X Force Power Listing

X. Force Power Listing Section Last Updated: 2/7/09

Control: (pg 2-7)

Absorb/Dissipate Energy
Accelerated Healing
Burst of Speed
Concentration
Contort/Escape
Control Disease
Control Pain
Detoxify Poison
Emptiness
Enhance Attribute
Force of Will
Hibernation Trance
Instinctive Astrogation Control
Rage
Reduce Injury
Remain Conscious
Remove Fatigue
Resist Stun
Short-Term Memory Enhancement

Sense: (pg 8-13)

Beast Languages
Combat Sense
Danger Sense
Instinctive Astrogation
Life Detection
Life Sense
Life Web
Magnify Senses
Postcognition
Predict Natural Disasters
Receptive Telepathy
Sense Force
Sense Force Potential
Sense Path
Sense Surroundings
Shift Senses
Translation
Weather Sense

Alter: (pg 14-16)

Bolt of Hatred *
Force Light
Force Push
Injure/Kill
Strengthen Object
Taint
Telekinesis

  • Sith Powers

** Sparks Campaign Powers

Control and Sense: (pg 17-20)

Battle Meld
Cryshok Combat **
Farseeing
Life Bond
Lightsaber Combat
Projective Telepathy

Control and Alter: (pg 21-25)

Accelerate Another’s Healing
Aura of Uneasiness *
Control Another’s Disease
Control Another’s Pain
Control Breathing
Detoxify Poison in Another
Drain Energy
Feed on the Dark Side
Force Barrier **
Force Lightning
Force Weapon
Inflict Pain
Place Another in Hibernation Trance
Plant Surge
Remove Another’s Fatigue
Return Another of Consciousness
Transfer Force
Waves of Darkness *

Sense and Alter: (pg 26)

Dim Other’s Senses
Force Travel
Force Wind *
Lesser Force Shield

Control, Sense and Alter: (pg 27-32)

Affect Mind
Anti-Time/Space Displacement Field
Battle Meditation
Control Mind
Create Force Storms
Create Force Wraith
Doppleganger
Drain Life Energy *
Enhanced Coordination
Force Harmony
Illusion
Memory Wipe *
Projected Fighting
Telekinetic Kill
Transfer Life

Special: (pg 33)

Force Scream

Control Powers

Absorb/Dissipate Energy
Control Difficulty VE (5) – Sunburn
E (10) – Intense Sunburn
M (15) – Solar Wind
D (20) – Radiation Storm
M+ (15+Damage) – Energy Attack Damage
Power may be kept ‘up’, as long as the source of energy is constant.
Time to use – instantaneous, can be used as a reaction.
Effect – Force-user can dissipate energy harmlessly.
Located – 2nd Edition Revised Rulebook p. 142-143

Accelerated Healing
Control Difficulty E (10) – for Wounded
M (15) – for Incapacitated
D (20) – for Mortally Wounded
Time to use – One minute
Effect – Force-user may make 2 natural healing rolls for the current day. Healing and First Aid rolls are made at +2. Accelerated Healing may only be attempted once per day.
Located – 2nd Edition Revised Rulebook p. 143

Burst of Speed
Control Difficulty M (15) – base difficulty
Required Powers – Enhance Attribute
Effect – A Force-user can use this power to enhance his Move, increasing his running and walking speeds dramatically for a short period of time. Both the duration and the Move increase are determined by the amount the Force-user’s Control roll exceeds the base difficulty. The duration can be increased by spending character points – for each character point spent; the duration is increased by one round. These points can be spent at any time before the power fades.
Force-user’s Skill Roll Move
Exceeds Difficulty By Increased Duration
0-8 +5 4 rounds
9-20 +10 3 rounds
21+ +15 2 rounds
Located – Online adaptation of D20 system Force powers approved by SF7 Council

Concentration
Control Difficulty E (10) – if relaxed and at peace
D (20) – if aggressive, afraid or filled with bad emotions
VD (25) – if acting on those bad emotions
Effect – When using this power, Force-users clear all negative thoughts from their minds feeling the Force flowing through the universe and their own being. If the roll for concentration is successful the Force-user may add +4D to any one action in that round. The Force-user may do nothing else that round other than the Concentration power and that one action. The effect may be used in conjunction with Force Points or Character points, but may not be kept up and is only in effect for one round.
Located – 2nd Edition Revised Rulebook p. 143

Contort/Escape
Control Difficulty VE (5) – Loose Bonds
E (10) – Hand Binders
M (15) – Serious Restraints
D-H (20-30+) – Maximum Security (GM’s discretion)
Required Powers – Concentration, Control Pain, Enhance Attribute
Effect – Escapes specified bonds by contortion in painful and difficult (but physically possible) ways. By dislocating joints, softening bones, and the like, a Force-user can escape almost any physical restraining device. While this is indeed a painful procedure, Force-users are trained to block out the pain and focus on the task at hand.
Located – Tales of the Jedi Companion Sourcebook p.41

Control Disease
Control Difficulty VE (5) – Mild Infection (cold)
E (10) – Modest Infection or Illness (bad flu)
M (15) – Severe Illness (gangrene)
D (20) – Life-threatening Disease (tuberculosis)
VD (25) – Massive Long-standing Disease (cancer)
H (30+) – Rapid-acting, Life-Threatening Disease
Power may be kept ‘up’.
Time to Use – Using this power requires the Force-user to meditate for half an hour. If the disease is long standing or life threatening, the Force-user must make repeated skill attempts over the course of several weeks or months to cure the disease entirely. (GM’s discretion)
Effect – Direct and control antibodies and healing resources to counter disease in the Force-user’s body.
Located – 2nd Edition Revised Rulebook p.143

Control Pain
Control Difficulty VE (5) – for Wounded or Stunned
E (10) – for Incapacitated but conscious
E (10) – for Stun damage, if not unconscious yet
D (20) – for Mortally Wounded but conscious
Power may be kept ‘up’, so the character can ignore the pain of injuries for a long time.
Effect – A wounded character may act as if unwounded (no die code penalties for the wound), starting the round after the power roll has been made. But if a wounded character, after controlling pain is wounded again, then they immediately drop to the fully wounded level (original wound plus the new wound) and Control Pain is immediately dropped. A mortally wounded Force-user may still die from their injuries, even if they aren’t feeling pain. Stun damage can be eliminated entirely.
Located – 2nd Edition Revised Rulebook p. 143-144

Detoxify Poison
Control Difficulty VE (5) – alcohol, very mild poison
E (10) – mild poison
M (15) – average poison
D (20) – virulent poison
VD+ (25+) – neurotoxin
Time to use – Five minutes
Effect – Detoxifies or ejects poison from the Force-user’s body. If the Force-user makes the power roll, the poison doesn’t affect her.
Located – 2nd Edition Revised Rulebook p.144

Emptiness
Control Difficulty M (15) – to engage
D (20) – to disengage
*Note: Dark Side characters CANNOT use this power.
Required Powers – Hibernation Trance
Effect – While in Emptiness the Force-user may not move or attempt any action except to disengage from the Emptiness. While in Emptiness the Force-user is difficult to sense or affect with the Force (add Emptiness roll to difficulty, this is added whether or not the empty character would willingly receive the power’s affect). Once out of Emptiness the Force-user gains a +6 bonus modifier to all Force skills for as long as they were in Emptiness. This bonus is reduced by -1 for each Dark Side Point that the character has.
When a character enters Emptiness, the player must state for how long the character will be in meditation. A character may attempt to come out of meditation under one of the following circumstances:
When the stated time has passed.
Once each hour beyond the original time limit.
The character’s body takes any damage more serious than stun damage.
Located – 2nd Edition Revised Rulebook p.144

Enhance Attribute
Control Difficulty M (15) – base difficulty
Effect – A Force-user uses this power to increase a single attribute for a limited period. All the skills governed by the enhanced attribute increase by the same amount for as long as the power remains in effect. A Force-user can only increase one attribute at a time. If a character invokes the power to enhance a second attribute while the first attribute is still enhanced, then the first enhancement fades and the second enhancement receives the increase.
Force-user’s Skill Roll Attribute
Exceeds Difficulty By Increased Duration
0-13 +1D 3 rounds
14-25 +2D 2 rounds
26+ +3D 1 round
Note – The Force-user can extend the increased attribute bonus by 1 round for each Character point expended (these Character points must be spent one at a time the round before the bonus is lost and they do not increase other rolls made).
Located – Tales of the Jedi Companion Sourcebook p.44-45

Force of Will
Control Difficulty E (10)
Power may be kept ‘up’.
Effect – By using Force of Will, the Force-user uses their Willpower skill to fight the effects of hostile Force powers. If faced with a telekinetic- or mind-based power, the Force-user’s Willpower skill roll may be added to either the Control or Perception code. The Control (or Perception) plus Willpower total is referred to as the “protection number”.
If the attack roll > protection number
The attack hits and has full effect
If the attack roll > Control (or Perception) <= protection number
The Force-user is “Battered”
Battered: Subtract 1D from the Force-user’s Willpower skill. The Force-user can still continue to defend but must do so with the decreased Willpower. Reroll for a new protection number. If the Force-user’s Willpower ever reaches 0D, the Force of Will is automatically dropped and the Force-user can only resist with Control or Perception.
If the attack roll <= Control (or Perception) roll
The attack has no effect.
*Note: 1) Force of Will does not protect against Force Lightning, Force Storms or objects hurled by Telekinesis, since in each case the power creates a physical manifestation;
2) It takes 1 day or 1 hour in Emptiness (or Rage) to recover 1D of damage from "battering of the will".
Located – Tales of the Jedi Companion Sourcebook p.45

Hibernation Trance
Control Difficulty D (20)
Power may be kept ‘up’.
Effect – Hibernation Trance allows the Force-user to place himself into a deep trance, which slows all bodily functions, appearing to be dead to characters that don’t check closely. Upon entering the trance the Force-user must declare what stimuli will bring him out (i.e. specific time, touch or noise).
A Force-user may heal while in a hibernation trance, but can do nothing else.
Located – 2nd Edition Revised Rulebook p.144

Instinctive Astrogation Control
Control Difficulty VD (25) – modified by Astrogation Difficulty
Astrogation Difficulty Difficulty Modifier
Very Easy + 0
Easy + 5
Moderate + 10
Difficult + 15
Very Difficult + 20
Heroic + 30
Time to use – One minute
Effect – This is far more difficult than the Sense-based Instinctive Astrogation power, because instead of “feeling” the correct route the Force-user is actually calculating the correct solutions to the hyperspace equations in his head.
If the Control roll is successful, then it just requires a Very Easy (5) Astrogation roll to input the correct routes into the navigation computer.
If the Control roll is failed, he overlooks an obstacle and sends the ship down an inherently dangerous path and thus instead of requiring a Very Easy (5) Astrogation total, the difficulty is automatically Very Difficult (25). If the Control roll is missed by five or more points, increase the difficulty to Heroic (31).
Located – Tales of the Jedi Companion Sourcebook p.46

Rage
Control Difficulty D (20)
Warning – Use of this power gains the Force-user a Dark Side Point.
Required Powers – Hibernation Trance
Effect – This power functions as a counterpart to Emptiness. A Character must determine how long she wishes to be in Rage when she enters the trance. Barring an attack or the arrival of a specific person (see below), the Force-user will stay in the trance for the duration. The Force-user must make a Difficult (20) Control roll every 4 hours or they will come out of the trance.
When the Force-user leaves this state they gain a +10 modifier to all Force skill rolls made for a period of time equal to the time spent in Rage. The Force-user takes one die of damage for every two hours they were in the trance after the bonus has subsided.
Like Emptiness the Force-user is oblivious to their surroundings, unlike Emptiness the Force-user strongly exudes an aura of the Dark Side. Add the Rage Control roll to the difficulty roll when another attempts to use a Force power on someone in Rage.
Characters dehydrate and hunger twice as fast when in Rage and are even more susceptible to damage (-1D to Strength to resist damage) while in this state. Characters who plan on an extended trance will need intravenous nourishment.
In Rage, the character is less obvious to her surroundings than a corresponding Force-user in emptiness. For example, any physical contact by a living being may revive them (the Force-user must make a Moderate (15) Control roll) and provoke an instant berserker-like attack, regardless of how the person may be. The character must then make a Difficult (20) Control roll to cease the attack before the offending character has been killed.
A character using Rage can choose to anticipate the arrival of a foe. They must make a Difficult Sense roll (modified by relationship) with the Life Sense power at the time they enter Rage. This will allow them to instantly awaken (Easy (10) Control roll) if the expected person comes within five meters of the person in Rage.
This power may be used in a preparation ritual for the Transfer Life power. When a raged person uses Transfer Life, their original body is instantly and totally consumed by the Dark Side, often bursting into unholy blue flames. For every three points by which the Control roll exceeded the Rage difficulty, the body does 1D damage upon explosion (three meter blast).
Note - This power can only be used by characters that have been consumed by the Dark Side of the Force.
Located – Tales of the Jedi Companion Sourcebook p.46

Reduce Injury
Control Difficulty M (15) – for Incapacitated
D (20) – for Mortally Wounded
VD (25) – for Dead
Required Powers – Control Pain
Effect – The Force-user may call upon the Force to reduce the amount of injury they suffer. The power must be used in the round that the injury is suffered or in the round immediately following. When this power is successfully used the Force-user loses a Force Point (this Force Point cannot be used with the roll; it is just lost). Any injury that is taken is reduced to Wounded. If the original injury would have killed the character, the Gamemaster will inflict a relevant permanent injury on the character.
Note – It is not always a "selfish" act to save one's own life, so the character might be able to get the Force Point back. If the character was fighting to save her friends from certain doom - and if she fails, they certainly die - then this could even be considered a heroic action.
Located – 2nd Edition Revised Rulebook p.144

Remain Conscious
Control Difficulty E (10) - for Stunned
M (15) – for Incapacitated
D (20) – for Mortally Wounded
Required Powers – Control Pain
Effect – Remain Conscious allows a Force-user to remain conscious even after suffering injuries which would knock her unconscious. When a character with this power suffers this kind of injury, she loses all other actions for the rest of the round but she is still conscious (a character without this power would still pass out).
At the beginning of the next round, the character may attempt to activate the power - this must be the first action of the round; the Force-user cannot even dodge or parry.
If the roll is unsuccessful, the Force-user passes out immediately. If the roll is successful, the Force-user may only perform one other action that round - often the character will attempt Control Pain. The character may make a last ditch heroic effort before passing out. After that other action has been completed, the Force-user will lapse into unconsciousness (unless she has activated Control Pain or done something else to stay conscious).
Located – 2nd Edition Revised Rulebook p.144-145

Remove Fatigue
Control Difficulty M (15)
Required Powers – Accelerate Healing, Control Pain
Power may be kept ‘up’.
Effect – The Force-user uses this power to combat the effects of strenuous work. The Force-user manipulates the Force, causing bodily toxins to be ejected much more efficiently, thus allowing for greater stamina. While this power is kept up, the Force-user must make a Stamina check once per day. While using this power, a Force-user must fail two Stamina checks before they are fatigued. The Force-user still needs to eat and drink normally. If the Force-user does fail two Stamina checks and becomes Fatigued, a –1D penalty is applied to all attributes and skills for 1D hours.
Note – This power cannot be used for lifting (the force power Enhanced Attribute would be used).
Located – Tales of the Jedi Companion Sourcebook p.47

Resist Stun
Control Difficulty M (15)
Power may be kept ‘up’.
Time to use – One minute
Effect – Resist stun allows the Force-user to prepare her body to resist the effects of stun damage. The power must be activated before the character has suffered any damage.
A successful result allows the Force-user to resist all stun results (except for unconscious). An unconscious result forces the Force-user to drop the power, and she is considered stunned. Other injuries – wounded, incapacitated, mortally wounded, and killed – are treated normally.
Located – 2nd Edition Revised Rulebook p.145
Short-Term Memory Enhancement
Control Difficulty D (20)
Required Powers – Hibernation Trance
Effect – When a Force-user uses this power, she can replay recent events in order to more carefully examine images and peripheral occurrences. The Force-user can use this power to scan memory tracks to recall details that were seen but did not register consciously at the time of observation. If the roll exceeds the Control difficulty by 0-8 then they can recall through the current Episode, 9-20 through the last Episode or 21+ through the last two Episodes.
Located – Tales of the Jedi Companion Sourcebook p.47-48
Sense Powers

Beast Languages
Sense Difficulty E (10) – for domesticated/friendly animals (Bantha, Ronto)
M/D (15/20) – for wild/non-predatory animals (non-domesticated Tauntaun or Bantha)
VD /H (25/30) – for ferocious/predatory animals (Rancor)
Required Powers – Receptive Telepathy, Projective Telepathy, Translation
Power may be kept ‘up’.
Effect – This power allows the Force-user to translate a beast-language and speak it in kind. As creatures rarely have "true" languages, the Force-user is actually reading the differences in surface emotions within grunts and growls and other cues of body language. For beasts that can be ridden, subtract -2D from their Orneriness code while this power is in effect. (Obviously the creature's Orneriness code cannot fall below 0D)
Located – Tales of the Jedi Companion Sourcebook p.48

Combat Sense
Sense Difficulty M (15) – +3 for each additional opponent a Force-user wants to defend against
Required Powers – Danger Sense, Life Detection
Effect – Combat Sense helps a Force-user focus on the battle at hand. Everything else becomes dulled and muted as the Force-user's senses are all tuned to the combat happening around him. All targets become mentally highlighted in the Force-user's mind, aiding him in attack and defense. This gives him certain advantages in game terms.
First, he gets to decide when he wants to act during a round.
Second, his attack and defense rolls are increased by +2D. Combat sense lasts for ten (10) combat rounds and doesn't count as a "skill used" for determining die code penalties. The bonuses only apply to opponents that were selected when the power was initially put up. Treat opponents that were not selected normally. Initiative will still need to be rolled for the remainder of the Force-user's party.
Located – Tales of the Jedi Companion Sourcebook p.48

Danger Sense
Sense Difficulty M (15) or Control – aware of danger but no details
D (20) or Control +5 – As above, and general direction of danger
VD (25) or Control +10 – As above, and type of danger (i.e. blaster, grenade)
H (30) or Control +15 – As above, and the range of the danger
H +5 (35) or Control +20 – As above, and all details of the danger
Required Powers – Life Detection
Power may be kept ‘up’
Effect – Danger Sense allows a Force-user to extend his senses around himself like protective sensors, creating an early warning system for as long as the power is in effect.
When the power is used, the Force-user detects any attacks at the end of the round before they are made. This gives a Force-user certain information to react to the danger on the following round.
In game terms, if any character is going to attack a Force-user on the next round, they must declare their action the round before it happens. Attacking characters with Force skills may roll their Control skill to increase the difficulty of using this power. Depending on how well the Force-user rolls to activate this power determines the amount of information of the impending attack. If the Force-user wins initiative on the round the action is to happen in, they can then perform one action prior to the intended attack (the Force-user can react with knowledge obtained depending on their skill roll).
Located – Tales of the Jedi Companion Sourcebook p. 48 and modifications by SF7 Council.

Instinctive Astrogation
Sense Difficulty M (15) – modified by Astrogation Difficulty
Astrogation Difficulty Difficulty Modifier
Very Easy + 0
Easy + 0
Moderate + 0
Difficult + 5
Very Difficult + 10
Heroic + 15
Required Powers – Magnify Senses
Effect – This is the more well known ability of the Force-users to calculate astrogation routes without the use of a nav computer. The Force-user uses his Sense skill to "feel" through the myriad hyperspace routes to determine the safest path.
If the Force-user succeeds at charting the course, the Force-user needs only make an Easy (10) Astrogation total to plot the safe path. If the Force-user fails the roll, the Astrogation difficulty is automatically Very difficult (25); if the roll is missed by more than five points increase the difficulty to Heroic (30).
Located – Tales of the Jedi Companion Sourcebook p.48-49

Life Detection
Sense Difficulty VE (5) – if the subject is Force-sensitive, modified by relationship
M (15) – modified by relationship
Power may be kept ‘up’.
Effect – Allows the Force-user to detect sentient beings within 10 meters who might otherwise remain hidden from normal senses. When the power is activated, the Force-user knows the location of all sentient beings within 10 meters - if the power is kept "up," the Force-user may know whenever a sentient approaches within 10 meters of them or vice versa.
When a sentient creature approaches or is approached by the Force-user, make a sense roll for the Force-user and each creature makes an opposed Control or Perception roll to avoid detection (These rolls don't count as actions, so there are no die code penalties). If the Force-user beats the roll by 10 or more, they are aware if this person has Force skills (yes/no), is Force-sensitive, if they have met the person before, and their identity if known.
Located – 2nd Edition Revised Rulebook p.146

Life Sense
Sense Difficulty VE (5) – modified by proximity and relationship
Required Powers – Life Detection
Power may be kept ‘up’ to track a target
Effect – The Force-user can sense the presence and identity of a specific person for whom he searches. Also they can detect how badly wounded, diseased or otherwise physically disturbed the target is. The target may hide his identity from the Force-user using Life Sense by rolling his Control skill and adding it to the difficulty.
Located – 2nd Edition Revised Rulebook p.146

Life Web
Sense Difficulty VE (5) – population in tens of billions, modified by proximity
E (10) – population in billions, modified by proximity
M (15) – population in hundreds of millions, modified by proximity
D (20) – population in tens of millions, modified by proximity
VD (25) – population in millions, modified by proximity
H (30) – population in hundreds of thousands, modified by proximity
Required Powers – Life Detection, Life Sense, Sense Force
Time to use – Two days (or more)
Effect – This power is used to detect large concentrations of members of a specific species, such as humans, Rodians, or Wookies, for example. When the power is used successfully, the user senses the general direction that leads to the population. If the user beats the difficulty by 10 or more points, the approximate distance is known as well (i.e., hundreds or thousands of kilometers, or light years, for example).
This power may not be used to detect a population less than 100,000 individuals.
This power requires at least 2 days of continuous concentration. For each additional two days spent the user gets an additional +1D to the Sense roll.
Note – The Force-user MUST choose one specific intelligent species as a specialization. The Force-user must be familiar with the species. Additional species specializations may be acquired at the cost of 3 character points per additional species.
Located – Tales of the Jedi Companion Sourcebook p.49

Magnify Senses
Sense Difficulty VE (5) – modified by proximity
Power may be kept ‘up’.
Time to use – Three rounds
Effect – Allows a Force-user to increase the effectiveness of her normal senses to perceive things that otherwise would be impossible without artificial aids. She can hear noises beyond her normal hearing due to distance or softness (she can't hear beyond normal frequencies). Likewise, she can see normally visible things over distances that would require the use of macrobinoculars; she can identify scents and odors that are normally too faint for human olfactory senses.
Located – 2nd Edition Revised Rulebook p.146

Postcognition
Sense Difficulty E (10) – less than 2 hours
M (15) – between 2 hours and a week
D (20) – between a week and 6 months
VD (25) – between 6 months and 1 year
H (30) – between 1 year and 2 years
+10 – For every 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 is one minute.
Effect – Postcognition allows the Force-user 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 object.
The Force-user must declare how far in the past is being reviewed prior to rolling Postcognition. If the roll is successful, the Force-user can determine who has handled or touched the object and what events have transpired around it. The Force-user may "search" for specific incidents or simply review past events, somewhat like viewing a hologram.
Postcognition Roll vs. Target Number Effect
>= 3 times the difficulty As if the Force-user were actually present

Located – 2nd Edition Revised Rulebook p.146-147

Predict Natural Disaster
Sense Difficulty E (10) – if user lived in the area for more than a year
M (15) – if the user lived in the area between 6 and 12 months
D (20) – if the user lived in the area between 1 and 6 months
VD (25) – if the user lived in the area less than 1 month
*Modified by severity of disaster (larger disasters are easier to predict.)
Required Powers – Danger Sense, Life Detection, Weather Sense
Time to use – 15 minutes; the time to use may be reduced by adding 1 difficulty level for every five minutes cut. Minimum time to use is one minute.
Effect – This power allows the Force-user to sense local meteorological and geological conditions and predict imminent disasters, such as quakes, volcanic eruptions, floods, landslides, avalanches, cave-ins, mine subsidence’s, large scale conflagrations (such as forest fires) and even dangerous storms, tornadoes and hurricanes (which can also be predicted with weather sense). Like weather sense, this power does not lend itself to quick predictions. It customarily takes weeks for a Force-user 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 Force-user wishes to extend the prediction.
Located – The Jedi Academy Sourcebook p.45

Receptive Telepathy
Sense Difficulty VE (5) – for friendly non-resisting targets, modified by proximity and relationship
Target’s Control or Perception roll – if the target resists, modified by proximity and relationship
Required Powers – Life Detection, Life Sense
Power may be kept ‘up’, if the target is willing and the proximity modifier doesn't change.
Effect – A Force-user who makes the power roll can read the surface thoughts and emotions of the target. The Force-user "hears" what the target is thinking, but cannot probe for deeper information.
If the Sense roll doubles the difficulty number, the Force-user can sift through any memories up to 24 hours old. A Force-user cannot sift through memories in the same round that contact is made - this process takes a full round.
A Force-user can read minds of more than one person at a time, but each additional target requires a new receptive telepathy roll. This power may be used on creatures and other sentient species, although it cannot be used on droids.
Located – 2nd Edition Revised Rulebook p.146

Sense Force
Sense Difficulty M (15) – for an area, modified by proximity
D (20) – for sensing details or specific objects in an area, modified by proximity
Effect – The power to sense the ambient Force within a place or object. It cannot be used to detect sentient beings, but there are many forms of life and many areas of the galaxy intertwined with the Force which can be sensed with this power.
Sense Force will tell a character the rough magnitude of the Force in a place or object (rich, moderate, or poor in the Force), the rough type and quantity of life-forms ("many insects," "only microbes and bacteria," etc) and whether the area or object tends towards the Dark Side or the light side. An area rich in negative or positive energies may indicate past events or the activities of past inhabitants. The Force-user may also receive "vague premonitions" about the area, such as "I sense something wrong," or "I sense a great impending tragedy."
Located – 2nd Edition Revised Rulebook p.147

Sense Force Potential
Sense Difficulty M (15) – for friendly, non-resisting targets
M (15) – for resisting targets modified by Perception or Control
Required Powers – Life Detection, Life Sense, Receptive Telepathy, Sense Force
Time to use – Six rounds
Effect – This power allows a Force-user to probe the mind of a target, and determine whether that person has the potential to be strong in the Force. The deep subconscious of a Force-sensitive person is shielded by a protective barrier, which prevents another Force wielder from penetrating his or her mind by violently pushing back at the intruder. The magnitude of the backlash generated by the shield depends on the character’s strength in the Force. A person who is merely Force-sensitive will shove the intruder back several feet, while someone who is well-trained, or who has a great deal of raw talent in the Force, might actually hurl an intruder across the room.
Located – Tales of the Jedi Companion Sourcebook p.50

Sense Path
Sense Difficulty M (15)
Required Powers – Emptiness, Hibernation Trance
Power may be kept ‘up’
Effect – This power tells the 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). Bear in mind that without Control, the Force-user 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.
The Force-user can choose to consciously use this power, or it can be a plot device. If the latter, at an appropriate point in the scenario, you may call for a roll on this power, and give the Force-user a vision if he succeeds. You may use this to tell the players how they are doing, or to give them a premonition of doom just before a critical encounter in order to heighten the game atmosphere.
Located – Tales of the Jedi Companion Sourcebook p.50-51

Sense Surroundings
Sense Difficulty E (10)
Required Powers – Magnify Senses, Sense Force
Power may be kept ‘up’
Effect – This power allows a Force-User to extend his senses through the Force, permitting him to fight and make Search checks despite darkness or obstruction. This power doesn’t duplicate the Magnify Senses power, but it does allow a character to perceive things normally through the Force instead of through a normal sense. This power can only be used to conditions similar to blindness or deafness. In order to counteract both lack of sight and sound, the power would need to be used twice (thus granting a multiple action penalty). Details of inanimate objects cannot be discerned such as words on a page or colors.
Located – Online adaptation of D20 system Force powers approved by SF7 Council

Shift Senses
Sense Difficulty M (15) – for common phenomena (heat or simple scents)
D (20) – for uncommon phenomena (comm frequencies, infrared)
VD (25) – for specific complex phenomena (setting olfactory nerves to detect Tibanna gas)
Required Powers – Magnify Senses
Power may be kept ‘up’
Effect – The user may shift their 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 their species.
This power counts as a "skill use" for determining die code penalties.
Note - This power is exceptionally useful in some aspects, but fairly limited in others. For example, a Force-user may detect comm. Frequencies, but that does not mean that the Force-user can listen in on the transmission. The Force-user will be able to detect that a transmission is present, but may not necessarily be able to locate the signal's source, and certainly will not be able to decode the information carried by the transmission.
Located – Tales of the Jedi Companion Sourcebook p.51-52

Translation
Sense Difficulty M (15) – for humanoids or aliens
D (20) – for droids
*modified by +5 if target is intentionally cryptic
*modified by +20 if language is written
Required Powers – Receptive Telepathy, Projective Telepathy
Power may be kept ‘up’
Effect – This power allows the user to translate a language and speak it in kind. In order for this power to work the character must first hear the target speak or see the words in written form. As long as the power is kept up, the user need not roll for each individual talking as long as they are all speaking the same language. Finally the Force-user can translate ancient texts, even if the language has long since vanished from the galaxy.
Note – The user does not really know the language. Once the power is no longer in use, the Force-user is once again unable to decipher the target language.
Located – Tales of the Jedi Companion Sourcebook p.52

Weather Sense
Sense Difficulty E (10) – if user lived in the area for more than a year
M (15) – if user lived in the area between 6 and 12 months
D (20) – if user lived in the area between 1 and 6 months
VD (25) – if user lived in the area less than 1 month
*modified by proximity and local meteorological conditions
Required Powers – Magnify Senses
Power may be kept ‘up’
Effect – This power allows the Force-user to attune themselves to the workings of local weather patterns. This power does not lend itself to quick predictions. It takes weeks for a Force-user to so acclimate himself to the 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 Force-user wishes to make more extended forecasts.
Located – Tales of the Jedi Companion Sourcebook p.52
Alter Powers

Bolt of Hatred *
Alter Difficulty M (15)
Warning – User automatically gains a Dark Side Point.
Effect – The Force-user creates in their hand a radiant sphere of pure hatred, which they can hurl at any target within their line of sight. After a successful Alter roll to initiate the effect, the Force-user makes a Thrown Weapons roll with a +2D bonus to launch the bolt of energy at their target. Characters hit by the sphere suffer 6D damage and automatically lose a Character Point.
Located – Tales of the Jedi Companion Sourcebook p.87

Force Light
Alter Difficulty VE (5) – base difficulty
Required Powers – Force Harmony, Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy
Effect – This power allows a Force-user to channel the Force into blasts of light that can destroy Dark Side spirits, as well as cleanse the taint of Dark Side locations. This Light Side energy emanates out to ten meters from the power’s user, affecting all Dark Side, creatures, spirits, or sites within that area. When Activated, the player rolls his Alter score and checks his success on the following table:
Force-user’s Skill Roll Character/ Dark Side Dark Side
Exceeds Difficulty By Creature Spirit Site
0-10 Easy 2D+2 No effect
11-20 Moderate 5D No Effect
21-35 Difficult 7D+2 No Effect
36+ Very Difficult 10D Reduce Site’s Power

In the case of Dark Side Characters/Creatures, those within the effective range of the power must make a Willpower check with the indicated difficulty or flee the area. If the target is a Dark Side spirit, the damage listed is inflicted upon them. If the target is a Dark Side site, its power is reduced.
Located – Online adaptation of D20 system Force powers approved by SF7 Council

Force Push
Alter Difficulty Target’s Control or Strength Roll – modified by proximity
Required Powers – Concentration, Telekinesis
Effect – With this power, a Force-User may use the Force to push up to four adjacent targets backwards, possibly knocking them prone. Each target past the first incurs a – 1D penalty on the Force-User using the power (i.e., 1 target, no penalty; 2 targets, - 1D penalty; 3 targets, - 2D penalty; 4 targets, - 3D penalty). Each target makes either a Control or Strength roll to resist, and the acting Force-User’s Alter roll result is compared to each result in turn to determine the effects. A target that is knocked back into a wall or other solid object takes 2D stun damage that cannot be increased. If the user intends harm (i.e. Force Push off of a cliff or in front of moving vehicle) then they would get a Dark Side point for the use of this power.
Force-user’s Skill Roll
Exceeds Difficulty By Effect
0-5 Target(s) pushed back 1 meter, make Easy Dexterity roll or fall
6-10 Target(s) pushed back 2 meters, make Moderate Dexterity roll or fall
11-15 Target(s) pushed back 3 meters, make Difficult Dexterity roll or fall
16-20 Target(s) pushed back 4 meters, make Very Difficult Dexterity roll or fall
21+ Target(s) pushed back 5 meters, make Heroic Dexterity roll or fall
Located – Online adaptation of D20 system Force powers approved by SF7 Council

Injure/Kill
Alter Difficulty Target’s Control or Perception Roll
Warning – User automatically gains a Dark Side Point.
Required Powers – Life Detection, Life Sense
Effect – An attacker must be touching the target to use this power. In combat, this means making a successful Brawling attack in the same round that the power is used. When the power is activated, if the attacker's Alter roll is higher than the character's resisting Control or Perception total, figure damage as if the power roll was a damage total and the Control or Perception roll was a Strength roll to resist damage.
Located – 2nd Edition Revised Rulebook p.147

Strengthen Object
Alter Difficulty M (15) – +1D
D (20) – +2D
VD (25) – +3D
H (30) – +4D
Every additional +10 – additional +1D
Required Powers – Telekinesis
Power may be kept ‘up’
Time to use – 1 round
Effect – This power strengthens and reinforces the atomic structure of an object. Some Force-users have discovered that it can also be used to weaken objects as well. The object retains the same density, volume and mass, but it takes more energy to break the bonds that hold the object together. Note that this does not affect the object’s ability to do damage; it just increases its ability to resist destruction and severely limits chemical reactions (such as oxidation). To utilize this power on an object one scale bigger than the Force-user requires a Moderate (15) Willpower roll to overcome the mental block, which says that it would be impossible to accomplish. Also add one level of difficulty to the Willpower roll for each additional scale level difference. If this Willpower roll succeeds, the above difficulties are not modified. But if the Willpower roll fails, then the base difficulty is raised one level for each scale difference.
{The Force-user wants to use Strengthen Object on a starfighter hull. This comes out to three scale levels above character. So the Force-user needs to make a Very Difficult Willpower check or the base difficulties are bumped up three levels. Then a Heroic roll would only add +1D to the starship.}
When this power is kept up it causes stress on the Force-user. The Force-user can maintain the power for a number of rounds equal to their Alter die code (i.e. 6D to 6D+2 = 6 rounds) without any stress. After that the Force-user must make a Very Easy Stamina roll on the following round. Each subsequent round the power is kept up the Force-user must make another Stamina roll with a +5 difficulty added cumulatively.
Once the power is dropped or let go, the Force-user must wait a number of rounds equal to double the number of rounds the power was maintained before attempting to reactivate it.
Anytime the Strengthened Object is dealt damage, the Force-user must make a Stamina or Willpower roll with the difficulty equal to the damage taken (on the scale of the resisting object) above the base objects resistance (i.e. base object has 2D resistance, strengthened at +3D and hit by 8D; the player must resist the 6D {8D – 2D}. If this roll is made, the power can be maintained. If this roll is failed, it blocks that attack and then immediately drops.
Located – Internet Download and modified by the SF7 Council.

Taint
Alter Difficulty D (20)
Warning – User automatically gains a Dark Side Point.
Effect – With this power, a Dark Side Force-user can taint an object, causing Force-users connected to the Light Side discomfort or even pain. A success stains a single object of no more than one meter in size with the feel of the Dark Side. It radiates the Dark Side to Force-users and Force-sensitive characters. If a non-Dark Side Force-sensitive character comes into contact with the object they suffer a Wound. If a non-Dark Side Force-user tries to use a Force power on the object, they must beat the success roll used to taint it or suffer a Wound. NOTE – A non-Dark Side Force-sensitive character will get a warning of the Taint prior to physically interacting with the object due to the object radiating the Dark Side of the Force.
Example – Palpatine has tainted his lightsaber with the Dark Side of the Force with a result of 28. In a duel, Mace Windu has disarmed Palpatine. Easily sensing the Dark Side taint on the lightsaber, Mace realizes that should he pick it up he will suffer enough pain to possibly cause him harm. In an effort to keep the lightsaber away from Palpatine, Mace uses his Telekinesis to fling Palpatine's lightsaber out the window and down 70 stories. Rolling a 27, Mace begins to move Palpatine's lightsaber, but overcome by the taint
Mace gasps taking a Wound and the lightsaber clatters to the floor. (Mace's Wound will also cause all of his Force powers to drop, as he goes prone from taking a Wound due to the evil of the Dark Side.)
Located – Polyhedron #104 p. 12 with approved SF7 Council changes.
Telekinesis
Alter Difficulty VE (5) – for 1kg or less
E (10) – for 1kg to 10kg
M (15) – for 11kg to 100kg
D (20) – for 101kg to 1 metric ton
VD (25) – for 1,001kg to 10 metric tons
H (30) – for 10,001kg to 100 metric tons
*modified by proximity.
*modified by speed: +5 per 10m/round beyond the first 10m/round
*modified by maneuvering:
+1 to +5 for gentle turns
+6 to +10 for easy maneuvers
+11 to +25 for complex maneuvers, i.e. using a levitated
weapon to attack
Warning – If Telekinesis is used to directly or indirectly cause harm, the user gains a Dark Side Point.
Power may be kept ‘up’
Effect – This power is used to levitate and move objects with the mind. If used successfully, the object moves as the Force-user desires. A Force-user can levitate several objects simultaneously, but each additional object requires a new telekinesis roll. It may be used to levitate oneself or others. When used to levitate someone against their will, the target may resist by adding their Control or Perception roll to the difficulty number.
Levitated objects can be used to attack other characters, but this automatically gives the user a Dark Side Point. Such objects do 1D damage if under 1kg. 2D if 1 to 10kg, 4D if 11 to 100kg, 3D speeder-scale damage if 101kg to 1 metric ton, 3D starfighter-scale if 1 to 10 metric tons and 5D starfighter-scale damage if 11 to 100 metric tons.
Such attacks require an additional control roll by the Force-user, which acts as an attack roll against the target's Dodge. If the target doesn't dodge the attack, the difficulty is Easy (10).
Note – The target must be in sight of the Force-user.
Located – 2nd Edition Revised Rulebook p. 147

Control and Sense Powers

Battle Meld
Control Difficulty E (10) – +2 for each person to be included in the link, modified by relationship
Sense Difficulty E (10) – modified by proximity
Prerequisites – Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy
Power may be kept ‘up’
Effect – This power may be used to include any other Force-Sensitive characters in a telepathic link. A person involved in the meld can add a +1 pip bonus to all attribute or skill rolls made for every two people that are linked together in this way. For each round the meld remains active, each participant must succeed at a Moderate Willpower or Control roll, or be forced out of the meld. If the Force-User who initiated the meld fails this roll, the entire link fails. The bonus granted by the battle meld applies to this Willpower or Control roll. Note that only the highest modifiers for Relationship and Proximity are applied to this power’s difficulties when it is activated. You may only be in 1 link at a time. All those to participate in the link must be in at the time the power is activated. Additional people cannot join the link later.
Located – Online adaptation of D20 system Force powers approved by SF7 Council

Cryshok Combat **
Control Difficulty M (15)
Sense Difficulty E (10)
Prerequisites – Member of the Cryshok Brotherhood, Cryshok Martial Arts (Attack and Parry specialization).
Power may be kept ‘up’
Effect – This power can be called upon at the start of a battle and remains ‘up’ until the Force-user is stunned, wounded or worse; a Force-user who has been injured or stunned may attempt to bring this power back "up". When this power is active, the user’s hands glow with a pale white radiance. While in this state, the user can strike for impressive amounts of damage and block incoming attacks (including lightsabers) as if wielding a lightsaber.
If the Force-user is successful in using this power, they add their Sense dice to their Brawling: Cryshok Martial Arts Attack skill roll when attacking and their Brawling Parry: Cryshok Martial Arts Parry skill roll when parrying. The Force-user may add or subtract part or all of their Control dice to their normal hand damage; players must decide how many Control dice they are adding or subtracting when the power is activated.
Example 1 – Ana is entering combat: she has a Brawling: Cryshok Martial Arts Attack skill of 4D, a Brawling Parry: Cryshok Martial Arts Parry skill roll of 4D, a Strength roll of 3D, a Control of 5D and a Sense of 4D+2. She activates Cryshok combat by making her Moderate Control roll and her easy Sense roll; she decides to keep the power "up" and adds all of her Control dice to the damage. Since she is making both the Control and Sense rolls in the same round she suffers a -1D penalty.
She adds her Sense of 3D+2 (4D+2-1D) to her Brawling: Cryshok Martial Arts Attack skill roll of 4D, for a total attack roll 7D+2. She adds her Control of 4D (5D-1D) to her hand's damage of 3D, for a total of 7D.
When Ana attacks in a round, that's another action for an additional -1D to all actions (total penalty of -2D): she'd only roll 6D+2 to attack and would roll 6D for damage.
A Force-user who fails when trying to activate Cryshok combat may only use the Brawling: Cryshok Martial Arts Attack and Brawling Parry: Cryshok Martial Arts Parry skills for the duration of the combat.
This power does enable the Force-user to use their hands to parry a blaster bolt as a "reaction skill"
The Force-user may also attempt to control where deflected blaster bolts go; this is a "reaction skill" and counts as an additional action. (The Force-user cannot Full Parry when trying to control deflected bolts.)
If the Force-user tries to control the blaster bolt, she makes a Control roll: the difficulty is the range of the target (use the original weapon's ranges) or the targets Dodge roll. The blaster bolt's damage remains the same.
Example 2 – Ana decides to parry a blaster bolt and control where it goes. This is two more actions in a round, which means a total of four actions (don't forget the Control and Sense to keep the power "up"), for a penalty of -3D: Ana's attack is 5D+2, and her damage is 5D.
Ana's attacker is using a blaster pistol that causes 4D damage. First Ana makes her parry roll: her parry roll of 18 is higher than the attacker's Blaster roll of 13, so Ana parry's the bolt.
Now, Ana tries to control the blaster bolt. Her target is 20 meters away - that's a moderate difficulty for the blaster pistol. Ana rolls a 15 with her Control - which is just enough to hit. The blaster bolt bounces off Ana's hand and hits another goon, causing 4D damage.
Located – Sparks campaign – Sparks #28: Errand of Mercy

Farseeing
Control Difficulty VE (5) – modified by proximity;
+5 to +20 to see into the past, +10 to +30 to see into the future
Sense Difficulty VE (5) – if target is friendly, modified by relationship
Target’s Control or Perception Roll – if target resists, modified by relationship
Required Powers – Life Sense
Time to use – At least one minute
Effect – The user sees the person or place he wishes to see in his mind as the situation currently exists. The power can also be used to see the past or future. The Force-user also sees the immediate surroundings, and so can know, for example, when a friend is in danger, or what has happened to his home planet in his absence.
Farseeing requires calm conditions and at least one minute, but often takes a few minutes. Farseeing cannot be done in the face of danger. The Force-user's visions may not be accurate:
Control Roll > Sense Roll Past/Present Future
0-10 50% 10%
11-20 75% 25%
21-30 90% 50%
31+ 100% 75%
The past and present are set and it’s merely a matter of the Force-user having the correct perceptions. However, the future is always fluid, always in motion, never set until it becomes the present - therefore it is much harder to predict.
When a character farsees into the future, the Gamemaster has to make an honest effort to correctly represent what will happen.
Located – Tales of the Jedi Companion Sourcebook p. 87

Life Bond
Control Difficulty M (15)
Sense Difficulty E (10) – user is aware of general location and emotional state
M (15) – user experiences the other’s senses, both share experiences;
If one gets a wound the other bonded person suffers a wound
of one level lesser.
D (20) – telepathically linked (as per Receptive Telepathy)
VD (25) – telepathically linked (as per Projective Telepathy)
Required Powers – Life Detection, Life Sense, Magnify Senses, Receptive Telepathy
Power may be kept ‘up’. (The bond is permanent, but requires skill rolls to utilize it.)
Time to use – 1D weeks
Effect – The Force-user forms a mental bond with another person with the effects listed for their Sense roll. The effects are cumulative. In addition the two characters can sense premonitions about each other. For example, if one character is severely wounded the other will sense that something “bad” has happened. This is a Sense skill check modified by proximity as follows:
Automatic – if within 1,000km
VE (5) – if on same planet but more than 1,000km
E (10) – if in same star system but on different planet
M (15) – if not in same star system but less than 10 light years
D (20) – if between 10 – 100 light years away
VD (25) – if more than 100 light years away
Both characters must agree to the bonding for the power to work and a character may only life bond with one other individual. They may not share skills, attributes, Force Points or character points. However, since the characters do have such a close bond, the actions of one can effect the other. If a life-bonded character commits an evil action, the Force-user’s partner receives a Dark Side Point even though these actions were not the Force-user's fault. During the time to bond the two characters the Force-user’s Control skill is at –1D. The life bond power may not be activated until the bond is completely formed. The only means of severing the bond is the death of one of the characters. The surviving partner enters a near-catatonic state of shock of 1D days. After reawakening, the partner grieves and readjusts to a solitary existence; all die codes are reduced by -1D for the same amount of time it took to forge the life bond.
Any attempt to forge a new life-bond in the future requires a longer period of adjustment: 2D weeks for the second, 3D weeks for the third, and so on.
Located – Tales of the Jedi Companion Sourcebook p.54

Lightsaber Combat
Control Difficulty M (15)
Sense Difficulty E (10)
Power may be kept ‘up’
Effect – This power can be called upon at the start of a battle and remains ‘up’ until the Force-user is stunned, wounded or worse; a Force-user who has been injured or stunned may attempt to bring this power back "up".
If the Force-user is successful in using this power, she adds her sense dice to her lightsaber skill roll when attacking and parrying. The Force-user may add or subtract part or all of her control dice to the lightsaber's damage; players must decide how many control dice they are adding or subtracting when the power is activated.
Example 1 – Ana is entering combat: she has a Lightsaber skill of 4D, a Control of 5D and a Sense of 4D+2. She activates lightsaber combat by making her Moderate Control roll and her easy Sense roll; she decides to keep the power "up" and adds all of her Control dice to the damage. Since she is making both the Control and Sense rolls in the same round she suffers a -1D penalty.
She adds her Sense of 3D+2 (4D+2-1D) to her Lightsaber skill roll of 4D, for a total Lightsaber of 7D+2. She adds her Control of 4D (5D-1D) to her lightsaber's damage of 5D, for a total of 9D.
When Ana attacks in a round, that's another action for an additional -1D to all actions (total penalty of -2D): she'd only roll 6D+2 to attack and would roll 8D for damage.
A Force-user who fails when trying to activate lightsaber combat may only use the Lightsaber skill for the duration of the combat.
This power does enable the Force-user to use their lightsaber to parry a blaster bolt as a "reaction skill"
The Force-user may also attempt to control where deflected blaster bolts go; this is a "reaction skill" and counts as an additional action. (The Force-user cannot Full Parry when trying to control deflected bolts.)
If the Force-user tries to control the blaster bolt, she makes a Control roll: the difficulty is the range of the target (use the original weapon's ranges) or the targets Dodge roll. The blaster bolt's damage remains the same.
Example 2 – Ana decides to parry a blaster bolt and control where it goes. This is two more actions in a round, which means a total of four actions (don't forget the Control and Sense to keep the power "up"), for a penalty of -3D: Ana's Lightsaber skill is 5D+2, and her lightsaber's damage is 7D.
Ana's attacker is using a blaster pistol that causes 4D damage. First Ana makes her parry roll with her lightsaber: her parry roll of 18 is higher than the attacker's Blaster roll of 13, so Ana parry's the bolt.
Now, Ana tries to control the blaster bolt. Her target is 20 meters away - that's a moderate difficulty for the blaster pistol. Ana rolls a 15 with her Control - which is just enough to hit. The blaster bolt bounces off Ana's lightsaber blade and hits another goon, causing 4D damage.
Located – 2nd Edition Revised Rulebook p.148
Projective Telepathy
Control Difficulty VE (5) – +5 to +10 if no verbalization; modified by proximity
Sense Difficulty VE (5) – if the target is friendly and does not resist, modified by relationship
Target’s Control or Perception Roll – if the target resists, modified by relationship
Required Powers – Life Detection, Life Sense, Receptive Telepathy
Power may be kept ‘up’
Effect – If successful, the target ‘hears’ the thoughts and ‘feels’ the emotions of the user. The user can only project feelings, emotions and perhaps a couple of words - this power cannot be used to send sentences or to hold conversations. The target understands that the feelings and thoughts are not his own and that they belong to the user of the power. If the user does not "verbally" identify themselves, the target does not know who is projecting the thoughts. This power can only be used to communicate with other minds, not control them.
Located – 2nd Edition Revised Rulebook p.148

Control and Alter Powers

Accelerate Another’s Healing
Control Difficulty VE (5) – modified by relationship
Alter Difficulty VE (5)
Required Powers – Control Pain, Control Another’s Pain
Time to use – One minute
Effect – The Force-user confers the Accelerate Healing effects to another target. The target is allowed to make extra healing rolls, as outlined in accelerate healing. The Force-user must be touching the character whenever she activates this power.
Located – 2nd Edition Revised Rulebook p.148

Aura of Uneasiness *
Control Difficulty E (10) – modified by proximity, but limited to line of sight
Alter Difficulty E (10)
Warning – A Force-user who uses this power against a sentient being receives a Dark Side Point.
Power may be kept ‘up’
Effect – This power allows a Sith to project a field of vague discomfort and uneasiness around themselves, which causes non-sentient creatures to avoid them. Sentient creatures sense a vague "uneasiness" about the person. When used against sentient creatures, the Sith rolls their Alter skill +3D against the target’s Perception or Willpower skill. When used against predatory animals, the Sith rolls his Alter skill +5D against the target’s Perception or Willpower skill.
Located – The Jedi Academy Sourcebook p. 50

Control Another’s Disease
Control Difficulty VE (5) – modified by relationship
Alter Difficulty VE (5) – mild infection (cold), modified by proximity
E (10) – high fever (bad flu), modified by proximity
M (15) – serious sickness (gangrene), modified by proximity
D (20) – life-threatening disease (tuberculosis), modified by proximity
VD (25) – massive long-standing disease (cancer), modified by proximity
Required Powers – Accelerate Healing, Control Disease
Time to use – 30 minutes to several uses over the course of several weeks
Effect – This power allows a Force-user to heal another character, using the same rules and conditions as outlined in Control Disease. The Force-user must be touching the character to be healed.
Located – 2nd Edition Revised Rulebook p.148-149

Control Another’s Pain
Control Difficulty VE (5) – modified by relationship
Alter Difficulty E (10) – for Wounded
M (15) –for Incapacitated
D (20) – for Mortally Wounded
Required Powers – Control Pain
Effect – This power allows a Force-user to help another character control pain, under the same rules and conditions outlined in the Control Pain power. The Force-user must be touching the character to use this power.
Located – 2nd Edition Revised Rulebook p.149

Control Breathing
Control Difficulty M (15)
Alter Difficulty VD (20)
Required Powers – Concentration, Hibernation Trance, Telekinesis
Power may be kept ‘up’
Effect – This power allows a Force-user to control the amount of oxygen flowing into their body. The Force-user takes control of the surrounding atmosphere, pulling oxygen molecules through the skin and into the lungs. With this power the Force-user can effectively breathe underwater, and conversely, a water breather could survive on land. This power negates the need for a breath mask, mechgill or any rebreather gear. In the cold of space or a hard vacuum, however, this power would be of little use. Even if the Force-user could somehow survive the drastic changes in pressure or the extreme temperatures, there is not enough oxygen in these environments for the Force-user to “grab”. The power will remain up until the character either takes incapacitating damage or willfully drops it.
Located – Tales of the Jedi Companion Sourcebook p. 56

Detoxify Poison in Another
Control Difficulty VE (5) – modified by relationship
Alter Difficulty VE (5) – alcohol, very mild poison
E (10) – mild poison
M (15) – average poison
D (20) – virulent poison
VD+ (25+) – neurotoxin
Required Powers – Accelerate Healing, Accelerate Another’s Healing, Control Pain, Control Another’s Pain, Detoxify Poison
Time to use – Five minutes
Effect – This power allows a Force-user to remove or detoxify poison from a patient’s body faster than is normally possible. While using this power the Force-user must remain in physical contact with the patient. As long as the Force-user is in contact with the patient, the patient is considered to be immune to the effects of the poison. Failure to make the required Control and Alter difficulty checks or breaking physical contact during the use of the power causes the patient a wound.
Located – Tales of the Jedi Companion Sourcebook p. 56

Drain Energy
Control Difficulty VE (5) – for simple devices (datapads, holorecorders, droid callers)
E (10) – for power packs (blasters)
M (15) – for energy cells (lightsabers, force pikes, Vibro-weapons)
D (20) – for portable generators (E-Web repeating blasters, droids)
Alter Difficulty E (10) – if the target is a non-sentient piece of equipment
Droid’s Strength – if the target is a droid
Required Powers – Absorb/Dissipate Energy
Effect – Use of this power allows a Force-User to drain the energy from power packs, energy cells, and similar power sources. This can render powered and electric equipment useless until the power source is replaced or recharged. Power generators larger than portable generator, such as a fusion generator (used in power droids, vehicles, and ships) are too large to be drained by this ability. Use of this power takes a full round. It can affect a single target that the character touches. This power has no effect on sentient droids (PC droids or those with Force points).
Located – Online adaptation of D20 system Force powers approved by SF7 Council

Feed on the Dark Side
Control Difficulty M (15) – activation
VE (5) – for each successive round
Alter Difficulty M (15) - activation
Warning – User automatically gains a Dark Side Point.
Required Powers – Sense Force
Power may be kept ‘up’
Effect – This power allows a Force-user to feed on the fear, hatred, or other negative emotion of others to make themselves more powerful. It does not matter to the Dark Side why the others are filled with dark emotions; the feelings alone suffice. If a character using this power is in the presence of a light side Force-Sensitive who gains a Dark Side Point, the character gains a Dark Side Point and a Force Point. If multiple characters gain Dark Side Points in the same round, the character gains multiple Force Points. These Force Points must be spent within five (5) minutes of being received or be lost.
GM Warning: avoid overusing this power, since it can severely disrupt game balance if not used in moderation.
Located – Tales of the Jedi Companion Sourcebook p. 56-57

Force Barrier **
Control Difficulty E (10) – activation
Alter Difficulty VE (5) – for a 2-meter diameter sphere
+1 for each added meter
Power may be kept ‘up’
Effect – This power enables the Force-user to create a barrier of energy constructed from the Force. The barrier’s strength rating is the Force-user’s Control roll over and above the activation difficulty (Control roll – 10). The barrier will deflect any physical or energy object that hits it (reduce the damage of the attack by the barrier’s strength rating). People or objects that come into physical contact with the barrier may attempt to ‘push’ through. This requires a continuing strength test (add Strength rolls for successive rounds) until the strength total overcomes the barrier’s strength rating. The dimensions of the barrier are fixed. It will try to make a perfect sphere centered on the Force-user and will move with the Force-user. However the boundaries of the barrier will stop when they contact an existing solid object. For example, standing in an open field the barrier will be a hemisphere around the Force-user but does not penetrate the ground. If the Force-user were in mid-air, then the barrier would be a complete sphere. The barrier requires a great deal of concentration to maintain. As such, only passive actions (walking, talking, etc.) can be done while concentrating on keeping the power ‘up’. Also due to the ebb and flow of the Force the barrier’s strength rating must be rerolled by the Force-user every additional round the barrier is kept ‘up’. The Control roll on the second and additional rounds gets a –2D for keeping up a Control and Alter power. If the roll does not beat the Easy (10) difficulty, the power drops. The Force-user will lose concentration on the barrier if they are hit by anything, whether it actually causes damage to them or not (other powers may be kept ‘up’ until actually damaged). Once the barrier is down (either voluntarily or not) the Force-user must wait a number of rounds equal to how long they initially kept the barrier ‘up’ for before they can attempt to reactivate the barrier. This is due to the strain and fatigue of concentrating on the barrier.
Located – Sparks campaign – Sparks #24: Stormgod

Force Lightning
Control Difficulty D (20) – modified by proximity; must be in line of sight
Alter Difficulty Target’s Control or Perception Roll
Warning – User automatically gains a Dark Side point.
Required Powers – Absorb/Dissipate Energy, Injure/Kill, Inflict Pain.
Effect – The damage is equal to the Alter power of the Jedi after any multi-action penalties. This attack cannot be parried or dodged. The only hope is to roll higher with the Control or Perception roll. Also a Jedi with a Lightsaber may block Force Lightning by making a higher Control roll total. This power can also be dissipated with Absorb/Dissipate Energy. Armor is useless against Force Lightning. If this power stuns, wounds or causes any other injury to the character, they are also convulsed with pain, which causes them to perform no actions for the rest of that round and the next.
Located – Dark Force Rising p. 36

Force Weapon
Control Difficulty Equal to the melee weapon’s base difficulty
Alter Difficulty M (15)
Required Powers – Concentration, Strengthen Object
Effect – A Force-User with this power can temporarily imbue a non-powered melee weapon (such as a club, knife, staff, etc) with the Force. This power can only be used on the Force-User’s personal weapon, and only while he uses the weapon himself. The power lasts for five rounds, after which time it can be activated again. The amount by which the Alter roll exceeds the difficulty determines how much extra damage the weapon inflicts on a successful hit. Note that this damage will allow a weapon to exceed its listed Maximum Damage.

Force-user’s Alter Roll
Exceeds Difficulty By Damage Increase
0.8 +1 pip
9.16 +2 pips
17-24 +1D
25+ +1D+1
Located – Online adaptation of D20 system Force powers approved by SF7 Council

Inflict Pain
Control Difficulty VE (5) – modified by proximity
Alter Difficulty Target’s Control or Perception Roll – modified by proximity
Warning – User automatically gains a Dark Side Point.
Required Powers – Control Pain, Life Sense
Power may be kept ‘up’
Effect – The target experiences great agony. The Force-user causes damage by rolling their Alter and the target resists with their Control, Perception, or Willpower. Damage is treated as Stun damage, although if the target suffers any damage at all, they are so crippled by pain that they are incapable of acting for the rest of this round and the next round. If the target has Force skills, a successful Control Pain will negate the effects.
Located – Tales of the Jedi Companion Sourcebook p. 57

Place Another in Hibernation Trance
Control Difficulty VE (5) – modified by relationship
Alter Difficulty VE (5) – modified by proximity
Required Powers – Hibernation Trance
Time to use – Five minutes
Effect – With this power the Force-user puts another character into a hibernation trance. The affected character must be in physical contact with the power's user and must agree to be shut down – the power cannot be used as an "attack" to knock others unconscious.
This power can be used to bring another character out of a hibernation trance, but the Alter difficulty is increased by +10.
Located – 2nd Edition Revised Rulebook p.149

Plant Surge
Control Difficulty E (10) – for 2-meter radius
M (15) – for 4-meter radius
D (20) – for 6-meter radius
VD (25) – for 8-meter radius
H (30+) – for 10-meter radius
Alter Difficulty Target’s Control or Brawling Parry Roll
Required Powers – Concentration, Telekinesis
Effect – When used, this power causes plants (grasses, weeds, bushes, trees, etc) to entangle target creatures, holding them fast, or slow them down. The Control difficulty depends on the area that the Force-User wishes to affect. The Alter difficulty is the Control or Brawling Parry roll(s) of the target(s). If the Force-user succeeds in his use of the power, the targets are considered to be entangled. Entangled creatures suffer a – 1D penalty to all attack rolls, a – 2D penalty to their Dexterity, and can only move at half of their normal Move. Entangled characters can attempt to escape, but this requires a Difficult Strength check. Terrain has to be sufficient to entangle.
Located – Online adaptation of D20 system Force powers approved by SF7 Council

Remove Another’s Fatigue
Control Difficulty E (10)
Alter Difficulty M (15) – modified by proximity and relationship
Required Powers – Accelerate Healing, Accelerate Another’s Healing, Control Pain, Control Another’s Pain, Remove Fatigue
Effect – This power allows the Force-user to remove the effects of fatigue in another character. However, unlike the basic power, the Force-user must wait until the target is actually fatigued before offering assistance. Hence the penalties for failing a Stamina check can be counteracted, but must be addressed as they occur.
Located – Tales of the Jedi Companion Sourcebook p. 57

Return Another of Consciousness
Control Difficulty E (10) – modified by proximity and relationship
Alter Difficulty E (10) – for Incapacitated
D (20) – for Mortally Wounded
Required Powers – Remain Conscious, Control Pain
Effect – The target returns to consciousness. The target has the same restrictions as imposed by the Remain Conscious power, and must be touching the Force-user.
Located – 2nd Edition Revised Rulebook p.149

Transfer Force
Control Difficulty E (10) – modified by relationship
Alter Difficulty M (15)
Required Powers – Control Pain, Control Another’s Pain
Time to use – One minute
Effect – This power will save a mortally wounded character from dying because the Force-user is transferring her life force to the target. The target character remains at mortally wounded and will not die unless injured again. The injured character is in hibernation and will stay alive in this state for up to six weeks. The Force-user must be touching the target character when the power is activated.
When this power is used, the Force-user must spend a Force Point. This use is always considered heroic, so the Force-user will get the Force Point back at the end of the adventure. The Recipient must be willing.
Located – 2nd Edition Revised Rulebook p.149

Waves of Darkness *
Control Difficulty M (15) – 1-2 meters
D (20) – 3-10 meters
VD (25) – 11-20 meters
H (30) – 21-30 meters
Alter Difficulty M (15) – 1-2 meters
D (20) – 3-10 meters
VD (25) – 11-20 meters
H (30) – 21-30 meters
Warning – User automatically gains a Dark Side Point.
Power may be kept ‘up’
Effect – The user delves into the darkness of their own spirit and dredges up the feelings of hatred, jealousy, greed and rage that linger in shadowed recesses. Using the Force as a power source, they expel these vile emotions in waves of Dark Side energy that radiate outward in an expanding sphere. Anyone caught in the disturbance suffers immediate confusion, and a few seconds later, flees in fear. Those entering the area infested by the Dark Side waves must make a Willpower or Control roll against the Force-user’s Control total for initiating the effect. Anyone who fails the roll cannot take their next action (in this combat round or the next) and must flee on the successive round. Anyone who succeeds becomes confused and can take no more than one action each combat round until he exits the field of Dark Side energy.
Located – Tales of the Jedi Companion Sourcebook p. 87
Sense and Alter Powers

Dim Other’s Senses
Sense Difficulty E (10) – modified by proximity (+3 per additional target)
Alter Difficulty Target’s Control or Perception Roll (Highest in group rolls)
Power may be kept ‘up’.
Effect – Reduces the target’s Perception and Perception based skills by the following:
Alter Roll Exceeds By Reduce Perception
0-5 –1 pip
6-10 –2 pips
11-15 –1D
16-20 –2D
21+ –3D
Located – Tales of the Jedi Companion Sourcebook p. 64

Force Travel
Sense Difficulty M (15) – modified by familiarity with destination
Alter Difficulty M (15) – modified by distance to destination; +5 per additional person to follow through the Portal
Warning – User automatically gains a Dark Side Point (because it breaks the normal rules of the galaxy by ripping the Force asunder).
Required Powers – Sense Force, Telekinesis, (one of) Farseeing or Instinctive Astrogation
Effect – By use of this power, the user is able to create a momentary rift in space and step through it, traveling great distances instantly.
Located – Polyhedron #104 p. 12

Force Wind *
Sense Difficulty M (15)
Alter Difficulty M (15) – to affect 5 meters
D (20) – to affect 10 meters
VD (25) – to affect 15 meters
Warning – User automatically gains a Dark Side Point.
Required Powers – Magnify Senses, Shift Sense, Telekinesis
Power may be kept ‘up’.
Effect – This power allows the Sith to manipulate and channel air currents to form powerful and destructive tornadoes, which can lift people bodily up into the air and fling them about. The cyclone does the Sith's Alter skill in damage to all within its range.
Located – Tales of the Jedi Companion Sourcebook p. 88

Lesser Force Shield
Sense Difficulty E (10)
Alter Difficulty M (15)
Required Powers – Absorb/Dissipate Energy, Concentration, Magnify Senses, Telekinesis
Power may be kept ‘up’.
Effect – This power allows the Force-user to surround his body with a Force-generated shield. The shield can be used to repel energy and physical matter away from the Force-user's body, down to the molecular level.
The shield acts as STR+1D armor to all energy and physical attacks made against the Force-user, including non-directional attacks such as gas clouds and grenade blasts. The shield is not particularly strong, but can sometimes be just enough to protect the Force-user from serious injury.
Located – Tales of the Jedi Companion Sourcebook p. 65

Control, Sense and Alter Powers

Affect Mind
Control Difficulty VE (5) – for perceptions, modified by proximity
E (10) – for memories, modified by proximity
M (15) – for conclusions, modified by proximity
Sense Difficulty Target’s Control or Perception Roll
Alter Difficulty VE (5) – for slight, momentary misperceptions, minor changes to distant memories or if the target really doesn’t care
E (10) – for brief, visible phenomena, memories less than a year old or if the target feels some emotion about the conclusion they are reaching
M (15) – for short hallucinations, memories less than a day old or if the target has strict orders about the conclusion they are reaching
D (20) – for slight disguises to facial features, hallucinations which can be sensed by two senses, memories less than a minute old or if the matter involving the conclusion is extremely important to the target
VD (25) – for hallucinations which can be sensed by all senses, if the memory change is a major one or if the logic is absolutely clear and coming to the wrong conclusion is virtually impossible
Effect – This power can alter the target’s Perception so that they sense an illusion or fail to see what the user of the power does not want them to see. This power is used to permanently alter a target character's memories so that he remembers things incorrectly or fails to remember something. This power can be used to alter a character's conclusions so that he comes to an incorrect conclusion.
Before making skill rolls, the Force-user must describe exactly what effect she is trying to achieve. The power is normally used on one target; two or more targets can only be affected if the power is used two or more times.
The target believes he is affected by any successful illusion - a character who thinks he is struck by an illusionary object would feel the blow. If he thought he was injured, he would feel pain, or if he thought he had been killed, he would go unconscious. However, the character suffers no true injury.
This power has no effect on droids or recording devices.
Located – 2nd Edition Revised Rulebook p.149

Anti-Time/Space Displacement Field
Control Difficulty E (10)
Sense Difficulty M (15) – +1 per 3 meters radius attempted
Alter Difficulty VE (5) – serves as negative modifier to force travel or forces skill check in non-force using travelers.
Required Powers – Absorb/Dissipate Energy, Concentration, Danger Sense, Force Barrier, Telekinesis
Power may be kept ‘up’.
Effect – This power strengthens the natural fabric of the universe around the force user. Creature and Force-users who attempt to perform force travel, or any other attempt to break the time space continuum, will have to overcome this stronger natural resistance. Creatures/Force users who need to make a roll to rip the fabric of space/time will have their roll modified by the Alter skill check roll -5. Creatures who do not normally require a roll to time/space travel will require an Alter or willpower roll of greater than the fields Alter roll -10. If a creature tries to take the Jedi using this power out of his current time space location, the difficulty is modified by the Jedi’s full control roll that was used to activate the power. This skill has the added benefit of making creatures that are not fully corporeal shift fully into or fully out of existence. This negates the damage immunities/reductions of such creatures, or negates their ability to affect their surroundings.
Located – Developed for the Sparks Campaign by Brian Beecher and approved by SF7 Council

Battle Meditation
Control Difficulty VE (5) – for 1-2 individuals
E (10) – for 3-20 individuals
M (15) – for 21-100 individuals
D (20) – for 101-1,000 individuals
VD (25) – for 1,001-10,000 individuals
H (30) – for 10,001+ individuals
Sense Difficulty VE (5) – for 1-2 individuals
E (10) – for 3-20 individuals
M (15) – for 21-100 individuals
D (20) – for 101-1,000 individuals
VD (25) – for 1,001-10,000 individuals
H (30) – for 10,001+ individuals
Alter Difficulty VE (5) – for 1-2 individuals
E (10) – for 3-20 individuals
M (15) – for 21-100 individuals
D (20) – for 101-1,000 individuals
VD (25) – for 1,001-10,000 individuals
H (30) – for 10,001+ individuals
Power may be kept ‘up’.
Time to use – Five minutes
Effect – This power has two possible effects. The Force-user can force their adversaries to abandon their assault and turn on each other, or they can alter the tide of the battle, strengthening their allies and at the same time weakening their enemies. Before initiating the power the Force-user must state which effect they wish to use.
A Force-user may only use this power effectively on or after the first round of combat, not before (and the power is triggered five minutes later). Enemies are defined as those who oppose the Force-user's immediate goal; allies are defined as those who seek to uphold and forward the Force-user's goal.
When attempting to turn attackers against each other, the Force-user’s highest skill roll (Control, Sense, or Alter) to activate this power becomes the difficulty the targets must beat to avoid the effect. Otherwise they immediately see their allies as the “true” enemy and attack. The Force-user must maintain the effect each round for the combatants to continue fighting. Once the power is dropped, its effects wear off instantly.
On a successful roll to change the balance of the battle in the Force-user's allies' favor (the powers second function), the Force-user's enemies lose 1D for every 4D she has in her best Force skill, in an attribute determined by the Force-user (i.e., Strength, Dexterity, etc…) to a minimum of 1D, while her allies receive a bonus of the same value to an attribute of her choosing.
Located – Tales of the Jedi Companion Sourcebook p. 58-59

Control Mind
Control Difficulty E (10) – for a Dark Side Force-user
M (15) – for a Light Side Force-user
Sense Difficulty Target’s Control or Perception Roll – modified by relationship
Alter Difficulty Chart Below – modified by proximity
Number of Targets Dark Side Light Side
1 VE (5) M (15)
2 E (10) D (20)
3 M (15) VD (25)
4-5 D (20) H (30)
6-8 VD (25) -
9-15 H (30) -
——
Warning – User automatically gains a Dark Side Point, plus an additional Dark Side Point for every evil action the user forces the target to undertake.
Required Powers – Affect Mind, Receptive Telepathy, Telekinesis
Power may be kept ‘up’, but the Force-user must make a new power roll whenever he adds or switches targets.
Effect – The use of this power allows a Force-user to take control of other people, turning them into puppets that must serve the Force-user’s will – they must serve the Force-user like automatons. This power may not be used on droids or computers.
Controlled characters may attempt a new roll to escape versus the Force-user’s Sense roll whenever the Force-user adds new characters to his control.
Located – Dark Force Rising Sourcebook p. 37

Create Force Storms
Control Difficulty H (30)
Sense Difficulty H (30)
Alter Difficulty H (30) – modified by proximity, damage (+5 per 1D) and size +5 for 100m or less
+10 for 100m to 1km
+15 for 1km
+2 for every additional 1km
Warning – User automatically gains a Dark Side Point.
Required Powers – Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Farseeing, Projective Telepathy, Instinctive Astrogation, Rage
Power MUST be kept ‘up’ until the storm is dissipated
Effect – This is perhaps the single most destructive Force power known. It allows a Force-user to twist the space-time continuum to create vast storms of Force. The power also allows limited control of these storms. Capable of annihilating vortices, the storms can swallow whole fleets of spaceships or tear the surfaces off worlds.
Use of this power requires the focusing of hate and anger to an almost palpable degree and there is considerable danger involved. Some are able to create Force storms, but fail at harnessing what they have foolishly unleashed. If the Force-user is destroyed the storm dissipates within minutes.
When a Force-user attempts to create a force storm, they must determine the diameter and the amount of damage (the damage dice start at a base of 0D and are capital scale). If the Force-user fails any of the rolls, the storm is summoned with the desired damage, but it attempts to consume the summoner.
At +10 difficulty, the summoner can attempt unusual maneuvers with the storm, such as creating a vortex to draw unwary victims to a specified point.
Located – Tales of the Jedi Companion Sourcebook p. 60

Create Force Wraith
Control Difficulty M (15) – creates 1 wraith
D (20) – creates 2 wraiths
VD (25) – creates 3 wraiths
Sense Difficulty E (10) – allows minimum contact, creator can sense status and issue long distance commands
D (20) – allows creator to take control of a wraiths senses, allowing the creator to see and hear what is around the wraith up to 3 times a day.
VD (25) – gives the creator unlimited access to a wraith’s senses, but also makes him susceptible to any damage the wraith takes while the connection is in effect
Alter Difficulty E (10) – wraith strength = 2D
M (15) – wraith strength = 3D
D (20) – wraith strength = 4D
VD (25) – wraith strength = 5D
H (30) – wraith strength = 5D+2
Warning – User automatically gains a Dark Side Point.
Effect – This power allows a Dark Side Force-user to create servants called Force Wraiths. Force Wraiths serve their creators faithfully. When it receives damage equal to a mortal wound or greater (stun has no effect), it dissolves back into the darkness it was created from.
Located – Polyhedron #104 p. 12

Doppleganger
Control Difficulty VD (25)
Sense Difficulty VD (25)
Alter Difficulty H (30)
Warning – User automatically gains a Dark Side Point.
Required Powers – Control Pain, Emptiness, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Projective Telepathy, Control Another’s Pain, Transfer Force Affect Mind, Dim Other’s Senses
Power MUST be kept ‘up’.
Time to use – Five minutes
Effect – This power creates a doppelganger of the person using the power. The doppelganger is an illusion, but to others it seems real. The user can sense all normal senses through the doppelganger. It registers as normal on all droid audio and visual sensors. Those with the doppelganger believe it to be a real person. The doppelganger acts with half the skill dice of the person using the power. The user must roll once every five minutes to maintain the doppelganger. If the user stops using the power or the doppelganger is fatally injured, it simply fades into nonexistence.
Located – Tales of the Jedi Companion Sourcebook p. 60

Drain Life Energy *
Control Difficulty E (10)
Sense Difficulty E (10) – modified by proximity
Alter Difficulty E (10)
Warning – User automatically gains a Dark Side Point.
Power may be kept ‘up’.
Effect – This power allows a Sith to draw power from nearby non-sentient beings to boost his abilities to go without sleep. As long as the power is kept up, the Sith will not fatigue or require sleep. Use of the power depends on a ready supply of nearby insects, small rodents, birds and so on to draw energy from. This power may not be used to draw power from sentient beings.
Located – Tales of the Jedi Companion Sourcebook p. 88

Enhanced Coordination
Control Difficulty M (15) – modified by proximity
Sense Difficulty D (20)
Alter Difficulty VE (5) – 1 to 10 individuals affected
E (10) – 11 to 100 individuals affected
M (15) – 101 to 500 individuals affected
D (20) – 501 to 5,000 individuals affected
VD (25) – 5,001 to 50,000 individuals affected
H (30) – 50,001 to 500,000 individuals affected
Power may be kept ‘up’; although a new power roll must be made when new troops are added, or when the skill affected are changed..
Effect – The use of this power allows a Force-user to coordinate the activities of a group in order to increase the group’s effectiveness. This power may only be used on individuals who are in agreement with the intent of the Force-user, and it in no way grants the Force-user mental control over the troops affected. Instead, it links the troops on a subconscious level, allowing them to fight more proficiently and with better organization. If successful the Force-user picks three specific skills from Dexterity, Mechanical or Strength. The skill must be the same for the entire group. For every 3D (round down) in those skills that the troops have, they gain an additional +1D.
Located – Dark Force Rising Sourcebook p. 37-38 with Sparks campaign edits

Force Harmony
Control Difficulty D (20) – modified by proximity
Sense Difficulty D (20) – modified by relationship
Alter Difficulty M (15)
Required Powers – Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy
Power may be kept ‘up’.
Effect – This power allows several Force-users to manifest the power of the Light Side. As long as this power is held up it acts as a shield against the powers of the Dark Side, giving an extra 5D for each Force-user involved to resist the effects of powers called upon by Dark Side servants. One can only link as many Force-users as the initiator has Control or Sense dice, whichever is lower. When acting as a shield against the Dark Side if both the Control and Sense rolls exceed the success roll of the Dark Side power used, then the Dark Side power is interrupted. All 'up' powers are interrupted as if the user were stunned. This does not cancel out the presence of the Dark Side, but can distract its servants and make their actions more difficult.
Located – Tales of the Jedi Companion Sourcebook p. 62-63

Illusion
Control Difficulty M (15) – modified by proximity
Sense Difficulty M (15) – modified by proximity
Alter Difficulty Target’s Control or Perception roll – modified by scale for the size of the illusion
Required Powers – Affect Mind, Dim Another’s Senses, Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy, Sense Force
Power may be kept ‘up’.
Effect – Characters with the power of Illusion can manifest images that seem completely real to those who perceive them. These illusions cannot cause physical harm, though they might cause others to make mistakes if they do not realize their true nature. The maximum range for an illusion is 10,000 meters from the user. Maintaining an illusion takes complete concentration.
Located – Online adaptation of D20 system Force powers approved by SF7 Council

Memory Wipe *
Control Difficulty M (15)
Sense Difficulty Target’s Control or Perception Roll – modified by relationship
Alter Difficulty Target’s Control or Perception Roll – modified by relationship
Warning – User automatically gains a Dark Side Point.
Required Powers – Control Pain, Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Farseeing, Projective Telepathy, Affect Mind, Control Mind, Dim Other’s Senses
Effect – This dreadful power allows Sith to sift through a person's mind and destroy all knowledge of specific events or learned skills. Use of this skill requires direct contact with the target, and only one specified objective can be pursued per session.
Located – Tales of the Jedi Companion Sourcebook p. 88

Projected Fighting
Control Difficulty D (20)
Sense Difficulty D (20)
Alter Difficulty M (15) – modified by proximity
Warning – Use of this power may earn the Force-user a Dark Side Point.
Required Powers – Concentration, Telekinesis
Power may be kept ‘up’ (as long as the distance between the Force-user and the target remains the same).
Effect – Projected Fighting allows a Force-user to strike at an opponent, inflicting damage without physically touching the target. Use of this power is more than a little risky; in many cases projected fighting is simply using the Force to attack. However, the Force-user can elect to cause stun damage only and even then should only attempt to use this power if it is to protect an innocent in immediate danger. Any other reason for use of this power, or causing an injury other than stun damage immediately earns the Force-user a Dark Side Point.
After successfully using the power, the Force-user must make an easy Brawling skill roll. If attacking a Force-sensitive, the target may use the Brawling Parry skill to avoid the attack. Otherwise the target cannot dodge the Force-user's blows. If the brawling roll is successful, the Force-user rolls his or her full Strength versus the targets Strength. The Force-user may target a specific portion of the body to add +1D to the damage, but must subtract an additional -1D from his or her brawling skill. Be sure to add any armor bonuses that the target may have.
Located – Tales of the Jedi Companion Sourcebook p. 63

Telekinetic Kill
Control Difficulty E (10) – modified by proximity
Sense Difficulty E (10) – modified by proximity
Alter Difficulty Target’s Control or Perception Roll
Warning – User automatically gains a Dark Side Point.
Required Powers – Control Pain, Inflict Pain, Injure/Kill, Life Sense
Effect – This power is used to telekinetically injure or kill a target. When the user makes his Alter roll against the character's Control or Perception total to determine damage. The exact method used to kill the target varies: collapse the trachea, stir the brain, squeeze the heart, or any number of other methods.
Located – Tales of the Jedi Companion Sourcebook p. 63

Transfer Life
Control Difficulty H (30) – modified by relationship, +15 if target is unwilling
Sense Difficulty H (30) – modified by proximity, +15 if target is unwilling
Alter Difficulty E (10) – specially prepared clone host
M (15) – recently dead body
VD (25) – live willing host
H (30) – live unwilling host
Those who are Force-sensitive may make an opposed Alter or Willpower roll; selecting either the roll or the difficulty, whichever is higher
Warning – User automatically gains 2 Dark Side Points (4 if the subject is unwilling).
Required Powers – Absorb/Dissipate Energy, Accelerate Healing, Control Pain, Detoxify Poison, Emptiness, Hibernation Trance, Reduce Injury, Remain Conscious, Resist Stun, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Injure/Kill, Telekinesis, Farseeing, Projective Telepathy, Accelerate Another’s Healing, Control Another’s Pain, Feed on Dark Side, Inflict Pain, Return Another to Consciousness, Transfer Force, Affect Mind, Control Mind, Dim Other’s Senses
Effect – This power allows the Force-user to transfer his life energy into another body. The Force-user keeps their Knowledge, Mechanical, Perception and Technical attributes, but adopts the targets Strength and Dexterity attributes (the user transfers their skill additions to the targets attributes).
Located – Tales of the Jedi Companion Sourcebook p. 63-64

Special Powers

Force Scream
*Note: This is an involuntary power that may be activated when a Dark Side Force-user loses control of their temper.
Effect – The Dark Side of the Force is seductive, offering tremendous power to lure the weak-willed into its grip. A Force Scream is a reflex, usually occurring when Dark Side Force-users are provoked into losing their tempers. A Dark Side Force-user must make a Difficult Willpower roll whenever angered to the point of rage; if the roll fails, the Force-user releases the Force scream. All of the Dark Side Force-user's die codes are reduced by -2D for one hour, and he must rest for one hour or suffer an additional -2D penalty until rested (penalties are cumulative).
The Force Scream causes damage equal to the Dark Side Force-user’s Alter skill to all beings within 50 meters, including the Dark Side Force-user who unleashes this mental energy. Force-users roll their Alter dice to resist damage. Those without Alter use their Strength to resist.
Located – Tales of the Jedi Companion Sourcebook p. 65

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