RPGGamer Menu
Home
        Editorials
        Old Updates

GM Tools

Reviews

RPG Hints
        Adventures
        House Rules
        Game Ideas

Star Wars D/6
        Campaign
        Starships
        Vehicles
        Equipment
        Planets
        Characters
        The Force
        Supplements
        Online Journal
        GM Screen
        Hardware
        NPC Generator

Star Wars D/20
        Starships
        Vehicles
        Equipment
        Planets
        Characters
        The Force
        Supplements
        Online Journal

Warhammer
StarGate SG1
Buffy RPG
Babylon 5
Farscape
Slaine
Star Trek
Lone Wolf RPG
Exalted
Earthdawn




The Force

The Force

 

The Force is what gives a Jedi his power. It's an energy field created by all living things. It surrounds us and penetrates us. It binds the galaxy together. -Obi-Wan (Ben) Kenobi

The Force is a mysterious energy field which permeates the galaxy. It is something more. The Force is everywhere, and in everything. It lies beyond that which can normally be percieved, yet some, such as the Jedi Knights, learn how to feel the ebb and flow of the Force, and eventually gain the ability to manipulate that energy - they learn control over life, thought, and matter.

The Force is the foundation of the beliefs of the Jedi. As their kind were all but eliminated by the evil Emperor Palpatine, those who knew of and belifved in the Force became silent and few in number. At the height of the Empire's power, the Force was considered little more than an arcane religion, and the Jedi nothing but a group of misguided fools.

However, despite the darkness brought to the galaxy by the Emperor and his minions, it was the power of a young Jedi named Luke Skywalker who returned light and freedom to the galaxy by destroying the Emperor and returning his father, Anakin Skywalker, to the light. Belief in the Force has once again returned to the galaxy.

The Nature of the Force

The Force is an essential part of nature, like energy or matter, though it is so much more difficult to quantify that there is little agreement over what the Force truly is. It is not known whether the Force has always been, came about as life did, or coerced the creation of intelligence. To the Jedi, it does not matter, for the Force is, and that is all that matters.

The nature of the Force is hidden from many. It is not to be understood in the same manner as the physical qualities of the universe. Technology was predictable and readily controlled. The Force is neither controlled nor controlling - it is a part of life itself; asking if it controls or can be controlled is like asking if a person controls his component cells, or if the cells control him.

The Force is like any element of nature - it has both positive and negative aspects: the Light Side and the Dark Side.
The Light Side teaches peace and harmony. It is the constructive side of the Force from which all love, understanding, and knowledge originate. Those who are at peace with themselves can learn to harness the amazing powers of the Light Side of the Force.
The Dark Side is the counterweight of the Light. Many young students falsely believe that the Dark Side is stronger than the Light - in fact, it is only easier. The Dark Side springs from the negative and destructive impulses of all living beings -anger, fear, hatred. Death and war are the byproducts of the Dark side, and it is dangerously seductive to those who lack the ability to control their emotions and passions. Those who give in to the Dark Side find their abilities greatly enhanced - at first. As time passes, they find that the Dark Side will not so readily come to their aid, yet it will demand more and more of them.

Those who are sensitive to the Force soon learn that there is no middle ground between the Dark and the Light. For the vast majority who are unaware of the power of the Force, the struggle between good and evil is not as powerful, not as compelling. For those attuned to the Force, the battle of good versus evil, life versus death, is of utmost importance and there is no neutrality.

Those who learn the ways of the Force must be careful to remember their own inner peace or they will surrender themselves to the Dark Side, as Anakin Skywalker did many, many years ago.

For those who learn to control the Force, the most common path is that of the Jedi. Students of the Force can learn many amazing abilities, like slowing or even stopping their own life functions, communicating with other people millions of kilometers away, sensing danger, or even moving physical objects with the power of their mind alone!

Others beside the Jedi Knights have learned to call upon the Force. They often call it by a different name - magic, shamanism, meditation, ancestor worship, or any of a million other forms of insight - but through whatever means, they are calling upon this energy and somehow changing the world around them.

Beware the Dark Side

"But how am I to know the good side from the bad?"
"You will know. When you are at calm, at peace. Passive. A Jedi uses the Force for knowledge and defense, never for attack." Luke Skywalker and Yoda, the Jedi Master

Those who are sensitive to the ways of the Force must be careful not to start down the path of the Dark Side. It is a path easily started upon and difficult ot leave. In game mechanics, Force-sensitive characters and those will Force skills or Force powers get Dark Side Points much easier than characters that are not sensitive to the Force. Dark Side Points are a means of representing the degree to which a character is influenced by the Dark Side of the Force.

Evil By Association

Jedi Characters, who by their very nature must be Force-sensitive, are bound by an even more strict code of conduct. Any character with any training in any of the Force skills (control, sense, or alter) is bound to act to preserve good.

A Jedi character cannot allow evil to occur by inaction - a Jedi who voluntarily stands by and allows evil to be committed while doing nothing also receives a DSP.

When a Jedi is confronted by a situation where evil is being committed, the Jedi has to make a reasonable effort to prevent the act from being committed. If a helpless innocent is being attacked, the Jedi should attempt to save that person; the particular method is up to the player, whether it be persuasion, armed action, or simple mind tricks.

The GM and the Player portraying the Jedi must both be reasonable in this respect. They player must strive for his character to be honorable and noble, as true Jedi are. The GM should be reasonable in not abusing the Jedi's commitment to force characters along a predetermined path every step of the way. In short, the Jedi is committed to stop evil, but he shouldn't have to confront evil every time he goes for a walk.

The Jedi

"For over a thousand generations the Jedi Knights were the guardians of peace and justice in the Old Republic. Before the dark times, before the Empire." - Obi-Wan (Ben) Kenobi.

The Jedi learned of the Force and studied it. They gained an understanding that none before had ever realized. They learned to manipulate the Force with amazing results, and they used this knowledge to bring order and healing to a galaxy plagued far too long by conflict and fear.

The galaxy learned of them, and their deeds became famous. Aided by the Force, and recognizable by their unique Lightsabers, they came to be respected and honored throughout the galaxy. They were known as scholars, wizards, warriors, philosophers, and much, much more.

However, within their knowledge lay the seeds of their destruction. Early on, the Jedi realized the difference between the Light Side and the Dark Side, and they taught of the importance of following the path of the Light. Still, for some, the warnings were not enough and temptation was too great. Some used their knowledge and turned it to evil.

The rise of the Empire nearly saw the destruction of the Jedi Knights. The august order that seemed invincible for a score of millennia was struck down in a heartbeat.

Soon, the Emperor's New Order had seized control. An order of cold technology, with no compassion or good. Palpatine and his servant, Darth Vader, Dark Lord of the Sith, who helped in the extermination of the Jedi, led the galaxy into darkness.

However, the destruction of the Jedi wasn't complete. Obi-Wan Kenobi, Vader's teacher when the Dark Jedi was known as Anakin Skywalker, escaped, bringing with him Skywalker's twin children. Kenobi hid in seclusion for many years, keeping a close watch on one of the children - the young boy known as Luke Skywalker.

After the Rise of the New Republic, Luke Skywalker reestablished the Jedi Order, and the Jedi once again took their formal place in the galaxy.

The reappearance of the Sith threw the galaxy off balance, throwing it into a war that still continues in the aftershocks of the Yuuzhan Vong war.

The Jedi Code

There is no emotion; there is peace.
There is no ignorance; there i knowledge.
There is no passion; there is serenity.
There is no death, there is the Force.

One of the first things a Jedi must learn is the Jedi Code; this philosophy lays the groundwork for the mastery of the use of the Force.

The Jedi must carefully observe the rules of the Light Side of the Force to maintain harmony with himself and the universe around him.

The Light Side is created and sustained by life. The Jedi acts to preserve life. To kill is wrong.

Sometimes it is necessary to kill. The Jedi may kill in self-defense or in defense of others, especially the weak and the good. He may kill, if by his action he preserves the existence of life.

However, the Jedi must never forget that killing is always inherently wrong. Though a Jedi may be committing evil for the greater good, killing is still evil. The death is a stain upon him.

The Jedi does not act for personal power or wealth. The Jedi seeks knowledge and enlightenment, peace and harmony. He wishes to defeat those who would wipe out such qualities - those who would inflict death, tyranny or ignorance upon others.

A Jedi never acts from hatred, anger, fear, or aggression. A Jedi must act when he is calm, at peace with the Force. To act with anger filling one's soul is to risk temptation to the Dark Side.

In game terms, Jedi seek nonviolent solutions to problems - -but they don't always find them. Sometimes, killing or fighting is the only answer available. Sometimes it is even the best answer. But that doesn't mean the Jedi shouldn't try to find an alternative.

 

 

 

Force Skills

 

Control

            The ability to control one's own inner Force. A Jedi with this skill learns mastery over the functions of his own body and harmony with nature.

 

Sense

            This skill teaches a Jedi to sense the Force in other things beyond his own body. The Jedi learns to feel the bonds that connect all living things, and gives him the ability to understand how all things are interconnected.

 

Alter

            A Jedi with alter learns how to change the distribution and nature of the Force. A Jedi with alter can move things with his mind, can help others control their own Force, or change the Force in their own bodies. This power can be used to change the perceptions of others and make them come to incorrect conclusions.

 

Power

Long ago, there lived a race of Jedi known as the Kalecki. For thousands of years these Jedi assisted the Knights in protecting and preserving life in the universe. The Kalecki were known not only for their love of life and beauty, but also for their unique sense of design in art and architecture. Many taught at the Jedi Schools and many were warrior sentinels, stationed across the Galaxy to preserve peace, but the majority of Kalecki were not interested in the traditional sense of the Jedi Way. The Kalecki were a people who loved and appreciated intricately designed art, and integrated it into every aspect of their lives. The Kalecki studied and researched art intensely for thousands of years even before the glory days of the Jedi, before the clone wars. The most ingenious of the Kalecki realized that to create art using their natural force abilities could be one of the most harmonious and satisfying activities, and so they began experimenting with the Force, using different techniques that encompassed the most intricate parts of all three Force skills, to attempt to join both things they loved most – art, and the study of the Force.

For years they worked and studied, learning as they went, attempting to create more and more intricate and beautiful creations by molding materials through the Force.

There was one Kalecki Master named Parthos Hammak who was particularly skilled, and was renowned throughout the Sector as the most inventive and scholarly Kalecki Jedi artist alive. One day in his studio, as Parthos was trying to finish his latest masterpiece, he became exhausted and frustrated that no matter what he tried, he could not seem to be able to alter the shape of the final portion of the sculpture, the beak of a Mandalorian waterfowl. Parthos became so frustrated, in fact, after hours of not getting it "perfect" (he always was a stickler for perfection) that he decided the only choice he had was to change the whole thing. Flustered and a bit peeved, he felt a strange rift in the force pass through him as he grit his teeth and stared intensely at his sculpture. Suddenly, he felt a wave of heat pass through him as the bird sculpture instantly burst into flames.

Parthos, disturbed and frightened that he may have contacted the Dark Side in doing so, rushed to his meditation chambers and began to atone for his wrong… when he realized, he felt no evil in himself. Though he had come very close to embracing his hate and frustration, he had not used it to torch the bird. He realized his emotions had fueled the force in him and activated the sculpture at the most intricate level – it’s molecules! In tapping this strange new side of the Force, he had excited the molecules of the sculpture to the point where they could no longer remain stable, thereby setting themselves ablaze.

Over the next few weeks, Parthos and a few of his fellow Kalecki studied this unique manifestation of the Force, which they named "POWER", and began perfecting it’s use. They found it quite time consuming (it took them almost a month to learn ONE power), but also quite rewarding, as they were able to create striking new works with their new abilities, which allowed them to freeze, heat, resonate, and even teleport matter to make intricate new sculptures and buildings, the likes of which have never been duplicated.

But this was not enough to satisfy one young Kalecki student of Parthos’. Young Jarab Ghronas, an apprentice of Parthos’ was snooping in his chambers one day and found the tomes where Parthos and his colleagues had recorded their findings. Though young and relatively inexperienced in the Force, Jarab stole Parthos’ books and began studying these tricks on his own, leaving his master to experiment with his newfound skills alone, until finally he began to test his skills on living creatures, with startling success.

Eventually Parthos discovered Jerab’s experiments and realized what the repercussions of these powers would be if the arts ever fell into Dark hands. Before he could be dealt with, Jerab ran off to the wastelands of Kaleck to hide from his master and study alone. Parthos, fearing that young Jerab was too inexperienced and ungrounded in the light yet to deal with the relatively "gray" nature of these powers and how quickly they could turn their practitioners to darkness if unwisely practiced, sought out his student, only to discover that he had been seduced by a Dark Jedi named Bek Baol, to whom he had revealed the secrets of POWER. POWER had made the two Dark Jedi both quite strong in the force relatively quickly, but Parthos was determined that this evil turn of events would not continue. When Jerab refused to turn from his new master, Parthos flashed out his ice blue lightsaber and a ferocious duel ensued, the two evil Jedi using their wicked powers on the old master. Though Parthos’ physical features became badly twisted and warped by the end of the showdown, he was not defeated. Parthos killed Bek and fatally wounded Jerab during the battle that lasted for almost an entire day. Before Jerab died, Parthos convinced him of his evil ways and converted him back to the light side, and decided that these force powers were too powerful to fall into Dark hands. Parthos recovered his books, as well as the tomes that Bek and Jerab had written during their experimentation, and sealed them in a force vault deep within the planet, personally guarding them until his death at the age of 212 years old.

Description

POWER is a combination of Control, Sense, and Alter skills, but can also be used alone for some powers. It is a unique manifestation of the Force that allows it’s practitioners to alter the physical characteristics, location, and energy nature, of tiny particles and molecules around them, as well as convert Force power into energy, and energy into Force power. This makes it possible for a skilled user to Teleport matter from location to location (including living matter), create ultrasonic resonation that will vibrate molecules, accelerate the particle energy of matter to the point of spontaneous combustion, or decelerate the particles to "freeze" them or create a "liquid nitrogen-like" effect. Many of these powers tap into a "gray" area in the Force which is neither good nor evil, but the Force greatly senses the intentions of the user, and by their disposition, determines whether or not they receive a Dark Side point, thereby making it very easy for a practitioner to turn to the Dark Side once POWER is learned. This is why most of the Jedi who have learned this special skill have either been consumed by evil (Ace Lectoree) or are quite unstable and constantly riding the fence between the Light side and the Dark side (Jonathan Arilee). Once these powers have been learned, it becomes very easy to sway towards Dark tendencies.

But isn't it really "Alter" only more difficult?

No. Alter involves the manipulation of objects that already exist through the existing physical realm that we observe. For instance, telekinesis is used to lift, push, float, etc.., things through the air, water, land, etc.., surrounding the Jedi. POWER involves the changing of molecular states and energy levels of those objects’ base molecules by shifting them between the "material" world we observe, and an alternate "surreal" physical plane that doesn’t exist to the observer. It’s the same type of principle used in hyperspace travel. When the Millenium Falcon goes into hyperspace, it doesn’t just speed up in the physical space, it enters a new "plane" of existence where objects and locations coordinate with objects and locations in the physical world we are aware of and operate in. This is why such painstaking calculations are needed – you’re not just calculating directions and speed in this plane/dimension, otherwise all you’d need is a good map. You’re relating the physical location in space you’re at to a corresponding location in "hyperspace", finding directions in this "imaginary" plane to another location in hyperspace that corresponds to a different location in the physical world, and making sure the path you take in hyperspace is unobstructed by objects that correspond to locations in the physical space. Confusing? So is POWER. That’s why it takes a Jedi who wishes to learn the Skill FOUR TIMES the usual amount of training and skill points to learn just the base POWER skill, and THREE TIMES the usual amount to increase it. When coupled with the difficulty of finding some Jedi that already knows it to be your Master to train you (and you HAVE to have someone teach it to you, unless of course, you’re Prince Thrakkath), it becomes clear that POWER is not the kind of Skill that gets tossed around any old campaign. If it’s hard to find ONE Jedi in these times, even harder to find a GOOD one, and harder yet to convince them to train you, how difficult do you suppose it would be to find one that knows some obscure old Kalecki powers?

Well then, other than new powers, what's the benefit?

I know, right now you’re thinking "what’s the use spending all that time and skill points learning something that only gives you a few new tricks?" Here’s why – since POWER encompasses all the other skills, it also aids in the use of all other Force skills. A Jedi that has POWER gets to add their POWER skill to any other Force roll made, regardless of which skill or power it uses. The logic here is that anyone who has POWER must have trained RIGOROUSLY to be able to use it at a decent level of proficiency. And, since that would require the intense practice of all other skills in concert with POWER, those skills would be refined and honed to a degree equal to the degree the Jedi can perform POWER manipulations. Therefore, a Jedi who has practiced POWER to a level of 6D also must have exercised 6D worth of Control, Sense, and Alter in order to achieve that proficiency. It is also for this reason that you can not have a POWER skill greater than your lowest Control, Sense, or Alter skill.

So if the Jedi uses a skill that requires a Control roll, the Jedi rolls their Control skill with the option of adding their POWER skill die to that roll as if it was one roll. For example:



Rahn, Zathio, and Jonathan are in the Drag War. Rahn is attempting to outrun a Bounty Hunter’s modified ship. Jonathan Arilee decides he’ll use telekinesis to give the ship an extra push. His Alter skill is 12D, and he also knows POWER at 8D+2, so if he chooses, he can roll 20D+2 as his Alter roll to speed up the ship.



Notice the use of the phrase "if he chooses". The Jedi always has the option to NOT add their POWER to their other rolls, and I’ll tell you why.

Because POWER covers a relatively "gray" area of the Force, it is the GameMaster’s responsible discretion to determine for each action where POWER is used, whether or not the user gets a Dark Side point, depending on their intent and emotions, as well as the results of their actions. So if you wish to add POWER to a roll, fine, but if another living being, good or evil, is injured for more than stun damage as a result of the act you will receive a Dark Side point, even if you were acting in defense. Likewise, if you add POWER to an already evil power (like Electronic Manipulation) you will receive double the usual number of Dark Side points. This makes POWER users very dangerous, but also very susceptible to Dark tendencies. It is for this reason that Jonathan Arilee seems to have little regard for what is good and evil, as well as the reason a Jedi as strong in the Light Side as Ace Lectoree was so easily swayed to the Dark side. As it is said, with great POWER comes great responsibility…

 

FAQ about the Force

 

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 may be used for good, but hate, anger, or aggression (i.e. the Dark Side) must fuel them. Using hate, anger, or aggression with the Force is always darkness through action.

7) 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 RTH dice as per Lightsaber Combat?

It depends. If a Jedi kills in defense, of himself or another, then no. If the Jedi struck out of anger, was filled with aggression, or the use was "unjustifiable violence," then yes.

8: Can a droid be Force-Sensitive?

No.

 

 

 

 

Control Powers

 

 

Absorb/Dissipate Energy                                                       Apprentice Power

            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. Difficulties: Easy 1-2D damage, Moderate 3D-5D damage, Difficult 6D-10D damage, Heroic 11D+ damage.         Can only be kept "up" as long as the source of energy is constant - it may not be kept "up" for blaster bolts or Force Powers.

 

Accelerate Healing                                                                  Apprentice Power

            If the Jedi uses this power successfully, he can heal a wound very quickly (1 round for wounded, 2 rounds for incapacitated, 3 rounds for mortally wounded). Difficulties: Easy for wounded characters, Moderate for incapacitated characters, Difficult for mortally wounded characters.

 

Breath Control                                                                        Apprentice Power

            A Force user using breath control greatly decreases his bodies need for life-sustaining gas. The Jedi does not breathe in this state, and skin pores close, preventing harmful gases from entering the body. Jedi have been known to stay in such a state for hours, even days. Difficulties: Easy: 1 extra round, Moderate 5 extra rounds, Very Difficult 10 extra rounds, Heroic 11+ rounds. Can be kept "up".

 

Control Landing                                                                       Apprentice Power

            This ability allows the Force user to fall from a great height safely. The Jedi will be stunned for 1D actions if he does not land on his feet, the character must make a successful Dexterity roll to reorient himself in mid-air. This power is often used after a Force Jump. Difficulty: Very Easy 1-3 meter drop, Easy 4-6 meter drop, Moderate 7-10 meter drop, Difficult 11-15 meter drop, Heroic 16+ meter drop. Requires: Enhance Strength

 

Control Pain                                                                             Apprentice Power

            A wounded Jedi who uses control pain can act as if he has not been wounded. The wound is not healed, but the character doesn't suffer the penalties of being wounded. This power can also be used to shrug off stun results. Difficulties: Very Easy for wounded or stunned, Easy for incapacitated, Difficult for mortally wounded. Can be kept "up" so the character can ignore the pain of injuries for long periods of time. However, whenever the character is injured again, the character must make a new roll, with the difficulty being the new level of injury.

 

Deflect Laser                                                               Advanced Apprentice Power

            This ability allows a Jedi to deflect laser bolts without using a Lightsaber by using the Force. Difficulty: Easy for one laser bolt, Difficult for 2-5 lasers, Heroic for 6+ lasers. Requires: Absorb/Dissipate Energy.

 

Emptiness                                                                                Apprentice Power

            The user empties his mind and allows the Force to flow through him. After a character uses emptiness, he gains a +6 modifier to each skill roll for an amount of time equal to the amount of time spent in Emptiness. This bonus is reduced by 1 for each Dark Side Point the character has. While in Emptiness, characters are difficult to sense or affect with the Force. When another character attempts to use a Force Power on the character in Emptiness, add the defenders 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 willingly receive the power's effect. When in Emptiness, characters dehydrate and hunger normally - some initiates have died because they lacked enough Control to bring themselves out of Emptiness. When the character enters Emptiness, he must state how long he is going to remain in Emptiness. The character may attempt to come out of Emptiness 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.

 Note: Characters who are consumed by the Dark side of the Force cannot use this power. Difficulty: Moderate to enter Emptiness, Difficult to come out of Emptiness.

 

Enhance Strength                                                       Apprentice Power

            This power allows a character to use the Force to temporarily increase his strength. Note: This power does not apply to Strength rolls made to resist damage. Difficulties: Easy +2 bonus to Strength, Moderate +1D bonus to Strength, Difficult +2D bonus to Strength, Very Difficult +3D bonus to Strength, Heroic 4D+ bonus to Strength.

 

Force Jump                                                                  Apprentice Power

            A Jedi uses Force Jump to extend his jumping capability, allowing him to jump farther distances. Difficulty: Very Easy +2 to jump roll, Easy +1D to jump roll, Moderate +1D+2 to jump roll, Difficult +2D to jump roll, Very Difficult +3D to jump roll, Heroic 4D+ to jump roll. Requires: Telekinesis

 

Force Speed                                                                Apprentice Power

            This power allows a character to use the Force to temporarily increase his speed. This power may be used to increase the number of actions a character may take in one round. However, combined action loss is applied to all actions in that round equivalent to how many extra rounds the Jedi is using Speed to add. Difficulties: Easy +2 move, +1 action, Moderate +1D move, +2 actions, Difficult +2D move, +3 actions, Very Difficult +3D move, +4 actions, Heroic 4D+ move, 5+ actions.

 

Hibernation                                                                 Advanced Apprentice Power

            This power allows a Jedi to enter a deep sleep, remarkably slowing all bodily functions. The Jedi's heartbeat slows, his breathing drops to barely perceivable levels, and he falls unconscious. When a Jedi enters Hibernation, the character must declare under what circumstances the character will awaken: after a specific amount of time, or what stimuli needs to be present (noise, someone touching them, etc.). A Jedi can heal while in Hibernation, but the character may not use any skills or Force Powers. Hibernation serves two purposes. It allows a Jedi to "play dead". It can also be used to survive when food or air supplies are low. Characters coming across a Jedi in hibernation automatically assume the Jedi is dead. They must make a 'difficult' perception check to determine if the Jedi is truly dead. Difficulty: Difficult. This power may be kept "up". Requires: Emptiness.

 

Reduce Injury                                                 Advanced Apprentice Power

            This power allows a Jedi to reduce the seriousness of his injury. When he receives a wounded attack, it is reduced to stun: mortally wounded to wounded and so on. This power can also be used to reduce the amount of damage received. 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. Note: 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 fails, they certainly die - then this could even be considered an heroic action. Difficulties: Moderate for incapacitated, Difficult for mortally wounded, Very Difficult for dead. Requires: Control Pain

 

Remain Conscious                                                                   Apprentice Power

            This power allows a Jedi to remain conscious when he sustains an injury which would cause him to lose consciousness. In game terms, when a character with this power suffers an injury, they lose all of their actions for the rest of the round, but they are still conscious (normal character 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 to Control Pain so that he will be able to remain conscious. After he has done that one action, the Jedi will lapse into unconsciousness, unless he has activated Control Pain or done something else that will keep the character conscious. Difficulties: Easy for stunned characters, Moderate for incapacitated characters, Difficult for mortally wounded characters. Requires: Control Pain

 

Remove Fatigue                                                                      Apprentice Power

            The character uses this power to combat the effects of strenuous work. The Jedi manipulates the Force, causing bodily toxins to be ejected much more efficiently, thus allowing for greater stamina. While kept up, the Jedi must make a stamina check once per day. While using this power, a Jedi must fail two stamina checks before he or she is fatigued. Difficulties: Easy: character is only slightly fatigued. Moderate: all fatigue is removed from the character.

 

Resist Stun                                                                              Apprentice Power

            Resist Stun allows a character 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 character to resist all stun results except for unconscious and normal injuries. An unconscious result forces the character to drop the power, and he is considered stunned. Normal injuries (wounded, incapacitated, mortally wounded and killed) are treated normally. Difficulty: Moderate. This power may be kept "up".

 

Survive in Hard Vacuum                                                                      Knight Power

            User may temporarily survive in a vacuum. Difficulty: Difficult. Requires: Protection/Shield

 

Sense Powers

 

 

Battle Mind                                                                              Advanced Knight Power

            With battle mind, a Jedi can use the Force to guide his decisions and actions to allow a possible future revealed through battle mind to come about. This power is especially useful when the Jedi is leading an army or strike force. Difficulty: Moderate Requires: Sense Force

 

Blind Sight                                                                               Apprentice Power

            This ability allows a blinded Jedi to use the Force to see, also commonly referred to as "Force Sight". Difficulty: Easy

 

Cyber Sense                                                                                        Knight Power

            Allows a force user to sense the prescience of a machine, computer or Droid. Difficulty: Very Easy (modified by proximity and characters knowledge of the type of machine/computer/Droid). Requires: Electronic Sense

 

Danger Sense                                                                                      Knight Power

            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 before they are made. This gives the Jedi a round to decide how to react to the danger. Characters who are going to attack the Jedi may roll their Control to resist this power. Difficulty: Moderate Requires: Life Detection

 

Death Sense                                                                            Apprentice Power

            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. Requires: Life Sense

 

Direction Sense                                                                                   Apprentice Power

            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. Difficulty: Easy for direction, Difficult for exact location

 

Electronic Sense                                                                                  Apprentice Power

            This power allows the Jedi to detect active electronics that might otherwise remain hidden from their normal senses. When the power is activated, the Jedi knows the location of active electronics within 10 meters - if the power is kept "up," the Jedi may know whenever a Droid or other electronic construct approaches within 10 meters of them or vice versa
When a Jedi approaches or is approached by active electronics, make a sense roll for the Jedi and each electronic construct makes an opposed Perception roll to avoid detection if possible. Both rolls are "free" actions and don't count as a power use. If the Jedi rolls higher, he senses the electronics in question. Difficulty: Moderate. Can be kept "up".

 

Force Shot                                                                   Advanced Apprentice Power

            This power is used to increase a character's accuracy with missile weapons or Blasters against hidden or concealed targets. If successful, the Force-user may add his Sense dice to his ranged attack rolls against an organic/living target that is either fully or partially concealed, be it behind a wall, through smoke, or in darkness or shadow. At least some portion of the target must be concealed by some degree of cover to be effective. This power is called on at the start of a battle, and remains "up" until the Jedi is stunned, wounded, or worse. Any Jedi who has been stunned or wounded may attempt to activate the power again. Difficulty: Moderate

 

Guided Attack                                                 Advanced Apprentice Power

            By successfully using this power and studying a single opponent for two full rounds, a character can anticipate that opponent's reactions in combat. This effectively reduces the opponent's defense dice rolls made to evade the character's attacks by half for the duration of the combat, or until the character using this power is stunned, wounded, or worse. Difficulty: Easy. Requires: Life Sense

 

Life Detection                                                                          Apprentice Power

            This power allows a Jedi to sense the presence of beings within 10 meters his normal 5 senses wouldn't have detected.

When a Jedi approaches or is approached by sentient creatures, make a Sense roll for the Jedi and each creature makes an opposed Control or Perception roll if they wish to avoid detection. Both rolls are "free actions" and don't count as a power use. If the Jedi rolls higher, he senses the creatures in question. If a Jedi beats the target's roll by 10 or more, the Jedi is aware if this person has Force skills (yes or no) or if they have met the person before (yes or no), and if yes, what their identity is. Difficulty: Very easy if the subject has Force skills or is Force-sensitive, Moderate for normal creatures. Can be kept "up".

 

Life Sense                                                                                            Apprentice Power

            Life sense may be used to locate an individual by sensing for his presence. The Jedi may know the physical state of the person, and his general health. This power may also be used to ‘track’ someone by following their residual aura. The Jedi will know what state of mind the person was in, and what the persons most prominent thoughts were as well as any strong emotions or feelings. A target may add his Control skill to the difficulty if he chooses to resist. Difficulty: Very Easy (modified by proximity and relationship) Requires: Life Detection

 

Long Distance Navigation
Advanced Apprentice Power
Jedi use this power for long-distance hyperdrive jumps. The Jedi rolls their Astrogation skill plus their Sense. Difficulties: Easy removes 20% travel time, Moderate removes 50% travel time, Very Difficult removes 75% travel time. Requires: Track Hyperspace Trail

 

Magnify Senses                                                                                   Apprentice Power

            A Jedi may use magnify senses to enhance his normal 5 senses. It may be used to detect sounds that were otherwise too faint or far away to be heard, or to see distances that would require the use of macrobinoculars. This power does not allow the Jedi to see or hear beyond the normal ranges of vision and hearing, a Jedi cannot see in infrared with this ability. It can also be used to enhance the olfactory sense to detect slight odors. Difficulty: Very Easy (modified by proximity). Time to use: 3 rounds.

 

Navigation                                                                               Apprentice Power

            This ability allows a Jedi to use the Force to astrogate without a nav. computer. (useful only for in-system jumps) Difficulty: Easy

 

Receptive Telepathy                                                               Apprentice Power

            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. 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 the contact is made, this process requires 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 action penalties. Difficulty: Very Easy for friendly, non-resisting targets. If target resists, use the targets Perception or Control to determine difficulty. (modified by proximity and relationship) This power may be kept "up" if the target is willing and the proximity does not change. Requires: Life Sense.

 

Sense Disturbance                                                                              Apprentice Power

            This enables a character to sense a disturbance in the Force. This does not give the character specific details, but gives the character a feeling of what has occurred.
This power, once learned, is effectively "up" at all times. When a disturbance happens, the Jedi can take a "free" action roll to sense the disturbance. Difficulty: Moderate Requires: Sense Force

 

Sense Force                                                                             Apprentice Power

            This allows a Jedi to sense the ambient Force aura in the area. He will be able to detect the Force within others, or a powerful residual glow left behind by another Force user. Difficulty: Moderate for an area, Difficult for sensing details or specific objects within the area (modified by proximity).

 

Sense Force Strength                                                             Apprentice Power

            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 Points, and skill code for each Force skill. This does not tell the Jedi what powers the character has. Difficulty: Moderate or opposed characters Control or Perception. Requires: Sense Force

 

Shift Sense                                                                                          Master Power

            The character may shift his or her senses as to detect phenomena of a different type than normal; shifting eyesight to the infrared spectrum, setting olfactory nerves to detect specific chemical combinations, or hearing frequencies above or below normal range for his or her species. This power counts as a "skill use" for determining die code penalties.
Please note that this power is exceptionally useful in some aspects, but fairly limited in others. For example, a Jedi may detect comm frequencies, but that does not mean the Jedi can listen in on the transmission. The Jedi will be able to detect that a transmission is present, but may not necessarily be able to locate the signal's source and certainly will not be able to decode the information carried by the transmission. Difficulty: Very Difficult. Requires: Magnify Senses

 

Short-Term Memory Enhancement                             Knight Power

            When a Jedi uses this power, he or she can replay recent events in order to more carefully examine images and peripheral occurrences. Using the power, a Jedi can freeze images and even scan memory tracks to recall details that were seen but did not register consciously at the time of observation.
In game terms, this power can be used to alert a Jedi to information, items, other characters, or anything else that passed before his or her senses within a specific span of time. How far back a Jedi can remember with this power is determined by the success of his control skill roll. Difficulty: Easy

 

Track Hyperspace Trail                                                                       Knight Power

            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. Difficulties: Moderate if target recently left the area, Very Difficult if target hasn't been in the area for some time. Requires: Navigation

 

Alter Powers

 

 

Empower Weapon                                                                   Knight Power

            This power is used to extend a field of energy around a melee weapon to create the effects of a "light" weapon. When infused with a sword, the blade has all the properties of a Lightsaber (able to parry Lightsabers, can be used with Saber Combat, etc. etc.) but damage is set at 4D, regardless of the weapon. Difficulty: Moderate

 

Energize Device                                                                       Knight Power

            This power can be used to recharge a device that has no energy. Difficulty: Easy

 

Force Combat                                                                          Knight Power

            When a Force-Sensitive uses Force Combat, they use the Force as invisible fists and feet. The power and strength behind the blows is variable depending on the users Force strength. (Alter 10 = 1D damage) A Jedi can only use this power 2 times in each combat situation before they receive a Dark Side Point, and Dark Jedi do not receive Dark Side Points for using this power. Can be resisted with Absorption skills. Cannot be dodged or blocked physically. Note: Target must be within line of sight of the Jedi. Difficulty: Moderate (modified by proximity) Requires: Telekinesis

 

Loud Apprentice Power
This ability may be used to increase the decibel level of the users voice. This power is useful for scaring enemies with a Krayt Dragon call, or for simply making yourself heard over a crowded room. Difficulty: Easy

 

Molecular Burst                                                                                   Knight Power

            Allows a Force user to disrupt the molecular structure of matter, causing 4D damage. A Jedi receives a Dark Side Point for using this power against a living creature. Difficulty: Difficult (modified by proximity)

 

Power Drain                                                                            Knight Power

            This power can be used to drain the energy from a device or battery. Difficulty: Moderate

 

Telekinesis                                                                               Apprentice Power     

            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 rolling either Perception or Control and adding it 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 1 kilogram, 2D if 1-10 kilos, 4D if 11-100 kilos, 3D Speeder-Scale damage if 101 kilos to 1 metric ton, 3D Starfighter-Scale damage if one to 10 metric tons, and 5D Starfighter-Scale damage if 11-100 metric tons. Such attacks require an additional Control roll by the Jedi, which would be the to-hit roll against the target's Dodge. If the character doesn't dodge the attack, the difficulty is Easy. Difficulties: Very Easy for objects weighing 1 kilogram or less, Easy for objects weighting 1-10 kilograms, Moderate for objects 11-100 kilograms, Difficult for 101 kilograms to 1 metric ton, Very Difficult for 1,001 kilograms to 10 metric tons, Heroic for objects weighing 10,001 kilograms to 100 metric tons. Object may be moved at 10 meters per round, add +5 difficulty 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 for more complex maneuvers, such as using a levitated Lightsaber to attack.

            (modified by proximity). This power may be kept "up"

 

Control And Sense Powers

 

 

 

Double-Bladed Lightsaber Combat                 Advanced Apprentice Power

            This power allows a Jedi to use a Lightsaber Staff. It has the same effects of standard Lightsaber combat. Control Difficulty: Moderate. Sense Difficulty: Moderate. Requires: Lightsaber Combat

 

Electronic Communication                                                       Knight Power

            This power allows the Jedi to communicate mentally with electronic systems, as if using receptive and projective telepathy.
The Jedi can read the surface processes of an electronic system. The Jedi "hears" what the machine is processing, but cannot probe for deeper information.
If the sense roll doubles the difficulty number, the Jedi can sift through the system 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.
The Jedi can also project his thoughts into the computer system. The Jedi can only send short commands and requests of the system, to gather information and accomplish tasks; the Jedi cannot reprogram the system in any way. If the Jedi does not have clearance to the system, the Jedi may roll Con to try to bypass the security on the system. Control Difficulty: Moderate, Sense Difficulty: Difficult. Requires: Projective Telepathy

 

Force Coordination                                                                  Knight Power

            This ability allows a single Jedi to link 2 or more Force-Adepts together in a telepathic link. Jedi in this link who must make a Force roll, roll their Force skill plus the Force skills of each Jedi in the link. The Jedi who activates the link must make constant rolls at an increasing difficulty to maintain the link. Jedi in this link share each others perceptions and thoughts. Control Difficulty: Difficult. Sense Difficulty: Difficult (modified by proximity and relationship) Requires: Projective Telepathy (increases as the power is held active)

 

Lightsaber Combat                                                                  Apprentice Power

            To use a lightsaber effectively, a Jedi learns this power. It allows him to sense the opponents actions through the Force in order to use the lightsaber effectively. A Jedi activates this power at the start of a battle, and it 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". A Jedi who is successful in using this power adds his sense skill to his block skill, and adds his control skill to his attack. If a Jedi fails the power roll, he may not attempt to use the power again for the duration of the combat. This power may be used to block or reflect laser or other energy bolts. When a Jedi reflects an energy bolt, he must specify a target. The Jedi rolls his Control skill in order to hit the target. Projectiles may also be blocked, but not reflected. Control Difficulty: Moderate. Sense Difficulty: Easy. This power may be kept "up"

 

Martial Combat
Apprentice Power
To fight with Jedi Martial Arts effectively, a Jedi learns this power. It allows him to sense the opponents actions through the Force in order to more effectively counter his enemies moves. A Jedi activates this power at the start of a battle, and it 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". A Jedi who is successful in using this power adds his sense skill to his block skill, and adds his control skill to his attack. If a Jedi fails the power roll, he may not attempt to use the power again for the duration of the combat. Control Difficulty: Moderate. Sense Difficulty: Easy. This power may be kept "up"

 

Merge Senses                                                             Knight Power

            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. Control Difficulty: Difficult, Sense Difficulty: Difficult. Requires: Receptive Telepathy

 

Projective Telepathy                                                               Apprentice Power

            If the Jedi succeeds at using this power, the target hears the Jedi’s thoughts and feels his emotions. Jedi use this ability to communicate over long range when a standard communication system is either not available or inappropriate. Control Difficulty: Very Easy (increase by +5-10 if the Jedi cannot verbalize the thoughts he is transmitting, modified by proximity). Sense Difficulty: Very Easy if target is friendly and doesn't resist (if target resists, target rolls Control or Perception to determine difficulty, modified by relationship). Requires: Receptive Telepathy    

 

Protection/Shield                                                        Advanced Apprentice Power

            With this power, a Jedi can use the Force to guard himself against enemy attacks. This power is especially effective against explosive or blast attacks. The Jedi creates a protective wall of Force energy around himself. Control Difficulties: Easy +2 defense, Moderate +1D defense, Difficult +2D defense, Very Difficult +3D defense, Heroic 4D+ defense. Sense Difficulty: Moderate Requires: Absorb/Dissipate Energy

                                                                                               

Two Lightsaber Combat                                              Advanced Apprentice Power

            This power allows a Jedi to use two standard lightsabers at once. It has the same effects of standard lightsaber combat. Control Difficulty: Difficult. Sense Difficulty: Moderate. Requires: Lightsaber Combat

 

Starship Combat
Advanced Apprentice Power
To use a spaceship more effectively, a Jedi learns this power. It allows him to sense the opponents actions through the Force in order to use the starship effectively. A Jedi activates this power at the start of a battle, and it 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". A Jedi who is successful in using this power adds his sense skill to his Vehicle Dodge, Starfighter Piloting, Space Transports, and Capital Ship Piloting skills, and adds his control skill to his Starship Gunnery or Capital Ship Gunnery. If a Jedi fails the power roll, he may not attempt to use the power again for the duration of the combat. Control Difficulty: Moderate. Sense Difficulty: Easy. This power may be kept "up"

 

 

Control And Alter Powers

 

 

Accelerate Another’s Healing                                                            Knight Power

            When a Jedi uses this power, the targeted beings healing speed is increased as outlined in ‘accelerated healing’. Control Difficulty: Very Easy (modified by relationship). Alter Difficulty: Very Easy. Requires: Control Another's Pain               

 

Control Another’s Pain                                                                       Knight Power

            This power has the same effect on the target as ‘control pain’ does on the user. Control Difficulty: Very Easy (modified by proximity and relationship). Alter Difficulty: Easy for wounded characters, Moderate for incapacitated, Difficult for mortally wounded. Requires: Control Pain

 

Force Crush
Force Crush is often considered a Dark Side ability, when in actuality it is feuled by a "gray area" of the Force. It consists of using the Force to apply tremendous pressure to a target being or object, causing it do literally implode under the pressure. Mace Windu used this power to permanently wound General Grievous during their battle on Coroscant, turning the slight instability in Grievous' cybernetic systems into a severe incompatability which manifested itself with horrific coughing, from which the bio-droid general never recovered. Known practitioners of this Force Power include the Jedi Exile, Mace Windu, and Darth Vader.
Effect: Alter code +2D damage
Alter Difficulty: Difficult
Control Difficulty: Moderate (to convert damage to Speeder-Walker scale), Difficult (to convert damage to Starfighter scale), Very Difficult (to convert damage to Capital scale), Heroic (to convert damage to Death Star scale)

note: you cannot increase the scale of damage except against a higher scale target (ex: you can't use death star scale damage against character scale target).                                                                                      

 

Return Another to Consciousness                                                     Knight Power

            The target returns to consciousness. The target has the same restrictions as detailed in Remain Conscious. Control Difficulty: Easy (modified by proximity and relationship). Alter Difficulty: Easy for incapacitated, Difficult for mortally wounded. Requires: Remain Conscious

                                                                                               

Transfer Force                                                                         Master Power

            This power allows a Jedi to transfer Force energy into a mortally wounded being to allow them to survive. In order to use this power, the Jedi must spend a Force Point. The recipient of this power must be willing. Control Difficulty: Easy (modified by relationship and proximity). Alter Difficulty: Moderate. Time to use: 1 minute. Requires: Control Another's Pain                     

 

 

Control Sense And Alter Powers

 

 

Affect Mind/Mind Trick                                                                       Apprentice Power

            A Jedi uses this power to alter the perceptions of others. He can use it to cause the target(s) to come to incorrect conclusions or to see or hear things they didn’t see or hear.

-You want to go home and rethink your life.-

-I want to go home and rethink my life.-

            -Obi-Wan Kenobi and Sleazbaggano

Control Difficulty: Very Easy for perceptions, Easy for memories, Moderate for conclusions, (modified by proximity) Sense Difficulty: (target's Control or Perception). Alter Difficulty: Very Easy for slight, momentary misperceptions, minor changes to distant memories, or if the character doesn't care one way or the other. Easy for brief, visible phenomena, for memories less than a year old, or if the character feels 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 hallucinations that can be sensed with two senses (sight and sound for example), for memories less than a minute old, or if 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.

 

Leap                                                                                                    Knight Power

            This is one of the rarest of Jedi powers. This power allows Jedi to "leap" through space, or rather 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". Control Difficulty: Difficult (modified by proximity). Sense Difficulty: Very Difficult (modified by proximity). Alter Difficulty: Heroic.

 

 

To the Force there is both a good side and a dark side. The powers just outlined are used by both sides, however, the dark side has other abilities it also uses.

 

 

Dark Side Force Powers

 

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.

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, "Ooh! That’s twisted!" 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.... very cool, but still unjustifiable.

A Jedi receives a Dark Side Point this way through using "Dark Side" powers. Any character that 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.

The Effect of the 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 extra bonuses, the GM rolls a D. 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 Force 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.

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 the Dark Side influences his actions. Whenever a character with Dark Side Points is in a position where he may commit evil, the GM rolls a D 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 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.


PC rolls > GM roll by


0 – 5
Character loses 1 Force Point (or Character Point's equal to # of Dark Side Points x3)

6 – 10
Character loses Character points equal to # of Dark Side Points x2

11 – 15
Character loses Character points equal to # of Dark Side Points

16+
Character loses 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" 10 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 0, 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 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 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 lose ALL bonuses except +1D for each DSP you received when finally being Embraced.

Returning to the Light

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 of Dark Side Points.

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 D 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 personal belief. When atoning you must actively work against evil from occurring, & follow a base code in creating your personal, 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

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

 

 

Alchemy                                  Control/Sense/Alter              Knight Power

            Using ancient Sith equipment and arcane formulae, a character with this Force power can alter the molecular composition of living beings, creating Dark Side mutants. All changes made to a being with this power create horrific physical mutations. Altering multiple aspects requires multiple rolls, with each roll taking one minute and granting an additional Dark Side Point. To use this power successfully requires thousands of credits worth of alchemical equipment and raw materials (as well as a subject). Each alteration made inflicts 4D damage against the subject. This power can also be used to reshape inanimate matter.

 

Alteration

Alter Difficulty

Add Claws or Fangs (strength +2 damage)

Difficult

Add Horns (strength +1D damage)

Difficult

Add Natural Armor (+1D versus energy)*

Heroic

Add Natural Armor (+1D versus physical)*

Very Difficult

Alter Physical Appearance (+1D to Intimidation)*

Moderate

Grant Dark vision (20')

Very Difficult

Increase Attribute (+1)

Heroic

Increase/Decrease Size By Half*

Heroic

Increase Move Score +2 ( up to twice original score)

Very Difficult

Make Target Obedient (-1D to Willpower)

Very Difficult

 

*Each additional use of this alteration on the same target increases the Alter difficulty by 5 points and grants an additional Dark Side point. Control Difficulty: Moderate. Sense Difficulty: Difficult. Alter Difficulty: Very Difficult.

 

Barrage                                   Alter                                        Knight Power

            A dark Jedi uses this power to pummel his enemies with various objects strewn about the area. Stronger users can pry objects loose rather than relying on loose objects. Difficulty: Difficult. Requires: Force Throw

 

Blackness                                Control                                                Knight Power

            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.). Difficulty: Moderate (modified by relationship). Requires: Affect Mind/Mind Trick

 

Break Bones                            Alter                                        Knight Power

            This power can be used to use the Dark side of the Force to break an opponents bone. Difficulty: Difficult. (modified by proximity) Requires: Telekinesis

 

Chain Lightning                        Alter                                                    Knight Power

            Chain Lightning is a variation of the Lightning ability, with the difference being that the lightning is able to strike one person and then move to another or several others. Note: characters hit by Force Lightning are stunned for 5D rounds and must make a Very Difficult Stamina check to come out of Stun ahead of time. Difficulty: Moderate 2D damage, Difficult 3D damage, Very Difficult 4D damage. (modified by proximity)

Requires: Lightning

 

Channel Rage              Alter/Control                          Knight Power

            This power, when used, channels the character's anger and rage into a berserk fury, which increases his prowess in battle. Game effects include a temporary +2D bonus to Strength, and a -1D penalty to all defensive skill rolls. Raging characters are unable to perform any action or Force power that requires patience and/or concentration. When use of Channel Rage ends, the user loses -2 from his Strength die code for every round the power was kept up (reducing his Strength die code to a minimum of 1D). Control Difficulty: Moderate. Alter Difficulty: Difficult.

 

Dark Side Influence                 Alter                                        Master Power

            This power is used to attempt to control another being through the dark side of the Force. A successful roll means that the dark Jedi has temporarily taken command of the beings mind and will, forcing him to do anything the dark Jedi wishes. If the dark Jedi is strong enough, he can influence a group of people at once. Example: Emperor Palpatine used Dark Side Influence to control the men serving in his empire. This ability was his specialty. Difficulty: Heroic. Requires: Affect Mind/Mind Trick          

 

Drain                                        Alter                                        Knight Power

            A dark Force user uses this power to drain the energy from his enemy, weakening him. Difficulty: Moderate (modified by proximity)

 

Electronic Manipulation           Control/Alter                          Knight Power

            This power allows a Sith to channel his 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. Control Difficulty: Moderate. Alter Difficulty: Difficult.

 

Force Explosion                        Control/Alter                          Knight Power

            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. Control Difficulty: Easy. Alter Difficulty: Moderate

 

Force Throw                            Alter                                        Apprentice Power

            This is an advanced form of telekinesis, where the power is specifically used to destroy an enemy. The dark Force user lashes out with anger, throwing an object towards his target, creating +1D additional damage to standard Telekinesis effects. Difficulty: As specified in Telekinesis Force Power. Requires: Telekinesis

 

Force Weapon             Control/Alter                                      Knight Power

            This power utilizes pure Force energy to create a weapon powered by the Force. This can be used for any blaster or lightsaber (and similar energy weapons). The Dark Jedi uses his Control to energize the weapon, and a blade or blaster bolt of pure Force is created. The Jedi uses Alter for damage. The weapons used for this acts identically to their real varieties in all respects. Each weapon must be specially created like a lightsaber, but a Dark Jedi can make a real weapon into the same structure. Use of this power does not harm any internal weapon components. Control Difficulty: Difficult. Alter Difficulty: Difficult.

 

Grip                                          Alter                                        Apprentice Power

            This power allows a dark Force user to kill an opponent through asphyxiation. Difficulty: Easy (modified by proximity) Requires: Telekinesis

 

Intimidation                             Alter                                        Apprentice Power

            This power is used to alter the perception of others to make it seem the dark Jedi is superior in a certain way that he may not truly be superior, and to frighten an opponent. Targets must make a successful Difficult Willpower roll to resist the effects of this power. Difficulty: Easy (modified by proximity). Requires: Affect Mind/Mind Trick

 

Lightning                                 Alter                                        Knight Power

            This power channels the force through the user into wild blue lances of lightning, directable by the Sith. The light, the crackling sounds, and the arid burning smell of charred ozone are experienced by everyone in the area. This energy bypasses all armor worn, winding around it. A normal strength roll is used to resist. Note: characters hit by Force Lightning are stunned for 5D rounds and must make a Very Difficult Stamina check to come out of Stun ahead of time. Difficulty: Easy 2D damage, Moderate 3D damage, Difficult 4D damage (modified by proximity)

 

Surge                                       Alter                                        Knight Power

            This power causes an electrical device to suffer a power surge, destroying it, and causing 5D damage to everything within 3 meters radius. Difficulty: Difficult (modified by proximity).

 

Wind                                        Control/Alter                          Knight Power

            This power allows the Sith to manipulate and channel air currents to form powerful and destructive tornadoes which can lift people bodily up into the air and fling them about. The cyclone does the Sith's alter code in damage to all within its range. Control Difficulty: Moderate. Alter Difficulty: Difficult. Requires: Telekinesis

 

 

 

Just as dark Force users have unique powers, so do light Force users. The light Jedi have a stricter code of conduct which helps to protect them from falling to the dark side.

 

Light Side Force Abilities

 

 

Advanced Focus                                  Control                        Knight Power

            The user empties his mind and allows the Force to flow through him. After a character uses emptiness, he gains a +10 modifier to each skill roll for an amount of time equal to the amount of time spent in Emptiness. This bonus is reduced by 1 for each Dark Side Point the character has. While in Advanced Focus, characters are difficult to sense or affect with the Force. When another character attempts to use a Force Power on the character in Advanced Focus, add the defenders Advanced Focus 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 focusing character would willingly receive the power's effect. When in Advanced Focus, characters dehydrate and hunger normally - some initiates have died because they lacked enough Control to bring themselves out of Advanced Focus. When the character enters Advanced Focus, he must state how long he is going to remain in Advanced Focus. The character may attempt to come out of Advanced Focus 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.

 Note: Characters who are consumed by the Dark side of the Force cannot use this power. Difficulty: Moderate to enter Advanced Focus, Difficult to come out of Advanced Focus.

Requires: Jedi Discipline 

 

Biocombustion Control Knight Power
This power is most often used in any sort of Brawling or Hand-to-hand combat by Jedi who wish to add a little extra heat to thier offense. The Jedi can focus energy on a certain point of flesh and cause it to become extremely hot, like the burning point of a needle. This power may hurt the user if the roll fails. Difficulty: Moderate

 

Blinding                                    Alter                                                    Knight Power

            This power emanates as a blinding flash of energy, causing the target's vision to overload, creating temporary blindness. It is very useful as a means to stun the opponent for a finishing stroke.

With it, a Jedi could obfuscate any person's vision, making it very difficult of being spotted and targeted, and converting the enemy to a more fragile position. It could be counter-attacked by Force Sight. Difficulty: Moderate

 

Calm                                         Control                                    Apprentice Power

            This power calms the Jedi, giving him an enhanced defense against the Dark Side. Difficulty: Easy +2 Control (to resist powers), Moderate +1D Control (to resist powers), Difficult +2D Control (to resist powers), Very Difficult +3D Control (to resist powers), Heroic 4D+ (to resist powers).

 

Calm Other                              Alter                                        Apprentice Power

            This power is used to calm down and neutralize an opponent when no other way is deemed appropriate. If successful, the target feels utter peace and calm, and has lost all will to fight. A Jedi who uses this ability to disable the opponent so he may kill, injure, or take advantage of him receives a dark side point. Difficulty: Easy (modified by proximity and relationship).

 

Combat Preparation                Control                                    Knight Power

            The user empties his mind and allows the Force to flow through him, to conserve his energy in preparation for impending combat.
Once the character comes out of combat preparation, the character gets a +6 bonus modifier to all rolls (except damage and defense) during combat for a period of time equal to the amount of time the character spent in combat preparation. This applies during combat only. If the character does not enter combat in that period of time, the bonus is lost. Difficulty: Moderate

 

Contort/Escape                      Control                                    Apprentice Power

            The character escapes bonds by contorting in painful and difficult (but physically possible) ways. By dislocating joints and the like, a Jedi can escape almost any physical restraining device. While this is indeed a painful procedure, Jedi are trained to block out the pain and focus on the task at hand. Difficulty: Easy for difficult twists, Moderate for dislocating bones.

 

Detoxify Poison                       Control                                    Apprentice Power

            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 effect him. Difficulty: Very Easy (modified by poison)

 

Detoxify Other                        Alter                                        Knight Power

            This power allows a Jedi to remove or detoxify poison from a patient's body faster than is normally possible. While using this power, the Jedi must remain in physical contact with the target, that person is considered immune to the effects of the poison. Failure to make the required control and alter difficulty checks or breaking physical contact during the use of the power wounds the patient. Difficulty: Easy (modified by poison) Requires: Detoxify Poison

 

Eclipse                         Alter/Control/Sense              Knight Power

            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, but when someone is searching for the user the Sense Difficulty becomes the subject's Search (or Perception... whatever 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).
This power does not affect electronic life-form sensors but may affect people viewing vid screens. Requires: Affect Mind/Mind Trick

 

Electric Judgment                    Alter                                        Knight Power

            Electric Judgment was a Force technique used by Plo Koon, and it was the light side version of Force Lightning, which was a dark side power.

It showed up as yellow or green energy instead of blue or white, like Force lightning. For instance, Plo Koon would shoot lightning from his fingertips to wound enemies. Other Jedi would not use it, as it resembled the Force Lightning of the Sith.

Luke Skywalker also used this power aboard the Yuuzhan Vong flagship during the battle against Shimrra Jamaane, in an attempt to save his niece and nephew from the Slayers; his powerful version was able to instantly kill its victim. No other Force user has been noted to generate such powerful lightning. Electric Judgment was also used by members of the New Jedi Order, but was extremely controversial among its members. Note: characters hit by Electric Judgment are stunned for 5D rounds and must make a Very Difficult Stamina check to come out of Stun ahead of time. Difficulty: Easy 2D damage, Moderate 3D damage, Difficult 4D damage (modified by proximity)

 

Enhance Skill                            Control                                    Apprentice Power

            With this power, Jedi can enhance their abilities in particular skills. The bonus dice are added to the skill dice so long as the power is up. If a Force user wishes to change which skills are enhanced or by how much, then a new power roll must be made. Force users may only enhance those skills in which they have a skill which is at least one whole die greater than their attribute (languages 7D is greater than control 4D), before taking any special abilities into account. Otherwise they must pay 1 character point for each skill they are enhancing in which they do not have the required skill dice. If this power is not kept up, the force user may make only one action using the enhanced skill, as well as the power roll during the round and not be penalized for multiple actions. This may only be for an action that is one off, such as Luke using this power to enhance his grenade skill and then throwing the skull to activate the door controls to the Rancor pit. It may not be used for an extended action such as a swimming check. This power may not be used with another that enhances the same skill by adding to the number of dice usable. Thus it is incompatible with powers such as Lightsaber Combat. Difficulty: Easy +2, Moderate +1D, Difficult +2D, Very Difficult +3D, Heroic 4D+

 

Enhanced Reflexes                  Control                                                Apprentice Power

            A Jedi uses enhanced reflexes to improve their reaction time and speed. They can block and dodge easier, as well as attack faster. Difficulties: Easy +2 block/dodge, Moderate +1D block/dodge, Difficult +2D block/dodge, Very Difficult +3D block/dodge, Heroic 4D+ block/dodge. This Power can be kept "up".

 

Force of Will                             Control                                    Knight Power

            By using Force of Will, the character uses his or her own willpower skill to fight the effects of hostile Force powers. If faced with a telekinetic-or mind-based power, the Jedi's Willpower skill roll may be added to either the Control or Perception roll.
Note: Force of Will does not protect against Force Lightning or Force Storms or objects hurled by telekinesis, since in each case the power creates a distinct physical manifestation. These are external rather than internal powers, in which case willpower would have no bearing on resistance. Difficulty: Moderate + opponents roll. Can be kept "up"

 

Jedi Discipline                          Control                                                Knight Power

            With Jedi discipline, a Jedi enhances his connection to the Force, sensing it's subtle nuances better and more accurately. Jedi also have extreme discipline, often appearing emotionless while in this state. It clears a Jedi's mind, allowing him to think clearer. Difficulty: Easy +2 Knowledge/Willpower, Moderate +1D Knowledge/Willpower, Difficult +2D Knowledge/Willpower, Very Difficult +3D Knowledge/Willpower, Heroic 4D+ Knowledge/Willpower. This power can be kept "up". Requires: Emptiness

 

Nausea                                                Alter                                        Knight Power

            This power causes extreme dizziness and nausea in a single target within the user's line of sight. A target affected by this power is considered to be stunned for 2D rounds, and cannot take any actions during that time. Difficulty: Easy (modified by proximity).

 

Plant Surge                             Control                                    Knight Power

            When used, this power causes plants (grasses, weeds, bushes, trees, etc.) to entangle target creatures, holding them fast or slowing them down. The Control difficulty depends on the area that the Force user wishes to affect:

Radius

Control Difficulty

2-meter radius

Easy

4-meter radius

Moderate

6-meter radius

Difficult

8-meter radius

Very Difficult

 


If the Force-user succeeds in his use of the power, the targets are considered to be entangled. Entangled creatures suffer a -1D penalty to all attack rolls, a -2D penalty to their Dexterity scores, and can only move at half of their normal Movement scores. Entangled characters can attempt to escape, but this requires a Difficult Strength check to accomplish.

 

Sense Surroundings                Sense                                      Apprentice Power

            Sense surroundings allows a Force-user to extend his senses through the Force, permitting him to fight and make Search checks despite darkness or obstruction. This power doesn't duplicate the Magnify Senses power, but it does allow a character to perceive things normally through the Force instead of through a normal sense. This power can only be used to counter either blindness or deafness. In order to counteract both lack of sight and sound, the power would need to be used twice (thus granting a multiple action penalty). Difficulty: Easy. This power can be kept "up".

 

Stun Droid/Mechanical                       Alter                                        Apprentice Power

            A Jedi uses this ability to de-activate a droid or other mechanical device by overloading the power circuitry within the device. It can be used on any device that uses a power cell of some sort. Difficulties: Easy: Target is stunned for 2D seconds, Moderate: Target is stunned for 1D rounds, Difficult: Target is deactivated for 5D rounds. Requires: Stun Enemy

 

Stun Enemy                             Alter                                        Apprentice Power

            This ability temporarily disables the enemy nervous system, paralyzing them for a short period. A Jedi who uses this ability to disable the opponent so he may kill, injure, or take advantage of him receives a dark side point. Difficulties: Easy: Target is stunned for 2D seconds, Moderate: Target is stunned for 1D rounds, Difficult: Target is knocked unconscious for 5D rounds.

                                                           

Telekinetic Defense                 Control/Alter/Sense              Master Power

            Only Jedi masters can utilize this ability effectively. When a projectile is fired, the Jedi uses Force Telekinesis to throw an object at high speed into the path of the projectile, preventing it from hitting it's intended target.

Difficulties: Very Easy for objects weighing 1 kilogram or less, Easy for objects weighting 1-10 kilograms, Moderate for objects 11-100 kilograms, Difficult for 101 kilograms to 1 metric ton, Very Difficult for 1,001 kilograms to 10 metric tons, Heroic for objects weighing 10,001 kilograms to 100 metric tons. 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 for more complex maneuvers

 Requires: Telekinesis

 

Translation                              Sense                                      Knight Power

            This allows a Jedi to hear in his own language while others are speaking languages that the Jedi would otherwise be unfamiliar with. It can also be used to understand both droids and animals, often used hand in hand with projective telepathy. Difficulty: Moderate. Requires: Receptive Telepathy

 

Power Abilities

 


Combine Molecules
Effect: This power involves the user shifting and compressing Force energy through an object, thereby condensing the object’s molecules into a more solid form. The results achieved vary depending on the type of object or matter the power is used on. If used on solid matter, like a weapon (i.e. sword or staff), this power will make the object sturdier and more durable, and perhaps sharper (if already sharp edges exist). If used on a liquid form of matter, the liquid will appear to "freeze" even though a drop in temperature does not occur, and become a solid or semi-solid gel depending on the user’s desired results. If used on a gas or vaporous matter it can condense it to make it a thicker gas, a vaporous liquid, a liquid, a gel, or a solid coagulant mass of gas particles. If used on energy forms, this power has the same effect as if used on solid matter, that is, you could combine the molecules of a blaster beam to make it a finer burst that does more damage, like a needle gun.

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

Control Difficulty: Very Easy for solids,

Easy for Liquids

Moderate for Liquid-Gels

Difficult for Vaporous Gases

Very Difficult for Gases

Heroic for particles in a vacuum

Sense Difficulty: Easy

Alter Difficulty: Moderate, modified by proximity

Power Difficulty: Easy

Cryokinesis
The user slows or stops the gravitational motion of desired molecules, resulting in an instant drop in temperature of all molecules affected. For objects/areas larger than 3 cubic meters, add +1D difficulty for each cubic meter larger. This power can be used to send a cold chill through another person, regulate the user’s metabolic output to fool thermo sensors, IR tracking devices, or as a form of "air conditioning", cool down overheated circuitry, put out fires, freeze liquids, preserve a severed limb (or body) with the hopes of bringing it back to life later, or instantly freeze a victim.

Control Difficulty: Cold chills – Very Easy

Water begins to freeze – Easy

Frost forms from air – Moderate

Tissue freezes – Difficult

Life preserved – Very Difficult

Absolute Zero (deep freeze/vacuum) – Heroic

Sense Difficulty: Easy

Alter Difficulty: Moderate, modified by proximity

Power Difficulty: Moderate

This power may be kept "up".

Required Powers: Absorb/Dissipate Energy, Hibernation Trance, Telekinesis, Control Another’s Pain

Force Transduction
Effect: This power allows the user to rift their molecules between the Force plane used as a channel in "Warp Self" and the physical plane that we view as "existing". This allows the user to exist and move through both dimensional planes. The user will view the physical world like you would a movie in super-slow-motion. To onlookers in the physical world, the user will appear to be in super fast forward mode. This effect continues for as long as the user can make difficult control rolls (at –1D per round). While "Hyperactivated", the Jedi may add his POWER dice to all movement rolls (his move is now whatever it was originally, + their POWER roll, (i.e. Jonathan’s base move is 10, he rolls 34 on his POWER skill, his move is now 44). Add POWER as well to all dexterity rolls. Anyone attempting a physical action against the user is at minus the user’s POWER skill to perform it, regardless of the action. When leaving Hyperactivated states, the user must make a moderate stamina roll to avoid taking stun damage. Failed initial rolls to enter Hyperactivation mean the user takes the fatigue and damage, but doesn’t get the effects. Doing this too much will make a Jedi very tired very quickly.

Control Difficulty: Difficult

Sense Difficulty: Difficult

Alter Difficulty: Very Difficult

Power Difficulty: Very Difficult

Particle Filter
Effect: This power allows the Jedi to set up a semi-permeable field of Force energy in an area or around an object, and control how particles pass through this field. For instance, the Jedi could set up a field around himself that won’t let in gas molecules to protect himself from a poisonous gas. The Jedi could also use this to affect the way light refracts through an area, creating a space totally void of light, or manipulating the light to give a different appearance. For instance, a Jedi could set up a field around his face that makes li

Pyrokenisis

            Allows a Force user to manipulate flame. The user speeds up gravitational motion of desired molecules, resulting in an instant increase in temperature of all molecules affected. For objects/areas larger than 3 cubic meters, add +1D difficulty for each cubic meter larger. This power can be used to generate heat, or to simply set a victim on fire.


Control Difficulty: Warm breeze – Very Easy

Easily Combustible materials burst into flame– Easy

Fire forms from air – Moderate

Tissue burns – Difficult

Sense Difficulty: Easy

Alter Difficulty: Moderate, modified by proximity

Power Difficulty: Moderate

This power may be kept "up".

Required Powers: Absorb/Dissipate Energy, Hibernation Trance, Telekinesis, Control Another’s Pain

 

 

 

                                                                                               

Force Secrets

 

Force Secrets are bonuses that Masters attain naturally and Knights can attain randomly. Each time a Master unlocks a Force Secret, he can either learn a new one, or reinforce a Secret he already knows.

Increase Lightsaber Skill:

            This Force Secret allows a Master to add +1 to his Lightsaber skill for attacking. (cumulative up to +3, when used to improve further it adds +1D+1)

Deflect (defense):

            This Force Secret allows a Master to add +1 to his Lightsaber skill for blocking. (cumulative up to +3, when used to improve further it adds +1D+1)

Deflect (offense):

            This Force Secret represents a Masters increasing skill with a Lightsaber, and allows him to block +1 additional laser per action. (cumulative)

 

Force Organizations

 

The Baran Do

 

The Kel Dor species has a long and proud Force tradition known as the Baran Do. For thousands of years before joining the Galactic Republic, the Baran Do acted as advisors for the leaders of the Kel Dor. Since joining the Republic, the Baran Do have diminished as Jedi claim more Kel Dor Force sensitives to add to their own ranks. However, those who were passed over by the Jedi or discovered too late to begin Jedi training continue to train under the remaining Baran Do, passing the eons-old tradition as it was before the coming of the Jedi.
The Baran Do began study of the Force to increase their already exceptional senses as a way of predicting danger for their people; in time, everything from war to famine to natural disasters were averted thanks to the Baran Do. Their powers developed out of simple sensory expansion to the ability to forsee the future, the past, and places far away. Once the Baran Do learned how to listen to the Force as well as their senses, they became an invaluable resources for investigating crimes, predicting future troubles, and discovering the truth about mysterious events. The Baran Do were seen as an all-seeing sect that could divine the truth from even the most complex and difficult situations.

Most rulers of the Kel Dor traditionally had at least one Baran Do advisor. In the days when the Baran Do were more numerous, many high ranking members of society had Baran Do in their employ as well. Most government institutions made use of the Baran Do as part of their daily operations; a powerful Baran Do would be used as an early warning system to avoid natural disasters. Such predictions and subsequent preparations avoided the deaths of hundreds of thousands.

With the introduction of the Jedi Order and the Galactic Republic to Kel Dor society, the Baran Do faded to relative obscurity. Mainstream Kel Dor society considers the Baran Do to be little more than wizards and prophets, but the Baran Do themselves continue to proudly teach their ways to new apprentices. The Baran Do, almost completely forgotten by most Kel Dor, no longer have the influence they once did and, as a result, managed to go almost unnoticed by Darth Vader and his Jedi hunting squads.

The Baran Do philosophy revolves around quieting the mind and listening to the environment. It was this quite, meditative outlook that led them to study the Force as a sensory aid. The Baran Do learn to shut out the noise around them and listen to the Force; when at peace, Baran Do are at their strongest. They listen, they watch, and they learn. The ways of the Baran Do are sometimes confused with inaction, but in truth, a Baran Do consults the Force on all matters, taking action only when his path is sure.

A long-held superstition among the Kel Dor people is that men and women born with silver irises are exceptionally strong in the Force. The Baran Do beleive this to be true, and recruit those with silver irises fervently. The Baran Do train apprentices for several years before they become full-fledged members of the order, but once they do, they are granted access to any knowledge the Baran Do possess. Modern Baran Do ususally concern themselves with protecting their people however they can, occasionally acting as fortellers and diviners for those who come to them seeking answers. Some members of the organization travel the stars seeking out information to bring back to the Baran Do, while others take a more active role and react to threats they have perceived through the Force, even leaving their homeworld for years at a time.

The Sith

 

Although the modern era of the Sith is attributed to Darth Bane, and the Dark Jedi that preceded him, the cult can find its roots further back in the galaxy's ancient past. Long before the Republic rose, there lived a culture on the planet Korriban. These primitive people were called the Sith, and the Force flowed strongly through their bloodlines. Although they didn't practice the Force as the Jedi would, they were talented in their own brand of magic.
In the early days of the Jedi, a great schism tore the order apart. Jedi who had tapped the forbidden power of the Force's dark side rebelled against their light-sided brothers. After a terrible war, the Dark Jedi were exiled from the Republic. Past the Republic's growing borders, these castaways discovered Korriban and the Sith people.

Powerful with the dark side, the Jedi outcasts set themselves up as gods on Korriban. The primitive Sith worshipped them as their lords, and so the Dark Jedi grew, and built temples and monuments to celebrate their power. Millennia of interbreeding blurred the distinction between Sith native and offworlder, and the term Sith came to encompass not only the indigenous people of Korriban, but also the powerful overlords that ruled them.

Five thousand years ago, during the Sith Empire's golden age, a Republic explorer vessel stumbled upon the secluded worlds of the Sith. One Sith Lord, Naga Sadow, saw this as an opportunity to invade the Republic, and exact vengeance on the Jedi who had banished them. History would record the invasion that followed as the Great Hyperspace War, and it would be the first of many terrible conflicts between Jedi and Sith.

Time and again the Sith and Jedi would clash, with devastated worlds lying in their wake. The last great conflict took place on the scarred plains of Ruusan. The Sith Lord Kaan and his Brotherhood of Darkness did battle with the Jedi Army of Light. From this onslaught, one Sith escaped: Darth Bane. It was he who would resurrect the order with duplicity and secrecy in mind.

One Sith had the cunning to survive. Darth Bane restructured the cult, so that there could only be two -- no more, no less -- a master, and an apprentice. Bane adopted cunning, subterfuge, and stealth as the fundamental tenets of the Sith order. Bane took an apprentice. When that apprentice succeeded him, that new Sith Lord would take an apprentice.

Thus, the Sith quietly continued for centuries, until the time of Darth Sidious. It was Sidious who was responsible for the revenge of the Sith against the Jedi. His measured and carefully engineered plot spanned decades. Sidious was apprentice to Darth Plagueis, a wise Sith Lord whose knowledge of arcane and unnatural arts was reputed to extend to manipulating the very essence of life. By Sith tradition, Sidious killed Plagueis in his ascent to Master from apprentice. This left an opening for the fearsome Darth Maul to become Sidious' Sith apprentice.

In this age, the final decades of the Republic, the galaxy at large had believed the Sith to be extinct, a fabled threat from the past. Qui-Gon Jinn's report of a Sith attack on Tatooine was met by the Jedi Council with hesitation and skepticism. Surely if the Sith had returned, the Jedi would have detected it, they reasoned.

The dark side, for all its power, is ultimately hard to detect if so desired. A shadowy master like Darth Sidious was able to keep his presence a secret, even though he maintained a guise as a very public figure. Sidious was a politician, a seemingly humble Senator from Naboo. Though he would eventually rise to the position of Supreme Chancellor, and worked closely with the Jedi during the Clone Wars, they failed to detect his true nature until it was too late.

With the death of Darth Maul at Naboo, the Jedi Council realized that the Sith menace was true. What they hadn't puzzled was whether Maul was the master, or the apprentice. Years would pass before the Sith menace arose once more, a menace that would eventually come to engulf the entire galaxy.

It began with a Separatist crisis that threatened to split the galaxy. Count Dooku, a former Jedi, became a political firebrand, fanning the flames of secession across a disillusioned Republic. Unbeknownst to the Jedi at the time, Dooku was a Sith Lord -- Sidious' next apprentice after Maul. As Darth Tyranus, Dooku engineered the vast armies that would fight on both sides of the Clone Wars: the assembled droid armies of the united Confederacy of Independent Systems, and the secretly created clone army of the Republic.

The Clone Wars were an elaborate and costly sham: a massive ruse that spread the Jedi ranks thin across the galaxy, and drew more political power to Darth Sidious. When the time was right -- when Sidious had in his grasp his ideal apprentice, the powerful Jedi Knight Anakin Skywalker -- he dispatched a command to the clone forces that identified their Jedi generals as traitors to the Republic. The Jedi were wiped out by their loyal clone underlings. What few survivors remained were branded as enemies of the state.

With Sidious as the Galactic Emperor, and Darth Vader as his loyal apprentice, the Sith ruled the galaxy and plunged it into darkness. It remained so for years until a new hope arose to bring Darth Vader back from the dark side and extinguish the menace of the Sith once and for all.

But the teachings of the Sith were not lost, as had been thought. A collection of holocrons were discovered by the Jedi Mulug on Korriban, and the teachings were too much for him. Coupled with his hatred, the teachings of the Sith turned Mulug and his apprentice Ka'Varon, to the Dark Side. Ka'Varon took the name Darth Venge, and though he is not the only apprentice of Mulug, he is the most prominent in the galactic scene. The Ko'Norr'K'Aree Sith is an impressively powerful dark Force user.

The Shadow Dragons

 

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.

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 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.

The Aiki Order (Kung Fu Style Jedi)

 

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 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...

Beleifs

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. 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.

1) A commitment to peaceful resolution of conflict whenever possible.

2) A commitment to self-improvement through Aiki training.

 

Monks of Shimura

 

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.

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.

Beleifs/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 their judgment, the Shimuran Monks still believe in the Code.

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.

Special Skill:

Martial Art: Ka Combat

Cost: 10 Character Points or 1D starting skill dice.

Prerequisites: Brawling (4D), Brawling Parry (4D), Dex (3D)

+2D Martial Arts versus those with no Martial Art training

+1D versus those with training other than Ka

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.

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 300 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.

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:

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 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.

 

Lightsaber Styles

 

Each Jedi chose the style of lightsaber combat that best suited him or her. For example, Master Yoda used the Ataru form to compensate for his lack of reach and height; Mace Windu used Vaapad to tap into his anger and employ it constructively (albeit without giving himself over to the dark side); Count Dooku's practice of the Makashi form fit first of all his intention to frequently engage in lightsaber-to-lightsaber combat, and second his emphasis on class and elegance as well as precision. The Jedi Exile was a practitioner of all of these forms, but only excelled to the point of mastery in a few of them. She often used her knowledge of multiple styles to great effect in combat, allowing her to switch styles during fights and confuse her enemies.

Form I: Shii-Cho; "Way of the Sarlacc" or "Determination Form"

Form II: Makashi; "Way of the Ysalamiri" or "Contention Form"

Form III: Soresu; "Way of the Mynock" or "Resiliance Form"

Form IV: Ataru; "Way of the HawkBat" or "Aggression Form"

Form V: Shien / Djem So; "Way of the Krayt Dragon" or "Perseverance Form"

Form VI: Niman; "Way of the Rancor" or "Moderation Form"

Form VII: Juyo / Vaapad; "Way of the Vornskyr" or "Ferocity Form"

The seven forms were not merely swordplay moves, they represented seven different kinds of philosophy. In addition, a lightsaber was not necessary to execute the seven forms: each form could be applied in unarmed combat. Jedi Masters Mace Windu, Obi-Wan Kenobi and Kit Fisto had demonstrated such talent during the Battle of Haruun Kal and the Bio-Droid Threat respectively.

These forms were not considered a part of the seven main or "classic" forms, and they may not necessarily be official. Some were systematized methods of lightsaber combat, while others were merely techniques or principles of combat applied to lightsaber combat. They were mostly based on other forms, with the exception of Form Zero, which emphasized avoiding conflict whenever possible

Form VIII: Sokan

Form IX: Shien

Form X: Niman / Jar'Kai

Form 'Zero'

Dun Moch

Telekinetic Lightsaber Combat

Trakata

Trispzest

Mounted Lightsaber Combat

Double-Bladed Lightsaber Comat

The unorthadox

Several techniques fell outside the traditional and practiced forms of the Jedi. General Grievous could employ more varied movements. His attacks were intended to misdirect and confuse traditionally trained sword fighters. Grievous was exceptionally capable of this due to the flexibility of his joints, robotic reflexes, and his many limbs. Only the most experienced and talented Jedi could withstand his attacks. For example, Grievous could hold one lightsaber in each of his four hands, spinning two of them very rapidly in front of him as a shield. Grievous used this against Obi-Wan Kenobi on Utapau, but Obi-Wan managed to overcome this by biding his attack and finally timing his strike through the whirling lightsaber shield.

Another unique lightsaber style was that of Adi Gallia who held her saber with a one-handed reverse grip (backhand style) resulting in wide, long swings. This was a personal variation of Form IX, much as Vaapad was Mace Windu's personal variation of Form VII. A variation of this form was used by the leader of the Force-users known as the Jensaarai (led by the Saarii-Kaar) encountered by Corran Horn. This form was developed by an Anzati Dark Jedi during the Clone Wars, who was eventually killed by Corran's grandfather. This form holds the weapon like an dagger, with one hand on the hilt and another on the pommel with the blade pointing toward the ground. This style favors one who is quick, combining quick strikes with sweeps at the legs. Horn was almost defeated by this style before distracting the Saarii-Kaar with a mental projection of her master, allowing his wife to stun her.

Dark Jedi Boc's combat style was an unorthodox mixture of the dual saber based Form X and highly aggressive jumping attacks directed straight at his opponent. He used this against Kyle Katarn in a duel on Ruusan, but—with some help from his friend Jan Ors and the Force—Katarn was able to defeat Boc.

"It is simple, and it's simplicity is it's strength."

-Kreia

Form I: Shii-Cho or The Determination Form was the first of the seven forms of lightsaber combat.

As the weapons technology of the lightsaber was developed, the need for a form of combat arose. Thus Form I, also called Way of the Sarlacc, was born. Shii-Cho was the most ancient style of fighting, ancient sword-fighting traditions held key principles of blade combat that were implemented by early Jedi Masters in the rather basic technical tactics of Form I.

One of the marks of contact, sun djem, was a goal of early Form I duelists, as disarming or destroying the opponents' weapons could ensure victory without causing injury, which was always a Jedi objective. However with the rise of Form II, sun djem became nearly impossible as Makashi duelists were well trained to prevent his / her own weapons being taken or destroyed.

The opening stance for Shii-Cho seemed to be the basic defensive stance; both hands clasping the lightsaber pointed down at a 45 degree angle from a high starting position.

Form I, like its succeeding forms, includes the following basic techniques and concepts:

·         attack, a set of attacks aimed at different body zones

·         parry, a set of blocks to thwart any attack in the specified body zones

·         body target zones

·         training drills called velocities

Younglings, the Jedi initiate rank, first learn Form I before they begin a Padawan apprenticeship with a Jedi Master. They most often utilize it to deflect plasma bolts from training remotes. Lightsaber Instructor Cin Drallig taught Form I to thousands of students during his Jedi career.

Kit Fisto was a masterful practitioner of Form I, but he could not defeat Darth Sidious with it. Obi-Wan Kenobi commented Form I as wild, raw and deadly, requiring much emotional heat; however Kenobi sometimes did infuse elements of Shii-Cho into his swordplay, including the rematch with Count Dooku onboard the Invisible Hand.

Shii-Cho was also one of the forms which Count Dooku taught the fearsome Jedi hunter General Grievous, who in turn taught his IG-100 MagnaGuards.

Jedi using Shii-Cho gain +2D attack and block against multiple enemies.

Form II: Makashi or The Contention Form was the second form of the seven main forms of lightsaber combat.

After Form I's proliferation as a saber combat technique, Form II, or Way of the Ysalamiri, came about as a means of lightsaber-to-lightsaber combat. It was described as being very elegant, powerful, and requiring extreme precision, allowing the user to attack and defend with minimal effort, often wielding the blade one-handed for greater range of movement and fluidity. The form relied on parries, thrusts, and small, precise cuts—as opposed to the blocking and slashing of the other forms. It required very fluid movements of both the blade and the body. Form II countered sun djem, the goal of early Form I masters, by well trained in preventing disarm and weapon destruction.

By the time of the Second Sith Civil War, on 3951 BBY, a master of this type of lightsaber combat was the Sith Lord Darth Nihilus.

Feints would also be commonly used to confuse or set-up their opponents for a trap, a tactic that Count Dooku commonly used in his duels during the Clone Wars. Precise footwork and movements were required for maintaining proper distance from the opponent during defense and/or when moving in for an attack. The blade manipulation required for this form was very refined and required intense focus. Timing, accuracy, and skill, rather than strength were relied on to defeat one's opponent and with a skilled practitioner, the results were extremely potent.

When ranged weapons such as blasters came into play or more than one opponent was present, however, the advantages of this form became somewhat obsolete. During the time of the Clone Wars and many centuries preceding it, the Jedi Order seldom practiced this technique. There was, if at all, so little lightsaber-to-lightsaber and melee combat involved in a Jedi's life that many in the Order didn't bother to teach and/or learn it as it was thought impractical. During this era, Niman and Ataru were the more popular fighting forms being taught and learned. Makashi, however, was very common during the younger years of the order, before the advent of blasters, when melee weapons were abundant. To most Jedi, Makashi did not seem to have much use; however, to a Sith or Dark Jedi, learning and mastering Makashi would have been a goal.

The drawback of Makashi was a relatively lower level of defense against blaster bolts. When fighting a stronger opponent, a Makashi user also needed be careful not to try and match them power for power. As mentioned before, Makashi users relied on timing and precision in both movement and blade manipulation, often wielding the blade one-handed, waiting for the opponent to tire for an easy victory. Thus, they were not able to generate as much kinetic power as the two-handed slashes as in Djem So.

Dooku was a master of Form II to the highest degree, fighting with the precision built into the ancient technique. The handle of his lightsaber was curved, allowing for better manipulation of the blade during parries and thrusts. This was apparently common during the early years of the Republic, when many of the Jedi used the Makashi form. When Darth Tyranus wielded this form, it devastated the Jedi; the system of Jedi training immediately before and during the Clone Wars did not prepare many of them for the finesse and precise movements of a form bred for lightsaber dueling.

Makashi was also one of the forms taught to General Grievous by Dooku himself. Jedi Master Cin Drallig, the legendary lightsaber instructor, was another candidate of Makashi.

Makashi users were elegant, precise, calm, confident, even arrogant (as befit Dooku's personality). Form II users were supremely confident in their chances for victory, and often looked relaxed when they were fighting, or even appeared to be dancing.

Jedi using Makashi gain +3D attack and block against an opponent in melee combat unless the opponent is using Form V, in which case that bonus is reduced to -1D. Jedi using Makashi also suffer a penalty of -2D attack and block against an enemy with a ranged weapon or multiple enemies weilding any weapon.

 

"That is so like you Master Kenobi, I am called a swordsman because I invented a lethal style; but who is greater, the creator of a killing form - or the master of the classic form?"

-Mace Windu to Obi-Wan Kenobi

Form III: Soresu, the Way of the Mynock, or The Resilience Form was the third form of the seven forms of lightsaber combat.

Form III was originally developed to counteract the advancing blaster technology throughout the Galaxy. Those to whom the Jedi were mainly opposed usually wielded blasters, and the Jedi needed to find a method of defense that could repel normally overwhelming volleys of blaster fire.

The opening stance of Soresu was spread-out, with the saber hand drawn back but the blade pointed towards the opponent, and the other hand in the same direction with a two-finger gesture.

The third form of lightsaber combat utilized motions that occurred very close to the body, in an attempt to achieve near-total protection and expend as little energy as possible while executing moves. This technique minimized the body's exposure, making a well-trained practitioner nearly invincible. Followers of Soresu comfortably remained on the defensive until their opponent left an opening that a Soresu practitioner usually could exploit in multiple ways. Soresu was best described as a passive form of combat, and one that was used by those who were extremely patient and reserved.

Due to the emphasis on defense training, Form III involved preparation for prolonged battles so that the user would be able to learn as much as possible about their opponent or opponents whilst engaged in possibly deadly combat. Also, by being more capable in lengthy battles, a Soresu user was in a position to gain control of the situation and provide multiple options for the duelist; such as the choice to either kill, disarm, or even reason with their opponent. Many Soresu practitioners survived the Battle of Geonosis, thanks in part to its specialization in fending off blaster fire. In fact, all Jedi probably had to be trained in some minimal amount of Form III when they were younglings and/or Padawans to prepare them when fending off blaster-wielding opponents, while well trained users could survive even when surrounded by multiple attackers. Soresu's greatest power lay in the endurance and control a practitioner eventually developed. Masters of the form left no opening for their opponents to take advantage of, while waiting for the eventual lapses in their opponent's own defense.

Jedi Master Mace Windu noted that, unlike any of the other combat styles, Soresu was not an answer to a particular type of weakness. Vaapad was an answer to Windu's inner darkness; Ataru was Yoda's answer to his limited reach and advanced age; and Djem So was Anakin Skywalker's answer to his boiling emotions. Towards the end of the Clone Wars Obi-Wan Kenobi was acknowledged as "the master of Soresu" by Master Windu. It was because of this fact that Kenobi was chosen by the Council as the Jedi best suited to defeat General Grievous due to his Mastery of Form III. Soresu was considered the consummate Jedi combat form in that it embraced a passive way of life and a literal expression of the Jedi's tenement to defend rather than attack.

Even though a truly focused master of Soresu was nearly unbeatable due to a strong defense posture, there was more guarantee of survival rather than victory. Initiates in Form III were known to be more than capable when defending themselves from attack, but might have lacked the experience to trap an opponent in their own offense. Since the defensive tactics of the form included guards and parries that were very close to the body, even a master had to keep a strong focus on his or her actions as small lapses in an otherwise strong defense left little room to avoid injury. As the most prominent Soresu master of his time, Obi-Wan Kenobi was known to be almost invincible in fighting numerous combatants and defeating some of the most dangerous foes when seeming so close to defeat. Yet during his first direct confrontation with Count Dooku during the Battle of Geonosis, his normally impenetrable defense was outmatched by Dooku's Makashi, possibly due to the advantage of Makashi in blade-to-blade fight and Dooku's vast experience in fencing. It was not favorable for a Jedi General to be in a lengthy fight while his troops were left alone on the battlefield, but this was usually unavoidable, as it was when Master Kenobi had to leave his regiment of troops in his drawn out pursuit of General Grievous. Upon Kenobi's second confrontation with Dooku at the Battle of Coruscant, he had improved his Soresu to the point where he was able to effectively render Dooku's attacks ineffective, and was only defeated when Dooku used his superior strength in the Force to gain the upper hand.

The key to truly mastering Soresu may concern the concept and philosophy of Soresu, instead of it's combat moves. Kenobi, despite his highest mastery of Soresu, applied Shii-Cho elements and Ataru acrobatics into his swordplay, as witnessed by Count Dooku on the Invisible Hand. By combing his knowledge of Ataru and his mastery of Soresu, Kenobi's swordplay proved to be a unique style: one with the defense principle and protective ability of Soresu, plust the simplicity of Form III, the mobility of Ataru, and the deep connection and concentration within the Force, another key Ataru principle which allowed Kenobi to handle any situation.

Soresu was a very favorable form of combat for the Jedi until the Great Jedi Purge. The defense and control it allowed a practitioner made for suitable outcomes in favor of the user when faced with hurried opponents who left themselves open to counterattack. It was best for warding off blaster fire and multiple opponents as a trained user could defend even outside their visual range. However, it's defense required a very large amount of focus from the weilder and even a momentary fault in concentration could have meant the users defeat. Jedi with less focused minds would ususally abandon this style of combat to capitalize on the benefits of other styles that required less dedication to prolonged fighting. Jedi who mastered Soresu were known to be the most successful when dealing with situations when a quick victory was not favorable to total understanding and calculation.

Jedi using Soresu gain +2D against multiple opponents for attack, and +3D for defense against any opponent.

Form IV: Ataru, Way of the HawkBat, was the fourth of the seven primary forms of Lightsaber combat.

Form IV, or the Aggression Form, was one of the more popular fighting forms in the Jedi Order for many centuries, during and preceding the era of the Clone Wars.

Jedi Masters Yoda and Qui-Gon Jinn were considered to have mastered this form of combat. Other notable practitioners of Ataru were Cin Drallig, Quinlan Vos, and his former padawan, Aayla Secura. Obi-Wan Kenobi was also a practitioner of Ataru, but proceeded to study Soresu after the death of his master, Qui-Gon Jinn, at the battle of Naboo.

The opening stance of Ataru is holding the saber vertically beside them either on the right or the left.

 

As a Padawan, Anakin Skywalker also studied Ataru as it fit his strong and aggressive personality; he would later use those same traits to become a fine Form V practitioner. When Anakin applied Jar'Kai tactic against Count Dooku on Geonosis, his swordplay was actually based on Ataru moves. Because neither Jar'Kai nor Ataru was Anakin's mostly trained style, Dooku broke through it easily with a masterful sun djem, forcing the young Padawan to switch back to his standard of Form V.

During the Clone Wars, both Obi-Wan Kenobi and Anakin Skywalker often apply the useful Ataru acrobatic moves, despite their mastery of Soresu and Djem So respectively.

Darth Sidious also used a variant of this form, combining stabs and thrusts into his attacks.

Ataru was an aggressive combat form relying on a combination of power, speed, and grace.

 

Practitioners of Ataru were always on the offensive, attacking with wide, fast, and powerful swings. Form IV practitioners constantly called upon The Force to aid in their movements and attacks. By allowing the Force to flow throughout their body, they could overcome their physical limitations (including old age, as was the case with Master Yoda), and allowed them to perform amazing feats of acrobatics, such as somersaults and backflips, not only for attack, but also to evade their opponents attacks/strikes.

Those who used Form IV could move at amazing speeds and could rain strong blows jumping and attacking through the air. Powerful and lightning fast spinning attacks could be utilized from all angles, either from ground or air.

A master in Ataru combat could appear like a blur to their opponents, attacking from all directions—from the front, the sides, overhead, or behind.

The Force not only allowed them to perform amazing athletic feats, but it also helped guide their actions and movements in combat. However, due to its aggressive nature, a user could become reckless and sometimes leave him/herself open to counterattacks.

 

This form was also probably not as effective for prolonged combat, as the nature of Ataru could greatly tax the body. Fatigue may have been the chief reason that Qui-Gon Jinn was defeated by Darth Maul, though his old age may have also played an important role in his fatigue. Another possible cause of Qui-Gon's death at the hands of Maul is the requirement of open space for the kinetic acrobatics of Ataru. Without ample space in the Theed Palace reactor core to move in, Qui-Gon was deprived from the key factor in his defense and, unsuccesfully, had to resort to blocking Mauls lightning fast barrage of Juyo strikes. This event had a profound effect on Kenobi—after his master's death, he decided to perfect his practice of Form III: Soresu, the most defensive of all forms.

Nevertheless, Ataru proved to be an effective combat form when used properly. Jedi skilled in Ataru fought with amazing grace and eye-blurring speed, using Force-assisted acrobatics and maneuvers to attack their opponents with powerful swings and offensive flourishes, never staying in one place long enough for their opponents to mount a proper counterattack.

Through the Force, Yoda takes Form IV to its highest level. Master Yoda's astonishing moves in his epic duel against Count Dooku may be revealed on close examination to be a masterful demonstration of the standard components of Form IV. His moves flow from one to another in the smooth transitions characteristic of Form IV. In addition, three kinds of rotation, called su ma, figured prominently in his style. They were jung su ma (spinning), ton su ma (somersaults), and en su ma (cartwheels). These three moves represented the three possible axes of rotation in three-dimensional space. Together with Force-enhanced jumps, the rotational su ma moves composed most of his style, making the Grand Master the ultimate example of Form IV.

Count Dooku stated that he understood "every weakness of the Ataru form, with its ridiculous acrobatics". Dooku's Makashi would counter Ataru by launching a series of flashing thrusts toward the enemy's legs to draw the opponent into a flipping overhead leap, so that Dooku could burn through the enemy's spine from kidneys to shoulder blades with his Makashi attack. The Count applied this tactic against Obi-Wan Kenobi onboard Invisible Hand, who blocked Dooku's blows with Soresu.

 

"I prefer more straightforward methods."

-Anakin Skywalker to Obi-Wan Kenobi

Form V: Shien/Djem So or The Perseverance Form was the fifth form of the seven forms recognized as canon by the last Jedi Council for Lightsaber Combat.

Form V or the Way of the Krayt Dragon was a powerful style developed by Form III practitioners that preferred a more offensive style, since the defensive nature of Form III often led to dangerously prolonged combat. Djem So evolved into a combat style by combining the defensive maneuvers of Soresu with the more aggressive philosophy/tactics of Makashi.

Aayla Secura, Cin Drallig, Anakin Skywalker, who later became Darth Vader, and his son Luke Skywalker were all confirmed Form V practitioners.

The opening stance of Djem So is both hands on the saber handle, with the blade raised high above the head.

Shien and Djem So are stated as two different styles, but due to their similarities they both fall under the category of Form V. Shien was better at dealing with blaster bolts while Djem So was better at lightsaber dueling, as it needed a higher level of physical strength and aggressive moves. It is known that Anakin Skywalker mastered both styles.

Darth Vader created his own variant of Form V, where he would use only one hand to strike and defend, and hold the other casually by his side. This was the case during his duel with his son on Bespin.

Form V came into existence by taking the defensive skills derived from Form III and quickly channeling it into offense. A common example used to illustrate the difference is that that while Form III combatants effortlessly deflected blaster bolts, Form V practitioners excelled at redirecting the blaster fire back toward the opponent. This action simultaneously defended the user and efficiently injured the enemy. Form V emphasized strength and power over your opponents. Many Jedi disapproved of this philosophy. Some in the Order may have felt that this lightsaber form led too quickly to violence, instead of diplomacy when dealing with disputes, and because it appeared to call for the physical domination of an opponent, which is counter to Jedi beliefs.

Using a combination of blocks and parries derived from Soresu and Makashi, a Djem So user had a proper foundation in terms of defense against both blaster and melee attacks. However, while a Soresu user stayed on the defensive and only counterattacked when necessary and when an opening appeared in his opponents defense, a Djem So practitioner was not so measured or patient. After defending an attack by an opponent, a Djem So stylist would follow with an attack of their own. While Makashi relied on precise and small cuts of the blade, Djem So utilized series of flourishes and attacks that included wide two-handed swings and powerful overhead/over-shoulder slashes. Unlike Soresu, Djem So required the user to not only counterattack, but press the assault, combining Force-enhanced strength with powerful blade combinations, to overpower and overwhelm an opponent's defenses.

 

Djem So is best represented by Anakin Skywalker in his second battle with Count Dooku toward the end of the Clone Wars. During the duel, Count Dooku is surprised and shocked when he realizes that Anakin is now a Djem So practitioner, and "as fine a one as he has ever seen." During the battle Anakin attacks Dooku, using his entire body including his arms, shoulders, legs and forward momentum to overwhelm Dooku with brute strength. In fact, when he blocks a blow from Skywalker, the sheer kinetic power generated by Anakin during this battle was so great that it was able to force Dooku's own crimson blade down onto his shoulder, wounding him. Count Dooku himself has noted that his elegant Makashi could never generate enough kinetic power to match Djem So strength-to-strength. During this duel as well as the duels between Luke Skywalker and his father Darth Vader, we can see that it was common for Djem So users to lock their swords and use their strength to drive their opponents back and corner them into a more vulnerable position.

 

Luke Skywalker is a very special practitioner of Form V. On Bespin, Luke revealed that he was an extraordinarily gifted duelist after only one brief session with Obi-Wan Kenobi three years before, and a short time of study with Yoda. Nevertheless, Luke was able to hold his own against Darth Vader for a time. After that fateful duel, Luke studied some lightsaber skills from Kenobi's journal and greatly advanced in his abilities. Without a Master, it was Luke's unparalleled aptitude which contributed in such an impossible advancement. Onboard the second Death Star, Luke showed his true talent by mirroring Darth Vader's own Form V technique and responded with his own furious demonstration of Form V's raw power. Observing swordsmen such as Palpatine might be astonished at such instantaneous learning in a lightsaber duel. Finally, Luke was able to duel Vader on an even footing, and defeated the experienced Dark Lord of the Sith.

Djem So stylists are often moving towards their opponents, striking with each forward step. Since Djem So utilizes strength and power into each of its strikes, it requires the user to generate that power with their entire body, footwork, and forward motion. It also makes their movements predictable and fairly rigid, as they would constantly charge ahead towards their opponents. Another weakness in this form is that its aggressive style can also lead to carelessness or even recklessness, as they're so caught up in the attack that a user undermines his/her own defenses.

Despite its controversies, Djem So proved to be an effective combat style, utilizing the parries and defensive techniques of Form II and III, but with a ferocious style all its own.

The philosophy of Djem So not only emphasized strength and power in defeating an opponent, but more importantly on action. This made it a more favorable combat form for Jedi who wanted quick resolutions and favored "aggressive negotiations." Bold, powerful, fearless, and confident are also traits used to describe practitioners of Djem So. The style itself was supposedly the most aggressive form of lightsaber combat, though Mace Windu's mastery of Vaapad may very well compare in terms of aggressiveness; indeed Vaapad tapped the Force so intensely that Jedi trod perilously close to the dark side to sustain it.

Lightsabers belonging to Form V practitioners generally have a solid casing either as a whole or in multiple sections for maximum protection against power surge deterioration, and a heavily shrouded blade emitter to designate separate facets of the blade for either offensive or defensive purposes.

 

Form VI: Niman was the sixth form of the seven forms of lightsaber combat.

The Way of the Rancor or The Moderation Form, Form VI was the standard style at and around the time period of the Clone Wars and the Great Jedi Purge. This combat discipline was often called the "Diplomat's Form." Unfortunately, all of the Form VI practitioners at the Battle of Geonosis were killed. As a result, full masters of other lightsaber forms sometimes considered Form VI to be insufficiently demanding.

Form VI attempted to balance all elements of lightsaber combat, combining the Forms that came before into a less intensely demanding combat style. The result was that the users' skill in each individual area of lightsaber combat was relatively moderate - they did not excel in any one area. This broad generalization made Form VI well suited for diplomats, as they could spend their time training in the areas of politics and negotiation instead of combat training.

The lightsaber combat forms Form VI combines with are Form I, Form III, Form IV, and Form V.

The form was named after Niman, the triumvirate of Kashi gods. It was developed by the Minions of Xendor after the Great Schism, having been adopted from the Jar'Kai form of combat.

Jedi Master Cin Drallig was an especially prolific instructor of Form VI. He taught Niman to thousands of students during his Jedi career. Coleman Trebor was likely a practitioner of this form since he was quickly killed by Jango Fett.

 

"I created Vaapad as an answer to my weakness: it channels my own darkness into a weapon of the light."

-Mace Windu to Obi-Wan Kenobi.

Form VII: Juyo/Vaapad was the final form of the seven forms of lightsaber combat.

Dubbed the Way of the Vornskyr or The Ferocity Form, Juyo was originally considered an incomplete form for millennia. Generally viewed as undeveloped and rarely used by the Jedi and the Sith, Juyo was not seen as one of the main forms until it was further developed by Jedi Master Mace Windu, who completed it with his Vaapad fighting style, thereby finally completing Form VII. (In 22 BBY, Palpatine noted that he had only ever heard of six forms; Mace's reply indicated that this had been the case—until he finessed Juyo into Vaapad.) It is popular belief that Windu's technique was inspired by the flailing movements of the Vaapad creature of Sarapin, a beast which at one point made an indelible impression upon the Korun master - it was said to be impossible to tell how many tentacles a Vaapad had until it was dead.

The opening stance for Vaapad was the upper body, including hands, being drawn back while still holding the lightsaber pointed towards an opponent. Another ready stance of Vaapad consisted of a constant near-invisible weave of lethal energy generated by slashes of a whirring lightsaber blade.

The most challenging and demanding of all forms, Form VII required intense focus, a high degree of skill, and mastery of other forms. Only a few Jedi ever mastered Vaapad fully: Mace Windu, Depa Billaba and Sora Bulq, who instructed Quinlin Vos in a few of its basics. Sora Bulq helped Windu develop Vaapad, but Bulq proved too weak to master the flow of the light and dark sides of the Force generated by the use of the technique, and fell to the dark side. Mace Windu noted that Vaapad mastered Bulq, not the other way around. Depa Billaba, Windu's Padawan, similarly fell to the dark side when combining Vaapad with the rigors of war. Before her fate was sealed, Mace noted that Depa's bladework had already surpassed his Vaapad. General Grievous used his technical prowess to copy Vaapad to a degree when he fought Mace Windu on Coroscant, though due to his lack of Force sensitivity, he could not truly master it. But it was possible that Grievous had already learned the moves of Juyo, as Dooku noted that Grievous and his guards mastered all the seven classic combat forms.

 

Intrepid, somewhat direct movements were used in combination with advanced techniques involving Force-powered jumps and motions. Form VII did not appear as fancy as Form IV, as there were not moves like twirling and flipping, but the technical requirements were much higher. Vaapad used seemingly free-wheeling and open movements, but with utter control on the part of the wielder. In Windu's duel with Palpatine, Windu constantly had his arms spread wide, torso open to stabbing motions by Palpatine, as though Windu was daring him to strike. While appearing reckless on the surface, Windu knew exactly what he was doing. The end result, if practiced correctly, was a very unpredictable lightsaber style. The staccato swings and flow of the form made it seem as if the attacks were not linked—but in reality, it was merely confusing the opponent.

Form VII demanded the emotional and physical intensity of Form V, but it much more effectively controlled it—if mastered. Form VII, when fully mastered, resulted in extraordinary power.

However, Vaapad bordered on the edge of falling to the dark side, as it channelled one's anger and darkness into the attack. Only Windu's mastery and concentration on the light side prevented him from succumbing to his own anger, which is why Vaapad was rarely practiced and very dangerous. As noted above, the only other known practitioners of Vaapad, Sora Bulq and Depa Billaba both fell to the dark side of the Force. Darth Maul, a Sith Lord who appeared to have mastered Juyo, was so immersed in the dark side, yet so much in control of his anger that he could employ his own deadly variant of Juyo without fear. Coupled with his martial prowess, Darth Maul used this variant to defeat several skilled Jedi, including Master Qui-Gon Jinn. However, Darth Maul only devoted to the Form's physical focus, thus he remained silent during the duels on Tatooine and Naboo. Maul desired pure physical victory, rather than the "higher" Sith tradition of Dun Moch, which could dominate the opponent's spirit through taunts that expose inner doubts and weaknesses.

 

With that said, Vaapad was not just a fighting style. It was a state of mind and a power. The state of mind required that a user of Vaapad allow himself to enjoy the fight. He had to give himself over to the thrill of battle, the rush of winning. Vaapad was a path that led through the penumbra of the dark side. The power of Vaapad was simple: it was a channel for one's inner darkness; and it was a reflecting device. With strict control, a Jedi's own emotions and inner darkness could be changed into a weapon of the light.

 

Vaapad was also described as "a superconducting loop," with the user on one end and the opponent on the other. It was able to take the powers of the opponent and reflect it back at them. In his fight with Palpatine, Mace Windu used the Chancellor's own speed and hatred against him, reflecting it back against the Sith Lord and using it as his own power. Also, when Palpatine unleashed his Force Lightning on Mace, the Jedi was able to use his lightsaber, with the power of Vaapad, to reflect the lightning back at him. However, because Palpatine was probably a master of the Sith variant of Juyo as well, he fed the power of Force lightning with his own pain, thus intensified the energetic attack despite his suffering.

The power of Vaapad was quite incredible: it was at once a form of lightsaber combat, a state of mind, and an actual tangible power. To use it required great mastery, discipline and, above all else, purity of heart and spirit. Vaapad users were intense, focused and introverted. There were even signs of pent-up hostility in them.

New information suggests that Mace Windu's creation of Vaapad was less a true "creation" of a form, and more a refinement of a form that, because of its difficulty, remained largely unused. Around the time of the Jedi Civil War, Juyo was already the lightsaber form relied upon by the greatest of the Jedi, indicating that Juyo was indeed a complete and effective form for millennia before Mace Windu finessed it with Vaapad, although it was also possible that the ancient Juyo masters and their skills became the casualties of war. It was believed that Vaapad died with Mace Windu, as he was the last Jedi to have mastered it (disregarding Depa Billaba, whose fate after the enaction of Order 66 is still unknown; although Quinlan Vos knew some of its moves, his proper training of Vaapad had never begun). After the final destruction of Palpatine, it was presumed that the whole Form VII died with him.

 

Sokan was a form of lightsaber combat.

Developed by the ancient Jedi Knights during the Great Sith War, Sokan combined tactics that allowed for evasion and mobility with the kinetic motions of Form IV combat. Sokan involved swift strokes of the lightsaber, which were aimed towards the opponent's vital areas, in addition to quick tumbles and movements. Combatants made use of large amounts of terrain, trying to maneuver their opponents into vulnerable areas during the course of battles that involved Sokan techniques.

Obi-Wan Kenobi employed elements of Sokan while dueling Anakin Skywalker (now Darth Vader) on Mustafar. Towards the end of the duel, Obi-Wan sought the high ground and used his favorable positioning to defeat Anakin, attacking his weak points. This is eventully one of the factors that lead to his defeat, and, in his battle against Luke Skywalker on the second Death Star, may be a reason why he threw his lightsber when Luke got the high ground and not go after him.

 

"Perhaps you would like to learn something before you die. The use of two blades, one to support the other, can be traced back thousands of years and was common to both of our species. The invention of lightsabers has done nothing to lessen the effectiveness of this strategy - you are about to learn"

-Boc to Kyle Katarn

Form X: Niman / Jar'Kai was a form of lightsaber combat, which was a dual blades wielding technique.

The dual saber Niman permitted a Jedi to fight with two lightsabers, one in each hand, as demonstrated by Anakin Skywalker when he first faced Count Dooku. One of the blades in the wielder's hands was used for attacking while the other one was used for defending, such as parrying, or for more offensive purposes.

 

Jar'Kai was originally the name of a city on Antrisia. Here were crafted the original Jar'Kai dueling sabers, which were wielded by the Yovshin Swordsmen. The Swordsmen, wielding one saber in each hand, invented the Jar'Kai style.

Similar was the style developed by the Royale Macheteros of the Kashi Mer monarchy. The latter technique was used by the Legions of Lettow, during the First Great Schism, who called it Niman after a dual triumvirate of Kashi deities.

Ancient Niman relied on steel blades, long before lightsabers were invented. The style could be used with a variety of weapons. During the Great Schism, Awdrysta Pina employed it with Jedi Katana. During the New Sith Wars, the Dark Underlord wielded two Sith Swords. One Jedi who did use Jar'Kai with two lightsabers was Newar Forrth, a Twi'lek Jedi who fought in the New Sith Wars. Over a millennium later, the Twi'lek Dark Jedi Bocas'eca would attempt to imitate Forrth.

Many Jedi Knights and Sith Lords trained to use the Niman style in the hopes of gaining a basic knowledge of the dual-bladed attack, but very few ever totally mastered Niman. Jedi Master Micah Giiet was known for using two yellow-bladed lightsabers; Darth Maul learned Jar'Kai during his years of intense training under Darth Sidious; Mace Windu and Depa Billaba both displayed masterful dual sabers combat during the Battle of Haruun Kal; Joclad Danva wielded two lightsabers during the Battle of Geonosis; and Aayla Secura at the end of the Clone Wars. Other known learners included Revan, Serra Keto, Sora Bulq, A'Sharad Hett, Asajj Ventress, Komari Vosa, Darth Krayt, and possibly Kavar and Kol Skywalker.

General Grievous may have based his bizarre, original combat style on Jar'Kai. He used two lightsabers during the Battle of Hypori when he defeated a handful of Jedi. Later, in the early stages of the Battle of Utapau he wielded four lightsabers—one in each of his four hands—in a duel against Obi-Wan Kenobi, but even with four lightsabers he was no match for Obi-Wan Kenobi's mastery of Form III: Soresu. However, before Obi-Wan completely mastered Soresu, he occassionally used two lightsabers to battle Asajj Ventress.

Jar'Kai was one of the lightsaber combat forms which was confirmed surviving the Great Jedi Purge. The Dark Jedi Bocas'eca was a master of Niman, incorporating it into his own rather unorthodox fighting style; many of Tavion's New Reborn were trained in dual saber combat. It was possible that Kyle Katarn's apprentice, Jaden Korr may have been skilled in this form.

Luke Skywalker, the Grand Master of the New Jedi Order, displayed his amazing duelling skills with dual blades during the Yuuzhan Vong War, regardless of receiving formal Jar'Kai training or not, Luke proved to be one of the best dual blades duellist in his era.

 

The application of Jar'Kai often exists as a tactic instead of a completely independent style. Mace Windu, Depa Billaba, and Sora Bulq were still applying Vaapad when they fought with two swords. Anakin Skywalker's application on Geonosis was actually based on Form IV swordplay. Because neither Jar'Kai tactic nor Form IV swordplay was the young Jedi's mostly trained style, Count Dooku was easily able to break through Anakin's array of weapons.

Jar'Kai still has its followers around 130 ABY. Darth Krayt used it to terrible effect by killing four Imperial Knights single-handledly

 

"Lightsaber skills, important they are. How to use as well as how not to use. When to move as well as when not to move."

-Yoda

Form "Zero", while not an actual form of lightsaber combat per se but rather an ethical principle, was the idea that Jedi should know when to use their lightsaber and when to find an alternative means of solving a problem. This idea was defined by Jedi Master Yoda to address the need of the Jedi to restrain themselves when tempted to use "aggressive negotiations," and instead use another well-developed Jedi skill, such as the Jedi Mind Trick. This was a form used to arrive at a solution without resorting to violence.

In the days of the New Jedi Order, Jedi Master Kyle Katarn would teach his students, among whom were Jaden Korr and Rosh Penin, that often the sight of an unignited lightsaber would be enough to cause individuals that might be potential enemies to become more cooperative. Katarn had applied this principle himself years earlier to extract information from an uncooperative bartender in Reelo Baruk's cantina on Nar Shaddaa.

 

Dun Möch was a form of combat used in conjunction with a lightsaber.

The Sith aimed to completely dominate an opponent's spirit through whatever means possible by employing their own lightsaber combat doctrine. Dun Möch commonly involved spoken taunts, jeers, and jests that exposed the opponent's hidden, inner weaknesses and/or doubts, which had the end result of eroding the opponent's will. Such a thing can be quite deadly, especially against Jedi, since concentration was a must when using the Force. Doubts can easily break that connection. Other variations on Dun Möch involved usage of the Force to throw large, weighty objects at the Sith's opponent during combat, which both distracts the opponent from the battle and could potentially cause damage.

 

Telekinetic lightsaber combat techniques made use of Telekinesis in lightsaber combat. Some telekinetic lightsaber combat techniques, like the Saber Throw, were offensive, while others were defensive. A defensive technique, called the Saber barrier, was used by practitioners of dual saber combat. It consisted in having the lightsabers whirl in a circle around the Jedi, thus creating a defensive, but deadly, wall.

 

Kreia was a master of telekinetic lightsaber combat. She had the ability to wield three or more lightsabers in combat, holding each of them aloft with the Force, and having them fight with a will of their own.

Millennia later, Mace Windu would use this exact same ability during the Second Battle of Coroscant, igniting his lightsaber telepathically. While brief, his use of the Force allowed him to unclip and activate his weapon, destroying a Super Battle Droid with one swift stroke.

 

Tràkata was a form of lightsaber combat that is not recognized as one of the seven official forms of lightsaber combat.

Tràkata was a unique form of combat - so difficult that only a few of the most powerful and skilled Jedi were able to master it. In this form the Jedi would keep the lightsaber in their grasp but would not activate it. The user of this form would then dodge or defend any attacks using the Force. A few highly skilled Jedi could sometimes even launch attacks using the Force in-between their opponents attacks.

A Jedi using this form would wait for the right moment to attack with their lightsaber. When an opening appeared, they would quickly approach their opponent and ignite their lightsaber, stabbing the blade through the enemy's body. Typically, this action would instantly wound or kill the opposing enemy. This technique, while not only difficult to master, was also considered to be a darker form of combat as it took the enemy by surprise and could also be used outside a lightsaber duel to dispose of somebody in close quarters.

Tràkata is best used during lightsaber dueling. Corran Horn used a technique similar to Tràkata against the Yuuzhan Vong on occasion. Also, Lord Sidious used such a form against Jedi Master Yoda during their duel in the senate chambers, and while Anakin Skywalker destroyed enemy battle droids around him aboard the Invisible Hand.

 

A combination of elements of Form VII and traditional S'kytri aerial duelling, Trispzest was a type of aerial lightsaber combat originally developed by the airborne Force sensitive Majestrix of Skye, Kharys.

Trispzest, which meant heart palpitation in the S'kytric language, would allow the combatant to utilize the advantages of flying in battle against grounded units—whom the S'kytri would derogatively refer to as "walkers". In Trispzest emphasis was placed on the use of the sai cha technique to decapitate "walkers".

Among the few known users of trispzest were the Dark Jedi Maw, who died by the hand of self-taught Jedi Kyle Katarn, and swordsmistress Nazish.

 

Mounted Lightsaber Combat

Jedi would often have to use their lightsabers in combat while riding a mount such as a tauntaun, or mounted on a mechanical means of transportation, like a swoop bike.

In this type of lightsaber combat, the Jedi would normally use one hand only, the other hand steering the mount. It would typically consist of simple attacks lashing out at grounded enemy units. Such attacks were normally low lunges with the light saber of a diagonal semi-circular nature, as the Jedi—being on a mount—would naturally be elevated in relation to the target. Thus there were some common features between mounted lightsaber combat and the airborne Trispzest lightsaber combat system, the difference being that in mounted lightsaber combat, the Jedi had much less freedom of movement.

The Jedi could also use the lightsaber to incapacitate other mounted units, by lashing out at either the mount, which was efficient especially if the enemy unit was riding a swoop bike, or the rider himself. Finally, the Jedi could use the lightsaber to deflect blaster shots and the like, thus protecting himself or herself while riding the mount

 

 

Jedi and Sith who master double-bladed lightsaber combat were a rarity. This type of lightsaber combat evolved around a double-bladed lightsaber - sometimes also referred to as a sith lightsaber or saber-staff.

A saber-staff would typically consist of a long hilt which had energy blades at both ends. The blades could be ignited one at a time, the saber-staff thus functioning as a normal lightsaber, or simultaneously. One of the primary functions of a double bladed lightsaber was to create fear in the opponent, as a double bladed lightsaber, with its two deadly blades, looked more menacing than an ordinary one.

Double-bladed lightsaber combat was more like fighting with a staff than with a sword. The weapon having two blades, double-bladed lightsaber combat allowed for much more rapid attack which were more difficult to parry for someone using an ordinary lightsaber. Also it allowed for "more kills per swing", since one would be able to strike opponents in front of and behind oneself simultaneously.

This type of lightsaber combat was extremely rare. Firstly, because it was very difficult to master and using a double-bladed lightsaber could be more dangerous to the untrained wielder than to his opponent. Secondly, this type of lightsaber combat was of an aggressive nature and thus deemed too close to the dark side by many Jedi.

Several of the standard forms of lightsaber combat had double-bladed variants. Darth Maul used a double-bladed variant of Form VII, and Jedi Master Zez-Kai Ell used a double-bladed variant of Ataru.

 

 


Page designed in Notepad, logo`s done in Personal Paint on the Amiga.
Text by Joe St. Laurent, with sections taken from West End Games Rulebooks and Wikipedia.
Any complaints, writs for copyright abuse, etc should be addressed to the Webmaster FreddyB.

 




Comments made about this Article!



There are currently no comments for this article, be the first to post in the form below



Add your comment here!

Your Name/Handle:

        Add your comment in the box below.



Thanks for your comment, all comments are moderated, and those which are considered rude, insulting, or otherwise undesirable will be deleted.

As a simple test to avoid scripted additions to comments, please select the numbers listed above each box.
1
6
7
7
5