R evised Force Powers
This addendum replaces pages 71-80 in the Star Sense Powers
Wars Roleplaying Game. This revision simplifies
using Force powers and Force skills. Using this
Life Sense
revision, there are only the 12 Force powers as seen Difficulty Number: The base difficulty is 5, but is
in the movies. Additionally, each of these Force modified by target proximity and relationship.
powers use only one Force skill. Effect: The user can sense the presence and
identity of the person for whom he searches. The
user can also sense how badly wounded, diseased,
Control Powers
or otherwise physically disturbed the target is. If the
Absorb/Dissipate Energy user keeps the power “up”, he can use it to track a
Difficulty Number: 15; Blaster Bolt or Force target.
Lighting: 15 + the damage roll.
Effect: Absorbs or dissipates energy to which the Sense Force
character is subjected. “Energy” includes blaster
Difficulty: 5 for an area; 15 for sensing details or
bolts and Force Lightning.
specific objects within the area, modified by
A successful control roll means the energy is
proximity.
dissipated and does not injure the character.
Effect: This power is used to sense the ambient
Force within a place. It cannot be used to detect
Burst of Speed sentient beings.
Sense Force will tell a character the rough
Difficulty Number: Double movement: 10. Triple
magnitude of the Force in an area or object, and
Movement: 15.
whether the area or object tends towards the Dark
Effect: The movement rate of the character is
Side or the Light.
doubled or tripled for 1 round.
A successful control roll means the character
may run 20 meters or 30 meters per turn. Telepathy
Difficulty Number: 5, as modified by the
Force Leap proximity and relationship. +5 if the user cannot
verbalize the thoughts he is transmitting (e.g., if
Difficulty Number: 5.
gagged or does not wish to make a sound). If the
Effect: The character adds his control dice to his
target resists, make a perception (or control) roll for
jump skill, and may jump up to 10 meters up,
the target, and add the modifiers for proximity and
laterally, or down, without taking falling damage.
relationship.
Jumping more than 2 meters has a difficulty of 30
(see SWRPG, page 42).
1
Effect: If the user’s skill roll is equal to or greater Alter
than the difficulty number, he can read the targets
thoughts as well as emotions. The user “hears” Force Choke
what the target is thinking, but cannot probe for Warning: A character who uses this skill
deeper information. Normally, the skill is used one immediately gains a Dark Side point.
round at a time, but a character can keep it “up” in Difficulty: 5; modify with a perception or control
order to continue monitoring someone’s thoughts. roll for the target. +10 for a wound, +20 for
If the skill roll is at least double the difficulty, he incapacitation, +30 for a mortal wound. Subtract
can probe for deeper information — basically, rifle the targets relationship modifier (see Force
through the targets mind and memories for the Difficulty Chart), so killing a complete stranger is
information he wants. easier than killing a close relative.
Additionally, the user may allow the target to Effect: The user uses his telekinetic ability to
“hear” his thoughts and “feel” his emotions. This injure or kill the target by collapsing trachea.
power is not used to control minds, but to
communicate. Force Lightning
A character can read the minds or transmit Warning: A character who uses this skill
thoughts to more than one person — but each immediately gains a Dark Side point.
person counts as a power use, and the normal rules Difficulty Number: 5; modified by proximity and
for multiple skill use apply (see page 12). control or perception, limited to line of sight;
Some aliens experience emotions of which Effect: The target is struck by Force Lightning
humans are incapable, and vice versa, so when from the outstretched arms of the user and
used with aliens, the sensations may be difficult to experiences great agony. The target takes 1D
interpret. Telepathy may not be used with Droids. damage for every 2D of alter skill the user has and
the target is stunned for as long as the user keeps
Farseeing the power “up”, and two rounds thereafter.
Difficulty Number: 5, as modified by proximity
and relationship. If the user wishes to see the past, Force Push
add 5; to see the future, add 10. Difficulty Number: Targets control or Strength
Effect: The user sees the place or person he roll, modified by proximity, line of sight only.
wishes to see in his mind, as it appears now. He also Effect: The user uses the Force to push one or
sees the immediate surroundings, and so can several targets backwards, knocking them prone or
know, for example, when a friend is in danger, or banging them against a wall. Each target after the
what has happened on his home planet in his first incurs a -1D penalty to the alter skill.
absence, etc. Each target makes either a control or strength
The power can also be used to see the past or roll to resist, and the user’s alter roll is compared to
future. A cautionary note about the future is in each result in turn to determine success.
order: the future rapidly becomes unclear, An affected target is knocked back 5 meters, and
Intelligent beings have free will, and individual either falls prone or takes 4D damage by striking a
choices may alter it. So any vision of “the future” is wall or other obstacle.
of a possible future only — and the character’s own
actions can alter things.
2
Jedi Mind Trick Telekinesis
Difficulty Number: 5 for perceptions; 10 for Difficulty Number: 5 for objects of 1 kilogram or
memories; 15 for conclusions; as modified by less; 10 for 1-10 kg; 15 for 11-100 kg; 20 for 101 kg to
proximity; +5 for slight momentary misperceptions 1 metric ton; +5 for each additional factor of 10.
(“What was that noise?”), minor changes to distant Modify for proximity.
memories (“The dress your mother wore on the day Effect: This power is used to levitate and move
you graduated was red, not blue”), or if the objects with the naked mind. If used successfully,
character doesn’t really care one way or the other the target object moves as the user desires. The
(“OK, you can go in”). +10 for brief, visible user can continue moving the object if he keeps the
phenomena (“I saw a flash”), or memories less power “up”.
than a year old, or if the character feels some Using levitated objects to injure or attack other
emotion about the conclusion he’s reaching. +15 characters is possible — but anyone who does so
for short hallucinations (“Everything is turning gains a Dark Side point (“A Jedi uses his powers for
blue!”), for memories less than a day old, or if the knowledge and defense — never for attack.”)
target has strict orders about the conclusion. +20 Telekinesis can be used to levitate oneself or
for slight disguises to facial features or other characters. It can even be used as a primitive
hallucinations that can be sensed by two senses space drive in emergencies. When used to levitate
(can both be seen and heard), or for memories less someone against their will, the target may resist,
than a minute old, or if the matter involved the adding his perception or control roll to the difficulty
conclusion is extremely important to the target. +30 number.
for hallucinations which can be sensed by all
senses, if the memory change is a major one
(misremembering your own name), or if the logic is
absolutely clear and coming to the wrong
conclusion is virtually impossible.
Effect: This skill is used to:
• Alter a character’s perceptions, so that he
senses an illusion, or fails to see what the user of
the power does not want him to see, etc. Example:
“What was that noise?” “Probably nothing.”
• Alter a character’s memories permanently,
so that he remembers things incorrectly, or fails to
remember.
• Alter a character’s conclusions, so that he
comes to an incorrect decision. “These aren’t the
Droids we’re looking for.”
Before making his skill roll, the user must
describe exactly the effect he’s looking for; the
difficulty depends on the effect (see above).
The power is normally used on only one target.
Two or more targets can only be affected if the
power is used two or more times.
A target who is subject to a “hallucination which
can be sensed by all senses” would feel a blow if
the hallucination struck him. Although he would
feel it, he would suffer no damage.
This cannot fool Droids or recording devices.