terms, if the Theran Listener succeeds in making the Charios pursuing Abeloth, though the latter is extremely
required rolls, the Theran Listener receives a circumstantial unlikely. As such, until this has been confirmed one way or
bonus for one round only. The bonus is determined by how another, it is up to the GM’s discretion as to whether or not
much the user beats the control difficulty. this power will be available for members of Luke Skywalker’s
Jedi order. If the GM wishes to make this power available, it
Roll ≥ control Difficulty by: Bonus to rolls is availability would be more likely after the events of the Fate
0-5 +2 of the Jedi series.
6-10 +3 Appeared where: Dark Nest I; The Joiner King
11-15 +4
16-20 +5 Theran Sound Trance
Control Difficulty: Very Easy. Modified by proximity.
Once the bonus is determined, it is applied to all rolls
Sense Difficulty: Very Easy if the target is friendly and
associated with the empathic- or telepathic-based Force
doesn’t resist. If the target resists, make a control or
power. If the power is Sense-based, the bonus is applied to
Perception roll for the difficulty. Modified by relationship.
the Sense roll. If the power is Control-based and Sense-based,
Required Powers: Life detection, life sense, projective
both rolls receive the same bonus. Similarly, if the power is a
telepathy, receptive telepathy
Dathomiri spell or a Ta-Ree spell, the bonus is applied to the
Time to Use: At least one minute
associated spell roll.
Effect: This technique allows a Theran Listener to transport
The following powers and spells can be affected by quiet
his or her mind into the mind of another individual and hear
Force: battle meld, botanical telepathy, empathy, enlighten,
everything the target hears.
perfect telepathy, projective empathy, projective telepathy,
Because of their interaction with the Chorian crystal mind
receptive empathy, receptive telepathy (from chalcite Tasariq
on Nam Chorios, the Theran listeners have become very
crystal), receptive telepathy, spell of interpretation, spell of
skilled with foresight. However, how they utilize this is
open mind, spell of thought-touch, Theran Force-listening,
different from the Jedi’s. Jedi can use the Force see into the
translate, and translation.
past, present, or future. The Theran listeners, on the other
The bonus granted by quiet Force can be applied to
hand, listen. Upon successful use of this power, the Theran
botanical telepathy, but only if the Theran Listener is
listener does not see the immediate surroundings of the
communicating with a sentient plant race like the Neti. The
individual or the place. Instead, the Theran listener hears all
bonus cannot be applied to botanical telepathy if the Theran
the sounds and all the words the individual might be saying.
Listener is using botanical telepathy on Force-sensitive or
The description of this power is otherwise the same as the
semi-sentient plants.
Jedi power farseeing.
The bonus granted by quiet Force can be applied to battle
The Jedi often quote, “appearances can be deceiving” or
meld, but only if the battle meld encompasses two individuals
“your eyes can deceive you”. For a Jedi, it is easier to deceive
and both individuals use quiet Force. If battle meld
an individual through his or her sight than through any other
encompasses more than two individuals, or if either individual
senses. With that in mind, it is possible that one who knows
fails to make the required rolls for quiet Force, then the

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farseeing and farhearing can use both when searching the past, Alter Difficulty: Target’s control or Strength, line of sight
present, or future. If successful, the individual would be only.
utilizing both sight and hearing and would therefore be able to Required Powers: Absorb/dissipate energy, control another’s
get a more accurate vision. If successful, consult the pain, control pain, transfer Force.
following table for the results. Effect: Nam Chorios suffers from random electrical storms
that are generated by the Spook crystals, or tsils. If one who is
Power roll > Sense difficulty Past/Present Future Force-sensitive were to use the Force in a powerful display,
0-10 75% 25% the tsils unleash an intense storm in reaction to the
11-20 90% 50% manipulation of Force energy. By studying this effect, the
21-30 100% 75% Theran listeners have learned to duplicate the effects of these
storms on a limited scale.
After the Battle of Endor, Luke Skywalker used farseeing Upon a successful roll, the user can unleash a wave of
to see the self-destruct mechanism of the Imperial probe sent electrical energy at all targets within six meters of the user.
from Bakura through Wedge Antilles’s eyes. It is possible for The user can only use this against targets within the user’s line
a Jedi to combine Theran sound trance with this application of of sight. Targets who fail their control or Strength roll suffer
farseeing to see and hear through another individual’s eyes 2D stun damage from the electrical energy. Droids,
and ears to get a more complete picture of the scene. If one equipment, or vehicles that fail this roll suffer 2D ion damage.
attempts to use both farseeing and Theran sound trance in this Since this is Force-generated, Jedi can use absorb/dissipate
manner, the user must make separate rolls for each. If either energy to repel this power.
roll fails, the attempt fails. If both succeed, then the user must If the user is attacked by any Force power that inflicts
take the lower result and consult the following table for the damage, like Force push, projected fighting, or Force
results. lightning, the user can use this power against the attacking
Force user as a reaction roll.
Power roll > Sense difficulty Accuracy of the attempt This power is far weaker than Force lightning. In addition,
0-10 75% the intent of this power is to stun the target, not to inflict
11-20 90% serious pain on the target or to kill the target. As such, one
21-30 100% who uses this power does not receive a Dark Side Point.

Since the user is performing more than one thing at once,


the user must also take a -1D penalty to all rolls on the second Control, Sense, and Alter Powers
power being used, whether it is farseeing or Theran sound
trance.
Author’s Note: This power is available to the Theran Mnemotherapy (Vein Routing)
Listeners regardless of time period. The only confirmed non- Control Difficulty: Moderate or target’s control, Perception,
Theran Listener who has learned this power was Jacen Solo. or willpower
It is unknown if Jacen Solo had taught this power to others, Sense Difficulty: Moderate or target’s control, Perception, or
and it has yet to be confirmed that Luke Skywalker learned willpower
this power from the Theran Listeners either at some point Alter Difficulty: Difficult or target’s control, Perception, or
prior to the Yuuzhan Vong War or while he was on Nam willpower
Charios pursuing Abeloth, though the latter is extremely Required Powers: Affect mind, control pain, dim another’s
unlikely. As such, until this has been confirmed one way or senses, farseeing, hibernation trance, life detection, life sense,
another, it is up to the GM’s discretion as to whether or not magnify senses, projective telepathy, receptive telepathy, sense
this power will be available for members of Luke Skywalker’s Force, telekinesis
Jedi order. If the GM wishes to make this power available, Effect: Theran Listeners use this power to visualize a target’s
it’s availability would be more likely after the events of the memories and then remove them from the target.
Fate of the Jedi series. The Theran Listeners use this power to heal troubled
Appeared where: Bloodlines minds. The Theran Listener first searches the target’s mind
for the memory that is the source of the trauma. Once found,
the Theran Listener searches the target’s mind for any other
Control and Alter Powers memories that might be associated, directly or peripherally,
with the traumatic memory. Finding the initial traumatic
memory takes five rounds, while searching for associate
Shock Wave memories takes another five rounds. Successful rolls must be
Control Difficulty: Moderate, line of sight only made each round, or else the process will fail. Should the
Theran Listener fail to make the rolls after finding the initial

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traumatic memory, the Theran Listener must rest an hour Author’s Note: The only non-Theran Listener who has
before making another attempt. When making a subsequent learned this power is Jedi Master Luke Skywalker, who
attempt, the Difficulty rolls for finding the initial traumatic learned this when he, his son Ben Skywalker, and Vestara
memory are Very Easy, while the rolls for finding other Khai arrived at Nam Chorios in pursuit of Abeloth. Whether
associated memories are Easy. or not he intends to pass the knowledge of this power to other
Once all these memories have been located, the Theran members of his is unknown at this time.
Listener can remove these memories from the target’s mind, Appeared where: Fate of the Jedi: Conviction
but they still exist within the Force. At this point, the Theran
Listener has two choices – the Theran Listener can release
these memories, causing them to dissipate forever, or the Self Healing
Theran Listener can infuse these memories into his or her own Control Difficulty: Very Easy. Modified by relationship.
mind. To dissipate the memories, the Theran Listener just Sense Difficulty: Very Easy.
needs to forgo making any rolls. Theran Listeners hold these Alter Difficulty: Variable.
memories in particular reverence and will always incorporate Time to use: Variable.
them into their own minds. Because of this, the Difficulty Required Powers: Affect mind, control another’s disease,
rolls for integrating these memories are reduced by one. Jedi control another’s pain, control disease, control pain
and other Force-users, however, are uncomfortable with this, Effect: While a Theran Listener uses this power to heal others,
and must make the rolls at the indicated Difficulty levels. the exact method of this healing is vastly different. When
This power is similar to the Sith power memory wipe, but using this power, the Theran Listener is not using the Force to
there are three key differences between the two. First, the cure the target’s disease. It does not allow the player to make
Theran Listener has the target’s willing consent to use this extra healing rolls as they would when using accelerate
power. Second, the Theran Listener’s intent is to heal and healing or when a Jedi uses accelerate another’s healing.
bring peace to the target, never to harm. Third, the Theran Instead, the Theran Listener is using the Force to influence
Listener never seeks to remove memories that are not the patient’s body to create new antibodies that it would not
associated with the original traumatic memory. However, create otherwise. These antibodies would allow the patient to
because of the similarity this power has with memory wipe, the combat diseases that could only be cured by very rare
potential for abuse is high. Such an abuse would only occur medicines or that would normally be considered incurable by
amongst non-Theran Listeners. If one wishes to use this established medicine.
power against an unwilling target or to remove unassociated To determine the alter difficulty, the GM must first
memories, the user must make rolls against the target’s consider the disease in question. If the disease can be treated,
control, Perception, or willpower. Should these rolls succeed, even if it requires a rare and expensive medicine or treatment,
the user receives a Dark Side Point. the GM must first determine the difficulty roll one would
The target can gain a side-benefit from this power. In some make to treat the disease using first aid or medicine,
cases, the target is so crippled by the traumatic memory that whichever one yields a higher difficulty. The GM then
the target’s physical health is affected as well. The affect is in reduces the difficulty level by one and declares it to be the
the form of a reduction of skill and/or attribute dice that are alter difficulty for this power. If the disease is one that is
somehow associated with the traumatic memory. The normally considered incurable, the alter difficulty is Heroic.
reduction is a minimum of one pip. If the Theran Listener The time required to use this power also depends on the
uses this power to remove these traumatic memories, the disease in question. One thing is for certain – regardless of the
patient may recover physically as a result. In cases like this, disease, a Theran Listener cannot cure a patient in one session
the gamemaster must first decide if the memory is traumatic or one day.
enough to affect the target physically, and then decide which Once this power is successful, and the patient has
skills and/or attributes have been affected and to what degree. recovered, a physician can draw a sample of the patient’s
If the Theran Listener successfully uses this power on the blood containing the new antibodies and use it to synthesize a
patient, the gamemaster must roll a wild die, with a 1 meaning new vaccine. This requires the physician to use his or her
that the patient regains a lost pip to the affected skill or medicine skill, and the associated difficulty is the same as the
attribute. alter difficulty.
The patient may wish to recover all the lost pips. For this Both the player and the GM should note that even if the
to happen the Theran Listener must perform this procedure disease in question is not confined to a specific species, the
multiple times; the number of which depends on the total new antibodies are. Thus, if a Theran Listener were to use this
number of lost pips and the number of traumatic memories, power to treat a human suffering from an incurable disease, a
with the traumatic memories taking precedence. If a patient vaccine a physician would create from using the new
suffers one traumatic memory, and the impact is the loss of antibodies that resulted from the Theran Listener’s treatment
two pips to the Dexterity, the patient can only regain one of will work on humans only. If a physician wants to create a
these pips to the Dexterity. similar vaccine for Twi’leks, Rodians, etc., the Theran

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Listener must treat a member of said race suffering from the


same disease. These vaccines are not cross-species.
Author’s Note: This power is available to the Theran
Listeners regardless of time period. It is unknown if Jacen
Solo learned this power while he was among the Theran
Listeners. If he had, it is highly unlikely that he had taught it
to others. When Luke Skywalker first arrived to Nam Chorios
in pursuit of Abeloth, he learned of the existence of this
power. And while he was initially interested in learning the
healing techniques of the Theran Listeners, he chose to learn
the mnemotherapy power instead. As such, it is highly
unlikely that this power will be available for members of Luke
Skywalker’s Jedi order. It will be up to the GM’s discretion as
to whether or not this power will be available for members of
Luke Skywalker’s Jedi order, but it’s availability will only be
after the events of the Fate of the Jedi series.
Appeared where: Fate of the Jedi: Conviction

Playing a Theran Listener

Though the Theran Listeners are quarantined on Nam


Chorios, they work on protecting others by making certain the
droch and the Death Seed plague they carry never leave the
planet.

Race: Any
Gender: Both
Dexterity skills: All skills available.
Knowledge skills: All skills available.
Mechanical skills: All skills available.
Perception skills: All skills available.
Strength skills: All skills available.
Technical skills: All skills available.
Force skills: No particular emphasis.
Force powers: All the powers listed in this section. All Jedi
powers are available. Place emphasis on farseeing and
healing powers.

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Adept or another individual suffers from an injury by sharing

Tyia Adept the damage between the two.


The Tyia Adept must first ask an ally within 20 meters of
his or her location, but within line of sight, to participate
willingly in this power. If the ally is unwilling, the power
Powers automatically fails.
If the ally is willing, a link through the Force is established
between the Tyia Adept and the ally. When the Tyia Adept or
the ally suffers damage, the damage from the attack is
calculated, halved, and then rounded up. The two participants
then suffer the divided damage simultaneously, suffering the
Restriction: These powers are generally restricted to the Tyia
appropriate wound status as a result. This could potentially
Adepts, though members of other Force-using can learn these
mean the difference between life and death for either
powers.
participant.
This power only lasts for one turn.
Sources: Tyia Adept Talent Tyia Adept from Jedi Academy
Control and Alter Powers Training Manual page 87

Cycle of Harmony Control, Sense and Alter Powers


Control Difficulty: Easy, modified by relationship and line of
sight only.
Alter Difficulty: Moderate. Repel Dischord
Required Powers: Accelerate another’s healing, accelerate
Control Difficulty: Difficult.
healing, control another’s pain, control pain, transfer Force.
Sense Difficulty: Difficult.
Effect: Once per encounter, a Tyia Adept can transfer Force
Alter Difficulty: Target’s control or willpower.
energy to an ally within his or her line of sight and 20 meters
Special: A Tyia Adept using this power must spend a Force
away that will serve as a soak dice against damage he or she
point.
might receive in that turn. In GM terms, the recipient of this
Required Powers: Affect mind, battle meditation,
power will be covered in a soak dice of Force energy. When
concentration, emptiness, Force harmony, force of will,
the recipient suffers an attack, the soak dice will receive
hibernation trance, life detection, life sense, projective
damage from the attack rather than the recipient. Once the
telepathy, receptive telepathy, sense Force, sense Force
soak dice is reduced to 0D, it dissipates, and the recipient
potential, sever Force.
receives any remaining damage from the attack. The soak
Effect: When attacked by a Dark Side or Sith power, the Tyia
dice lasts until the end of the encounter.
Adept can use the Force to repel the dark side from the
attacker, making it harder for the attacker to make subsequent
Alter roll ≥ difficulty by: Soak Dice
attacks against the Tyia Adept and any allies. In GM terms,
0-5 1D
when this power is activated against the attacker, the attacker
6-10 2D
will suffer a penalty on all Force skill rolls equal to the
11-15 3D
number of Dark Side Point he or she might have when
16-20 4D
attempting to use a Dark Side or Sith power. This power lasts
21+ 5D
until the end of the encounter.
Sources: Tyia Adept Talent Repel Dischord from Jedi
Sources: Tyia Adept Talent Cycle of Harmony from Jedi
Academy Training Manual page 87
Academy Training Manual page 87

Draw Damage Playing a Tyia Adept


Control Difficulty: Easy, modified by relationship and line of
sight only.
Alter Difficulty: Moderate. The Tyia Adept are a peaceful order of Revwien who
Required Powers: Accelerate another’s healing, accelerate valued peace and the sanctity of all life over all else.
healing, control another’s pain, control pain, transfer Force.
Effect: Tyia Adepts focus on the healing aspects of the Force Race: Primarily Revwien, though other races are permitted.
and have found a means of reducing the damage the Tyia Primarily from species where pacifism is at least occasionally

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acceptable, species skilled at healing like the Selkath, and


species adept at neutralizing conflict like the Caamasi.
Gender: Both
Dexterity skills: All skills available.
Knowledge skills: All skills available. Establish preference
for survival.
Mechanical skills: All skills available.
Perception skills: All skills available. Establish preference for
persuasion.
Strength skills: All skills available.
Technical skills: All skills available.
Force skills: Above normal control die. Normal sense die.
Below normal alter die.
Force powers: All the powers listed in this section. All Jedi
powers are available. Dark Side and Sith powers forbidden.
Establish preference for emptiness, enhance another’s
attribute, force of will, Force push, hibernation trance,
inspire, projected fighting, sense Force, sever Force, and
healing powers. A Tyia Adept learning control at 1D
automatically learns emptiness and hibernation trance, and for
the Tyia Adept the difficulty for those two powers is Easy.
All alter powers have a minimum time to use of one minute
and have their difficulty increased by one level.

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they had no formal training and had no interest in receiving

Voss Mystic training from outsiders.

Race: Voss
Gender: Both
Powers Dexterity skills: All skills available.
Knowledge skills: All skills available.
Mechanical skills: All skills available.
Perception skills: All skills available.
Strength skills: All skills available.
Technical skills: All skills available.
Restriction: These powers are generally restricted to the Voss
Force skills: Above normal die for all skills.
Mystics, though members of other Force-using traditions can
Force powers: All the powers listed in this section. Place
and have learned these powers. These individuals will be
emphasis on farseeing and healing powers. Other Jedi powers
noted. However, this power has only appeared in The Old
are available at GM’s discretion, but none from non-Jedi
Republic video game, so these powers are currently restricted
traditions.
to the time of the Cold War and Second Great Galactic War.

Control, Sense, and Alter Powers

Voss Healing Ritual


Control Difficulty: Easy. Modified by relationship.
Sense Difficulty: Easy. Modified by proximity.
Alter Difficulty: Very Easy. Modified by relationship.
Required Powers: Accelerate another’s healing, control
another’s pain, control pain, life detection, life sense,
projective telepathy, receptive telepathy, transfer Force
Time to Use: One minute
Effect: This technique allows a Voss Mystic to draw on the
strength of others to heal an injured patient.
The Voss Mystic first draws on the Force and establishes a
link with every individual from whom he or she is drawing
strength from. The user then channels the strength from the
links into the patient, allowing the patient to make two natural
healing healing rolls for the current day twelve hours apart.
The patient normally gets a +2 modifier to both Strength rolls
to heal. However, because of the link the Voss Mystic
establishes with other participants, for every two individuals
with whom the Voss Mystic establishes a link, the patient
receives an additional +1 modifier to both Strength rolls to
heal.
Author’s note: The Sith Lord Fulminiss learned how to
perform this ritual, and later corrupted the ritual into a version
of summon fears or fear that allowed him to drive individuals
mad across great distances. This doesn’t necessitate the
formation of a new power.
Appeared where: The Old Republic video game

Playing a Voss Mystic

Seers and healers, the Voss Mystics are totalitarian rulers


of Voss. Though they have incredible aptitude in the Force,

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Appeared where: Dark Empire II

Ysanna Powers Example: The Ysanna used this to guide their shots towards
the Imperial troopers in Dark Empire II.

Playing a Ysanna Shaman


Restriction: These spells are generally restricted to the
Ysanna, though there’s nothing forbidding the gamemaster to The Ysanna Shaman are long lost survivors of the
allow other similar Force traditions to have access to these desolation of Ossus four thousand years ago. They have
powers. Having encountered the Ysanna, Luke Skywalker learned to survive the harsh environment that existed on Ossus
might have learned or duplicated this power and have made it sunce the devastation, forming tribes that practice the Force in
available for his students to learn. an arcane manner.

Race: Human
Gender: Both
Sense and Alter Powers Dexterity skills: Brawling parry, concussion bow, dodge,
melee combat, melee parry, running, thrown weapons.
Knowledge skills: Clan lore, cultures, law enforcement,
Projectile Guidance survival, willpower.
Sense Difficulty: Moderate Mechanical skills: Beast riding.
Alter Difficulty: Very Easy, modified by range Perception skills: All skills available.
Strength skills: All skills available.
Range Modifier Technical skills: Armor repair, first aid, primitive
Point-blank +10 construction.
Short 0 Force skills: No particular emphasis.
Medium -5 Force powers: All the powers listed in this section. All Jedi
Long -10 powers are available.
Add the following modifiers if the object isn’t moving in a
simple, straight-line movement:
+1 to +5 for gentle turns
+6 to +10 for easy maneuvers
+11 to +25 or more for complex maneuvers
Required Powers: Combat sense, concentration, danger
sense, life detection, telekinesis
Effect: Possibly derived from grenade defense, the Ysanna
tribesmen perfected this power as a means of ensuring that the
projectiles fired from their concussion bow slug throwers
struck their targets. Once the projectile is fired, the Ysanna
use the Force to bend and “guide” the trajectory of the
projectiles towards their target. This ensured great accuracy
and makes them precise marksmen.
While not particularly taxing, since the tribesmen have
been able to empty their entire clips and guide all their shots
towards the target, this power did require concentration.
Furthermore, this power had a greater chance of success the
farther away the tribesman is from the target, as it gives the
tribesman more distance and time to guide the shot towards
the target.
Author’s Note: Since this power and the Blazing Chain
power blaster bolt guidance are virtually identical, I decided
to make the descriptions virtually identical. There are minor
differences between the two, but it is these differences that
help distinguish one from the other and reflect the different
groups to which they’re associated.

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Strength skills: All skills available.

Other Force Technical skills: First aid, primitive construction.


Force skills: No particular emphasis.
Force powers: All Jedi powers are available. Place emphasis
on beast contol, danger sense, enhance attribute, Force blast,
Traditions Force weapon, friendship, malacia, perfect telepathy,
projective telepathy, receptive telepathy, and healing powers.

Playing a Guardian of the Breath


There are numerous other Force traditions in the galaxy
and throughout history. These traditions have been described The Guardians of the Breath were a group of Force-
in various sources published by Wizards of the Coast. Having wielders allied with the ancient Kashi Mer Dynasty. The
read these descriptions, I have determined that these sources Dynasty ended when the primary star that supported Kashi
do not have any new powers worth listing, and that the powers went supernova 25,000 years before the Battle of Yavin.
that they do have have already been listed, either in this work While they existed, the Guardians used their powers to aid in
or in others. Nevertheless, I have chosen to offer my the raising of crops and the healing of the sick and injured.
suggestions on what skills and powers a member of these The Elders used the Force, or the Breath as they called it, to
Force traditions should have, learn, or be able to learn. see visions of the future so they could guide their civilization.

Race: Human
Playing a member of the Dagoyan Order Gender: Both
Dexterity skills: All skills available.
Knowledge skills: All skills available.
The Dagoyan Order is a pacifist, ascetic, monastic order on
Mechanical skills: All skills available.
Bardotta that is firmly entrenched within Bardottan society.
Perception skills: All skills available.
Strength skills: All skills available.
Race: Phuii only
Technical skills: All skills available.
Gender: Both
Force skills: No particular emphasis.
Dexterity skills: Running.
Force powers: All Jedi powers are available. Place emphasis
Knowledge skills: Skills that can be used in an aggressive
on farseeing, plant surge, and healing powers.
manner, like intimidation, are forbidden.
Mechanical skills: No combat-related skills.
Perception skills: All skills available. Playing a Seyugi Dervish
Strength skills: Climbing/jumping, stamina, and swimming.
Technical skills: No combat-related skills.
Force skills: No particular emphasis. The Seyugi Dervish is a Force-sensitive cult of assassin
Force powers: Combat-related Force powers and Dark Side that terrorized the Core Worlds before the Jedi defeated them.
powers are forbidden.
Race: Any
Gender: Both
Playing a Felucian Shaman Dexterity skills: All skills available. Place emphasis on
archaic guns: slugthrowers, brawling parry, dodge, melee
combat, and melee parry.
The Shamans of the Jungle Felucians are the spiritual
Knowledge skills: All skills available. Establish preference
leaders of the Felucians who use their powers to protect and
for alien species, intimidation, and survival.
heal their comrades.
Mechanical skills: All skills available.
Perception skills: All skills available. Place emphasis on hide,
Race: Jungle Felucians only
search, and sneak.
Gender: Both
Strength skills: All skills available. Place emphasis on
Dexterity skills: Bows, brawling parry, dodge, melee combat,
acrobatics, brawling: martial arts, and climbing/jumping.
melee parry, running, thrown weapons.
Technical skills: All skills available.
Knowledge skills: Clan lore, cultures, survival, willpower.
Force skills: No particular emphasis.
Mechanical skills: Beast riding.
Force powers: All Jedi powers are available, though burst of
Perception skills: All skills available. Place emphasis on hide,
speed is known amongst all of them.
search, and sneak.

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Playing a Warden of the Sky fighting, repulse, telekinesis, and telekinetic kill. Establish
preference for Force bomb, Force burst, and Force eruption.

The Wardens of the Sky consist of individuals who use


their knowledge of space and the Force to keep the space lanes
safe for everyone to travel on.

Race: Any non-primitive race


Gender: Both
Dexterity skills: All skills available except for blaster.
Establish preference for brawling parry.
Knowledge skills: All skills available. Place emphasis on
streetwise.
Mechanical skills: All skills available. Place emphasis on
spacecraft skills.
Perception skills: All skills available. Place emphasis on hide,
search, and sneak.
Strength skills: All skills available. Establish preference for
brawling: martial arts and climbing/jumping.
Technical skills: All skills available. Place emphasis on
spacecraft repair skills.
Force skills: No particular emphasis.
Force powers: All Jedi powers are available. Establish
preference for combat sense, concentration, enhance attribute,
greater Force shield, Force stealth, instinctive astrogation,
instinctive astrogation (control), and lesser Force shield.

Playing a Zeison Sha

The Zeison Sha are an order of Force adepts known for


their survival skills, resourcefulness, and exceptional
telekinetic talents.

Race: Human, Duros, Twi’leks, and Rodians from the planet


of Yanibar only.
Gender: Both
Dexterity skills: All skills available. Place emphasis on
thrown weapons. Establish preference for acrobatics.
Knowledge skills: All skills available. Place emphasis on
survival. Establish preference for intimidation and scholar.
Mechanical skills: All skills available.
Perception skills: All skills available. Establish preference for
search.
Strength skills: All skills available. Establish preference for
climbing/jumping and swimming.
Technical skills: All skills available. Establish preference for
first aid and repair skills.
Force skills: Very high alter die. Normal control and sense
die.
Force powers: All Jedi powers are available. Place emphasis
on Force flight, Force push, Force shot, Force weapon, Force
whirlwind, Force wind, greater Force shield, grenade defense,
intercept, lesser Force shield, kinetic combat, projected

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Appendix
Proximity Modifiers:
User and the target are: Add to difficulty:
Touching +0
Line of sight (not touching) +2
Not line of site, at 1-100 meters +5
101 meters to 10 kilometers +7
11 to 1,000 kilometers +10
Same planet more than 1,000 kilometers +15
Same star system, different planet +20
Not in same star system +20 +30

Relationship Modifiers:
User and the target are: Add to difficulty:
Close relatives (married, siblings, +0
parent and child, etc)
Close friends +2
Friends +5
Acquaintances +7
Slight acquaintances +10
Met once +12
Never met, but know each other by +15
reputation
Complete strangers +20
Complete strangers and not of the +30
same species

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Create Force Talisman – SWRPGD6

References Cryokinesis – JATMD6


Danger Sense – TOTJC, DFR, TTT, SWRPGD6
Dark Side Web – TOTJC, SWRPGD6
Dark Transfer – LECGD6
Detonate – LECGD6
Source codes
Detoxify Poison – TOTJC, SWRPGRE, HTTE, DFR,
DE – Dark Empire Sourcebook
SWRPGD6
DFR – Dark Force Rising Sourcebook
Detoxify Poison in Another – TOTJC, JA, SWRPGD6
HTTE – Heir to the Empire Sourcebook
Dim Another’s Senses – TOTJC, DFR, TTT, SWRPGD6
JA – Jedi Academy Sourcebook
Direction Sense – SWRPGD6
JATMD6 – Jedi Academy Training Manual D6 Conversion
Disable Droid – SWRPGD6
KOTORD6 – Knights of the Old Republic D6 Conversion
Doppelgänger – TOTJC, DE, SWRPGD6
LECGD6 – Legacy Era Campaign Guide D6 Conversion
Drain Energy – SWRPGD6
SWAJ – Star Wars Adventure Journal
Drain Life – SWRPGD6
SWRPGD6 – Star Wars RPG (D6) – Force Powers PDF
Drain Life Energy – TOTJC, JA, SWRPGD6
SWRPGRE – Star Wars Role Playing Game Second Edition
Drain Life Essence – TOTJC, DE, SWRPGD6
Revised and Expanded
Electronic Manipulation – TOTJC, JA, SWRPGD6
TAB –Truce at Bakura Sourcebook
Empower Force – SWRPGD6
TCWCGD6 – The Clone Wars Campaign Guide D6
Emptiness – SWRPGRE, TOTJC, SWRPGD6
Conversion
Enhance Attribute – TOTJC, DFR, TTT, SWRPGD6
TFUD6 – The Force Unleashed D6 Convesion
Enhanced Coordination – TOTJC, HTTE, DFR, TTT,
TOTJC – Tales of the Jedi Companion
SWRPGD6
TTT – The Thrawn Trilogy Sourcebook
Enlarge Force – SWRPGD6
Enlighten – LECGD6
Absorb/Dissipate Energy – SWRPGRE, TOTJC, HTTE,
Extend Force – SWRPGD6
SWRPGD6
Farseeing – TOTJC, DFR, TTT, SWRPGD6
Accelerate Another’s Healing – SWRPGRE, TOTJC,
Fear – KOTORD6
SWRPGD6
Feed on Dark Side – TOTJC, SWRPGD6
Accelerate Healing – SWRPGRE, TOTJC, SWRPGD6
Fold Space – JATMD6
Affect Mind – SWRPGRE, TOTJC, DFR, SWRPGD6
Force Blast – TFUD6
Alchemy – SWRPGD6
Force Blinding – SWRPGD6
Aquatic Force – SWRPGD6
Force Breach – SWRPGD6
Aura of Uneasiness – TOTJC, JA, SWRPGD6
Force Flight – SWRPGD6
Ballistakinesis – LECGD6
Force Harmony – TOTJC, DE, SWRPGD6
Battle Meditation – TOTJC, SWRPGD6
Force Jump – SWRPGD6
Battle Meld – SWRPGD6
Force Light – SWRPGD6
Beast Languages – TOTJC, JA, SWRPGD6
Force Lightning – TOTJC, HTTE, DFR, TTT, SWRPGD6
Bolt of Corruption – TFUD6
Force of Will – TOTJC, JA, SWRPGD6
Bolt of Hatred – TOTJC, SWRPGD6
Force Push – SWRPGD6
Burst of Speed – SWRPGD6
Force Repair – JATMD6
Channel Rage – SWRPGD6
Force Scream – TOTJC, TTT, SWRPGD6
Cloak – TCWCGD6
Force Shot – SWRPGD6
Combat Sense – TOTJC, DFR, TTT, SWRPGD6
Force Weapon – SWRPGD6
Combustion – LECGD6
Force Whirlwind – KOTORD6
Concentration – SWRPGRE, TOTJC, SWRPGD6
Force Wind – TOTJC, JA, SWRPGD6
Contort/Escape – TOTJC, JA, SWRPGD6
Friendship – SWRPGD6
Control Another’s Disease – SWRPGRE, TOTJC, SWRPGD6
Greater Force Shield – SWRPGD6
Control Another’s Pain – SWRPGRE, TOTJC, DFR,
Grenade Defense – JATMD6
SWRPGD6
Guided Attack – SWRPGD6
Control Breathing – TOTJC, SWRPGD6
Hatred – SWRPGD6
Control Disease – SWRPGRE, SWRPGD6
Hibernation Trance – SWRPGRE, TOTJC, HTTE,
Control Mind – TOTJC, HTTE, DFR, TTT, SWRPGD6
SWRPGD6
Control Pain – SWRPGRE, TOTJC, HTTE, SWRPGD6
Illusion – SWRPGD6
Control Temperature – SWRPGD6
Illusion Bond – JATMD6
Create Force Storms – TOTJC, DE, SWRPGD6

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Inflict Pain – TOTJC, DFR, TTT, SWRPGD6 Sever Force – SWRPGD6


Injure/Kill – SWRPGRE, TOTJC, SWRPGD6 Shadow Bomb – SWRPGD6
Inspire – SWRPGD6 Shatterpoint Sense – TCWCGD6
Instinctive Astrogation – TOTJC, SWRPGD6 Shatterpoint Strike – TCWCGD6
Instinctive Astrogation Control – TOTJC, SWRPGD6 Shield Gauntlet Defense – SWRPGD6
Kinetic Combat – SWRPGD6 Shift Sense – TOTJC, SWRPGD6
Lesser Force Shield – TOTJC, JA, SWRPGD6 Short-Term Memory Enhancement – TOTJC, DFR, TTT,
Life Bond – TOTJC, TAB, SWRPGD6 SWRPGD6
Life Detection – SWRPGRE, TOTJC, HTTE, SWRPGD6 Sith Sorcery – SWRPGD6
Life Sense – SWRPGRE, TOTJC, SWRPGD6 Sith Sword Combat – SWRPGD6
Life Web – TOTJC, TAB, SWRPGD6 Slow – KOTORD6
Lifemerge – SWRPGD6 Split Force – SWRPGD6
Lightning Burst – LECGD6 Technometry – TCWCGD6
Lightsaber Combat – SWRPGRE, TOTJC, HTTE, SWRPGD6 Telekinesis – SWRPGRE, TOTJC, HTTE, SWRPGD6
Link – JATMD6 Telekinetic Kill – TOTJC, DFR, TTT, SWRPGD6
Magnify Senses – SWRPGRE, TOTJC, HTTE, SWRPGD6 Thought Bomb – JATMD6
Malacia – SWRPGD6 Transfer Force – SWRPGRE, TOTJC, SWRPGD6
Masquerade – JATMD6 Transfer Life – TOTJC, DE, SWRPGD6
Maximize Force – SWRPGD6 Translation – TOTJC, JA, SWRPGD6
Memory Walk – JATMD6 Up the Walls – SWRPGD6
Memory Wipe – TOTJC, JA, SWRPGD6 Waves of Darkness – TOTJC, SWRPGD6
Merge Senses – SWAJ14, SWRPGD6 Weather Sense – TOTJC, JA, SWRPGD6
Mind Numbing – SWRPGD6
Morichro – SWRPGD6
Nature Affinity – SWRPGD6
Obscure – LECGD6
Pall of the Dark Side – TCWCGD6
Perfect Telepathy – JATMD6
Phase – TCWCGD6
Place Another in Hibernation Trance – SWRPGRE, TOTJC,
SWRPGD6
Plant Surge – SWRPGD6
Postcognition – SWRPGRE, SWRPGD6
Predict Natural Disaster – JA, SWRPGD6
Projected Fighting – TOTJC, JA, SWRPGD6
Projective Telepathy – SWRPGRE, TOTJC, HTTE,
SWRPGD6
Rage – TOTJC, DE, SWRPGD6
Receptive Telepathy – SWRPGRE, TOTJC, HTTE,
SWRPGD6
Redirect Energy – SWRPGD6
Reduce Injury – SWRPGRE, TOTJC, SWRPGD6
Remain Conscious – SWRPGRE, TOTJC, HTTE, SWRPGD6
Remove Another’s Fatigue – TOTJC, JA, SWRPGD6
Remove Fatigue – TOTJC, JA, SWRPGD6
Rend – TCWCGD6
Repulse – TFUD6
Resist Force – KOTORD6
Resist Stun – SWRPGRE, TOTJC, HTTE, SWRPGD6
Return Another to Consciousness – SWRPGRE, TOTJC,
SWRPGD6
Sense Force – SWRPGRE, TOTJC, SWRPGD6
Sense Force Potential – TOTJC, JA, SWRPGD6
Sense Path – TOTJC, JA, SWRPGD6
Sense Surroundings – SWRPGD6

218
Star Wars

Alphabetical Index
Absorb/Dissipate Energy – 118 Blind – 21 Crippling Strike – 74
Absorb/Dissipate Force Energy – 42 Blindness – 183 Crucitorn – 14
Accelerate Another’s Healing (Sardonyx Blindness (Jedi counterpart) – 198 Crush Object – 21
Crystal) – 201 Block Force Sense – 144 Crush Opposition – 82
Accelerate Crystalline Growth – 27 Block Pain – 184 Crushing Darkness – 87
Accelerate Healing (Citrine Crystal) – 200 Blood Trail – 158 Cycle of Harmony – 210
Acid Storm – 79 Blood Trail (Jedi counterpart) – 170 Dampen Force – 46
Activate Forcesaber – 77 Bolt of Spirit Ichor – 158 Dampen Presence – 66
Adept Negotiator – 61 Bond – 76 Dark Cocoon – 80
Adiabatic Shield – 37 Bonded Mount – 57 Dark Deception – 68
Advanced Force Stealth – 12 Boost Attribute – 184 Dark Energy Containment – 5582
Affliction – 87 Boost Senses – 185 Dark Presence – 77
Aggressive Negotiator – 61 Botanical Telepathy – 17 Dark Scourge – 74
Akk Dog Bond – 174 Breath Control – 13 Dark Side Bane – 66
Alchemy of Flesh – 88 Camouflage Presence – 29 Dark Side Manipulation – 148
Alter Another’s Aura – 110 Change Matter State – 44 Dark Side Scourge – 66
Alter Aura – 110 Channel Energy – 13 Dark Side Tendrils – 95
Alter Terrain – 42 Channel Vitality – 155 Dark Storm – 80
Amplify Light – 205 Chant of Resurrection – 158 Darkness – 185
Amplify Voice – 37 Cleanse – 45 Darkness (Jedi counterpart) – 196
Amplify Voice (Jal Shey) – 142 Cleanse Mind – 61 Darkshear – 178
Animal Telepathy (Carnelian Crystal) – Cleanse Poison – 158 Darksight – 178
200 Clear Mind – 65 Deadly Sight – 77
Animal Telepathy (Jedi counterpart) – 201 Cloak Another – 46 Deadly Touch – 186
Armor Forging – 27 Cloak of Shadow – 125 Deafness – 186
Art of the Small (control and alter) – 28 Cloak Presence – 185 Deafness (Jedi counterpart) – 199
Art of the Small (control) – 12 Closed Mind – 155 Death Field – 89
Aspect of the Storm – 157 Collective Visions – 62 Debilitate Force – 75
Attune Armor – 144 Commune with the Spirit World – 159 Deception Awareness – 172
Attune Item – 142 Communication Boost – 111 Defense Boost – 115
Aura Reception – 107 Conceal Force Use – 146 Defensive Circle – 59
Aura Sight – 107 Concentration – 118 Deflect Energy – 14
Avatar Empowerment – 157 Conjure Object – 159 Deflect Force – 39
Aversion – 87 Consular’s Vitality – 61 Desperate Measures – 87
Awaken – 183 Consular’s Wisdom – 62 Detect Aura – 107
Ayna-seff – 111 Consume Essence – 94 Detect Life – 186
Balance of the Force – 43 Control Air Pressure – 38 Detect Mist – 154
Ball Lightning – 74 Control Another’s Pain (Garnet Crystal) Detect Ta-Ree – 187
Bando Gora Surge – 105 – 201 Devastating Force – 75
Battle Mastery – 183 Control Another’s Temperature – 29 Dimension Shift – 40
Battle Meditation – 118 Control Pain (Peridot Crystal) – 201 Disable Prosthetic/Implant – 112
Battle Sense (Jedi counterpart) – 202 Control Pregnancy – 30 Disable Restraint – 112
Battle Sense (Opal Crystal) – 201 Control Water Pressure – 21 Disciplined Strike – 22
Battle Sense (Ta-Ree spell) – 183 Control Weather – 39 Disintegration – 78
Beam of Light – 21 Control Web – 159 Divination/Heartshadow – 161
Beast Control – 43 Corrupt Force – 75 Draw Damage – 210
Believer Intuition – 115 Cortosis Gauntlet Combat – 139 Duplicate – 187
Binding Grip – 169 Cower Enemies – 86 Dwomutsiqsa – 95
Biocombustion – 13 Create Force Wraith – 81 Ears of the Chiroptix – 161
Blaster Combat – 204 Create Receptacle – 71 Earth Buckle – 176
Bleeding – 81 Create Talisman/Totem – 159 Earth Surge – 161

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Star Wars

Echoes in the Force – 64 Force Phantom – 89 Ion Generation (Jedi counterpart) – 203
Electric Judgment – 30 Force Potency – 23 Jedi Battle Commander – 59
Electromagnetic Detection – 149 Force Repair Another – 141 Kinetite – 76
Elusive Target – 63 Force Revive – 59 Knight’s Morale – 139
Empathy (Tourmaline Crystal) – 201 Force Scattering – 31 Knowledge of the Force – 142
Empower Armor – 140 Force Shock – 31 Krath Intuition – 148
Empower Siang Lance – 147 Force Spike – 83 Krath Surge – 148
Energy Blade – 187 Force Steadfast – 31 Lessen Another’s Fatigue – 188
Energy Field Manipulation – 46 Force Stealth – 15 Lessen Another’s Pain – 189
Energy Sense – 108 Force Stealth on Another – 101 Lessen Fatigue – 189
Energy Sight – 108 Force Stun – 32 Lessen Injury – 189
Enflame Force – 176 Force Sustenance – 152 Liberate – 102
Enhance Another’s Senses – 40 Force Throw – 32 Life Detection (Topaz Crystal) – 201
Enhance Force Sensitivity – 96 Force Track – 17 Light – 189
Enshroud – 169 Force Travel – 80 Light (Jedi counterpart) – 196
Entangle – 187 Force Treatment – 32 Light Globe – 119
Entomb – 162 Force Tunneling – 18 Light Globe (Jedi counterpart) – 123
Entreat Beast – 57 Force Veil – 16 Light Side Aura – 93
Environmental Attunement – 118 Force Walk – 96 Lightning Storm – 164
Escape – 187 Force Warning – 69 Lightsaber Construction – 48
Exposing Strike – 63 Force Whisper – 40 Linked Defense – 144
Feed on Force Disturbance – 78 Force-call – 174 Locate Target – 137
Feel the Force – 17 Force-flash – 32 Machine Meld – 48
Fighting-sight – 102 Forcequake – 23 Magnify Senses (Jasper Crystal) – 201
Finding the Path – 174 Generate Lightning – 188 Manipulate Flame – 190
Flight – 163 Generate Wind – 188 Manipulate Flame (Jedi counterpart) – 196
Flow-walk – 103 Generate Wind (Baran Do) – 113 Mask Another’s Presence – 34
Fluidity – 176 Generate Wind (Jedi counterpart) – 198 Mask Presence – 141
Force Affinity – 14 Glowball – 32 Mechu-deru – 18
Force Blast (energy) – 93 Golden Flame – 24 Mechu-deru Vitae – 90
Force Body – 14 Gradual Resistance – 65 Memory Enhancement – 190
Force Bolt – 75 Green Lightning – 163 Memory Rub – 130
Force Bomb – 22 Guardian Strike – 63 Mental Block – 50
Force Burst – 22 Guidance of the Force – 108 Merge Senses (Plants) – 19
Force Channel – 30 Harmonize Lightsaber Crystals – 48 Mesmerism – 164
Force Cloak – 145 Heal – 188 Midi-chlorian Manipulation – 90
Force Comprehension – 15 Heart Stun – 88 Mind Probe – 71
Force Deception – 74 Heat – 188 Mind Shard – 78
Force Directed Shot – High Impact – 115 Mind Shard (Telepath) – 71
Force Directed Shot – 116 Hyperthermia (Jedi counterpart) – 202 Mind Twist – 84
Force Direction – 146 Hyperthermia (Spinel Crystal) – 201 Mind Walking – 152
Force Eruption – 23 Ice Image – 48 Mirror Illusion – 131
Force Fighter – 105 Image – 130 Mist Manipulation – 154
Force Forging – 134 Immerse – 129 Mist Spinning – 154
Force Haze – 66 Immerse Another – 129 Mnemotherapy (Vein Routing) – 207
Force Interrogation – 86 Impart Knowledge – 58 Natural Navigation (Jedi counterpart) –
Force Intuition – 63 Imprint – 34 202
Force Jolt – 31 Incite Rage – 87 Natural Navigation (Turquoise Crystal) –
Force Lightning (Baran Do) – 113 Indomitable Will – 16 201
Force Mastery – 47 Infuriate – 84 Negate and Redirect –
Force Momentum – 146 Initiate of Vahl – 127 Negate and Redirect – 116
Force Net – 87 Insight in the Force – 58 Neural Storm – 72
Force of Will – 119 Intercept - 24 Noise-Dampening Bubble – 41
Force Perception – 17 Invoke Spirits – 163 Nullify Toxin – 190
Force Persuasion – 61 Ion Generation (Amethyst Crystal) – 200 Nullify Toxin in Another – 190

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Oath of Duty – 139 Ritual of Dark Illusion – 91 Spell of Protection – 122


Orb of Light – 50 Saber Barrier – 51 Spell of Structure – 122
Overload Saber – 35 Scream of the Ssurrian – 165 Spell of Thought-Touch – 122
Paralysis – 35 Scribing – 130 Sphere of Silence – 41
Past Visions – 146 Scrying – 165 Spider Walk – 170
Phantasms – 125 Seeking Spell – 120 Spirit Communing – 180
Phase – 35 Self-Healing – 208 Spirit Focus – 181
Phase Another – 35 Sense Aura – 109 Spirit Form – 181
Poison Sense (Jedi counterpart) – 202 Sense Current – 129 Spirit Ichor Manipulation – 166
Poison Sense (Malachite Crystal) – 201 Sense Danger – 192 Spirit Mist – 166
Potion of Empowerment – 164 Sense Deception – 64 Spirit Totem – 180
Power of Hatred – 88 Sense Force Ripples – 19 Stasis – 37
Precognitive Meditation – 109 Sense Life – 192 Stay Conscious – 194
Predict Weather – 190 Sense of the Ueshet – 165 Steel Resolve – 65
Prescience – 26 Sense Primal Force – 65 Stellar Manipulation – 98
Progenitor’s Call – 172 Sense Scribing – 129 Stonepower – 20
Project Energy – 24 Sense Structural Integrity – 133 Strength of the Empire – 139
Projected Fighting – 119 Sense Ta-Ree – 192 Stumble – 194
Projectile Guidance – 213 Sense Time Stream – 20 Stunning Strike - 155
Projective Empathy – 191 Sentinel Strike – 66 Summon Fears – 98
Projective Empathy (Jedi version) – 26 Sentinel’s Gambit – 66 Sunfire Sword Combat – 135
Protective Bubble – 164 Sentinel’s Observation – 65 Suppress Another’s Aura – 113
Psychic Avatar – 72 Shadow Armor – 126 Suppress Aura – 106
Psychic Citadel – 70 Shadow Vision – 125 Surge of the Brier – 166
Psychic Scourge – 72 Shadowstrike – 192 Swirling Mist – 137
Psychokinesis – 191 Shape Force – 26 Sword Alchemy – 52
Psychokinetic Attack – 191 Shield – 193 Sword Combat – 26
Psychometry (Aquamarine Crystal) – 200 Shift Matter – 26 Sword of Vahl – 127
Purify Force – 25 Shift Perceptions – 193 Taint – 76
Pyrospray – 191 Shock Wave – 207 Target Meditation – 137
Pyrospray (Jedi counterpart) – 197 Short-term Memory Permanency – 52 Target Visions – 138
Qâzoi Kyantyska – 97 Shrouding Spell – 97 Telekinesis – 123
Quick Force – 25 Silence – 36 Telekinesis (Tiger’s Eye Crystal) – 201
Quickseeing – 149 Silicon Mind – 141 Telekinetic Defense – 180
Quiet Force – 206 Skilled Advisor – 62 Teleport (Jedi version) – 53
Rainbow Storm – 119 Sleep – 193 Teleport (Nightsister version) – 166
Receptive Empathy – 191 Sleep (Jedi counterpart) – 198 Tempest – 123
Receptive Telepathy (Chalcite Crystal) – Slow – 193 Temporal Awareness – 137
200 Soft to Solid – 151 Terrain Surge – 170
Red Force Lightning – 79 Sound Mimicry – 36 Theran Force-listening – 205
Reduce Another’s Attribute – 36 Spatial Integrity – 102 Theran Sound Trance – 206
Reduce Another’s Injury – 36 Speed Healing – 194 Thermokinesis (Cendiary Priest version) –
Remain Conscious (Azurite Crystal) – 200 Speed of the Toocha – 165 134
Remote Force – 25 Spell of Assistance – 120 Thermokinesis (Jedi version) – 197
Remove Dark Energy – 51 Spell of Awareness – 120 Thought Bomb (Telepath) – 72
Repair Structure – 133 Spell of Comfort – 120 Thought Sensor – 70
Repel Dischord – 210 Spell of Concealment – 120 Thunderclap Force – 176
Repel Force Lightning – 16 Spell of Creature Understanding – 120 Time Awareness – 21
Resist Aging – 16 Spell of Discovery – 120 Time Manipulation – 91
Resist the Dark Side – 66 Spell of Fire – 121 Touch of the Kiin’Dray – 167
Retain Consciousness – 16 Spell of Interpretation – 121 Trance – 194
Revelation – 126 Spell of Lightning – 121 Translate – 194
Revitalization of the Whuffa – 165 Spell of Mimicry – 121 Tsaiwinokka Hoyakut – 99
Rising Anger – 116 Spell of Open Mind – 122 Unclouded Judgment – 64
Rising Panic – 116 Spell of Power – 122 Unsettling Presence – 86

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Ur-spirit speech – 167


Vahl’s Brand – 127
Vahl’s Flame – 127
Valor – 37
Veil of Invisibility – 168
Ventriloquism – 53
Voodoo – 168
Vortex Shield – 177
Voss Healing Ritual – 212
Wall – 195
Wall of Light – 54
Wallwalk – 155
Wasp Fever Treatment – 174
Water of Life – 169
Waveform – 172
Weapon Concealment – 156
Weapon Mastery – 195
Weather Sense (Baran Do) – 109
Web – 195
Web (Jedi counterpart) – 197
Whirlwind – 114
Withstand Stun – 195
Words of Banishment – 56
Wound Reduction (Bloodstone Crystal) –
200
Yellow Force Lightning – 79

222

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