TEXT:  
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  The Jedi Handbook 
  Everything you ever wanted to know about Jedi but were too lazy to look up. 
  Version 1.2 
  Compiled and Edited by David Barnhart 
  Web Pages Maintained by Darryn Glass and Charles F. Zacher 
  http://homepage.interaccess.com/~echmyr/TheJediHandbook.html 
  http://w3.uokhsc.edu/czacher/swrpg/jedihb/findex.html 
   
   
  Table of Contents: 
  Introduction 
  What’s New? 
  Part I: Frequently Asked Questions 
  Part II: The Dark Side 
  Part III: The Rules 
  Part IV: The Jedi Academy 
  Part V: The Characters 
  Part VI: The Path of Baadu 
  Part VII: Teepo Paladins: Quick Draw Jedi 
  Part VIII: Monks of Shimura 
  Part IX: The Aiki Order, Jedi Kung-Fu Style 
  Part X: The Shadow Dragons, Dark Assassins 
  Part XI: The Weapons of a Jedi 
  Part XII: Lightsaber Dueling 
  Part XIII: Adventure Ideas 
  Part XIV: The Powers 
  Appendix I: Relationship/Proximity Charts 
  Appendix II: Time Line 
  Appendix III: Artifacts 
  Appendix IV: Random Lightsaber Tables 
  Appendix V: Random Jedi Text Creation Tables 
  Appendix VI: Teepo Blaster Misfire Tables 
  Appendix VII: Known Force Users 
  Appendix VIII: Blank Character Background Sheet 
  Appendix IX: Blank Character Sheet 
  Appendix X: Suggested Attribute Die Codes for Beginning Jedi 
  Appendix XI: The Credits 
   
  Introduction 
   
   
  Since the birth of the Galactic Republic, the Jedi Knights upheld the peace.  From 
  system to system, grand Jedi Praxeums were established to train potential Jedi in the ways of 
  
   
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  the Force.  For twenty-five thousand years the Knighthood functioned as explorers, educators, 
  and enforcers of justice.  Through their strong connection to the Force, they were capable of 
  amazing feats of mind and body.  This handbook is a collection of various works by numerous 
  people (mostly from the Star Wars Role Playing Game Mailing List) as well as a quick and easy 
  reference tool to help in the design and play of Jedi in Star Wars RPG.  The contents of this 
  handbook are in no way meant as a substitute for buying the books; instead, it is an alternate 
  way of looking at the rules and a quicker way to find information than fumbling through several 
  hardbacks.   
   
  All the information in this booklet (Version 1.2) has been adapted for my own games.  
  An “at symbol” (@) is used throughout the text to indicate a, usually drastic, change in the rules 
  published by West End Games.   
   
  The contents of this book were written by various people each with their own unique 
  view of the Force.  No reader is expected to agree completely with everything provided.  Some 
  people don’t believe the Force may be used to manipulate electronics.  That’s fine.  Others feel 
  that a Jedi using the Force to take a life (as with Lightsaber Combat and Force Bolt) always 
  awards a Dark Side Point.  This view is also fine.  The bottom line is this, when reading the Jedi 
  Handbook remember the Golden Rule: “If you don’t like the rule, don’t use it!” 
   
  Any gripes, flames, opinions, objections, compliments, questions, and (most 
  importantly) contributions for the next edition should be e-mailed to Dave Barnhart at 
  Dbarnhar@vt.edu (until December 1997). 
   
  What’s New? 
   
  Changes since Version 1.1 include: 
   
  Expanded FAQ 
   
  Revised Introduction 
   
  Corrected Credits 
   
  Revised/Expanded/Corrected Rules 
   
  General Revisions: Character Sheet, Ilum Gem Costs, Lightsaber Modifications, Spiffy 
  new tables 
   
  The Dark Side (Revised) 
   
  The Jedi Academy (Revised) 
   
  Monks of Shimura (Revised) 
   
  Part IX: The Aiki Order, Jedi Kung-Fu Style 
   
   
  *Complete* Martial Arts Rules 
   
  Part X: The Shadow Dragons, Dark Assassins 
   
  Adventure Idea: “Raisers of the Lost Ark” 
   
  Adventure Idea: “Into Extinction” 
   
  Alternate Rules: Learning/Improving Skills and Powers through Research, Learning 
  Powers through self-discovery and enlightenment, Force Modifiers 
   
  Powers edited to reflect changes in the Tales of the Jedi Companion 
   
  New Weapons: Lightbo, Light Sai, Lightbow 
  
   
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  Appendix V: Random Jedi Text Creation Tables 
   
  Revised Powers: Empower Self, Track Hyperspace Trails 
   
  New Powers: Empowered Lightbo Combat, Force Static, Lightbo Combat, Force 
  Archery, Regenerate, Regenerate Other, Bloodlust, Pacifism, Aiki Combat, Surge, Release 
  Spirit, Discharge Spirit, Break Bones, Wisdom, Dream, Survive in Hard Vacuum, Cloak of 
  Darkness, The Dragon, Hands of the Jhemadan, The Clouds Parting, Crimson Burst, Shadow 
  Mist, Jhemadan Combat, Shadow Split, and Mind Sand. 
   
  Part I: Frequently Asked Questions 
   
  1) Can a non Force-Sensitive character receive Dark Side Points? 
   
  Yes, but only through undeniable acts of evil including using a Force Point to commit 
  evil. 
   
  2) Can a non Force-Sensitive character “Call Upon the Dark Side?” 
   
  @ No.  In order to call upon  the Dark Side the character must have a strong 
  connection to it (i.e. Force-Sensitive).  The Dark Side simply ignores those who are not gifted. 
   
  3) Can a non force-sensitive character ever become force-sensitive? 
   
  Yes,  but at the cost of 20 character points and a reasonable explanation why. 
   
  4) If I am force-sensitive, do I have to be a Jedi? 
   
  No. 
   
  5) What’s the use of being force-sensitive if I’m not a Jedi? 
   
  Well on the good side you start with 2 Force Points, instead of 1, and you have the 
  option of later learning Jedi Powers.  On the bad side, you feel the full effect of the Force just 
  like a Jedi and will receive Dark Side Points just like one (even if you’ve never heard of the 
  “Jedi Code”). 
   
  6) Why do powers like Electronic Manipulation grant Dark Side Points even when used for 
  good? 
   
  When it comes to the Force, the ends do not justify the means.  Certain powers like 
  Electronic Manipulation, Telekinetic Kill, and Force Wind all may be used for good, but they 
  must be fueled by hate, anger, or aggression (i.e. the Dark Side).  Using hate, anger, or 
  aggression with the Force is always darkness through action (see Part II: The Dark Side). 
   
  7) I don’t get it.  Why can’t I use Electronic Manipulation while at a state of calm? 
   
  Here’s a cheesy answer . . . because the power’s description says so.  If you were to 
  use the Force to restore a computer’s original programming while at a state of calm you would 
  not be using Electronic Manipulation.  You would be using a similar power which requires a 
  calm state of mind; CyberLocke perhaps (see New Powers).  If a Jedi wished to be able to 
  
   
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  manipulate programming while both angered and calm he would either A) have to learn both 
  powers or B) have to “stretch” one of the powers as described in the rules section.  Look at 
  Emptiness and Rage.  They essentially have the same effect but one is Light and the other is 
  Dark. 
   
  8) The Rulebook mentions receiving a Dark Side Point whenever a Jedi uses the Force to take 
  a life.  Does this mean that I get one whenever I add Control to my Damage dice as per 
  Lightsaber Combat? 
          It depends.  If a Jedi kills in defense, of himself or another, than no.  If the Jedi  struck out 
  of anger, was filled with aggression, or the use was “unjustifiable violence,” then yes.  See Part 
  II: The Dark Side for more details. 
   
  9) Can a droid be Force-Sensitive? 
  This is another one of those heavily debated topics on the Star Wars RPG Mailing List.  
  People can, and will, debate this until they’re blue in the face, but the bottom line is it is up to 
  each individual GM to decide how the Force affects droids, if at all, in their games.  The only 
  thing WEG has said on the matter is that droids may expend Character and Force Points just 
  like other characters.  This at least shows they may manipulate the Force to some degree. 
  In my games it is possible for a droid to be Force-Sensitive, but it must meet several 
  requirements: 
  First, the droid must have free-will.  As part of standard manufacturing and 
  Republic/Empire regulations, all droids are built with programming specifically designed to 
  prevent free-will.  This basically states that the droid must obey it’s master, may not harm a 
  living being, impersonate a deity, etc.  If it wasn’t for these safeguards, the droids would quickly 
  figure out that they’re stronger, smarter, and tougher than their masters, and turn on them. 
  Second, the droid must embrace the understanding that it is a life form.  The Force is 
  created by all living things and requires the belief of life to manipulate it (even subconsciously). It 
  is not required, but it is most likely, that a droid be designed to emulate life in order to grasp this 
  understanding (it is much more likely that a Protocol droid would understand this than an 
  Astromech). 
  Third, The droid must be able to learn and evolve.  The Force is always in motion and 
  must be experienced to be understood.  No programming could ever allow an individual to 
  understand it.  Thus, the droid must be designed to learn and adapt instead of programmed.  In 
  game terms, the droid learns and improves skills just like a normal character and doesn’t 
  undergo any sort of programming. 
  Last, the droid must be sentient using the definition of sentience as self awareness that 
  does not involve perception.  There are a lot of subtle, minute aspects of a person’s being which 
  determine if it is sentient/living or not.  Just saying, “I’m alive,” is not enough to prove you’re 
  alive.  Call it destiny, fate, the fabric of life, the Force, a soul, or whatever, but if you don’t have 
  one (or if its not on your side) then you’re not sentient.  This is solely up to the GM to 
  determine.  Droids should not try to become Force-Sensitive.  In the rare times it happens it is 
  almost always brought on by external factors and used as a plot device (example: Johnny 5 
  
   
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  being struck by lightning in Short Circuit). 
  Note: If a droid has its memory erased or will-inhibiting programming added, it loses all 
  Force-Sensitivity.  Also, remember that meeting all the above criteria does not make a droid 
  Force-Sensitive.  It merely shows the possibility of being Force-Sensitive.  In game terms, the 
  droid would still have to pay 20 Character Points and offer a reasonable explanation to the GM 
  as to why it is now in tune with the Force.  Data from Star Trek and Janice from Robotech II: 
  The Sentinels fit this mold.  
   
  10) When is the “by the books” version 2 coming out? 
   
  In short: never.  The original concept of putting all the official rules into a clear, concise 
  format for players and GMs alike does not fall under “Fair Use” copyright laws, and the project 
  has been postponed indefinitely.   
   
  11) I’m new to these games, what do I need to purchase to play Star Wars RPG? 
   
  All you need to purchase is a copy of the Star Wars Role-Playing Game 2nd Edition, 
  Revised and Expanded from West End Games.  Purchasing the Tales of the Jedi Companion 
  (also from WEG) is HIGHLY recommended for running Jedi centered games. 
   
  12) This Handbook makes several mentions to a Star Wars RPG Mailing List.  How do I join? 
   
  To Subscribe to the SW-RPG list send e-mail to: 
   
  mailserv@drycas.club.cc.cmu.edu with a blank Subject line.  In the body of the letter 
  type: SUBSCRIBE SW-RPG.  Do not include a signature or any other information. 
   
  13) Where on the World Wide Web can I find more information about Jedi and the SW-RPG? 
      The Jedi Handbook may be found on-line at Darryn Glass’ page without frames: 
  http://homepage.interaccess.com/~echmyr/TheJediHandbook.html#PartIV 
      and at Charles F. Zacher’s page with frames: 
   
  http://w3.uokhsc.edu/czacher/swrpg/jedihb/findex.html 
   
      The ULTIMATE Dark Jedi Site is: http://members.gnn.com/RBKugel/page-1.htm 
   
   
      A wealth of Jedi information is available in the resource pool via ftp at: 
   
  ftp://drycas.club.cc.cmu.edu/jae/star-wars/sw-list/resource/ 
   
      The following Fan Pages also support the Jedi Handbook: 
   
  The Star Wars Insider at http://www.geocities.com/Area51/8166/swrpg.htm 
   
   
  Part II: @ The Dark Side 
   
  Gaining Dark Side Points: 
   
  There are three ways a Force-Sensitive character may gain Dark Side Points:  Through 
  Action, Inaction & Calling Upon the Dark Side. 
  
   
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  Action:  Anytime a Jedi knowingly and willfully breaks the Jedi Code he gains a Dark 
  Side Point.  This includes any use of unjustified violence and justifiable violence fueled by hate 
  or anger.  It is the GM’s duty to decide what is and is not “justifiable violence.”  A good 
  guideline is any act that makes you say, “Damn, that’s cold!” is unjustifiable.   
   
  Example:  A Jedi uses Telekinesis to suspend a target off the ground (thus taking away 
  its chance to dodge) while other PCs gun him down.  This is unjustifiable.... cool, but still 
  unjustifiable.   
   
  A Jedi receives a Dark Side Point this way through using “Dark Side” powers (Inflict 
  Pain, Telekinetic Kill, Force Lightning, etc.).  Any character who uses a Force Point for evil 
  also gains a Dark Side Point in this manner. 
   
  Inaction: Also known as “Evil by Association,” this is when a Jedi sits idly by while an 
  act of evil is committed, or passes on an opportunity to bring justice to an evil doer.  When a 
  Force-Sensitive character is around those who choose to do evil, he must intervene or gain a 
  Dark Side Point.  Failure to do so allows the Dark Side to strengthen its grip on the character 
  through his feelings of guilt and doubt. 
   
  Calling Upon the Dark Side: When a Jedi’s back is in the corner he may attempt to gain 
  a Force Point by opening himself to the influences of the Dark Side.  Through selling his soul the 
  Jedi gains a Force Point (which must be spent that round) and an accompanying Dark Side 
  Point (Whether the attempt is successful or not).  It is easy to call upon the Dark Side, 
  especially when angry, at first.  The first time a character calls upon the Dark Side, the difficulty 
  is Easy.  If the actions are not intended to bring harm or pain to other beings, increase the 
  difficulty by two levels.  The difficulty raises by 3 points each additional time the character calls 
  upon the Dark Side.  The character rolls his Control versus the difficulty number to determine 
  whether or not he is successful.  Luke Skywalker gains a Dark Side Point in this manner during 
  the climatic battle scene in RotJ. 
   
  The Effect of Dark Side Points: 
   
  The consequences of gaining a Dark Side Point differ according to how a Jedi obtained 
  them.  If a Force user gets a Dark Side Point from his actions it is due to the temptations to 
  commit further violence.  This also opens up new, easier ways of contacting the Force, so the 
  character receives a +1D bonus to all Force Skills.  Example: A Jedi uses Lightsaber Combat 
  and strikes out in anger.  He gains a Dark Side Point for the action but realizes he is a better 
  combatant when angry.  He now receives a +1D bonus until he A) Wishes to atone or B) 
  realizes that his actions are leading him down the dark path and refuses the bonuses. 
   
  If a Dark Side Point is due to his inaction, it is due to his fear and guilt.  Since these 
  emotions weaken, instead of strengthen, the character does not receive any bonuses to his 
  Force Skills. 
   
  Calling Upon the Dark Side, in addition to the one Force Point already awarded, gives 
  a +2D Bonus to all Force Skills starting the round after the Force Point is spent.  After calling 
  upon the Dark Side the character will feel a rush of power remain. 
   
  The character may not immediately realize that the added power is something that 
  shouldn’t be used, so every time the character successfully uses a Sense power, while using the 
  
   
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  extra bonuses, the GM rolls a d6.  If the roll is greater than the number of dark Side Points the 
  character has, the character senses that something is wrong with his or her connection with the 
  Force.  Using the Sense Path power will immediately reveal the influence of the Dark Side, and 
  the danger of using the bonuses, although it may do so in a cryptic manner. 
   
  Once Dark Side Points have been atoned for, and even if the Jedi does not atone, the 
  bonuses last only for as long as the Jedi is in the Light.  The moment the Jedi turns to the Dark 
  Side, the bonuses are lost.  The Dark Side, having snared the Jedi in its power, takes back its 
  favors.  However, bonuses gained from calling upon the Dark Side may remain after turning as a 
  reward for actively seeking out the Dark Side (see below). 
   
  Lure of the Dark Side: 
  If the bonuses granted for having Dark Side Points are used for anything but the purest intent, 
  you receive a DSP for accepting the bonus.  The DS may also try to influence your actions... If 
  you refuse the bonus, your difficulties for skills increase +3 per DSP for the intense 
  concentration necessary to drive out the DS. (for Force- Sensitives) 
   
  Turning to the Dark Side: 
   
  A character may not be turned to the Dark Side until he reaches 6 Dark Side Points.  
  Up until that time a character is “safe,” but his actions are influenced by the Dark Side.  
  Whenever a character with Dark Side Points is in a position where he may commit evil, the GM 
  rolls a d6 and if that number is less than or equal to the number of Dark Side Points then the 
  Dark Side demands some action for the Jedi to perform. 
   
  When a character has 1 to 3 Dark Side Points, they are tempted to commit actions that 
  involve the immediate situation. For example, if an enemy was subdued, the Jedi fighting him 
  may be tempted to kill the villain, even though he has surrendered. To resist this temptation, a 
  Force Sensitive character must make an opposed roll of Willpower, or PER, vs. the GM's roll 
  of one die for each Dark Side Point the character possesses. Therefore, if the character had 3 
  Dark Side Points, then the GM would roll 3D. Non-Force Sensitives add their Willpower and 
  PER die codes together(with only one wild die) for their roll to resist, since they are not affected 
  by the Dark Side as much. If the character succeeds, they resist the tempting voice of the Dark 
  Side, and may act 
  normally, but if they fail, the character must perform that action. As an example of such an 
  action, the character is contemplating throwing a grenade into a bunch of  Stormtroopers, even 
  though there are some innocents around. If he failed his Willpower roll, he would throw the 
  grenade, thus having the possibility of injuring some innocent people.  
   
  When the character has 4 or 5 Dark Side Points, their temptations turn to causing 
  unnecessary harm and destruction, or initiating unprovoked attacks. The character is still entitled  
  to a Willpower/PER opposed roll, as above. If they succeed in the roll, then they may act 
  normally, but the Dark Side enacts a punishment, according to the following table. 
   
  Table 2.1 
  PC rolls > GM roll by 
  Character Loses 
  
   
  8 
   
   
  0 - 5 
  1 Force Point (or Character Point's equal to # of Dark Side 
  Points x3) 
  6 - 10 
  Character points equal to # of Dark Side Points x2 
  11 - 15 
  Character points equal to # of Dark Side Points 
  16+ 
  Character points equal to # of Dark Side Points x.5 (rounded 
  up) 
  * If the character is unable to pay off the cost he must “take” 1D from the attribute or Force 
  Skill of his choice.  Naturally, all skills based on that attribute will be reduced also.  If any 
  attribute ever reaches 0D, the character is consumed by the Dark Side and dies. 
   
   
  If the roll fails, then the character must perform the dictated action, which is usually a 
  direct attack. If the Willpower/PER roll wild die comes up as 1, then the Jedi will actually use 
  the Force in their attack, if it is appropriate, but will not earn another Dark Side Point, since 
  they were not in control of their actions. This may seem cruel, but 
  by this point, the character has obviously made the choice that they don't care about turning to 
  the Dark Side, or is actually seeking it out, so the Dark Side begins treating them appropriately.  
  Note: that if the player character does not attempt to resist the call 
  of the Dark Side, and performs the dictated action willingly, they automatically gain another 
  Dark Side Point. 
   
  Down the Dark Path 
  In turning to the DS (6 or more DSPs) the majority of how you received your DSP rules how 
  you were turned. 
  1.  CONSUMED by the Dark Side: you took the path of INACTION & have become 
  obsessed with your past inactions & the quilt & fear that have resulted from them.  Many 
  consumed go insane from their quilt. 
             * You only gain FP when using FP for the DS 
             * You gain CP as normal 
             * You loose ALL bonuses received from the DS 
             * ALL force skills & willpower are frozen at the level when turned (until returning to the 
  Light- if you can...) 
  2.  SEDUCED by the Dark Side: your ACTIONS took you down the path. You 
  become more aggressive, quicker to anger & enjoy the fear created by your intimidation & 
  actions. Retaining your personality with a newfound strength in your confidence.  Anakin 
  Skywalker is an example of Seduction. 
             * You only gain FP when using FP for the DS 
             * You gain CP as normal x 75% 
             * You loose ALL bonuses except +1 pip for each DSP you received at the time you 
  were seduced to the DS. 
  3.  EMBRACED by the Dark Side: you have asked for the power of the DS, by 
  CALLING on the DS. You become more aggressive & enjoy seeing fear in others often 
  
   
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  becoming more calculating & deceptive, holding your anger until the strongest retaliation can be 
  achieved.  Much of your personality remains only for its deceptive ability, that 
  may give opportunities to further your newfound power. Emperor Palpatine is an example of 
  being Embraced. 
             * You only gain FP using FP in dramatic DS moments 
             * You gain CP as normal x 50% 
             * You loose ALL bonuses except +1D for each DSP you received when finally being 
  Embraced. 
   
   
  Returning to the Light 
   
  In the Star Wars stories, we have seen three examples where someone who had 
  succumb to the Dark Side was redeemed to the light, Darth Vader at the end of Return of the 
  Jedi, Luke in the Dark Empire series, and Ulic in the Tales of the Jedi series by Dark Horse 
  Comics. 
   
  The Star Wars RPG rules have a contingency for returning characters to the light, but in 
  my experience it has left many people confused. The rule states, 
   
  “When a Jedi of the Light Side confronts a character of the Dark Side, mention of the 
  fact that the Light Side is more powerful than the Dark Side will cause the Dark Side character 
  to have a Moment of Doubt. 
   
  “The character loses a number of Dark Side Points equal to the number of dice that the 
  Light Side character has in his control skill plus 1D. If the character is reduced to zero Dark 
  Side Points, the character has been redeemed to the Light Side of the Force.” pg. 58 
  (Rulebook, 2nd Edition). 
   
  This rule is a good one, but it needs some clarification, otherwise, most adventures 
  would end with the following exchange,  
   
       Jedi: “Hey, did you know that the Light Side is stronger than the 
          Dark Side?” 
       Dark Sider: “Really? Wow! I guess you are right...I feel much 
          better now.” 
   
   
  The only changes that should be made to this rule is that the character only need drop 
  below 6 Dark Side Points to be redeemed, and must atone for the rest in the usual manner, and 
  that a Jedi of the Light Side cannot just say to the Dark Side character that the Light Side is 
  stronger, they must prove it. If the Jedi can show the Dark Sider that the Light Side offers more 
  strength, the situation forces the Dark Sider to have their moment of doubt. Luke's strength in 
  the Force, and his convictions to remain in the Light caused Vader to have his “Moment of 
  Doubt” several times during the Empire Strikes Back and Return of the Jedi. Although he did 
  talk to his father, and try to convince him to return to the Light, he made no mention of the Light 
  Side being the stronger side of the Force. 
   
  Force users who have been Seduced to the Dark Side lose a number 
  
   
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  of Dark Side Points as per the rulebook. 
   
  Those who have been Consumed by the Dark Side are much easier to turn back. Since 
  their guilt is what caused them to turn in the first place, helping them to resolve their guilt or to 
  set things right, in an acceptable, justifiable manner, will reduce the character’s number of Dark 
  Side Points to 6.  He may not return to the Light until he spends a Force Point in a selfless 
  manner at the dramatically appropriate moment, which he probably had to do to resolve his 
  guilt. 
   
  Those who have Embraced the Dark Side are the hardest to turn back to the Light. The 
  number of Dark Side Points they lose, for each “Moment of Doubt”, is reduced by a number 
  equal to twice the number of Dark Side Points they received through Calling Upon the Dark 
  Side (which would be either 4, 5 or 6...for Palpatine it would most likely be 6). 
   
  Returning to the Light Side of the Force is not an easy task though, once the Dark Side 
  user drops below 6 Dark Side Points, the Dark Side enacts its revenge by taking all of the 
  character's Force Points and character points. 
   
  Regardless of how a character was turned, he may not drop below 6 Dark Side Points 
  and re-enter the Light until he proves his commitment to the Light by spending a Force Point in 
  a selfless manner at the dramatically appropriate time (and does not gain the usual two Force 
  Points at the end of the adventure). 
   
  If a character turns to the Dark Side a second time, he loses 1D from the attribute or 
  Force Skill of the player’s choosing. 
   
  The entire purpose of this system is to give the player a sense of what the Dark Side is 
  going to do to his or her character. Just rolling the d6 and taking the character away isn't entirely 
  fair. We don't believe in dictating to a player what they can and cannot do, and telling a player 
  that what they are going to do will earn them a Dark Side Point seems, well...pointless. Players 
  are usually very aware of what their character is doing, and what the consequences will be. 
  Luke did not have some voice-out-of-nowhere tell him that what he was doing was wrong, so 
  the characters really shouldn't be afforded that luxury.  This system gives a player ample warning 
  of what is to come for their character, and allows them the opportunity to redeem the character 
  before it is too late. It also makes for wonderful role-playing possibilities. 
   
  Atonement: 
  When you have 1-5 DSP you may begin to atone the cleansing of the corrupting influence of the 
  DS is a long & difficult process & you must be of serious mind while attempting to atone (GM 
  discretion). You must choose your way of atoning based on spiritual belief. (the Jedi usually fast, 
  reflect through ritual & meditation & renew their commitment to live by the Jedi Code & the 
  ways of the Light). When atoning you must actively work against evil from occurring, & follow a 
  base code in creating your personal 
  spiritual atonement process, with the following guidelines:  
         Reaching each through non-violent solutions when possible 
             1.  Preserve the existence of Life 
             2.  Preserve the rite to gain knowledge & enlightenment 
             3.  Preserve the rite of peace & harmony 
  
   
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             4.  Defend the defenseless 
         Time required: of approximate atonement, all atonement must begin again if a DSP is 
  received during atonement. 
             1 DSP  =  40 days 
             2 DSP  =  60 days 
             3 DSP  =  80 days 
             4 DSP  =  100 days 
             5 DSP  =  120 days 
  
   
  12 
  Part III: The Rules 
   
  Using Force Points: 
   
  Force Points are the manifestation of the Force in the form of a character’s 
  determination and luck.  Anyone may spend Force Points.  When a Jedi uses one he actively 
  seeks out the Force to give him strength in a moment of crisis.  When other, more skeptical, 
  characters use Force Points they pass it off as skill, talent a guardian angel or luck. 
   
  When a player spends a Force Point (and he may only spend one per round) all skill, 
  attribute and special ability (like Force Skills) die codes double for the rest of that round.  Any 
  die codes not part of the individual (blaster damage, cybernetic implants, ship hull codes, 
  maneuverability, etc.) remain the same.  The only exception occurs when a Jedi uses 
  CyberLocke (see New Force Powers).  A Jedi who successfully uses CyberLocke in the same 
  round as a Force Point loses 1D for activating a Force Power but all die codes for cybernetic 
  limbs/implants are doubled.  This does not effect an implant which could not be manipulated by 
  will or has an external affect (i.e., the Strength of a 5D cybernetic arm becomes 10D for lifting 
  but a 4D finger blaster still only does 4D damage). 
   
  Since a character is focusing everything he has into the use of the Force Point, the 
  character can not spend any Character Points that round. 
   
  When determining the damage for melee combat double only the strength portion of the 
  damage code.  Example: When a character with a 2D+2 Strength uses a knife (+1D damage) in 
  the same round a Force Point is spent, the damage is 5D+4 ((2D+2 x 2) + 1D).  The maximum 
  damage of melee weapons (normally 6D for knives) is ignored when using a Force Point. 
   
  The bonuses from Force Points allow any number of different actions in a given round 
  as long as the usual dice penalties for multiple actions are used.  In other words, you are not 
  limited to one action during the round a Force Point is spent. 
   
  Gaining Force Points: 
   
  All Player Characters begin their careers with at least one Force Point; Force-Sensitives 
  start with two. 
   
  When a character uses a Force Point to commit an evil act (killing an innocent, causing 
  gratuitous violence, killing when not in defense of others, using while angry or hateful, etc.) The 
  character gains the bonuses listed above, receives a Dark Side Point, and forever loses the 
  Force Point. 
   
  When a character spends a Force Point in a selfish act (to save his ass, gain power or 
  wealth, avoid trouble, or pass lies and deception) he forever loses the Force Point but does not 
  gain a Dark Side Point. 
   
  If a character uses a Force Point in a heroic effort (placing himself in great danger, 
  fighting the forces of evil, or saving someone’s life) he temporarily loses that point but gains it 
  back at the end of the adventure. 
   
  When a character acts heroically at the dramatically appropriate moment (any time 
  success is vital to the story, during a climatic encounter with a villain in a heroic effort, saving 
  many lives, or blowing up a Death Star), but without spending a Force Point, he gains a Force 
  
   
  13 
  Point at the end of the adventure. 
   
  When a character spends a Force Point at the dramatically appropriate moment, he 
  temporarily loses that point but gains two back at the end of the adventure. 
   
  Finding a Teacher: 
   
  Unless your last name is Skywalker, you don’t just learn the Force . . . you need a 
  teacher.  Luke may have learned a lot through self discovery but that’s because he’s Luke, and 
  you’re not.  
   
  Finding a teacher, especially during the Empire, should never be easy.  Finding a teacher 
  should take place over several adventures with the GM dropping clues every now and then.  If 
  Darth can’t find him, I’m sure you’ll have a tough time.  If your game is taking place during the 
  Old Republic you have the advantage of a Jedi Academy . . . but that really doesn’t make it any 
  easier.  It takes much more than a pretty application and a fat wallet to make it into this school; 
  you must prove yourself.  After applying to the academy, a Jedi Master, if interested, will send 
  the applicant on a mission of self discovery to prove he has what it takes to be a Jedi Knight.  
  These tasks are always difficult and few applicants return successful to become Apprentices 
  (See Part IV: The Jedi Academy). 
   
   
  Taking on Pupils: 
   
  For a Jedi character to teach another the ways of the Force he must have at least 3D in 
  the desired skill(s) and the teacher’s skill level must be higher than the student’s.   
   
  For a Jedi to accept a pupil, the student must be pure in his connection to the Force 
  (have no Dark Side Points).  A Jedi may not knowingly teach a student with Dark Side Points.  
  If a Jedi knows his pupil has Dark tendencies and decides to train him anyway, he gains a Dark 
  Side Point for himself (Action if he willfully intended to train a person with Dark Side Points, 
  Inaction for guilt and remorse resulting from accidentally tainting a soul).  A master is 
  responsible for the actions of his students.  If a student is turned to the Dark Side, it is the moral 
  obligation of the teacher to bring him back to the Light. 
   
  Learning Force Skills: 
   
  Force Skills are Die Codes which govern a character’s ability to manipulate the Force 
  in various ways.  Control dictates the Jedi’s ability to master his bodily functions, Sense allows a 
  Force-user to feel the Force in his surroundings, and Alter allows a character to change and 
  manipulate the way the Force affects and interacts with others. 
   
  Force Skills may be learned in two ways: 1) From a Master and 2) Through Research. 
   
  Learning Skills from a Master: 
   
  To learn a new Force Skill a pupil must undergo one week’s worth of intensive training 
  and pay 10 Character Points.  @ This amount of time may not be reduced through spending 
  additional Character Points.  The Force should never be taken lightly and is never quick or 
  easy.  At the end of the week the student gains the new skill with a code of 1D and knows three 
  Force Powers of the Master’s choosing. 
  
   
  14 
   
  To improve a  Force Skill by one pip costs a number of Character Points equal to the 
  current number before the “D” (just like normal skills).  Double the point costs if a teacher is not 
  available.  Characters with a teacher must spend one day per Character Point spent (two days 
  per Character Point if a teacher is not available).  Training time may be reduced by one day per 
  every additional Character Point spent.  A Jedi may learn a new power (of his teacher’s 
  choosing) whenever he raises a skill by one pip.  A character never gains a new power when a 
  skill increases if he doesn’t have a teacher. 
   
  Learning Skills through Research: 
   
  It is possible for a talented student to learn and improve Force Skills through 
  researching Holocrons and ancient texts.  @ To do so, a Jedi must spend a month of intensive 
  research with a tome or two weeks with a Holocron before even attempting a new Force Skill.  
  Then the character spends 20 character points and makes a Willpower (or Ka Lore for Monks 
  of Shimura) roll with a difficulty of 15 for Holocrons and 20 for texts (these difficulties are 
  guidelines and may be altered depending on the extent of information contained in the tome or 
  Holocron).  If successful, the Jedi knows the new Skill with a rating of 1D, and knows one 
  power contained in the Holocron or text (provided he meets the required powers of course).  
  The character points are lost regardless of the success of the willpower roll. 
   
  Once learned, the Skills may be improved up to 3D through research.  The base cost 
  and time required for increasing a Skill by one pip through research is twice the number before 
  the D in the Skill’s Die Code, and a number of days equal to the amount of Character Points 
  spent.  To improve a Skill using a Holocron (but not texts), the Jedi must first convince the 
  keeper of the lore contained in the Holocron he is worthy of the knowledge (a great opportunity 
  for some fine Role-Playing) and, of course, he may only be taught the powers contained in the 
  Holocron (anywhere from 5 to 50 Powers depending on how much knowledge was encoded in 
  the Holocron’s design).  Once the student has gained the keeper’s trust and selected a Power 
  to be taught, he may roll a number of dice equal to his Knowledge plus the Instructing (a 
  Perception based skill) Die Code of the Holocron’s holographic Master.  For every full five 
  points over 25, the base cost (i.e. twice the normal cost) is reduced by one Character Point, 
  and the time required is also reduced by one day.  No matter how spectacular the roll, the cost 
  may never be fewer than x where the original Die Code is xD, and time may never be fewer 
  than x days of intensive research. 
   
  A Jedi may also improve his knowledge of a particular Skill through using texts 
  (provided the text contains detailed rituals and cadences specifically for the purpose of teaching 
  Skills, not just Powers).  Assuming the Jedi understands the text (tome, datapad, knowledge 
  crystal, etc.) he may roll a number of dice equal to his die code in Research, Ka Lore, Jedi 
  Lore, or Sith Lore (depending on the nature of the text) plus a number of dice equal to the text’s 
  Complexity Rating (0D for scrolls, and stone tablets.  Up to 5D for whole volumes dedicated to 
  one specific Skill) versus a difficulty of 25.  As above the cost of a one pip improvement (2x) 
  decreases by one for every full five points the difficulty is beat by, but can never be reduced 
  below x. 
   
  Learning through research should never be as easy as learning from a Master.  Finding a 
  
   
  15 
  Holocron or text should be the culmination of several adventures and then proving yourself 
  worthy to a Holocron’s keeper or having a text accurately translated (provided you don’t have 
  the Translation Power) should also be the focus of at least one night’s gaming. 
   
  Learning Force Powers: 
   
  Force Powers are different effects a Jedi may use to manipulate the Force.  A Jedi may 
  not use a power he has never learned but may be able to “stretch” a known power to have a 
  different effect.  To do so the GM determines if the desired effect is in the spirit of the power 
  and then assigns a higher difficulty depending on how far removed the new effect is from what 
  the power was designed for.  @ There are three ways to learn new Force Powers: 1) From a 
  Master, 2) Through Research, and 3) Through a Spiritual Journey of Self Discovery. 
   
  Learning Powers from a Master: 
   
  Jedi characters may gain a new power after raising a skill by one pip (as stated above) 
  or at the cost of 5 Character Points and seven days of training with his Master.  If the desired 
  Power is composed of multiple Skills (such as Affect Mind, which is a Control, Sense, and 
  Alter Power) the cost is 5 times the number of skills required.  Thus, to learn Affect Mind from 
  a Master, without having first improved Control, Sense, or Alter, the cost would be 15 
  Character Points, and take one week of intensive training. 
   
  Learning Powers Through Research: 
   
  As with Skills, new Powers may be learned from researching texts.  The process is very 
  similar to learning Skills from research.  First, the researcher must gain full access to the material 
  (i.e. must either prove his worth to the Keeper of the Holocron, or be able to fully and 
  accurately read the text).  Next, the student selects the power he wishes to learn (provided, 
  again, that he knows all the powers required for the desired Power).  Then he spends a time of 
  study equal to two weeks (for both Holocrons and texts).  At the end of this period he spends 
  10 Character Points plus 5 for every Skill used in the Power (15 for Control Pain, 25 for Affect 
  Mind).  The base cost and time may be reduced, as above, by rolling your Research Dice plus 
  the text/Holocron’s Complexity Dice.  For every full 5 points the roll beats the target of 25 by, 
  the cost is reduced by one Character Point and one day of intensive training.  No matter how 
  heroic the roll, the cost may never be less than  5 plus 5 Character Points for every Skill used in 
  the Power (10 for Control Pain, and 20 for Affect Mind).  The time of research required may 
  not be less than five days. 
   
  Learning Powers Through Self-Discovery: 
   
  In certain situations a Jedi may go on a spiritual quest.  The cause of this could be as 
  part of atonement, a rite of cultural acceptance, an attempt to gain harmony with one’s soul, to 
  contact the Spirit Fathers, or any of a number of other causes.  When a Force-User decides to 
  attempt a quest of self-discovery he must first separate himself from society.  This is 
  accomplished in one of two ways: 1) he simply travels to a remote location (mountain top, 
  deserted isle, uninhabited planet, etc.), or 2) enters a meditative state which removes him from 
  
   
  16 
  his surroundings (Emptiness or Rage).  The nature of the quest must reflect the character’s 
  personal beliefs and culture.  A character based on Native American lore may opt to enter a 
  sweat hut and meditate to the point of exhaustion, at which time he hopes to receive a vision 
  which will unlock the hidden knowledge of the Force.  A cybernetic Artificer may decide to 
  connect his consciousness to a computer generated reality via CyberLocke, while a Naturalist 
  might climb the highest mountain of her homeworld.  At any rate, the quest should be more than 
  just something to do on your day off, it should become a religious experience. 
   
  At the end of the quest (as determined by the nature of the quest; it wouldn’t take as 
  long to climb the sector’s highest mountain bare-handed as a year long walkabout) the GM 
  decides if he wishes to award a vision.  This is solely up to the GM to decide if the player 
  receives a vision.  Then the GM determines the nature of the vision.  Is it a glimpse of the future?  
  Is it a blessing from your god?  Have the Dark Lords of Ancient smiled on you with a gift of 
  power?  Understanding the vision may be handled in one of two ways.  First is the Role-play 
  method.  Here the GM describes or acts out the vision to the player (in private of course).  If 
  the player can figure out the meaning, he receives the enlightenment (which could be anything. . . 
  a new power, a hint about upcoming struggles, or reassurance that a loved one is safe). 
   
  The second method is the quick and dirty mechanical method.  Here the player simply 
  rolls Willpower (or the appropriate Lore skill) to determine if he understands the vision’s 
  meaning.  The difficulty should be determined by the GM based on the extent of the quest and 
  how well it was played out.  Regardless of method employed, the vision should reflect the quest.  
  A highly physical quest (passing out in a sweat-hut) is likely to award a Control Power, while 
  staying in Rage to the point of incapacitation should grant a Sith Power. 
   
  This system is designed for Role-playing and thus doesn’t require the expenditure of 
  Character Points, but at the same time the player doesn’t receive any points for the experience 
  of a quest.  It should be reinforced that few characters should ever receive more than one vision 
  in their lifetime and certainly shouldn’t in the same adventure.  Players should not look to quests 
  as a means of gaining power when teachers and texts are unavailable, but as an essential step in 
  their character’s growth. 
   
  Force Powers: 
   
  Using a power is just like any other action.  @ One power equals one action and 
  reduces the dice pool by 1D regardless of how many skills are incorporated into the power.  By 
  the time a Jedi masters a new power it is second nature to him.  He doesn’t think, “OK... first 
  I’ll activate Control, then Sense . . .,” he just opens himself to the Force and does it.  If a Jedi 
  wishes to use Projective Telepathy (Control and Sense) he may roll both skills with no penalty.  
  If he wishes to use the power and dodge in the same round, all die codes are reduced by 1D 
  (not 2D). 
   
  Dramatic Force Use: 
   
  During stressful times when many lives hang in the balance a Jedi may reach out with the 
  Force and attempt to use a Power he hasn’t yet learned (Nomi blocking Ulic’s connection to 
  the Force at the end of Sith War for example).  At a dramatically appropriate moment a GM 
  
   
  17 
  may allow a Jedi character to spend a Force Point and 10 Character Points so he may use a 
  power he has never learned.  The effects of the power last one round, the user may not learn the 
  power in this manner, the Jedi must make all rolls with normal die codes (the use of the Force 
  Point does not double all die codes as usual), the points are lost even if the effect fails, and if 
  used for selfish reasons the character gains two Dark Side Points. 
   
  Keeping Powers “up.”: 
   
  There are some powers a Jedi may keep going rounds after activated.  If a power may 
  be kept “up,” it’s description will say so; otherwise the power drops at the end of the round it 
  was activated.  To keep a power “up,” the player must declare he is doing so when activating 
  the power.  The power continues to run, without further rolls, until the character either wishes to 
  drop it or is stunned (or worse).  @ While keeping a power “up” all die codes are dropped by 
  1D for every power up . . . not for every skill involved in the power.  If a Jedi keeps Lightsaber 
  Combat (Control and Sense) and Absorb/Dissipate Energy (Control) “up” all die codes are 
  reduced by 2D, not 3D. 
   
  Time to Use: 
   
  Unless otherwise listed, all powers are activated in the round they are activated.  All 
  other powers are activated at the end of the time listed.  A Jedi must continue to concentrate on 
  the power being kept “up.”  If he suffers a distraction (see below) he loses concentration and 
  must activate the Power again. 
   
  @ Modifiers to Force Use: 
   
  Use of a Focus:   
   
  Although some feel this doesn't fit into the atmosphere of most games, there are a few 
  instances where the Force is treated like "magic."  If a Jedi does something which allows him to 
  concentrate easier on the power he wishes to use, he receives a bonus. 
  Example:  A shaman of a primitive tribe draws a circle of mystical runes around the body of a 
  wounded man.  Due to his belief that the runes are "magic" the shaman's concentration and 
  connection to the Force is strengthen, giving him a +1D bonus to using Accelerate Another's 
  Healing.  
   
  Research:  
   
  The Jedi intensly studies a power from a text before using a power.  If a Jedi spends 
  one full day studying and memorizing a power, he gets to add the complexity rating of the text in 
  question to his use of the researched power one time only.  If a Jedi researches with a 2D text 
  for an entire day, he may use the power he studied with a +2D bonus for one time only (and 
  must be the first time the power is used after researching). 
  Example: A Sith Warrior is planning an assassination.  The day before is spent  researching 
  Force Lightning in a text with a 3D complexity.  On the day of the attack he may use Force 
  Lightning with a bonus of +3D on the first use only. 
  
   
  18 
  Preparation:  
   
  If a Jedi spends an entire round before a power is activated, concentrating on the power 
  he gains a bonus of +1D. 
   
  Acting in Concert:   
   
  If a group of Jedi all know the same power and all wish to use it at the same time for the 
  same reason, they may gain the usual bonuses for co-operation as listed in the books. 
   
  Extra Effort:   
   
  In times of high stress, a Jedi (usually a Dark Sider since this can be viewed as being 
  fairly aggressive) may sacrifice his own health for a boost in Force strength.  For every level of 
  damage he causes to himself, he gains a +1D bonus to a single Force use in the same round.  If 
  a perfectly healthy Jedi wishes to gain a +1D bonus, he forces his mind past its usual limits, 
  becomes Stunned, but gains +1D to a single Force Power before the stun takes effect.  If he 
  wished to gain +3D he'd be Wounded Twice, +4D Incapacitated, +5D Mortally Wounded, 
  +6D heroic effort resulting in Death.  No other actions may be taken in the round Extra Effort is 
  used, and the damage gained from such a "boost" may only be healed through rest. 
   
  Distractions:   
   
  Whenever something happens during the round a Jedi is concentrating (determined by 
  the "Time to Use" listing) which could distract a Jedi he must roll Willpower versus a difficulty 
  determined by the GM to avoid losing concentration and stopping.  Some examples may be: 3 
  for a sudden unexpected breeze, 10 for a blaster  shot, 15 for an unexpected explosion, 20 for 
  a companion or innocent screaming out in pain, 50 for a Nebulon B Frigate crashing next door.  
  If a Jedi loses concentration, he mentally “fumbles” the power he was activating as well as all 
  powers he was keeping “up,” and must start activating the power(s) again from scratch the next 
  round.   
   
  Part IV: @ The Jedi Academy 
   
  Background: 
   
  Twenty-five thousand years before the birth of Luke Skywalker, a band of noble Jedi 
  formed the Knighthood and built the first Jedi Academy on Deneba.  It was a place to teach the 
  Jedi ways and expand the knowledge of peace and tranquillity throughout the galaxy.  From the 
  day of it’s inception until it’s destruction during the Clone Wars, it was the heart of the Jedi 
  Knighthood.  Supported by the Old Republic it had many resources available and trained 
  numerous honorable Jedi; such as Nomi Sunrider, and Ulic and Cay Qel-Droma. 
   
  Getting Accepted: 
   
  As mentioned earlier, becoming a Jedi is never easy.  It takes years of hard work and 
  an indomitable will.  The first step in becoming a Jedi Knight is undergoing Force Sensitivity 
  tests.  In these tests a Jedi Acolyte (non Force Sensitives and lowest ranking Apprentices who 
  
   
  19 
  act as assistants, advisors, etc. to the Knighthood) assigned to the applicant’s home system (or 
  nearest system) briefly meets with the candidate to ascertain his belief’s and reasons for wanting 
  to join the knighthood.  The Applicant is then given tests designed to measure the possibility of 
  Force Potential (these tests are designed to rate the likelihood of Force Potential, the only way 
  to be sure is through the Force) and behavior in high stress situations (such as the questions 
  Dekker asks while interviewing suspected replicants in Blade Runner).  The Acolyte then sends 
  a recommendation based on the test results to the nearest Jedi Praxeum (Small teaching 
  instillation consisting of one to ten Jedi Masters who report directly to the Academy).  After a 
  Master reviews the reports he may take interest in the candidate and invite him to visit the 
  Praxeum.  There the Master uses the power Sense Force Potential to determine if the aspirant is 
  gifted enough to wield Force Powers (is he Force Sensitive?) and then gives the aspirant a 
  Quest to prove his worth to the Knighthood.  This can be as simple as a riddle (Such as a Zen 
  Koan or “How many apprentices does it take to change a glow rod?” depending on the 
  Master) or, more often, a long, arduous journey filled with danger and temptation.  Regardless 
  of the method, the Quest should be a journey of self discovery and humbling insight.  If the 
  candidate returns successful (as determined by the Master.... there are often hidden objectives 
  to be accomplished during Quests) he is admitted into the Praxeum. 
   
  Graduation Requirements: 
   
  The early years of training are spent learning the Core Curriculum (Skills and powers 
  all Jedi must know) and working as an Acolyte to neighboring systems.  At this time of training 
  an aspiring Jedi will train under several Masters (provided there is more than one at the 
  Praxeum).  When a Master has certified that the student has mastered (gained a rating of 3D or 
  two pips higher than the base, whichever’s higher) in all the core skills and knows all the 
  required powers, he is immediately promoted to the rank of Jedi Apprentice and must choose 
  a Discipline (specialized area of study).  Once the Apprentice decides what Discipline he 
  would like to pursue he must find a Master of that Discipline willing to further his education.  
  This often leads to Apprentices leaving the Praxeum to find that rare teacher.  He then begins 
  intense study of that Discipline’s selected skills and powers.  After mastering those requirements 
  (again a level of 3D or two pips higher than the base is standard) the Master has the power to 
  promote the student to the rank of Jedi Adept and assign him however he wishes (following the 
  Academy’s approval).  This may include being sent as representatives to a new world, liaisons 
  to the Republic, returning home as an advisor and protector of the peace, or employed in the 
  ongoing war against the Dark Side.  At any rate, you are now a Jedi and bound to do as your 
  Master bids. 
  
   
  20 
   
  Core Curriculum: 
   
  Upon entering a Praxeum a student begins learning these skills and powers as well as 
  the Control and Sense Force Skills (Alter is not a necessary skill in all disciplines).  A Master 
  will usually not allow a student’s Alter to be higher than his Sense. 
   
   
  Core Skills: Law Enforcement, Willpower, Command, Alien Species, Languages, 
  History: The Republic, and Systems. 
   
   
  Core Powers:  
   
   
  Control: Accelerate Healing, Control Pain, Hibernation Trance,  
   
   
   
     Concentration 
   
   
  Sense:  Life Detection, Receptive Telepathy, Sense Force, Life Sense 
   
   
  Control & Sense: Projective Telepathy 
   
   
  Total Powers: Control = 1D+2, Sense = 1D+2, Alter = 0D 
   
  Disciplines: 
   
  After a Master is satisfied that a student has mastered the basics, he promotes the 
  student to the rank of Apprentice and allows him to choose a Discipline.  There are numerous 
  Disciplines (Both Light and Dark) but this guide will only cover the most common of the Light: 
  Artificer, Factotum, Investigator, Meditative, Naturalist, and Warrior. 
   
  Artificer 
   
   
  The Artificers are the creators, tinkerers, and inventors of the Jedi Knights.  They tend 
  to be very technical in nature and posses heightened mechanical empathy.  A good example of 
  an Artificer is Cay Qel-Droma who would rather tune a lightsaber’s blade than listen to his 
  Master’s stories. 
   
   
  Skills:  Astrogation, and Computer Programming/Repair plus . . .  
   
   
    Pick five from the following: Droid Programming, Droid Repair, Ground 
  Vehicle Repair, Repulsorlift Repair, Space Transports Repair, Starship Repair, Starship 
  Weapons Repair, Cybernetics Repair, Security, Blaster Repair, Capital Ship Repair, Armor 
  Repair, Walker Repair, Lightsaber Repair, Sensors, Capital Ship Piloting, Capital Ship Shields, 
  Communications, Ground Vehicle Operation, Repulsorlift Operation, Powersuit Operation, 
  Space Transports, Starship Piloting, and Starship Shields 
   
   
  Powers: 
   
   
  Control: Absorb/Dissipate Energy 
   
   
  Sense: Instinctive Astrogation, Magnify Senses, Cyber Sense  
   
   
  Control and Sense: Speak with Machines 
  
   
  21 
   
   
  Control, Sense, and Alter: Conduit, CyberLocke 
   
   
  Minimum Skills for Graduation: Control = 3D, Sense = 3D+2, Alter = 1D 
   
   
  Recommended Studying: Warp Matter, Lightsaber Combat, Commune with Machines, 
  Thermogenesis, and Transmutation. 
   
  Factotum 
   
   
  Factotums (Peacekeepers) are Jacks-of-all-trades.  They tend to be speakers, 
  storytellers, educators and the like.  They are trained to adapt to any environment and are given 
  a pretty wide berth when choosing their studies.  Factotum is the only Discipline where an 
  Apprentice does not have to tie himself down to one Master.  These students tend to roam the 
  universe seeking knowledge from Master to Master (but, as always, what a Master says goes . 
  . . an Apprentice may not take his leave without his current Master’s permission).  Many 
  governmental leaders prefer liberal advisors and request Factotums.  In general, if you don’t 
  know what you want to study, be a Factotum. 
   
   
  Skills: Pick your four favorite attributes.  In Attribute #1 choose 3 skills, 2 skills in 
  Attributes 2&3, and one in the fourth.  Chosen skills may not be part of the Core Curriculum. 
   
   
  Powers: Choose two powers from each other discipline which are unique to it. 
   
   
  For Example: A Factotum may decide to learn Cyber Sense, Speak with Machines, 
  Contort/Escape, Eclipse, Postcognition, Enhanced Coordination, Weather Sense, Beast 
  Languages, Telekinesis, and Lighsaber Combat. 
   
   
  Recommended Studying: Anything and Everything 
   
  Investigator 
   
   
  Whenever there is a mystery or report of Sith activity, an Investigator (often referred to 
  as “Shadows” in some circles) is sent to check it out.  These are the detectives, archeologists, 
  and spies of the Jedi.  They search for Sith strongholds, research artifacts, infiltrate enemy 
  organizations and solve enigmas of all sorts.  These are the rarest of the Jedi and finding a 
  Master is a near impossible task.  It is currently under discussion in the Jedi Council to 
  discontinue these teachings due to the risk of losing an undercover Jedi to Dark temptations and 
  the moral dilemmas of teaching deceptive arts.  Exar Kun may have been an Investigator before 
  turning. 
   
   
  Skills:  Bureaucracy, Streetwise, Archeology (a Knowledge based skill), Investigation, 
  Search, Sneak, Security, Hide, and Persuasion. 
  
   
  22 
   
  Powers:  
   
   
  Control: Contort/Escape, Enhance Attribute 
   
   
  Sense: Danger Sense, Magnify Senses, Postcognition  
   
   
  Control and Sense:  Disguise 
   
   
  Sense and Alter: Dim Other’s Senses 
   
   
  Control, Sense, and Alter: Affect Mind, Eclipse 
   
   
  Minimum Skills for Graduation: Control = 3D+1, Sense = 4D+1, and Alter = 1D 
   
   
  Recommended Studying: Force of Will, Remain Conscious, Short-Term Memory 
  Enhancement, Lighsaber Combat, Combat Sense, Storytelling, Cyber Sense, CyberLocke, 
  Speak with Machines, Eyes of the Eagle, Mental Translocation, Induced Sleep, Lesser Force 
  Shield, Force Bolt, and Doppleganger. 
   
  Meditative 
   
   
  Those who study the Meditative arts prefer to exercise their minds, not muscle.  They 
  are the thinkers and masters of the mind and spirit.  In times of conflict they coordinate the 
  Warriors’ actions through their powerful Jedi Battle Meditation while shattering their enemies’ 
  wills to win.  Make no mistake, they may not charge into battle with lightsaber drawn, but are 
  among the most brave and powerful of the Knighthood.  To find an example of a Meditative 
  master, look no further then the legendary Nomi Sunrider. 
   
   
  Skills: Tactics, Survival, Persuasion, History: Jedi, Stamina, Scholar: Area of Interest, 
  and Law: Republic. 
   
   
  Powers: 
   
   
  Control: Emptiness, Force of Will, Short-Term Memory Enhancement 
   
   
  Sense: Postcognition 
   
   
  Sense and Alter: Affect Emotions 
   
   
  Control, Sense, and Alter: Affect Mind, Battle Meditation, Enhanced 
  Coordination 
   
   
  Minimum Skills for Graduation: Control = 3D+2, Sense = 3D+1, Alter = 1D+1 
   
   
  Recommended Studying: Farseeing, Remove Fatigue, Storytelling, Instinctive 
  Astrogation, Anticipation, Lightsaber Combat, Danger Sense, Commune with Nature, 
  Commune with Machines, Life Bond, Place Another in Hibernation. 
   
  Naturalist 
   
   
  The Force is created by all living things, and therefore must be protected.  These Jedi 
  
   
  23 
  have a special connection with Nature and all life.  They are much more than simple park 
  rangers yet far removed from eco-terrorists.  They are often sent to frontier worlds to help in the 
  formation of colonies and adapting to alien life.  If you wanna scrap with a Naturalist, you gotta 
  go through his Rancor pets.  The Twi’lek Jedi Tott Doneeta displayed some of these abilities. 
   
   
  Skills: Tracking, Search, Survival, Hide, Sneak, Climbing/Jumping, Running, Beast 
  Riding, and First-Aid. 
   
   
  Powers:  
   
   
  Control: Detoxify Poison, Emptiness 
   
   
  Sense: Weather Sense, Beast Languages, Magnify Senses, Translation 
   
   
  Control and Sense: Eyes of the Eagle, Call Animal 
   
   
  Control and Alter: Fertilize, Accelerate Another’s Healing 
   
   
  Sense and Alter: Commune with Nature 
   
   
  Control, Sense, and Alter: Control Animal 
   
            Minimum Skills for Graduation: Control = 4D+1, Sense = 4D+2, and Alter = 1D+1 
   
   
  Recommend Studying: All “Healing” Powers (Naturalists are known throughout the 
  Galaxy as healers), Weather Sense, Transfer Force, Danger Sense, Thermogenesis, Weather 
  Control, Predict Natural Disaster, Transmutation, Lightsaber Combat. 
   
  Warrior 
   
   
  Although the Jedi Knights are devoted to peace, they understand the Galaxy is not 
  perfect and violence is a necessary evil.  These noble Samurai do not believe in peace through 
  superior firepower . . . but superior compassion.  Life is precious and should only be taken as a 
  last resort.  The Warriors are the primary peacekeepers.  They are sent wherever there is strife, 
  anarchy, or the Sith.  An obvious example of a Warrior is Ulic Qel-Droma. 
   
   
  Skills: Dodge, Survival, First-Aid, Stamina, Tactics, Lightsaber, Brawling, Lightsaber 
  Technology and Running. 
   
   
  Powers: 
   
   
  Control: Absorb/Dissipate Energy, Remain Conscious, Reduce Injury 
   
   
  Sense: Danger Sense, Combat Sense, Magnify Senses 
   
   
  Control and Sense: Lightsaber Combat 
   
   
  Alter: Telekinesis 
   
   
  Sense and Alter: Lesser Force Shield 
   
   
  Control, Sense, and Alter: Force Bolt 
   
   
  Minimum Skills for Graduation: Control = 3D+1, Sense = 3D+2, and Alter = 1D 
  
   
  24 
   
   
  Recommend Studying: All “Healing” Powers, Dim Other’s Senses, Enhanced 
  Coordination, Enhance Attribute, Magnify Senses, Resist Stun, Greater Force Shield, Remove 
  Fatigue, Anticipation, Transfer Force, Battle Meditation, and Affect Mind. 
   
  Training at the Academy: 
   
  Training at the Academy, or at a Praxeum, is slightly different than usual training.  
  Through thousands of years of trial, error, and refining, the Jedi Masters have developed very 
  efficient means of educating.  Whenever a character is at a Praxeum, or the Academy, and 
  wishes to learn a new power or increase his knowledge in a skill (provided he has already been 
  taught that skill), add the Master’s die code in Instructing (a Perception based skill) with the 
  pupil’s die code in Knowledge and roll against Very Difficult (modified by resources available.  
  i.e. Tomes, a library or Holocron.... GM’s call).  For every full five points the total beats the 
  difficulty by, reduce Point Cost and time required to learn by one; one Character Point equals 
  one day training.  No matter how spectacular the roll, training always costs at least one 
  Character Point and takes at least one day of intensive training. 
   
  After Graduation: 
   
  Once a Master is satisfied with his pupil’s performance (at least 3D, or two pips higher 
  than base . . . whatever is higher, in all required skills and has learned all required Powers) he 
  has the authority, granted by the Academy, to promote the Apprentice to Adept.  The Master 
  then sends the Adept on whatever errands he wishes (reporting all the while to the Academy). 
  After the Adept displays proper understanding of the Jedi Code and has a total of at least 13D 
  in Force Skills, the Master may promote the Adept to the rank of Guardian.  The Guardian is 
  still in the servitude of his Master and after demonstrating superior resourcefulness, true 
  understanding of the Light, and a total of 17D in all Force Skills, he goes before the ruling 
  council of the local Praxeum and may, on an unanimous vote only, be promoted to the rank of 
  Knight.  At this point a Jedi is still bound to his Master but is usually given freedom to conduct 
  his own business.  When a Jedi gains a total of at least 27D in Force Skills he may, with the 
  recommendation of his local Praxeum, travel to the Academy and undergo review of the Ruling 
  Council for the rank of Master.  As with the rank of Knight, the vote must be unanimous.  The 
  next, and highest, rank in the Jedi Knights is that of Grand Master.  There may only be nine 
  Grand Masters, the Ruling Council of the Academy, at any given time.  They hold their office 
  until death or retirement and may only be replaced by a Master with a rating of 15D in all Force 
  Skills who has the support of 90% of the Jedi (ranks Adept through Master) and the support of 
  all members of the Ruling Council.  Once a Jedi obtains a seat on the Ruling Council he has 
  achieved the greatest honor available to a Jedi.  All members of the Ruling Council are equal 
  regardless of seniority. 
   
  Technology in the Old Republic @: 
   
  There are a few minor changes which must be made to the established rules to reflect 
  four thousand years of technological advances (These suggestions are supplied for those who 
  
   
  25 
  have not yet purchased the Tales of the Jedi Companion).  Here are a few suggestions: 
  
   
  26 
  Vehicles: 
   
  All die codes remain untouched.  Keep all the stats the same because as long as every 
  aspect to the technology increased proportionally it should still be fine.  In other 
  words, if you want to use what was considered to be a good fighter in the TotJ time period, use 
  the X-Wing Stats and give it a new name... if you want to use what was considered to be an old 
  fighter in the TotJ time period use the Headhunter Stats and give it a new name.  The only real 
  problem that would arise is when a fighter from the TotJ time period encounters a fighter from 
  the RPG time period... which should be next to never. 
   
  Double the time listed on the Astrogation Gazetteer to reflect older hyperdrives. 
   
  All repair times are doubled. 
   
  Jump Stations, Hyperspace Buoys, or Instinctive Astrogation is required to safely 
  navigate  hyperspace.  When a ship contacts a Jump Station or Hyperspace Buoy, the credit of 
  the ship’s Captain, or sponsor, is automatically deducted the standard fee for using that route.  
  Prices range from 10 credits for a slow or common route to 10,000 credits for a fast or rare 
  route.  In this era, lightspeed doesn’t come cheap.  One obvious way around this is to ignore the 
  navcomputers and trust in Instinctive Astrogation. 
   
  Medical: 
   
  Bacta tanks have not been invented yet. 
   
  MedPacs are reduced to 1st Aid Kits (same as MedPac but each difficulty is increased 
  by one level, time to use is twice as long, and only one may be used per day). 
   
  Weapons: 
   
  Nothing heavier than a light repeating blaster (which requires an articulated harness 
  ALA Aliens). 
   
  Ammo in each Power Pack is reduced to 3/4 normal. 
   
  Blasters cost twice as much. 
   
  Firearms are the weapons of choice. 
   
  Part V: The Characters 
   
  Pre Empire: 
   
  Before the empire Jedi were pretty common.  There would be a band stationed in every 
  civilized system and perhaps a few in every major nation.  The people of the Republic knew, 
  trusted and respected (well, most of the people anyway) the Knighthood.  They were law at its 
  highest level and charged with the duty of keeping the Galactic Peace.  I suppose you may be 
  able to think of them as the Galaxy’s United Nations Task Force.  They protected all systems 
  but reported directly to none, not even the Republic.  Please note: The Republic has no official 
  power over the Knighthood.  They’ve just developed a mutually beneficial symbiotic 
  relationship over the years. 
   
  Most Jedi characters of this time period are fresh from the Academy.  If you want to 
  start players fresh after their early training, have them make characters the usual way Let them 
  
   
  27 
  make/modify templates however they wish.... an Artificer will have a much higher Technical 
  score than a Naturalist.  Guidelines for beginning attribute die codes are provided in the 
  appendixes.  Also, it is reasonable that only space-faring races should be allowed to attend the 
  Academy.  This means:  NO EWOK JEDI!).  After they have their characters, give them 2D 
  more in each force skill and 3D more to be divided up between their required skills to represent 
  their training at the Academy.  They are now Jedi Adepts (assuming they use their points wisely 
  and meet all the requirements) and ready for their Master’s first assignment.  Just to keep things 
  fair, let non-Jedi make their characters like normal but with 15D (instead of 7D) to be added to 
  their characters, provided that no more than 3D be added to more than two skills.  Just as a fair 
  warning... Jedi tend to be obnoxiously powerful.  If you’re going to run a Jedi based game let it 
  be known that it is “high level” and the stakes are great.  Non Jedi may have to be creative with 
  their characters in a Jedi based game to describe why they’re working with the Knighthood.  
  Some possibilities could be that they’re Acolytes, just doing what they can in the name of 
  Galactic Peace.  They could be members of a government the Jedi are sent to assist in a time of 
  crisis.  They could be hired by the Academy to transport the Jedi to their assignment.  The 
  possibilities are endless. 
   
  Empire: 
   
  Bad news for Jedi during the Empire.  They want you dead.... bad.  Ever since the 
  Clone Wars the Empire has hunted down your kind.  The Jedi are no longer treated with the 
  reverence they received during the Old Republic.  The Jedi Knighthood is either considered an 
  old legend or just some “hokie religion.”  If a PC tells someone they’re a Jedi they should be 
  laughed at, turned into the Empire, or both. 
   
  Jedi characters of this period should simply choose either the Minor Jedi or the Young 
  Jedi template and create the character as usual.  Jedi of this era tend, for obvious reasons, not 
  to be as powerful as those in the Golden Age of the Jedi.  They don’t hit the “obnoxiously 
  powerful” stage for a good while; and by that time all the other characters are sporting 9D 
  Blaster skills so it pretty much evens out. 
   
  Post Empire: 
   
  After Palpatine takes that nifty radiation bath, the Jedi begin to slowly pop up again.  
  Those who have been hiding for so many long years resurface and Luke Skywalker erects a 
  new Jedi Praxeum to rebuild the old Knighthood.  Players could either be a member of the new 
  Praxeum, a Jedi who was apprenticed to a Master at the end of the Great Purge and went into 
  hiding afterwards, one of the Emperor’s Dark Apprentices turned to the Light, or a Force using 
  Alien of some kind.  In other words, base your character on a template as usual. 
   
  Character Backgrounds: 
   
  Characters should never be as two-dimensional as the game makes it.  Sure its quick 
  and easy to whip out a template and slap on a few D, but, as Yoda is so fond of teaching:  
  Quick and easy are traits of the Dark Side.  Templates are quicker, easier, more seductive; they 
  are not better.  What Yoda was saying is that players ought to take time with their characters, 
  
   
  28 
  molding them into three-dimensional beings.  By the time you start playing you should know 
  every important fact about your character.  I strongly suggest having players fill out a Character 
  Background Sheet (as shown in the Appendixes).  Have players fill them out and then award 
  bonus Character Points based on depth and originality.  Even more points should be awarded 
  to players who incorporate their background sheet into the character.   
   
  Examples:  Say I’m going to play a Bounty Hunter.  I could just fill out the template and 
  know next to nothing about my character or I could fill out a Background Sheet and know how 
  he’d react to any given situation.  Better yet, a truly creative player would put his thoughts down 
  on the Background Sheet and write the Bounty Hunter’s Resume to be turned in to the GM.  
  Or an Outlaw could write his Criminal Record, or an ISB Agent could type up his Imperial 
  Personnel Record.  Sure it takes a bit longer but it REALLY adds to the over-all enjoyment of 
  the game.  Remember... this should be Role-playing, not Roll-playing. 
   
  Another good way to flesh-out characters is to incorporate rules from other systems.  If 
  you have a copy of a White Wolf Player’s Guide, incorporate the Merits & Flaws rules into 
  your characters.  A 1 point flaw pretty much equates to a 1 pip bonus to be added to beginning 
  skills.  You might also be able to use the Advantages and Disadvantages of GURPS.  Perhaps a 
  5 point Disadvantage is equal to 1 pip.  Whatever works.  If it helps bring life to your character, 
  by all means use it. 
   
  Part VI: The Path of Baadu 
   
   
  The Baadu, or Gray Jedi, are a rare breed of force users. They consciously try to 
  remain neutral in the struggle between the Dark Side and the true ways of the Jedi. This is not an 
  easy task, and it is harder to attain even a fair amount of neutrality when one is working with the 
  Force.  A very specialized Force Power (The Cleansing) is needed for the existence of the 
  Baadu. 
  NOTE: Baadu are very rare. NO non-force users (except those with Scholar: Jedi Lore 10D+) 
  should have heard of them, and only Jedi Masters (or any Force users with 30D in total Force 
  Skills) should have heard of them. Note that I say “heard,” and not “be a fountain of youth in the 
  Ways of the Baadu.” GM's should not have their favorite tavern owners spinning off tales of the 
  dozens of Baadu-related stories that they've heard. 
   
  History of the Baadu: 
   
  The Way of the Baadu was spawned from Biirta Baadu, a human Jedi Master who 
  flirted with the Dark Side for much of his very long, Force using life. He never actually became 
  an adept of the Dark Side, but became quite well versed in its use. Biirta managed to develop a 
  Force power that was able to keep him somewhat free from the clutches of the Dark Side. He 
  was always just beyond reach.  He never taught anybody his findings, but his journal survived. 
  A few copies of his journal were made, and they exist scattered throughout the galaxy. 
    
  The Baadu tend to be very solitary. There is no unity in the ranks of the Baadu, and 
  there may be enmity between members on the rare occasions they meet.  The way of the Baadu 
  is a lonely path, and few people can maintain the duality of consciousness it requires. 
  
   
  29 
    
  Most Baadu tend to lead “questionable” lives, doing things along the lines of bounty 
  hunting, smuggling, etc. Although these acts are certainly illegal (for the most part), their evilness 
  can be questioned...  
   
  The Baadu and Dark Side Points/Light Side Points (Force Side Points): 
   
  When a Baadu commits an evil act, he receives a Dark Side Point, just like all of the 
  other Force users of the galaxy.  When a Baadu commits a good act, he receives a Light Side 
  Point. The principle is the same as for the Dark Side Point, except one receives a Light Side 
  Point when committing good acts. 
    
  Baadu are consistently attempting to have ZERO points in both. They want NO Light 
  Side Points and NO Dark Side Points. This can be attained by one of two ways.  
   
  1) Removal of Force Side Points Through Deeds: 
   
  The Baadu can remove a Dark Side Point by not doing anything evil for ONE 
  adventure/episode. Being “kind of good,” but not good enough to get a Light Side Point. GM's, 
  use your discretion here. Baadu should be able to remove a Dark Side Point by not doing 
  anything evil. Not necessarily being NICE, but even just the good side of neutral.  
  The 
  Baadu can remove a Light Side Point by not doing anything good for ONE adventure/episode. 
  Being “kind of evil,” but not evil enough to get a Dark Side Point. Stuff like killing people who 
  deserve to die, and REALLY enjoying it. Or, if a Baadu was working for the rebels, they'd be 
  able to remove a Dark Side Point by torturing an imperial person who wouldn't talk, to get 
  valuable information.  
   
  2) Removal of Force Side Points Through the Cleansing: 
   
  When Birtaa Baadu first decided to be a neutral force user, he found that method #1 
  was unwieldy and cumbersome. There were times when he didn't know where he stood in his 
  “alignment” at the moment.  After years of intensive study, he managed to develop a  unique and 
  powerful force power -- the Cleansing. The use of this power facilitated advancement through 
  the force. Baadu wondered how he kept the path without it. There were setbacks, but Baadu 
  found the bonuses of the power to outweigh the setbacks.  
   
  How to Forget the Ways of the Baadu: 
  1.)  If you are using The Cleansing, stop. 
  2.) If you want to become a Dark Side force user, simply get rid of your Light Side 
  Points, and advance your Dark Side Points to 6. Once the Baadu's Dark Side Points equal 6, 
  the Baadu way is forgotten, perhaps forever.  
  3.) The operation is the same if the Baadu character wishes to become a Jedi Knight. 
  Simply get rid of all Dark Side Points, and increase Light Side Points to ten. (remember, the 
  Dark side is quicker and easier) Once LS points are brought to ten, all Baadu hindrances and 
  bonuses are lost.  
   
  Note: A Baadu character can exceed the Dark Side threshold of 5 DS points and still 
  remain Baadu. To leave the way of the Baadu, a character must actively choose to leave, and 
  
   
  30 
  the threshold must be exceeded. 
   
  Note: The difference threshold should be no more than seven at any time.  (i.e. the Dark 
  Side Points minus the Light Side Points should not be greater than 7 or -7) If the difference 
  threshold is exceeded, Baadu lose their abilities (Subtract the lesser number of the Force Side 
  Points from the greater. If there are more Dark Side Points, the resulting number is how many 
  Dark Side Points the Character has. If there are more Light Side Points, the GM can 1.) put 
  Dark Side Points at zero, if the GM does not want to use the Force Side Point System for non-
  Baadu; 2.) put the resulting number in as Light Side Points.  
   
  The Baadu and Force Points/Control, Sense, & Alter Dice: 
   
  The Baadu receive Force Points for committing acts, just as other Force users do. 
  When they spend a Force Point for good/evil, they get one Force Point back at the end of the 
  adventure/episode. When they use a Force Point for good/evil at the dramatically appropriate 
  moment, they get two Force Points back.  
  The Baadu can use Dark Side Powers without automatically gaining a Dark Side Point, 
  however they do receive a Dark Side Point if the Dark Side power is used for extreme evil. 
  It costs 50 - 100% more cp's to raise force skills than a normal Jedi. For example, to 
  raise Control 4D to Control 4D+1, with a Master it would take 6 - 8 Character points, 
  depending on your GM's preference. 
  As an option, GMs should feel free to impose a dice limit of 5d-10d on Control, Sense, 
  and Alter. This is suggested only if the GM feels this Force-using template is too powerful.  
   
  Curiosities/Miscellaneous: 
   
  Most Baadu use lightsabers, but some favor blasters. It is a matter of personal 
  preference. If a PC wishes their character to be a blaster toting Baadu, GM's should 
  incorporate the abilities of the Teepo Paladins.  
   
  A note on implementing the Force Side Point System for non-Baadu: 
   
  Please note that the Force Side Point system introduced for the Baadu might not be 
  ideal for a normal Jedi. The WEG Dark Side Point system does the job quite well, as far as Jedi 
  are concerned. If gm's wish to implement the Force Side Point system for non-Baadu, bear in 
  mind that the Dark Side of the Force is MUCH easier to turn to.  Jedi who were  totally pure 
  before can be turned to the Dark Side, just as easily as someone who's intentions for the Force 
  were “questionable.”  
   
  Editorial: 
   
   
  The Baadu Jedi have been a topic of much debate on the Star Wars RPG Mailing List.  
  Many people (myself among them) feel that the Baadu is a cheap way of allowing Jedi to 
  commit evil acts.  Jedi should never be allowed to do evil without consequence.  That goes 
  against everything the Force is about.  The major component in Force using, which keeps a Jedi 
  in check, is his emotional connection to the Force.  You take this away and things just become 
  ridiculous.  On the other side of the argument are those who feel the nature of the Force is 
  
   
  31 
  dynamic and always in motion.  Nothing, especially something as fluid as the Force, is so cut 
  and dry as to allow only two sides; there has to be a middle ground.  Whether you love them or 
  hate them is you’re decision, but it is the GM’s decision to allow them in a game.
  
   
  32 
  Part VII: Teepo Paladins: Quick Draw Jedi 
   
   
  The Teepo Jedi are fairly new in the long history of the Jedi tradition. They are a small, 
  but fanatical branch of the Jedi order. They were founded around the same time that the Blaster 
  became the common sidearm by a Twi'lek master named Nars Teepo. Nars Teepo had a very 
  odd view on life for a Jedi master. He believed in change. He did not think the traditions should 
  remain so static. He believed that the Jedi should change with the times and adopt the use of 
  blaster weapons. This wasn't accepted by the Jedi community and Teepo was shunned from the 
  order for what was assumed to be embracing the Dark side. Teepo took this very hard and 
  took on the life of a hermit dropping from the face of the universe, but he continued to apply his 
  knowledge to the study of the blaster and its applications. 
     
  Many of his old friends and companions in the order refusing to let their friend, a 
  distinguished master, fall to the Dark side traveled to him in hopes of convincing Teepo to 
  change his ways. His fanaticism got the better of many of them. He could not be swayed, but 
  instead had many new converts to his ideas. With this new influx of Masters and  students the 
  school flourished in a very isolated corner of the universe.  Ignored by the rest of the Jedi 
  community it grew but never overtook its humble beginnings. 
   
  After many centuries, the Jedi's were called to fight a great evil. This great evil was such 
  a threat that the old order swallowed is pride and called upon the Teepo's for help. The fought 
  side by side as brothers in the Clone Wars only to be wiped out by Palpatine and Vader in the 
  ensuing political chaos. The Teepo's were no more safe than the Jedi's of old. Many masters 
  hid, but were sought out and destroyed. The only thing that kept the smaller school alive was the 
  hermitic tradition of its founder. Many students and Masters were in hiding from the outset of 
  the Clone Wars and this saved them in the massacres that followed.  
   
  Teepo Tenets and Code: 
   
  Along with following the Jedi code, the Teepo's have some basic rules that they abide. 
   
  1. Never draw your blaster without being drawn upon first. 
    
  2. Aggression is the Dark side. It should never be consorted with. Be at perfect peace 
  and harmony before acting. Even if it means being killed. A Teepo Paladin never acts in anger 
  or hate. (This may seem to be a restatement of the Jedi code, but the Teepo's take it far more 
  seriously. It has been said that some Paladins have been killed without even moving a muscle 
  simply because they could not control their anger. Of course, these are the truly fanatical.) 
   
  3. Never use a lightsaber (Nars Teepo was very clear about this. He made it Teepo law 
  that they should never touch one. This seems to be a remnant of his scorn for the knights who 
  dismissed him.  (This rule is worthy of some debate since Jedi, by definition, do not scorn). 
   
  Along with these rules there are some unstated regulations of the Teepo order. The 
  Teepo never use Heavy blasters, or anything stronger. They never conceal a carried weapon (it 
  is a symbol of who they are). They never wear armor of any kind (except a blast helmet, see 
  below). The Teepo also endorse all aspects of the Jedi Code. 
   
  Miscellaneous Info.: 
  
   
  33 
   
  The Teepo prefer to call themselves Paladins, not Knights. This  has something to do 
  with distinction between regular Jedi. They are still Jedi, of course. 
    
  Some very adept Teepo have been known to wear blindfolds at all times. They use their 
  powers to see the force and what it surrounds. During the Clone Wars many of the great Teepo 
  began wearing blast helmets with the face shields welded shut so they could not see.  It is the 
  mark of a true Teepo master to actually do this. The more novice students would never wear 
  helmets (it goes against the armor regulation), but many Masters say it is in the tradition of 
  change that the order was founded. 
    
  Also some Teepo have been known to wield two blasters at once (see below).  This is 
  also a mark of status and ability. 
   
  Teepo Template:  
    Dexterity 3D+2      Perception 2D+2        Knowledge 2D         Strength 2D+2  
    Mechanical 2D      Technical 2D              Control 1D               Sense 1D 
  Skills of Note: 
    Blaster, Fast Draw, Speed Load, Willpower, Brawling, Search, Hide/Sneak, etc. 
  Equipment: 
    700 credits, two sets of clothing, blaster pistol (4D damage) 
   
  Tricks of the Trade: 
   
  Teepo Paladins have perfected blaster use to a fine art, and thus have developed a few 
  tricks with their favorite weapon.  First and foremost of these is the use of two blasters at once.  
  Here’s how it breaks down: 
   
  Teepo Paladins are able to fire two blasters simultaneously (one shot from each blaster 
  counts as one action) with the following difficulties: 
  - The blaster in the Paladin’s off hand suffers a +10 difficulty (unless he’s ambidextrous). 
   
  - If Dexterity is 3D or above, ambidexterity costs 10 CP (or 1D worth of skill dice at 
  character creation). If Dexterity is below 2D, character cannot become ambidextrous without 
  increasing his Dex to at least 2D.  If Dexterity is between 2D and 2D+2, ambidexterity costs 20 
  CP. 
   
  - Single target (a point on the body), +10 difficulty to each shot 
   
  - Single large target (a humanoid sized target; shoot a spot, any spot), +5 Difficulty to 
  each shot. 
   
  - Two separate targets, first target = no penalty, 2nd target +10 difficulty. 
  The 
  player rolls either their blaster skill, or the Advanced Skill "Double Blasters".  (A)Double 
  Blasters has a prerequisite of 5D+ in Blaster.  This only applies to pistol-type weapons (e.g.. 
  Blaster Carbine and smaller). 
   
  
   
  34 
  Part VIII: Monks of Shimura 
   
  History: 
   
  Long before there were lightsabers there were Jedi.  After the invention of those 
  graceful weapons Jedi began to lose sight of what the Force was all about and fall into the Dark 
  trap of technology, or so the revered Master Kambei Shimura thought.  The Knighthood was 
  beginning to rely too much on “convenient” technology.  That’s not the way of life; the way of 
  the Force.  Jedi after Jedi took up the saber and left for the stars and the adventures they 
  contained.  A Jedi craves not these things.  Disgusted at the behavior of his fellow Jedi, Shimura 
  broke away from the Academy with a handful of devoted students and established a Temple on 
  the sixth moon of the third planet of the Nikus system.  There he taught his disciples the true gifts 
  of the Force: perfection through inner peace, compassion, contemplation and, ironically, 
  tolerance. 
   
  Millennia passed and student after student joined the Brotherhood and learned the 
  teachings of Shimura and the way of Ka, the religious philosophy of the Monks.  Similar to Zen, 
  Ka teaches the inner spirituality of life and the soul.  Everything is provided by the Force, there 
  is little need for cold, unfeeling mechanisms. 
   
  During the Emperor’s great purge, the Temple of Shimura was located by Dark Lord 
  Vader and torn asunder.  Few of the Brotherhood were able to escape and spread across the 
  galaxy like seeds.  Today, with the Empire removed, these remaining skilled Monks are 
  establishing their own Temples in remote systems to pass on what they have learned. 
   
  Beliefs/Lifestyle: 
   
  1) Avoid the use of (unnecessary) technology.  “There is nothing that technology may 
  provide that the Force cannot.  Why artificially radiate food when nature provides fire?  Why 
  ride aback metal creatures when the wind can send you across sea just as surely?  Technology 
  is quick and easy.  These are traits of the Dark Side.  Life should be neither.”  Although it is true 
  that nothing can be provided by science that the Force cannot, very few Jedi have been able to 
  step across worlds.  The modern Brotherhood believes it is in the spirit of Ka to except one’s 
  limitations.  The Monks will avoid most technology whenever possible (datapads, blasters, 
  lightsabers, scanners, holocrons, bacta tanks, etc.) but will reluctantly use other forms 
  (starships) when needed (which isn’t often.  Followers of Shimura discourage “adventuring” and 
  tend to live entire lives in their Temples.  The rare exceptions are traveling teachers and 
  emissaries). 
   
  A Shimuran Monk would never accept cybernetic replacements or enhancements, nor 
  are they likely to associate with droids. 
   
  2) The way of Shimura is the way of Ka.  All answers may be found in it’s techniques.  
  Ka is the foundation of all Shimura’s teachings.  When a student is first accepted into the 
  Brotherhood he begins learning Ka.  First simple koans and history and later develop the 
  physical disciplines.  In line with the Brotherhood’s beliefs, the process is not quick or easy . . . 
  it takes several years of hard work and devotion. 
   
  3) Follow the Jedi Code.  Although the Knighthood has allowed technology to cloud 
  
   
  35 
  their judgment, the Shimuran Monks still believe in the Code. 
  
   
  36 
   
  4) Tolerate the misgivings of others.  Shimuran Monks are not retro, anti-technology 
  fundamentalists.  They do not attack technological centers or those who choose to use 
  technology, nor do they harass commuters at starports with pamphlets damning them for their 
  way of life.  They simply have a different outlook on life.  If asked, they will tell a koan of 
  enlightenment.  If sought out, they will teach their beliefs (but only those who prove worthy will 
  learn Ka).  The Monks do not hate the Jedi; in fact, they feel sorrow for their fallen brothers 
  and would do anything to help bring them back to the Light. 
   
  The Art of Ka: 
   
  The Monks of Shimura are best known for their mastery of Ka, their proto-martial art.  
  Practice of Ka strengthens the mind, body, and soul.  Masters of this art are capable of 
  incredible feats.  Through Ka, Shimuran contemplatives seek perfection and enlightenment, and 
  with it, they stand powerfully against all who would threaten the sanctity of their Temples.  Ka 
  can be broken down into three parts: Skill (Ka Lore), Martial Art (Ka Combat), and Force 
  Powers (Ka and Empower Self).  Those who are not Force-Sensitive may join the 
  Brotherhood and learn the first two aspects of Ka but not the third. 
   
   
  Skill: Ka Lore 
   
  Time Taken: One Round to One Day 
   
  Description: This Knowledge based skill represents the philosophical teachings of Ka.  
  Through development of this skill, the Monks intimately learn the foundations of the Force and 
  the Universe as well as the pre-lightsaber Jedi Knighthood.   
   
  This skill is often used to 1) spin a useful (albeit confusing) tale, 2) teach the beliefs of 
  Kambei Shimura, and 3) seek enlightenment.  When a Monk is uncertain (Should I take an 
  umbrella today?  Which path is safest?  Will this man betray me?  Is this door trapped?  etc.) he 
  may meditate on the Ka.  All answers are contained in its many teachings.  If the Monk’s roll 
  beats a difficulty set by the GM, he is awarded with a cryptic answer (“You recall your 
  teachings of the Sherlent and the Vornskr, and how the tiny Sherlent defeated the great and 
  powerful Vornskr with a single mighty leap.”).  If the roll succeeds by more than 20, there is no 
  need for riddles, the character knows the answer. 
   
         Martial Art (Ka Combat): 
   
  Cost: 10 Character Points or 1D starting skill dice. 
   
  Prerequisites: Brawling (4D), Brawling Parry (4D), Dex (3D), Ambidexterity 
   
  +2D Brawling & Parry versus those with no Martial Art training 
   
  +1D versus those with training other than Ka 
   
  Return Melee attack:  used against an opponent striking with a brawling attack or  
  melee weapon, the Monk redirects the energy of the attack back into the attacker.  Roll 
  Brawling Parry (with Ka bonuses if against an untrained opponent) versus attacker’s strike roll 
  +10.  If successful the attacker hits himself for full damage.  A failure means the Monk is struck.  
  This maneuver counts as one action and cannot be used with a dodge. 
   
  Note:  Ka Combat is not a skill but a special ability (i.e. it has no die code of it’s own).  
  
   
  37 
  If a player learns the martial arts aspect of Ka he may add the bonuses above and use the 
  “Return Attack” maneuver. 
   
   
  Force Powers (Ka and Empower Self) 
   
  See the section below on Powers for more information about these Shimuran exclusive 
  Powers (Ka => Control & Sense, Empower Self => Control & Alter). 
   
  Shimuran Template: 
    Dexterity 3D+2        Knowledge 3D         Mechanical 2D   
    Perception 2D+2      Strength 2D+2          Technical 2D 
    Control 1D               Sense 1D 
  Skills of Note: (5D to be allocated to skills) 
    Willpower, Brawling, Brawling Parry, Ka Lore 
  Special Abilities: 
    * Ka Combat, Ambidexterity 
  Recommended Powers: 
    Ka and all required powers, healing and meditative powers, force bolt, force shield 
  Equipment: 
    50 credits, hand-woven Gi 
   
  * Ka Combat has a prerequisite of Brawling and Brawling Parry of 4D, therefore a beginning 
  Monk of Shimura must allocate at least one pip of his starting 5D to each of these skills. 
   
  Part IX: The Aiki Order, Jedi Kung-Fu Style  
   
  History: 
  The order of Aiki Jedi order was founded a millennium ago, by Morihei Ushiba, a Jedi 
  knight from a near-human, very long-lived race (though some historians attribute his long age to 
  his very strong bond with the Force, and others dismiss his existence entirely). Ushiba, who was 
  then 120 years old, was a Jedi who was fascinated with martial arts of various races. During his 
  training at the Jedi Academy, he became a Warrior Jedi, but during his voyages through the 
  galaxy he encountered a Shimuran Monk. Though he did not agree with Shimura's views on 
  technology, he was fascinated with Ka.  After studying Shimuran philosophy, he started his own 
  school, where he taught the path of Aiki - the way of perfecting mind through the perfection of 
  the body. His skills in both armed and unarmed combat were legendary, but since he started the 
  Aiki Order, he never killed anyone - until his last fight. The Monastery of Aiki - as his school 
  was named - was supposedly located on a moon in a system somewhere in the Core Words.  
  However, nobody was able to find it, and some historians think that Morihei's school might have 
  been located on a ship. The truth is that the moon was in reality a rouge asteroid, fitted with 
  subspace beacons and sublight drives used to direct it's trajectory. There is a rumor that 
  somebody in the Outer Rim territories has found a transceiver tuned to receive signals from  
  Monastery's beacon...  Morihei died at the age of 1,120 in his final fight.  Ushiba and his lightbo 
  
   
  38 
  (lightstaff) against Darth Vader, Emperor Palpatine and 10 Dark Side Adepts.  Ushiba maimed 
  Darth, wounded Emperor Palpatine and killed all the Dark Side Adepts, but was finally killed 
  by the Emperor's Force Lighting and a final stroke from Lord Vader’s lightsaber.  Some also 
  say that he died to allow his son to escape... 
   
  Beliefs:  
  The Aiki Jedi believe that though technology is not evil in itself, the best weapon is one's 
  own body. They follow the Jedi Code very strictly, and usually wander around the galaxy 
  helping the poor oppressed (like Kane from "Kung-Fu" <g>).  One must remember that being 
  an Aiki Jedi is not just a way of having a cool character who can defeat an entire legion of 
  Emperor's best troops with his bare hands. An Aiki is a person who resorts to violence only as 
  the last resort, even more than "normal" Jedi Knights. Of course, the ability to disable enemies 
  without permanently damaging them (unlike lightsaber wielding Jedi, who disable enemies by 
  cutting their extremities off) really helps - and is more proof that your body is the best weapon 
  you can get. The best comparison is that while Jedi Knights are based on samurai, Aiki Jedi are 
  based on Buddhist monks. 
   
  The two core beliefs of Aiki Jedi are:  
  1) A commitment to peaceful resolution of conflict whenever possible. 
  2) A commitment to self-improvement through Aiki training. 
   
  Quotes: 
  "A mind to serve for the peace of all beings in the world is needed in Aiki, and not the mind of 
  one who wishes to be strong or who practices only to fell an opponent. Aiki is not a technique 
  to fight and defeat an enemy. It is a way to reconcile the world and make human beings one 
  family." 
  "The secret of Aiki is to become one with the universe." 
  "Aiki is primarily a way to achieve physical and spiritual self-mastery." 
   
  Known Aiki Jedi: 
  Morihei Ushiba, a Warrior Jedi and the founder of Aiki Order, and his son, Musashi Ushiba, a 
  famous Artificer and creator of many exotic weapons. There's also Arigato Ushiba, mythical 
  elder brother of Musashi who never became a Jedi because he thought Jedi rely too much on 
  Force and no enough on their own skills. Most historians thinks his existence is a myth - pointing 
  out that the legends of Arigato tell that he routinely defeated Jedi knights in duels, using only an 
  iron katana. (But then, the legends also say that Arigato's weapon was made of Mandalorian 
  Iron and was a gift from 
  Mushashi). 
   
  
   
  39 
  Aiki Martial Arts: 
   
  The Aiki order’s combat style is based around a very complex set of martial arts rules.  
  The following rules may be used for any martial artist in the Star Wars universe, but are 
  provided to better understand the Aiki combat style. 
   
  Blunt Damage: 
  Brawling strikes (hand/foot/staff/baseball bat/etc.) inflict blunt damage.  Physical armor protects 
  at +150% versus blunt strikes.  Instead of +2D Stormtroopers have +3D).   
   
  Damage from blunt strikes use the following table: 
  < 0 - No damage done 
  0-8 - Stunned (0-3 and 4-8 is Stunned) 
  9-12 - Wounded 
  13-15 - Incapacitated 
  16-20 - Mortally wounded 
  21+ - Killed 
   
  Accuracy modifiers (Optional): 
        For each +5 over the difficulty number add to damage: 
  +1D in case of energy weapons 
  +2 in case of physical weapons (sharp, edged weapons and slugthrowers) 
  +1 in case of blunt physical weapons (staves, fists, legs etc.) 
   
  There are no separate melee combat and melee parry skills - they're both under melee 
  combat, and one can specialize in attack or defense (or in specific weapon). Brawling and 
  Dodge skills have no specializations.  There are no Brawling (Str) and Brawling Parry (Dex) 
  skills. Use following skills instead: 
   
  Skill: Brawling (Soft) (DEX) 
  Time Taken: One melee action 
  Notes: +1D Brawling Defense; only -5 when Brawl Dodging, can inflict stun damage at 
  no penalty; -1D Brawling Attack; no + to damage; Headlock (+10 Diff): inflict automatic stun 
  damage unless opposed Soft or Hard (-1D penalty) Brawling  test is made. 
  Armlock (+10 Diff): arm/leg immobilized, if attack roll is +10 greater than defense, then 
  opponent immobilized; 
   
  Skill: (A) Martial Arts (Soft) 
  Time Taken: One Melee Action 
  Prerequisites:  Brawling (Soft) 5D 
  Notes:  User can split dice between brawl defense or melee defense (+1D for 1D), 
  dodge (+1 for 1D, max +1D); can split dice to damage or attack (+1 per 1D); can dislocate 
  and break arms/legs like Brawling (STR) CP cost x3 (not x2), Without adequate Imperial 
  
   
  40 
  Permit training or use is Class 3 Offense; 
   
  
   
  41 
  Skill: Brawling (Hard) (STR) 
  Time Taken: One Melee Action 
  Notes: +1D Brawling Attack, add +1 to damage for every full 3D in skill; 
  +inflicts physical damage; -1D Brawling Defense; -15 when Brawl Dodging; can inflict stun 
  damage at + 15 Diff.  Headlock (+10 Diff): inflict automatic physical damage unles opposed 
  DEX/STR or Soft Brawling (with +10) test is made.  Armlock (+10 Diff): if attack roll is +0 to 
  +10 greater than defense, then arm/leg immobilised; +11 to +20 then it is dislocated; 21+ - it's 
  broken... 
   
  Skill: (A) Martial Arts (Hard) 
  Time Taken: One Melee Action 
  Prerequisites: Brawling (Hard) 5D 
  Notes:  User can split dice between brawl defense, attack (+1D for 1D) and damage 
  (+2 per 1D); can inflict stun damage at +10 Diff.  CP cost x3 (not x2), Without adequate 
  Imperial Permit training or use is Class 3 Offense; 
   
  Skill: (A) Wrruushi (Wookie Martial Arts) 
  Time Taken: One Melee Action 
  Prerequisites: STR greater than 4D, Brawling (Wookie) 5D and Height over 1.8 m 
  Notes:  User can split dice between brawl defense, attack (+1D for 1D) and damage 
  (+1 per 1D); inflicts stun damage at no penalty. When inflicting 
  stun damage, add +1D to damage roll.  CP cost x2,5 (not x2), training or use is Class 2 
  Offense;  
   
  Skill: Brawling (Wookie) 
  Time Taken: One Melee Action 
  Prerequisites: STR 4D 
  Notes:  +2D to hit and damage when attacking arms or legs (but remember about 
  +-1D called shot penalty).  -1D when brawling normally... 
   
  Skill: (A) Noghri Martial Arts 
  Time Taken: One Melee Action 
  Prerequisites:  STR 4D, DEX 3D+2 and Brawling (both) 5D 
  Notes:  User can split dice between brawl defense, attack and damage (+1D for 1D); 
  inflict physical or stun damage at no penalty.  CP cost x2, training or use is Class 1 Offense 
  (except for Noghri in Imperial service). And try finding a sensei for this one...  
   
  All (A) Martial Arts give a one free parry in a round (unless using 
  unmodified 2nd ed rules - that would be too powerful). 
  And remember, kids - you cannot Dodge a lightsaber. Use Brawling Dodge  
  instead... (remember to add modifiers for type of Brawling skill used). 
   
  
   
  42 
  Aiki vs. Shimuran: 
   
  Why include another martial artist Jedi?  Is one better than the other?  In a word: nope.  
  Although they are very similar, the Aiki Order and the Monks of Shimura are each specifically 
  designed for two totally different styles of game play.  The Aiki are designed for realistic, rules-
  intensive martial arts fury.  The Monks of Shimura are designed for simple, easy (yet effective) 
  mechanics which easily fit into the established rules of SW-RPG.  If you’re looking for a cool 
  character who you can immediately get into and fast combat rounds, go with the Monks of 
  Shimura.  If you don’t mind the extra rules, mechanics, and complexity, go with the Aiki.  I 
  personally recommend the Shimuran Monks for most games, but when you want to run a 
  martial arts based game (where most characters are martial artists), you can’t beat the Aiki 
  rules. 
   
  Aiki Jedi Template: 
  Dex 3D                                  Know 2D                                            Mech 2D 
  Str   3D                                  Per     3D                                            Tech   2D 
  Con 1D                                  Sense 1D                                            Alter  1D 
  Skills: 
  Brawling (Soft/Dex) 5D, Brawling (Hard/Str) 5D,  (A) Martial Arts (Aiki) 1D, 2D left 
  to assign to skills. 
  Force powers:  
  Aiki combat, Absorb/dissipate energy, Control Pain, Enhance Attribute, Concentration, 
  and 4 other powers; 
  Equipment:  
  100 credits, robes, walking staff (STR+1D blunt). 
   
  And one more thing, the GM has the complete right not to allow Aiki Jedi in the game. 
   
  Part X: The Shadow Dragons, Dark Assassins 
   
   
  The Shadow Dragons and the Black Serpent organization are parts of the vast Yaeger 
  sector.  To better understand these Dark warriors (and to see one of the best netbooks on the 
  web), go download the Yaeger Sector Boxed Set at Alter S. Reiss’ Web Page at 
  http://www.geocities.com/Area51/2129/index.html   Do it Now!!!!!!!!! 
   
  Background: 
   
  The reclusive leaders of the Black Serpent organization, the Shadow Dragons rule from 
  their fortress on Lothos, an ancient temple known as the Temple of Shadows and Light, whose 
  existence was one of the reasons for their choice of Lothos as a home for the Black Serpents.  
  They have traveled far from their roots as the Jhemadan, a scholarly breakaway sect of Jedi.  
  Now a ruthless organization of Dark Jedi, the Shadow Dragons have been the only known 
  force users in the Yaeger sector for thousands of years, though rumors of a surviving Jhemadan 
  Master have been floating around the organization for years. 
  
   
  43 
   
  The Shadow Dragons are an exclusively human and near human organization, making it 
  their business to kill any non-human Force users that they can find, and they are very good at 
  finding things.  They recruit their members mainly from the Black Serpent organization, though 
  when they find a natural force user elsewhere, they make it their business to either turn and 
  recruit them, or kill them.  
   
  They have a very strict hierarchy, with the rankings being Acolyte, Disciple, Initiate, 
  Student, Knight, Lord, Master, and Grand-Master.  A member of one rank is completely 
  subservient to the members of the higher ranks.  The only way that a Shadow Dragon can reach 
  a higher rank is by passing the requisite tests (that vary from level to level), and receiving a 
  promotion by a member of Lord level or higher.  In order to achieve the level of Lord or 
  Master, the Shadow Dragon must pass the tests in the presence of all members of the level 
  above the one he is striving for that are not on active assignment, and receive their approval.  To 
  achieve the level of Grand Master, a candidate must pass the tests, and if there is a sitting Grand 
  Master, he must immediately defeat him in mortal combat. 
   
  The Jhemadan prided themselves on their simple, almost monastic lifestyle, and that 
  ethic is still part of the Shadow Dragon lifestyle.  All members below the rank of Student are 
  restricted to the outer court, where they own nothing other than a coarse grey robe, and 
  perform eight hours of backbreaking labor a day, in addition to their long and tiring lessons.  A 
  Student moves into the opulent Inner court, though he is still allowed no personal property other 
  than his robe.  Each student is made the personal servant of a Knight, who is also that student's 
  instructor (another carry over from the Jhemadan).  The Student will now leave the Temple of 
  Shadows and Night for the first time since his arrival there, accompanying his master on his 
  assignments.  When the Knight judges him as being ready for his test, he is taken back to the 
  Temple, and if he passes his test, he graduates to the opulent lifestyle of the higher ranking 
  Shadow Dragons. 
   
  Generally speaking, the Shadow Dragons have around five Masters, ten to fifteen 
  Lords, around a hundred Knights, and an equal number of Students (no Initiate is raised to 
  Student unless there is a Knight without a Student), two hundred or so Initiates, four hundred 
  Disciples, and nearly a thousand Acolytes.  Around once every tenth generation, a Master 
  attains the rank of Grand Master.  The Shadow Dragons currently have a Grand Master, Iridian 
  Soh, but Grand Master Iridian is almost two hundred years old, and beginning to become feeble 
  and incoherent. 
   
  The relationship between the Shadow Dragons and the Black Serpent organization 
  started as being a very close one, but the two organizations have drifted apart somewhat, with 
  the Shadow Dragons viewing the Black Serpents as tools to be used to serve a purpose, and if 
  necessary to be left by the wayside.  The Serpent Tooth assassins are much closer to the 
  Shadow Dragons than the rest of the organization is, and they serve as the Shadow Dragon's 
  contact with the rest of the Black Serpent. 
   
  One of the facets of the Jhemadan that the Shadow Dragons have maintained is their 
  devotion to the art of hand to hand combat.  In fact, the school of martial arts that the Shadow 
  Dragon's practice is still called the Jhemada school, though it a somewhat debased and 
  
   
  44 
  formalized reflection of the original.  The Serpent Tooth practice this form as well, but without 
  the Force manipulations that the Shadow Dragons include. 
   
  The force powers of the Shadow Dragons are connected to those of the Jedi by a very 
  tenuous thread, a thread that has been strained a number of times.  Therefore, they do not have 
  all of the powers that most Jedi know.  They do not know: Absorb/Dissipate Energy, Enhance 
  Attribute, Instinctive Astrogation Control, Short Term Memory Enhancement, Instinctive 
  Astrogation, Force Lightning, Lightsaber Combat, Accelerate Another's Healing, Return 
  Another to Consciousness, Doppleganger, Force Harmony, Telekinetic Kill, Transfer Life, or 
  Transfer Force.  However, they have an entire battery of powers that they developed on their 
  own, which are unknown in the rest of the galaxy.  They exclusive use Cloak of Darkness, The 
  Dragon, Hands of the Jhemadan, The Clouds Parting, Crimson Burst, Shadow Mist, Jhemadan 
  Combat, Shadow Split, and Mind Sand. 
   
  Part XI: The Weapons of the Jedi 
   
  Weapon Descriptions: 
   
   
  In addition to the traditional lightsaber, several more exotic (and if they're exotic for 
  Jedi, they must be rare!!) weapons were produced by the Jedi. All are character scale, and 
  normally unavailable, even to most Jedi. All have the same inherent danger to the user as the 
  Lightsaber, except for the Teepo Blaster (unless otherwise stated, the wielder is hit with these 
  weapons if the difficulty is missed by 10+).  All listed damages are considered “base” as if 
  constructed with a natural gem.  Reduce damage by 1D if synthetic gems are used. 
   
  Lightdagger 
  Type:  Compact lightsaber 
  Skill: Lightsaber: Lightdagger 
  Difficulty: Difficult 
  Damage: 3D 
  Notes: -1D to parry.  Character is hit if difficulty is missed by more than 12. 
   
  This is a smaller version of the lightsaber. The handle was usually 13cm long (as 
  opposed to 25-30cm), and slightly slimmer than the saber's.  The blade is only about 20cm 
  long, instead of the normal 60-70cm length of a lightsaber. It was typically used for training or 
  utility purposes, or carried by Jedi as a combat backup (often used as Daisho). 
   
  Dual-setting Lightsaber 
  Type:  Variable length Energy Sword 
  Skill: Setting 1: Lightsaber, Setting2: Lightsaber: Extended Lightsaber 
  Difficulty: Difficult (setting 1), Very Difficult (setting 2) 
  Damage: 5D (setting 1), 4D (setting 2) 
  Notes:  +1D to parry others wielding lightsabers or melee weapons, but not to parry blaster 
  bolts (in setting 2). 
  
   
  45 
  Must state setting to be used at the start of the turn.  
   
  This is a rare and unusual variation on the normal lightsaber, in that it had two different 
  settings.  In the first, it has the normal length, but more powerful, as the traditional lightsaber.  In 
  the second setting, the blade losses about 15% of it's power, but doubles in length.  This extra 
  length is useful for keeping others at a greater distance, but makes it much more unwieldy to 
  deflect blaster bolts and attack.   
   
  For these reason, it used primarily by young, reckless Jedi, who eventually decide to 
  keep it in its first setting, or going to a traditional saber.  It was, however, popular with some 
  Jedi who rode into battle on beast back.  The dual nature of the blade often gave it a stunning 
  blade-within-a-blade appearance, with one color forming the core, and a second, clearly 
  different one forming the outside sheath.  Less than two hundred examples were ever made. 
   
  Double-bladed Lightsaber (Lightstaff) 
  Type:  Double-ended Energy Staff 
  Skill:  Lightstaff 
  Difficulty:  Very Difficult 
  Damage:  5D 
  Notes:  +1D to parry.  If wielder misses difficulty by more than 5 points, the wielder struck. 
   
  Most specimens may be used as a regular lightsaber (specialty Lightsaber: lightsaber), 
  but without the parry bonus.  Must declare at the beginning of the round.  Damage remains 5D. 
   
  An ultra rare light weapon, the double lightsaber consisted of an elongated handle 
  (about 2.25 times the normal length), which projects a blade from each end.  This gave it the 
  versatility and speed against attacks of a quarterstaff, but made it MUCH more dangerous to 
  the user.  For this reason, it could usually be used like a normal, single bladed lightsaber.  This 
  was considered by many Jedi to be a Dark Side weapon, mainly because its most famous user 
  was the Sith Lord Exar Kun.  Less than a dozen examples where ever made. 
   
  Stunsaber 
  Type:  Stun Effect Energy Sword 
  Skill: Lightsaber 
  Difficulty: Difficult 
  Damage: 5D Stun 
  Notes: When used against stun bolts, it can absorb up to its die in stun-damage die, like piece 
  armor. The Jedi may add their Control die to the damage of a stun saber.  May also be used to 
  parry melee weapons and lightsabers. 
   
  Incapable of cutting matter, the Stun Saber produced a neurological shock to the target, 
  who would wake up in about ten minutes with a planet shattering headache. This made a perfect 
  weapon for dealing with an unruly mob that the Jedi can not pacify. It handles exactly like a 
  lightsaber, making it the perfect training weapon. Unfortunately, it can not block projectiles or 
  blaster bolts. Less than fifty are believed to have been made. 
   
  
   
  46 
  Force Lash 
  Type:  Wave-guide channeled energy blade 
  Difficulty: Moderate 
  Skill: Force Lash 
  Damage: 3D 
  Note:  Due to merged physical/energy nature, when used against an armored target, use 
  Physical Armor -1D or Energy Armor, whichever is greater. 
   
  The Force Lash, when deactivated, looks much like a lightsaber handle. The actual lash 
  is a telescoping wave guide, approximately 80cm  long. The guide is encased in energy. This 
  guide (and the energy wrapped around it) is somewhat flexible, but not enough to wrap around 
  the target.  It was used as a training aid, although some Jedi (especially Baadu and Dark Siders) 
  carried them instead of a lightsaber. 
   
  Lightwhip 
  Type:  Flexible, wave-guide energy lash 
  Difficulty:  Very Difficult 
  Skill:  Lightwhip 
  Damage:  5D 
  Notes:  If character misses base difficulty by 10+, whip strikes wielder.  If character  beats base 
  difficulty by 20+, the whip may wrap around the target doing 5D+/-Control damage per round. 
   
  Due to merged physical/energy nature, when used against an armored target, use 
  Physical Armor -1D or Energy Armor, whichever is greater.  Due to energy cocoon, may be 
  used to parry lightsabers, and even ensnare them.  Must roll lightsaber Vs lightwhip damage to 
  see if they damage each other. 
   
  The lightwhip is the prized weapon of many Sith and Dark Jedi, but only a scant handful 
  of Jedi.  Similar in many respects to the Force Lash, the Lightwhips were harnessed energy 
  coiled around incredibly strong, 2.5 to 4.5m long (length varies between users, and is based, in 
  part, on the builder's height), alloy whips.  They can easily cut  through the strongest metals in 
  the hands of a skilled user.  Because the lightwhip is flexible and unwieldy, it is very dangerous 
  to the beginner, and those without any formal training are as much a danger to themselves as 
  they to others.  In the hands of a skilled user, however, the lightwhip is capable of deflecting 
  blaster bolts and solid projectiles, in 
  addition to its formidable capabilities. 
   
  Light Boomerang 
  Type:  Energy field assisted boomerang 
  Difficulty:  Variable (see below) 
  Skill:  (A) Light Boomerang 
  Ranges:  2-10 (moderate)/20 (difficult)/60 (very difficult) 
  Damage:  5D 
  Notes:  If throw or catch difficulty missed by >10, the boomerang either actives too early 
  (causing damage to user's hand), or isn't caught (inflicting damage randomly).  Requires the 
  
   
  47 
  Light Boomerang Combat Force power to use. 
  
   
  48 
   
  The light boomerang was at one time a highly prized weapon, used primarily by Jedi 
  who enjoyed showing off or where on the front lines of the Sith conflicts.  Today, there are none 
  believed to still exist, and only a scant handful of scholars know of it's existence.  Like the light 
  whip and force lash, it uses crystal, wave-guide and mirror technology to create an energy field 
  around the actual weapon.  For safety reasons, it may only be activated telekinetically, 
  otherwise the user's hand would be instantly removed.  Once thrown, the Jedi would be able to 
  guide his weapon against several targets in one throw.  Attempting to use this weapon without 
  intense training is suicidal. 
   
  Light Claws 
  Type:  Energy-blade claws 
  Difficulty: Moderate 
  Skill: Melee Weapons: Lightclaws 
  Damage: 2D (It is believed that some models where as powerful as true lightsabers) 
  Notes: The Jedi may add the Damage + Control to their Climbing.  They may also be used to 
  deflect blaster bolts. 
   
  This is an unusual weapon, used mainly by Dark Jedi Assassins. They may be 
  concealed in the sleeves of a tunic or robe. Each claw emits a pair of blades about a meter long. 
  They may also be used to help climbers. 
   
  Teepo Master's Blaster 
  Type: Custom made blaster pistol 
  Skill: Blaster: pistol 
  Ranges: 3-10/40/120 
  Ammo: 100 
  Damage: 4D+1 
  Note: +2D difficulty to hit for all other than it's intended owner. 
   
  These weapons were wielded by Masters ONLY. Most Paladins carried stock, 
  commercial models. This weapon is a custom made blaster, built by individual Masters. Each 
  weapon, like a lightsaber, is made to a typical template, but each Master would make his blaster 
  to fit his own needs. Some weapons have longer range and lower power ratings. Others have 
  iron sights, but some have  optics or reflex sights. Each set of grips was custom made to fit the 
  hand of the Master, with the powerpack type often changing to fit a particular Master's idea of 
  balance and ergonomics. The balance matched to their personal shooting stance. Some didn't  
  even have triggers, instead relying on the Force. Each weapon was tuned to fight it's builder like 
  a glove.  Less than a dozen pairs of Master's Blasters are known to still be in existence. 
   
  Master Morihei’s Lightbo  
  Type: Unique Force Enhanced Bo Staff 
  Skill: Lightbo 
  Power used: Lightbo Combat 
  Difficulty: Very Difficult (30) (Missing by 5 points means inflicting damage on yourself - this is 
  
   
  49 
  not a weapon for beginners). Without Lightbo Combat power on, add 25 to difficulty, and 
  missing the roll even by 1 point means you cut yourself. 
  Damage: 6D + Control 
  Notes: Add +1D to attack and ranged parry, and +2D to melee parry.  Also, it can be used as 
  2 dual setting, variable length lightsabers (either with Lightsaber combat or Daisho combat 
  power). 
  Description: This weapon looks like two long (35 cm) handles with blade projectors on both 
  ends... It was made with Ilum crystals (no power needed), and was a gift for the legendary 
  founder of Aiki Jedi knights Morihei Ushiba from his son, an Artificer Jedi, Musashi Ushiba.  
  His father used no lightsaber, but instead, he used his walking stick, charged with Empower 
  Weapon, and even developped special power for it. However, he realized that his Empowered 
  stick was not the same as a real lightsaber, because of its weight and air-resistance.  After a 
  long and legendary life, Master Morihei was slain by the newly crowned Emperor Palpatine and 
  his Dark student Darth Vader.  The fate of his lightbo, the only known lightbo in the history of 
  the Jedi is unknown, except for the fact that one part of it was taken by the Emperor (perhaps 
  to Mt. Tantiss?). 
   
  Lightsai 
  Type:  
  Skill: (S) Lightsaber: lightsai, or Lightsaber skill if no Lightsaber specializations allowed 
  Power used: Lightsaber combat (Daisho combat also possible)  
  Difficulty: 20 
  Damage: 3D + Control 
  Notes: -1D to attack rolls and parrying blaster shots; +1D to melee parry; +2D to "forcing" and 
  disarming rolls (against lightsabers - it cuts normal weapons up) 
  Description: Lightsai is a very, very rare weapon, supposedly used by Morihei Ushiba's son, 
  Musashi Ushiba. It consists of a long (for such a small weapon), 20-25 cm handle with two side 
  protrusions at the end. The blade is relatively short, about 20-25 cm, and has two smaller 
  blades jutting at 45 degrees angle from the handle. Those additional blades are used for parrying 
  and disarming an opponent armed with a lightsaber. 
   
  Lightarrows (lightbows) 
  Skill: Bows (as for bow/crossbow type) 
  Power used: Force archery 
  Difficulty: as per bow type +5 (no possibility to accidentally damage yourself, though) 
  Damage: 3D [+ 1/2 Control] 
  Notes: you can't parry with arrows (obviously), but you can shoot them to deflect shots aimed 
  at anyone (using 1/2 of Sense). Also, when deflecting a shot aimed at him, a Jedi may shoot at 
  the attacker deflecting blaster bolt in flight and hitting him with his arrow. 
  However, this stunt is pretty difficult to pull off (add +5 to deflect difficulty and +10 to attack 
  difficulty). Also, the Jedi may try to control where the shot will go, but this is terribly difficult, 
  even for experienced Jedi (use 1/4 of Control and add +5 to "to hit" difficulty for deflected 
  
   
  50 
  shot). Also, if the Jedi deflects a shot aimed at a target outside of short range, he must use TK 
  to speed the arrow up (make a Moderate telekinesis roll). Please note that this gives no increase 
  in damage, as it is not Strength-based... 
  Description: Lightarrows must be made using Ilum crystals (no place for power source), and the 
  lightblade is rather weak and short (about 3-5 centimeters). Lightbows (as they were called by 
  ignorants) were mainly used by Factotums for target protection (esp. if the target did not want a 
  Jedi protection, so nobody could be near him and deflect the bolt with his saber). Some 
  warriors also used them, but this was very rare... The most famous lightbow-using Jedi was Tell, 
  a blind Warrior with no hands. He used a crossbow with a special durraloy bow, which had a 
  pull of over 500 kgs. He cocked and aimed it with telekinesis... And he used lightbolts only for 
  target protection, because arrows shot from  his crossbow were so powerful he had no need of 
  some lightblade fixed on them... 
   
  Making a Weapon: 
   
  Designing and crafting a weapon is often (and always is for those of the Warrior 
  Discipline) the final step in the initial training of a Jedi.  The following rules are for the creation 
  and modification of sabers.  Once understood, they may easily be modified to produce the more 
  exotic weapons like Light Claws and Boomerangs. 
   
  A Jedi’s weapon is a part of his very being.  When a Jedi constructs his own weapon he 
  gains a +2 bonus to strike and parry rolls when using that weapon.  Unfortunately, he also 
  becomes so attached to his weapon that if separated he suffers a -1D penalty to all Force Skills 
  until he recovers his weapon or builds a new one. 
   
  Building a lightsaber: 
   
  Step 1) Costs: 
    
  The majority of the parts found in a lightsaber are pretty common (the major exception 
  being the gem) and can be purchased in most major towns or starports.  The cost for the basic 
  lightsaber is $100 not including a gem.  Gems cost $5,000 - $100,000 depending on 
  supply/demand etc. (granted, gems will be less expensive in the TotJ period than during the 
  Empire... but may be closely guarded by the Academy and requiring a permit of sorts).  
  Synthetic gems may be purchased (depending on the GM..... there is still some debate as to the 
  plausibility of synthetic gems) at a cost of $2,500 - $15,000. 
   
  Step 2) Time & Construction:   
  It takes a week (7 days) to build a standard lightsaber. At the end of every day roll your 
  Lightsaber Repair (or Lightsaber Technology) versus a difficulty of 20 if being built with modern 
  tools in a fully functioning workshop (increase difficulty to reflect working conditions and 
  available tools).  A successful roll means that day's worth of work was successful and you may 
  continue on to the next (a roll of Heroic indicates that 2 days worth of work was accomplished).  
  A failed roll  means nothing was accomplished that day (but you suffered no setbacks either).  
  For every full 7 points you fail by you are set back a day's worth of work (i.e. You're on your 
  
   
  51 
  fifth day of work and you fail your roll by 15 points, you are setback to the third day).  If the 
  wild die comes up as a 1 followed by a 6  (a complication) you really screwed up and along 
  with the usual penalties (count up the remainder of the dice to see how far you are set back) the 
  lightsaber's gem has shattered.  After the seventh day is successful the craftsman spends 10 
  Character Points to complete the process (thus making the weapon an extension of himself and 
  gaining the +2 bonus... see below) and has a basic lightsaber as described in the books, except 
  there is a  -1D penalty to damage and blaster parry if constructed with a synthetic gem (there's 
  no substitution for nature . . . especially where the Force is  concerned). 
   
  Step 3) Modifications:   
  After a basic lightsaber has been constructed it may be modified to become a natural 
  extension of the wielder.  Any Jedi who constructs his own lightsaber (or blaster for Teepo 
  Paladins) automatically gains a +2 bonus to strike and parry when using it.  The rules for 
  modifications are much the same as construction but with a few alterations (see table below).  I 
  suppose it is possible to modify a lightsaber by using base technology or similar technological 
  skill but the difficulty would be doubled.   
  Note:  Lightsabers are only large enough to hold 3 modifications without becoming 
  cumbersome and difficult (if not impossible) to wield. 
   
  Cost of Adegan Crystals (Lightsaber Gems) 
  Name 
  Base Damage 
  Cost 
   
   
   
  Syn Kathracite 
  2D+2 
  $2,500 
  Kathracite 
  3D+2 
  $5,000 
  Syn Relacite 
  3D 
  $3,500 
  Relacite 
  4D 
  $10,000 
  Syn Danite 
  3D+2 
  $7,500 
  Danite 
  4D+2 
  $15,000 
  Syn Mephite 
  4D 
  $8,750 
  Mephite 
  5D 
  $25,000 
  Syn Pontite 
  4D+2 
  $15,000 
  Pontite 
  5D+2 
  $100,000 
  * Above prices are intended for Tales of the Jedi era games.  Adegan Crystals may not 
  normally be purchased in Empire era games. 
  ** Although Adegan Crystals may be purchased, they are often gifts to remarkable students 
  from their Masters. 
  *** The above damage listing for synthetic crystals reflect the -1D damage penalty. 
   
  Lightsaber Modification Table 
  Name 
  Difficulty 
  CPs 
  $Cost 
  Time 
   
   
   
   
   
  Pressure Grip 
  Mod 
  2 
  25 
  1 day 
  
   
  52 
  Lock Blade 
  Mod 
  2 
  15 
  ½ day 
  Variable Lengths 
  Diff 
  7 
  80 + Gem 
  3 days 
  2 Blades (Lightstaff) 
  Diff 
  7 
  80 + Gem 
  3days 
  Extra Damage 
  Very Diff 
  10 
  75 
  3 days 
  Light Suppression 
  Very Diff 
  10 
  70 
  4 days 
  Sound Suppression 
  Very Diff 
  13 
  5,000 
  5 days 
  Non-metal Construction 
  Very Diff 
  15 
  50 + 2 Gems 
  13 days 
  Ooze 
  Diff 
  2 
  50 
  2 days 
  Stun Saber 
  Mod 
  3 
  50 
  1 day 
  Increased Illumination 
  Mod 
  2 
  50 
  1 day 
  Internal Switch 
  Mod 
  2 
  30 
  1 day 
   
  Pressure Grip:  
  A good modification for beginners.  When the hilt is let go of (as in a drop or fumble) 
  the blade automatically shuts off to reduce the chance of harming the user (or, God forbid, an 
  innocent).   Note: the Pressure Grip may be thrown but the user must use Telekinesis to keep 
  pressure on the grip at all times. 
   
  Lock Blade:   
  The Lock Blade is the opposite of the pressure grip.  The saber stays on until the 
  wielder shuts it off, thus allowing the user to throw the saber at a target. 
   
  Variable Lengths (see above):   
  This allows the saber to effectively have two blades (each with different lengths) which 
  extend in the same direction. This allows a user to select the best length for the given task.  This 
  modification grants a good number of style points when both blades are extended and of 
  different colors, one outlining the other.  
   
  2 Blades (Lightstaff.... see above): 
  With this modification the saber extends a blade out of each end thus resembling a 
  lightstaff (a la Exar Kun). These are very difficult to properly wield as they may only be held in 
  the middle and usually do more harm to the user than the intended target. 
   
  Extra Damage:  
  Simply, it adds 1D to the base damage. 
   
  Light Suppression:   
  For all the lamers out there who want to sacrifice all style points, this modification exists.  
  There are two ways to make this modification work.  One is to "dim" the light made bay the 
  saber, and sacrificing 1D of base damage, and the other is to tune it to the UV or IR spectrums.  
  If the later is the case only certain aliens or humans wearing goggles (or using Shift Sense) would 
  be able to see the blade. 
  
   
  53 
   
  Sound Suppression:   
  Another one for those without style.  This modification reduces the famous hum of a 
  lightsaber.  With this modification a Perception roll of Difficult is required to detect the user with 
  sound. 
   
  Non-Metal Construction:   
  This is rebuilding the saber from scratch with non-metal components to help fool 
  scanners.  A Very Difficult Sensors roll is required to detect such a weapon. 
   
  
   
  54 
  Ooze:   
  This modification is the ultimate (IMHO) in style points.  Through using at least three 
  different gems of different colors and set up with a special modulation, the colors within the 
  blade create an "oozing like pattern" similar to a lava lamp.  Although there probably aren't any 
  practical uses, there are tales of Jedi using the blade to hypnotize a target. 
   
  Stun Saber:  
  Gives the Lightsaber a stun setting which inflicts 5D worth of stun damage. 
   
  Increased Illumination:  
  The light output of the saber is increased to match a glow rod. 
   
  Internal Switch:   
  The switch to activate the saber is actually located on the inside of the saber’s hilt.  This 
  is to insure only a Jedi may use it.  Of course, the Jedi must use Telekinesis in order to move the 
  switch. 
   
  Part XII: Lightsaber Dueling 
   
   
  Have you ever noticed how boring lightsaber duels can get in the RPG?  They have 
  none of the flair, excitement, or fun of those epic duels in the films.  West End Games has 
  successfully reduced the most grand aspect of Lucas’ masterpiece to an annoyingly redundant 
  series of strikes and parries.  So . . . here are a few optional rules to add a little fun and 
  excitement to your lightsaber duels. 
   
  Step One: Initiative 
   
  Both combatants roll initiative as usual.  Also the winner gains a +1D bonus to strike or 
  parry for the next round for every full 7 points his roll exceeds the loser’s roll.  Dueling rewards 
  the aggressive. 
   
  Step Two: Declare Actions 
   
  The winner of the initiative sets the pace and chooses to either attack, defend, or 
  maneuver.  Strikes, parries and dodges are handled same as usual . . . the major change comes 
  with maneuvers (other, often strategic, actions taken instead of attacking). 
   
  Maneuvers: 
   
  Maneuver: Table Fighting  
   
  Description:  Attacker (winner of initiative) decides to move to higher ground and jumps 
  on top of a table or other similar structure. 
   
  Mechanics: Roll Dex with a difficulty of 10.  Failure means you fall flat on your face (not 
  a good place to be during a duel)! 
   
  Effect: While atop a table, opponent’s strike difficulties are raised by 5. 
  
   
  55 
   
  
   
  56 
   
  Maneuver: Telekinetic Leap 
   
  Description: Attacker uses the Telekinesis power to propel himself into the air. 
   
  Mechanics: Moderate to Difficult Alter roll, depending on user’s mass, as-well-as a 
  Dexterity or Acrobatics roll of 15. 
   
  Effect: This maneuver can be used to either remove himself from combat (full dodge), 
  shoot straight up and take defender by surprise (and make it much more difficult to parry), or 
  another creative use. 
   
   
  Maneuver: Stair Fighting 
   
  Description: Not so much a maneuver as a location for a duel.  One combatant is on a 
  higher stair and the other (of course) is on the lower. 
   
  Mechanics: Whoever is on the higher stair adds +1D to strike rolls and whoever stands 
  on the lower is at a better angle to defend and adds +1D to parry.  This is only really useful 
  when you A) know your opponent’s strike/parry roll is so low the extra 1D won’t help and B) 
  when you’re shooting for Cinematic Bonuses (see below).  
   
  Effect: Following every attack the defender must make a Moderate Dexterity check to 
  avoid tripping and falling down (up) the stairs! 
   
   
  Maneuver: “Forcing” 
   
  Description: No, this is not a new, fantastic power . . . it is a battle of strength and will 
  to push (or “force”) an opponent’s blade back onto him (if you don’t fight two-handed, give it 
  up).   
   
  Mechanics: OK . . . this one gets a bit complex, but I’ll try and make it as simple as 
  possible.  If the attacker of the last round was parried and wins initiative for the next round (and 
  is on the same plane as the defender, i.e. not on a table, stairs, etc.) he may use the “forcing” 
  maneuver.  Both attacker and defender roll strength.  The difference between the two rolls are 
  considered “points” and are awarded to the winner of the contest.  The first person to score 20 
  points wins (see below).  If the difference of the strength rolls was less than 20 the struggle 
  continues to the next round.  Roll initiative again.  The winner gets to decide whether to continue 
  the “forcing.”  If the winner was the attacker last round he may break the struggle without 
  penalty, if the winner was the defender last round he may only break the struggle by scoring 20 
  points (see below).  If the fight continues, both characters must make a Stamina check (Easy the 
  first round and increasing 5 points every round thereafter).  A failure means you are too 
  exhausted to put up a fight and give in.  The other character automatically gains 20 “points” and 
  wins the contest (again, see below).  If both fail, its a stalemate and the contest is broken up.  If 
  both combatants make the Stamina check, the contest continues as usual, both roll Strength (as 
  above).  The winner of the strength roll first subtracts this round’s “points” from his opponent’s 
  total and then adds the remainder to his.  The first to 20 wins. 
   
  Effect: If the attacker wins, the defender cuts into himself doing standard damage 
  (typically 5D, exceptions being modified sabers).  If the defender wins, he overpowers and 
  throws the attacker away.  In this case the loser must make a dexterity check to avoid falling 
  down. 
  
   
  57 
   
  
   
  58 
   
  Maneuver: Feint/Attack 
   
  Description: The character “fakes” an attack to throw off his opponent’s balance and 
  then runs his saber home. 
   
  Mechanics/Effect: The winner of initiative takes the role of attacker and declares the 
  Feint/Attack maneuver (or declares 2 strikes and slides a piece of paper to the GM declaring 
  his true actions in the case of two players dueling).  The attacker is taking 2 actions this round 
  and must adjust his dice pool accordingly (-1D to both actions).  The first roll is for the feint.  
  Attacker rolls his strike versus his opponent’s total in Perception and Sense.  If the attacker 
  wins, his opponent took the bait and is off balance for the real attack.  On the attacker’s 
  second, real attack, he rolls strike -1D (multiple actions) plus the amount his feint succeeded by.  
  The defender must now defend the attack as normal, with a -1D penalty for multiple actions due 
  to taking two defensive actions, even if the first wasn’t real (he sure thought it was).  If the feint 
  is not successful, the defender recognizes the attempt as being fake and doesn’t bother 
  defending against it.  On the second, real attack he may defend without penalty. 
   
   
  Maneuver: Feint/Dodge 
   
  Description: Attacker feints an attack in a direction he wishes the defender to go and 
  then moves around him, much like a matador fighting a bull.  He fakes the attack and when the 
  defender steps forward and braces to parry, the attacker may take advantage of the situation 
  and move around (behind) him.  This can be useful when trying to make an escape, embarrass 
  your opponent (spin behind and slash his belt, revealing his Power Ranger boxer shorts to the 
  Galaxy), trick him into a dangerous environment (spin behind and kick him into a lava pit), etc. 
   
  Mechanics/Effect: Similar to Feint/Attack.  Attacker rolls a feint (as above) and if 
  successful he adds the difference to his dodge (or acrobatics to flip over an opponent, or 
  whatever’s appropriate).  Failure has the same effect as above. 
   
   
  Maneuver: Flip/Kick 
   
  Description: An unarmed defender grabs his attacker’s wrists (usually during an over-
  hand strike), falls to the floor rolling onto his shoulder blades, and kicking the attacker over 
  himself.  This maneuver is especially useful when defending with your back to a cliff. 
   
  Mechanics/Effect: The defender must make a successful brawling parry versus the 
  attacker’s weapon skill plus 5 with a 1D penalty for multiple actions, followed by a moderate 
  Dexterity check (no penalty, this is considered a reflex action) to fall and roll without touching 
  the saber, and then a brawling strike (difficulty 5 for being point blank) with the 1D penalty.  If 
  successful, the victim must roll Strength versus kicking damage (as usual) and also make a 
  Stamina check versus damage to avoid being disarmed. 
   
  
   
  59 
   
  Maneuver: Disarm 
   
  Description:  The player attempts to remove the saber from his opponent’s hands.  This 
  can be done one of two ways:  1) he hits the lightsaber so hard it flies from his opponent’s 
  hands or 2) he skillfully “wraps” his blade around his opponent’s, gaining leverage and prying it 
  from his opponent’s hands. 
   
  Mechanics/Effect:  The first way can be accomplished by making a “called strike” to the 
  saber instead of the defender (this is often accomplished as a Feint/Attack because the defender 
  must parry instead of dodge for it to work).  Attacker rolls strike at a difficulty of 25 (for a 
  standard lightsaber).  If parry is attempted but unsuccessful than the defender is automatically 
  disarmed.  If the parry is successful, the attacker rolls strength versus the defender’s strength 
  plus the amount the parry was successful by.  If the attacker wins, his opponent’s saber goes 
  flying (and possibly damaging the user or an innocent bystander).  If the defender wins, combat 
  continues as usual. 
   
  To disarm using the second method, a Jedi uses the specialization Lightsaber: Disarm.  
  The attacker rolls his specialization plus Sense versus his opponent’s Lightsaber plus Control.  If 
  attacker wins, the defender is disarmed.  This is useful when trying to disarm Wookkiee size 
  Jedi. 
   
  Step Three:  Roll Dice and Determine Outcome 
   
   
  Step Four: Roll Initiative Again 
   
  When you’re on a roll, its hard to slow you down.  If you were the attacker you gain 
  +1D to initiative for the next round.  Also, you gain +1D to initiative if you stay in the game by 
  parrying all incoming attacks instead of dodging. 
   
  Cinematic Rules: 
   
  Some players like to keep things as real as possible while others wish to recreate 
  Highlander style duels.  These rules are for the later.  Whenever a players does something 
  worthy of a MacLeod (as determined by the GM), he gains a bonus to his strikes and parries 
  for that round (or next if the occurrence came at the end of the round).  Anything worthy of style 
  or originality should be rewarded.   
        Here are a few examples: 
   
  A witty remark/insult                                  => +1 pip - +2D 
   
  Use of an “Ooze” saber                              => +1D 
   
  Cinematic Maneuvers (Table Combat)      => +2 pips 
   
  Acrobatic Maneuvers (Acrobatic Dodges) => +1D 
   
  Saying, “There can be only one!”  
          => Automatic loss 
   
  
   
  60 
  Part XIII: Adventure Ideas 
   
  WARNING:  This section is intended for the Game Master’s eyes ONLY.  Players who read 
  this section only ruin the fun for themselves. 
   
   
  “Raisers of the Lost Ark” 
   
  Time: Empire or New Republic 
   
  Background:  
   
  A group of young Knights was ordered to investigate a Sith uprising during the Old 
  Republic.  When they discovered the Sith, their zeal in upholding the Light brought them into the 
  Dark Side.  After several months of chasing the Dark Jedi in question, the team finally defeated 
  their opponents, but only after causing hundreds of innocent deaths.  
   
  When returning to their Master, they learned of the results of their actions.  Realizing 
  that they had become the enemy, they filed their final message into their ship's computer, sent it 
  to their master and committed suicide.  When their bodies were recovered, they were cremated, 
  and their ashes and weapon were placed into a sealed box and flung into space. 
   
  Centuries later, the Empire hears rumors of a box that contains incredible powers 
  somewhere in the Outer Rim, and sends a team to investigate.  The Rebellion.  New Republic is 
  now in a race to get this box, which the local legends say will destroy those who look upon its 
  contents with darkness in their hearts.  
   
  Playing notes:   
   
  Use the appropriate, archeological adventure traps and difficulties combined with the 
  normal Star Wars problems, including museum and university research teams,  weapons 
  companies, the Hutts, the CSA and the Empire all trying to get the box. 
   
  When it is opened, those characters who serve the Dark Side are attacked by the spirits 
  of the fallen Jedi, who use their weapons and Force powers.  Any PCs who are dangerously 
  close to the Dark Side should be almost attacked.  When a lightsaber is about two CM in front 
  of their face, have it get blocked by another saber, then have the PC hear a pair of voices 
  arguing about whether "this one can be saved", and be forced to argue in his own defense.  Any 
  PC who  should be so foolish as to look upon the carnage should make a Willpower roll to 
  retain their sanity.  When the battle is done, the box should pull the remains of the dead and the 
  fallen Jedi back into it, slam shut and just sit their. 
   
  Finish the campaign with the characters fighting with their CO about what is happening 
  to the box.  Cut away to a battered freighter approaching Kessel, crewed by a Wookie, two 
  human males and a pair of droids.  The Wookie and the blond, younger human are both 
  complaining about how uncomfortable the thing makes them, while the protocol droid is 
  translating dire warnings and prophecies off the sides of the box.  Finally, the box is loaded into 
  an escape pod, and fired into the Maw.  (One guess as to who the ship and her crew are.) 
  
   
  61 
   
  GMing notes:   
   
  Use a lot of cut aways, like showing the box in the hold of an Imperial ship in a packing 
  crate, and then the Imperial markings start to melt off the crate. 
   
  The typical spirit of the fallen Jedi should have 5D-6D in its Force skills, and at least 
  one physical weapon.  Be creative with the use of the Force as weapon.  Imagine the imagery of 
  a Stormtrooper being picked up and hurled through an AT-ST, and out the other side.  This 
  says that the forces in that box are not to be trifled with in no uncertain terms. 
   
  This would make a good campaign, that consists of four to six adventures, each of 
  which should  be a few sessions long (note: my average session is about four hours long).  You'll 
  want at least half of your group to be Force sensitive, and one or two Force trained individuals 
  in the group.  They should be uncomfortable around the thing, unless they have more than three 
  DSPs.  Then they should hear it calling them, asking them to open it.  This is a BAD idea.  The 
  only thing worse would be letting the Empire keep it. 
   
  Actually, if your team consists of archeologists and investigative-type individuals, this 
  could be just one of several campaigns that forms a huge chronicle, searching for Force 
  artifacts, racing Dark Jedi and to her forces of evil, or just the ignorant. 
   
  Another great idea for this game would be to start players off in the Old Republic in the 
  roles of the Jedi who ultimately fall. Then have them play the roles of the research team and so 
  them the consequences of their decisions. 
   
  “Into Extinction” 
   
  Cast: 
   
  Unnamed NPCs/PCs:  mostly all Jedi students, a background piece of the campaign   
  will always be the lessons, schooling of the Young Jedi... Though a   non-sensitive might be fun 
  amidst all the Force stuff... 
   
  Master: Jedi Master of the PCs seen as not reaching his potential. 
   
  Traitor: old friend/rival of the Master, he is now a Council Member. Its our intention to 
  build him over the campaign from arrogant thorn in the side to somewhat reluctant to full scale. 
   
  Turncoat/Traitor of the Republic & Jedi & Dark Lord or the Sith. 
   
  Peer: student with the PCs in the beginning, then turns to become the apprentice of 
  Traitor. 
   
  Time: 3500 years before Star Wars: A New Hope 
   
   
  The Republic has just peaked at it's Golden Age after overcoming the last Dark Lord of 
  the Sith- Exar Kun. The internal rotting of the Republic is in its infancy (one of the first 
  "robberbarons" is our Traitor/villain mastermind), many of the Jedi & Republic senate are 
  arrogant & comfortable in their positions. The first real dealings with the Mandalorians & the 
  Republic begin in our campaign, while the Clone Wars won't begin for centuries if nurtured just 
  right you can watch the beginnings of the unease between them. The dark Jedi were expelled 
  
   
  62 
  over 15000 years ago into the Outer Rims &  have been all but forgotten since the time of Sith 
  Lords like Naga Sadow & later Freedon 
  Nadd. The name Sith was revived by Kun but none of those Dark Jedi were involved at the 
  time. For 500 years since Kun, the Sith have been complacent & disorganized, over that time 
  new Lords took their places in the (Middle Age-like) Feudal system, as the hundreds of Lords 
  gained power/slaves/regions they also began to claim the title of 
  Dark Lord of the Sith, but as one claimed the title he/she was assassinated, recently these claims 
  escalated into battles then into a multi-army war of Sith Lords. This is were our story begins, as 
  the first rumblings of the "Lord Wars" first resonate into the Republic 
  regions.  
   
  OUTLINE 
  Prologue: (could be done as a short story or "cut-away" sequence) 
   
  Master & Traitor (we need to name them) are childhood friends eventually entering the 
  Jedi Academy (C'thuinar-sp?) together. Traitor is envious of Master's skills & begins learning 
  the ways of Politician & the art of deception (learning of the Jedi driven out). Traitor begins to 
  take credit/sabotage Master's work, discrediting Master. 
   
  Traitor is awarded rank of Jedi Knight (due to his contacts, family heritage, ass-kissing), 
  before Master & actually influences the councils decision on making Master a Knight, 
  prolonging it. 
   
  Master becomes Knight shortly before one of the council elders disappears (at the 
  hands of a Sith Lord) then Traitor steps into the Council. Master learns of Traitor's holding him 
  back & in a moment of rage (at his Knight ceremony) accuses Traitor, this is seen as 
  unacceptable behavior for a Jedi, he is reprimanded & shunned. 
   
  Master, although naturally skilled in the force becomes only a teacher/historian rather 
  than the high position gained by his old friend, Traitor. Master is seen as insubordinate & 
  underachiever among the Jedi & labeled a troublemaker (eventhough he is more the Jedi than 
  most, it is the time of beginning of rot in the Jedi/Republic, this 
  will not be fully realized for centuries). 
   
  CAMPAIGN BEGINNING 
   
  A vision (don't tell PCs its a vision in the beginning). The PC group in the midst of a 
  battle between their Master's elder Jedi students/Troops & two warring Sith Lords. The Lords 
  were doing battle on & for a world in the Mandalore Regions (on the far edge of the Republic, 
  Mandalorian's are not of the Republic but neutral). The Master might see the PCs & scold them 
  "you shouldn't be seeing this, not yet"-  Master & his Jedi are losing badly. 
   
  Traitor at this time is in his office at the academy attempting again to discredit his old 
  friend by using Battle Meditation to give the Lords the idea to unite against the Jedi, then Traitor 
  will send his Jedi Troops in to be the heroes...  The PCs were dragged into a 
  vision because of both the force vibrations from Traitor to Mandalore (which they feel but can't 
  decipher yet) & their Master in trouble.  Much play could come from all but Master not 
  acknowledging the PCs during the battle- if a PC tries to get involved or thinks he's going to get 
  
   
  63 
  ran over let him attack or dodge with no affect, He passes right through them "are they ghosts?" 
  Then they are violently pulled back to their bodies in the academy because of the vibrations in 
  the force that they can investigate (Traitor) maybe even talk to the Council member but find or 
  understand little... 
   
  Traitor sends his Jedi Troop to save the day, & does, Master is baffled at why his force 
  was losing... 
   
  The PCs are invited to come to the Mandalore System to study the battle site, 
  reconstruct damaged areas, & aid in peace talks with the Mandalorians.  This is when they 
  recover the first images of the Sith's return on the far side of a nearby moon that one of the Lord 
  Apprentice flees to during the battle (maybe they saw it in the vision) Much could be played on 
  the battle torn site of the Mandalorians (a primitive metal working human-like race). Then on 
  their investigations of the Moon they discover the Debate Site where several (5-30) Lord 
  Apprentice argue about lands/species/etc... their Lord has acquired. When they stumble in on 
  this they see the last step in the creation of a Dark Beast that awakes & sees the PCs. This 
  leads to battles or chases... The PCs could even find artifacts or ancient scriptures of the Sith at 
  this point. This moon is one of the many Lord Tomb worlds, They might even stumble into a 
  "dungeon" adventure in the catacombs of the extensive Tombs... 
   
  If/when the PCs call for reinforcements have the apprentice escape leaving enough Info. 
  to let them come to the conclusion of the Lord War the Sith are having. (this is when Traitor 
  captures & personally interrogates one of the Lords apprentice learning of the Sith Culture, 
  etc... Then decides he could become DLotS with his influence as a Council member & 
  knowledge of many weaker Republic worlds to conquer...) 
   
  A neat red herring would be to have a corporation or criminal organization challenge the 
  Republic for the Mandalore Region, offering the Mandalorians stuff in exchange for their unique 
  armor technologies & habitats...  Also throw in a good share of space encounters (maybe that 
  mine horror shows up after all) & the Jedi being sent to stop other Sith Lord invasions (random, 
  numerous, simultaneous & unorganized) as well as the intense discrediting of the Master by 
  Traitor, & all the Jedi Training... BTW- all this time they travel with their friend/peer NPC to 
  establish a friendship (have him bail 
  another character out, etc...) 
   
  After several battles that really go nowhere, as the Jedi stop other Sith Lords.  They 
  come to yet another Sith Lord (one of the more powerful ones) who has stolen a capital ship & 
  has converted it into a Sith battle platform.  Once onboard (Master, Peer, PCs) discover a 
  breeding colony of a Sith army (similar to Aliens, that the Lord found a hive of & thought they 
  would be the perfect army), That struck back on the Lord.  So at first the Jedi encounter this 
  mobile platform that comes & starts pounding on a Republic safe world, then the species 
  attacks in a mutiny the Sith on the inside.  The Sith Lord stops his attacks on the world & asks 
  the Jedi (who are probably attacking the station by now) to save him from his "slave revolt", 
  because no other Sith Lord would aid him. 
   
  Once aboard they need to stop the threat then the Master & Peer split from the PCs, 
  the Master is attacked & killed by some remaining Sith while the Peer is left alive, just as he's 
  about to be killed too the Traitor is there to save him (he planned the event but didn't mean for 
  
   
  64 
  the Sith to kill the Master) Seeing what his actions have done he destroys the remaining Sith, 
  saving the Peer (then explains his goal to rule over the Sith as DLotS, the only way to stop the 
  Sith- who are stronger than he originally thought, is to rule them but he explains why it must be 
  kept secret from the Council...)  
  
   
  65 
   
  The PCs encounter tons of Sith fighting the Aliens, maybe even see the Sith Lord killed, 
  while their master is killed & their friend is thought killed. 
   
  In the rage from seeing his master killed & taking guidance from a Jedi council member 
  (Traitor) the Peer begins hunting (more predator-like than Jedi) Sith aboard the cap ship battle 
  station, running from Traitor.  Peer could even kill the Sith Lord, which would be when Traitor 
  catches up with him, giving him the talk about fighting fire with fire (to become his apprentice- 
  later his champion). Peer takes this a little more to heart after seeing his Master (father-figure) 
  mauled violently by the Sith, & starts down the path of strong action of the Dark Side realizing 
  the way of the Jedi is not aggressive enough to survive anymore...  (all these behind the scene 
  actions could happen in "cut-aways" if you want)  
   
  Seeing his creation the Traitor kind of feels guilty (for a few seconds anyway) so he 
  covers it up by saying both the Master/Peer were killed (perhaps a rallying cry to get more 
  backing/support from the Jedi/Republic) while he smuggled the Peer out to train in private & 
  perhaps begin conquest of the other Sith Lords as his apprentice.  This might even be a good 
  time to tempt the PCs with coming under Traitors teaching (DSPs if they except). 
   
  Clean-up of the heavily/alien modified cap ship battle platform could be fun.  It could 
  have been adrift toward the planet below during the time they entered the ship & beginning to 
  burn into the atmosphere (PCs save a city?).  What to do with the Sith prisoners or the alien 
  sect mutiny group? Minor Sith weapons would be found as well as leading the PCs more in the 
  direction of understanding the Lords War of the Sith...  They might even hear of a new upstart, 
  strong Sith Lord (Traitor with anther name). 
   
  Dealing with the funeral pyre of the Master/Peer would also be something fun & out of 
  the ordinary, with the huge procession of Jedi from across the galaxy as well as the full Senate 
  of the Republic.  Then the task of, are the PCs ready for Knightship or do they need another 
  Master? 
   
  If they are to become Young Jedi Knights this is the perfect opportunity for the training 
  test of the Jedi...  test each PC individually centering on his/her weak points- if a PCs is 
  impatient let him know his friends have been given the title Knight but he is 
  not ready, if he argues- he is not, if he is understanding/patient- he is ready... If greed is their 
  weakness offer a situation for wealth vs. the integrity of the young Jedi (will he take the 10000 
  credits & lie or not).  All the while remembering the Traitor is on the Council to make the 
  decisions... Does he even want them to be Knights?  Or does he hold them back like their 
  Master before them (a good time to have them introduced to the locale bartender/janitor or 
  someone who knew of the Master's discreditation). DO NOT just do test of combat, that's 
  boring & very non-Jedi like. 
   
   
  This all should last easily over 5-10+ game sessions, but there's more for later.  The 
  basic end we're looking for is the PCs learning of the Traitor (how he betrayed 
  Master/Republic/Jedi), how he lured/trained their Peer, major confrontation with their Peer, the 
  Traitor has become DLotS (a huge ceremony would be a cool end scene) & how he plans to 
  use the Republic to rule the galaxy...What will they do about all this? 
   
  I suggest picking up the Dark Horse comics TotJ-Golden Age of the Sith that’s 
  
   
  66 
  currently running to more understand the Sith culture (or what little is told of it...). 
  
   
  67 
  Part XIV: The Powers 
   
  Force Powers (Official) 
   
  CONTROL POWERS     
      Absorb/Dissipate Energy 
   
    TotJ 41, 2RPG 148, 2R&E 142     
      Accelerate Healing  
   
    TotJ 41, 2RPG 148, 2R&E 143 
      Concentration  
   
   
    TotJ 41, 2R&E 143 
      Contort/Escape 
   
   
    TotJ 41, ACAD 42, 1RPG 72 
      Control Disease 
   
   
    1RPG 76, 2R&E 143 
      Control Pain  
   
   
    TotJ 41, 2RPG 148,2R&E 143 
      Detoxify Poison 
   
   
    TotJ 44, 2R&E 144 
      Emptiness 
   
   
   
    TotJ 44, 2RPG 148, 2R&E 144 
      Enhance Attribute 
   
   
    TotJ 44, THR 55 
      Force of Will  
   
   
    TotJ 45, ACAD 44 
      Hibernation Trance  
   
    TotJ 45, 2RPG 148-149, 2R&E 144 
      Instinctive Astrogation Control   TotJ 46, FFTR 77-78 
    * Rage 
   
   
   
   
    TotJ 46, DESB 68-70 
      Reduce Injury  
   
   
    TotJ 46, 2RPG 149, 2R&E 144 
      Remain Conscious 
   
   
    TotJ 47, 2RPG 149, 2R&E 144 
      Remove Fatigue 
   
   
    TotJ 47, ACAD 44 
      Resist Stun 
   
   
   
    TotJ 47, 2RPG 149, 2R&E 145 
      Short-Term Memory Enhancement 
    TotJ 47, THR 56 
   
  SENSE POWERS 
      Beast Languages 
   
   
    TotJ 48, ACAD 44 
      Combat Sense  
   
   
    TotJ 48, THR 56 
      Danger Sense  
   
   
    TotJ 48, THR 56 
      Instinctive Astrogation 
   
    TotJ 48, FFTR 78 
      Life Detection 
   
   
    TotJ 49, 2RPG 149, 2R&E 146 
      Life Sense 
   
   
   
    TotJ 49, 2RPG 149-150, 2R&E 146 
      Life Web 
   
   
   
    TotJ 49  
      Magnify Senses 
   
   
    TotJ 49, 2R&E 146 
      Postcognition  
   
   
    2R&E 146 
      Predict Natural Disaster  
    ACAD 45 
      Receptive Telepathy  
   
    TotJ 49, 2RPG 150, 2R&E 146 
      Sense Force 
   
   
   
    TotJ 50, 2RPG 150, 2R&E 147 
      Sense Force Potential 
   
    TotJ 50, ACAD 45 
      Sense Path 
   
   
   
    TotJ 50, FFTR 78-79 
      Shift Sense 
   
   
   
    TotJ 51, ACAD 45 
      Translation 
   
   
   
    TotJ 52, ACAD 46 
      Weather Sense  
   
   
    TotJ 52, ACAD 46 
   
  ALTER POWERS 
    * Bolt of Hatred 
   
   
    TotJ 87 
    * Dark Side Web  
   
   
    TotJ 87 
    * Injure/Kill 
   
   
   
    TotJ 52, 2RPG 150, 2R&E 147 
      Telekinesis 
   
   
   
    TotJ 52, 2RPG 151, 2R&E 147 
   
  
   
  68 
  CONTROL AND SENSE POWERS 
      Farseeing 
   
   
   
    TotJ 53, THR 56 
      Life Bond 
   
   
   
    TotJ 54 
      Lightsaber Combat 
   
    
    TotJ 54, 2RPG 151-152, 2R&E 148 
      Projective Telepathy 
   
    TotJ 55, 2RPG 152, 2R&E 148 
   
  CONTROL AND ALTER POWERS 
    * Aura of Uneasiness  
   
    TotJ 87, ACAD 50 
      Accelerate Another's Healing 
    TotJ 55, 2RPG 152, 2R&E 148 
      Control Another’s Disease  
    TotJ 55, 2R&E 148 
      Control Another's Pain 
   
    TotJ 56, 2RPG 152, 2R&E 149 
      Control Breathing 
   
   
    TotJ 56  
      Detoxify Poison in Another 
    TotJ 56, ACAD 46 
    * Electronic Manipulation 
   
    TotJ 87, ACAD 50 
    * Feed On Dark Side 
   
   
    TotJ 56, FFTR 79 
    * Force Lightning 
   
   
    TotJ 57, THR 58 
    * Inflict Pain  
   
   
    TotJ 57, THR 58 
      Place Another in Hibernation 
    TotJ 57, 2R&E 149 
      Remove Another’s Fatigue  
    TotJ 57, ACAD 46 
      Return Another To Consciousness   TotJ 57, 2RPG 152, 2R&E 149 
      Transfer Force 
   
   
    TotJ 57, 2RPG 152, 2R&E 149 
    * Waves of Darkness 
   
   
    TotJ 87 
   
  SENSE AND ALTER POWERS 
      Dim Other's Senses  
   
    TotJ 64, THR 59 
    * Force Wind 
   
   
   
    TotJ 88, ACAD 50 
      Lesser Force Shield  
   
    TotJ 65, ACAD 46 
   
  CONTROL, SENSE AND ALTER POWERS 
      Affect Mind 
   
   
   
    TotJ 58, 2RPG 152, 2R&E 149 
      Battle Meditation 
   
   
    TotJ 58 
    * Control Mind  
   
   
    TotJ 59, THR 58 
    * Create Force Storms  
   
    TotJ 60, DESB 70 
      Doppleganger  
   
   
    TotJ 60, DESB 70 
    * Drain Life Energy 
   
   
    TotJ 88, ACAD 50 
    * Drain Life Essence  
   
    TotJ 60, DESB 71 
      Enhanced Coordination 
   
    TotJ 62, THR 59 
      Force Harmony  
   
   
    TotJ 62, DESB 70-71 
    * Memory Wipe 
   
   
   
    TotJ 88, ACAD 51 
      Projected Fighting  
   
    TotJ 63, ACAD 47 
    * Telekinetic Kill 
   
   
    TotJ 63, THR 59 
    * Transfer Life  
   
   
    TotJ 63, DESB 72 
   
  SPECIAL FORCE POWERS 
    * Force Scream  
   
   
    TotJ 65, THR 59 
   
   
  Force Powers (Home-brew) 
   
  CONTROL 
  
   
  69 
    * Anger 
   
   
   
   
    Kelly Kollman 
    * Blackness 
   
   
   
    Traveller 
      Calculate 
   
   
   
    Kelly Kollman 
      Calm 
   
   
   
   
    Kelly Kollman 
    * Cloak of Darkness 
   
   
    Alter S. Reiss 
      Cognitive Trance 
   
   
    Mike (Leszek Karlik) 
    * The Dragon 
   
   
   
    Alter S. Reiss 
      Enhance Skill  
   
   
    Traveller 
    * Forced Charged Strike 
   
    Adam P. Graf 
    * Hands of the Jhemadan 
   
    Alter S. Reiss 
      Heal 
   
   
   
   
    Dave Barnhart, PC 199 
      Regenerate 
   
   
   
    Dave Barnhart 
      Wisdom  
   
   
   
    Josh Riehl 
   
  SENSE 
      Blind Sense 
   
   
   
    Kelly Kollman 
    * The Clouds, Parting  
   
    Alter S. Reiss 
      Cyber Sense 
   
   
   
    Dave Barnhart 
      Direction Sense 
   
   
    Kelly Kollman 
      Radar Sense 
   
   
   
    Peter Skanes 
      Sense Force Strength 
   
    Kelly Kollman 
      Time Sense 
   
   
   
    Kelly Kollman 
      Track Hyperspace Trail 
   
    Kelly Kollman 
      Truth Sense 
   
   
   
    Kelly Kollman 
   
  ALTER 
    * Break Bones 
   
   
   
    Josh Riehl 
      Cell Burst 
   
   
   
    Dave Barnhart, PC 199 
    * Crimson Burst  
   
   
    Alter S. Reiss 
      Empower Weapon 
   
   
    Dave Barnhart 
    * Force Static  
   
   
    Dave Barnhart 
      Light 
   
   
   
   
    Dave Barnhart, PC 199 
      Null Gravity  
   
   
    Dave Barnhart, PC 199 
      Power Drain 
   
   
   
    Dave Barnhart, PC 199 
      Project Force  
   
   
    Kelly Kollman 
      Raise/Lower Temperature 
   
    Dave Barnhart, PC 199 
      Resonate 
   
   
   
    Kelly Kollman 
      Resonate Material 
   
   
    Kelly Kollman 
      Strengthen Object 
   
   
    Andrew Jackson 
    * Surge   
   
   
   
    Josh Riehl 
      Warp Matter 
   
   
   
    Andrew Jackson 
   
  CONTROL AND SENSE 
    * Aiki Combat 
   
   
   
    Mike (Leszek Karlik) 
      Anticipation  
   
   
    Jason Zanon 
      Blaster Combat 
   
   
    Peter Skanes 
      Call Animal 
   
   
   
    Dave Barnhart 
      Daisho Combat  
   
   
    Author Unknown 
      Death Sense 
   
   
   
    Kelly Kollman 
      Disguise 
   
   
   
    Traveller 
  
   
  70 
      Dream 
   
   
   
   
    Katsie Zierfisch  
    * Empowered Lightbo Combat  
    Mike (Leszek Karlik) 
      Eyes of Eagle  
   
   
    Dave Barnhart 
      Force Archery  
   
   
    Mike (Leszek Karlik) 
    * Jhemadan Combat 
   
   
    Alter S. Reiss 
    * Ka 
   
   
   
   
    Dave Barnhart 
      Mediation 
   
   
   
    Kelly Kollman 
      Mental Translocation 
   
    Andrew Jackson 
      Share Senses  
   
   
    Kelly Kollman 
      Speak with Machines  
   
    Dave Barnhart 
   
  CONTROL AND ALTER 
      Control Weather 
   
   
    Dave Barnhart 
      Fertilize 
   
   
   
    Dave Barnhart 
    * Force Explosive 
   
   
    Eric Lee Cline 
      Force Transduction  
   
    Andrew Jackson 
      Heal Another  
   
   
    Dave Barnhart, PC 199 
    * Lightwhip Combat 
   
   
    Dennis Merrill 
      Regenerate Other 
   
   
    Dave Barnhart 
    * Shadow Split  
   
   
    Alter S. Reiss 
      Survive in Hard Vacuum 
   
    Katsie Zierfisch 
   
  SENSE AND ALTER 
      Affect Emotions 
   
   
    Dave Barnhart 
      Commune with Machines 
   
    Dave Barnhart 
      Commune with Nature  
   
    Dave Barnhart 
    * Empower Self  
   
   
    Dave Barnhart 
      Greater Force Shield 
   
    Dave Barnhart 
      Group Mind 
   
   
   
    Dave Barnhart, PC 199 
      Induced Sleep  
   
   
    Chris Erickson 
      Precipitate 
   
   
   
    Kelly Kollman 
      Remove Force Print  
   
    Andrew Jackson 
      Sense Weight  
   
   
    Kelly Kollman 
      Sensory Overload 
   
   
    Dave Barnhart, PC 199 
      Storytelling  
   
   
    Dave Barnhart 
      Thermogenesis  
   
   
    Dennis Merrill 
   
  CONTROL, SENSE, AND ALTER 
    * Block Force Ability  
   
    Eric David Lichtens 
    * Bloodlust 
   
   
   
    C.M. Koch 
    * Cleansing, The 
   
   
    Mike Overbo 
      Conduit  
   
   
   
    Traveller 
      Control Animal 
   
   
    Dave Barnhart 
      Corporal Translocation 
   
    Andrew Jackson 
      Create Gravity Wells 
   
    Dave Barnhart 
    * Create Homunculus 
   
   
    Andrew Jackson 
      CyberLocke 
   
   
   
    Dave Barnhart 
      Dark Side Dissipation 
   
    Mike Gagne 
      Discharge Spirit 
   
   
    Josh Riehl 
      Eclipse  
   
   
   
    Dave Barnhart 
  
   
  71 
      Force Bolt 
   
   
   
    Dave Barnhart 
    * FZOOOK  
   
   
   
    B.J. Terry 
      Lightbo Combat    
   
   
    Mike (Leszek Karlik) 
      Lightsai Combat 
   
   
    Mike (Leszek Karlik) 
      Light Boomerang Combat 
   
    Dennis Merrill 
    * Mind Sand 
   
   
   
    Alter S. Reiss 
      Pacifism 
   
   
   
    C.M. Koch 
      Release Spirit 
   
   
    Josh Riehl 
      Transmutation  
   
   
    RPGML, Author Unknown 
    * Vampirism 
   
   
   
    Jens-Arthur Leirbakk 
   
  SPECIAL FORCE POWERS 
      Sense Disturbance 
   
   
    Kelly Kollman 
   
  Legend: 
      TotJ--Tales of the Jedi Companion 
      DESB--Dark Empire Sourcebook 
      FFTR--Galaxy Guide 9: Fragments From The Rim 
      MTSB--The Movie Trilogy Sourcebook 
      RPGML--Star Wars Role-playing Game Mailing List 
      2RPG--Star Wars Role-playing Game (2nd Edition) 
      THR--Thrawn Trilogy Sourcebook 
      1RPG--1st Edition Star Wars Role Playing Game 
      2R&E--2nd edition Star Wars Role Playing Game, Revised & Expanded 
      ACAD--Jedi Academy Sourcebook 
      PC--Power adapted from the Planets Collection 
   
      * Not taught at the Academy (either because it is a Power unknown to 
  the Knighthood, or due to its inherent Darkness). 
   
  Control Powers 
   
  Anger 
   
   
  Control Difficulty: Very Easy => Dark Sider 
   
   
   
   
    Moderate  => Light Sider 
   
  Time to use: One round 
   
  Warning: A Jedi who uses this power gains a Dark Side Point. 
   
  Effect: To use this power, a character concentrates all of his 
  negative feelings, and touches the Dark Side of the Force momentarily. 
  This imparts a +1D bonus on all rolls for the next two rounds.  The Dark 
  Side is finicky as the bonus could at one time be 6 and at another time 
  be 1. 
   
  Blackness 
   
   
  Control Difficulty: Moderate 
   
  Required Powers: Force lightning, injure/kill, eclipse 
   
  Note: This power can only be used by characters who have been 
  consumed by the Dark Side. 
  
   
  72 
        This power can be kept “up.” 
        Effect: This power enshrouds a Dark Jedi in a camouflaging veil of 
  the Dark Side.  The power roll is added to the difficulty of any Sense 
  roll of a power attempting to detect the presence of the user of this 
  power.  It also subtracts 2D from any skill attempts to perceive them, 
  or 4D if the power roll succeeds by 15 or more.  The power causes people 
  to overlook the user as he or she blends into the surroundings and any 
  smells or sound emanating from them are muffled.  The user of this power 
  still may make skill checks as usual while the power is “up.” (i.e.  at 
  a -1D penalty).  However, the user may not use combat oriented Force 
  powers while this power is kept “up.” (e.g. lightsaber combat, combat 
  sense, injure/kill, telekinetic kill, inflict pain, etc.).  
   
  This power does not affect electronic life-form sensors.   
   
  Calculate 
   
   
  Control Difficulty: Moderate => Simple Equations 
   
   
   
   
    Heroic   => Complex Equations 
   
   
  Time To Use: One minute 
   
  Required Powers:  Concentrate, perceptive trance 
   
  Effect:  Using Jedi meditation techniques, this allows a Jedi to 
  calculate high-order equations with the aid of  the Force. The equations 
  can be solved or, under certain special case situations, approximated, 
  using standard Jedi meditation techniques. This is usually done as a 
  training exercise. 
   
  Calm 
   
   
  Control Difficulty: Easy => Relaxed without Dark Side Points. 
   
   
   
   
   * Increase difficulty one level for every Dark 
   
   
   
   
      Side Point the character has. 
   
  Time to use: One round 
   
  Effect: This power calms the Jedi, giving him an enhanced defense 
  against the Dark Side.  The Jedi receives a bonus of +4 to all rolls for 
  the next two rounds and an extra bonus of +4 to resist the effects of 
  powers called upon by Dark Side servants. 
   
  Cloak of Darkness 
   
   
  Control Difficulty: Heroic minus total Dark Side Points, to a 
  minimum of 5, may not be attempted by an individual with less than 5 
  DSPs. 
   
  This is a power that can be kept “up.” 
   
  Warning: Use of this power grants a Dark Side Point. 
   
  Note: This power is exclusively used by the Shadow Dragons. 
   
  Effect:  When this power is called, the Jedi calls upon the 
  palpable essence of the Dark Side, turning himself into a silhouette so 
  dark that the eye recoils from it.  When this power is invoked, it 
  grants a +3D bonus to the Hide and +2D to Sneak, and the Jedi holding it 
  will not register on electronic sensors of any type (although the space 
  
   
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  he is in will register as being completely empty, and some sophisticated 
  systems will be able to detect him due to the lack of normal air in his 
  space). 
   
  Cognitive Trance 
   
   
  Control Difficulty: Easy 
   
  Time to use: 1 minute 
   
  This power can be kept “up.” 
   
  Effect: Jedi uses control of his inner Force to enter the 
  specific trance. His thinking process is hastened, and he may absorb 
  information much faster (from datascreens, voicetapes set on very 
  high speed or by other methods), i.e. he reads even faster than Mon 
  Calamari - just scrolls the text very, very quickly. 
   
  The Dragon 
   
   
  Control Difficulty:  Very Difficult 
   
  Required Powers: Emptiness, Control Pain 
   
  Warning:  Although the use of this Power does not automatically 
  grant a dark Side Point, it does increase the desire to take evil 
  actions (which will grant Dark Side Points).  Use with caution. 
   
  Note: This power is exclusively used by the Shadow Dragons. 
   
  Effect:  This is the power that proved the undoing of the 
  Jhemadan, and it remains the cornerstone of the Shadow Dragons.  The 
  Jhemadan had been experimenting with essences, and the Dragon was the 
  image associated with the essence of Power.  When the power is invoked, 
  the Jedi's physical Strength doubles, for as long the power is 
  maintained.  In addition, the thought processes of the invoker increase 
  33% in speed, enabling much more efficient retrieval of information (KNO 
  skills). 
   
  This tampering with the essential nature of the invoker is not 
  without it's penalties, as the Jhemadan discovered.  When a Jedi is 
  under the influence of the Dragon, he sees everything through the amoral 
  and arrogant view of unbound power.  In addition, the power is somewhat 
  addictive in nature, and once experienced, the Jedi will find himself 
  desiring to repeat that experience whenever possible.  Finally, frequent 
  use of the power diminishes the power of it's effects, and starts to 
  cause a physical transformation of it's user into a six limbed, 
  reptilian creature of some sort, but as the partial transformations have 
  always proved fatal somewhere along the line, the exact nature of the 
  creature that the Jedi is on the road to becoming is unknown. 
   
  In game terms, the first time the power is invoked, the invoker 
  must make an easy willpower roll to avoid committing an evil act when 
  the opportunity presents itself when the power is up.  Each additional 
  time that the power is invoked, the difficulty of the check increases by 
  2.  Secondly, once the user has invoked the power once, they must make 
  an easy willpower roll to avoid attempting to call on that power when 
  the need arises.  Each subsequent time the power is called upon will 
  increase the difficulty of that check by 2.  This number will decrease 
  
   
  74 
  by 2 for every month that passes without the power being called upon, 
  until it no longer exists.  However, each time the power is called upon 
  after that, the check will reappear, at the highest level of difficulty 
  that it reached, +2.  Thirdly, every third time the power is called 
  upon, it's power decreases by 10%.  Finally, if the wild die comes up 
  with a mishap any time the power is called, a minor physical change will 
  take place in the invoker.  3 changes will be noticeable, and 10 will be 
  fatal. 
   
  
   
  75 
  Force Charged Strike 
   
  Control Difficulty: Moderate  => 1D max charge 
         
                Difficult => 2D max charge 
          
   
          Very Diff => 3D  “ 
   
               
    Heroic    => 4D  “ 
     
                        40      => 5D  “ 
           45      => 6D  “ 
           50      => 7D  “ 
   
   
             etc. up to Control dice equals damage 
   
  Required Powers:  Emptiness or Rage, Absorb/Dissipate Energy 
   
  Effect: Through total concentration, a Jedi is able to deliver a 
  single, devastating blow to an opponent.  It takes one action for every 
  die of charge before the strike to charge a fist or any other striking 
  body part i.e. foot, knee, elbow, or forehead.  Upon a successful hit 
  the damage is delivered.  This can also be used with brawling parry. 
   
  Hands of the Jhemadan 
   
   
  Control Difficulty:  Medium 
   
  Note: This power is exclusively used by the Shadow Dragons. 
   
  Effect:  This is one of the powers that have carried over from the 
  Jhemadan times.  When called upon, this power causes the Jedi's hands to 
  be encased in a glowing blue field of Force.  This field is 
  impenetrable, and extends up to the users elbows.  The power protects 
  it's users hands from extreme heat and cold, but that is not it's 
  primary function.  When used in conjunction with Jhemadan school martial 
  arts, the Hands of the Jhemadan add 2D+2 to the damage caused.  When 
  invoked by a Dark Jedi, the field is a deep red that grows darker for 
  those more attuned to the dark side.  There are rumors that the Jhemadan 
  had a more powerful version of this power, but they have never been 
  proven.  This is a power that can be kept up. 
   
  Heal 
   
   
  Control Difficulty:  Very Easy => Stunned 
   
   
   
   
     Easy      => Wounded, Wounded Twice 
   
   
   
   
     Moderate  => Incapacitated 
   
   
   
   
     Difficult => Mortally Wounded 
   
  Required Powers: Accelerate Healing, Detoxify Poison, Emptiness, 
  and Control Pain 
   
  Time to Use: 5 minutes meditation per level of difficulty. 
   
  Effect: Completely removes one injury to the user.  This power may 
  not be used on others (see Heal Another).  If use of this power fails, 
  the difficulty is raised by one level for every repeated attempt. 
   
  Regenerate 
   
   
  Control Difficulty: Moderate  => Simple Organ (eye, liver, kidney) 
   
   
   
   
   Difficult => Complex Organ (Heart) 
  
   
  76 
   
   
   
   
   Very Diff => Limb or System (Arm, Spine) 
   
   
   
   
   Heroic    => Brain, A.I.D.S, Terminal Cancer 
   
  Required Powers: Heal 
   
  Time to use: One month per level of difficulty (1 month for an 
  eye, 3 months to repair spinal damage) 
   
  The Power *has* to be kept “up.” 
   
  Effect: Allows a Force-user to repair extensive damage to the 
  point of regrowth.  During the period of Regeneration, the character 
  must rest as detailed in the Natural Healing section of the rulebook.  
  Everyday during this rest period the user must activate the power.  
  Failure means treatment has been set back one day for every point the 
  roll missed by.  A critical failure means the organ/limb has been 
  destroyed and user must start over (in the case of regenerating a 
  damaged brain, the user dies).  At the end of the period (provided rest 
  was never broken) he may roll Strength or Control versus the above 
  difficulty.  For every full week of rest and treatment past the required 
  time, the final Strength/Control Difficulty is reduced by one level.  If 
  successful, he has a new, fully working organ/limb or is cured from the 
  targeted disease (Cancer, AIDS, etc.).  If unsuccessful, he has a fully 
  grown organ/limb that either his body has rejected or is just unusable. 
   
  Wisdom 
   
  Control Difficulty: Very Difficult 
  Time to use: 1 hour of research 
  Effect: Makes the user have an insight on the force, increases 
  their knowledge, by their Control Dice for a single roll. 
   
  Sense Powers 
   
  Blind Sense 
   
   
  Sense Difficulty:  Moderate 
   
  This power can be kept “up.” 
   
  Effect:  This power allows the Jedi to see normally when he has 
  been blinded (Perception at normal).  This power cannot be used to see 
  in the dark.  Young Jedi sometimes learn this power accidentally when 
  lightsaber training and have been blindfolded. 
   
  The Clouds, Parting 
   
   
  Sense Difficulty: Moderate 
   
  Note: This Power is Exclusively used by the Shadow Dragons. 
   
  Effect:  Another of the powers that was also practiced by the 
  Jhemadan, The Clouds, Parting is designed to sweep away all the 
  obstacles blocking clear sight and Sense powers.  When invoked, all 
  powers in effect designed to obstruct or confuse the target must 
  immediately make opposed rolls with the Jedi who invoked The Clouds, 
  
   
  77 
  Parting.  Failure causes those powers to be dispelled instantly, and 
  even a near miss will causes them to waver slightly. 
   
  Cyber Sense 
   
        Sense Difficulty: Very Easy by Relationship and Proximity 
   
  This power may be kept “up.” 
        Required Powers: None 
        Effect:  Allows a force user to sense the prescience of a machine, 
  computer or droid. 
   
  Direction Sense 
   
   
  Sense Difficulty: Easy; modified by Proximity 
   
  Time to use: One round 
   
  This power can be kept “up.” 
   
  Effect: This allows the Jedi the ability to sense the direction of 
  an object or location by it's resonance in the Force.  It could be an 
  object of importance, the north pole of a planet, the nearest cantina, 
  etc...but this power does not sense life forms. If the roll fails by 
  five points, the Jedi just knows the general direction the object or 
  location is in: left, right, forward, behind, above, below.  On a 
  Difficult roll, the Jedi can anchor himself to a location and know 
  exactly in what direction and how far away the location is from their 
  current position. 
   
  Radar Sense 
   
   
  Sense Difficulty: Moderate 
   
  Required Abilities: Life Detection, Magnify Senses 
   
  This power may be kept “up.” 
   
  Effect: This ability is used when the Jedi can not see or is 
  entering combat. It gives him/her sense dice to add to his/her 
  perception each round. These can be used for initiative or for any of 
  the basic sensual skills under perception (cannot be used for command, 
  bargain, persuasion, etc). 
  This power is very similar to Life 
  Detection, except the Jedi feels the emotional intentions of the people 
  in his range. The Targets can not hide from this ability because it 
  feels the vibrations in the force that their presence makes.  
  The 
  range is equal to their sense roll +10 in meters. The Jedi does not 
  perceive anything but the position of the creatures and the basic 
  intentions (i.e., friendship, hate, about to attack, etc.) 
   
  Sense Force Strength 
   
   
  Sense Difficulty:  Moderate 
   
  Time to Use:  One minute 
   
   
  Effect:  This allows a Jedi to sense the Force Strength of a 
  character.  This tells the Jedi the Force Strength bonus a character 
  has, as well as the number of Character Points, Force Points, Dark Side 
  
   
  78 
  Points, and skill code for each Force skill.  This does not tell the 
  Jedi what powers the character has. 
   
  Time Sense 
   
   
  Sense Difficulty: See below 
   
  This power can be kept “up.” 
   
  Effect: Sensing the rhythm, pulse, and the ebb and flow of the 
  Force, the Jedi is able to track the passage of time as precisely as the 
  best chronometer.  With a Very Easy sense roll, the Jedi can use this 
  power as a stopwatch.  With an Easy sense roll, the Jedi can use this 
  power as an alarm clock. 
   
  Track Hyperspace Trail 
   
   
  Sense Difficulty:  Difficult, modified by half the difficulty of 
  the journey of the ship being tracked; also modified by Proximity 
   
  Required Powers:  Instinctive astrogation sense, Sense Force 
   
  Effect: Any object that goes through hyperspace leaves a trace  
  that the Jedi can sense.  The Jedi uses his sense skill to "feel" 
  through hyperspace to track an object's path.   
   
  If the Jedi succeeds at tracking the course, he need only  
  generate an Easy astrogation total to plot a safe path to follow the         
  object.  If the Jedi fails the roll, he is unable to track the object. 
   
  If the object includes a Force-sensitive being, the difficulty         
  for this power is reduced one level. 
   
  
   
  79 
  Truth Sense 
   
   
  Sense Difficulty: Easy; modified by Relationship 
   
  Time to use: One round 
   
  This power can be kept “up.” 
   
  Effect: This allows the Jedi to sense whether a person believes 
  what they are saying is true.  It does not sense whether what they are 
  saying is true in the overall reality; just whether the subject believes 
  it or not.  This is the Force equivalent of a lie-detector test. 
   
  Alter Powers 
   
  Break Bones 
   
  Alter Difficulty: Heroic modified by relationship and proximity 
  Warning: User receives a dark side point for using this power 
   
  Required Powers: Telekinesis, Telekinetic Kill, Rage 
  Effect: Allows Jedi to crush and malign 2d6 bones in a target, 
  inflicting Alter dice in damage. 
   
  Cell Burst 
   
   
  Alter Difficulty: Easy     => organic material 
   
   
   
   
  Moderate => inorganic material 
   
   
   
   
  *modified by Proximity 
   
  WARNING: Use of this power against a living creature awards a Dark 
  Side Point.  Use with caution. 
   
  Effect: Disrupts the cells in matter causing 4D damage. 
   
  Crimson Burst 
   
   
  Alter Difficulty: Target’s Control or Perception roll, modified by 
  proximity (line of sight only). 
   
  Note: This Power is exclusively used by the Shadow Dragons. 
   
  Warning: This power grants a Dark Side Point. 
   
  Required Powers: Life Sense, Telekinesis 
   
  Effect:  This power is the Shadow Dragon's version of the 
  Telekinetic Kill power.  In game terms, it has the same effects as that 
  power, except it can be used from a distance, as long as line of sight 
  is maintained.  In actuality, the power is far more gruesome, as it's 
  effects are achieved by altering the pressures on the various areas of 
  the targets bodies.  The result is that blood starts to flow from the 
  target's pores and orifices as soon as he starts to take damage.  
  Eyesight is lost immediately, in addition to the damaging effects. 
   
  Empower Weapon 
   
   
  Alter Difficulty: Difficult 
   
  Required Powers: Absorb/Dissipate Energy 
  
   
  80 
   
  This power may be kept “up.” 
   
  Effect: This power is used to extend a field of energy around a 
  melee weapon to create the effects of a “light” weapon.  When used on a 
  sword, the blade becomes infused with energy and has all the properties 
  of a lightsaber (able to parry lightsabers, can be used with Lightsaber 
  Combat, able to parry blaster bolts, etc.), except damage is reduced to 
  4D (and like a true lightsaber, the strength of the user makes no 
  difference to the damage).  The power has similar affects on daggers, 
  staffs, axes, etc. 
   
  
   
  81 
  Force Static 
   
   
  Alter Difficulty: Very Easy, modified by Relationship and 
  Proximity 
   
  This power may be kept “up.” 
   
  Warning: Use of this power for any reason results in a Dark Side 
  Point. 
   
  Effect: When using this power, the Jedi releases into the 
  environment a flood of random Force energy which directly interferes 
  with the way creatures inter-act with the Force.  When used, the Jedi 
  rolls his Alter as usual.  When a Jedi is in the area (whether his 
  presence is known to the user), he must add the success of Force 
  Disturbance to the Difficulty of any Force Use other than Life Sense and 
  Force Sense.  In the cases of Life and Force Sense (when they are 
  specifically used to detect or identify the user of Force Static), the 
  success of Force Static is added to all Force rolls, not difficulties. 
   
  The more people using Force Powers in the area, the less the 
  individual difficulties.  As more “positive” energy is added to the 
  area, the “negative” energy begins to wear thin.  When 2 or more Jedi in 
  the area activate a power in the same round, the Force Static roll is 
  divided between them, rounded down.  Note: The Force Static roll is 
  divided equally between people using the Force, not the individual 
  powers, or skills used within those powers. 
   
  Example: Exar Kun is meditating in the center of his temple on 
  Yavin IV.  He activates Force Static and rolls his Alter with a result 
  of 23.  Ulic Qel-Droma enters the temple and attempts to activate Lesser 
  Force Shield in anticipation of an upcoming confrontation.  The 
  difficulty should be easy (5) but due to Exar’s use of Force Static, the 
  difficulty is raised to 16.  Here’s how it breaks down: Exar’s roll was 
  23. Subtract the difficulty for relationship; Acquaintances -7 (16), and 
  subtract the difficulty for Proximity; Less than 100 meters, but not in 
  sight -5 (11).  So Exar’s success of 11 is added to Ulic’s base 
  difficulty of 5, making the new, modified difficulty 16. 
   
  Ulic feels the added stress and knows something is disrupting his 
  connection to the Force.  He knows this must be Exar’s doing and 
  attempts to locate him via Life Sense. The usual difficulty of 12 (Very 
  Easy Difficulty of 0 modified by Relationship and Proximity) is reduced 
  by 11 (Exar’s success).  Ulic must roll a 1 to be successful (automatic 
  success, baring the Wild Die).  As soon as Ulic begins he discovers that 
  the ripples of power interfering with his concentration can easily be 
  followed back to its source.  In fact the user has become a beacon of 
  Force activity. 
   
  Ulic follows this trail to its source, Exar’s inner chamber.  
  There he finds Exar waiting and attempts to use Projective Telepathy and 
  call his friend Nomi (who is a few kilometers away) for help.  The base 
  difficulties for this act are Control 7, and Sense 2.  These 
  difficulties are each raised by 14 (Exar’s roll of 23 minus Relationship 
  7, and Proximity 2).  Ulic’s new, modified difficulties are Control 21 
  and Sense 16.  Looks like Ulic is going to have to go solo. 
   
  If Nomi does stumble into the action and attempts to activate a 
  
   
  82 
  power in the same round as Ulic, she faces half the static.  Ulic tries 
  to keep Lesser Force Shield “up” and use Lightsaber Combat, while Nomi 
  begins her Battle Meditation.  All of Ulic’s roll’s are affected by half 
  the Static roll rounded down, 12.  This number is then modified by 
  Relationship and Proximity (9) leaving three.  Due to Nomi’s added 
  “positive” Force use, his Force Difficulties are only raised by 3.  The 
  difficulties in Nomi’s Battle Meditation are also raised by 3.  Note: 
  Only the unmodified Alter score is identical between Force Users.  If 
  Nomi and Exar were considered “Friends,” her difficulties would be 
  raised by 5 while Ulic’s would only be raised by 3. 
   
  Light 
   
   
  Alter Difficulty: Very Easy 
   
  This power may be kept “up.” 
   
  Effect: This power must be centered on an object weighing no more 
  than one kilogram and within 10 meters of the user.  When used 
  successfully, a globe up to 10 meters in diameter is created.  The 
  object may be moved and the light will move with it. 
   
  Null Gravity 
   
   
  Alter Difficulty: Difficult 
   
  Required Powers: Telekinesis, Resonate, Absorb/Dissipate Energy 
   
  Time to Use: 10 minutes meditation. 
   
  This power may be kept “up.” 
   
  Effect: The user creates an interference field which disrupts the 
  gravity in a two meter radius.  Anyone caught in it, floats upward 
  provided there is proper force applied.  The user must be in the center 
  of the radius and the field may not be moved. 
   
  Power Drain 
   
   
  Alter Difficulty: Easy      => Personal Scale 
   
   
   
   
  Moderate  => Speeder Scale 
   
   
   
   
  Difficult => Starfighter/Walker Scale 
   
   
   
   
  Very Diff => Capital Ship Scale 
   
   
   
   
  Heroic    => Death Star Scale 
   
  Required Powers: Conduit 
   
  Time to Use: One round per Difficulty Level squared. (1 round for 
  Easy, 16 rounds for Heroic). 
   
  Effect: Drains all power out of a single battery or other charge 
  holding device. 
   
  Project Force 
   
   
  Alter Difficulty: Moderate; Modified by Proximity 
   
  This power can be kept "up." 
   
  Time to Use: one minute per cubic meter 
   
  Effect: With this power, the Jedi can project ambient personal 
  
   
  83 
  Force away from her body.  If the Jedi is of the Light Side, anyone 
  within the projection will feel warmth and a sense of well-being.  If 
  the Jedi is of the Dark Side, anyone within the projection will feel 
  cold and a sense of dread. 
   
  Raise/Lower Temperature 
   
   
  Alter Difficulty: Very Easy => 5 Degrees Centigrade Change 
   
   
   
   
  Easy      => 10 Degrees Centigrade Change 
   
   
   
   
  Moderate  => 15 Degrees Centigrade Change 
   
   
   
   
  Difficult => 20 Degrees Centigrade Change 
   
   
   
   
  Very Diff => 25 Degrees Centigrade Change 
   
  This power may be kept “up.” 
   
  Effect: Affects a 20 meter diameter circle, with target change at 
  center (with user) and reducing 5 degrees every 5 meters from user. 
   
  
   
  84 
  Resonate 
   
   
  Alter Difficulty:  Moderate; modified by Proximity and Material  
   
   
   
   Strength. 
   
  This power may be kept “up.” 
   
  WARNING: Use of this power against living matter will give the 
  Jedi a Dark Side Point. 
   
  Required Power: Telekinesis 
   
  Effect:  This power allows the Jedi to set up a resonance in an 
  object or area.  This could serve various purposes: rub air molecules 
  together to produce light and heat; to create a tremor to shake someone 
  off their feet; to shatter a weapon in someone’s hand. 
   
  Resonate Material 
   
   
  Alter Difficulty: Easy; modified by Proximity and Material  
   
   
   
   
  Strength 
   
  This power may be kept "up." 
   
  Warning: Use of this power against living matter will give the 
  Jedi a Dark Side Point. 
   
  Required Powers: Resonate, Cell Burst 
   
  Effect:  This power allows the Jedi to set up a vibrating 
  resonance in an object or area of material.  If the roll exceeds the 
  difficulty by 10, the material starts to heat up.  If the roll exceeds 
  the difficulty by 20, the material is destroyed. 
   
  Increase the difficulty one level for each cubic meter over the  
  first that the Jedi wishes to resonate. 
   
  Shadow Mist 
   
   
  Alter Difficulty: Difficult 
   
  Note: This Power is exclusively used by the Shadow Dragons. 
   
  Effect:  When this power is called upon, a thick layer of mist 
  will pour from the ground around the Jedi calling it up.  This layer 
  will produce a ground hugging layer around one meter thick, and around 
  twenty meters in diameter.  The mist will dissipate after an hour, but 
  until that time, it is impenetrable to visible and electronic imaging, 
  making it ideal for concealing retreats.  The Jedi who produces this 
  mist can see through it as though it was not there.  This power can be 
  negated by "The Clouds, Parting." 
   
  Strengthen Object 
   
   
  Alter Difficulty:  Moderate   = +3D 
   
     
   
   
   Difficult  = +4D 
   
     
   
   
   Very Diff  = +5D 
   
     
   
   
   Heroic 
  = +6D to +8D depending on roll 
   
  Size modifiers: up to 1/4 cubic meter 
  = +0 
   
           
      1 cubic meter  
   
  = +10 
                        2 cubic meters 
   
  = +20 
  
   
  85 
   
   
   
      4 cubic meters 
    
  = +30 
   
  Required Powers: Telekinesis 
   
  This power may be “kept up.” 
   
  Effect: This power strengthens and reinforces the structure of an 
  object. Some Jedi have discovered that is can also be used to weaken 
  objects in a similar manner.  Using the Force, the Jedi reinforces the 
  inter- and  intra-molecular bonds in the object. (Amplification of the 
  strong and weak nuclear forces, I guess :). The object has the same 
  density (more or less), volume, and mass as before, but it takes more 
  energy to break the bonds holding the object together. This is a 
  relatively basic skill and is usually taught early in a Jedi's studies. 
  This reinforcement strengthens the object versus shearing forces, 
  stress, or disintegration/disassociation by high energies. Thus, a 1D 
  staff Strengthened at the Very Difficult level would now have a Strength 
  of6D--enough to resist a lightsaber, most of the time. NOTE THAT THIS 
  DOES NOT EFFECT THE OBJECT'S ABILIY TO DO DAMAGE! Just increases it’s 
  resistance to breakage or destruction. And severely limits chemical 
  reactions (such as oxidation). 
    
  This Force Power may be used on living matter. However, because 
  the various enzymatic and chemical reactions, and protein interactions 
  in living tissue are _strongly_ inhibited, use of this Force Power on 
  living tissue is very damaging. For example: Oxygen (or other vital 
  gases) no longer disassociates from carrier molecules, causing oxygen-
  starvation. Hormones and neurotransmitters will not disassociate from 
  receptor proteins. Blood cells will coagulate on the blood vessel walls. 
  DNA strands cannot be separated for transcription to RNA--thus halting 
  protein synthesis. There are very few organisms that can withstand such 
  inhibition of chemical reactions. Use of this Power on living tissue is 
  thus grounds for a DARK Side Point.                             
   
  Surge 
   
  Alter Difficulty: Easy      => small objects 
     
   
   
   
  Moderate  => for droids and computers 
  Difficult => Speeder scale 
  Very Diff => Walker scale 
  Heroic    => Starfighter scale 
  Warning: Using this power causes the user to get a Dark Side 
  point. 
  Time to Use: 3 Minutes 
  Effect: When a Jedi uses this power he uses the Force to overload 
  the target’s circuits and causes it to explode. Everything in the 
  immediate blast radius takes 5d damage. 
   
  Warp Matter 
   
   
  Alter Difficulty: Easy      => liquid matter 
   
   
   
   
  Moderate  => malleable matter 
   
   
   
   
  Difficult => hard matter (metal, wood) 
   
   
   
   
  Very Diff => very dense matter (hulls,  
   
  
   
  86 
   
   
   
   
  reinforced metal walls), gases;  
   
   
   
   
   modifiers: 1 cubic cm  
      => +0 
   
   
   
   
   
   
  1 liter/1000 cubic cm => +10 
   
   
   
   
   
   
  1 cubic meter         => +25 
   
   
   
   
   
   
  10 cubic meter        => +35 
   
  Required Power: Telekinesis 
   
  Time To Use: 1-12 rounds, scaled by difficulty number. 
   
  Note: This power will not work and cannot be used against living 
  matter. 
    
  Effect: This power allows the Jedi to mold a volume of matter to 
  anew shape.  The Jedi must be able to touch some part of the object to 
  be molded.  This power does not destroy the matter, it merely changes 
  it’s shape or position (much like a very advanced telekinesis).  The 
  effect is permanent.  
  This Jedi is literally changing the world around 
  them.  This power coaxes millions of atoms and molecules to move 
  controlling each particle.  The fact that it is easier for the Jedi to 
  affect the volume of matter as a whole rather than as distinct particles 
  is reflected in the harder difficulty of managing gases with this power 
  as opposed to some solids or liquids. 
   
  Control and Sense Powers 
   
  Anticipation 
   
   
  Control Difficulty: Moderate 
   
  Sense Difficulty: Target's PERCEPTION or CONTROL roll +10  (for       
  resisting target) or Easy (for non-resisting target).  Modified by 
  relationship and proximity. 
   
  Required Powers: Farseeing, Receptive Telepathy, Combat Sense 
   
  Effect:  This power enables a Jedi to anticipate an opponents' 
  immediate actions and react accordingly.  The Jedi must declare use of 
  this power at the beginning of the round (before initiative is 
  determined).  If successful, the Jedi rolls his/her sense dice rather 
  than perception for initiative, and if s/he succeeds, the target must 
  declare all of his/her actions first BUT the Jedi's declared actions 
  occur first in the round (e.g., if the target declares a move and a shot 
  and the Jedi declares two shots, the Jedi's first shot occurs first, 
  followed by the target's move, followed by the Jedi's second shot, 
  followed by the target's shot).  The use of control and sense at the 
  beginning of the round gives the Jedi -2D penalty on all other actions 
  even if the skill use is successful.  This power may be used on as many 
  targets per round as the Jedi wishes, but the subtracted dice are 
  cumulative.  It may not be kept “up;” the Jedi must check each round to 
  successfully anticipate another being's actions. 
   
  Blaster Combat 
   
   
  Control Difficulty: Moderate 
   
  Sense Difficulty: Easy 
   
  This power can be kept “up.” 
  
   
  87 
   
  Note: This power is exclusively taught by Teepo Paladins and will 
  only be taught to students who reject the use of sabers (and other 
  “light” weapons). 
   
  Effect:  This power is used to make a blaster more effective and 
  efficient. A Jedi (usually a Teepo Paladin) uses this power to control 
  slight hand movements and to sense the movement of his/her target. It is 
  basically the Teepo version of lightsaber combat and grants the 
  following bonuses: 
   
  Add Sense to Blaster Skill to strike. 
   
  If the Jedi uses a partial dodge he/she may add as many control 
  and/or sense dice to the dodge. These dice, however, can only be used 
  once. If they are used to increase "to hit" chances they can not be used 
  to dodge as well. Therefore every round a Teepo has a dice pool to use 
  in changing his abilities in combat. This power can be used if the Jedi 
  is performing a full dodge as well. The power has to be brought up first 
  however. 
   
  Since a blaster can not deflect a blaster, the Teepo Jedi have no 
  form of parry, but the dodge bonuses should create a balance. 
   
  If the Teepo makes his Sense roll by 15 he automatically acts 
  first in that round and only that round. This is above and beyond normal 
  initiative. It is also not considered an unprovoked act. The Jedi senses 
  the intent and action of the opponent before the opponent can act.
   
  The Teepo Jedi must make his control roll at Difficult level if 
  he/she wishes to use two blasters in combat at once (See Tricks of the 
  Trade in the Teepo section). 
   
  Add 1D of Damage for every 5 points a Strike succeeds by (through 
  using Sense the Teepo is able to locate and exploit structural 
  weaknesses in their targets). 
   
  
   
  88 
  Call Animal 
   
   
  Control Difficulty:  Very Easy by Relationship (Max Diff = 24). 
        Sense Difficulty:    Moderate by Proximity 
        Required Powers: Sense Life, Beast Languages 
        Effect:  Allows a force user to call an animal to his aid.  Sense 
  is used to find the creature and Control is used to contact it.  This 
  power does *not* give any control over the summoned creature. 
   
  Daisho Combat 
   
   
  Control Difficulty: Difficult 
   
  Sense Difficulty: Moderate 
   
  Required Powers: Lightsaber Combat 
   
  Effect: This power allows a Jedi to wield two sabers (one long and 
  one short -- A Lightsaber and a Lightdagger for example) simultaneously.  
  A character wielding two blades who successfully activates the power may 
  attack and parry once each with no multiple action penalties (one strike 
  and one parry totals one action, not two), although other penalties 
  still apply, including the penalty for keeping the power up. If a 
  character makes no attack in a round and chooses only to parry, he 
  receives a +1D bonus to parry and also receives a +1D bonus at attempts 
  to deflect blaster bolts. Otherwise the power grants all bonuses given 
  by the Lightsaber Combat power (Control to Dam, Sense to Strike/Parry). 
   
  Death Sense 
   
   
  Control Difficulty:  Moderate 
   
  Sense Difficulty:  Heroic; modified by relationship and proximity 
   
  Required Power:  Life detection, Danger Sense, Farseeing 
   
  Effect:  This power allows the Jedi to sense the impending death 
  of a character.  The prediction is within six rounds, and if the player 
  beats the control roll by 15, the prediction is extended to 5 minutes. 
   
  Disguise 
   
   
  Control Difficulty: Difficult => Same species and race 
   
   
   
   
    Very Diff => Same species different race 
   
   
   
   
    Heroic    => Different species 
   
   
   
   
    *Modified by relationship to imitate a   
   
   
   
           specific being (ignore different  
   
   
      
                 species modifications) 
   
  Sense Difficulty: Moderate  => Just one component 
   
   
   
   
  Difficult => Two components 
   
   
   
   
  Very Diff => Three components 
        This power can be kept “up.” 
        Effects: With this power the Force user can change various 
  components to disguise themselves, or even impersonate someone.  The 
  three components are:  appearance, voice, and gestures.  The GM may 
  rule that this power requires the expenditure of a Force Point or a 
  
   
  89 
  Character point to enable this change.  
        If the character is attempting to impersonate someone, increase 
  the difficulty of the Sense roll by proximity (this is due to the fact 
  that the user must make contact through the Force with the being they 
  want to impersonate in order to do so authentically). 
   
  
   
  90 
  Dream 
   
   
  Control Difficulty: Moderate  => 10 minutes 
         
   
   
    Difficult => 10 minutes with no die penalty 
   
   
   
   
    Very Diff => 1 hour 
   
   
   
   
    Heroic    => 1 hour with no die code penalty 
   
  Sense Difficulty:   Moderate  => +1D 
         
   
   
    Difficult => +2D 
   
   
   
   
    Very Diff => +3D 
   
   
   
   
    Heroic    => +4D 
   
  Required Powers: Hibernation Trance 
  Effect: The Jedi goes into a trance and mentally role-plays/dreams going 
  through an action.  They then gain dice on the related skill for an 
  extended amount of time.  Dream may only be used for one skill per day. 
   
  Empowered Lightbo Combat 
   
   
  Control difficulty: Difficult (20) 
   
  Sense difficulty: Moderate (15) 
   
  Note: This Power is exclusively used by Aiki Jedi. 
   
  Prerequisites: Lightsaber combat, combat sense, empower weapon. 
   
  Effect: This power was designed by Morihei Ushiba to wield his 
  Empowered staff. It is used to move the "empowerment free" area used for 
  holding the staff in the needed place, and is in all other aspects 
  identical to Lightsaber combat (add Control to  damage and Sense to 
  attack). 
   
  Eyes of the Eagle 
   
   
  Control Difficulty:  Moderate 
   
   
   
   
     *Modify by Relationship and Proximity 
        Sense Difficulty:    Moderate 
   
   
   
   
     *Modify by Relationship and Proximity 
   
  This power may be kept “up.” 
        Required Powers: Sense Life, Call Animal, Magnify Senses 
        Effect:  Allows a Jedi to “piggy-back” inside an animal’s mind.  
  The Jedi experiences all of the creature’s senses but may not control 
  the animal in any way. 
   
  Force Archery 
   
   
  Control Difficulty: Difficult (20) + proximity modifiers 
   
  Sense Difficulty: Moderate (15) + 10 if target is not seen 
   
  Prerequisites: Lightsaber combat, telekinesis, combat sense. 
   
  Note: This power cannot be kept "up" for the entire fight - it has 
  to be activated for each shot. However, it can be kept "up", in which 
  case you get a free TK roll next round to retrieve the arrow (and since 
  you know exactly where it is, no proximity modifiers). Also, you get to 
  add your Sense to attack roll and 1/2 of your Control to damage. This 
  power can be used for normal arrows, however, you do not add Control to 
  
   
  91 
  damage in this case, and add 1 dice less to attack roll (1/2 Control - 
  1D). 
   
  Jhemadan Combat 
   
   
  Control Difficulty: Moderate 
   
  Sense Difficulty: Easy 
   
  Note: This Power is exclusively used by the Shadow Dragons. 
   
  Effect: This power is handled in the same way as lightsaber 
  combat, except that it is used to amplify the user's skills at the 
  Jhemadan school of unarmed combat instead of Lightsaber combat.  It can 
  be used in conjunction with the "Hands of the Jhemadan" power, and the 
  blaster bolt deflection can only be done when that power is up. 
   
  Ka 
   
   
  Control Difficulty: Moderate 
   
  Sense Difficulty: Moderate 
   
  Required Powers: Combat Sense, Emptiness or Rage 
   
  Note: This Power is exclusively used by Monks of Shimura. 
   
  This Power may be kept "up." 
   
  Notes:  Only followers of Shimura should have any knowledge of Ka.  
  Learning Ka takes much longer than learning other skills/powers.  
  Disciples of Shimura are dedicated to the slow, rewarding path of the 
  Force, and their style of teaching reflects those beliefs.  Learning Ka 
  requires several years (at least 3) of intensive study at a Temple (the 
  power “Ka” may not be learned until the student has first learned the 
  skill “Ka Lore” and the special ability “Ka Combat”). 
   
  Effect: Ka is more than just a power, it is a philosophy and code 
  which describes and dictates all influences in a Disciple of Shimura’s 
  life.  Every movement, kata, and breath tells a story and teaches a 
  lesson. 
   
  When activated, a Jedi enters a state similar to Lightsaber Combat 
  where he extends his senses and control of the Force around him to 
  enhance his effectiveness in hand-to-hand combat.  While keeping this 
  power up the Jedi receives several bonuses: 
   
  One “free” Brawling Parry per round. 
   
  Add 1/2 Sense Dice to Brawling for strikes. 
   
  Add Control to Strength for Stun damage (through striking an 
  opponent's pressure points.  Pressure strikes require a harder 
  difficulty modified by location and knowledge of the target's species, 
  although a successful Alien Species or Sense Life may reduce the 
  Pressure Strike penalty). 
   
  Add Control to Strength to resist Blunt damage (Blunt ONLY) 
   
  Add Sense to Brawling Parry (vs. Brawling strikes) 
   
  Add Control to the Return Melee Attack Maneuver as described in Ka 
  Combat. 
   
   
  Mediation 
   
  
   
  92 
   
  Control Difficulty: Moderate 
   
  Sense Difficulty:  Moderate; modified by relationship 
   
  This power can be kept “up.” 
   
  Time to use: one minute 
   
  Required Powers: Truth Sense, Receptive Telepathy 
   
  Effect:  This power allows the Jedi to mediate between two parties 
  for the purposes of coming to an agreement.  The Jedi attempts to read 
  the intentions of the persons being mediated, and then tries to make a 
  judgment call.  If there are more than two participants, add one 
  difficulty level per person over two.  
   
  Mental Translocation 
   
   
  Control Difficulty: Difficult + proximity 
   
  Sense Difficulty: Moderate 
   
  Required Powers: Emptiness or rage, farseeing, hibernation trance, 
  instinctive astrogation, life detection, life sense, magnify senses, 
  projective telepathy, remain conscious, shift sense 
   
  Time To Use: 3 rounds to prepare + duration of power 
   
  Effect: When using this power, the Jedi's mind can leave 
  his/her/its body and travel away from it in any direction and through 
  any physical obstacle.  The physical universe cannot harm the Jedi’s 
  mind (unless hypnotic/brainwashing or mind-affecting stimuli are 
  perceived). The Jedi uses the Force to perceive the surroundings, 
  essentially duplicating the function of normal sensory organs.  However, 
  due to the complexity of this power, the Jedi can only use two “non-
  interactive” senses to perceive the environment (Jedi's choice; e.g. 
  vision and audition).  The sense of touch, or any sense that would 
  require “interaction” with the environment cannot be used.  Attempts to 
  use “interactive” senses results in only one sense being available.  If 
  this too is an interactive sense, the Jedi is totally blind and cannot 
  return to the body (the Jedi has no senses). 
   
  The non-corporeal Jedi may move at a maximum rate of 
  10m/round,unless a Heroic + proximity Control roll then made, then the 
  maximum movement is 1km/round (i.e. 200m/s). 
   
  The user's body dehydrates and hungers at twice the normal rate.
   
  Proximity modifier is based on the furthest extent of the intended 
  distance (declared before the skill rolls are made).  Should the Jedi 
  wish to go beyond this limit, a new Control roll must be made, modified 
  by the increase in intended distance.  Failing this roll results in the 
  mind-body connection being broken, and the Jedi being unable to inhabit 
  this former body (It is believed that the Emperor used a modification of 
  this power to break his mind free from his body at the moment of his 
  death on the 2nd Death Star.  This suggests it may be possible to use 
  Force Powers while using Mental Translocation--such as Transfer Life!)  
   
  The only method of detecting the presence of the incorporeal Jedi 
  is by using Life Detection.  Obviously, detection of the Jedi in this 
  manner is nearly always accidental. In order for the Jedi to find the 
  way back and reinhabit his body, the Jedi must make a Moderate Control 
  roll. This skill cannot be used to inhabit bodies other than the 
  
   
  93 
  original host.  Also, while using Mental Translocation, the body is very 
  susceptible to the Force power Transfer Life (treat as “recently dead 
  body”).  
   
  Share Senses 
   
   
  Control Difficulty:  Moderate; modified by Relationship and  
         
   
   
     Proximity 
   
  Sense Difficulty: Moderate; modified by Relationship and Proximity 
        This power may be kept "up." 
        Required Powers: Projective Telepathy 
        Effect:  This power allows the Jedi to experience all of the 
  senses of a person or creature.  This lets the Jedi see through the 
  target's eyes, hear what the target hears, and smells, tastes, and feels 
  what the target is experiencing. 
   
  As the Jedi experiences all sensation from the target, the Jedi      
  also experiences the target's joy, pain and emotions.  If the target is 
  injured, the Jedi experiences the injury at one level lower than the 
  target. 
   
  The Jedi may only “piggy-back” and cannot control the target in 
  any way. 
   
  Speak with Machine 
   
   
  Control Difficulty:  Very Easy  =>  A.I. 
   
   
   
   
     Easy       =>  Complex Mainframe 
   
   
   
   
     Moderate   =>  Dedicated Computer 
   
   
   
   
     Difficult  =>  Macintosh 
   
   
   
   
     Heroic     =>  Win95 
        Sense Difficulty:  Moderate by Relationship and Proximity 
        Required Powers:  Projective Telepathy, Cyber Sense 
        Effect: Allows a Jedi to interface with a computer (just like 
  Projected Telepathy).  The user may only gather information and 
  accomplish tasks someone with his clearance normally could.  Computers 
  are stubborn and won’t give into a mere mortal on this level. GM may 
  allow user to use Con, though, to convince the computer that he has 
  higher access. 
   
  Control and Alter Powers 
   
  Control Weather 
   
   
  Control Difficulty: Difficult by Proximity 
        Alter Difficulty: 5 for every step on the scale: 
   
   
   
   
    Totally Clear           No Wind 
   
   
   
   
    Partly Cloudy           Wind 5mph 
   
   
   
   
    Cloudy 
   
   
   Wind 10mph 
   
   
   
   
    Cloudy, Drizzle/Lt Snow Wind 15mph 
   
   
   
   
    Steady Rain or Snow     Wind 20mph 
   
   
   
   
    Hard Rain,Snow or Sleet Wind 25mph 
  
   
  94 
   
   
   
   
    Deluge, Blizzard, Hail  Wind 30mph 
   
   
   
   
    Heavy Thunderstorms     Wind 40mph 
   
   
   
   
    Gale Force Winds        Wind 50mph 
   
   
   
   
    Hurricanes/Twisters     Wind 75mph 
   
   
   
   
    Hurricanes/Twisters 
   Wind 90mph 
   
   
   
   
    Hurricanes/Twisters     Wind 105mph 
   
   
   
   
  Example:  If it is already drizzling and the  
   
   
   
    Jedi wants a hurricane, his difficulty is 30. 
   
  This power may be kept “up.” 
        Required Powers: Commune With Nature 
   
  Time to Use: One round for every level of change desired 
        Effect: Through using this power a Jedi may actually control the 
  very weather.  Control is used to handle the forces at play and Alter is 
  used to make the changes. 
   
  Fertilize 
   
   
  Control Difficulty: Moderate 
   
  Alter Difficulty:   Easy       => Growth/Birth rate x1.25 
   
   
   
   
    Moderate   => Growth/Birth Rate x1.5 
   
   
   
   
    Difficult  => Growth/Birth Rate x1.75 (Roach) 
   
   
   
   
    Very Diff. => Growth/Birth Rate x2 (Bunnies) 
   
   
   
   
    Heroic     => Bebe’s Kids 
   
   
   
   
    *If subject is sentient, modify for  
   
   
   
   
           relationship. 
        Required Powers: Detoxify Poison in Another, Sense Life, 
  Accelerate Another’s Healing 
        Effect:  Makes soil/animals more fertile. 
   
  Force Explosive 
   
   
  Control Difficulty: Heroic 
   
  Alter Difficulty: See Below 
   
  WARNING!  Using the power grants a Dark Side Point when used, and 
  an additional Dark Side Point for casualties, compounded upon normal 
  Dark Side Point gains. 
   
  Required Powers: Conduit 
   
  Effect: This power utilizes the Dark Side of the Force to create 
  an explosive "charge" of pure Force energy.  Any object conceivable can 
  be charged, with a Control penalty of +5 for as many times bigger than a 
  grenade it is.  Control is used to energize the object being used for an 
  explosive, and Alter is used for damage.  Alter is also used for timing 
  the explosive.  Any number of D can be removed from Alter to create a 
  "timer" of D number of rounds before the explosion.  If no D are placed 
  in the "timer," the weapon must be used immediately or it will explode 
  in the Dark Sider's hand.  Explosions appear similar to other Force 
  Energy uses, such as Force Lightning or Force Weapon, as a light blue 
  electrical energy pulse. 
   
  Force Transduction 
  
   
  95 
   
   
  Control Difficulty: Very Difficult 
   
  Alter Difficulty: Easy      => small battery (1 Min) 
   
   
   
        Moderate  => Character Scale (1 Hour) 
   
   
   
        Difficult => Speeder/Walker Scales (2 Hours) 
   
   
   
   
  Very Diff => Starfighter Scale (takes 8 hours) 
   
   
   
   
  Heroic    => Capital Ship Scale (takes 1 day) 
   
  Required Powers: Absorb/dissipate energy, force of will, transfer 
  force, conduit 
    
  Time To Use: See Above 
    
  Effect: Using this power, the Jedi can charge energy cells using 
  the Force.  Only one power cell can be charged at a time (Most Stock 
  Light Freighters carry about 50 Starfighter Scale energy cells). 
   
  Heal Another 
   
   
  Control Difficulty:  Easy      => Wounded and Wounded Twice 
   
   
   
   
     Moderate  => Incapacitated 
   
   
   
   
     Difficult => Mortally Wounded 
   
  Alter Difficulty: Very Easy Modified by Relationship. 
   
  Required Powers: Accelerate Another’s Healing, Control Another’s 
  Pain, Emptiness, Detoxify Poison in Another. 
   
  Time to Use: 5 minutes meditation per level of difficulty. 
   
  Effect: This power completely removes one level of an injury.  If 
  the first use of this power is unsuccessful, each repeated attempt 
  raises the difficulty by one level.  The user must be in touch of the 
  target to use this power. 
   
  Regenerate Other 
   
   
  Control Difficulty: Moderate  => Simple Organ (eye, liver, kidney) 
   
   
   
   
    Difficult => Complex Organ (Heart) 
   
   
   
   
    Very Diff => Limb or System (Arm, Spine) 
   
   
   
   
    Heroic    => Brain, A.I.D.S, Terminal Cancer 
   
  Alter Difficulty: Very Easy by Relationship (plus Willpower or 
  Control if target resists) 
   
  Required Powers: Heal Another, and Regenerate 
   
  Time to use: One month per level of difficulty (1 month for an 
  eye, 3 months to repair spinal damage) 
   
  The Power *has* to be kept “up.” 
   
  Effect: Allows a Force-user to repair extensive damage to the 
  point of regrowth.  During the period of Regeneration, the target must 
  rest as detailed in the Natural Healing section of the rulebook.  The 
  user must visit the resting target at least once per day to re-apply the 
  treatment.  A failed roll means treatment is setback for one day for 
  every point missed.  At the end of the period (provided rest was never 
  broken) the target may roll Control or Strength versus the above Control 
  difficulty.  For every full week of rest and treatment past the required 
  period, the target’s Strength/Control roll is reduced by one Difficulty 
  level.  If the Strength/Control roll is successful, he has a new, fully 
  
   
  96 
  working organ/limb.  If unsuccessful, he has a fully grown organ/limb 
  that either his body has rejected or is just unusable. 
   
  This power may be used in conjunction with Warp Matter (to re-
  engineer organs/limbs) or Mind Control (to re-program target).  
  Difficulties for Warp Matter are one level lower (you are shaping while 
  building) and difficulties for Mind Control are one level higher 
  (effects are more lasting if not permanent).  Either use is a perversion 
  of nature and earns a Dark Side Point. 
   
  Shadow Split 
   
   
  Control Difficulty: Easy 
   
  Sense Difficulty: Moderate 
   
  Note: This Power is exclusively used by the Shadow Dragons. 
   
  This Power may be kept “up” (see below). 
   
  Effect: When this power is called upon, the Jedi invoking it 
  appears to split into four copies of himself, each of moves away in a 
  different direction.  In actuality, only one of the images is real, the 
  others are merely shadows, created by the portioning out of some of the 
  invoker's life force.  Each time the power is invoked, the Jedi must 
  expend a character point.  These images do not take damage, and are 
  completely insubstantial.  As all forms of matter and energy pass right 
  through them, they can be detected in that manner.  This power can be 
  maintained from round to round, costing a character point every 10 
  rounds.  The images can attack, although they cause no damage on a 
  successful hit.  The two ways in which this power is commonly used are 
  to aid in flight, with the various images running away as well, drawing 
  off enemy fire, and to aid in combat, where they draw fire, and distract 
  opponents, making them dodge or parry illusionary attacks.  This power 
  can be dispelled by "The Clouds, Parting." 
   
  Survive in Hard Vacuum 
   
   
  Control Difficulty: Difficult 
   
  Alter Difficulty: Moderate   => 1 turn 
   
   
   
   
  Difficult  => 1 minute 
   
   
   
   
  Very Diff  => 10 minutes 
   
   
   
   
  Heroic     => 30 minutes 
   
   
   
   
  Heroic +10 => 1 hour 
   
  Required Powers: Hibernation Trance, Control Breathing 
  Effect:  User may temporarily survive in a vacuum. 
   
  Sense and Alter Powers  
   
  Affect Emotions 
   
   
  Sense Difficulty: Target’s Con, Will or Per (Highest) modified by 
   
   
   
   
  Relationship 
   
  Alter Difficulty: Moderate  => Hunger/Thirst 
   
   
   
   
  Difficult => Happy/Sad/Awe/Fear/Fatigue/Confused 
  
   
  97 
   
   
   
   
  Very Diff => Very Sad/Very Happy 
   
   
   
   
  Heroic    => Hatred / Love 
   
   
   
   
  *Add/Subtract Difficulties where appropriate.   
   
   
  Example => Target is Happy and user desires Love  
   
   
   
              (Hate).  The difficulty is 15 (45) or 30-15  
   
   
   
        (30+15). 
   
  Required Powers: Affect Mind 
   
  This power may be kept “up.” 
   
  Effect: Allows a Jedi to manipulate the emotional state of a 
  target.  Be careful... this power can quickly lead to a Dark Side Point! 
   
  Commune with Machines 
   
        Sense Difficulty:  Moderate 
        Alter Difficulty:  Easy       =>  1/2 Normal Energy Used 
   
   
   
   
   Moderate   =>  Information Processed x2 
   
   
   
   
   Difficult  =>  Never “Botch” a roll 
   
   
   
         Very Diff  =>  1/4 Energy & Info Pro. x3 
   
   
   
   
   Heroic     =>  No energy used & Info Pro. x4 
   
  This power may be kept “up.” 
        Required Powers: CyberLocke 
        Effect:  Similar to Commune with Nature, this skill allows a 
  meditating Jedi to influence the efficiency of nearby machines.  They 
  will be faster, use less energy, never critically fail from the 
  (un)lucky die (or those using these systems) etc. 
   
  Commune With Nature 
   
        Sense Difficulty:  Moderate 
        Alter Difficulty:  Easy      => Feeling of Tranquillity 
   
   
   
   
   Moderate  => Grass Grows 
   
   
   
   
   Difficult => Flowers Grow / Animals Attracted 
   
   
   
   
   Very Diff => Trees Grow, Fresh Water Springs 
   
   
   
     
   Heroic    => Terra Form (GM sets Difficulty) 
   
   
   
   
   *Difficulties are based on an open plain.   
   
   
   
    Modify for climate, temp, etc: 
   
   
   
   
   
  Desert            =>  +20 
   
   
   
   
   
  Dark Side Imprint =>  +20 
   
   
   
   
   
  Tundra            =>  +15 
   
   
   
   
   
  Ocean Bank        =>  +15 
   
   
   
   
   
  Vacuum            => +170 
   
   
   
   
   *Modify by Proximity 
   
  This power may be kept “up.” 
        Required Powers: Sense Life, Emptiness, Fertilize, Call Animal 
        Effect:  While meditating in an outdoor area, the Jedi bonds with 
  all living creatures in the area and influences their development.  Soil 
  becomes more fertile, plants begin to grow, creatures sense 
  tranquillity, etc.  Sense is used to create the link and Alter makes 
  changes in the pattern of nature around him. 
   
  
   
  98 
  Empower Self 
   
   
  Sense Difficulty: Moderate 
   
  Alter Difficulty: Moderate 
   
  This power may be kept “up.” 
   
  Note: This Power is exclusively used by Monks of Shimura. 
   
  Required Powers: Ka, Absorb/Dissipate Energy 
   
  Effect: When this power is activated an energy field surrounds the 
  body (especially the hands and forearms) of the Monk (follower of 
  Shimura) allowing him to parry and deflect blaster bolts as well as 
  lightsabers.  While kept up the Monk may add his Sense to Brawling Parry 
  in order to parry lightsabers or block/deflect blaster bolts as per 
  Lightsaber Combat.  These bonuses are not in addition to any gained from 
  keeping the Ka Power up.  While the Monk is empowered he may also add 
  Alter to his brawling damage. 
   
  
   
  99 
  Greater Force Shield 
   
   
  Sense Difficulty:  As per Starship Shields Skill 
        Alter Difficulty:  Total divided by 7 = #D 
   
   
   
         Ex => Jedi rolls 14 with 5D Alter, the dice  
   
   
   
   
   added to resist damage is 2D. 
   
  This power may be kept “up.” 
        Required Powers: Lesser Force Shield 
        Effect:  The Jedi creates a protective shield around his body.  
  This power is used like starship shields.  Sense is used to “aim” the 
  shield (just like starship shields) and Alter dictates the dice added to 
  a strength roll to resist damage.  This power works equally well against 
  both physical and energy attacks. 
   
  Group Mind 
   
   
  Sense Difficulty: Easy 
   
  Alter Difficulty: Very Easy modified by average Relationship.   
   
   
   
         Plus 2 difficulty for every creature in range  
   
   
   
         not to take part in Group Mind. 
   
  Required Powers: Projective Telepathy. 
   
  This power may be kept “up.” 
   
  Effect: Allows user to telepathically communicate with all 
  creatures within 30 meters. 
   
  Induced Sleep 
   
   
  Sense Difficulty: The target's willpower, stamina, or Control 
                          Modified by Relationship & Proximity 
   
  Alter Difficulty: Very Easy  =>   1 Target 
   
   
   
   
  Easy       =>   2 Targets 
   
   
   
   
  Moderate   =>   4 Targets 
   
   
   
   
  Difficult  =>   8 Targets 
   
   
   
   
  Very Diff  =>  12 Targets 
   
   
   
   
  Heroic     => 20+ Targets 
  -10 If target is tired or has failed a stamina roll. 
  -5  If the user first uses Affect Mind to convince the target that they  
      are tired. 
  +0  If target is not actively doing something that requires complete 
      attention. 
  +5  If target is doing something that requires attention. 
  +10 If target is actively doing something that requires attention. 
  +20 If the target is actively engaged in combat or is in a combat    
      situation. 
   
  Required Power: Dim Another's Senses, Affect Mind 
   
  Effect: Induced sleep allows a Jedi to put a target into a deep 
  sleep, from which the target cannot be awakened while the power is in 
  effect.  Sleep lasts for 1D6 hours after this power is discontinued, 
  however targets can be awakened before that time by natural means.  If 
  the Jedi or anyone “with” the Jedi harms the target while they are 
  
   
  100 
  helpless, the Jedi receives a Dark Side Point.  This power cannot affect 
  Droids or creatures who do not require sleep.  
   
  This power can be kept up but the Jedi must make a new power roll 
  whenever he adds or switches targets. 
   
  
   
  101 
  Lightwhip Combat 
   
   
  Control Difficulty: Moderate 
   
  Alter Difficulty: Moderate 
   
  This power may be kept “up.” 
   
  Effect:  The Sith used this power to wield the double-edged 
  Lightwhip, and guide it's movement through the Dark Side.  If the Sith 
  is successful, he may add his Alter dice to his lightwhip skill roll to 
  hit or parry, and he adds or subtracts put to his Control dice to the 
  damage.  If he fails, he must use his lightwhip skill and the standard 
  damage only for the duration of the combat. 
   
  To parry blaster bolts, the Sith may use Lightwhip Combat.  To do 
  this, the character must declare that he is parrying that round, using 
  his lightwhip skill as normal.  The Sith may also attempt to control 
  where the deflected blaster bolt goes, although this counts as an 
  additional action.  The Sith must declare which specific bolt he is 
  controlling, with difficulties as per Lightsaber Combat (SWRPG2  151). 
   
  Precipitate 
   
   
  Sense Difficulty:  Difficult 
   
  Alter Difficulty: Heroic, Modified by Proximity 
   
  Time to use: one minute per cubic meter 
   
  Required Powers: Telekinesis, Magnify Senses, Shift Sense 
   
  Effect: This power allows the Jedi to selectively separate an 
  element or molecule from an area.  This, of course, could be used to 
  make it rain, remove all oxygen from an inferno (to put it out), or 
  remove all iron from a life form (would give a Dark Side Point.) 
   
  Remove Force Imprint 
   
  Sense Difficulty: Moderate  
  Alter Difficulty: Moderate 
  Required Powers: Hibernation trance, postcognition, sense force     
  Time To Use: 20 minutes for less than or equal to 1 cubic meter; 
  4hours for 10 cubic meters; 1 week for 100 cubic meters; 1 year for 
  1cubic kilometer; +1 year for each additional 0.5 cubic kilometer     
  Note: This power must be kept “up” until the removal meditation is 
  completed or given up on. 
  Effect: This power removes the Force imprint left by a Force user 
  (or the ambient imprint) on an object or area.  When another Force user 
  tries to “Sense Force” on the affected object or area, add +10 or the 
  Alter roll, whichever is higher, to the difficulty. 
  This power requires intense meditation and the Jedi must go into a 
  trance to erase all of the imprint over long periods of time.  Short 
  breaks may be taken every week to eat and drink, but the power must be 
  “kept up.” and the delay must not be more than 10 minutes.  While in the 
  Remove Force Imprint trance, the Jedi must not be distracted by any 
  large stimulus (e.g. a loud bang or shout, a slap, an extremely strong 
  smell, etc.). 
  
   
  102 
    After finishing, the Jedi should leave the vicinity of the 
  object or area, preferably within 24 hours.  Contact longer than this 
  increases the probability of a new Force imprint being created. Using 
  the Force near the object or area, after erasing the imprint (convert 
  cubic meters to meters of distance, e.g. 100cubic meters=100 meters from 
  the object or place is considered “near”) creates a new imprint. 
  Removing the Force imprint of a Force Nexus, especially a Dark 
  Side Nexus (like the Dagobah Cave) is extremely dangerous for your 
  mental health (GM to arbitrate specific results). Naomi asked about this 
  one, so I decided to type it up. 
   
  Sense Weight 
   
   
  Sense Difficulty:  Very Difficult 
   
  Alter Difficulty:  Moderate; Modified by Proximity 
   
  Required Powers:  Telekinesis 
   
  Time to use:  one round 
   
  Effect:  This allows the Jedi to sense the weight of an object 
  down to the nearest 0.001 milligram. 
   
  Sensory Overload 
   
   
  Sense Difficulty: Very Easy => Target’s Per = 1D - 2D 
   
   
   
   
  Easy      => Target’s Per = 3D - 4D 
   
   
   
   
  Moderate  => Target’s Per = 5D - 6D 
   
   
   
   
  Difficult => Target’s Per = 7D+ 
   
  Alter Difficulty: Target’s Stamina roll modified by Relationship. 
   
  Required Powers: Magnify Senses, Projective Telepathy 
   
  Effect: Causes the target to experience a huge influx of stimuli,  
  causing him to pass out. 
   
  Storytelling 
   
        Sense Difficulty: Very Easy by Relationship (+2 for every person, 
  after the first, through tenth... +1 every five people thereafter.  
  People tend to act as those around them.  If 10 people are really moved 
  so will the 11th). 
        Alter Difficulty: Very Easy => One Sense (a howl is heard) 
   
   
   
        Easy      => Two Senses 
   
   
   
   
  Moderate  => Three Senses 
   
   
   
   
  Difficult => Four Senses 
   
   
   
   
  Very Diff => Five Senses (holographic) 
   
   
   
   
  Heroic    => The viewers are in the story! 
   
  This power may be kept “up.” 
        Required Powers: Projective Telepathy 
        Effect:  This power is used to entertain, educate or just make a 
  point.  While a Jedi tells a story the very reality around him warps to 
  accommodate the theme of the story.  Wind will pick up, lights will 
  flash, unusual sounds will be heard, etc.  Whatever could enhance the 
  experience of the viewer. 
  
   
  103 
   
  Thermogenesis 
   
   
  Sense Difficulty: Moderate 
        Alter Difficulty: Easy, modified by target Strength. 
   
  Prerequisites: Telekinesis 
   
  Effect: The Jedi is able to start a fire anytime, anywhere there 
  is enough oxygen and fuel to support the flame. If need be, even 
  starship hull plating can be ignited. When used in conjunction with 
  Transmutation, a fire may even be ignited under water or in space. If 
  used as an attack, the Jedi receives a Dark Side Point (unless he has 
  one hell of a good excuse!). To figure damage: Roll target's Strength 
  against the Alter roll. A result of a 4 or better gets through to the 
  target and ignites it. 
   
  
   
  104 
  Control, Sense and Alter Powers 
   
  Aiki Combat 
   
  Control Difficulty: Difficult 
  Sense Difficulty: Moderate 
  Alter Difficulty: Easy 
  Note: This Power is exclusively used by the Aiki Order. 
  This power can be kept "up". 
  Effect: This power allows a Jedi to use his body as a weapon. He 
  controls his own Force to allow for precise movements and senses the 
  flow of the Force within his opponent to find his weak spots and predict 
  his actions. He is effectively using the Force to augment his martial 
  arts training. However, this power can only augment his abilities. When 
  he doesn't know how to fight, he will not gain any bonuses - that's why 
  this power is used mainly by Aiki Jedi. After all, the Force may guide 
  you, but it will not replace the need for long training - the quick and 
  easy path is the path to the Dark Side. Using this power, the Jedi also 
  alters the flow of the Force around him to create a protective shield 
  around himself.   
  Game Effect: Add 1/2 of Control and 1/2 of Sense dice to Martial 
  Arts pool. However, skill bonus cannot exceed Brawling + Martial Arts 
  (you need to know how to fight, and not rely solely on Force. Force will 
  guide you, but the easy path is the path of the Dark Side...).  Also, he 
  may add 1/4 of Sense and 1/4 of Control (round down) to damage (stun 
  only - to increase physical damage, use dice from MA pool).  Finally, he 
  uses Alter to create a protective shield around him.  
  This has 2 advantages: 
  * Absorb/Dissipate Energy difficulty is Easy + damage roll (however, 
  remember about the penalty from keeping C,S&A power of Aiki Combat up). 
  * The greatest concentration of the Force is around his hands. He may 
  Brawling Parry blaster shots with his Sense skill (but he may allocate 
  dice from MA pool) without any consequences. He may also parry or even 
  catch a lightsaber blade. However, deflecting the lightsaber blade is 
  relatively easy (use sense skill and allocate dice from MA pool) and 
  harmless (unless the Jedi will roll 1 on the Wild Die for the parry roll 
  - in this case he must resist lightsaber's 5D energy damage to his 
  hand), then catching it is pretty difficult stunt (roll 1/2 sense dice, 
  and allocate dice from MA pool at 1 to 2 ratio).  Basically, each round 
  roll Control dice against normal lightsaber damage - 5D + Control. 
  Remember, that this is damage to the hand, so it won't kill you. Treat 
  Incapacitated and above as Maimed - you loose your hand and you're left 
  at Wounded). 
   
  Block Force Ability 
   
   
  Control Difficulty:  
          Duration Desired   1 Round                 Easy - 10 
                             2 Rounds                Moderate - 15 
                             Up to 5 Rounds          Difficult - 20 
  
   
  105 
                             Up to 15 Rounds         Very Diff - 25 
                             Up to 3 Hours           Very Diff - 30 
                             Up to 1 Day             Heroic - 40 
                             Up to 1 Week            Heroic - 45 
                             Up to 1 Month           Heroic - 50 
                             Up to 1 Year            Heroic - 60 
                             Up to 5 Years           Heroic - 70 
                             Up to 15 Years          Heroic - 80 
                             Permanent               Heroic - 100 
   
  Sense Difficulty: Targets Control + Proximity 
   
  Alter Difficulty: 
   
   Type of Force to Block: 
   
   
   
   
   
     Single, Specific Use   Difficult - 17 
   
   
   
   
   
     Single Skill Power     Very Diff - 27 
   
   
   
   
   
     2 Skill Power          Heroic - 39 
   
   
   
   
   
     3 Skill Power          Heroic - 52 
   
   
   
   
   
     Entire Skill           Heroic - 76 
   
  This power may be kept “up.” 
   
  Time to use: One Round for every level of duration. 
    
  Required Powers: Hibernation Trance, Life detection, Sense Force, 
  Projective Telepathy, Transfer Force(?) Affect Mind, Control Mind, 
  Control Pain, Control Another's Pain 
   
  Effect: In game terms this is a most devastating power.  This 
  power can be activated as a reaction to a specific force power used by 
  another Jedi, or it can have a more premeditated use.   
   
  When used, the user suffers a -1D to all Force Skills for 2 times 
  the duration called for.  For instance if Dark Jedi used this power to 
  stop Light Jedi from using Absorb/Dissipate *at one specific instance*, 
  then Dark Jedi, regardless of his success or failure, suffers a -1D to 
  all his force Skills for 2 Rounds(because the shortest duration is one 
  round).  If Dark Jedi decided to try to block Light Jedi's ability to 
  use  Absorb/Dissipate permanently, then Dark Jedi would suffer that -1D 
  for twice as long.  Any dice lost this way can, of course, be recovered 
  through the spending of character points. 
   
  And Character who has had all three Skills(Control, Sense and 
  Alter) blocked will appear to any mode of detection as non-force 
  sensitive.  The user of this power can use it on himself. 
   
  Bloodlust 
   
   
  Control Difficulty: Moderate 
   
  Sense Difficulty: Easy      => 1 - 2 Targets 
                          Moderate  => 3 - 20 Targets 
                          Difficult => 21 - 100 Targets 
                          Very Diff => 101 - 1,000 Targets 
   
   
   
     
  Heroic    => 1,000 - 10,000 Targets 
   
   
   
   
  * Modified by single highest individual   
   
   
   
          proximity 
   
  Alter Difficulty:  Easy plus target’s Perception, Willpower or  
   
   
   
          Control roll. 
  
   
  106 
   
  This power may be kept "up." 
   
  Required Powers: Affect Mind, Rage, Project Force, and Anger 
   
  Warning: The user of this power gains a Dark Side Point. 
   
  Notes: Target’s with Dark Side Points receive a penalty to resist 
  equal to the bonus granted by their Dark Side Points.  For example, a 
  Jedi has one Dark Side point from embracing the Dark Side (see Part II: 
  The Dark Side) which usually gives a +2D bonus to all Force Skills.  
  When using this power he rolls Control, Sense, and Alter with a +3D 
  bonus (+2D from his earlier Dark Side Points plus an additional +1D from 
  the new Dark Side Point gained from attempting this power).  When the 
  same Jedi attempts to resist this power, the Alter difficulty (for the 
  user) becomes Easy plus Control (or Willpower, or Perception) minus 2D.  
  Since he has already been touched by the Dark Side it is harder for him 
  to refuse it. 
   
  When a Jedi of the Light is under the influence of this power it 
  is likely he will commit evil acts.  Such a Jedi does not receive Dark 
  Side points for Action (striking first, aggressively, or out of anger), 
  but does take Dark Side Points for Inaction (the guilt he feels for not 
  being able to control himself). 
   
  Effect: When this power is used, the Jedi radiates the Dark Side 
  of the force, sending waves of anger and hatred washing over his 
  targets.  The game affect of this power is that all targets go into a 
  berserker state, granting a +2D bonus to all combat actions (attacks and 
  parries/dodges), but they may make no other actions in the same round.  
  Also, record all wound results of "stunned" or "wounded" but do not 
  invoke any die penalties for those under the influence of this power.  A 
  target may roll their resistance once per round against the Jedi's 
  standing Alter roll, to break free.  Each failed resistance attempt 
  incurs a -5 penalty on the next attempt (cumulative).  
   
  Cleansing, The 
   
   
  Control Difficulty: Moderate 
   
  Sense Difficulty: Own Perception ability value 
   
  Alter Difficulty: Very Difficult 
   
  Note: This Power is exclusively used by the Baadu. 
   
  Effect: This power is used to preserve neutrality in a Baadu. It 
  makes them better able to control the Force within them at early levels. 
  In later levels of ability, advancement becomes VERY difficult, as the 
  two sides of the force become further apart. By using The Cleansing, 
  Baadu are better able to resist the temptation of the Dark Side, but are 
  much more limited in their advancement in the study of the Force. When a 
  character uses the Cleansing, they become Baadu in all respects. 
   
  Whichever side of the Force is lesser (DS points or LS points) is 
  subtracted from whichever side of the Force is greater. The lesser of 
  the two is set to zero. 
    
  Example: Birtaa Baadu has 7 Dark Side Points and four Light Side 
  Points (it's been a long time since his last cleansing, and he's been a 
  bad boy!). Once he is done using the power, he will have 3 Dark Side 
  Points (7 DSP - 4 LSP = 3 DSP), and he will be left with 0 Light Side 
  
   
  107 
  Points (4 LSP - 4 LSP = 0) 
    
  Note: Players of Baadu can't use the cleansing for an easy way out 
  of being neutral; they must actually BE neutral. A Baadu cannot be more 
  evil than good, or vice versa, or their neutrality will be disrupted.  
   
  Conduit 
   
   
  Control Difficulty: Moderate  => Computer, Electric kettle.       
                       
    Difficult => Lightsaber, Blaster. 
   
   
   
    Very Diff => Repulsorlift vehicle. 
   
    
   
   
    Heroic    => Starship. 
   
  Sense Difficulty: Moderate  => Electric kettle. 
   
   
   
        Difficult => Lightsaber, Blaster. 
   
   
   
        Very Diff => Vehicle (all scales). 
          
   
        Heroic    => Computer. 
   
  Alter Difficulty: Difficult. 
   
  Required Powers: Absorb/Dissipate Energy 
   
  This power may be kept “up.” 
   
  Effect:  This power enables a force user to convert force energy 
  into some other form of energy.  This enables the user to fire a blaster 
  or wield a lightsaber which has a dead power pack.  Of course if an item 
  is overpowered, it could burn out or even explode, under power the item 
  and it may fail to function or function inefficiently.  If the control 
  roll is failed by 5 or less then the item is under powered.  If the 
  sense roll is failed by 5 or less and the control roll succeeded by 
  greater than 5 then the item has been over powered.  Note that this 
  power is not restricted to electrical energy, any kind of energy can be 
  produced, but this power does not enable the user to do force lightning, 
  project heat from their eyes a la superman or even project a beam of 
  light from an open palm.  It can _only_ be used to power some sort of 
  powered item.  The user of this power must be in contact with the thing 
  being powered. 
   
  Control Animal 
   
   
  Control Difficulty:  Moderate by Proximity 
        Sense Difficulty:    Target’s Perception by Relationship 
        Alter Difficulty:    Easy      => Trekkies 
   
   
   
   
     Moderate  => Insect 
   
   
   
   
     Difficult => True Animal (Beaver/Hawk) 
   
   
   
           Very Diff => Kinda Smart (Dog/Ape) 
   
   
   
   
     Heroic    => Truly Alien 
     
  This power may be kept “up.” 
        Required Powers: Eyes of Eagle 
        Effect:  You take total control of an animal’s mind/body. 
   
  Corporeal Translocation 
   
      Control Difficulty: Heroic + (2x proximity) 
      Sense Difficulty: Difficult 
  
   
  108 
      Alter Difficulty: Heroic + (2x proximity) 
      Required Powers: Absorb/dissipate energy, accelerate another’s 
  healing, accelerate healing, control another's pain, control pain, 
  Doppleganger, emptiness or rage, farseeing, force of will, hibernation 
  trance, instinctive astrogation, life detection, life sense, magnify 
  senses, mental translocation, projective telepathy, receptive telepathy, 
  remain conscious, return another to consciousness, sense force, shift 
  sense, telekinesis, transfer force 
       Time To Use: 1 round to prepare + duration of power + 1 round for 
  “reassembly.” 
       Note: This power assumes that Doppleganger should not be a power 
  that grants a Dark Side Point and thus both Doppleganger and this power 
  should be usable by all Force users, and not just Dark Side users.      
  Effect: This power effectively transports the Jedi over long 
  distances.  This is one of the most difficult powers a Jedi can learn.  
  This power allows disassembly of the Jedi's constituent molecules. The 
  power then transports them a given distance and reassembles them. The 
  Force user effectively enters hyperspace (although this is not actually 
  known) and can move the constituent atoms as a 10xhyperdrive.  Note that 
  nearby gravity wells have no effect on this power.  A different 
  mechanism seems to be used for short distances (on a planet for 
  example).  For these short distances, treat as 10km/rnd. 
  The proximity modifier is based on the furthest extent of intended 
  distance, declared before the skill roll is made.  Generally, the user 
  must be familiar with the destination, preferable having visited and 
  studied it before.  If the Jedi is not familiar with the destination(it 
  was described to the Jedi, the Jedi only visited it for a few minutes, 
  etc., GM to arbitrate), there is a +20 modifier to the control roll. 
  Failure of the Control roll affects the location of reassembly.  Roll 1D 
  for the direction of failure.  1=forwards, 2=right, 3=left, 4=backwards, 
  5=up, and 6=down. 
  These directions are relative to the desired position of the Jedi 
  at the destination.  Use of a character point before this roll gives a-1 
  modifier to the direction roll. 
  The distance moved in the indicated direction is 2D% of the 
  intended distance traveled.  Attempting (intentional or accidental) 
  reassembly in a space already occupied by another object results in the 
  death of the Jedi in most instances. 
  Designer's Notes: This one raises lots of questions: How much 
  stuff can the Jedi take with him?  Can the Jedi transport another being?  
  If “forward” on the direction failure roll relative to the planet’s 
  surface, or is it a tangent?  You'll have to decide these on your own.  
   
  Create Gravity Well 
   
   
  Control Difficulty: Heroic 
   
  Sense Difficulty: Heroic 
   
  Alter Difficulty: Heroic 
   
  Required Powers: Absorb/Dissipate Energy, Null Gravity, 
  Concentration, Emptiness, Instinctive Astrogation 
  
   
  109 
   
  Time to Use: 1 hour of meditation 
   
  This power may be kept “up.” 
   
  Effect: Through using this power a Jedi is able to create a 
  gravity well in realspace, much like the interdictor class capital ship, 
  which projects a giant shadow into hyperspace.  Any ship traveling 
  through hyperspace in the vicinity of the Gravity Well is ripped out of 
  hyperspace by the craft’s computers to avoid collision with the 
  imaginary shadow.  This power may not be activated in an atmosphere.  
  Doing so would be suicide.  When used in the vacuum of space, all nearby 
  craft must slow to atmospheric speeds to compensate for the new gravity. 
   
  Create Homunculus 
   
      Control Difficulty: Difficult 
      Sense Difficulty: Very Difficult 
      Alter Difficulty: Heroic 
      Required Powers: Absorb/dissipate energy, affect mind, control mind, 
  control pain, farseeing, life detection, life sense, projective 
  telepathy, receptive telepathy 
      Time To Use: 1 hour (deep meditation) 
      Note: The creation of the Assassin homunculus requires an element of 
  hatred and anger to be used.  For this reason, and for the associated 
  evil intent, creators of an Assassin Homunculus automatically receive a 
  Dark Side Point at the time of power use. 
       Effect: Creates a Force construct that can be controlled by the 
  Jedi, yet also has some degree of “free will.”  One of three types of 
  homunculi (Assassin, Scout, and Burden) can be created (for stats, see 
  below). 
       One the homunculus is created, this power need not be kept “up.” 
  However, a Difficult Sense roll is necessary to use the creature’s 
  senses as the Jedi's own.  This done, a moderate Control roll allows 
  communication/command of the homunculus. 
       Any life force the creature may seem to have is simply a physical 
  manifestation of the Force and while the homunculi are capable of 
  limited independent thought, they tend to simply follow the last command 
  given. 
       When the creature suffers damage greater than a wound, it begins to 
  disintegrate, then fade, and finally returns to the dust its physical 
  form was created from. 
  Types Of Homunculi: 
      Note: Use of character points during creation of the homunculus 
  increases one skill one pip over attribute and beyond base skill level 
  listed below.  Note that all homunculi have the same number of base 
  attribute and skill dice (+/-). 
   
  Type: Assassin Homunculus 
  DEXTERITY 3D 
  Dodge 5D, melee combat 4D 
  KNOWLEDGE 2D 
  MECHANICAL 1D 
  
   
  110 
  PERCEPTION 1D 
  STRENGTH 2D 
  TECHNICAL 1D 
  Special Abilities: Poison Claw  
  Glands: Secrete a poison onto claws.  Roll 2D vs. victim’s STR for 
  effects.  If poison higher, all stats -1D per point (if any stat equals 
  or drops below 0 then character is unconscious).  The effects of the 
  poison last 3 hours. 
  Move: 10 walking, 15 gliding 
  Size: 50cm 
  Scale: Character 
  Description: Bat-like wings, sharp teeth & claws, long tail, dark brown, 
  green, or gray skin.  Like a pterodactyl with a stubby jaw. 
   
  Type: Burden Homunculus 
  DEXTERITY 2D 
  KNOWLEDGE 1D 
  MECHANICAL 1D 
  PERCEPTION 1D 
  STRENGTH 4D 
  Lifting 6D, stamina 5D 
  TECHNICAL 1D 
  Special Abilities: Climbing Claws: Add +2D to climbing skill. 
  Webbed Digits: Add +1D to swimming skill. 
  Move: 10Size: 100cm 
  Scale: Character 
  Description: Flat back, furry, stubby stout legs, set low to ground, 
  small dull teeth, muscular, fingers have climbing claws. 
   
  Type: Scout Homunculus 
  DEXTERITY 2D 
  KNOWLEDGE 1D 
  MECHANICAL 1D 
  PERCEPTION 3DSearch 5D, sneak 4D 
  STRENGTH 2D 
  TECHNICAL 1D 
  Special Abilities: Acute Vision: Add +2D to visual searches. 
  Auditory Sensitivity: Add +1D to audio searches. 
  Move: 10 walking, 20 flying 
  Size: 50cm 
  Scale: Character 
  Description: Feathered wings, dull beak, short claws, broad tail, color 
  determined by creator. 
   
  CyberLocke 
   
   
  Control Difficulty: Very Easy by Proximity 
        Sense Difficulty: Easy By Relationship 
        Alter Difficulty:  Moderate  => +1D to Technical Skills 
   
   
   
   
   Difficult => +2D to Technical Skills 
  
   
  111 
   
   
   
   
   Very Diff => +3D to Technical Skills 
   
   
   
   
   Heroic    => +4D to Technical Skills      
   
  Required Powers: Speak With Machines 
   
  This power may be kept “up.” 
        Effect: Through using this power a Jedi becomes one with a 
  machine.  When successful a Jedi enters a state where he thinks like the 
  computer, thus allowing him greater skill with which to manipulate it. 
   
  This skill may also be used to negate side effects from cybernetic 
  replacements.  When doing so, the Jedi rolls his Alter as usual to 
  determine the amount of dice to roll versus difficulty gained by cyber 
  points. 
  Example: If a character has 7 cyber points, all difficulties are 
  raised by 21 points (3 points per cyber point).  If he wishes, he may 
  activate CyberLocke on himself (with no added difficulty from cyber 
  points) in an attempt to strengthen his connection with the Force.  If 
  he rolls a 16 (Difficult) for Alter, the difficulty added to Force 
  Skills from cyber points is reduced by 2D (per the table above).  He 
  then rolls the 2D and gets 7.  The new difficulty added to Force Skills 
  is 14. 
   
  A Jedi may also reach out to a machine and order it to do his 
  bidding (difficulty vs. computer programming).  Example: Ordering a 
  blaster to lock up or a sensor to give a false reading. 
   
  Dark Side Dissipation 
   
   
  Control Difficulty:  
   
    Size of Target:   Very Easy => Small Pouches  
   
                      Easy      => Regular Boxes  
   
   
   
   
    Moderate  => Land Vehicles  
   
   
   
   
    Difficult => Walkers and Sentient Beings 
   
   
   
   
    Very Diff => Starships 
   
   
   
     
    Heroic    => Huge Amounts of Dark Side Energy 
   
  Sense Difficulty: Object’s Strength or Person’s Control/Perception 
   
   
   
   
   plus amount of Dark Side Points. 
   
  Alter Difficulty:  
   
    Length of Duration: 
   
   
   
   
   Very Easy => 1-2 rounds 
   
   
   
   
   Easy      => 2-3 rounds 
   
   
   
   
   Moderate  => Several minutes 
   
   
   
   
   Difficult => 1 hour to a couple days 
   
   
   
   
   Very Diff => Several days to a few weeks 
   
   
   
   
   Heroic    => A few weeks to a month 
   
  Required Powers: Absorb/Dissipate Energy, Emptiness, Sense Force, 
  Projective Telepathy, Transfer Force, Magnify Senses, Strengthen Object, 
  and Concentration. 
   
  Warning: The character using this power must use Absorb/Dissipate 
  Energy before attempting because of the unleashing of huge amounts of 
  Dark Force energy. The damage taken if Absorb/Dissipate is not used is 
  8D and possible Dark Side corruption. 
   
  Effect: This power is a very rare ability.  The user must activate 
  
   
  112 
  Absorb/Dissipate Energy to protect them from the harsh effects of what 
  they're about to do. After this is done (Difficulty is based on the 
  object, its contamination and its own energy source), the user focuses 
  on the target (a Dark Side Corrupted object) and begins to glow and hum 
  very audibly. Then, a large, bright beam shoots from the user.  Like a 
  plasma torch burning through metal, it penetrates the Dark Side object, 
  drawing Dark Side points away and decontaminating the object. Usually, 
  with a normal object, this will cause a small explosion at the beam's 
  point and cause minor damage to the object, but very little. If used on 
  a person, the user's personal  Force will transfer into the Dark Side 
  person and begin to drain their Dark Side Points and their corruption of 
  the Dark Side. The target must make a Control or Perception roll every 
  round to see if they break free of the light Jedi's atonement power. If 
  they do, a massive explosion erupts, knocking both people backwards, 
  causing damage to whoever isn't protected. The unfortunately if the hold 
  is broken, the person being redeemed will regain all of his lost Dark 
  Side points and abilities. If facing something of enormous Dark Side 
  power, such as Palpatine or a Force Storm, and explosion will occur when 
  the Light energy has broken through the Dark.  
  
   
  113 
   
  *Note: Force-users with all abilities at least 8D and up can do 
  the above in one-half to three quarters the usual time and if they've 
  had experience before. GM's decision. 
   
  Discharge Spirit 
   
  Control Difficulty: Heroic 
  Sense Difficulty: Heroic 
  Alter Difficulty: Heroic 
  Note: User MUST have RELEASE SPIRIT or TRANSFER LIFE to get back 
  to a living body. 
  Time to use: 10 minutes 
  Effect: User leaves his body and puts his spirit into a Sohn-Ja 
  (or “soul jar” to the uneducated).  The object must have great 
  significance to the user and specifically designed for this action.  
  Materials for the Sohn-Ja usually cost $100,000 to $1,000,000 (Sohn-Jae 
  may only be crafted from the finest materials, and even the slightest 
  imperfection could cause damage to the spirit within).  While a body is 
  vacant of a soul it will begin to deteriorate as if in a coma.  Without 
  proper assistance, the body will shortly die. 
   
  Eclipse 
   
      Control Difficulty: Moderate 
      Sense Difficulty: Special, See Below 
      Alter Difficulty: Easy      => Passers-by don't notice you (Not  
   
   
   
   
              Moving) 
                        Moderate  => Passers-by don't notice you  
   
   
   
   
   
              (Walking) 
                        Difficult => Passers-by don't notice you  
   
   
   
                          (Running) 
                        Very Diff => Passers-by don't notice you (Naked 
                          
        at Church) 
   
  Required Powers: Hibernation trance, Affect Mind, Projective 
  Telepathy. 
        This power can be kept “up.” 
        Effect: This power enshrouds a Jedi in a camouflaging veil.  The 
  ability allows a force user to avoid drawing attention to himself from 
  casual observers.  When no one is looking for the Jedi (or for similar 
  trouble) the Sense roll is moderate (don't modify by Relationship), but 
  when someone is searching for the user the Sense Difficulty becomes the 
  subject's Search (or Perception... whatever's most relevant) Roll +5 if 
  the subject has little knowledge of the user (Stormtrooper who heard an 
  alarm go off), +10 if the subject has seen the user (Same trooper saw 
  the user on a vid screen, +15 if subject knows much of user through 
  reputation (Luke Skywalker has been reported on the premises) and +20 if 
  subject knows user personally (Sneaking past Aunt Beru after an all 
  night Rager).   
          This power does not affect electronic life-form sensors but may 
  affect people viewing vid screens (GM's discretion). 
  
   
  114 
   
  Force Bolt 
   
   
  Control Difficulty: Moderate       =>  Spray (1/2 Range & Damage) 
   
   
   
   
    Difficult      =>  Normal Blaster 
   
   
   
   
    Very Difficult =>  Laser Torch (Cutting) 
        Sense Difficulty:   As per blaster skill. 
        Alter Difficulty:   Very Easy => 2D Dam 
   
   
   
   
    Easy      => 3D Dam 
   
   
   
   
    Moderate  => 4D Dam 
   
   
   
   
    Difficult => 5D Dam 
   
   
   
   
    Very Diff => 6D Dam 
   
   
   
   
    Heroic    => 7D Dam 
   
   
   
   
    Heroic +10=> 8D Dam Etc. 
    
  Required Powers: Absorb/Dissipate Energy 
        Effect: The Jedi focuses the force into a coherent blast of energy 
  with the same properties of a blaster (i.e. it can be reflected by a 
  lightsaber).  Control is used to call forth the power and determine how 
  well defined the blast is.  Use Sense as if it was your Blaster skill 
  and Alter dictates the damage (see above).  As with most force powers, 
  the skill in itself is not evil, therefore a character does not take a 
  Dark Side Point just for using it.  Its *how* a Jedi uses the power that 
  matters. 
   
  FZOOOK 
   
   
  Control Difficulty: Heroic +10 
   
  Sense Difficulty: Heroic +10 
   
  Alter Difficulty: Heroic +10 
   
  Modified by Relationship and Proximity. 
   
  Note: This Power is exclusively used by Empress Jae. 
   
  Required Powers: Leap 
   
  Effect: A fast moving bar of white steel. Liquid fire. 
  If it hits a target, he never existed. If it misses it keeps going 
  'till it hits a living being. Like a dog, a person, your little 
  brother. All objects in it’s path are destroyed until it hits a living 
  being (who is then ultimately nullified).  This power has only been used 
  by the great Empress Jae, and who her targets were . . . well . . . I 
  can’t seem to remember. 
   
  Leap 
   
   
  Control Difficulty: Very Difficult (to enter) 
   
   
   
   
     +5 difficulty (to exit) 
   
   
   
  [Must make two separate Control rolls*] 
   
  Sense: Heroic, modified by proximity to LZ 
   
  Alter: Heroic, modified by proximity to LZ (x2) 
   
   
  +5 for every 10kg of material carried over 10kg.   
   
  Required Powers: Absorb/dissipate Energy, Accelerate Healing, 
  Combat Sense, Concentration, Control Another's Pain, Detoxify 
  
   
  115 
  Poison, Doppleganger, Emptiness, Enhance Attribute, Farseeing, Force of 
  Will, Hibernation Trance, Instinctive Astrogation, Lesser Force Shield, 
  Life Detection, Life Sense, Magnify Senses, Projective Telepathy, Remain 
  Conscious, Remove Fatigue, Sense Force, Shift Sense, Strengthen Object, 
  Telekinesis, Transfer Force, Transmutation, Warp Matter. 
   
  Note: Time travel is possible with this power. Modify the listed 
  difficulties by the number of weeks that one wishes to travel (+3@week 
  or +30, which ever is greater).  A Willpower roll must be made equal to 
  the modifier, or the Jedi's exposure to "Jedi-Space" warps his or mind. 
   
  Time to use: 10 rounds, +1 round for every day's worth of time 
  being leapt across. 
   
  Effect: This is one of the rarest of Jedi powers, having been 
  developed at the tai end of the Clone Wars. This power allows Jedi to 
  "leap" through space, or father the Force, without the use of a  
  spaceship. In its more mundane applications, it allows the Jedi to jump 
  across continents in a matter of microseconds. 
   
  Leap allows a Jedi to move his physical being through the Force as 
  readily as his mind.  Because of this, he is able to move from point to 
  point almost instantly.  The only real time lag that exists is when the 
  Jedi is reentering Real Space.  Not all Jedi did return to the normal 
  universe, and have been unseen since. No Jedi had any idea where the 
  lost ones are, or even if they are still alive.  It has even been said 
  that even time may be twisted in the "Jedi-space". 
   
  Lightbo Combat 
   
   
  Control difficulty: Difficult (20) 
   
  Sense difficulty: Moderate (15) 
   
  Alter difficulty: Difficult (20) 
   
  Prerequisites: Lightsaber combat, telekinesis, combat sense. 
   
  Effect: Using lightbo without this power is almost impossible - it 
  holds both handles in one line using Telekinesis, and moves them where 
  needed. In all other aspects, it is identical to Empowered Lightbo 
  Combat and Lightsaber Combat. 
   
  Light Boomerang Combat 
   
   
  Control Difficulty: Moderate 
   
  Sense Difficulty:  Moderate, +1D difficulty per additional target 
   
  Alter Difficulty:  Easy, +1D for every additional target, +2D for 
  every additional target after the third.  Must make a Very Easy roll to 
  catch. 
   
  Required Powers: Lightsaber Combat, Telekinesis 
   
  This power maybe kept “up.” 
   
  Effect:  This is the power that lets a Jedi pick up, much less 
  throw a Light Boomerang.  This power  controls all aspects of the 
  strike, from the throw to the hit to the catch.  Without this power, no 
  one should ever pick up a light boomerang, much less try to throw it.   
   
  If the Alter roll fails, the boomerang just does not ignite, and 
  clatters to the ground, a lifeless hunk of metal.  Alter also effects 
  
   
  116 
  how many of his targets the Jedi actually hits.  The difficulty for each 
  of the desired strikes must first be determined.  If the roll is under 
  the total difficulty, then only the strikes that are possible under the 
  actual roll hit.  When the hitable targets are struck, the boomerang 
  makes a direct line to the Jedi, who must make a Very Easy Alter roll to 
  deactivate the boomerang or be struck with it. 
   
  Like the Lightsaber, Light Whip and Blaster Combat skills, this 
  skill improves the capabilities of the thrower and of the weapon.  The 
  Jedi may add or subtract any number of his Control dice to the damage 
  roll of the boomerang.  He may also add HALF the number of his Sense 
  dice to his the dice he rolls for his physical skill to determine if he 
  hits.  The light boomerang may be used to intercept blaster bolts, but 
  the physical skill and Alter skills are increased by +10 (due to the 
  reaction time involved), and the Sense and Control powers are the same 
  as for Lightsaber Combat. 
   
  Mind Sand 
   
   
  Control Difficulty: Easy 
   
  Sense Difficulty: Target's Control or Perception Roll (whichever 
  is higher). 
   
  Alter Difficulty: Moderate 
   
  Note: This Power is exclusively used by the Shadow Dragons. 
   
  Required Powers: Affect Mind 
   
  Effect: This power is designed to cripple the abilities of 
  opposing Jedi.  When invoked, and the target's roll is lower than the 
  sense roll, the target can no longer use the force skill of Sense, and 
  any powers based on that skill.  When he tries to do so, all he will see 
  is a featureless grey field.  If he tries, he can make an opposed roll 
  every round to break the control, though that does count as an action.  
  All other Force Powers can still be used normally.  This power can be 
  kept up from round to round.  It is particularly vulnerable to "The 
  Clouds, Parting" as a successful invocation of that power will not only 
  negate the effects of this power, the person holding the "Mind Sand" 
  power will still believe that the power is up, and can expend effort 
  trying to keep it up with no effect. 
   
  Pacifism 
   
   
  Control Difficulty: Moderate 
   
  Sense Difficulty:  Easy      => 1 - 2 Targets 
                           Moderate  => 3 - 20 Targets 
                           Difficult => 21 - 100 Targets 
                           Very Diff => 101 - 1,000 Targets 
   
   
   
     
   Heroic    => 1,000 - 10,000 Targets 
   
   
   
   
   * Modified by single highest individual   
   
   
   
            proximity 
   
  Alter Difficulty:  Easy plus target’s Perception, Willpower or  
   
   
   
  Control roll. 
   
  Required Powers:  Affect Mind, Emptiness, Calm, and Project Force 
  
   
  117 
   
  This power may be kept up (see below). 
   
  Note: The bonuses usually granted to a Jedi for having Dark Side 
  Points (See Part II: The Dark Side) become penalties when using this 
  power.  For example, If a Jedi has two Dark Side Points from embracing 
  the Dark Side (which usually grants a +4D bonus when using Force 
  Skills), suffers a -4D penalty to all rolls when activating or keeping 
  up this power.  Also, it is impossible for any character with six or 
  more Dark Side Points to manipulate the Light Side enough to use this 
  power. 
   
  Effect: A Jedi using this power radiates the light side of the 
  force, sending waves of peace and happiness washing over his targets.  
  Unwilling targets resist with either Willpower, Perception, or Control  
  (whichever is higher), with a +2 to their resistance for each Dark Side 
  Point they possess.  The game affect of this power is that all targets 
  may not make any violent or angry actions (attacks etc..) while under 
  its influence.  People under the influence of this power lose one Dark 
  Side Point for every hour.  A target may attempt to break the influence 
  of this power by rolling their resistance once a round, against the 
  Jedi's Alter roll (from when the power was activated).  Each failed 
  resistance attempt incurs a -3 penalty on the next attempt (cumulative). 
   
  Editorial Note: Like everything else in this Handbook, the effects 
  of this power are up to each individual GM.  I personally, think there 
  is a great distinction between calming down and washing away sin.  
  Therefore, I would not allow use of this power to eliminate Dark Side 
  Points.  Evil acts should be atoned for through great sacrifices and 
  hardships, but it is really up to each individual GM to decide how it 
  effects their game. 
   
  Release Spirit 
   
  Control Difficulty: Very Difficult modified by relationship 
  Sense Difficulty: Heroic 
  Alter Difficulty: Heroic 
   
  Time to use: 30 minutes 
  Effect: Allows user to release a spirit contained in a Sohl-Ja 
  (see Discharge Spirit).  Upon release, the spirit may attempt to re-
  enter its own body or use Transfer Life to take over another body.  
  Failure causes the spirit to dissipate at the rate of 5 character points 
  per turn.  When the spirit has reached 0 character points, it must “sell 
  off” attribute dice to sustain life.  When any attribute drops below 1D, 
  the spirit has dissipated. 
   
  Transmutation 
   
   
  Control Difficulty: Heroic, modified for range 
        Sense Difficulty: Very Difficult, modified for complexity of  
   
   
   
  change (i.e.: none for combining oxygen and  
   
   
   
   
  hydrogen into water; +10 for Hydrogen into  
   
        
   
   
        Oxygen; + 40 for making carbon, hydrogen,  
   
   
   
        nitrogen and oxygen into nitroglycerin) 
  
   
  118 
   
  [it really helps to have periodic table and some basic chemistry 
   
  knowledge to eyeball the difficulties] 
        Alter Difficulty: Moderate  => 500g 
    
   
   
   
  Difficult => 1kg 
   
   
   
   
  Very Diff => 5kg 
   
   
   
   
  Heroic    => 10+kg 
   
  Time to Use: One minute. 
   
  Prerequisites: Absorb/Dissipate Energy, Concentration, Hibernation 
  Trance, Magnify Senses, Sense Force, Strengthen, Telekinesis, Warp 
  Matter. 
   
  Effect:  This power allows a Jedi to change the atomic structure 
  of matter, allowing fission and fusion to occur in a controlled manner 
  and forming and deforming compounds, with the Jedi absorbing the energy 
  release.  Only relatively simple compounds may usually be formed, with 
  such things as DNA, explosives and most medicines being outside the 
  range of all but the most powerful Jedi. The (theoretical) maximum 
  amount of matter that may be converted is 10kg of starting mass. The 
  process always involves the loss of 10% of the original starting mass 
  (their lost quantity is converted into pure E=mc², and absorbed by the 
  Jedi).  The energy flare may be detected from several kilometers away by 
  such simple instruments as a magnetic compass or a human eye. 
   
  Vampirism 
   
   
  Sense Difficulty: Moderate 
   
  Control & Alter Difficulties: Per the following table (the 
  vampires are considered Human, if they are not Human, reallocate the 
  table as necessary): 
  Human: Difficult 
  Near-human: Very Difficult 
  Alien: Heroic 
  Force-sensitive: +10 
  Non-carbon based: +10 
  WARNING: The user of this power gains a Dark Side Point. This 
  power will drain the life from any organic based living form, or the 
  life from any sentient being, whether carbon-based or not. Only very 
  alien races might be immune to this power (GM's decision). This life is 
  determined as the Strength and Knowledge of the being. The power can be 
  kept “up.”, with the normal difficulties. A Moderate Control roll is 
  required in any round this power is kept “up.” (i.e., not the first 
  round). 
  To determine game effects: Roll Strength and Knowledge. Use the 
  Alter result of the aggressor (i.e. Force user) as an attack vs. the 
  combined dice. Consult the damage chart. 
  No effect: The vampire could not Drain the life from the being 
  this round. The vampire can re-initiate the power next round, or keep 
  the power “up.” (which would necessitate resisting the same Alter 
  result, but with a reroll of dice), or try another attack. 
  Stun result: The vampire has drained Character Points from the 
  character. The vampire can drain max. number of Character Points as the 
  
   
  119 
  vampire has dice in Alter (i.e. 8D+2 = 8 character points). 
  Wound result: As per Stun, only that the vampire also drains Force 
  Points from the character, at a rate of 1 per 15 or fraction there of 
  rolled on the Alter dice. 
  Incapacitated: As per Wound, but the vampire also permanently 
  drains a pip from both Strength and Knowledge. 
  Kill: The vampire can drain all Character Points and all Force 
  Points from the character. Strength and Knowledge stats are drained to 
  0. The vampire can use the Character and Force Points drained as per the 
  normal rules. The pips drained from Strength and Knowledge raises the 
  respective dice codes of the vampire temporarily (like, 2d6 rounds or 
  something). The vampire can decide to forgo this boost in order to heal 
  itself one wound category (i.e., Kill -> Incapacitated -> Wound-> Stun -
  > No Effect). 
   
  Special Powers 
   
  Sense Disturbance 
   
   
  Sense Difficulty: Very Easy, Modified by proximity 
   
  Effect: this enables a character to sense a disturbance in the 
  Force.  This does not give the character specific details, but instead a 
  vague feeling of what has occurred. 
   
  Once learned, this power is effectively “up” at all times.  When a 
  disturbance happens, the Jedi can take a “free” action roll to sense the 
  disturbance.  The GM should have the player roll his character’s Sense 
  against the modified difficulty.  What effect the disturbance has on the 
  Jedi is up to the GM. 
   
  If successful, the GM should secretly inform the player that his 
  character senses a tremor, or a stirring in the Force, tell the player a 
  vague feeling of who or what the disturbance is about, and if it is of 
  the Light or Dark Side. 
   
  
   
  120 
  Appendix I: Relationship/Proximity Charts 
   
  Relationship Modifiers: 
   
  User and target are: 
   
   
   
  Add to difficulty: 
   
   
  Close Relatives 
   
   
   
   
  0 
   
   
  Close Friends 
   
   
   
   
  +2 
   
   
  Friends 
   
   
   
   
   
  +5 
   
   
  Acquaintances 
   
   
   
   
  +7 
   
   
  Slight Acquaintances 
   
   
   
  +10 
   
   
  Met Once 
   
   
   
   
   
  +12 
   
   
  Never Met, Known by Reputation 
   
  +15 
   
   
  Complete Strangers 
   
   
   
  +20 
   
   
  Stranger of Another Species 
   
   
  +30 
   
  Proximity Modifiers: 
   
  User and Target are: 
   
   
   
  Add to difficulty: 
   
   
  Touching 
   
   
   
   
   
  0 
   
   
  In Line of Sight  
   
   
   
  +2 
   
   
  Out of Sight, 100 Meters 
   
   
  +5 
   
   
  Up to 10 km away  
   
   
   
  +7 
   
   
  Up to 1,000 km away 
   
   
   
  +10 
   
   
  Same Planet, over 1,000 km 
   
   
  +15 
   
   
  Same Star System, Different Planet  
  +20 
   
   
  Not in the Same Star System 
   
   
  +30 
   
  Appendix II: Time Line 
   
   TIMELINE OF THE STAR WARS UNIVERSE 
   
       ?        Invention of the Hyperdrive 
       ?        Reign of Xim the Despot 
       00       Birth of the Old Republic 
         **         Establishment of the Senate 
         **         Election of the President of the Republic 
         **         Creation of the HoloNet Communications Network 
        1864    Formation of the Company of the Jedi: Guardians of Peace 
       21864    The Golden Age of the Sith 
       21874    Fall of the Sith Empire 
       ?        The Hundred Year Darkness 
       ?        The Great Hyperspace War 
       ?        The Vultar Cataclysm 
       ?        The Gank Massacres 
       ?        The Great Droid Revolution 
       22864    Tales of the Jedi 
         **      
  Ulic Qel-Droma and the Beast Wars of Onderon 
       22865    The Saga of Nomi Sunrider 
       22866    The Freedon Nadd Uprising 
         **         The Battle of Iziz 
  
   
  121 
       22871    Formation of the Krath 
       22872    Dark Lords of the Sith 
         **         The Battle of Koros Major 
         **         Assault on the Assembly of Jedi at Deneba 
         **         Destruction of the Cron Cluster 
         **         Devastation of Ossus 
       22874    The Sith War 
         **         The Battle of Yavin 
       23204-9  Kanz Disorders 
       25968    Birth of Yoda 
       26664    Birth of Chewbacca 
       26732    Birth of Jorus C'baoth 
       26752    Activation of C-3PO Human/Cyborg Relations Protocol Droid 
       26780    Launch of the Outbound Flight Project 
   
   **         Project: Nova 
       26804    Birth of Obi-Wan Kenobi 
       26809    Birth of Anakin Skywalker 
       26816    Birth of Mon Mothma 
       26817    Beginning of the Clone Wars 
       26829    Official End of the Clone Wars 
         **         The Jedi still are fighting remnants for the next 3  
   
   
  years 
       26832    Episode 1 
       26835    Birth of Han Solo 
       26842    Episode 2 
       26842    Beginning of Anakin Skywalker’s Fall/Rise of Darth Vader 
       26843    The Great Purge of the Jedi Knights begins 
       26844    Episode 3 
       26844    President Palpatine declares himself Emperor 
       26844    Formation of the Alliance to Restore the Republic 
         **         Signing of the Corellian Treaty 
       26844    Birth of the Skywalker Twins (Luke & Leia) 
       26850    Lando Calrissian and the Mindharp of Sharu 
       26851    Lando Calrissian and the Flamewind of Oseon 
       26852    Lando Calrissian and the Starcave of Thonboka 
       26856    Han Solo discharged from the Imperial Navy 
       26857    Han Solo wins the Millennium Falcon from Lando Calrissian 
       26859    Han Solo at Star's End 
       26859    Droids comics 
       26860    Leia Organa elected to the Imperial Senate 
       26860    Han Solo's Revenge 
       26862    Han Solo and the Lost Legacy 
       26863    Han Solo dumps Jabba's Spice 
       26864    Episode 4:  A New Hope 
         **         The Destruction of Alderaan 
         **         The Battle of Yavin 
       26864    Tales from the Mos Eisley Cantina 
       26865    Star Wars Holiday Special 
       26865    Splinter of the Mind's Eye 
       26866    River of Chaos comic 
  
   
  122 
       26867    Episode 5:  The Empire Strikes Back 
         **         The Battle of Hoth 
       26867    Shadows of the Empire 
       26868    Tales from the Bounty Hunters 
       26868    Tales from Jabba's Palace 
       26868    Episode 6:  Return of the Jedi 
         **         The Battle of Endor 
         **`        First recorded death of Palpatine 
       26868    Truce at Bakura 
       26869    Formation of the New Republic 
       26869    X-Wing: Rogue Squadron comic 
       26870    X-Wing: Rogue Squadron 
       26870    X-Wing: Wedge's Gamble 
       26870    X-Wing: The Kytros Trap 
       26870    X-Wing: Rogues Unbound 
       26871    The Courtship of Princess Leia 
       26872    Marriage of Han Solo and Princess Leia Organa 
       26873    Heir to the Empire 
         **         The Battle of Sluis Van 
       26873    Dark Force Rising 
         **         The Battle for the Katana Fleet 
       26873    The Last Command 
         **         The Siege of Coruscant 
         **         The Battle of Bilbringi/Assault on Mount Tantiss 
         **         Birth of the Solo Twins (Jacen & Jaina) 
       26874    Assault on Coruscant 
       26874    Rebirth of the Empire 
       26874    Dark Empire 
         **         The Battle of Calamari 
         **         Second recorded death of Palpatine 
       26874    Dark Empire II 
         **         Destruction of Da Soocha 
         **         Birth of Anakin Solo 
       26874    Bounty on Bar-Kooda 
       26874    Empire's End 
         **         Destruction of Nespis VIII 
         **         Destruction of Byss 
         **         Third recorded death of Palpatine 
       26875    Jedi Search 
         **         Formation of the New Jedi Praxeum 
       26875    Dark Apprentice 
       26875    Champions of the Force 
       26876    Children of the Jedi 
       26876    Darksaber 
       26876    Planet of Twilight 
       26878    The Crystal Star 
       26880    Black Fleet Crisis:  Before the Storm 
       26880    Black Fleet Crisis:  Shield of Lies 
       26880    Black Fleet Crisis:  Tyrant's Test 
       26881    The New Rebellion 
  
   
  123 
       26882    The Corellian Trilogy:  Ambush at Corellia 
       26882    The Corellian Trilogy:  Assault at Selonia 
       26882    The Corellian Trilogy:  Showdown at Centerpoint 
       26883    Hand of Thrawn 
       26887    Young Jedi Knights:  Heirs of the Empire 
       26887    Young Jedi Knights:  Shadow Academy 
       26887    Young Jedi Knights:  The Lost Ones 
       26887    Young Jedi Knights:  Lightsabers 
       26887    Young Jedi Knights:  Darkest Knight 
       26887    Young Jedi Knights:  Jedi Under Siege 
       26887    Young Jedi Knights:  Shards of Alderaan 
       26887    Young Jedi Knights:  Diversity Alliance 
       26887    Young Jedi Knights:  Delusions of Grandeur 
       26887    Young Jedi Knights:  Jedi Bounty 
       26887    Young Jedi Knights:  The Emperor's Plague 
       26889    Star Wars Chronology 
         **         Jedi Master Luke Skywalker builds a new Holocron 
   
  
   
  124 
  Appendix III: Artifacts 
   
  RANDOM ARTIFACT FINDS 
  Roll 5D 
  5 
  Holocron 
  6 
  Ilum Crystals 
  7 
  Ancient Lightsaber 
  8 
  Medium Force Splinter 
  9 
  Force Enhancer 
  10 
  Manuscript 
  11 
  Force Scanner 
  12 
  Light Boomerang 
  13 
  Lightblade 
  14 
  Small Force Splinter 
  15 
  Damaged Lightsaber 
  16 
  Lightsaber 
  17 
  Force Artifact (reroll for type of Artifact) 
  18 
  Small Force Splinter 
  19 
  Plasma Blade 
  20 
  Scroll 
  21 
  Lightwhip 
  22 
  Damaged Artifact (reroll for type of Artifact) 
  23 
  Datatape 
  24 
  Null Sphere 
  25 
  Book 
  26 
  Sonic Blaster 
  27 
  Alien Artifact 
  28 
  Battle Armor 
  29 
  Large Force Splinter 
  30 
  Force Shard 
   
  FORCE ARTIFACTS 
  All objects are considered extremely rare. 
   
  Alien Artifact 
   
  This is an artifact from a lost race, maybe even from outside the Galaxy.  It's functions 
  and power will be unknown.  It is up to the GM to determine the functions and the limit of it's 
  power. 
   
  Battle Armor 
   
  This is armor created specifically to withstand the impact of a lightsaber or similar 
  energy.  As there are very few substances in the Galaxy that can withstand a lightsaber strike, 
  
   
  125 
  armor of this type is very rare.  Mandalorian Iron is one example of this type of substance. 
  Provides +5D to physical attacks and +4D to energy attacks. 
   
  Force Enhancer 
   
  This is a Republic-Era artifact used by the Jedi for enhancement of Force Skills and is 
  always programmed with Force Powers.  Usually only used by new Jedi, it is presumed that 
  Jedi Masters never used these devices as they were too weak. 
   
  Force Scanner 
   
  This is a type of detection tool used to determine the Force potential of a person.  The 
  scanner is very delicate and can be broken easily. 
   
  Force Shard 
   
  This is a large (1 meter across) crystal that greatly enhances a character's Force 
  Powers.  The shard can only be held with both hands as it is very heavy.  It is usually placed in a 
  base or statue.  It seems to have been faceted at one time, but there are chips and cracks 
  throughout the Shard.  The Shard imparts +8D to all Force Skills while touching the Shard.  The 
  Shard glows with an inner light when touched. The Shard will also impart a random bonus 
  Force Power if the Shard is touched for four hours at one time without any distractions.  Note: 
  This cannot be done while in Hibernation Trance, Rage, etc.... (Careful, this is a very, very 
  powerful artifact and can easily unbalance the game; It is my recommendation that this artifact 
  be destroyed or shattered somehow during the course of the adventure.  It would be very hard 
  to go against a villain that starts at 12D Force Skills boosted to 20D!  Not to mention how 
  many Powers the villain could gain........) 
   
  Force Splinter 
   
  This is a chip from the Force Shard.  It enhances a character's Force Powers just like 
  the shard; although not as strongly.  A splinter is usually worn in a pendant or amulet.  There are 
  7 known Small Splinters at about 1 inch long; they impart a +1D to all Force Skills while 
  touching the Splinter.   There are 3 known Medium Splinters at about 3 inches long; they impart 
  a +2D to all Force Skills while touching the Splinter.   There is 1 known Large Splinter at about 
  5 inches long; it imparts a +3D to all Force Skills while touching the Splinter. 
   
  Holocron 
   
  The New Jedi Holocron is an interactive teaching device that becomes active when held 
  by Force-Sensitive characters.  Organic crystals inside the Holocron sense the Force of the user 
  determining whether the user is with the Light or Dark Side of the Force.  The Holocron then 
  senses the surface thoughts of the user, presenting them with Jedi wisdom.  The Holocron can 
  be used as a Jedi encyclopedia or as a training instructor.  The Holocron holds about 200 Force 
  Powers. 
   
  Lightblade 
  
   
  126 
   
  This is a specialized version of a lightsaber and is thus very rare.  Some lightsabers have 
  the lightblade as one of the settings. The blade is one-quarter of the length of a normal 
  lightsaber, but is the only setting able to be used.  Damage is 2D. 
   
  Light Boomerang 
   
  The Light Boomerang was once, during the time of the Old Republic, a highly prized 
  weapon.  But its technology and use has been forgotten by all but a few.  When activated, the 
  Light Boomerang causes 5D damage.  When not activated, this weapon looks like a tiny (1mm 
  in thickness) metal boomerang, but with no curves or bends that a proper boomerang would 
  have.  It can only be activated telekinetically, otherwise the user's fingers would be instantly 
  removed upon ignition.  The user throws the boomerang, using his telekinesis powers to steer, 
  activate, and return it to their hand.  Attempting to use this weapon without intense training is 
  suicidal. 
   
  Lightsaber 
   
  Known throughout the Galaxy as the symbol of the Jedi Knights, a lightsaber is an 
  elegant and very lethal weapon in the right hands. How to create a lightsaber is a carefully 
  guarded secret and a lightsaber will never be sold on the open market. 
   
   
  Lightsaber, Ancient 
   
  This is a lightsaber that has survived eons of use and has been left with a residue from 
  it's users.  It will give a character bonus of +2D to their Sense power and when first held, will 
  give the character a symbolic vision - a type of Farseeing. 
   
  Lightwhip 
   
  The lost and highly prized weapon of many Siths and Dark Jedi, lightwhips are 
  harnessed energy coiled around incredibly strong alloy whips capable of cutting through the 
  densest of materials.  See Part VIII: The Weapons of a Jedi. 
   
  Manuscript 
   
  This describes a number of different methods of recording Force Powers.  It includes 
  but is not limited to: Scrolls, Books, Manuscripts, or Datatapes. 
   
  Natural Ilum crystals 
   
  Ilum crystals where used in ancient times to build lightsabers.  These crystals, only found 
  in the Adegan system, spontaneously emit powerful bursts of light and energy when resonant 
  frequencies are run through them. 
   
  Null Sphere 
   
  A Null Sphere is a smoky glass-like sphere (nearly impossible to destroy) that resonates 
  with a negative Force.  These artifacts were created by unknown means for unknown uses and 
  
   
  127 
  have only come to light from archaeological digs in areas where the culture largely self-
  destructed without a logical reason why.  Basically, a Null Sphere has the effect of an Ysalimir, 
  canceling out the Force in a specific area around itself. The degree of cancellation is variable, 
  but usually extending several meters in diameter. 
   
  
   
  128 
  Plasma Blade 
   
  This is the “Elven” version of the Lightsaber with a few differences.  All Plasma Blades 
  have a rippling blue blade. Unlike lightsabers, the blade has a small weight to it, giving it an 
  appreciated balance. It can also parry other weapons, but it cannot deflect blaster fire or force 
  lightning.  The Elves guard the Plasma Blade's construction as closely as the Jedi do with the 
  lightsaber.  The damage done by the Plasma Blade is 4D instead of 5D as with a normal 
  Lightsaber. 
   
  Sonic Blaster 
   
  This weapon concentrates, focuses, and enhances the voice of the user and turns it into 
  a highly concentrated blast of sonic force. Damage is 2D + Control. 
   
  Appendix IV: Random Lightsaber Tables 
   
  LIGHTSABER TABLES 
   
  Whenever a GM needs to have a character with a lightsaber, or if a character finds a 
  lightsaber during the course of an adventure, the following tables will allow the GM to generate 
  a unique Jedi weapon.  These tables are set up for the Skywalker Era, but could be modified 
  for TotJ Era. 
        
  TYPE OF LIGHTSABER 
  Roll 2D 
       2  Ancient Darkened (1000 yrs +) add +1 to sense, add 1 to DSP's 
       3  Ancient (5000 yrs +)add +2 to sense 
       4  Modern 
       5  Modern 
       6  Modern 
       7  Modern 
       8  Modern 
       9  Modern 
       10 Modern 
       11 Ancient (1000 yrs +)add +1 to sense 
       12 Ancient (10000 yrs +)add +1D to sense, external power cell if 3 or less(1D) 
        
  LIGHTSABER MATERIAL 
  Roll 1D 
       1  Organic (resists weapon scans) 
       2  Mineral 
       3  Metallic 
       4  Metallic 
       5  Metallic 
       6  Exotic Metal/Mineral 
  
   
  129 
        
  
   
  130 
  LIGHTSABER QUALITY AND WORKMANSHIP 
  Roll 1D 
       1  no damage bonus; don't roll on Lightsaber Features table 
       2  no damage bonus; roll once on Lightsaber Features table 
       3  +1 to damage; roll once on Lightsaber Features table 
       4  +1 to damage; roll twice on Lightsaber Features table 
       5  +2 to damage; roll three times on Lightsaber Features table 
       6  +1D to damage; roll four times on Lightsaber Features table 
        
  LIGHTSABER FEATURES 
  Roll 2D 
       2  Dual Blades (acts as double normal blade length; -1D to lightsaber skill) 
       3  External Power Cell with Cable Attachment 
       4  Increase/Decrease Illumination 
       5  Dual Color Switch (roll twice on Lightsaber Color table) 
       6  Reduce/Increase Damage (-2/+2 damage) 
       7  Pressure Grip 
       8  Reduce/Increase Blade (half and ¼ / double and triple blade length) 
       9  Blade Lock/Balanced For Throwing (no external power cell) 
       10 Stun Setting (5D stun damage) 
       11 Increase/Decrease  Sonic Emanations 
       12 Tri-blade setting (blades ¼ normal blade length) 
        
  LIGHTSABER GEMS 
  Roll 2D 
       2  Pontites (5D+2 damage) 
       3  Synthesized Crystal (5D damage) 
       4  Danite (4D+2 damage) 
       5  Synthesized Crystal (4D+2 damage) 
       6  Synthesized Crystal (4D+1 damage) 
       7  Synthesized Crystal (4D+1 damage) 
       8  Kathracite (3D+2 damage) 
       9  Synthesized Crystal (4D+2 damage) 
       10 Relacite (4D damage) 
       11 Synthesized Crystal (5D damage) 
       12 Mephite (5D damage) 
        
  LIGHTSABER COLORS 
  Roll 2D 
       2  Odd Color (GM's Choice) 
       3  Entwined (Roll two colors) 
       4  Silver Grey 
  
   
  131 
       5  Red 
       6  Gold 
       7  Green 
       8  Blue 
       9  Violet 
       10 Orange 
       11 White 
       12 Cycling Colors (all colors...Ooze) 
        
  LIGHTSABER HILT LENGTH 
  Roll 1D 
       1  25 centimeters 
       2  26 centimeters 
       3  27 centimeters 
       4  28 centimeters 
       5  29 centimeters 
       6  30 centimeters 
        
  LIGHTSABER BLADE LENGTH 
  Roll 1D 
       1  1.0 meters 
       2  1.1 meters 
       3  1.2 meters 
       4  1.3 meters 
       5  1.4 meters 
       6  1.5 meters 
   
  Appendix V: Random Jedi Text Creation Tables 
   
   
  The first step in designing a teaching tool for Jedi Lore, is to determine what type of text 
  is used.  Roll 3D6 and compare the total to the first table.  The Die Code before the listed type 
  indicates the text’s Complexity Rating. 
   
  The next step is to determine the type of knowledge which is contained in a text.  Roll 
  2D6 and compare the total to the Type of Knowledge table.  Only powers/skills known by the 
  author may be contained in the text.  Therefore, it is unlikely that a Tome written by an artificer 
  would contain the Commune with Nature Power.  It is also unlikely that all the powers would be 
  unique to that Master’s area of study (there is no reason why Concentration couldn’t be 
  contained in an Artificer’s Tome). 
   
  After you know the type of text and the area of study it covers, you must determine the 
  specifics of the knowledge.  First, decide how many skills/powers are contained in the text: 
  2D6x10 for Holocrons, One per Stone Tablet, One per Scroll, 1D6 per Tome, and 2D6 per 
  Datapad.  For each power roll on the Type of Power table, and then select one power from the 
  
   
  132 
  corresponding list below.  Remember, Jedi texts do not have to contain powers only.  Any 
  power may be substituted for an appropriate skill (Lore, Culture, etc.), and any three powers 
  may be substituted for a Force Skill (Control, Sense, or Alter). 
   
  The final step in designing a text is to determine the language it was written in (or spoken 
  by the Keeper of a Holocron).  Remember these are just guidelines and should be modified as 
  necessary to make sense (a Sith text is much more likely to have been written in Sithian or 
  Massassi than in Gotalese). 
   
  Type of text (3D6):      
   
   
   
  Type of Power (1D100): 
  3            5D Holocron  
   
   
   
    1 - 60    Common 
  4            4D Tome                                                         61 - 90  Uncommon 
  5            3D Holocron                                                   91 - 97   Rare 
  6            3D Tome                                                         98 - 100 Ultra Rare 
  7            2D Tome 
  8, 9        1D Scroll 
  10, 11    1D Tome 
   
   
   
   
  Type of Knowledge (2D6): 
  12, 13    0D Stone Tablet                                              2       Investigator 
  14          1D Datapad                                                     3       Sith 
  15          2D Datapad                                                     4       Warrior  
  16          2D Scroll                                                         5, 6   Factotum 
  17          3D Datapad                                                     7       Artificer 
  18          4D Holocron   
   
   
    8, 9   Meditative 
                                                                            
    10     Naturalist 
  Language (2D6)           
   
   
   
    11     Teepo Paladin 
  2    Sithian 
   
   
   
   
   
    12     Monk of Shimura 
  3    Old Tatooini 
  4    Old Corellian 
  5    Miralukan 
  6    Basic 
  7    Massassi 
  8    Tetan 
  9    Vultan 
  10  Nazzarese 
  11  Twi’lek 
  12  Gotalese 
   
  Common Powers: 
  Absorb/Dissipate Energy, Accelerate Healing, Concentrate, Control Pain, Detoxify Poison, 
  Emptiness, Hibernation Trance, Remain Conscious, Remove Fatigue, Resist Stun, Life 
  Detection, Life Sense, Receptive Telepathy, Sense Force, Telekinesis, Lesser Force Shield, 
  Calculate, Calm, Cognitive Trance, Blind Sense, Direction Sense, Sense Force Strength, Time 
  Sense, Light, Raise/Lower Temperature, Resonate, Strengthen Object, Fertilize, Group Mind, 
  
   
  133 
  Induced Sleep, Sense Weight, and Storytelling. 
   
  Uncommon Powers: 
  Contort/Escape, Enhance Attribute, Force of Will, Instinctive Astrogation (Control), Rage, 
  Reduce Injury, Short-Term Memory Enhancement, Beast Languages, Combat Sense, Danger 
  Sense, Instinctive Astrogation (Sense), Life Web, Magnify Senses, Postcognition, Sense Force 
  Potential, Sense Path, Shift Sense, Translation, Weather Sense, Injure/Kill, Life Bond, 
  Lightsaber Combat, Projective Telepathy, Accelerate Another’s Healing, Control Another’s 
  Disease, Control Another’s Pain, Control Breath, Detoxify Poison in Another, Place Another in 
  Hibernation, Remove Another’s Fatigue, Return Another to Consciousness, Transfer Force, 
  Affect Mind, Enhanced Coordination, Force Harmony, Projected Fighting, Telekinetic Kill, Dim 
  Other’s Senses, Aura of Uneasiness, Force Wind, Control Disease, Enhance Skill, Force 
  Charged Strike, Heal, Cyber Sense, Radar Sense, Track Hyperspace Trail, Truth Sense, Cell 
  Burst, Empower Weapon, Power Drain, Projected Force, Resonate Material, Warp Matter, 
  Anticipation, Call Animal, Daisho Combat, Mediation, Share Senses, Speak with Machines, 
  Control Weather, Force Transduction, Heal Another, Precipitation, Affect Emotions, Remove 
  Force Print, Sensory Overload, Thermogenesis, Conduit, Control Animal, CyberLocke, Dark 
  Side Dissipation, Eclipse, Force Bolt, and Transmutation. 
   
  Rare Powers: 
  Predict Natural Disaster, Farseeing, Feed on Dark Side, Force Lightning, Inflict Pain, Battle 
  Meditation, Control Mind, Doppleganger, Drain Life Essence, Transfer Life, Bolt of Hatred, 
  Dark Side Web, Electronic Manipulation, Waves of Darkness, Drain Life Energy, Memory 
  Wipe, Postcognition, Anger, Blackness, Nullify Gravity, Blaster Combat, Death Sense, 
  Disguise, Eyes of Eagle, Force Explosive, Lightwhip Combat, Commune with Nature, 
  Commune with Machines, Greater Force Shield, Block Force, Create Gravity Wells, Create 
  Homunculus, Light Boomerang Combat, Vampirism, Force Archery, Force Static, Break 
  Bones, and Lightbo Combat. 
   
  Ultra Rare Powers: 
  Create Force Storms, Ka, Empower Self, The Cleansing, Corporeal Translocation, FZOOK, 
  Aiki Combat, The Dragon, Jhemadan Combat, and Empowered Lightbo Combat. 
   
  Appendix VI: Teepo Blaster Misfire Tables 
   
   
  These tables are provided for that lucky “Timmy the Teepo” who keeps rolling 1’s on 
  the wild die.  Of course, these tables are useful for anyone using a blaster not just the Teepo 
  Paladins. 
   
  BLASTER MISHAP TABLE Blaster fires normal unless a hangfire result is rolled.  Results are 
  only for the shot where the mishap was rolled for unless noted differently.   
   
  
   
  134 
  Minor Mishaps (1 on wild die) 
  Roll Result 
   
  1    Hangfire. Blaster doesn't fire. 
   
  2    Hangfire. Blaster doesn't fire until slapped hardly. (an action) 
   
  3    Blaster switched to stun setting from itself. (an action to switch back) 
   
  4    Slip. Blaster fires but increase range one level for this round. 
   
  5    Wrong gas flow. Damage decreased by 1D. 
   
  6    Powerpack runs empty. Must be replaced. 
   
  Moderate Mishaps (1 followed by another 1) 
  Roll Result 
   
  1    The powerpack overloads and will blow up in 1D rounds.  During this time the 
  blaster hums loudly. 1D damage in 2m radius. 
   
  2    Hangfire. Blaster refuses to fire for 1D rounds. 
   
  3    Blaster switched to stun setting until repaired. (1 round, easy repair) 
   
  4    Heater-valve stopped up. Damage decreased 1D for 1D rounds 
   
  5    Prismatic crystal housing disarrayed.  -1D to hit for 1D rounds. 
   
  6    Air cooling vents stopped up. Cannot fire more then twice a round for 1D rounds or 
  powerpack overload. (See Mod.1) 
   
  Catastrophic Mishaps (1 followed by 6) 
  Roll Result 
   
  1    Heater-valve stopped up. Damage decreased 1D until repaired. (15 min, Moderate 
  repair) 
   
  2    Hangfire. Galven ripple-wash. Shattered barrel. Damage blaster to character 
  instead target. 
   
  3    Hangfire. Blaster refuses to fire until repaired (15 min, Moderate) 
   
  4    Gas refill valve opens. Gas escaped. Must be refilled to fire. 
   
  5    Prismatic crystal housing disarrayed.  -1D to hit until repaired (15 min, Difficult) 
   
  6    Air cooling vents stopped up. Cannot fire more then twice a round until repaired (2 
  rounds, Easy), or powerpack overload. (See Mod.1) 
   
  Appendix VII: @ Known Force Users 
   
  The “Grey” Jedi 
   
  The Baadu 
  Disciples of Shimura 
   
  Disciples of Ka 
   
  Monks of Ka 
   
  Masters of Ka 
   
  Grand Master of Ka 
  The Brotherhood of the Sith 
  
   
  135 
   
  Sith Apprentices 
   
  Sith Adepts 
   
  Sith Warriors 
   
  Dark Lords of the Sith 
  The Jedi Knighthood 
   
  Jedi Acolytes 
   
  Jedi Apprentices 
   
  Jedi Guardians 
   
  Jedi Knights 
   
  Jedi Masters 
   
  Jedi Grand Masters 
  The Krath 
  Maja 
   
  Maja Apprentices 
   
  Majus 
   
  Grand Majus 
  Minions of the Emperor 
   
  The Emperor's Hands 
   
  Imperial Sovereign Protectors 
   
  The Inquisitors 
   
  Jedi Hunters 
   
  Dark Side Adepts 
   
   
  Imperial Sentinels 
   
   
  Dark Troopers 
   
  Dark Side Executor 
  Ancient Neti Masters 
  Teepo Paladins 
  Tyia 
  Witches of Dathomir 
  The Order of Aiki 
  The Shadow Dragons 
   
  Initiates 
   
  Students 
   
  Knights 
   
  Masters 
   
  Lords 
   
  Grand Masters 
  
   
  136 
  Appendix VIII: Blank Character Background Sheet 
   
  Character’s Name: 
  Player’s Name: 
  How Old are you? 
  Where were you born? 
   
  Who are your relatives and how close are you? 
   
   
   
   
  Physical Traits: 
   
   
   
  Mental Traits: 
   
   
   
  Social Traits: 
   
   
   
  When did you first notice you were different (Force-Sensitive)? 
   
   
   
   
   
  Who was your Master and how did you meet him? 
   
   
   
   
   
  What Quest did you complete to earn Apprenticeship? 
   
   
   
   
   
  How did you meet the other players in the party? 
  
   
  137 
   
   
  How do you describe your lifestyle?  Is it “normal?” 
   
   
   
   
   
  What are your personal goals? 
   
   
   
   
   
  What are your party’s goals? 
   
   
   
   
   
  Do you have any enemies?  Who?  Why? 
   
   
   
   
   
  What conflicts may arise during the adventure due to your past? 
   
   
   
   
   
  What is your level of education?  Do you hold any degrees?  Where did you study? 
   
   
   
   
   
  Do you have a Criminal Record?  Why?  Are you still wanted? 
   
   
   
  
   
  138 
   
   
  Where do you live now? 
   
   
  What is it that drives you? 
   
   
   
   
   
  Do you have any contacts?  Who? 
   
   
   
   
   
  Do you have any dependents? 
   
   
   
   
   
  Are you (have ever been) married or romantically involved?  With who?  Where is he/she now?  
  What is the current status of your relationship? 
   
   
   
   
   
  What are your hobbies? 
   
   
   
   
   
  What awards & honors have you received? 
  
   
  139 
  Appendix IX: Blank Character Sheet 
  Character Type/Discipline:________________________      STAR 
  Character's Name:_________________________________      WARS     
  Player's Name:____________________________________                                     
  Height:_________ Weight:__________ Sex:___________  Age:____        
   
  Physical Description:_______________________________________                           
  ____________________________________________________________                           
  ____________________________________________________________                           
  ____________________________________________________________ 
   
  Dexterity__________  Perception__________  |  Equipment_____                           
  Blaster____________  Bargain_____________  |  ______________ 
  B. Parry___________  Command_____________  |  ______________ 
  Dodge______________  Con_________________  |  ______________ 
  Grenade____________  Gambling____________  |  ______________ 
  H. Weapons_________  Hide\Sneak__________  |  ______________ 
  M. Parry___________  Search______________  |  ______________ 
  Melee______________  ____________________  |  ______________ 
  L. Saber___________  Strength____________  |  ______________ 
  ___________________  Brawling____________  |  ______________ 
  Knowledge__________  Climbing____________  |  ______________ 
  Alien Races________  Lifting_____________  |  ______________ 
  Bureaucracy________  Stamina_____________  |  ______________ 
  Cultures___________  Swimming____________  |  ______________ 
  Languages__________  ____________________  |  ______________ 
  Systems____________  Technical___________  |  ______________ 
  Streetwise_________  Comp. Prog._________  |  ______________ 
  Survival___________  Demolition__________  |  ______________ 
  Technology_________  Droid Prog._________  |  ______________ 
  ___________________  Medicine____________  |  ______________ 
  Mechanical_________  Repulsor____________  |  ______________ 
  Astrogation________  Security____________  |  ______________ 
  Beast Riding_______  Starship____________  |  ______________ 
  Repulsor___________  Weaponry____________  |  ______________ 
  S.Ship Gun_________  Control_____________  |  ______________ 
  S.Ship Pilot_______  Sense_______________  |  ______________ 
  S.Ship Shield______  Alter_______________  |  ______________ 
                                             |  ______________ 
  Other Skills                               |  ______________ 
  _________________________________________  |  ______________ 
  _________________________________________  |  ______________ 
  _________________________________________  |  ______________ 
  _________________________________________  |  ______________ 
  _________________________________________  |  ______________ 
  _________________________________________  |  ______________ 
  _________________________________________  |  ______________ 
   
    __                __                 __               __ 
  /    \            /    \             /    \           /    \ 
  
   
  140 
  \ __ /            \ __ /             \ __ /           \ __ / 
  Force              Dark Side          Wound          Character 
  Points             Points             Status          Points  
   
  
   
  141 
  Force Powers:  
  CONTROL POWERS: 
   
          SENSE POWERS:  
   
      ALTER POWERS: 
   
   
   
   
   
   
   
   
   
   
   
   
  CONTROL & SENSE: 
   
           CONTROL & ALTER: 
   
      SENSE & ALTER: 
   
   
   
   
   
   
   
   
   
   
   
   
  CONTROL, SENSE, & ALTER POWERS: 
   
   
   
   
   
   
   
   
   
   
  SPECIAL ABILITIES: 
   
   
   
   
   
   
   
   
   
   
  Dark Side Point Beak-Down: 
               Cause:                                                                               Type:                               
  Effect: 
   
  
   
  142 
   
   
   
   
   
   
  Appendix X: Suggested Attribute Die Codes for Beginning Jedi 
   
  Discipline 
  Dex 
  Know Mech 
  Per 
  Str 
  Tech 
  Con 
  Sense Alter 
   
   
   
   
   
   
   
   
   
   
  Artificer 
  2D+1 
  2D 
  3D+1 
  2D+1 2D+2 3D+1 
  1D 
  1D 
  0D 
  Aiki Jedi 
  3D 
  2D 
  2D 
  3D 
  3D 
  2D 
  1D 
  1D 
  1D 
  Factotum 
  2D+2 2D+2 2D+2 
  2D+2 2D+2 2D+2 
  1D 
  1D 
  0D 
  Investigator 
  2D 
  2D+1 2D+2 
  2D 
  2D 
  3D 
  1D 
  1D 
  1D 
  Meditative 
  2D+1 3D+1 
  2D 
  2D+2 2D+2 2D+1 
  1D 
  1D 
  0D 
  Naturalist 
  2D 
  2D+2 
  2D 
  2D 
  3D 
  2D 
  1D 
  1D 
  0D 
  Shadow Dragon 
  3D 
  2D 
  2D 
  3D 
  3D 
  2D 
  1D 
  1D 
  1D 
  Shimuran Monk 3D+2 
  3D 
  2D 
  2D+2 2D+2 
  2D 
  1D 
  1D 
  0D 
  Teepo Paladin 3D+2 
  2D 
  2D 
  2D+2 2D+2 
  2D 
  1D 
  1D 
  0D 
  Warrior 
  3D 
  2D 
  2D 
  3D 
  3D 
  2D 
  1D 
  1D 
  1D 
  * These are merely suggestions.  Any set of codes may be manipulated as a player sees fit as 
  long as the total equals 18D. 
  ** The above die codes are designed for human characters.  Alien characters may have to 
  adjust the die codes to fit their race’s Attribute Dice plus 6D (as usual). 
   
  Appendix XI: The Credits 
   
   
  Kelly Kollman (kelly_kollman@intuit.com): Timeline of the Star Wars Universe, 
  Artifacts, List of Known Force Users, Blind Sense, Direction Sense, Time Sense, Truth Sense, 
  Resonate, Mediation, Sense Weight, Death Sense, Share Senses, Resonate Material, Random 
  Lightsaber Tables, Anger, Calculate, Calm, Sense Disturbance, Sense Force Strength, Track 
  Hyperspace Trail, Project Force, and Precipitate. 
   
   
   
   
  Mark Hudson (Heywood254@aol.com):  Daisho Combat 
   
  Scott Sutherland & Michael P. Soulier (ssutherl@golden.net, navarre@icom.ca): 
  Alternate Dark Side Rules 
   
   
  Traveller: Enhance Skill, Disguise (formerly Transmutation), Conduit 
   
      
   
  Adam P. Graf: Force Charged Strike 
   
   
  Andrew Jackson: Strengthen Object, Warp Matter, Mental Translocation, Force 
  Transduction, Remove Force Print, Corporeal Translocation, and Create Homunculus. 
   
  
   
  143 
   
  Jason Zanon: Anticipation 
   
   
  Chris Erickson (cerickso@knox.edu): Induced Sleep 
   
   
  Jens-Arthur Leirbakk (lierbakk@stud.unit.no): Vampirism 
   
   
  Mike Overbo (overbom@nco.northfield.mn.us): The Path of the Baadu, and The 
  Cleansing 
   
   
  Peter Skanes: Teepo Paladins, Blaster Combat, and Radar Sense. 
   
   
  Mike (Leszek Karlik) (bear@its.wlkp.ternet.pl): Cognitive Trance, Lightbo, 
  Empowered Lightbo Combat, Lightbow, Force Archery, The Aiki Order, Martial Arts System, 
  Aiki Combat and Lightbo Combat. 
   
   
  Eric Lee Cline (elclin0@pop.uky.edu): Force Explosive 
   
   
  Mike Gagne (shadowhawkii@juno.com): Dark Side Dissipation 
   
   
  Kevin Dole, the Armourer (dmerrill@plainfield.bypass.com): Lightwhip Combat, Light 
  Boomerang Combat, Leap, Thermogenesis, List/Description of Exotic Jedi Weapons, and 
  Adventure Idea: “Raisers of the Lost Ark.” 
   
   
  Chris Schmierer: Dual Blaster use for Teepo Paladins 
   
   
  Thijs Krijger: Teepo Blaster Mishap Tables 
   
   
  B.J. Terry (pjterry@fishnet.net): FZOOOK 
   
   
  Kevin Perrine (kevinp@house.uvm.edu): Adventure Idea: “Into Extinction” 
   
   
  C.M. Koch (koch@northnet.org): Pacifism and Bloodlust 
   
   
  Josh Riehl (qqqs79b@prodigy.com):  Surge, Wisdom, Break Bones, Discharge Spirit, 
  and Release Spirit. 
   
   
  Katsie Zierfisch (howa03@cs.soaks.kent.sch.uk):  Survive in Hard Vacuum, and 
  Dream. 
   
   
  Alter S. Reiss (asreiss@yu1.yu.edu):  The Shadow Dragons, Cloak of Darkness, The 
  Dragon, Hands of the Jhemadan, The Clouds Parting, Crimson Burst, Shadow Mist, Jhemadan 
  Combat, Shadow Split, and Mind Sand. 
  
   
  144 
   
   
  Many, many thanks to Darryn Glass and Charles F. Zacher for designing and maintaing 
  the Jedi Handbook Web Pages! 
   
   
  David Barnhart (Dbarnhar@vt.edu until Dec 1997): Everything Else 
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD6/Misc/Star Wars RPG (D6) - Rules add-on - Jedi Handbook.pdf