THE FORCE Copyright (c) 1996 by Brian H. There is one prerequisite for being a Force user. You have to have the Unusual Background - Force Sensitive as described below. The three main Powers of the Force are Control, Sense, and Alter. Control deals with the ability to control one's own inner Force. Sense teaches one to senses the Force in things beyond his body. Alter allows one to change the distribution and nature of the Force. Each Power cost 5 points per level of Power. These Powers determine how strong you are in the Force but not how skillful you are. Skills fall under a particular Power or combination of Powers. In order to obtain a skill, you must have the related Power(s) and prerequisite skills (listed in italics below the skill). All Force skills are Mental Hard skills and most must be learned from another Jedi. Advantages Force Sensitive 15 pts - Allows the PC to learn or use the Force Force Resistance 2/lvl - This advantage interferes with all use of the Force, friendly or hostile, against the subject. It can never be turned off. Each level of resistance subtracts one from the skill of any Force attempt where you are the subject. The maximum number of levels that can be taken is five. Anyone with this advantage may not become a Force user. Technical Aptitude 15 pts This is not really a Force advantage but many races have an uncanny ability with technical matters. This advantage gives a +3 to all Electronic, Electronic Op, Engineering, Mechanic and Armoury skills. Mindlink 1/lvl Some individuals develop a mental rapport with a specific individual so strong that telepathy seems to work at greater than normal distances. The levels for Mindlink must be bought for a specific person and that person must have the Force Sensitive advantage. Both Projective Telepathy skill and Control Power are increased by +1 per level of Mindlink advantage when using telepathy. Disadvantages Code of Honor - Jedi -15 pts A strict honor code of the Jedi Supersensitive -2/lvl You are sensitive to the thoughts and emotions of people all of the time. You hear the thoughts of those around you as a constant low level buzz. You are at -1 to IQ and DX per level of supersensitive if one person is near you. You get an additional -1 per every multiple of ten people. (ie -1 at 10 persons, -2 at 100, -3 at 1000...) Relationship modifiers Proximity modifiers close relative, or friend +0 touch +1 1,000 km -5 acquaintances -1 sight +0 same planet -7 met once or by reputation -2 100 m -2 same star sys -10 complete stranger -3 10 km -3 diff star sys -15 as above & diff species -5 CONTROL POWER ( 5 points per level) Absorb/dissipate energy Characters can dissipate 1 point of energy damage per 2 levels of Control Power. Skill is at -1/die of damage after the first die. Accelerate healing the character regenerates HT as follows: Gain 1 HT/ 12 hours = 2 levels Gain 1 HT/ hour = 5 levels Gain 1 HT/ minute = 10 levels Gain 1 HT/ turn = 15 levels Control Pain High pain threshold, Will +3, (+1 per 3 levels) Emptiness The user empties his mind and allows the Force to (Hibernation trance) flow through him. The character is in deep meditation and is oblivious to his surroundings. A character in emptiness is difficult to sense with the Force ( subtract skill/2 from sensing rolls). When you come out of emptiness you get +6 to all force skills for a period of time equal to the time spent in emptiness Hibernation trance This power allows the Jedi to place himself in a deep trance, remarkably slowing all body functions. A quick contest of skill (physician -2 vs your roll) is needed to realize that you're not dead. Oxygen, food and water requirements are reduced by 5% per level of power to a minimum of 5%. You may set a 'mental alarm' to wake up or choose to wake up upon receiving damage. Mental Shield This skill allows the Jedi to prevent mental attacks. The Jedi may turn his shield on or off at will. Your Control Power is the strength of the shield. Subtract this number from any skill use of the Force that affects the mind. If the Jedi has a skill of 15+ his shield will automatically discriminate between friendly and hostile contacts. Reduce injury By using this power the Jedi may call upon the Force (Control pain) to reduce the amount of injury he suffers. This power is normally used in desperation because of the long term affects. Any wound may be reduced by Power/2 when damage occurs. If a wound would have killed the character, he must instead suffer a permanent injury. Remain conscious Allows the Jedi to remain conscious even when he has (Control pain) suffered injuries that would have knocked him out. A successful skill roll allows one reroll of HT at +1 per 2 levels of Control Power. Enhance Attribute A Jedi uses this power to increase a single attribute for a limited time. An increased attribute can help a Jedi jump higher, dodge quicker, etc. A Jedi can only increase one attribute at a time and each increase cost one fatigue. Duration may be increased 1 extra round per one extra fatigue spent. Power increase duration 0-5 1D 3 rnds 6-10 2D 2 rnds 11+ 3D 1 rnd Enhance skill This power allows the Jedi to use the Force to (Enhance Attribute) increase or enhance skills that he already posseses. Every 2 levels of Control allow a +1 to any non-Jedi skill roll. The duration is equal to the Control Power in seconds. This skill may not be used in conjunction with any other Jedi enhancing ability. Detoxify poison The Jedi is able to neutralize toxin within himself. (accelerate healing) Each level of Control allows the Jedi to counteract a level grade of poison Life extension (MVH) The Jedi can use his or her powers to slow his body (Accelerate healing) from aging. This is a passive skill. The Jedi rolls against (Skill+Power - 20). If the Jedi succeeds, he/she will not age that year. Absorb/dissipate The Jedi uses this skill to dissipate 1 point of kinetic kinetic damage per 2 levels of Control Power. The Skill is at -1 per die of damage after the first die. This skill does reduce fire damage. SENSE POWER ( 5 points per level) Life detect This power allows the Jedi to detect live sentient beings who might otherwise remain hidden from their normal senses. A skill roll is required modified by proximity and relationship. Life sense The user can sense the presence and identity of a (life detect) specific person for whom he searches. The user can sense the physical condition of the target also. This skill is modified by proximaty and relationship. Magnify senses This power allows the Jedi to increase the effectiveness of his normal senses to perceive things that would otherwise be impossible without artificial aids. He will be able to see and hear at greater distances or identify smells that are normally to faint for his species. Each level of Sense power doubles the magnification for sight related skills (ie. 2X, 4X, 8X...). Each level adds +1 to other perception rolls. Receptive telepathy The Jedi will be able to read the surface thoughts (life sense) and emotions of the target. The Jedi must roll vs. the targets Will. This skill is modified by range and relationship. Sense force This power is used to sense the ambient Force within a place and whether it tends toward the Dark or Light side. Danger sense This allows a Jedi to extend his senses around (life detection) himself like protective sensors, creating an early warning system for as long as the power is up. Once declared active, the GM must allow the character an IQ roll (+1/ every 5 levels of Sense) to detect danger. Combat sense Combat sense helps a Jedi focus on the battle at (danger sense) hand. Everything else becomes dulled and muted as (life detect) the Jedi's senses are tuned to the combat happening around him. [ for 10 seconds this adds +1d6 to move, attack skills and dodge (max 14) - the same amount is subtracted from all other non-combat skills] Energy sense A Jedi is able to sense fields of energy. This passive ability allows the Jedi to locate energy flows in any operating devices. The proximity modifiers are double for this skill. (ie. 100m = -4) Seeker This skill allows the Jedi to lock on' to one individual or object. Range and relationship modifiers apply. If successful, The Jedi will feel a "pull" toward his or her target and know which direction to go follow. Emotion sense A Jedi with this skill will be able to tell what someone is feeling. A Jedi will also be able to tell if someone is lying or not. Range and relationship modifiers do apply. Instinctive Astrogation With this skill the Jedi can instinctively make a light speed jump that will last at least one day without harm. In order to go to specific destinations is more difficult with range modifiers applying. This power also adds to a Jedi's piloting skill. If successful, this skill will add +1 to piloting skills for every 3 levels of Sense Power. ALTER (5 points per level) TK This power allows the Jedi to levitate and move objects with the power of his mind. (Levitated objects can be used to attack other but this action borders on the Dark side.) Weight: 1- 10 kg -2 11- 100 kg -4 (Min power 3) 101-1 ton -6 (min power 6) 1 ton- 10 tons -8 (min power 12) 10 tons - 100 tons -10 (min power 20) Strengthen object This skill allows the Jedi to use the force to (TK) strengthen and reinforce the structure of an object. Some Jedi have discovered that this can also be used to weaken in a similar manner. This skill adds or subtracts 2 DR per level of Alter Power. Proximity and TK modifiers apply. An item or object can only be reduced to 25% of original DR using this skill. Warp Matter This skill allows a Jedi to mold a volume of matter (TK) into a new shape. The Jedi must be able to touch some part of the object to be molded. This power does not destroy the matter, it merely changes its shape or position. Because it is easier for the Jedi to affect matter as a whole instead of a volume of distinct particles is reflected in the difficulty in managing gases as opposed to solids or liquids. Matter Penalty Volume Penalty liquid 0 1 cubic cm 0 malleable matter -2 1000 cu cm (ltr) -2 hard matter -4 1 cu meter -4 Very dense matter, gases -6 10 cu meter -6 Pyrokinesis This is the ability to increase the temperature of an object. Concentrate on the target for one second then make a skill roll. If successful, the targets temperature will begin to increase. In order to continue to increase the temperature the Jedi must continue to concentrate on the object. Each level of Alter Power allows the Jedi to raise the temperature by 50 degrees per 10 cubic inches of material. Thus at Power 10, a Jedi could heat up a 10 cubic-inch item at 500 degrees per second. Assume that a pound of mass is roughly equal to 20 cubic inches. Larger items can be heated more slowly. Items must be heated as a unit. Pyrokinetic heat is trapped in an item, very little escapes until the Jedi stops concentrating. Thus a Jedi could heat a persons clothing and the person would not notice until the Jedi stopped concentrating or the clothes burst into flame. Using this skill directly on living creatures earns the user a Dark Side Point. Cyrokinesis This skill allows the Jedi to slow molecular motion, thereby decreasing the temperature of an object. To use, the Jedi must concentrate for one second and make a skill roll. To continue to lower the temperature, the Jedi must continue to concentrate on the object. Each level of Alter Power allows the Jedi to lower the temperature by 50 degrees per 10 cubic inches of material. Thus at Power 10, a Jedi could cool down a 10 cubic-inch item at 500 degrees per second. Assume that a pound of mass is roughly equal to 20 cubic inches. Using this skill directly on living creatures earns the user a Dark Side Point. CONTROL/ALTER Accel. another's healing The target regenerates HT as outlined in the skill (Control another's Accelerate healing. The Jedi must be touching the pain) character whenever this skill is attempted. Control another's pain This skill has the same affect that Control Pain has (Control pain) on the user. Range and relationship modifiers apply. Return another to consciousness This skill has the same affect that Remain conscious (Remain conscious) has on the user. Range and relationship modifiers apply. Transfer Force This power will save a mortally wounded character (Control another pain) from dying because the Jedi is transferring some of his life force along with the power of the Force to the target. The Jedi must be sight of the target and relationship modifiers apply. On a successful skill roll the Jedi spends one point of HT. This puts the subject in a hibernation state for up to six weeks. Sleep A Jedi rolls this skill vs. A subjects Will and if successful causes the subject to fall into a normal sleep. Force Transduction Using this skill, a Jedi can charge energy cells with (Absorb/Diss, the Force. Only one power cell can be charged at a Transfer Force) time. Machinery may be powered directly by keeping the power up' at a -4 modifier. This skill may also be used to drain power cells in half the time at the same modifiers. penalty time example AA cell (pinhead size) 0 1 min calculators, etc A cells (1/4" dia x 1/8" tall) 0 5 min radio, etc B cells («" dia x «") -1 10 min hand held equipment C cells (1" dia x 2") -2 30 min blasters, etc D cells (2" dia x 4") -4 2 hr Lightsaber, repulsorlift E cells (4" dia x 6") in banks -6 6 hr Vehicles, starfighter scale CONTROL/SENSE Lightsaber Combat A Jedi with this skill wields a lightsaber more effectively while sensing his opponents actions. The Jedi can add 1D6 per every 2 levels of control to the damage done with a lightsaber. On a successful roll = 2/3 the skill, the Jedi can also deflect blaster bolts. On a roll = « skill The Jedi may deflect a bolt to a specific target. This is an attack action. Computer empathy The Jedi has the ability to interface with computers (Energy sense) mentally and control them from a distance with this skill. The maximum range is equal to Control Power X 50 meters. Once in contact' a Jedi can operate and program as if they were using a keyboard or other controls Substituting this skill for the appropriate computer skill. Droids are at -10 to skill rolls. A Jedi can also control small dedicated computers (ie scanners, gunsights etc.) Mental Translocation When using this skill, the Jedi's mind can leave (Projective Telep. his/her body and travel away from it in any direction Magnify Senses, and through any physical obstacle. The Jedi uses the Hibernation Trance, Force to perceive the surroundings but can only use Remain Conscious) two non-interactive' senses to perceive his environment (ie vision and hearing). The Jedi can travel at 10m/round (20 mph). If a roll is made at -10, then the Jedi may travel at 100 m/s (200 mph). A proximity modifier is based on how far the Jedi wants to go - a new roll is required to increase the distance. Life Detection will allow other Jedi to detect someone using this skill. Force powers that affect the mind can be used against someone using this skill. Projective Telepathy If the Jedi successfully projects his thoughts, the (Receptive Telepathy) target hears' his thoughts and feels' his emotions. The target understands that the thoughts and feelings he is experiencing are not his own. The skill can only be used to communicate with other minds, not control them. This skill is modified by proximity and relationship. Farseeing The person sees the person or place he wishes to see (Life Sense) in his mind as the situation currently exist. The power can also be used to see the past or the future. The Jedi can see the immediate surroundings and so can know, for example, when a friend is in danger. Farseeing requires calm conditions and at least ten minutes. Farseeing cannot be done in the face of danger. At times this skill shows uncontrolled flashes of sights, sounds or knowledge. This skill is modified by proximity and relationships. There is an addition -5 modifier for an active attempt at this skill Skill roll by past/present future 2 or less 50% 10% 5 75% 25% 8 90% 50% 10 100% 75% 10% = only basic details of a situation 25% = somewhat accurate, but missing most major details 50% = vision is about half right 75% = understands the critical happenings, but missed a major detail or two 100%= completely detailed vision SENSE/ALTER Dim Others Senses The subject of this skill looks and acts normal, but simply may not notice things going on around him. This skill is resisted by the targets willpower. If successful, the Jedi can make one of the targets senses (sight, hearing, etc) ignore one item. There is a -2 modifier per additional sense that a Jedi wants to mute to that one item. There is a -1 per additional item also. CONTROL/ALTER/SENSE Affect mind This skill is used to alter a characters mind so that he comes to the wrong conclusions or to permanently alter a characters memories. The Jedi makes a quick contest vs the targets Will. Range modifiers are double for this skill. This power cannot affect droids. -Target doesn't care about conclusion or minor changes to distant memories -0 -Target has minor emotion toward conclusion or memories less than a year old -2 -Target has strict orders about conclusion or memories less than a day old -4 -If conclusion is very important to target or memories less than a minute old -6 -If new conclusion is virtually impossible or memory change is major -10 Affect perceptions This skill is used to alter a characters mind so that the things perceived are changed in some way. The Jedi makes a quick contest of skill vs the targets Will and on a success is able to modify the targets perceptions. Range modifiers are double for this skill. This power does not affect droids. Other modifiers are: A very minor change -0 A moderate change -3 An total environmental change -6 THE DARK SIDE The Dark Side is the counterweight to the Light. Many young students falsely believe that the Dark Side is stronger than the Light - in fact it is only easier. The Dark Side springs from the negative and destructive impulses of all living beings - anger, fear, hatred, death, and war are the by products of the Dark Side. Those who give in to the Dark Side find their abilities greatly enhanced - at first. As time passes they find that the Dark Side will not so readily come to their aid, yet will demand more and more of them. In game terms, each use of the Force in anger, hatred or other negative ways earns the PC a Dark Side Point. Upon receiving each Dark Point, a PC must make a HT roll. On a failure, the PC receives one point of damage to HT. On a Critical failure the PC acquires a permanent physical disability. This damage cannot be healed with the force - it can only be healed naturally. PC's who already have Dark Points will have to make a roll (Will - Dark Pts) during stressful situations or situations in which being evil is an easy or beneficial solution. On a failure, the PC will use the force in a negative manner (thus earning another Dark Point). For every 2 Dark Points a PC has, he/she will acquire and role play one of the disadvantages listed below. The point equivalents for those disadvantages will go toward Force Powers (Alter, Control or Sense). Disadvantages and points Appearance -1/-2 5pt./10pt Bad Temper 10pt Berserk 15pt Bloodlust 10pt Bully 10pt Intolerance 5pt. Greed 15pt Megalomania 10pt Sadism 15pt Jealousy 10pt Dark Side Summary If PC has no Dark Pts: 1) An evil use of the Force = Get a Dark Pt 1b) Make a HT roll, failure = loose one pt of HT If PC has a(some) Dark Pts: In a stress situation PC makes a modified Will roll (Will - Dark Pts) Succeeds: Fails: No problem 1) must use Force in evil way 2) acquire another Dark Pt 3) Make a Ht roll Powers exclusive to the Dark Side CONTROL Blackness This skill enshrouds a character in a camouflouging veil of the dark side. The skill causes others to overlook the user as he blends into the background, and any smells or sounds are muffled. This skill subtracts (Power/2) from perception rolls. The user may not use combat oriented Force skill while using this skill. It does not affect electronic senses. Force charged strike Upon a successful roll, this skill allows a character (Emptiness, to add to the hand to hand damage done by charging Absorb/dissipate) the striking limb with Force energy. Each two levels of Control add 1d6 to damage. Rage This power allows the character to feel the dread (Hibernation Trance) influence of the Dark Side. It functions as a counterpart to Emptiness. A character will appear lifeless (physician roll -2) as they allow the mindless rage of the Dark Side to possess them. A character in Rage is oblivious to their surrounding. When a character comes out of Rage they receive a +10 bonus to all Force skill for a period of time spent in Rage. Unlike Emptiness, Rage causes a body to dehydrate and starve at twice the normal rate for that species and does 2 points of HT damage for every 2 hours spent in rage. This damage takes affect AFTER the +10 bonus period has expired. ALTER Injure/Kill The attacker must touch the target to use this power. (Life Sense) The User must roll vs. The target's HT. When activated, the attacker does 1D6 damage per three full levels of Alter Power. Armor does not protect as the damage is internal. Jedi can reduce the damage by rolling vs. HT. If successful, the Jedi may subtract his Alter Power from the attackers Power before damage is determined. CONTROL/ALTER Inflict Pain The user causes the target to experience great agony. (Control pain, The user must make a skill roll vs. The targets Life sense) Willpower. A success causes the target to become incapacitated rom pain. A failed effort still causes the target pain (-2 to all actions) but is not incapacitating. Force Lightning This skill is a corruption of the Force, when used, (Absorb/dissipate, it produces bolts of white or blue energy which fly Injure/kill, from the users fingertips like sorcerous lightning. Inflict pain) These bolts, which do 1D6 damage per 3 levels of Alter Power, cannot normally be parried or dodged and armor is useless against it. The target must make a HT roll in order to have any action, else they are incapacitated with pain. A Jedi can makes a contest of skills (Lightsaber vs Force lightning) in order to block the bolts. A Jedi may also use the Absorb/dissipate skill to reduce the damage - On a successful roll the damage may be reduced by 1D6 for every 3 levels of Control the Jedi has. CONTROL/ALTER/SENSE Drain Life This skill will drain the life from any organic based (Life Sense, living form, or the life from any sentient being, Injure Kill, whether carbon based or not. The User makes a quick Control Pain, contest of this skill vs. The subject's Will. On a Inflict Pain,) success, the subject loses 1d-3 + (ALTER power/4) fatigue. If fatigue is reduced to 0, the subject loses HT instead. This skill can be used several times in succession, to drain a subject or kill them. Any fatigue (not HT) drained goes to the user, but may not put the user over their normal ST Control Mind This is the ability to take over a victim's mind and (Receptive Telep. operate him from a distance like a puppet. The User TK, affect mind) must concentrate for one round and make a skill roll vs. The target's Will. The target may use mental shield to reduce your chances. If you win, the victim is under your control. This skill requires great concentration, thus the user will be at -4 on skill rolls to do anything else. It is possible to control more than one person but each successive victim will add a modifier listed below. Once established, control may be continued for as long as you wish, with a new control roll vs. Will every ten minutes. When control ends the victim remembers nothing of what happened or the Control attack itself. # of targets modifier 1 0 2 -2 3-5 -5 6-8 -8 9-15 -10 TK Kill This skill is used to telekinetically injure or kill (Injure/Kill, a target. The exact method varies; collapse the Inflict Pain) trachea, squeeze the heart etc. The Jedi must roll vs. The target's HT. When activated, the attacker does 1D6 damage per three full levels of Alter Power. Armor does not protect as the damage is internal. Jedi can reduce the damage by rolling vs. HT. If successful, the Jedi may subtract his Alter Power from the attackers Power before damage is determined. REDEMPTION A Jedi can get rid of his Dark Side Points but it is not an easy task. A Jedi must concentrate on the Light side of the Force and purge the darkness from his/her soul. In game terms- this means that a Jedi must make a modified Emptiness skill roll (Emptiness - Dark Points). For each day spent in emptiness a Jedi reduces his Dark Points by one. A Jedi does not receive any Emptiness bonuses when purging Dark Points. For Jedi without the Emptiness Skill, they must make a modified meditation roll (meditation skill -3 - Dark Points). For each day of successful meditation the Jedi reduces his Dark side points by one. When a Jedi loses two Dark Points he/she may drop any disadvantages gained through the Dark Side, along with the subsequent increase in power that the disadvantage brought.