Beast Languages
Combat Sense
Danger Sense
Instinctive Astrogation
Life Detection
Life Sense
Life Web
Magnify Senses
Postcognition
Predict Natural Disaster
Receptive Telepathy
Sense Force
Sense Force Potential
Sense Path
Shift Sense
Translation
Weather Sense
Sense Difficulty: Easy if the animal is domesticated/friendly (such as a bantha); Moderate to Difficult if the animal is wild, but non-predatory (such as an undomesticated tauntaun); Very Difficult to Heroic if the animal is ferocious/predatory (such as a wild vornskr or rancor).
Required Powers: Receptive Telepathy, Projective Telepathy, Translation
This power may be kept "up."
Time To use: One minute.
Effect: This power allows the Jedi to translate a beast-language and speak it in kind. As creatures rarely have "true" languages, the Jedi is actually reading the differences in surface emotions within grunts and growls and other cues of body language. Note that the character may keep this power "up" if the Jedi needs to continue picking up the emotional state of a creature. For beasts that can be ridden, subtract -2D from their Orneriness code while this power is in effect. (Obviously, the creatures Orneriness code cannot drop below 0D.)
Sense Difficulty: Moderate for one opponent, modified by +3 for every opponent a Jedi wants to defend against.
Required Powers: Danger Sense, Life Detection
Effect: Combat sense helps a Jedi focus on the battle at hand. Everything else becomes dulled and muted as the Jedis senses are all turned to the combat happening around him. All targets become mentally highlighted in the Jedis mind, aiding him in attack and defense. In game terms, by focusing his attention on his opponents, a Jedi gains certain important advantages.
First, he gets to decide when he wants to act during a round-no initiative rolls are needed while the power is in effect. If more than one Jedi is using this power, whichever Jedi rolled highest when invoking the power gets to determine exactly when they are acting in the round.
Second, his attack and defense rolls are increased by +2D. Combat sense lasts for ten combat rounds and does not count as a "skill use" for determining die code penalties.
Sense Difficulty: Moderate or attackers control or Perception roll.
Required Powers: Life Detection
This power may be kept "up."
Effect: Danger sense allows the Jedi to extend his senses around himself like protective sensors, creating an early warning system for as long as the power is in effect.
When this power is used, the Jedi detects any attacks the round before they are made. This gives the Jedi a round to decided how to react to the danger.
In game terms, if any character is going to attack a Jedi on the next round, they must declare their action the round before it happens. Characters who are going to attack the Jedi may roll their control or Perception skill to increase the difficulty of using the power.
Instinctive Astrogation, Sense
Sense Difficulty: Moderate, modified by difficulty of journey.
Required Powers: Magnify Senses
Effect: This is the more well known ability of the Jedi to calculate astrogation routes without the use of a nav computer. The Jedi uses his sense skill to "feel" through the myriad hyperspace routes to determine the safest path.
The difficulty is modified by how dangerous the path is:
Task is: Modifier (add to difficulty):
Very Easy 0
Easy 0
Moderate 0
Difficulty +5
Very Difficult +10
Heroic +15
If the Jedi succeeds at charting the course, the Jedi needs only make an Easy astrogation total to plot a safe path. If the Jedi fails the roll, the astrogation difficulty is automatically Very Difficult; if the roll is missed by more than five points, increase the difficulty to Heroic.
Sense Difficulty: Very Easy if the subject has Force skills or is Force-sensitive; Moderate if not. Modified by relationship.
This power may be kept "up."
Effect: This power allows the Jedi to detect live sentient beings who might otherwise remain hidden from their normal senses. When the power is activated, the Jedi knows the location of all sentience within 10 meters-if the power is kept up, the Jedi may know whenever a sentient approaches within 10 meters of them or vice versa.
When a Jedi approaches or is approached by sentient creatures, make a sense roll for the Jedi and each creature makes an opposed control or Perception roll to avoid detection. Both rolls are "free" actions and do not count as a power use. If the Jedi ties or rolls higher, he senses the creatures in question.
If the Jedi beats the targets roll by 10 or more points, the Jedi is aware if this person has Force skills (yes or no), is Force-sensitive (yes or no) or if they have met the person before (yes or no), and if yes, what Their identity is.
Sense Difficulty: Very Easy. Modified by proximity and relationship.
Require Ability: Life detection
This power may be kept "up."
Effect: The user can sense the presence and identity of a specific person for whom he searches. The user can sense how badly wounded, diseased or otherwise physically disturbed the target is.
A target may use the control skill to hide his identity from the Jedi use of life sense. The characters control skill is added to the sensers difficulty.
Sense Difficulty: See Below; modified by proximity.
Note: The Force-user must choose one specific species as a specialization (see below)
Required Power: Life detection, life sense, sense Force
Time to Use: Two or more days
Effect: This power is used to detect large concentrations of members of a specific species, such as humans, Rodians, or Chadra-Fan. When the power is used successfully, the users sense the general direction toward the population. If the users roll exceeds the difficulty by 10 or more points, the user also knows approximate distance (i.e., hundreds or thousands of kilometers, or single, tens , hundreds, or thousands of light-years).
The base difficulty to use this power depends upon the size of the nearest significant population
Very Easy Population in tens of Billions
Easy Population in billions
Moderate Population in hundreds of billions
Difficult Population in tens of millions
Very Difficult Population in millions
Heroic Population in hundreds of thousands
This power may not be used to detect populations smaller than 100,000 individuals.
When this power is selected, the Force-user must select a specific intelligent species to specialize in. A Force-user may select more life web species specializations at a cost of three Character Points per additional species. The Force-user must be familiar with the species- for example, Ulic Qel-Droma could specialize in life web: Twilek since he is familiar with Tott Doneetas unique "Force presence," but he would not be able to select life web: Rodian until he spent time with a member of that species. This power may only be used to detect species that the Force-user has a specialized in.
This power requires at least two day of continuous concentration. For each additional two days of concentration, the Force-user may add +1D to his or her sense roll.
Sense Difficulty: Very Easy. Modified by proximity.
Time To Use: Three rounds
Effect: This power allows a Jedi to increase the effectiveness of his normal senses to perceive things that otherwise would be impossible without artificial aids. He can hear noises beyond his normal hearing due to distance or softness-he cannot hear beyond normal frequencies. Likewise, he can see normally visible things over distances that would normally require the use of macrobinoculars, and identify scents and odors that are normally too faint for Human olfactory senses.
Sense Difficulty: Easy if seeing less than two hours into the past; Moderate for seeing more than two hours but less than a week into the past; Difficult for seeing more than a week but less than six months into the past; Very Difficult for seeing more than six months nut less than one year into the past; Heroic for seeing more than a year but less than two years into the past; +10 for each additional year.
Required Powers: Hibernation trance, life detection, sense Force
Time to Use: five minutes; the time to use may be reduced by adding +10 for each minute cut. Minimum time to use of one minute.
Effect: Postcognition allows a Jedi to investigate the tenuous imprints of the Force left on objects when they are handled by living beings. The character must be able to handle the target object.
The Jedi must declare how far in the past is being reviewed prior to rolling postcognition. If the roll is successful, the Jedi can determine who has handled or touched the object and what events have transpired around it. The Jedi may "search" for specific incidents or simply review past events, somewhat like a hologram.
If the postcognition roll is equal to or higher than three times the difficulty number, the character can witness events when the object was present as if she were there herself.
If the postcognition is greater than or equal to twice the difficulty number, the Jedi gains a good sensory impression of the event, but is limited in that the primary sense (the sense which gives the most information, usually sight) is wavery or obscured; the other sensory impressions come through clearly.
If the postcognition roll is simply greater than the difficulty number, then all sensory impressions are muffled, tactile sense is dulled, smells or tastes are indistinct or mixed. The Jedi receives a vague sense of who handled the object and what events transpired around it.
Sense Difficulty: Easy if the Jedi has lived in the area for more than a year; Moderate if the Jedi has lived in the area between 6 and 12 months; Difficult if the Jedi has lived in the area between one and six months; Very Difficult if the Jedi has lived in the area For less than one month. Modified by severity of disaster (larger disasters are easy to predict) and degree to which the disaster could reasonably be predicted (for example, gamemasters may decide that certain disasters are easier or harder to predicate based on a multitude of factors).
Requires Powers: Danger sense, life detection, weather sense
Time To Use: 15 minutes. May be reduced in five increments by increasing the difficulty one level per five minutes increments (minimum time to use of one minute).
Effect: This power allows the Jedi to sense local meteorological and geological conditions and predict imminent disasters, such as quakes, volcanic eruptions, floods, landslides, avalanches, cave-ins, mine subsidence, large scale conflagrations (such as forest fires) and even dangerous storms, tornadoes and hurricanes (which can also be predicted with weather sense). By opening his or her senses to the environment, the Jedi can predict these disturbances, much as an animal can seemingly sense a quake hours or even days before it happens.
Like weather sense, this power does not lend itself to quick predications. It customarily takes weeks for a Jedi to acclimate to local weather patterns and topography.
The prediction is effective for 12 hours. The difficulty increases by one level for each additional 12-hour period by which the Jedi wishes to extend the predication.
Sense Difficulty: Very Easy for friendly, non-resisting targets. If the target resists, he makes a Perception or control roll to determine the difficulty. Modified by proximity and relationship.
Required Powers: Life Sense
This power may be kept "up" if the target is willing and the proximity modifier does not increase.
Effect: If the Jedi makes the power roll, he can read the surface thoughts and emotions of the target. The Jedi "hears" what the target is thinking, but cannot probe for deeper information. When the Jedi uses the power on another player character, the gamemaster asks the player if he minds the power being used on his character; if the target is a gamemaster character, the gamemaster must determine for himself if the target is friendly or resistant.
If the skill roll is double the difficulty, the Jedi can sift through any memories up to 24 hours old. A Jedi cannot sift through memories in the same round that contact is made- this process takes a full round.
A Jedi can read the minds of more than one person at a time, but each additional person counts as an additional action, with separate rolls and multiple skill use penalties.
This power may be used on creatures and other sentient species, although it cannot be used on Droids.
Sense Difficulty: Moderate for an area; Difficult for sensing details or specific objects within the area. Modified by proximity.
Effect: This power is used to sense the ambient Force within a place. It cannot be used to detect sentient beings, but there are many forms of life and many areas of the galaxy intertwined with the Force that can be sensed with this power.
Sense Force will tell a character the rough magnitude of the Force in an area or object, and whether the area or object tends towards the Dark Side or the Light Side.
Sense Difficulty: Moderate for friendly, non-resisting targets. Moderate Plus the targets Perception or control roll (whichever is higher) to determine the difficulty of the probe on an unwilling subject.
Required Powers: Life Detection, Life Sense, Receptive Telepathy, Sense Force
Time To Use: Six rounds.
Effect: This power allows a Jedi to probe the mind of a target, and determine whether that person has the potential to be strong in the Force.
The deep subconscious of a Force-sensitive person is shielded by a protective barrier that prevents another Force wielder from penetrating his or her inner mind. This shield pushes violently back at an intruder, sending him or her stumbling back. This "shield" is an involuntary defense mechanism maintained by every Force-sensitive person. It is one reliable way to determine which people might have the potential to become a Jedi.
The magnitude of the backlash generated by the shield depends on the characters strength in the Force. A person who is merely Force-sensitive will shove the intruder back several feet. Someone with actual Force skills will produce a more intense reaction. Those with little training will send the intruder reeling back across the room. Someone who is well trained, or who has a great deal or raw talent in the Force, might actually hurl an intruder across the room.
Sense Difficulty: Moderate
Required Powers: Emptiness, Hibernation Trance
This power may be kept "up."
Effect: This power tells a character what "path" he is on: whether his current actions are likely to lead him to the Dark Side, and whether any specified future actions are likely to do so (this power may be thought of as farseeing without control). Remember that without control, the Jedi has no control over whether he sees the past, present or a possible future. The visions he receives are more likely to be allegorical in nature; to receive specific details, the farseeing power must be used.
When giving the results of this power, be honest but obscure: if the character has gained ant Dark Side Points and is attempting to atone, this power will tell him how successful he is being within a game context.
The Jedi can choose to consciously use this power, or it can be plot device. If the latter, at an appropriate point in the scenario, you may call for a roll on this power, and give the Jedi a vision if he succeeds. You may use this to tell the players how well they are doing, or to give them a premonition of doom just before a critical encounter to heighten the game atmosphere. You may use it to warn them (by showing them what will happen if they continue their current course), to encourage them (particularly if they have done the right thing, but because of the way the scenario has been written they seem to have failed), to give them hints, or to foreshadow later events.
A vision from the Force should never be taken lightly by the players. It should give them something to think about, along with the attendant chances for some good role-playing. Remember that different Jedi will tend to receive different renditions of the same scene, and consequently you should "tailor" the details you give to fit the character concerned. Instead, you might consider altering the way you describe the scenery; for the Dark Side, you might always describe rocky and barren terrain, with a cold wind blowing, or alternatively it might always be night for the dark visions, and daytime or dawn for the light side. You can present these images in as contrary a manner as you wish, provided that you are always consistent with descriptions.
Another thing to remember is that it is never easy to tell which is the right course to take (although the path of Darkness may be clear enough, the path of Light is far more elusive). The Jedi must still be sure to follow the Jedi Code regardless of what his visions seem to be telling him, otherwise his desires will encourage a less truthful vision and cause his downfall. It is quite possible for a skilled Dark Jedi to "twist" the readings of this power to suit his own ends.
Sense Difficulty: Moderate for simple phenomena (such as heat or simple scents); Difficult for more uncommon phenomena (such as comm. frequencies, infrared radiation); Very Difficult for specific, complex phenomena (such as setting olfactory nerves to detect the presence of tibanna gas).
This power may be kept "up."
Required Powers: Magnify Senses
Time To Use: One minute. May be reduced in 10 second increments by increasing the difficulty by one level per 10 second increment (minimum time to use of 30 seconds).
Effect: The character may shift his or her senses as to detect phenomena of a different type than normal; shifting eyesight to the infrared spectrum, setting olfactory nerves to detect specific chemical combinations, or hearing frequencies above or below normal range for his or her species. This power counts as a "skill use" for determining die code penalties.
Please note that this power is exceptionally useful in some aspects, but fairly limited in others. For example, a Jedi may detect comm. frequencies, but that does not mean the Jedi can listen in on the transmission. The Jedi will be able to detect that a transmission is present, but may not necessarily be able to locate the signals source, and certainly not be able to decode the information carried by the transmission.
Sense Difficulty: Moderate for humans or aliens; Difficult for high-density languages used by droids. If the target is being purposely cryptic, add +5 to the difficulty, +20 if the language is written down.
Required Powers: Receptive Telepathy, Projective Telepathy
This power may be kept "up."
Time to use: One minute.
Effect: This power allows the character to translate a language and speak it in kind. The Jedi may decipher body language, explore the spoken word, or translate ancient Sith texts. In order for this power to work, the character must first hear the target speak, or see the words in written form (such as an ancient text or document). This power has many advantages. First, it takes only one application of this power to "understand" a language. As long as they all speak the same language and the power is kept up, the character need not roll for each individual talking. Also, because they also "speak" using beeps and whistles, droids may be communicated with using this power. Finally, the Jedi can translate ancient texts, even if the language has long since vanished from the galaxy.
Note that the character does not really know the language. Once this power is no longer in use, the Jedi is again unable to decipher the target language.
Sense Difficulty: Easy if the Jedi has lived in the area for more than a year; Moderate if the Jedi has lived in the area between 6 and 12 months; Difficult if the Jedi has lived in the area between one and six months; Very difficult if the Jedi has lived in the area for less than one month. Modified for proximity and local meteorological conditions.
Required Powers: Magnify Senses
This power may be kept "up."
Time to use: One minute.
Effect: This power allows the Jedi to attune himself to the workings of local weather patterns. By sensing the movements of clouds, winds, tides, and solar bodies, someone using this power can discern patterns in the weather, and so make limited predictions regarding the behavior of atmospheric phenomenon.
The power does not lend itself to quick predictions. However, it usually takes weeks for a Jedi to become accustomed to local weather patterns and become familiar with unique features of the local topography that it is possible to obtain accurate readings.
The prediction is effective for four hours. The difficulty increases if the Jedi wishes to make more extended forecasts.