1. Absorber / Dissiper Energie (Absorb/Dissipate Energy)
:Control: Sunburn - Very Easy; intense sun - Easy; solar wind - Moderate; radiation storm - Difficult. Characters may use this power for energy attacks, such as blaster bolts and force lightning - the difficulty is Moderate plus the damage roll of the attack.
:Actif: as long as the source of energy is constant - it may not be kept "up" for blaster bolts or Force lightning.
:Effets: This power allows the Jedi to absorb or dissipate energy, including light, heat, radiation and blaster bolts. A successful control roll means that the energy is dissipated. If the user fails the roll, he takes full damage from the energy. The character must activate the power in the same round to absorb the blaster bolt or Force lightning - the character must be able to roll the power before the attack lands. He can't use the power after the attack has hit.
2. Accélère Guérison (Accelerate Healing)
:Control: Easy for wounded characters, Moderate for incapacitated characters, Difficult for mortally wounded characters.
:Temps Requis: One minute
:Effets: If a Jedi uses this power successfully, He may make two natural healing rolls for the current day regardless of his injury. He gets a +2 modifier to his roll for both rolls.
3. Accélérer Guérison Autre (Accelerate Another's Healing)
:Control: Very Easy. Modified by relationship.
:Alter: Very Easy.
:Pouvoirs Requis: Contrôler Douleur Autre
:Temps Requis: One minute
:Effets: The target is allowed to make extra healing rolls, as outlined in accelerate healing. The Jedi must be touching the character whenever he attempts a healing roll.
4. Astrogation Instinctive (Instinctive Astrogation)
:Sens: Moderate, modified by difficulty of journey.
:Pouvoirs Requis: Sens Exacerbés
:Effets: This is the more well known ability of the Jedi to calculate astrogation routes without the use of a nav computer. The Jedi uses his sense skill to "feel" through the myriad hyperspace routes to determine the safest path. The difficulty is modified by how dangerous the path is: Task is:Modifier (add to difficulty): Very Easy 0, Easy 0, Moderate 0, Difficult +5, Very Difficult +10, Heroic +15. If the Jedi succeeds at charting the course, the Jedi needs only make an Easy astrogation total to plot a safe path. If the Jedi fails the roll, the astrogation difficulty is automatically Very Difficult; if the roll is missed by more than five points, increase thedifficulty to Heroic.
5. Augmenter Attribut (Enhanced Attribute)
:Note: "And suddenly Luke was gone, a single leap taking him to the top of the X-wing ..."
:Control: Moderate
:Effets: A Jedi uses this power to increase a single attribute for a limited amount of time. An increased attribute can help a Jedi jump higher, dodge quicker, see better, and run faster. All skills controlled by the enhanced attribute are increased by the appropriate amount for as long as the power is in effect. An attribute increased by this power remains enhanced for the duration listed below. Duration and attribute increase is determined by how much a character's control skill roll beats the difficulty number. Duration can be extended through the use of character points - for every character point a Jedi spends after invoking this power, the duration is extended by one combat round. The points can be spent at any time before the power fades. A Jedi can only increase one attribute at a time. If a character invokes the power to enhance a second attribute while the first attribute is still enhanced, then the first enhancement fades and the second attribute receives the benefit. Skill roll Beats Difficulty By, Attribute, IncreaseDuration 0-13,+1D,3 rounds - 14-25, +2D, 2 rounds - 26+, +3D, 1 round
6. Combat Sabre Laser (Lightsaber Combat)
:Control: Moderate
:Sens: Easy
:Actif: yes
:Effets: To use a light saber most effectively, a Jedi learns this power. The Jedi uses this power both to wield this elegant but difficult-to-control weapon while also sensing his opponent's actions through his connection to the Force. This power is called upon at the start of a battle and remains "up" until the Jedi is stunned or injured; a Jedi who has been injured or stunned may attempt to bring the power back "up." If the Jedi is successful in using this power, the Jedi adds his sense dice to his lightsaber skill roll when trying to hit a target or parry, and he adds or subtracts up to the number of his control dice to the lightsaber's 5D damage when it hits in combat. Players must decide how many control dice they are adding or subtracting before they roll damage. If the Jedi fails the power roll, he must use the lightsaber with only his lightsaber skill to hit and the weapon's normal damage in combat and he cannot attempt to use the power again for the duration of the combat. Finally, the Jedi may use lightsaber combat to parry blaster bolts. To do this, the character must declare that he is parrying that round, using his lightsaber skill as normal. The Jedi may also attempt to control where deflected blaster bolts go, although this counts as an additional action. The Jedi must declare which specific shot he is controlling. Then, once the roll is made to see if the blaster bolt was parried by the Jedi, the Jedi makes a control roll, with the difficulty being his new target's dodge or the range (figured from the Jedi to the target). The damage is that of the original blaster bolt. Example: Gerrick is entering lightsaber combat, and has a lightsaber skill of 4D, a control of 3D and a sense of 2D+2. If Gerrick makes his Moderate control roll and his Easy sense roll, he gets to add his control to his lightsaber skill in combat, so he would fight and parry with a skill of 7D. He would also add his sense to the lightsaber's normal damage of 5D, for a new damage of 7D+2. These bonuses are in effect until Gerrick drops the power or is stunned or is injured and forced to drop the power. However, since the power is "up," Gerrick subtracts -2D from all actions while using the power. If Gerrick wants to deflect blaster bolts during a round, in the declaration phase he must say that he is lightsaber parrying and that he will attempt to deflect a specific shot back at someone standing only four meters away. The attacker is 20 meters away and using a blaster pistol (4D damage). First, Dave, Gerrick's player must wait and see if his lightsaber parry was good enough to deflect the blaster bolt out of the way. If he does parry, Gerrick can now attempt to deflect the bolt. He must make an additional control roll, at -2D (because lightsaber combat is still up), but since his target is only four meters away, which is short range for blaster pistol, his difficulty is only a 6. Gerrick rolls his die - and gets a 6. He hits the target with the reflected blaster bolt, which does 4D damage (normal damage for the weapon).
7. Concentration (Concentration)
:Control: Facile si le Jedi est détendu et en paix avec lui-même. Difficile si le Jedi est sous l'emprise d'émotions négatives telles que l'agressivités ou la peur. Très difficile si le Jedi agit sous le coup d'émotions négatives
:Effets: Avec ce pouvoir, un Jedi peut éliminer toutes les pensés négatives de son esprit, afin de sentir la Force en lui et au travers de l'univers. S'il réussit son jet de contrôle, il peut ensuite ajouter +4D à un jet d'action effectué au cours du même round. Pendant lequel, il ne lui sera pas possible d'entreprendre autre chose que l'activation de Concentration et la tâche sur laquelle il se concentre. Il perd en effet son bonus si, par exemple, il emploie à nouveau la même compétence, esquive ou pare un coup. Il est possible d'utiliser des points de personnage ou de Force en conjonction avec ce pouvoir.
8. Contorsion / Evasion (Contort/Escape)
:Control: Très facile pour ôter des lien, Facile pour des menottes, Moyen pour des chaînes, Difficile à Héroïque pour des mécanismes de haute sécurité (à la discrétion du MJ)
:Pouvoirs Requis: Concentration, Contrôler Douleur, Augmenter Attribut
:Effets: Le Jedi se libère de ses liens en se contorsionnant difficilement et dans la douleur. En se déboîtant les jointure et autres astuces dans le genre, un Jedi peu se libérer de la plupart des systèmes de sécurité, même dans la douleur. Les Jedi sont entraînés pour maîtriser leur douleur pour se concentrer sur leur tâche.
9. Contrer Eblouissement (Blind Sense)
:Sens: Moderate
:Actif: yes
:Effets: 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.
10. Conduction Energie (Conduit)
:Control: Moderate => Computer, Electric kettle. Difficult => Lightsaber, Blaster. Very Diff => Repulsorlift vehicle. Heroic => Starship.
:Sens: Moderate => Electric kettle. Difficult => Lightsaber, Blaster. Very Diff => Vehicle (all scales). Heroic => Computer.
:Alter: Difficult.
:Pouvoirs Requis: Absorber/Dissiper Energie
:Actif: yes
:Effets: 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.
11. Contrôler Douleur (Control Pain)
:Control: Very Easy for wounded characters, Easy for incapacitated characters, Difficult for mortally wounded characters. The difficulty for stunned characters is Easy if the character has not fallen unconscious and Moderate if he has. The power can be kept "up," so the character can ignore the pain of injuries for a long period of time. However, whenever the character is injured again, the Jedi must make a new control pain roll, with the difficulty being the new level of injury.
:Effets: A wounded Jedi who controls pain can act as if he has not been wounded starting with the round after the power roll has been made. His wound is not healed, but the character doesn't suffer the penalties of being wounded: a wounded Jedi doesn't lose 1D from all actions; an incapacitated character can still act normally, as can a mortally wounded character. This power can also be used to shrug off any stun results. However, the character is still injured, and thus prone to getting worse, even if the Jedi doesn't feel the pain. For example, a wounded character who is wounded again would still become incapacitated. Mortally wounded Jedi still have to make the same rolls as other mortally wounded characters.
12. Contrôler Douleur Autre (Control Another's Pain)
:Note: "Laying his hand gently on the worst of the burns, Luke reached out with the Force, doing what he could to alleviate the other's pain ..."
:Control: Very Easy. Modified by proximity and relationship.
:Alter: Easy for wounded characters; Moderate for incapacitated characters; Difficult for mortally wounded characters
:Actif: yes, If the power is dropped, the characters suffers pain and penalties normally
:Pouvoirs Requis: Contrôler Douleur
:Effets: This power has the same effect on the target that Control pain does on its user. A wounded character who has his pain controlled can act as if he has taken no wounds starting with the round after the power roll is made. The wounds are not healed, but the character suffers no pain from his injuries and doesn't suffer from the penalties of being wounded (-1D to all actions, for example). However, the character is still injured and will suffer additional injuries normally. When a character who has had is pain controlled is injured again, a new power roll must be made at the higher difficulty to see if the pain can be controlled.
13. Contrôler Maladie (Control Disease)
:Control: Très facile pour une infection bénigne (rhume). Facile pour une maladie peu grave (forte fièvre ou grippe). Moyen pour maladie grave (gangrène) Difficile pour une maladie mortelle. Très difficile pour une maladie grave et de longue durée. Héroïque pour une maladie mortelle à effets rapides.
:Pouvoirs Requis: Accélère Guérison
:Temps Requis: 30 minutes pour plusieurs utilisations dans la même semaine
:Effets: Permet à un Jedi de diriger et contrôler les anti-corps et autres mécanismes de défense physiologique afin de se débarrasser d'une infection ou de défendre ses organes malades. Pour utiliser ce pouvoir, le Jedi doit méditer pendant une demi-heure. En cas de maladie mortelle ou de longue durée, le Jedi doit recourir plusieurs fois à ce pouvoir sur une période de plusieurs semaines ou mois pour guérir complètement (A la discrétion du maître du jeu)
14. Contrôler Maladie Autre (Control Another's Disease)
:Control: Très facile + fonction de la relation
:Alter: Très facile pour une infection bénigne (rhume). Facile pour une maladie peu grave (forte fièvre ou grippe). Moyen pour maladie grave (gangrène) Difficile pour une maladie mortelle. Très difficile pour une maladie grave et de longue durée. Héroïque pour une maladie mortelle à effets rapides.
:Pouvoirs Requis: Accélère Guérison, Contrôler Douleur
:Temps Requis: 30 minutes pour plusieurs utilisations dans la même semaine
:Effets: Permet à un Jedi de diriger et contrôler les anti-corps et autres mécanismes de défense physiologique afin de se débarrasser d'une infection ou de défendre ses organes malades chez une autre personne. Pour utiliser ce pouvoir, le Jedi doit méditer pendant une demi-heure. En cas de maladie mortelle ou de longue durée, le Jedi doit recourir plusieurs fois à ce pouvoir sur une période de plusieurs semaines ou mois pour guérir complètement (A la discrétion du maître du jeu). Il faut toucher le malade pour que cela soit efficace.
15. Se Déguiser (Disguise)
:Control: 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)
:Sens: Moderate => Just one component, Difficult => Two components, Very Diff => Three components
:Actif: yes
:Effets: 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 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).
16. Détection de Vie (Life Detection)
:Sens: Very Easy if the subject Has Force Skills or is Force-sensitive; Moderate if not. Modified by relationship.
:Actif: yes
:Effets: This power allows Jedi to detect live sentient beings who might otherwise remain hidden from their normal senses. When the power is activated, the Jedi knows the location of all sentients within 10 meters -- if the power is kept up, the Jedi may know whenever a sentient approaches within 10 meters of them or vice versa. When a Jedi approaches or is approached by sentient creatures, make a sense roll for the Jedi and each creature make an opposed control or Perception roll to avoid detection. Both rolls are "free" actions and don't count as a power use. If the Jedi ties or rolls higher, he senses the creatures in question. If the Jedi beats the target's roll by 10 or more points, the Jedi is aware if this person has force skills (yes or no), is Force-sensitive (yes or no) or if they have met the person before (yes or no), and if yes, what their identity is. Example: Gerrick, Young Jedi, has his life detection power "up." Bill, the gamemaster knows that three Gamorreans approach him from behind. He tells Dave, Gerrick's player, that he senses three sentients approaching him from behind. Dave makes his roll to see if he can determine the creatures identities -- he doesn't beat the first Gamorrean, so Dave only knows the first creature is a sentient. Dave beats the second Gamorrean by 13 points, so Bill tells him that the creature is not Force-sensitive and doesn't have Force skills, and since he's never met the creature before, he doesn't know its identity, not even its species. Dave beats the third creature by 11 points, so Bill tells him that this creature is also not Force-sensitive and doesn't have Force skills. However, Bill decides that Gerrick has met the creature before, and tells him, "It's Draughckt, a Gamorrean you met a few years earlier on Seltos."
17. S'Eclipser (Eclipse)
:Control: Moderate
:Sense: Special, See Below
:Alter: 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)
:Pouvoir Requis: Transe Cataleptique, Modifier Esprit, Projection Télépathique.
:Actif: yes
:Effets: 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).
18. Flottement de la Force (Sense Disturbance)
:Sens: Very Easy, Modified by proximity
:Effets: 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.
19. Force de Volonté (Force of the Will)
:Control: Facile
:Actif: Oui
:Effets: En utilisant ce pouvoir, le Jedi utilise sa propre volonté pour combattre les effets d'une attaque de la Force. S'il est attaqué par télékinésie ou une autre pouvoir basé sur la pensé, le Jedi peut ajouter sa volonté à son code de control ou de perception. Le total control (ou perception) et volonté s'appelle la "valeur de protection". Si le jet de l'attaquant est inférieur au jet de control (ou perception) le Jedi n'a rien. Si le jet d'attaque est supérieur à la valeur de protection alors le Jedi subit totalement l'effet du pouvoir attaquant. Si le jet d'attaque est compris entre le jet de control (ou perception) et la "valeur de protection" alors le Jedi ne subit rien mais sa volonté encaisse, et la compétence volonté perd 1D pour le prochain jet. Il faut alors refaire un jet pour déterminer une nouvelle "valeur de protection". Si la compétence de volonté atteint 0D, le pouvoir s'arrête et le Jedi ne peut plus résister qu'avec son jet de control (ou perception). Il faut 1 jour de repos ou 1 heure de vide spirituel pour récupérer 1D perdu sur la compétence de volonté.
:Note: Ce pouvoir ne protège pas contre les pouvoirs Eclairs de Force, Tempête de Force ou des objets projetés par Télékinésie. Ces pouvoirs sont plus externes qu'internes, donc la volontés ne peut intervenir. Force de Volonté agira contre Blesser / Tuer, Meurtre Télékinétique, Infliger Douleur, et les autres pouvoirs qui utilisent directement la Force pour attaquer.
20. Lumière (Light)
:Alter: Very Easy
:Actif: yes
:Effets: 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.
21. Modifier Esprit (Affect Mind)
:Note: " Clenching his teeth, Han raised his blaster. But even as he did so, his peripheral vision caught Luke's hand making some sort of gesture; and suddenly the Imperial spun around in the opposite direction, pointing his blaster rifle toward a patch of empty floor. ' He thinks he heard a noise, 'Luke whispered, 'Let's go ...'"
:Control: Very Easy for perceptions: Easy for memories: Moderate for conclusions, Modified by proximity.
:Sens: The target's control or Perception roll.
:Alter: Very Easy for slight, momentary misperceptions, minor changes to distant memories, or if the character doesn't care one way or another. Easy for brief, visible phenomena, for memories less than a year old, or if the characters feel only minor emotion regarding the conclusion he is reaching. Moderate for short hallucinations, for memories less than a day old, or if the target has strict orders about the conclusion. Difficult for slight disguises to facial features, hallucinations which can be sensed with two senses (sight and sound, for example), for memories less than a minute old, or the matter involving the conclusion is very important to the target. Very Difficult for hallucinations which can be sensed by all five senses, if the memory change is a major one, or if the logic is absolutely clear and coming to the wrong conclusion is virtually impossible.
:Effets: This power is used to alter a character's perception so that he senses an illusion or fails to see what the user of the power doesn't want him to see. This is used to permanently alter a characters memories so that he remembers things incorrectly or fails to remember something. This power can also be used to alter a character's conclusions so that he comes to an incorrect conclusion. Before making skill rolls, the character must describe exactly the effect he is looking for. The power is normally used on one target; two or more targets can only be affected if the power is used two or more times. A character believes he is affected by any successful illusions -- a character who thinks he is struck by an illusory object would feel the blow. If he thought he was injured, he would feel the pain, or if he thought he had been killed, he would go unconscious. However, the character suffers no true injury. This power cannot affect Droids or recording devices. "These are not the Droids you're looking for." "These are not the Droids we're looking for."-- Ben Kenobi and Imperial Stormtrooper
22. Modifier Sens (Shift Sense)
:Sens: Moyen pour des phénomènes simple (chaleur) , Difficile pour des phénomènes moins courants (Ondes Communicateurs Rayon Infrarouge) Très Difficile pour des phénomènes complexes (Détection d'un gaz bien particulier)
:Actif: Oui
:Pouvoirs Requis: Sens Exacerbés
:Effets: Le Jedi modifie ses sens pour détecter un phénomène diffèrent. Modifier la vision pour détecter les infrarouges, modifier l'odorat pour détecter une combinaison chimique particulière, entendre des gammes de fréquence inaudible pour sa espèce. Ce pouvoir compte comme une action. Attention avec ce pouvoir un Jedi peut détecter la présence d'onde de communicateur, mais il ne peut pas écouter la conversation pour autant. Il ne pourra pas non plus trouver l'origine du signal.
23. Neutraliser Poison (Detoxify Poison)
:Control: Very easy for a very mild poison (alcohol); Easy for a mild poison; Moderate for an average poison; Difficult for a virulent poison; Very Difficult to Heroic for a neurotoxin.
:Temps Requis: Five minutes
:Effets: This power allows a Jedi to detoxify or eject poisons that have entered his body. If the Jedi makes the power roll, the poison doesn't affect him.
24. Petit Champ de Force (Lesser Force Shield)
:Sens: Facile
:Alter: Moyen
:Pouvoirs Requis: Absorber/Dissiper Energie, Concentration, Sens Exacerbés, Télékinésie
:Actif: Oui
:Effets: Ce pouvoir permet au Jedi d'entourer son corp par une bouclier de Force. Ce bouclier peut-être utilisé pour dévier l'energie et les objets loin du Jedi. Le bouclier agit avec VIG+1D contre toutes les attaques (énergie ou physique), y compris les nuages de gaz et les explosions de grenade. Ce bouclier n'est pas très solide, mais il peu parfois protéger le Jedi de blessures sérieuses.
25. Post Cognition (Post Cognition)
:Sens: Facile pour voir ce qui s'est passé moins de 2 heures plus tôt. Moyen pour voir ce qui s'est passé au cours de la semaine dernière. Difficile pour voir ce qui s'est passé dans les 6 derniers mois. Très Difficile pour voir ce qui s'est passé dans l'année écoulé. Héroïque pour voir ce qui s'est passé dans les deux dernières années. +10 par année supplémentaire.
:Pouvoirs Requis: Détection de Vie, Sentir la Force, Transe Cataleptique
:Temps Requis: 5 minutes. Peut-être réduit à raison de +10 par minute. Minimum à 1 minute.
:Effets: Permet à un Jedi de déchiffrer les empreintes extrêmements ténues que l'aisse la Force sur les objets quand ceux-ci sont manipulés par des êtres vivants. Le Jedi doit lui aussi pouvoir manipuler l'objet pour utiliser le pouvoir. Il faut bien sûr indiquer de combien de temps le Jedi veut remonter dans le passé avant le jet. Si le jet est réussi , il est en mesure de dire qui a tenu ou touché l'objet cible et ce qui s'est passé dans son voisinage. Le Jedi peut, soit chercher un incident précis, soit se contenter d'observer les événements passés comme s'ils constituaient une holo-vidéo. Si le jet est >= à 3x la difficulté, le Jedi peut observer les événéments survenus autour de l'objets comme s'il avait été lui-même sur place. Si le jet est >= à 2x la difficulté, le Jedià une bonne perception des événements, limité toutefois par le fait que le sens primaire (celui qui fournit en principe le plus d'information : ex : la vue ) est relativement brouillé. Si le jet est seulement >= à la difficulté toutes les perception sont atténuées, indistinctes, mélangés. Le Jedi n'a alors que de vagues impréssions concernant les personnes qui ont tenues l'objet et les événements passés.
26. Poursuite Hyperespace (Track Hyperspace Trail)
:Sens: Difficult, modified by half the difficulty of the journey of the ship being tracked; also modified by Proximity
:Pouvoirs Requis: Astrogation Instinctive, Sentir la Force
:Effets: 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.
27. Projection Télépathique (Projective Telepathy)
:Control: Very Easy. Increase difficulty by +5 to +10 if the Jedi cannot erbalize the thoughts he is transmitting (he is gagged, doesn't want to make a sound). Modified by proximity.
:Sense: Very Easy if the target is friendly and doesn't resist. If target resists, roll Perception or control roll to determine the difficulty. Modified by relationship.
:Pouvoirs Requis: Réception Télépathique
:Effets: If the Jedi successfully projects his thoughts, the target "hears" His thoughts and "feels" his emotions. The target understands that the thoughts and feelings he is experiencing are not his own and that they belong to the user of the power. If the Jedi doesn't "verbally" identify himself, the target doesn't know who is projecting his thoughts to him. This power can only be used to communicate with others minds, not control them.
28. Ramener Autre Conscience (Return Another To Consciousness)
:Con rol: Easy. Modified by proximity. Modified by relationship.
:Alter: Easy for incapacitated characters; Difficult for mortally wounded characters.
:Pouvoirs Requis: Rester Conscient
:Effets: The target returns to consciousness. The target has the same restrictions as imposed by the remain conscious power.
29. Réception Télépathique (Receptive Telepathy)
:Sens: Very Easy for friendly, non-resisting targets. If target resists, he makes a Perception or Control roll to determine the difficulty. Modified by the proximity and relationship.
:Pouvoirs Requis: Sentir la Vie
:Actif: yes if the target is willing and the proximity modifier doesn't increase.
:Effets: If the Jedi makes the power roll, he can read the surface thoughts and emotions of the target. The Jedi "hears" what the target is thinking, but cannot probe for deeper information. When the Jedi uses the power on another player character, the gamemaster asks the player if he minds the power being used on his character; if the target is a gamemaster character, the gamemaster must determine for himself if the target is friendly or resistant. If the skill roll is double the difficulty, the Jedi can sift through any memories up to 24 hours old. A Jedi cannot sift through memories in the same round that contact is made -- this process takes a full round. A Jedi can read the minds of more than one person at a time, but each additional person counts as an additional action, with separate rolls and multiple skill use penalties. This power may be used on creatures and other sentient species, although it cannot be used on Droids.
30. Réduire Blessure (Reduce Injury)
:Control: Moderate for incapacitated characters, Difficult for mortally wounded characters, Very Difficult for Dead Characters.
:Pouvoirs Requis: Contrôler Douleur
:Note: Spending Force points in this manner - not at the beginning of the round - is allowed. Also, it is not always a "selfish" act to save one's life, so the character might be able to get the Force point back. If the character was fighting to save his friends from certain doom - and if he falls, they certainly die - then this could even be considered an heroic action. It still involves great sacrifice.
:Effets: By using this power, a Jedi may call upon the Force to reduce the amount of injury he suffers; this power is normally only used in desperation because of its long-term repercussions. When the power is successfully used, The Jedi loses a Force point. Any injury that is suffered is reduced to a wounded. If the original injury would have killed the character, he must choose to suffer a permanent injury of some kind. Example: Luke Skywalker and Darth Vader are fighting in the Emperor's chambers on the new Death Star. Luke batters down Vader's defenses and makes a killing strike - But Vader uses the reduce injury power and expends a Force point. He is now only wounded, but he loses his hand.
31. Résister à la Paralysie (Resist Stun)
:Control: Moderate
:Temps Requis: One Minute
:Actif: yes
:Effets: Resist stun allows the Jedi to prepare his body to resist the effects of stun damage. The power must be activated before the character has suffered any damage. A successful result allows the Jedi to resist all stun results except for unconscious and normal injuries. An unconscious result forces the Jedi to drop the power, and he is considered stunned. Normal injuries (wounded, incapacitated, mortally wounded and killed ) are treated normally.
32. Rester Conscient (Remain Conscious)
:Control: Easy for stunned characters, Moderate for incapacitated characters, Difficult for mortally wounded characters.
:Pouvoirs Requis: Contrôler Douleur
:Effets: Remain conscious allows a Jedi to remain conscious even when he has suffered injuries which would knock him unconscious. In game terms, when a character with this power suffers this kind of injury, they lose all of their actions for the rest of the round, but they are still conscious (normal characters automatically pass out). On the next round, the character may attempt to activate the power - this must be the first action of that round; the Jedi cannot even dodge or parry. If the roll is unsuccessful, the character passes out immediately. If the roll is successful, the Jedi can do any one other action that he has declared for that round - often the character will attempt control pain so that he will be able to remain conscious. After that other action has been completed, the Jedi will lapse into Unconsciousness, unless he has activated control pain or done something else that will keep the character conscious.
33. Sens du Climat (Weather Sense)
:Sens: Facile si le Jedi a vécu dans la région plus d'un an. Moyen si le Jedi a vécu dans la région entre 6 et 12 mois. Difficile si le Jedi a vécu dans la région entre 1 et 6 mois. Très Difficile si le Jedi a vécu dans la région moins d'1 mois. Modifié par la proximité et par les condition météo locale.
:Pouvoirs Requis: Sens Exacerbés
:Actif: Oui
:Effets: Ce pouvoir permet au Jedi de dicerner des modèles de fonctionnement du climat local. En sentant les mouvements des nuages, des courants d'air, il peut faire des prévisions limités sur les différents phénomènes atmosphérique. Le Jedi doit passer des semaines pour s'habituer suffisament au climat et à la topologie du terrain pour augmenter la fiabilité de ses prévisions. La prédiction est valable pour 4 heures, si le Jedi veux prolonger la validité, la difficulté en sens augmente.
34. Sens Combat (Combat Sense)
:Note:"Luke held his ground, feeling the Force flowing into him and out through his arms, evoking an odd sort of tunnel vision effect that turned mental spotlights on the attack itself and relative darkness on everything else ..."
:Sens: Moderate for one opponent, modified by +3 for every additional opponent a Jedi wants to defend against.
:Pouvoirs Requis: Sentir Danger, Sentir la Vie
:Effets: Combat sense helps a Jedi focus on the battle at hand. Every thing else becomes dulled and muted as the Jedi's senses are all turned to the combat happening around him. All targets become mentally highlighted in the Jedi's mind, aiding him in attack and defense. In game terms, by focusing his attention on his opponents, a Jedi gains certain important advantages. First, he gets to decide when he wants to act during a round -- no initiative rolls are needed while the power is in effect. If more than one Jedi is using this power, whichever Jedi rolled the highest when invoking the power gets to determine exactly when they are acting in the round. Second, his attack and defense rolls are increased by +2D. Combat sense lasts for ten combat rounds and doesn't count as a "skill use" for determining die code penalties.
35. Sens Cybernétique (Cyber Sense)
:Sens: Very Easy by Relationship and Proximity
:Actif: yes
:Effets: Allows a force user to sense the prescience of a machine, computer or droid.
36. Sens Exacerbés (Magnify Senses)
:Sens: Very Easy. Modified by proximity.
:Temps Requis: Three rounds
:Effets: This power allows a Jedi to increase the effectiveness of his normal senses to perceive things that otherwise would be impossible without artificial aids. He can hear noises beyond his normal hearing due to distance or softness -- he can't hear beyond normal frequencies. Likewise, he can see normally visible things over distances that would normally require the use of macrobinoculars, and identify scents and odors that are normally too faint for Human olfactory senses.
37. Sens Radar (Radar Sense)
:Sens: Moderate
:Pouvoirs Requis: Sentir la Vie, Sens Exacerbés
:Actif: yes
:Effets: 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.)
38. Sentir Danger (Danger Sense)
:Note: "It came as a flicker of movement from one of the doorways, and an abrupt ripple in the Force. 'Duck!' Luke barked, igniting his lightsaber. With a snap-hiss the green-white blade appeared -- and moved almost of its own accord to neatly block the blaster bolt that shot toward them ..."
:Sens: Moderate or attacker's control roll.
:Pouvoirs Requis: Sentir la Vie
:Actif: yes
:Effets: Danger Sense allows a Jedi to extend his senses around himself like protective sensors, creating an early warning system for as long as the power is in effect. When this power is used, the Jedi detects any attacks the round before they are made. This gives the Jedi a round to decide how to react to the danger. In game terms, if any Character is going to attack the Jedi on the next round, they must declare their action the round before it happens. Characters who are going to attack the Jedi may roll their control skill to increase the difficulty of using the power.
39. Sentir la Force (Sense Force)
:Sens: Moderate for an area; Difficult for sensing details or specific objects within the area. Modified by proximity.
:Effets: This power is used to sense the ambient Force within a place. It cannot be used to detect sentient beings, But there are many forms of life and many areas of the galaxy intertwined with the Force which can be sensed with this power. Sense Force will tell a character the rough magnitude of the Force in an area or object, and whether the area or object tends toward the Dark Side or the Light.
40. Sentir Potentiel Force (Sens Force Potential)
:Sens: Moyen pour des cibles amicales qui ne résistent pas. Moyen plus un jet de perception ou control (celui aui à le plus grand code dé) de la cible pour fixer la difficulté d'une cible non consentente.
:Pouvoirs Requis: Détection de Vie, Sentir la Vie, Réception Télépathique, Sentir la Force
:Temps Requis: 6 rounds
:Effets: Ce pouvoir permet au Jedi de tester l'esprit d'une cible, pour déterminer si cette personne a ou non le potentiel d'être puisant dans la force. La conscience profonde d'une personne sensible à la Force et protégé par une barrière pour empecher l'intrusion d'une autre personne sensible à la Force. Cette barière repouse violament l'intrus. Ce bouclier est un mécanisme de défense involontaire chez toutes personnes sensible à la Force. C'est un moyen sûr de savoir si la personne en question peut devenir ou non un Jedi. La puissance de la réaction dépend de l'actuelle puissance de la cible. Une personne juste sensible repousse l'intrus d'1 mêtre. Une personne un peu entrainé va repousser l'intrus à travers la pièce. Un Jedi accompli va projeter violament l'intrus à travers un très grande pièce.
41. Sentir la Vérité (Truth Sense)
:Sens: Easy; modified by Relationship
:Temps Requis: One round
:Actif: yes
:Effets: 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.
42. Sentir la Vie (Life Sense)
:Sens:Very Easy. Modified by proximity and relationship.
:Pouvoirs Requis: Détection de Vie
:Actif: yes to track a target.
:Effets: The user can sense the presence and identity of a specific person for whom he searches. The user can sense how badly wounded, diseased or otherwise physically disturbed the target is. A target may use the control skill to hide his identity from the Jedi using life sense. The character's control skill is added to the senser's difficulty.
43. Télékinésie (Telekinesis)
:Alter: Very Easy for objects weighing on kilogram or less; Easy for objects weighing one to ten kilograms; Moderate for objects 11 to 100 kilograms; Difficult for 101 kilograms to one metric ton; Very Difficult for 1,001 kilograms to ten metric tons; Heroic for objects weighing 10,001 kilograms to 100 metric tons. Objects may be moved at 10 meters per round; add +5 per additional 10 meters per round. The target must be in sight of the Jedi. Increased difficulty if object isn't moving in simple, straight-line movement: +1 to +5 for gentle turns, +6 to +10 for easy maneuvers, +11 to +25 or more for complex maneuvers, such as using a levitate lightsaber attack, Modified by proximity.
:Actif: yes
:Effets: This power allows the Jedi to levitate and move objects with the power of his mind alone. If used successfully, the object moves as the Jedi desires. A Jedi can levitate several objects simultaneously, but each additional object requires the Jedi to make a new power roll. This power can be used to levitate oneself or others. It can be used as a primitive space drive in emergencies. When used to levitate someone against their will, the target may resist by adding their Perception or Control roll to the difficulty number. Levitated objects can be used to attack other characters, but this automatically gives the Jedi a Dark Side Point. Such objects do 1D damage if under a kilogram, 2D if one to ten kilograms, 4D if 11 to 100 kilograms, 3D Speeder-scale damage if 101 kilograms to one metric ton, 3D Starfighter-scale damage if one to ten metric tons and 5D Starfighter-scale damage if 11 to 100 metric tons. Such attacks would require an additional control roll by the Jedi, which would be the hit roll against the target's dodge . If the character doesn't dodge the attack, the difficulty is Easy.
44. Traduction (Translation)
:Sens: Moyen pour les humains ou extra-terrestre. Difficile pour les droïds. Si la cible tient un langage cryptique ajouter +5. +20 si la langue est écrite.
:Actif: Oui
:Pouvoirs Requis: Réception Télépathique, Projection Télépathique
:Effets: Ce pouvoir permet au Jedi de traduire une langue et la parler. Le Jedi peut déchiffrer un language corporel, explorer une langue parlé ou traduire des textes anciens. Pour que ce pouvoir foncionne, le Jedi doit d'abord entendre la langue, ou voir le texte écrit. Ce pouvoir, similaire à la Télépathie, a beaucoup d'avantage. Une seul utilisation du pouvoir est nécéssaire pour comprendre la langue. Aussi longtemps que tout le monde parle la même langue, il n'est pas nécéssaire de refaire un jet. Il n'est pas nécéssaire de faire un jet pour chaque participant à la conversation. Il est aussi possible de communiquer avec des droïds n'émétant que des signaux sonores (bip et autres). Il est aussi possible de lire des textes de civilisation depuis longtemps disparues. Mais le Jedi ne connais pas vraiment la langue, et dés que le pouvoir est stoppé, le Jedi ne peut plus comprendre la langue.
45. Transe Cataleptique (Hibernation Trance)
:Control: Difficult
:Actif: yes
:Effets: Using this power causes a Jedi to fall into a deep trance, remarkably slowing all body functions. His heartbeat slows, his breathing drops to barely perceivable levels, and he falls unconscious. Hibernation trance serves two purposes. It allows a Jedi to "play dead." It can also be used to survive when food or air supplies are low. Anyone who comes across a Jedi in hibernation trance assumes the Jedi is dead unless he makes a point of testing him. Another Jedi with the Life detection power and the sense skill will be able to detect the Force within the hibernating character and realize he is still alive. A hibernating character uses about one tenth as much air as someone who is simply sleeping. He can hibernate for a week in a dry climate or for up to a month in a wet one before dying from lack of water. A character can decide what stimuli will bring him out of the trance, or how long he will spend in the trance before coming out of it. The stimuli or length of time must be declared when the character enters the trance.
46. Transférer la Force (Transfer Force)
:Control: Easy. Modified by relationship. Modified by proximity.
:Alter: Moderate.
:Pouvoirs Requis: Contrôler Douleur Autre
:Temps Requis: One minute
:Effets: This power will save a mortally wounded character from dying because the Jedi is transferring his life force to the target. When a character has force transferred to him, he remains mortally wounded, but he will not die provided he isn't injured again. The character is in hibernation, and will stay alive in his state for up to six weeks. The Jedi must be touching the target character when the power is activated. When this power is used, the user must spend a Force Point (this is the life force that is transferred to the target). This use is always considered heroic, so the character will get the Force Point back at the end of the adventure. The recipient of this power must be willing.
47. Vide Spirituel (Emptiness )
:Control: Moderate
:Note: Characters who are consumed by the Dark Side of the Force may not use this power.
:Pouvoirs Requis: Transe Cataleptique
:Effets: The user empties his mind and allows the Force to flow through him. The character seems to be in a deep meditation, and a character experiencing emptiness is oblivious to his surroundings. A character in emptiness may not move or take any action except to try to disengage from the emptiness. While in emptiness , a character is difficult to sense or affect with the Force. When another character attempts to use a Force power on a character in emptiness , add the meditating character's emptiness roll to the difficulty for the other character's sense or control rolls (this affects only the sense roll; if the power doesn't use the sense skill, then add the difficulty to the control roll). This difficulty is added regardless of whether or not the empty character would be willingly receive the power's effect. Once the character comes out of emptiness , the character gets a +6 bonus modifier to all Force skill rolls for a period of time equal to the amount of time the character spent in emptiness . This bonus is reduced by 1 for each Dark Side Point that the character has. When in emptiness , characters dehydrate and hunger normally - some initiates have died because they lacked enough control to bring themselves out of emptiness. When a character enters into emptiness , the player must state for how long the character will be in meditation. A character must make a difficult control skill roll to bring himself out of emptiness ; the character may attempt to come out of meditation under the following circumstances: * When the stated time has passed. * Once each hour beyond the original time limit. * The character's body takes any damage more serious than stun damage.
48. Vider Energie (Power Drain)
:Alter: Easy => Personal Scale, Moderate => Speeder Scale, Difficult => Starfighter/Walker Scale, Very Diff => Capital Ship Scale, Heroic => Death Star Scale
:Pouvoirs Requis: Conduction Energie
:Temps Requis: One round per Difficulty Level squared. (1 round for Easy, 16 rounds for Heroic).
:Effets: Drains all power out of a single battery or other charge holding device.
49. Vision (Farseeing)
:Note: "'I wouldn't trust Jedi Farseeing all that much if I were you,' Mara retorted. 'The Emperor did a lot of that, too. It didn't help him much in the end...'"
:Control: Very Easy. Modified by proximity. Add +5 to +20 to the difficulty if the character wishes to see the past. Add +10 to +30 or more if the character wishes to see into the future.
:Sens: Very Easy if the target is friendly and doesn't resist. If the target resists, make a control or perception total for the difficulty. Modified by relationship.
:Pouvoirs Requis: Sentir la Vie
:Temps Requis: At least one minute
:Effets: The user sees the person or place he wishes to see in his mind as the situation currently exists. The power can also be used to see the past or the future. The Jedi also sees the immediate surroundings, and so can know, for example, when a friend is in danger, or what has happened to his home planet in his absence. Farseeing requires calm conditions and at least one minute, but often takes a few minutes. Farseeing cannot be done in the face of danger. The Jedi's visions may not be entirely accurate. Power roll Difficulty Sense > or =Past/Present/Future (0-10,50%,10%) (11-20,75%,25%) (21-30,90%,50%) (31+,100%,75%). The past and present are set and it is merely a matter of the Jedi Having correct perceptions. However, the future is always fluid, always in motion, never set until it becomes the present - therefore it is much harder to predict. The percentages on the chart are a rough measure of how correct information the character receives in their vision. For example, 10% means that the character will only be able to make out the most basic details of a situation, such as "My friends are in danger." 25% means that the Jedi gets a somewhat accurate vision of what will transpire, but most major details will be missing from the vision. 50% means that the character's vision was about half right. 75% means that the character has an understanding of the critical happenings, but the character still has missed a major detail or two, which, of course, can complicate things. 90% means that the character has a very accurate and very detailed vision of what has or will transpired. 100% means that the character's vision is even more accurate and detailed, complete with minor, almost trivial details. When a character farsees into the future, the gamemaster has to make an honest effort to correctly represent what will happen: if the characters get a 75% result, the gamemaster must try to predict what he thinks the characters will do and what the outcome will be. Of course, since the future is so fluid, things are always subject to change. Farseeing is a great mechanic for the gamemaster to reveal part of the story - enough to tantalize the players, without ruining the story.
|