IV The Force In Sparks

IV. IV. The Force in Sparks Section Last Updated: 7/31/16

List of Allowable Starting Powers (New characters must choose their starting powers from the following list, because these do not have any prerequisites. Also they must have the indicated Force Skill to choose powers associated with it.)

Control:
Absorb/Dissipate Energy
Accelerated Healing
Concentration
Control Disease
Control Pain
Detoxify Poison
Enhance Attribute
Force of Will
Hibernation Trance
Instinctive Astrogation Control
Resist Stun

Sense:
Life Detection
Magnify Senses
Sense Force

Alter:
Telekinesis

Control/Sense:
Lightsaber Combat

Control/Alter:
Force Barrier

Sense/Alter:
Dim Other’s Senses

Control/Sense/Alter:
Affect Mind
Battle Meditation
Enhanced Coordination

1.) Force Power Modifiers: Many of the Force powers are modified by proximity and relationship according to the following charts.

Proximity Relationship

Touching — Close Relative —
In Line of Sight +2 Close Friends +2
1 meter to 100 meters away +5 Friends +5
101 meters to 10 kilometers away +7 Acquaintances +7
11 kilometers to 1,000 kilometers away +10 Slight Acquaintances +10
Same Planet +15 Met Once +12
Same Star System +20 Never Met, Known by Reputation +15
Not in the Same Star System +30 Complete Strangers, Same Species +20
Complete Strangers, Different Species +30

2.) The Force Skills:
Control – This skill represents the ability to control one’s own inner Force. A Jedi with this skill learns mastery over the functions of their body and harmony with nature.
Sense – This skill teaches a Jedi to sense the Force in other things beyond their own body. The Jedi learns to feel the bonds that connect all living things, and gives them the ability to understand how all things are interconnected.
Alter – A Jedi with Alter learns how to change the distribution and nature of the Force. A Jedi with alter can move things with their mind, help other control their own Force, or change the Force in their own body. This power can be used to change the perceptions of others and make them come to incorrect conclusions.

3.) Initiating Force Powers: To initiate a Force power, roll the related skill (Control, Sense or Alter) and consult the power description to see if successful. If the power uses multiple Force skills, calling upon each Force skill is a separate action. The Jedi may roll each skill in consecutive rounds at no penalty, or may attempt to fully activate the power in one round, incurring normal multiple action penalties. {For example, a Control, Sense and Alter power attempted to fully activate in one round causes a –2D penalty to all three skill rolls.}

4.) Sustaining Force Powers: A Jedi may keep some powers ‘up’ (operating constantly without having to make a new power roll every round). If a power can be kept ‘up’, it will state it in the power description; otherwise the power can only be activated for the round in which it is used. If a player wishes to keep a power ‘up’, it must be announced at the time the power is initiated. The power will operate continuously until the character either decides to drop the power or suffers damage (a character drops all ‘up’ powers if stunned or worse). A character that is keeping a power ‘up’ is using the skills the power requires as long as the power is operating, and thus loses die codes for multiple actions. If a character keeps ‘up’ a Control, Sense and Alter power they will operate at a –3D penalty to all other actions.

5.) Force-users and the Dark Side: Force-users that have Dark Side points have an important choice to make every time they use their Force skills. If they allow the Dark Side to taint their actions, they receive a bonus +1D for every Dark Side point they currently have. If a Force point is used this bonus is not doubled. This bonus is added after everything else is determined. Also the Force-user must have at least 1D of base skill left to get this bonus (these bonus dice cannot be used to add multiple actions). If this option is chosen, then the Dark Side taints the action. And unless the purest of emotions and intent is used, the Force-user will gain a Dark Side point (the Force-user must still be warned). Any aggressive or hurtful action (any attack) no matter the reason can prompt gaining a Dark Side point even actions that may have been previously all right. To avoid the taint of the Dark Side the Force-user must concentrate on their actions. This increases the difficulty of their action by one level, but reduces the possibility of receiving more Dark Side points (evaluate their actions normally). Once a character or NPC is converted to the Dark Side they no longer receive this bonus or limitation. The Dark Side no longer needs to tempt you.

6.) Lightsaber Creation: Often considered the mark of a “true” Jedi is the creation of their own lightsaber. This task is long and involved and not considered easy, but there are definite benefits to its completion. Before anyone can attempt this process they must have the Lightsaber Engineering advanced skill. Anyone can learn the Lightsaber Engineering advanced skill. It requires 5D in the Lightsaber Repair skill prior to standard learning (see Section III #5). It is possible for someone to learn Lightsaber Engineering (A) through an event, but the skill cannot be raised or used in addition to Lightsaber Repair rolls until they have Lightsaber Repair at 5D. Be aware that for Jedi Knight perspectives the use of shortcuts, such as using crystals that have already been Focused, etc. in building their personal lightsaber as part of the process of becoming a Jedi Knight is looked down upon as taking the easy path and could temporarily block the character from becoming a Jedi Knight. Jedi must completely build 1 personal lightsaber from scratch as part of the requirements to be a Jedi Knight.

Preparation: Any time after the character has learned Lightsaber Engineering (A) they can begin the process of creating their lightsaber. The character must first spend time and effort to gather the requisite pieces of the lightsaber: a power cell, a handgrip, an activation plate, a safety, a belt ring (optional), a blade-length adjuster, an emitter matrix, a recharge socket, a lens assembly, focusing crystals (usually 3), and a power conduit (there may be additional pieces depending on what creation options the character utilizes). These basic parts (excluding the crystals) can be easily acquired (availability 1) during standard shopping within an event (does not require a Personal Initiative) and cost a total of 2000 credits. The character can choose between a few standard activation plates for no additional cost or creation difficulty: standard (one click on; one click off; deactivates if released), double off (one click on; two clicks off; deactivates if released), or a lock on (one click on; must unlock to deactivate; does not deactivate if released). The most difficult pieces to find are obviously the lightsaber quality crystals for focusing the blade. A standard lightsaber requires three crystals. There are many variations of lightsaber quality crystals with different set special qualities (even beyond standard Adegan crystals). Also some crystals have been synthetically created. The crystals cannot be readily purchased. Crystals obtained in various events (modules, Seminars, PIs, etc.) either have the set damage value or a special ability as determined by the event author, or are considered standard generic Base lightsaber quality crystals. Characters can set up a Personal Initiative to go out and find lightsaber quality crystals, if they don’t have them or if they want some specific damage rating or other special ability crystals. The Personal Initiative time required and level of difficulty should be commensurate with the desired crystals. Lightsaber Crystals will provide a base damage of 5D, although both less and more powerful crystals do exist, along with other special crystals. It is recommended that gamemasters require Personal Initiatives for each crystal with a special ability, with guidelines provided for how many PIs it should take for each crystal in the Lightsaber Crystal Variable Options chart. If the crystals are obtained in an event, then they may have a set color associated with them, and unless specified otherwise have a no special qualities. If no specific color is expressed by the gamemaster, then the color can be chosen by the Player Character. This color can be any visible spectrum solid color. The primary crystal determines the inner core color, the secondary crystal determines the outer core, and the tertiary crystal determines the aura of the blade.
Once all of the pieces are acquired, the construction process can be attempted.  The process can be one or two steps.  The construction and assembly of the hilt (this can be done by anyone), and the Focus or Attuning (not both; these are exclusive processes) of the crystals (can only be done with all three Force skills).  The Focusing and Attuning is not required to make a functional lightsaber, but if it is not completed the lightsaber has inherent flaws and limitations.  A Force user has the option of Focusing or Attuning the lightsaber.  Focusing prepares lightsaber quality crystals using the Force to customize them to remove internal imperfections and flaws that could not otherwise be identified or fixed.  This removes inherent flaws in the crystals eliminating resulting problems and allowing for the lightsaber’s use with the Lightsaber Combat Force power.  Attuning incorporates the Focusing of the lightsaber crystals and at the same time bonds the lightsaber being constructed (must have been completely constructed by the character attempting the Attuning) to the character providing them some additional benefits applied to the lightsaber use.  The character can only have one lightsaber attuned at a time.

Basic Construction/Assembly: The construction or assembly of the lightsaber hilt can be performed by anyone with the Lightsaber Engineering (A) skill. This entails the mechanical assembly of the pieces into a working lightsaber. This assembly process requires a single Personal Initiative at a Seminar or Interactive to complete. It requires a Difficult (20) base Lightsaber Engineering (A) roll, but there are a few available options, which the character can choose to modify this difficulty. The difficulty can be reduced by one level (-5), if the character takes apart any functioning lightsaber (can be flawed, can be any variant of a lightsaber). The character can ‘take their time’ on this roll providing them the standard +1D to their skill. The character can spend a Force Point or up to 2 Character Points (but not both) on this roll. Force Points expended are considered lost and not replaced. The character can ‘Call on the Dark Side’ for a Force Point that can be used on this roll (only if no character points were used so far; it does quad up with a Force Point), but the character would gain a Dark Side Point for this (the lightsaber is otherwise unaffected). Certain lightsaber creation options (see listing below) may add to or subtract from this roll. There may be other specific in game bonuses, penalties, and/or effects that were acquired through modules, or specialty events. If this roll is failed, the basic components are considered irreparably damaged and must be replaced through any event or associated Personal Initiative time (can be the same Personal Initiative as the next construction roll). Then it requires a new Personal Initiative to attempt construction of the lightsaber components. If the Lightsaber Engineering (A) roll succeeds then the hilt is ready for the crystals to be inserted. This creates a functioning lightsaber, but if the crystals are not Focused or Attuned (see below), they have inherent internal flaws that have associated penalties. These internal flaws prevent the constructed lightsaber from being used with the Lightsaber Combat Force power. The internal flaws can also have unpredictable effects. If at any time for any associated roll (any use, attack, defense, parry, or damage roll) you roll a ‘1’ on the Wild Die, then you roll 1D6 on this chart to determine the effect.
1. The lightsaber explodes doing full damage of the weapon to the user.
2. The lightsaber is broken and cannot be repaired.
3. The lightsaber is broken, but can be repaired with 2 hours of work and a Difficult (20) Lightsaber Repair roll.
4. The lightsaber shuts off, but needs only to be banged on something as an action to be reactivated.
5. No effect.
6. No effect.
Once assembled the lightsaber hilt has a Body rating of 2D.

Focusing the Crystals: This continuation of the lightsaber construction process is not required, but removes the inherent flaws in the lightsaber crystals. Focusing can only be accomplished if the character possesses the Control, Sense, and Alter Force skills. Focusing of the lightsaber crystals requires the character to specify a 4-hour event (module, mission, entire Seminar, or half of an Interactive) during which no other skill training or special missions may be accomplished, and that player cannot play any character as the time needed to go off and Focus the crystals. The player is encouraged, but not required to assist other judges during the time and event. The player will gain 3 character points for whatever the event is as their personal character development. It requires an Easy (10) Control roll to create a bond to the lightsaber, a Difficult (20) Sense roll to detect the internal imperfections of the crystal, and a Difficult (20) Alter roll to repair the internal imperfections of the crystal. These Force Skill rolls may be modified by the type of crystal(s) the PC has chosen for their Lightsaber, see the Lightsaber Crystal Variable Creation Options chart below. These rolls are considered one extended action over several weeks. There are a few available options, which the character can choose to modify these difficulties. The character can spend a Force Point, which will apply to any remaining Control, Sense or Alter rolls. Force Points expended are considered lost and not replaced. The character can spend up to 2 Character Points on any of the individual rolls, but not one that has a Force Point in effect (i.e. use cp on the Control roll and then use a Force Point for the Sense and Alter rolls). The character can ‘Call on the Dark Side’ for a Force Point that can be used on any remaining Control, Sense, or Alter rolls (only if no character points were spent on the remaining rolls; it does quad up with a Force Point), but the character would gain a Dark Side Point for this (the lightsaber is otherwise unaffected). If any of the Focusing (Control, Sense, or Alter) rolls are failed, continue with the remaining rolls to finish the process, but record the parts that have failed. The lightsaber will not function until the failed portions of the Focusing process have been completed properly. To accomplish this, as a later Personal Initiative the character can attempt to reroll all of the initially failed rolls (Control, Sense, or Alter as needed), but the difficulty of the roll needed is increased one level (+5) for all of the needed rolls. Any rolls that were successful initially do not need to be redone at this follow-up Personal Initiative. If any rolls have repeat failures, the lightsaber still will not function and an additional Personal Initiative is needed to continue. Each additional attempt at a failed roll has a cumulative +5 to the needed difficulties. Eventually it may be better to restart the process from the beginning, which would require an entire event as described previously. The benefits of Focusing the crystals are that the internal flaws have been found and corrected allowing for the lightsaber to be used with the Lightsaber Combat Force power, and that there are no additional problems with the lightsaber if a ‘1’ is rolled on the Wild Die.

Attuning the Crystals: This continuation of the lightsaber construction process is not required, but removes the inherent flaws in the lightsaber crystals like Focusing, and provides several benefits to the Attuned wielder. Attuning is actually done at the same time as Focusing the crystals, and increases the base difficulties of the Control, Sense, and Alter rolls to gain additional benefits. Attuning can only be accomplished if the character possesses the Control, Sense, and Alter Force skills. Attuning of the lightsaber crystals requires the character to specify a 4-hour event (module, mission, entire Seminar, or half of an Interactive) during which no other skill training or special missions may be accomplished, and that player cannot play any character as the time needed to go off and Attune the crystals. The player is encouraged, but not required to assist other judges during the time and event. The player will gain 3 character points for whatever the event is as their personal character development. It requires a Moderate (15) Control roll to create a bond to the lightsaber, a Very Difficult (25) Sense roll to detect the internal imperfections of the crystal, and a Very Difficult (25) Alter roll to repair the internal imperfections of the crystal. These Force Skill rolls may be modified by the type of crystal(s) the PC has chosen for their Lightsaber, see the Lightsaber Crystal Variable Creation Options chart below. These rolls are considered one extended action over several weeks. There are a few available options, which the character can choose to modify these difficulties. The character must spend a Force Point at the beginning of the Attuning process. It will apply (double rolls) to all of the Control, Sense, and Alter rolls. This Force Point is considered lost and not replaced. The character cannot spend Character Points on any of the individual rolls, because they are already on a Force Point. The character can ‘Call on the Dark Side’ for a Force Point that can be used on any remaining Control, Sense, or Alter rolls (it does quad up with a Force Point), but the character would gain a Dark Side Point for this (the lightsaber is considered to radiate an evil aura, but is otherwise unaffected). If any of the Attuning (Control, Sense, or Alter) rolls are failed, continue with the remaining rolls to finish the process, but record the parts that have failed. The lightsaber will not function until the failed portions of the Attuning process have been completed properly. To accomplish this, as a later Personal Initiative the character can attempt to reroll all of the initially failed rolls (Control, Sense, or Alter as needed), but the difficulty of the roll needed is increased one level (+5) for all of the needed rolls. Any rolls that were successful initially do not need to be redone at this follow-up Personal Initiative. If any rolls have repeat failures, the lightsaber still will not function and an additional Personal Initiative is needed to continue. Each additional attempt at a failed roll has a cumulative +5 to the needed difficulties. Eventually it may be better to restart the process from the beginning, which would require an entire event as described previously. There are several benefits of Attuning the crystals. To gain these benefits the lightsaber (all portions of any attuned set if separable) must be in the character’s possession (unless otherwise noted - tracking). Complete destruction of the lightsaber (or any portion of any attuned set if separable) severs the attunement. Also characters can sever the attunement voluntarily, but this requires 5 minutes dedicated meditation to accomplish. The attunement is automatically severed if the character starts to attune new crystals (only 1 Attuned lightsaber or set can be in effect at any time). The resulting lightsaber can be used with Lightsaber Combat Force power (as Focused). Attuning removes the additional problems with the lightsaber if a ‘1’ is rolled on the Wild Die (as Focused). The lightsaber can be tracked as long as the Force-user feels a connection to the Force. This ability is similar to the Life Sense power with the following differences: the information gained is not exact, but rather is one step down on the proximity chart. Treat the relationship as a modifier of 0 (+0). For example, if Jim loses his lightsaber on one side of the galaxy, he can track his crystals well enough to know that it is on the opposite side of the galaxy. Once he is on the same side of the galaxy he can then narrow down the sector, etc. If the lightsaber(s) are part of a matched set, the closest lightsaber not in their possession will be the tracked lightsaber. This however is a double edged saber, any individual in possession of the characters crystals may ‘track’ that character in the same way as if their relationship were an ‘acquaintance.’ The character may resist this as normal. Attuning reduces the base difficulty of the lightsaber use 1 level (-5) {i.e. a standard lightsaber is a Difficult (20) difficulty to wield; this would be reduced to Moderate (15)}. The difficulty is often subject to the type of lightsaber variant. Attuning reduces the Control activation difficulty associated with the Lightsaber Combat Force power 1 level (-5) {i.e. Easy (10) instead of Moderate (15)}. Attuning reduces the Sense activation difficulty associated with the Lightsaber Combat Force power 1 level (-5) {i.e. Very Easy (5) instead of Easy (10)}. The character cannot Attune a lightsaber for someone else. Attuning bonds the lightsaber to that character. The character gains one additional benefit chosen by the character at the completion of the attunement process from the following list, provided that none of the crystals have a special ability:
1. +2 to Lightsaber skill attack rolls.
2. +2 to Lightsaber skill parry rolls.
3. +1 to Control Force skill.
4. +1 to Sense Force skill.
5. +1 to Alter Force skill.

Lightsaber Hilt Variable Creation Options

Option
Difficulty Modification
Added Cost or Equip
Effect

Lightsaber
Eng (A)
CON
SEN
ALT

Lightsaber Variant - short (short sword, cutlass, lightfoil)
 
 
 
 
 
Creates a smaller, lighter lightsaber variant. Aesthetic effect only.
Lightsaber Variant - standard (long sword)
 
 
 
 
 
Creates a standard length lightsaber. Aesthetic effect only.
Lightsaber Variant - long (great sword, claymore)
 
 
 
 
 
Creates a long lightsaber variant. Aesthetic effect only.
Lightsaber Variant - polearm (glaive, halberd, scythe)
+10
 
 
 
+1000 credits
Creates a pole length lightsaber variant. Base difficulty is Very Difficult.
Lightsaber Variant - double ended (double-bladed, double staff)
+10
+10
+10
+10
+3 crystals, +2000 credits
Creates a double ended lightsaber variant. Base difficulty is Very Difficult.
Matched Set or Joined Blades
+10
+10
+10
+10
+3 crystals, +2000 credits
Creates two lightsabers that may be joined to form a double ended variant. If joined, base difficulty is Very Difficult.
Force Activated Switch
+5
 
 
 
 
Any acceptable activation switch is built completely inside the hilt. Requires Telekinesis to activate or deactivate.
Customized Activation Switch
+5
 
 
 
 
Requires a preset "code" or unique activation sequence to activate the lightsaber as an action (often used by Saber Rakes to mimic a nonfunctioning weapon). The hidden coded activation sequence can be detected with a Very Difficult (25) Security roll.
Variable Length Selector
+5
 
 
 
+250 credits
The lightsaber is built with a selector switch that allows the blade length to vary (extend to long or shrink to short; +/- 30%). Aesthetic effect only.
Biometric Recognizer
+5
 
 
 
+1000 credits
Includes a biometric sensor that prevents anyone other than the programmed wielder to activate the lightsaber. Can be bypassed with a Difficult (20) Security roll.
Concealed Compartment
+5
 
 
 
+100 credits
Creates a small hidden compartment in the handle (1 cubic cm). Can be found with a Difficult (20) Search roll.
Increased/Decreased Illumination
+5
 
 
 
+250 credits
The light emanation is adjustable and can be increased or decreased by 50%.

Clarification of ‘Matched Set’ option required with consideration of individual crystal options.
Matched set blades are all Attuned at the same time (separate construction and skill rolls are required).
Crystal selection options must be the same for each blade in a matched set (i.e. 2 damage and 1 skill for one blade must have 2 damage and 1 skill in other blades). Note that even though the crystals are the same if a selection option is available there are some allowed differences.
Aesthetics (blade color, length, etc.) can vary
If a Skill crystal is chosen to provide +1D to a specific Force power (see listed skill later) and the power utilizes at least 2 of the Force Skills (Control, Sense, and Alter), then both crystals have to choose the same Force power, but one could modify one Force Skill (i.e. Control) while the other modifies another Force Skill (i.e. Sense).
Note that limitations and penalties associated with Attunement applies to both blades as well.

Lightsaber Crystal Variable Creation Options

Crystal Type
Focusing Diff
Limit
PIs
Effect
Effect
Gained
Slots

Con
Sen
Alt

Base
0
0
0
3
1/3
Standard crystal with damage of 5D (default)
Always
Any
Damage
+5
0
0
2
1
+1 pip to lightsaber base Damage
Focused
Primary or Secondary
Aquatic
0
0
0
2
1
Allows the lightsaber to function normally underwater by protecting it in an energy cocoon, preventing it from boiling the water; requires 2 crystals
Focused
Secondary and Tertiary
Offensive
0
+5
0
1
1
+2 pip bonus applied to lightsaber attack rolls (does not increase Lightsaber or Combat skill)
Special Note: This bonus effect does not stack with cybernetics or other similar Force effects (Life Crystals, etc.). Apply the highest bonus only. This bonus is applied at the end of any multiplying for Force Points or Calling on the Dark Side (quad up) and does not really increase the skill value. The bonus is applied at the end of other effects as a flat addition.
Attuned
Any
Defensive
0
+5
0
1
1
+2 pip bonus applied to lightsaber defense rolls (does not increase Lightsaber or Parry skill)
Special Note: This bonus effect does not stack with cybernetics or other similar Force effects (Life Crystals, etc.). Apply the highest bonus only. This bonus is applied at the end of any multiplying for Force Points or Calling on the Dark Side (quad up) and does not really increase the skill value. The bonus is applied at the end of other effects as a flat addition.
Attuned
Any
Control
0
0
0
3
1
+1 pip bonus applied to Control rolls (does not increase Control skill)
Special Note: This bonus effect does not stack with other similar Force effects (skquinock pendants, etc.). Apply the highest bonus only. This bonus is applied at the end of any multiplying for Force Points or Calling on the Dark Side (quad up) and does not really increase the skill value. The bonus is applied at the end of other effects as a flat addition.
Attuned
Any
Sense
0
0
0
3
1
+1 pip bonus applied to Sense rolls (does not increase Sense skill)
Special Note: This bonus effect does not stack with other similar Force effects (skquinock pendants, etc.). Apply the highest bonus only. This bonus is applied at the end of any multiplying for Force Points or Calling on the Dark Side (quad up) and does not really increase the skill value. The bonus is applied at the end of other effects as a flat addition.
Attuned
Any
Alter
0
0
0
3
1
+1 pip bonus applied to Alter rolls (does not increase Alter skill)
Special Note: This bonus effect does not stack with other similar Force effects (skquinock pendants, etc.). Apply the highest bonus only. This bonus is applied at the end of any multiplying for Force Points or Calling on the Dark Side (quad up) and does not really increase the skill value. The bonus is applied at the end of other effects as a flat addition.
Attuned
Any
Skill
*
*
*
1
2
+1D bonus to chosen Force skill (Control, Sense, or Alter – choose one) rolls associated with a specific (named when Attuned) Force power when activating the Force power
Special Note: This bonus effect does not stack with other similar Force effects (skquinock pendants, other crystals, etc.). Apply the highest bonus only. This bonus is applied at the end of any multiplying for Force Points or Calling on the Dark Side (quad up) and does not really increase the skill value. The bonus is applied at the end of other effects as a flat addition. With a Matched Set of Attuned lightsabers, the matching crystal still chooses the same selected Force power, but if the power utilizes at least 2 of the Force skills (Control, Sense, and Alter), then one could modify one Force skill (i.e. Control) while the other modifies another Force Skill (i.e. Sense).
*Focus Difficulty Changes: +5 to any associated Force Skill (Control, Sense, Alter) used for the activation of the chosen power.
Attuned
Primary
Training
0
0
0
3
1
-2 pips to lightsaber damage; +1D to Control rolls and +1 pip to Sense rolls for activating the Lightsaber Combat Force power
Special Note: This bonus effect does not stack with other similar Force effects (skquinock pendants, other crystals, etc.). Apply the highest bonus only. This bonus is applied at the end of any multiplying for Force Points or Calling on the Dark Side (quad up) and does not really increase the skill value. The bonus is applied at the end of other effects as a flat addition. The additional bonuses only apply with the use of the Lightsaber Combat Force power. The bonus to the Control roll can be used to reduce the base lightsaber damage further as per standard use of the Lightsaber Combat Force power, but it cannot be used to increase the lightsaber damage. Standard Control skill value can still increase the damage as normal.
Focused
Any
Common
(Low Quality)
0
0
0
3
1/3
-1 pip to lightsaber base damage
Special Note: This penalty remains even if the lightsaber crystals are later Focused. Typically used as acquired cheap lightsaber indicating internal flaws beyond what not Focusing the lightsaber would cause.
Always
Any
Scale
+10
+10
+10
3
3
Increases the scale of the lightsaber to Speeder scale with associated standard rules; requires 3 crystals
Special Note: The base difficulty to wield the lightsaber is increased to Heroic (30). Note that missing this number by 10 or more (roll of 20 or less) still results in hitting themselves. The difficulty to activate the Lightsaber Combat Force power with this lightsaber is increased by +10 for Control and Sense rolls.
Focused
Primary, Secondary, and Tertiary

7.) Force Paths: In the Star Wars universe there are many different paths that a Force user may follow. The most common path is that of the Jedi, but there are alternate paths available.

P. The Jedi Order:

Background:
Long ago, those who studied and practiced manipulating the Force gathered together to establish the Jedi Knights, an order dedicated to protecting the galaxy from evil. The Jedi helped bring order and strength to a galaxy plagued far too long by conflict and fear.
With the events of Sparks #13: Conference at Paragon, the Jedi hunt began. The Jedi Order went from being open and prevalent in the galaxy to being a hidden society always on the run. With this change it has become more difficult for a Padawan or potential new member from finding a Jedi willing to take them on as a student. If events continue as they are, the Jedi Order may become extinct.

Requirements to Join the Jedi Order:
1) The PC must be Force-sensitive.
2) The PC must strive to follow the Jedi Code.
3) The PC must begin as a Padawan (with or without a dedicated master) and when able they can take the Jedi trials and become a Jedi Knight.

The Jedi Code:
One of the first things that a Jedi must learn is the Jedi code; this philosophy lays the groundwork for the mastery of the use of the Force.
There is no emotion; there is peace.
There is no ignorance; there is knowledge.
There is no passion; there is serenity.
There is no death; there is the Force.

Requirements to take the Jedi trials:
In order to become a Jedi Knight a Padawan must take and pass the Jedi trials. It is important to note that there are no game numbers listed as requirements. When you as a player think you are ready, you should seek out your trainer. Also note that this is no easy task. With the Jedi Hunt and Purge the requirements imposed by trainers are more stringent and difficult.
1) Be a Padawan (with or without a dedicated master).
2) The PC must request a judge to be appointed with player input by the Council of Elders to run them through the Jedi Knight trials.
3) The selected trial judge will run the personal initiatives for the player. The first (and possible more) of these PIs will be to find a suitable Trainer. During these personal initiatives the judge will review character specific requirements with the PC for starting the Jedi Knight trials. Once these character specific requirements are met, the PC and judge can run the Jedi Knight trials as Seminar or Interactive personal initiatives.

Requirements of becoming a Jedi Master:
In order to become a Jedi Master a Jedi Knight must take and pass the Jedi Master trials.
1) The PC must be a Jedi Knight (have passed the Jedi trials).
2) The PC must request a judge to be appointed with player input by the Council of Elders to run them through the Jedi Master trials.
3) The selected trial judge will run the personal initiatives for the player. The first (and possible more) of these PIs will be to find a suitable Trainer. During these personal initiatives the judge will review character specific requirements with the PC for starting the Jedi Master trials. Once these character specific requirements are met, the PC and judge can run the Jedi Master trials as Seminar or Interactive personal initiatives.
Also once a character attains the level of Jedi Master gamemasters are not required to give them Dark Side Point warnings for their actions.

Advantages of becoming a Jedi Master:
Once a PC becomes a Jedi Master they can take on a Padawan (another PC within Sparks). Typically in the past Jedi Knights would take on Padawans, but since the Jedi purge and hunt began, Jedi became more cautious about taking on new students.
1) Once a PC Jedi Master takes on a Padawan that Padawan receives a 50% discount on the cost of learning (10cp) and advancing (single cost) Force skills (Control, Sense, and Alter) up to the 5D skill level. The PC Jedi Master must initial the Padawan's update sheet for learning and/or increasing a Force Skill. 
2) The Padawan must be in the module/event to "start" learning Control, Sense, Alter, but need not play the remaining 3 modules/events with the PC Jedi Master to complete the training (i.e. they have to be there to start).
3) The Padawan and the Jedi Master may learn powers and skills from seminars and interactives normally. As the "PC or NPC" teaching is only a roleplaying aspect at that time.
4) Mechanically the Padawan may learn powers from other sources as there is no set restriction on additional sources of information. The only limitation is based on the Padawan /Jedi Master interaction. Is the Jedi Master allowing it?
5) Which powers learned are decided by the Jedi Master as they are the ones teaching (for NPC Jedi Masters a training path is developed by the controlling gamemaster for that NPC.) PC Jedi Masters must sign off on the Padawan's update sheet when starting to learn a power from the PC Master.
6) The Padawan may learn powers from the Jedi Master while the Jedi Master is not in the module. For a PC Jedi Master this creates a backlog of a number of events the Jedi Master must play before they can teach anyone or learn anything (excludes Seminar and Interactive training slots).  As a rule of thumb it has been advised not to backlog more than 8 modules (i.e. the Padawan learns 2 powers across 8 events. The Jedi Master is now backlogged 8 events and must play those before they can learn or teach again).  The time teaching is assumed to be between adventures.  For an NPC Jedi Master there is no backlogging.  The Padawan may learn powers from the Jedi Master during any module as the Jedi Master can’t "play" modules, but the time spent is assumed to be between adventures. PC Jedi Masters must sign off on the Padawan's update sheet when starting to learn a power from the PC Master.
7) The PC Jedi Master may also write a personal initiative for their Padawan if they are physically unable to be present. Going on this Personal Initiative would allow the Padawan to raise their Force skills once during that Personal Initiative as if the PC Jedi Master was present.

Q. Cryshok Brotherhood:

Background:
The Brotherhood is a bizarre offshoot of the early Jedi Knights. They were founded by a young Jedi named Cryshok, who disliked the use of weapons. He developed his own fighting style that used only the Force and his own skill at unarmed combat. He was able to develop this ability to the point where he could actually catch a lightsaber “blade” in his hands.
However, the fight between the Dark and the Light raged within him, until in a moment of bizarre enlightenment, he realized that they were perfectly at balance. He began to seek a way to perfect this balance. For every good deed he performed, he also did a service to the Dark Side, always striving to maintain his perfect balance.
He died centuries ago, but not without gathering together a band of like-minded people sensitive to the Force. Since his home was on Dumas IV, he brought his followers there, and they built their monastery. They maintained a level of secrecy, however, and soon vanished into the mists of time forgotten by all but a few. Even the Emperor himself knows of them only as an obscure legend, one he has no time or patience to investigate at present.
Their numbers are small – many either cannot bring themselves to perform the acts of “evil” required to maintain balance, or else they become fully corrupted by the Dark Side. Those who fall are hunted down mercilessly by their brothers, whether they fell to the light or the dark, as there can be no greater “sin” to a follower of Cryshok than to go out of balance.
Father Cradon is the current head of the Cryshok Brotherhood.

Requirements to Join the Brotherhood:
1) The PC must be Force-sensitive.
2) The PC must have at least 3 Dark Side points.
3) The PC must have the same number of Force points as Dark Side points.
4) The PC must petition to join the Order, or be sought out by a Brother due to like-minded interests. This will require at least one (usually more) personal initiatives.
5) The PC must begin as a Son (with or without a dedicated master), and when able they can take the Brotherhood trials and become a Brother.

Effects of Force Points and Dark Side Points on Cryshok Brothers:
1) Members of the Cryshok Brotherhood still gain Force points and Dark Side points like any other character, but they react differently to how many of each they have due to their unique view of balance in the Force. Where a normal character can have as many Force points as possible and must check to see if they Turn to the Dark Side for every Dark Side point they gain, this is not the same for Cryshok Brothers. The Brotherhood strives for balance between the Dark and the Light. So the total number of Force or Dark Side points is irrelevant. What is important is the difference between these numbers. If a module, Force power, outside perception, or inquiry requires a check of Force or Dark Side points, the result is always 0 for whichever is lower, and the higher value minus the lower value for the other (0 as well if Force Points and Dark Side Points are the same value). For example 16 Force Points and 17 Dark Side Points is considered for all in game intent to be 0 Force Points and 1 Dark Side Point. And the character would be considered to be following a Dark path for powers such as Life Sense. They must roll 1D6 at the end of every event every time the number between Force points and Dark Side points is different (not in perfect balance – difference of 0). If the roll is less than the difference (if the difference is only 1, then they are still safe), the character will trigger one of the special Cryshok Brotherhood Encounters (see below), and this could result in them being expelled from the Cryshok Brotherhood Order. Now that may seem like it isn’t too bad of a punishment, but if the character was sitting on several Dark Side points at the time of expulsion they would then have to roll to see if they Turn to the Dark Side like a normal character.
{ie. Brother Abe has 5 Force points and 5 Dark Side points. This is okay because he is in balance. If he were to gain 1 Force point, he would still be okay because you cannot roll below a 1 on a 1D6 roll. But if he gained another Force point, he would have to roll a 1D6 and get a 2 or higher (7 FP – 5 DSP = 2). By the same token if he gained two Dark Side points he would have the same problem (7 DSP – 5 FP = 2). If in either one of these cases he rolled a 1, then he would trigger one of the special Cryshok Brotherhood Encounters and could be expelled from the order and would be subject to normal Dark Side point rules (roll 1D6 and do not roll below the number of Dark Side points).}
2) To assist the player and gamemaster with making sure that all heroic (Force Point) and evil (Dark Side Point) actions are balanced, the player will fill out a tracking sheet. When the character does an action that earns them a Force Point or Dark Side Point, they need to record the action in basic details to help assess what kind of action would be required to balance it (this can be discussed between player and gamemaster). The opposite action slot is left open and needs to filled by a player action that is considered balanced (i.e. if the player saved an important good character, they may have to save an important bad character or kill some important good character). No longer will simply learning or using a Dark Side power (thus earning a DSP) be considered a balanced action (even though it balances the FP/DSP numbers) unless of course a Force Point was earned for learning or using a Light Side power. The rules remain the same for the balance of Force Point and Dark Side Point as well though. So there is some added difficulty and thought required to balance the actions and the numbers at the same time.
3) Cryshok Brothers are still subject to the tainted action rule (Sparks Judges Handbook section IV #5), but only if the number of Dark Side points is greater than the number of Force points. Basically they would get +1D on every Force skill used for every Dark Side point above the number of Force points and the action is considered tainted. To avoid this they can focus their action which increases the difficulty one level.
4) Cryshok Brotherhood characters need to be warned if they are to gain a Force point or a Dark Side point for any action they do. They can then reevaluate the action if necessary.

Other benefits of joining the Cryshok Brotherhood:
1) Can use 1 training slot to learn the Brawling: Cryshok Martial Arts and Brawling Parry: Cryshok Martial Arts Parry skills.
2) Can use 1 training slot to learn the Cryshok Combat Force power, if capable (have the Control and Sense Force skills).

Requirements to take the Brotherhood trials:
In order to become a Cryshok Brother a Son must take and pass the Brotherhood trials. It is important to note that there are no game numbers listed as requirements. When you as a player think you are ready, you should seek out your trainer. Also note that this is no easy task. The focus on balance becomes more difficult as a Brother of the Cryshok Order.
1) Be a Son (with or without a dedicated master).
2) The PC must request a judge to be appointed with player input by the Council of Elders to run them through the Brotherhood trials.
3) The selected trial judge will run the personal initiatives for the player. The first (and possible more) of these PIs will be to find a suitable Trainer. During these personal initiatives the judge will review character specific requirements with the PC for starting the Brotherhood trials. Once these character specific requirements are met, the PC and judge can run the Brotherhood trials as Seminar or Interactive personal initiatives.

Requirements of becoming a Father:
In order to become a Cryshok Father a Brother must take and pass the Fatherhood trials. Once a PC becomes a Cryshok Father, they can take on a Son (another PC within Sparks).
1) The PC must be a Cryshok Brother (have passed the Brotherhood trials).
2) The PC must request a judge to be appointed with player input by the Council of Elders to run them through the Fatherhood trials.
3) The selected trial will run the personal initiatives for the player. The first (and possible more) of these PIs will be to find a suitable Trainer. During these personal initiatives the judge will review character specific requirements with the PC for starting the Fatherhood trials. Once these character specific requirements are met, the PC and judge can run the Fatherhood trials as Seminar or Interactive personal initiatives.
Also once a character attains the level of Cryshok Father gamemasters are not required to give them Dark Side Point or Light Side Point warnings for their actions.

Advantages of becoming a Father:
Once a PC becomes a Father they can take on a Son (another PC within Sparks).
1) Once a PC Father takes on a Son that Son receives a 50% discount on the cost of learning (10cp) and advancing (single cost) Force skills (Control, Sense, and Alter) up to the 5D skill level. The PC Father must initial the Son's update sheet for learning and/or increasing a Force Skill. 
2) The Son must be in the module/event to "start" learning Control, Sense, Alter, but need not play the remaining 3 modules/events with the PC Father to complete the training (i.e. they have to be there to start).
3) The Son and the Father may learn powers and skills from seminars and interactives normally. As the "PC or NPC" teaching is only a roleplaying aspect at that time.
4) Mechanically the Son may learn powers from other sources as there is no set restriction on additional sources of information. The only limitation is based on the Son/Father interaction. Is the Father allowing it?
5) Which powers learned are decided by the Father as they are the ones teaching (for NPC Fathers a training path is developed by the controlling gamemaster for that NPC) PC Fathers must sign off on the Son’s update sheet when starting to learn a power from the PC Father.
6) The Son may learn powers from the Father while the Father is not in the module. For a PC Father this creates a backlog of a number of events the Father must play before they can teach anyone or learn anything (excludes Seminar and Interactive training slots).  As a rule of thumb it has been advised not to backlog more than 8 modules (i.e. the Son learns 2 powers across 8 events. The Father is now backlogged 8 events and must play those before they can learn or teach again).  The time teaching is assumed to be between adventures. For an NPC Father there is no backlogging. The Son may learn powers from the Father during any module as the Father can’t "play" modules, but the time spent is assumed to be between adventures.
7) The PC Father may also write a personal initiative for their Son if they are physically unable to be present. Going on this Personal Initiative would allow the Son to raise their Force skills once during that Personal Initiative as if the PC Father was present.

Special Cryshok Brotherhood Encounters:
1) Balance Encounter #1 –
Trigger – The first time a Cryshok Son falls out of balance by 2 or more and fails their D6 balance check, and the character does not have a Player Character Father or Brother as a mentor.
Effect – Set small encounter to be read through with the player immediately (below as an example to use or edited as needed – after/if proposal passes).
Seemingly out of the shadows come twelve of your fellow Cryshok Brothers to surround and confront you. They are obviously displeased that you have fallen out of balance.
Brother – “Do you wish to leave the Order? There are consequences.
[Player Response Yes – skip to Second balance encounter]
[Player Response No – continue]
You are still young and have much to learn about true balance. We can help you only once, so mind your actions and make sure that you do not fail the Order again.
The Cryshok Brothers close their circle and begin chanting. You find yourself unable to move
[The player must remove one Force Point or one Dark Side Point, whichever brings them closer to balance.]
As the chanting ceases you feel drained and fatigued. But when you begin to thank your Brothers they close in and begin to beat on you. You are simply too tired to resist, and the last thing you hear before passing out is one of the Brothers.
Brother – “This is to remind you of your obligations and to keep you on a balanced path.”
[The player wakes up several hours later and is considered to be at an Incapacitated damage level.]
Mark the character’s update sheet – Balance Encounter #1 Complete.
If the Son is still out of balance after this encounter, they must make a D6 balance check at this time (yes they can trigger Balance Encounter #2 at this time).
2) Son Training Bond Encounter –
Trigger – The first time a Cryshok Son falls out of balance by 2 or more and fails their D6 balance check, and the character does have a Player Character Father or Brother as a mentor. The mentor can never have ‘Bonded’ with an Son prior to this encounter.
Effect – Pull the players of the Son and his mentor aside and run a role-play encounter. During this encounter the mentor needs to lecture the Son on remaining balanced. The Brother or Father can then give either one of their Force Points or their Dark Side Points to the Son as long as it brings them closer to balanced. This can throw the mentoring character out of balance, and force them to make a D6 balance check.
Mark the character’s update sheet – Balance Encounter #1 (Bonded) Complete.
If the Son is still out of balance after this encounter, they must make a D6 balance check at this time (yes they can trigger Balance Encounter #2 at this time).
The Son can now ONLY receive personal training from their mentor now (if Father already) or when they attain the rank of Father.
3) Balance Encounter #2 –
Trigger – The second time a Cryshok Son falls out of balance by 2 or more and fails their D6 balance check after completing Balance Encounter #1, the first time a Cryshok Brother or Father falls out of balance by 2 or more and fails their D6 balance check, or a Cryshok Son chooses to leave during Balance Encounter #1.
Effect – Set encounter to be read through with the player immediately (below as an example to use or edited as needed – after/if proposal passes).
Seemingly out of the shadows come twelve of your fellow Cryshok Brothers to surround and confront you. They are obviously angered that you have fallen out of balance. You are obviously not capable of balance and must be excised.
The Cryshok Brothers close their circle and begin chanting. You find yourself unable to move. Your body is wracked with pain as you feel part of your essence being ripped away.
As the chanting begins to quiet you feel overwhelmed with fatigue and pass out.
[The player wakes up several hours later and is considered to be at an Incapacitated damage level.]
When you awaken you realize that you were not beaten this time, but it sure feels like you have been. And something is different…you feel overcome with guilt as the realization of all past evil deeds comes crashing into your mind. You now understand that you no longer have the protection of the Cryshok ritual holding your evil in check as you sink deeper into despair.
Mark the character’s update sheet – Balance Encounter #2 Complete.
The player must immediately roll a standard Dark Side D6 check using the standard rules (roll equal to or greater than the total number of Dark Side Points you have). If they fall to the Dark Side, they cannot continue playing their character until redeemed as per the Sparks Judges Handbook rules.

R. The Way of the Tyia:

Background:
The Tyia is an example of an alternate way of knowing the Force. Tyia teaches that individual introspection is the way to learn the true way of the universe. Students are taught to control their own personal Force (called “Tyia”) through meditation and ceremony. Because of the unique way in which the Tyia studies the Force, there are some special rules regarding its use:
A Tyia student learning Control at 1D automatically learns Hibernation Trance and Emptiness (which is Easy difficulty for Tyia). The character learns an additional three control powers.
All Alter powers have their difficulty increased by one level.
All powers have a minimum time to use of one minute.

Requirements to Join the Way of the Tyia:
1) The PC must be Force-sensitive.
2) The PC must find a Tyia teacher to train them.

S. The Path of Aerpier

Background:
Before the Jedi and before the Sith, there was Aerpier (Pronounced ape-pier). He gathered together Disciples, some that followed paths of Light and some that followed paths of Darkness. Several of these Disciples took their Path of Aerpier teachings and introduced their own philosophies which ended up becoming the foundation for many of the other Force paths that we see today. Only the original Disciples that were taught directly by Aerpier followed a True Path of Aerpier. Any later Disciple passing along the teachings naturally introduced small hints of bias based on their personal philosophies. Many found it challenging to teach some the Dark path if they were a follower of Light, but this is one of the tenants of Aerpier. The Light cannot exist without the Darkness and vice versa. It is not your calling to purge the other, but to coexist. Often there will be conflict, but you must recognize when they are following their path that you do not need to block them, but to simply follow your own path.
Again finding a Master of this path to instruct you in the ways of becoming an Adept (Padawan) and progressing to Disciple (Knight) and possibly even becoming a Master yourself is extremely difficult. There are some branches of the path of Aerpier that still exist, but again you must sometimes look passed your own teacher to focus on the true nature of the Path of Aerpier.

Requirements to Become a Disciple of Aerpier:
1) The PC must be Force-sensitive.
2) The PC must strive to follow the Aerpier Code.
3) The PC must begin as an Adept (requires seeking out a dedicated master) and when able they can take the Aerpier trials and become a Disciple of Aerpier.

The Aerpier Code:
One of the first things that a Disciple must learn is Aerpier’s code; this philosophy lays the groundwork for the mastery of the use of the Force for Disciples of Aerpier.
Emotion and Serenity,
The Heart of the Disciple
Harmony and Chaos,
The State of Being
Strength and Knowledge
The Power of the Force,
All are intertwined
They are One, We are One.

Requirements to take the Aerpier trials:
In order to become a Disciple of Aerpier an Adept must take and pass the Aerpier trials. It is important to note that there are no game numbers listed as requirements. When you as a player think you are ready, you should seek out your trainer. Also note that this is no easy task. With the Force Hunt and Purge the requirements imposed by trainers are more stringent and difficult.
1) Seek out a dedicated Master of Aerpier and become their Adept
2) The PC must request a judge to be appointed with player input by the Council of Elders to run them through the Aerpier Disciple trials.
3) The selected trial judge will run the personal initiatives for the player. The first (and possibly more) of these PIs will be to find a suitable Trainer and become an Adept. During these personal initiatives the judge will review character specific requirements with the PC for starting the Aerpier Disciple trials. Once these character specific requirements are met, the PC and judge can run the Aerpier Disciple trials as Seminar or Interactive personal initiatives.

Requirements of becoming a Master of Aerpier:
In order to become a Master of Aerpier a Disciple of Aerpier must take and pass the Aerpier Master trials.
1) The PC must be a Disciple of Aerpier (have passed the Aerpier Disciple trials).
2) The PC must request a judge to be appointed with player input by the Council of Elders to run them through the Master of Aerpier trials.
3) The selected trial judge will run the personal initiatives for the player. The first (and possibly more) of these PIs will be to find a suitable Trainer. During these personal initiatives the judge will review character specific requirements with the PC for starting the Master of Aerpier trials. Once these character specific requirements are met, the PC and judge can run the Master of Aerpier trials as Seminar or Interactive personal initiatives.
Also once a character attains the level of Master of Aerpier gamemasters are not required to give them Dark Side Point warnings for their actions.

Advantages of becoming a Master of Aerpier:
Once a PC becomes a Master of Aerpier they can take on an Adept (another PC within Sparks).
1) Once a PC Master of Aerpier takes on an Adept that Adept receives a 50% discount on the cost of learning (10cp) and advancing (single cost) Force skills (Control, Sense, and Alter) up to the 5D skill level.  The PC Master of Aerpier must initial the Adept's update sheet for learning and/or increasing a Force Skill.
2) The Adept must be in the module/event to "start" learning Control, Sense, Alter, but need not play the remaining 3 modules/events with the PC Master of Aerpier to complete the training (i.e. they have to be there to start).
3) The Adept and the Master of Aerpier may learn powers and skills from seminars and interactives normally. As the "PC or NPC" teaching is only a roleplaying aspect at that time.
4) Mechanically the Adept may learn powers from other sources as there is no set restriction on additional sources of information. The only limitation is based on the Adept / Master of Aerpier interaction. Is the Master of Aerpier allowing it?
5) Which powers learned are decided by the Master of Aerpier as they are the ones teaching (for NPC Masters of Aerpier a training path is developed by the controlling gamemaster for that NPC) PC Masters of Aerpier must sign off on the Adept’s update sheet when starting to learn a power from the PC Master of Aerpier.
6) The Adept may learn powers from the Master of Aerpier while the Master of Aerpier is not in the module. For a PC Master of Aerpier this creates a backlog of a number of events the Master of Aerpier must play before they can teach anyone or learn anything (excludes Seminar and Interactive training slots).  As a rule of thumb it has been advised not to backlog more than 8 modules (i.e. the Adept learns 2 powers across 8 events. The Master of Aerpier is now backlogged 8 events and must play those before they can learn or teach again).  The time teaching is assumed to be between adventures. For an NPC Master of Aerpier there is no backlogging. The Adept may learn powers from the Master of Aerpier during any module as the Master of Aerpier can’t "play" modules, but the time spent is assumed to be between adventures.
7) The PC Master of Aerpier may also write a personal initiative for their Adept if they are physically unable to be present. Going on this Personal Initiative would allow the Adept to raise their Force skills once during that Personal Initiative as if the PC Master of Aerpier was present.

8.) Holocron Creation: Extensive research is required to find all of the information needed to create a holocron. Some of this information is ‘lost’ to the ages, while other tidbits are hidden away and most likely forgotten about completely. The character needs to use a lot of Personal Initiative time to learn all of the creation requirements.
Timing and Preparation Requirements –
It requires 10 Personal Initiatives worth of time for research and location of holocron creation knowledge to know how to construct a holocron.
Information found in events (Modules, Seminars, Interactives, Missions, etc.) can be utilized to reduce the number of Personal Initiatives required to find the knowledge to construct holocrons.
It requires 1 Personal Initiative to construct the holocron hardware (includes gather pieces if needed).
It requires 1 Personal Initiative to Imprint the gatekeeper persona and information onto the holocron (record the imprinted statistics at this time). The difficulties for some or all of the Force skill (Control, Sense, and Alter) rolls for the Imprinting step should take into account the Force Proximity difficulty chart to account for the ranged update discussed below at the time of the character death.
The holocron activates upon the death of the character through a Force transference.
It requires 1 Personal Initiative to update the Imprint of the gatekeeper persona and information onto the holocron (record the new imprinted statistics at this time).
At the time of the character’s death during the Force transference if the current character stats or powers differ from the imprinted stats, the character can immediately attempt to update the Imprint of the gatekeeper persona and information onto the holocron by making all of the required Imprint difficulty rolls at current stat requirements. If the character succeeds, the Imprint is successful and the new statistics are recorded. If the character fails, then the Imprint is not updated and the holocron is activated with the previously recorded statistics.
Required Difficulties for Holocron Construction and Persona Imprinting –
Computer Programming roll:
Difficulty check: Base 5 +1 pip per each attribute pip of the player character (i.e. 18D in attributes is 59 {5+54}. This is building the matrix to hold your persona. The more complex or experienced your persona, the more difficult it is. As a Computer Programming (not Repair) roll the advanced skill (A) Software Engineering would be applicable to the roll (not (A) Computer Engineering).
This roll can be done by some other character besides the character that is interjecting their persona into the device, but this does not apply any synergy bonus to the Communication roll.
If this roll is done by the character that is interjecting their persona into the device, apply a synergy bonus of +1 to the Communication roll for every 10 points above the total difficulty for the Computer Programming roll.
This is a separate roll for each persona that will be added (see Extra Personas below for details).
Communication roll:
This roll must be done by the character that is interjecting their persona into the device.
If the Computer Programming roll was done by the character that is interjecting their persona into the device, apply a synergy bonus of +1 to the Communication roll for every 10 points above the total difficulty for the Computer Programming roll.
Difficulty check: varies based on interactive options and limitations creator desires; difficulties get easier when determining interactivity with Force users.
Fully Interactive with Anyone (no limitations): Heroic +10 (40)
Interactive with Any Force-sensitive: Heroic (30)
Interactive with Any Force user: Very Difficult (25)
Interactive with Only Light or Dark Force user: Difficult (20) – must match creator or add +20 to this difficulty
Interactive with Force user of sufficient skill rating: Difficult + 1 per 1D Control, Sense, or Alter required (20+X)
Interactive with Only Light or Dark Force user of sufficient skill rating: Heroic + 1 per 1D Control, Sense, or Alter required (30+X) – must match creator or add +20 to this difficulty
This is a separate roll for each persona that will be added (see Extra Persona below for details).
Control, Sense, and Alter rolls:
Control Difficulty check: Base 10 + 1 for each power included with Control as any aspect
Sense Difficulty check: Base 10 + 1 for each power included with Sense as any aspect
Alter Difficulty check: Base 10 + 1 for each power included with Alter as any aspect
For each of these rolls the character interjecting their persona must account for all Force powers known as part of the difficulty roll. They cannot selectively leave out a power (portion of their persona) to lower the difficulty check roll.
Even though the character interjecting their persona must account for all Force powers known as part of the difficulty roll this does not force the character/persona to be willing to teach all of the powers or knowledge they possess. This is a roleplay effect that the character can determine and list with the holocron in as much or little detail as they desire what the holocron will teach or pass along. The character can set training limits (only train up to 2D in Force skills), set a specific order of Force powers to be learned, etc. This should be determined when the holocron is created.
The Control Sense and Alter difficulty check rolls are the ones that must be rerolled for any persona update at any later time, or upon the characters death. If the update roll is failed, the holocron defaults to the previous listing of the persona that succeeded. Note that this does not allow new personas to be interjected, but will allow any existing personas to be updated at different times (upon their death, etc.).
Extra Personas:
All personas to be added to any holocron must all be done at the same time during the original construction of the holocron (single group PI, etc.). The knowledge of adding personas at some later date is considered ‘lost’ and is not available in any of the holocron creation research.
Each extra character attempting to add their persona to a holocron has to make each of the creation rolls as per the approved rules. Note that the difficulties will change based on each personas attributes, desired interactivity, Force powers known, etc.
The difficulty for all of the creation rolls as listed by the difficulties increases for all of the characters by +5 for each persona beyond the first (i.e. 4 characters adding personas increases all of the creation rolls by +15 for all of the characters adding their persona to the holocron).
Each individual persona ‘activates’ when that individual character dies.

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