Affect Environment
Control/Sense/Alter
Prereq - Weather Sense
Control Roll - Difficult (16-20)
Sense Roll - Easy (6-10)
Alter Roll - GM's Discretion (5-31+)
Affect Environment allows a Jedi to alter the world around him in minor ways. This can manifest itself in changes to the temperature, weather, lighting, or any number of special effects. The effects can range from creating mists, to darkening a room, or even dampening sound. The alter difficulty is based on how difficult it is to create these effects given the ambient environment. So creating mist in a moist environment is much easier than doing so in the middle of a desert. Dampening the light given off by a glowrod in a cave is easy as compared to trying to block the midday sun.
Blaster Combat
Sense/Alter
*Note this power requires a specially modified blaster with a Lightsaber Crystal, a rare Blast Saber, or the Master Sword.
Sense – Easy
Alter – Moderate
A lost Jedi art not used in hundreds of years Blaster Combat allows a Jedi to fire blaster more accurately as well as imbue the blaster bolts to do more damage. While kept up this power allows a Jedi to add their Sense dice to their Blaster skill dicepool and add or subtract Alter dice to the blasters damage dicepool.
Dark Regeneration
Control
Prereq - Dark Side Point or Accelerate Healing
Control Roll - Difficult for wounded. Very Difficult for Incapacitated. Heroic for Mortally Wounded.
Dark Regeneration allows a Jedi to heal their wounds instantly in mid battle bypassing the time it takes for Accelerate Healing to work. To do this however, a Jedi must focus their anger in the heat of battle. Using this power can not only result in a darkside point but can often leave a character scarred or disfigured as well. Unlike my house rules on Accelerate Healing, this power can not be used on another character.
Force Dodge
Control/Sense/Alter
Prereqs – Danger Sense, Enhance Attribute, Enhance Coordination, Affect Mind, Force Speed
Control Roll – Difficult
Sense Roll – Difficult
Alter Roll – Difficult
This is an advanced Jedi technique utilizing everything at the Jedi’s disposal for defense. While this power is up the user is simultaneously tapping into their ability to sense an attack before it happens, momentarily moving faster than normal, and giving the illusion of being in another place. A Jedi using this power actually looks to be making short teleportation jumps as they dodge their opponents’ attack. While this power is kept up the user may add their lowest Force skill to their Dodge dicepool.
Force Jump
Control
Prereq - Enhance Attribute
Control Roll - Easy
This power allows a Jedi to focus the Force in an effort to jump further or higher than physically possible. The base activation allows a character to jump twice their normal distance. Every +10 past the base difficulty increases the multiplier by one. This power can be kept up for multiple jumps. It should be noted that while this power increasing a person's jump distance a Jump skill roll may still be required to determine the accuracy of the jump.
Force Push
Alter
Prereq - Telekinesis
Alter Roll - Moderate
While Telekinesis allows for more precise manipulation of an object, Force Push is a quick and violent movement of an object or person in a singular direction away from it's user. While a similar effect can be created with TK modifiers to weight and distance cause it to be extremely difficult. Force Push allows for an easier execution of this classic Force power. However, a target can attempt to resist this power via Strength,Alter, or Force of Will. Basic success allows for a target to be thrown back by half a movement (5m/15ft) with successive levels causing further knock back and possibly damage upon impact with objects in their path.
Force Speed
Control
Prereq - Enhance Attribute
Control Roll - Easy
This power allows a Jedi to run and move faster than physically possible. Basic success allows a Jedi to double their movement rate. Each +5 beyond the base difficulty adds one to this multiplier. While Force Speed is up it does not subtract dice for purposes of skill based actions, but it does subtract dice from further Force based actions. While Force Speed is up a character does not suffer die penalties from multiple actions on any skill based actions nor are skill based actions factored into penalties if Force based actions are used.
As per my house rules you can only take multiple actions up to your Dex stat. However Force Speed allows for one extra action per level of success beyond the base.
Force Speed does however put a tremendous strain on a Jedi's body. Each round Force Speed is kept up beyond the first the Jedi must make a Stamina roll. This roll starts out easy but each round a new Stamina roll is required at higher difficulties. If the Jedi ever fails this Stamina roll they have overexerted what their body can handle and pass out. It should also be noted that while Force Speed can allow you to move like Sonic the Hedgehog a running roll may still be required due to the terrain you plan to traverse at breakneck speeds.
Force Stun
This power works exactly like Force Lightning but without that whole darkside bit. This allows a Jedi to channel stun or ion energy through their body to shut down people or machinery. Keep in mind you only do 1D of stun/ion damage for every 2D of Alter you have.
Imbue
Control/Alter
Control Roll - Moderate
Alter Roll - GM's discretion
Imbue allows a Jedi to transfer the Force into objects they may have created via Talisman Construction (new skill) for the purposes of creating artifacts. A Force point used in this way will never be given back, however temp points are just a viable as normal Force points. When Imbued a talisman can permanently bestow certain effects defined by the GM and player to whoever may wield the object. The alter difficulty is decided by the nature of the effects and how much of an advantage it may create.
Instinctive Piloting[b]
Control/Sense/Alter
Prereqs: Danger Sense, Combat Sense, Techno-telepathy
Control - Moderate
Sense - Moderate, modified by relationship to vehicle
Alter - Easy, modified by terrain or number of combatants
This power allows the user to become one with their vehicle and enhance their ability to pilot. This power is only usable on non-walker scaled vehicles as well as starships below capital class. While this power is active the user adds an extra die for every 2D of control they have to any piloting or weapons rolls while using a vehicle.
[b]Shadow Shift
Control/Sense/Alter
Control Roll - Moderate Modified by Weight as per Telekinesis rules
Sense - Easy Modified by Distance
Alter - Difficult Modified by Distance
Shadow Shift allows a user to warp shadows around themselves and any willing subjects to teleport them to any other shadow they can perceive through the Force. While this power is not a "dark side power" it does require a connection to the dark side of the Force to utilize otherwise a DS point is given to the user upon first use of this power.