Control and Alter Powers


Aura of Uneasiness
Difficulty: Easy.
Warning: A character that uses this power against a sentient being is likely to be embraced by the dark side.
Effect: This power allows a Sith to project a field of vague discomfort and unease around him or her, which causes non-sentient creatures to avoid him or her. This could also be used around sentient beings.

Accelerate Another's Healing
Difficulty: Very Easy
Required Powers: Control Another's Pain, Accelerate Healing.
Note: The Jedi must be touching the character whenever he or she attempts to heal.
Effect: See Accelerate Healing

Control Another's Disease
Difficulty: Very Easy.
Required Powers: Control Another's Pain, Control Pain, Control Disease.
Note: The Jedi must be touching the character whenever he or she attempts this ability.
Effect: See Control Disease

Control Another's Pain
Difficulty: Easy for wounded characters; Moderate for incapacitated characters; Difficult for mortally wounded characters.
Required Power: Control Pain
Effect: This power has the same effect on the target that Control Pain does on its user.

Control Breathing
Difficulty: Very Difficult
Required Powers: Concentration, Hibernation Trance, and Telekinesis.
This power can be kept up.
Effect: This power allows a Jedi to control the amount of oxygen flowing into his or her body. The Jedi takes control of the surrounding atmosphere, pulling oxygen molecule through the skin and into the lungs. With this power, the Jedi can effectively breathe underwater, and conversely, a water breather could survive on land. This power negates the need for a breath mask, mechgill, or any rebreather gear. In the cold of space or a hard vacuum, this power would be of little use.

Detoxify Poison in Another
Difficulty: Very Easy for a very mind poison like alcohol; Easy for a mind poison; Moderate for an average poison; Difficult for a strong poison; Very Difficult to Heroic for a neurotoxin.
Required Powers: Accelerate healing, Accelerate Another's Healing, Control Pain, Control Another's Pain, Detoxify Poison.
Effect: This power allows a Jedi to remove or detoxify poison from a patients body faster than is normally possible. While using this power, the Jedi must remain in physical contact with the patient. Breaking physical contact during the use of the power causes the patient a wound.

Electronic Manipulation
Difficulty: East for slight alternations; Moderate for significant changes in programming; Difficult for major reprogramming.
Required Powers: Absorb/Dissipate Energy, Affect Mind
Warning: A character that uses this power will be very likely to be embraced by the dark side.
Effect: This power allows a Sith to channel his or her anger into the electronic circuits of a computer, droid, or machine, and reprogram it by manipulating its physical and electrical components. The reprogramming can only restore original programming which has been altered, not actually rewrite a computer's programming. Since this Sith power can only be evoked in a state of rage, the Jedi have long avoided using it.

Feed on Dark Side
Difficulty: Moderate
Required Power: Sense Force
Warning:Any Jedi who activates this power is most likely to be embraced by the dark side.
This power can be kept up.
Effect:This power allows a Jedi to feed on the fear, hatred, or other negative emotion of others to make him or herself more powerful. This is a power that Dark Jedi use to gain power from the anger and hatred they create in their foes. For characters that who are quick to anger, it is impossible to stop a Jedi from growing powerful from this ability. The only way to stop this is to resist the dark side. This can be extremely difficult, particularly since there is nothing to prevent the Dark Jedi from doing everything in his or her power to provide these negative emotions. This might include deception, the butchering of innocents, taunts, insults, and threats against the characters, their friends, families, home planets or basses. Players who fail to devise a better way of defeating a Dark Jedi other than by brute force are very likely to be destroyed if faced with this power.

Force Lightning
Difficulty: Difficult. Limited to line of sight.
Warning: A Jedi who uses this power for any reason will be very likely to turn to the dark side.
Effect: This power is a corruption of the Force. When used it produces bolts of white or blue energy that fly from the user's fingertips like sorcerer's lightning. The bolts tear though their target, causing painful wounds. Since this power is Force-generated, it can be Force-repelled using dissipate energy. Force lightning courses over and into its target, convulsing the target with pain, siphoning off his or her power, and eventually killing him or her. Armor does not protect a character from Force lightning.

"And now young Skywalker, you will die."
-Emperor Palpatine


Inflict Pain
Difficulty: Very Easy.
Required Powers: Control Pain, Life Sense.
Warning:A character that uses this power is very likely to be embraced by the dark side.
Note: The user has to make contact with the target in order to use this ability.
Effect: The target experiences great agony. The user causes a wave of dark side energy to surge through the targets body with no mercy. If the target suffers any damage at all, he or she is so crippled by pain that he or she is incapable of posting any action line until the user completes two. Once the target can once again perform an action line, he or she will immediately need to concentrate again and use Control Pain or he or she will continue to be embraced by agony and will not be able to post anything other than suffering.

Place Another in Hibernation Trance
Difficulty: Very Easy
Required Powers: Hibernation Trance
Effect: This power allows a Jedi to put another character into a hibernation trance. The affected character must be in physical contact with the power's user and must agree to be "Shut down". This power cannot be used as an attack to knock others unconscious. This power can be used to bring another character out of a hibernation trance.

Remove Another's Fatigue
Difficulty: Moderate
Required Powers: Accelerate Healing, Accelerate Another's Healing, Control Pain, Control Another's Pain, Remove Fatigue.
Effect: This power allows the Jedi to remove the effects of fatigue in another. However, unlike the basic power, the Jedi must wait until the target is actually fatigued, before offering assistance.

Return Another to Consciousness
Difficulty: Easy for incapacitated characters; Difficulty for mortally wounded characters.
Required Power: Control Another's Pain
Effect: The target returns to consciousness. The target has the same restrictions as imposed by the Remain Conscious power.

Transfer Force
Difficulty: Moderate
Required Power: Control Another's Pain
Effect: 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 or her, he or she remains mortally wounded, but he will not die provided he or she isn't injured again. The character is in hibernation, and will stay alive in this state for up to six weeks. The Jedi must be touching the target character when the power is activated. The recipient of this power must be willing.

Waves of Darkness
Difficulty: Moderate for 1-2 meters; Difficult for 3-10 meters; Very Difficult for 11-20 meters; Heroic for 21-30 meters.
Warning: Any character that uses this power is likely to be embraced by the dark side.
This power may be kept up.
Effect: The user delves into the darkness of his or her own spirit and dredges up the feelings of hatred, jealousy, greed, and rage that linger in shadowed recesses. Using the Force as a power source, he or she expels these vile emotions in waves of dark side energy that radiate outward in an expanding sphere. Anyone caught in the disturbance suffers immediate confusion, and a few seconds later, flees in fear. Anyone who enters the area after it was infested by the dark side waves becomes confused and can take no more than one action line for every one the user of the power takes until he or she exits the field of dark side energy or until the user of the power discontinues it.

Sense and Alter Powers


Dim Other's Sense
Difficulty: Easy
This power can be kept up.
Effect: This power greatly reduces the perception of the target character. It can dim all of the five senses at the same time or any that the user chooses.

Force Wind
Difficulty: Moderate
Required Powers: Magnify Senses, Shift Sense, and Telekinesis.
This power may be kept up.
Warning: A character that uses this power is very likely to be embraced by the dark side.
Effect: This power allows the Sith to manipulate and channel air currents to form powerful and destructive tornadoes that can lift people into the air and fling them about.

Lesser Force Shield
Difficulty: Moderate
Required Powers: Absorb/Dissipate Energy, Concentration, Magnify Senses, Telekinesis.
This power can be kept up.
Effect: This power allows the Jedi to surround his or her body with a Force-generated shield. The shield can be used to repel energy and physical matter away from the Jedi's body, down to the molecular level. The shield acts as armor to all energy and physical attacks made against the Jedi, including non-directional attacks such as has clouds and grenade blasts. The shield is not particularly strong, but can sometimes be just enough to protect the Jedi from serious injury.

Control, Sense and Alter Powers


Affect Mind
Difficulty: Very Easy for perceptions; Easy for memories; Moderate for conclusions; Difficult for hallucinations.
Effect: This power is used to alter a character's perception so that he or she senses an illusion or fails to see what the user of the power doesn't want him or her to see. This power is used to permanently alter a character's memories so that he or she remembers things incorrectly or fails to remember something. This power can also be used to alter a character's conclusions so that he or she comes to an incorrect conclusion. 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 character believes he is affected by any successful illusions: a character that thinks he or she is struck by an illusory object would feel the blow. If he or she thought he or she was injured, he or she would feel 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."
-Obi-Wan and a Stormtrooper


Battle Meditation
Difficulty: Very Easy for 1-2 individuals; Easy for 3-20 individuals; Moderate for 21-100 individuals; Difficult for 101-1000 individuals; Very Difficult for 1001-10,000; Heroic for anything above 10,000 individuals.
This power can be kept up.
Effect: This power has two possible effects. The Jedi can force his or her adversaries to abandon their assault and turn on each other, or he or she can alter the tide of the battle, strengthening his or her allies and at the same time, weakening his or her enemies. A Jedi may only use this ability after the combat has begun.

Control Mind
Difficulty: Very easy for 1 individual who is willing, Easy for 1 individual who is unwilling; Easy for 2 individuals who are willing, Moderate for 2 individuals who are unwilling; Moderate for 3 individuals who are willing, Difficult for 3 individuals who are unwilling; Difficult for 4-5 individuals who are willing, Very Difficult for 4-5 who are unwilling; Very Difficult for 6-8 individuals who are willing, Heroic for 6-8 who are unwilling.
Warning: Any Jedi who uses this power is extremely likely to be embraced by the dark side.
This power can be kept up.
Effect: The use of this power allows a Jedi to take control of another person, turning him or her into a puppet who must obey the Jedi's will. The Jedi can control the actions of others, making them serve his or her will like automatons. The Jedi must concentrate upon the power again if a new target is to be added.

Create Force Storms
Difficulty: Heroic
Required Powers: Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Farseeing, Projective Telepathy, Instinctive Astrogation, Rage.
Warning: Force Storms are immensely destructive and violate the laws of nature. If a Jedi uses this power, he or she automatically is embraced by the dark side.
Effect: This is perhaps the single most destructive Force power known. It allows the Jedi to twist the space-time continuum to create vast storms of Force. The power can swallow whole fleets of spaceships or tear the surfaces off worlds. Use of this power requires the focusing of hate and anger to an almost palpable degree and there is considerable danger involved. Some are able to create Force storms, but fail at harnessing what they have foolishly unleashed. Often, those who fail to control the storm are themselves consumed and destroyed. If the Force-user is destroyed, the storm dissipates within minutes. These storms are too powerful and massive to be used on one person.

"He's creating another Force Storm, Luke! He's destroying the whole fleet!"
-Leia


Doppleganger
Difficulty: Heroic
Required Powers: Control Pain, Emptiness, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Projective Telepathy, Control Another's Pain, Transfer Force, Affect Mind, Dim Other's Senses.
This power must be kept up.
Warning: A character that uses this power is likely to be embraced by the dark side.
Effect: This power creates a doppleganger of the Force-user. The doppleganger is an illusion, but to those who interact with it, it seems real. The user can sense all normal senses through the doppleganger, and the duplicate seems to have from and substance: the doppleganger registers as normal on all droid audio and video sensors. Those with the doppleganger believe it to be a real person. If the Jedi stops using the power or the doppleganger is fatally injured, it simply fades into nonexistence. The doppleganger is an illusion; therefore, it cannot attack those who interact with it and be successful.

Drain Life Energy
Difficulty: Easy
This power may be kept up.
Warning: A Jedi who uses this power is very likely to be embraced by the dark side.
Effect: This power allows a Sith to draw power from nearby non-sentient beings to boost his or her ability to go without sleep. As long as this power is kept up, the Sith will not fatigue or require sleep. Use of the power depends on a ready supply of nearby insects, small rodents, and birds, and so on from which to draw energy. This power may not be used to draw energy from sentient beings.

Drain Life Essence
Difficulty: Very Easy for 1-5 victims; Easy for 5-50 victims; Moderate for 51-1,000 victims; Difficult for 1,001-50,000 victims; Very Difficult for 50,001-1 million; Heroic for 1 million to 10 million.
Required Powers: Control Pain, Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Farseeing, Projective Telepathy, Control Another's Pain, Transfer Force, Affect Mind, Control Mind, Dim Other's Senses.
This power can be kept up.
Warning: A Jedi who uses this power is very likely to be embraced by the dark side.
Effect: This power allows a Jedi to draw life energy from those around him or her and to channel the negative effects of the dark side into those victims. All living things are a part of and contribute to the Force; even those with no awareness of the Force are affected by and are apart of it. Many beings go through their daily lives wasting much of their life energy. This power draws that life energy from beings, allowing a Jedi to use that energy to further his or her own ends. The amount of energy the Jedi draws depends on the number of individuals affected by the power and the length of time they have been drained.

Enhanced Coordination
Difficulty: (Number of Individuals affected) Very Easy for 1-10; Easy for 11-100; Moderate for 101-500; Difficult for 501-5,000; Very Difficult for 5,001-50,000; Heroic for 50,001-500,000.
This power may be kept up.
Effect: This power allows a Jedi to coordinate the activities of a group to increase the group's effectiveness at a given task. This power was often used by the Emperor to increase the fighting ability of his troops, mentally driving them on and supplementing their will to fight. This power may only be used on individuals who are in agreement with the intent of the Jedi, and it in no way grants the Jedi mental control over the troops affected. Instead, it links the troops on a subconscious level, allowing them to fight more proficiently and with better organization. If the power is successfully called upon, the Jedi picks three specific skills. These skills with be improved for the entire group. The Jedi may only affect skills that are placed under strength, technical or dexterity. Example: Stamina, droid repair and dodging.

Force Harmony
Difficulty: Difficult.
Required Powers: Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy.
This power can be kept up.
Effect: This power allows several willing Jedi to manifest the power of the light side. As long as the power is operating, it bathes the users in the celestial illumination that is the light side. It can act as a shield against the powers of the dark side. It cannot cancel out the presence of the dark side, but can distract its servants and make their actions more difficult.

Memory Wipe
Difficulty: Moderate
Required powers: Control Pain, Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Farseeing, Projective Telepathy, Affect Mind, Control Mind, Dim Other's Senses.
Warning: A Jedi who uses this power is very likely to be embraced by the dark side.
Effect: This dreadful power allows a Sith to sift through a person's mind and destroy all knowledge of specific events or learned skills. Use of the skill requires direct contact with the target, and only one specified objective can be pursued per session.

"...Anakin has no father..."
-Shimi Skywalker


Projected Fighting
Difficulty: Difficult.
Required Powers: Concentration, Telekinesis.
Note: The target must be in within the Jedi's line of sight.
Effect: This allows a Jedi to strike at an opponent, inflicting damage without physically touching the target. Use of this power is more than a little risky; in many cases, projected fighting is quite simply using the Force for attack. However, the Jedi attempting to use projected fighting can elect to cause stun damage only, and even then should only attempt to use this power if it is to protect an innocent in immediate danger. A Jedi who uses this ability for any other reason, or causes anything more serious than stun damage, will most likely be embraced by the dark side. This power can be kept up as long as the distance between the Jedi and the target remains the same. Should the target move significantly or the Jedi wish to select a new target, a new concentration for that power must be performed.

Telekinetic Kill
Difficulty: Easy
Required Power: Control Pain, Inflict Pain, Injure/Kill, and Life Sense.
Warning: A Jedi who uses this power is very likely to be embraced by the dark side.
Effect: This power is used to telekinetically injure or kill a target. The exact method used to kill the target varies: collapse the trachea, stir the brain, squeeze the heart, or any number of other methods.

"I find your lack of faith disturbing."
-Darth Vader


Transfer Life
Difficulty: Easy for a specially prepared clone host body; Moderate for a recently dead body; Very Difficult for a live willing host; Heroic for a live unwilling host.
Required Powers: Absorb/Dissipate Energy, Accelerate Healing, Control Pain, Detoxify Poison, Emptiness, Hibernation Trance, Reduce Injury, Remain conscious, Resist Stun, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Accelerate Another's Healing, Control Another's Pain, Feed on dark side, Inflict Pain, Return Another to Consciousness, Transfer Force, Affect Mind, Control Mind, Dim Other's Senses.
Warning: Any Jedi who uses this power instantly is turned to the dark side.
Effect: This power allows the character to transfer his or her life energy into another body. The Key to immortality itself, this is one of the most difficult and evil of all dark side powers. To overcome a spirit already residing in a body is nearly improbable but not impossible.

"...my moment of transference is close..."
-Emperor Palpatine


Special Force Powers


Force Scream
Note: This is an involuntary power that may be activated when a Dark Jedi loses control of his or her temper.
Effect: The dark side of the Force is seductive, offering tremendous power to lure the weak-willed into its grip. Fear, anger, and jealousy are the ties that bind the servants of the dark side, and by tapping into such emotions, the Dark Jedi are capable of unleashing untold devastation. The power to destroy, however, does little to improve control of these abilities. Dark Jedi who have become angered sometimes lose control of their emotions. This can trigger shock waves that ripple through the Force, devastating the Dark Jedi and those unfortunate enough to be in close proximity. The Force scream has been called "a wave of hatred, amplified and fueled by the dark side, which is capable of smashing through mental and physical defenses with ease. A Force Scream is a reflex, usually occurring when Dark Jedi are provoked into losing their tempers. The Force scream causes damage to the user as well as all beings within 50 meters depending upon the users skill. If the Dark Jedi were a master like Palpatine, the damage would be fatal.

Note: All powers described here were taken directly from either Star Wars role-playing game second edition, revised and expanded by West End Games, 1996 Lucasfilm Ltd. or Tales of the Jedi Companion by West End Games, 1996 Lucasfilm Ltd.


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