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Force power

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Darth Vader and Obi-Wan Kenobi use Force push against each other. "Nothing is impossible with the Force." Kreia[src] Force powers were the manifestations of a Jedi, Sith, or other Force-adept's connection with the Force. These powers were supernatural abilities not described by scientists. The powers were usually taught by Force-using organizations, but there were examples of individual, selfimproving methods of learning to use the Force. There were many kinds of Force powers, but not all were available to a single person, since some of them required a deep connection with one side of the Force and others were secret or very rare. Also, as a side note, it should be taken into account that the Force is not "magic," nor does it have specific "spells" or "powers," and they are far more interrelated than the list might suggest.

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Aspects of Force powers

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The Force had a range of powers that functioned in accordance to fundamental attributes that were cardinal in nature, and categorized by the way in which a user was able to focus on the Force while using an ability. The aspects of the Force were divided into Control, Sense, and Alter by the Jedi Order.[1] Under these three themes were several core abilities, that could be expanded upon and changed, depending on the user. Stemming from the core ability were several

different ways to manipulate the Force, some of them mainstream within the Jedi and Sith teachings, others personally developed and unique.[2]

Control

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A Jedi centers himself in preparation for combat. "Control is internal. It is the Jedi's ability to recognize the Force in himself and to use it to his benefit." Jedi Master Bodo Baas[src] The Jedi Order's teaching method began with the aspect of Control, taught to Jedi Initiates as a way to open their minds to the Force and establish a base point for further development. The theme of Control was centered on the ability to control one's own body, as self control was the starting point for all Jedi teachings. Development of these skills would continue throughout a Jedi's life, as the basics of all other disciplines of Force use began here. One of the most well known side-effects of mastering the discipline of Control was prolonged life and the avoidance of decay.[2] Three main abilities were centered around Control: tutaminis, curato salva, and altus sopor. These three umbrella abilities incorporated many of the abilities Jedi used throughout their service to the Republic.[2]

Alchaka Art of Movement Breath Control Center of Being Detoxify Poison Flashburn Force Body Force Comprehension Force Enlightenment Force ghost Force healing[1] Force speed Force stealth (Also known as Force Concealment)

Hibernation trance Morichro Tapas Cloak of Shadow Shadow Armour

Sense

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"Sense involves the next step, in which the Jedi recognizes the force in the universe outside herself." Jedi Master Bodo Baas[src]

Classified as Sense abilities by the Jedi Order, these techniques were taught to Padawans to broaden the scope of their Control abilities. Dipping into a deeper understanding of the Living Force, Sense abilities allowed Force-wielders to immerse themselves in the environment. By the end of their apprenticeship, Padawans were expected to use the Force as an additional sense, constantly attuned to the undulation of the Force.[2] The Jedi Order saw the Sense abilities divided into four main groups: prima vitae, tactus otium, tai vordrax/psychometry, and projected telepathy. While there were many other styles to the Sense family, these were considered the most vital to Jedi teachings.[2]

Force Listening Force meld Force sense o Precognition Battle Precognition Shatterpoint o Psychometry o Force Empathy o Farsight Force sight Force vision Telepathy[1] o Comprehend Speech Shadow Vision

Alter

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"Alter is the third and most difficult area to master, for it involves the student's ability to modify the Force and redistribute its energies." Jedi Master Bodo Baas[src]

An advanced form of Force-use, many non-trained Force-sensitives stumbled upon this group of powers accidentally, usually resulting in disastrous events. Untamed, these Force powers can cause mass chaos, as the art of manipulating other objects must be perfected and honed. Within the Jedi Order, these abilities were considered to be Alter abilities and were taught to Jedi Knights who had mastered the art of Control and Sense. Capable of affecting the environment, these abilities were vital to a successful Knight, as without them, individuals could see the Force, but were incapable of manipulating it.[2] In the Order of the Jedi, the great Masters considered the techniques of telekinesis, affect mind, and alter environment to make up this family of abilities.[2]

Alter Damage Alter Image Alter Environment Animal friendship Battle meditation Combustion Crucitorn Dark Transfer Deadly Sight Dopplegnger Drain Knowledge Droid Disable Electric Judgment Force Bellow Force blinding Force cloak Force confusion Force Defend Reduced damage taken by Force powers. Force Deflection (without a lightsaber) Force Destruction Force drain Force fear o Force horror advanced version of Force Fear o Force insanity the most advanced version of Force Horror Force Flash Force flight Force Illusion Force Jump/Leap Force Light Force lightning (Organic limbs & extremities required) o Chain lightning variation of Force Lightning o Force shock variation of Force Lightning o Force storm (lightning) advanced version of Force Lightning Wall of Light Can be used by the combined might of many Jedi, though the results may be catastrophic. Force Orb

Force persuasion A variation of a Mind Trick Force projection Force Pull/Push Force Scream Force Stun o Force Stasis advanced version of Force Stun Force Stasis Field the most advanced version of Force Stun Force Slow o Force Affliction variation of Force Slow o Force Plague advanced version of Force Slow Force storm (wormhole) Force Subjugate Force Suppression o Force Breach advanced version of Force Suppression Force Throw Force Travel Force Wave advanced version of Force Push o Force Repulse another advanced version of Force Push Force Weapon Force Whirlwind variation of Force Push Force Whisper Pyrokinesis Force wound o Force choke variation of Force Grip o Force grip advanced version of Force Wound o Force crush the most advanced version of Force Wound Kinetite Levitation Not restricted to Jedi usage Malacia Mechu-deru Midichlorian Manipulation Mind control Mind trick (Also known as Affect Mind) Protection Bubble With this Force power, the user could create a defensive sphere around the body,
which would protect him from a wide range of attacks, deflect laser blasts, and inflict a certain amount of damage upon contact with the enemy.

Plant Surge Ray Revitalize Sever Force Sith Alchemy Spear of Midnight Black Spirit Transference Telekinesis Torture by Chagrin Thought Bomb Phantasm

Revelation

Using Force powers

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"Remember: abilities are not inherently good or evil, it's how you use them." Kyle Katarn[src] According to the theory that the Force is one, the light and dark sides did not actually describe the Force, but rather defined how an individual used it: to directly harm his enemies or to help himself overcome situations. Thus the aggressive or vengeful abilities inherently belonged to the dark side, while those which were healing, defensive, self-empowering, or diversionary belonged to the light side.

A Jedi combining Force jump and Force speed. For example, a Dark Jedi could cast powers that inherently belonged to the light side (like Persuasion). Kyle Katarn, who allied himself with the light side, made use of dark side powers such as Grip and Lightning, possibly because of his experience while fighting Maw, and later on Dromund Kaas. This indicated that skillful Jedi of strong character could use these abilities according to their wisdom since their high experience prevented them from drifting towards the dark side.

Core

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Yoda using telekinesis to lift Luke Skywalker's X-wing. The Core powers were the first powers a Jedi learned, and directly affected his own body or objects without actually harming or benefiting anything (except for Push, which could be used against enemies).

Control

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The most basic Force techniques, requiring mastery over self. Control was the first basic abilities to be learned by a Jedi.

Force speed Force cloak Force stealth (Also known as Force concealment) Edit

Force Sense

The Force technique of Force Sense included all abilities enhancing perception of the world around a being.

Force sight Farseeing Force Empathy Telepathy Edit

Alter

The most perceptive to the dark side, alter was the last technique taught to younglings. It included powers to create external phenomenon.

Telekinesis o Force Jump/Leap o Force Pull/Push

Universal

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Yoda using Force Deflection. Universal powers were generic Force techniques which were associated with neither side of the Force. Almost all Core powers also qualified as Universal powers, but many of them were uncommon and not an integral part of basic Jedi training.

Art of the Small Aing-Tii fighting-sight Battle Meditation[1]

Breath Control Comprehend Speech Dim Another's Senses Enhanced Coordination Dopplegnger Force Bellow Force Body Force Comprehension Force Confusion Force Deflection (without a lightsaber) Force Listening

Oppo Rancisis using Battle meditation.


Force Flash Force Illusion Force Meld Force Suppression o Force Breach advanced version of Force Suppression Force Throw Force barrier Force Vision Force Whirlwind variation of Force Push Force Wave advanced version of Force Push o Force Repulse another advanced version of Force Push Force Weapon Force Whisper Phase Precognition Psychometry[1] Sever Force[1] Shatterpoint Tapas

Light

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"A Jedi uses the Force for knowledge and defense, never for attack." Yoda[src]

Light side powers were the Force powers that the user accessed through the Force's light side. The Jedi used them for protection, increasing physical and mental capacities, and for defense. They could also inspire and increase the resolve of allies. Certain light side powers could also be used offensively, but did not directly cause physical harm.

Nomi Sunrider, using the power of Force Light.


Alter Environment Animal friendship Battlemind Combustion Crucitorn Dark Transfer Originally believed to only be accessible through the Dark side, but later discovered to
also be accessible through the Light side

Droid Disable Electric Judgment Force blinding Force Enlightenment Force healing Force ghost Force Light o Wall of light Can be used by the combined might of many Jedi, though the results may be
catastrophic.

Force Orb Force projection Force protection A power only achieved by high-rank Jedi Masters, Force protection made the bearer
invulnerable to a wide range of attacks; the ultimate power in terms of defense. o Force defend Reduced damage taken by Force powers. Force absorb A trained Jedi may have converted all kinds of Force attacks used against them to additional Force charge. As the energy used to perform Force-related powers was limited, a Jedi could use the enemy's attacks to their own benefit, instead of receiving damage from them. o Protection bubble With this Force power, the user could create a defensive sphere around the body, which would protect him from a wide range of attacks, deflect laser blasts, and inflict a certain amount of damage upon contact with the enemy.

Qui-Gon Jinn attempting to use a mind trick on Watto, a Toydarian immune to them.

Force Stun o Force Stasis advanced version of Force Stun Force Stasis Field the most advanced version of Force Stun Force Valor Hibernation Trance Levitation Not restricted to Jedi usage Mind Trick (Also known as Affect Mind) o Force Persuasion Less powerful than the Mind Trick Malacia Morichro Plant Surge Precognition Ray Revitalize

Dark

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"A Sith knows when to unleash the fury of the dark side, and when to hold back. Patience can be a weapon if you know how to use it, and your anger can fuel the dark side if you learn how to control it." Darth Bane[src]

Dark side powers were used to harm, debilitate, or kill. Some, like Rage and Drain, were used to benefit the user personally, akin to powers of the light side, with the difference that these were used at the expense of his or her own health or another individual's Force reserve. The dark side drew its power from emotion, and while the intent behind their use may well have been good at the time, it was most likely to lead one to further spiritual corruption from overuse, without the proper self control and mindset. Continuous use of dark powers was shown to have a physically corrupting effect on the Force-user, regardless of intent, due to the body's inability to handle such power for long periods of time.

Dark Transfer Originally believed to only be accessible through the Dark side, but later discovered to
also be accessible through the Light side

Deadly Sight Drain Knowledge Force Destruction Force drain Force Fear

Force Horror advanced version of Force Fear Force Insanity the most advanced version of Force Horror Force lightning (Organic limbs & extremities required) o Chain lightning variation of Force lightning o Force shock variation of Force lightning o Force storm (lightning) advanced version of Force lightning

o o

A Nautolan darksider projecting Force lightning


Force Maelstrom Force phantom (Originally but not exclusively employed by the Sith) Force rage Force Scream Force Slow o Force Affliction variation of Force Slow o Force Plague advanced version of Force Slow Force Sphere Force storm (wormhole) Force wound o Force grip advanced version of Force Wound o Force choke variation of Force Grip o Force crush the most advanced version of Force Wound Kinetite Mechu-deru Midichlorian Manipulation Mind Control Sith Alchemy Spear of Midnight Black Spirit Transference Thought Bomb Torture by Chagrin

Force powers applied to lightsaber combat

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The Jedi and other Force organizations that used lightsabers also developed specific Force techniques especially for lightsaber combat.

Alter Damage Dun Mch Saber Barrier Saber Throw Telekinetic lightsaber combat

Behind the scenes

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The various abilities listed above have been seen in the movies, the Star Wars RPG and Star Wars games licensed or developed by LucasArts, where 'official' names and definitions are given. In some of the games, the Potentium point that Force powers themselves were not inherently evil, but rather reflected the alignment of the Force-user is sometimes stressed, depending on the source.

Luke Skywalker using Force Choke. The Control/Sense/Alter splitting was developed for RPG rules, and was treat as game mechanics, but the Jedi vs. Sith: The Essential Guide to the Force canonized it as in-Universal. Note that some powers, although they have multiple names, are describing the same power, in different levels or ways of use. It is also important to note that the rigidity of the above system merely reflects the various game design and storytelling strategies, as opposed to some actual delineation. Despite its name, the Force kick is highly unlikely to be a power.

Star Wars: What are all the Force powers that Jedi and Sith can use?
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2 Answers
Kartik Ayyar, Bleary eyed engineer. 6 votes by Marc Bodnick, Michael Burshteyn, Paul Duncan, (more) I could be wrong though my understanding was that the set of force powers that the Jedi had were not finite.

There is a long comprehensive list of force powers known to be used, mostly aggregated and slightly edited, as taken from[1]. Broadly speaking, Jedi powers encompassed Control, Sense and Alteration. Control Alchaka Alchaka was an extremely personal Force technique, used during meditation by the Jedi Knights of the Old Republic. It was a rigorous exercise, that was very hard to perfect. Alchaka meditation involved the repetition of certain positions and the movements required between them, often to the point of exhaustion, in order to help clear the mind and attune the body to the strength of the Force. Art of Movement Art of Movement was a technique taught at the Jedi Temple during the Old Republic, it could be done with the Force to improve its performance. Breath Control Using the breath control, a Jedi could literally numb the body's instinct to shut itself down after long periods without oxygen, allowing the user to be able to go without breathing for longer periods than he or she ordinarily could by using the Force to reserve the amounts of air in the lungs. Detoxify Poison Detoxify Poison allowed a Force-user to detoxify poisons or eject them from their body in a much shorter amount of time than would normally be possible. It could also be used to cleanse their body of alcohol. Flashburn Flashburn was a term used by the Jedi Order to describe the reaction in which certain Jedi or Force-sensitives shutdown areas of their minds in reaction to emotional trauma. With sections of their memory seemingly ceasing to exist, those who used the technique were unable to remember details about the event at the center of the trauma. Force Body Force Body was a type of Force technique which allowed any Force-sensitiveto push their body's endurance past a safe limit, ignoring and possibly sacrificing their health and well-being, in order to sustain their connection to the Force. Force Comprehension Force Comprehension was the ability to absorb and interpret great quantities of information rapidly by speeding up the user's neural processes. Force Comprehension required that the user possess at least a basic knowledge of the topic he was comprehending. Without this knowledge the user would simply speed up his neural

processes and exhaust himself. Many Force users were wary of this ability, since on occasion knowledge learned at such a fast pace elicited strong emotions in the user. Therefore, the technique was not commonly used by the Jedi. Force comprehension found little favor with the Sith as well, simply because they don't have to worry for the strong emotions. For these reasons, Force comprehension was considered to be a universal power. Force Concealment (Also known as Force Stealth) Force stealth also referred to as Force Concealment or Buried Presence was a power that was used by highly skilled Force-sensitives to mask their Force alignment (Light or Dark), their ability to use the Force, or even their entire presence from other Force sensitives.

Force Enlightenment Force Enlightenment was a light side Force power. The most well-known Jedi who used this power frequently was the Jedi Exile, who learned it after a significant conversation with Jedi Masters Vrook Lamar, Kavar, and Zez-Kai Ell.

Force Ghost The Force ghost was the soul and essence of a deceased Force-sensitive who denied the will of the Force upon death, yet was able to interact with the living, albeit not physically. Some Sith Lords learned similar techniques, which in some cases allowed them to physically interact with their environment. Force Healing Force healing, Force heal, or Cure was a power that used the Force to accelerate the natural healing process rapidly. Force Speed Force speed, also known as burst of speed or Force sprint, was a core Force power that allowed the user to maintain sprinting speeds for a brief time. Hibernation Trance Hibernation trance, healing trance, Jedi hibernation, Force trance, or recovery trance was a control-based ability that allowed Force-user to go into a very deep hibernation state. This slowed the user's metabolism and breathing to a standstill, causing the individual to only use one tenth of the air of a normal individual. A fully trained Force-user could stay in this state for up to one week in a dry climate or one month in a wet climate before dying from lack of water. Morichro Similar to a Force trance, morichro suspended biological functions, including breathing and heart rate. A trained morichro user could turn the technique upon himself, surviving without food, water, or even air for periods of over a year at a time, though it would not protect against vacuum. But unlike a Force trance, it could also be turned on others, making it an effective way of subduing enemies.

Tapas Tapas was a Force technique that allowed its user to draw on the power of the Force to remain warm in a cold environment. Sense Force Listening Theran Force-listening was a Force technique used by the Theran Listeners to hear through the Force. With it, Force-sensitives could understand words in another language or listen to beings talking from a distance. Force Meld Force Meld, otherwise known as Jedi meld or Battle meld, was a technique where a number of Force users joined their minds together through the Force, drawing strength from each other. A refinement of battle meditation, it was known to the ancient Jedi, though dangerous. Force Seeing Force sight, or Force seeing, was a basic Force ability, perhaps related to Force sense. It enhanced the bearer's visual and spatial perception even in the dark or behind walls. Force Sense Force sense was one of the most basic Force abilities for a Jedi. It could be used to feel another being's feelings, the future, ripples in the Force caused by momentous or traumatic events, impending danger and the presence of the dark side. Force Vision Generally, when peering deep into the Force, a Force user had the potential to see events that could happen in the future. Force Visions were extremely rare, and uncontrollable. Often, one would meditate to gain a vision, but only a few would actually succeed. Telepathy Telepathy was the very basic ability to mentally communicate over small or vast distances with other individuals. Alteration Alter Damage With this power, Jedi were able to reduce the damage inflicted by their lightsaber so that it did not deal lethal damage. Alter Image Alter Image was a Force power which allowed the user to alter his or her own personal features, such as the height, weight, skin color, facial features, sex, voice, and body shape. Alter Environment Alter Environment was a Force power that involved various techniques that allowed the user to

manipulate nature, enabling the creation of phenomena such as Force whirlwinds or fog that could be used to attack or to shield the user from opponents. Animal Friendship Animal Friendship, also referred to as Beast Control or Beast Trick, was the Force ability to control an animal. Battle Meditation Battle meditation was a Force ability which considerably boosted the morale, stamina, and overall battle prowess of an individual's allies while simultaneously reducing the opposition's combat-effectiveness by eroding their will to fight. With the Force, one could coordinate entire fleets of ships, allowing them to perform at maximum efficiency, acting as a single entity with the ability to counter every enemy move quickly and effectively. Though ideal for meditating large-scale conflicts, battle meditation was equally effective when employed for the benefit of one's comrades in small skirmishes, attacks, and duels. Combustion Combustion was the Force ability that allowed users to cause an object explode by sheer force of will. Crucitorn Crucitorn was a Jedi technique for transcending physical pain beyond normal thresholds. Dark Transfer Crucitorn was a Jedi technique for transcending physical pain beyond normal thresholds. Deadly Sight Deadly Sight was a power of the dark side, focusing the user's hatred into deadly energy. Dopplegnger Dopplegnger was a Force power that allowed a user to create a perfect illusion of his or herself through the Force. Drain Knowledge Drain Knowledge was a dark side ability used to extract knowledge out of a sentient without his or her consent. Droid Disable Ionize was a Force power developed during the Old Sith Wars that allowed a Jedi to overload and damage electronic systems, such as droids. Electric Judgment This was a power similar to Force lightning that showed up as yellow or green energy instead of blue or white, but otherwise it was very similar in both appearance and usage.This power was uncommon and controversial among the Jedi because of its intrinsic association with anger and aggression.

Force Bellow Force bellow was a power in which the user would amplify their voice using the Force. Force Blinding Force blinding was a telekinetic light side Force power. Upon use of this technique, a blinding flash of energy emanated from a user's hand, manifesting as a flash of light that overloaded a target's vision, causing temporary blindness. Force Cloak Some Force users with this rare ability could use the Force to photo-kinetically bend light and sound waves around themselves, rendering them invisible to others, both visually and through Force. Force Confusion Among the more advanced mind trick techniques was Force confusion, which could be used in combat to temporarily manipulate enemies to fight as an ally. It was especially useful when outnumbered, and was quicker to employ than affect mind in the heat of battle. Force Deflection Force Deflection was a Force power used by Jedi and Sith who were without a lightsaber, or chose not to carry one. It is unknown exactly if the Jedi and Sith merely created a wall using the Force to deflect blaster bolts, and Energy, or if they actually deflected them back with their hand. It took much skill in the Force to use this, however, and most Jedi used their lightsabers instead to deflect incoming attacks Force Destruction Force Destruction was a dark side Force power used by certain gifted Sith and Dark Jedi, allowing them to create a massive energy field and throw it in any direction. Force drain Force drain referred to a spectrum of offensive and defensive Force powers, tied to the same concept, which used the dark side of the Force to tap into the strengths of an organic target. Force Flash The Force-flash was a Force power employed when the person using it did not want to be seen. Force Jump Force Jump, also known as Force Leap, used the Force to augment the user's natural leaping ability. Force-users adept in this technique could perform awe-inspiring vertical/horizontal leaps with impunity. Force Light Force light was an immense light-side Force power used by Jedi. When used against a darksider, Force light would weaken the darksider's connection to the Force.

Force Lightning Force lightning (also known as Sith Lightning) was a well known Force ability, most often used by practitioners of the dark side of the Force, especially the Sith. Force Orb Force Orb was a Force power which served as an attack. Under normal circumstances, it only worked underwater. It could also sometimes be used on land by gathering moisture in the area. Force Scream Force scream was a Force power used by Dark Jedi or Sith. It was a scream, of strong frustration, rage, or grief, emitted through the Force. Best identified with the terrible plastic "Nooooo !" uttered by Vader at the end of Episode III. Force Stun Force Stun was a Force power that could temporarily deaden the senses and perceptions of a targeted enemy. Force Slow Force Slow clouded the target's mind, causing them to slow down both mentally and physically. Force Storm (wormhole) Force storm was a volatile dark side Force power capable of creating hyperspace wormholes that were able to displace objects across vast distances and tear apart the surfaces of entire planets. Force Subjugate Force Subjugate was a Force power that enabled the user to inflict damage upon the mind of an opponent. The infliction was able to act as a distraction, or to rid the opponent of concentration for a short period of time. Some used this power to calm, or even enrage creatures with a low amount of will power. Force Suppression Force suppression was a Force technique used to attack the will of the target, canceling all first and second tier Force powers. This would individually affect each active Force power. This technique took a great deal of focus to accomplish. Force Travel Force travel was a Force power which allowed a being to travel great distances instantly by creating a momentary rift in space. This power caused the user to be corrupted by the dark side, as it broke the normal rules of the galaxy by ripping the Force asunder. The technique became more corrupting to use depending both on how far away the target was, as well as how familiar the Force-user was with the location. Force Weapon Force Weapon was a Force ability that allowed the user to imbue an unpowered weapon with the Force for a period of time. By channeling energy into the weapon, it allowed the wielder to strike and do more damage than the weapon's simple appearance would suggest. As a useful side

effect, a Force-imbued weapon could be used to block lightsabers without damaging the weapon. Pyrokinesis Pyrokinesis was a Force power that allowed a Force-user to manipulate and create fire. Kinetite Kinetite was a sphere of restrained kinetic energy which could be thrown at an enemy. Malacia Malacia was a Force technique that was used to induce a powerful dizziness and nausea in enemies by turning their equilibrium against them. Mechu-deru Mechu-deru was a Force based skill of the mechanized area, providing an intricate reprogramming of droids. Midichlorian Manipulation Midi-chlorian manipulation was a form of Sith alchemy requiring immense knowledge of the dark side of the Force which allowed its user to create, maintain, or save life through the influencing of midi-chlorians to a certain degree. Mind Trick Mind tricks refer to a spectrum of Force powers which influenced the thoughts of sentient creatures, most commonly used to coerce into agreement by suggestion through voice manipulation, or to cause one to reveal information. Protection Bubble Protection Bubble was a Force power, probably related to Force Protection. With this ability, the user could create a defensive sphere around their body. Plant Surge Plant Surge, also known as Consitor Sato,[4] was a light side Force power that was based around the channeling of life energy into plants, allowing the user to improve the plant's rate of growth and even affect the manner in which it grows. Ray Ray was a Force technique used by Jedi skilled in energy manipulation. Employing this power, a Jedi could convert small amounts of nearby matter into controllable focused energy. With this energy, a Jedi could block attacks from blaster bolts. Revitalize Revitalize was a light side Force technique that revitalized an exhausted, wounded or, unconscious user, or whoever the user directed it at. Sever Force Sever Force was a non-lethal Force power by which a being's connection to the Force was

interrupted, or blocked from them with a wall of light-side energy. Sith Alchemy Sith alchemy was primarily used to enhance the strength of weapons and armor (such as the famous Sith swords), or to genetically engineer and enhance alien species, making them more dangerous and easier to control by the Sith Lords. More sinisterly, Sith alchemy was capable of waking the dead in servitude to the Sith. Spear of Midnight Black The spear of midnight black was a dark side Force power. It enabled the Force-user to summon the Force and forge with it an invisible spear from dark side energies which could be hurled at opponents, killing or injuring them as if it were a real, physical spear. Spirit Transference Transfer essence, also known as essence transfer or transfer life, was a radical dark side Force power used to transfer a person's consciousness into another body, or in some cases an inanimate object. Telekinesis Telekinesis, was a neutral ability that most Force-sensitives had. With it, they could lift objects according to their concentration and move them, hovering the items in any direction. This ability was the base for Force Pull, Force Throw and Force Push, as well as telekinetic lightsaber combat techniques such as Saber Throw. Tutatminis Tutaminis was an umbrella title used by the Jedi Order to classify Force abilities related to energy absorption. Designated as one in a family of Control abilities, tutaminis techniques were taught to Jedi Initiates within the Jedi academy throughout the history of the Order. While taught to all Jedi during the days of the Galactic Republic, it was a rare feat to be capable of dissipating concentrated energy such as what makes up a blasterbolt or lightsaber blade. Torture by Chagrin Torture by Chagrin, also known as memory walk, consisted of mentally reaching into the victim's mind, forcing them to relive all the worst memories of their life, both painful ones and ones that were merely embarrassing, over and over and over again to the point where it almost seemed to cause physical pain. Thought Bomb The thought bomb was one of the most powerful and destructive applications of the dark side of the Force which targeted all Force-sensitive individuals and vaporized clothing, flesh, bone, and even stone within the radius of the weapon's blast. The thought bomb sucked the souls of its victims into a sphere of dark side energy where they were trapped in an orb of dark torment until the end of time. Unfortunately for the user(s) the thought bomb was a suicide weapon. Note: This answer does not cover what are the known occurrences of which Jedi used which power at

which time, what powers were typically or exclusively used by the dark side or the light side, nor does it cover sub powers of each type as that would extend the scope of the question greatly. Also given that Star Wars lore tends to grow with time, feel free to suggest edits if you see something new over time. I will add that the single highest concentration of these powers outside of mainstream Star Wars can be found in The Knights of The Old Republic[2] ( which is arguably the best use of any franchise outside the initial story ever, to the point it is actually better than the already brilliant Episodes IV-VI )

Ryan's Complete Star Wars Jedi Powers List Jedi Powers


The following is a complete list (or as complete as we can make it) of Jedi powers. Powers written in red are usable only by the Sith or by Dark Jedi. Powers written in blue are usable by both or are Light-Side specific.

Control Control and Sense

Sense Control and Alter Control, Sense, and Alter

Alter Sense and Alter

Control Powers
Absorb/Dissipate Energy
Difficulty: Very Easy: sunburn; Easy: intense sun; Moderate: solar wind; Difficult: radiation. Keep up?: Yes Description /Notes: The power may not be kept up for blaster bolts or Force Lightning. The Jedi must be able to activate this power in the same round as the blaster bolts or Lightning, and must be able to activate it before the attack, in order to absorb that energy.

Accelerate Healing
Difficulty: Easy: wounded; Moderate: incapacitated; Difficult: mortally wounded. Keep up?: No Description /Notes: Time to use: 1 minute. The Jedi may make two natural healing rolls, with a +2 modifier to each roll.

Concentration
Difficulty: Easy: if the Jedi is calm and at peace; Difficult: if the Jedi is filled with fear and aggression; Very Difficult: if the Jedi is acting on negative emotions (to be decided by the GM). Keep up?: No Description /Notes: The Jedi may add +4D to any one action but may not do anything else, including duplicate uses of the same skill, dodge, or parries. The power may be used in conjunction with Force or Character points.

Contort/Escape
Difficulty: Easy: loose bonds; Easy: hand binders; Moderate: "serious" restraints; DHeroic: maximum security (at GMs discretion). Keep up?: No Description /Notes: Requires: Concentration, Control Pain, Enhance Attribute.

Control Disease
Difficulty: Very Easy: mild infection (common cold); Easy: modest infection (severe flu); Moderate: severe illness (gangrene); Difficult: life-threatening disease; Very Difficult: massive, long-standing disease; Heroic: rapid-acting, life-threatening disease. Keep up?: No Description /Notes: Time to use: 30 minutes to multiple uses over several months. If the disease is life-threatening or long-standing, the Jedi must make repeated attempts over the course of several weeks or moths (at GMs discretion).

Control Pain
Difficulty: Very Easy: stunned or wounded; Easy: incapacitated; Difficult: mortally wounded. Keep up?: Yes

Description /Notes: If the Jedi is wounded again, s/he must make another roll using the difficulty level of the new wound.

Detoxify Poison
Difficulty: Very Easy: very mild poison (alcohol); Easy: mild poison; Moderate: average poison; Difficult: virulent poison; VD-Heroic: neurotoxin. Keep up?: No Description /Notes: Time to use: 5 minutes.

Emptiness
Difficulty: Moderate: to begin using skill; Difficult: to come out of skill. Keep up?: No Description /Notes: Requires: Hibernation Trace. Not usable by Sith or Dark Jedi. Jedi are difficult to sense or affect with the Force. Add the Emptiness roll to any Difficulty number to sense or affect Jedi. The Jedi receives a +6 bonus to all Force skills for the same length of time as was spent in Emptiness, reduced by 1 or each Dark Side point the Jedi has. The Jedi must state how long s/he wishes to remain in Emptiness, and s/he may make a roll to come out of it every hour past his/her "return" time, or if s/he is wounded.

Enhance Abilities
Difficulty: Moderate. Keep up?: No Description /Notes: Only one attribute may be enhanced at a time. The duration can be extended by one round for every character point spent: Roll Wins By: 0-13 14-25 26+

Raise by: +1D +2D +3D

Duration: 3 rounds 2 rounds 1 round

Force of Will
Difficulty: Easy Keep up?: Yes Description/Notes: Power allows Jedi to use Willpower to help fight any Force power that is either telekinetic or mind based. The combined roll (Willpower + either Control of Perception) is the protection number (PN). If the attack fails to beat the Control (or Perception) roll, play as normal. If it beats the Control but not the PN, the attack fails, but the Jedi loses 1D from Willpower and the PN must be rerolled. The power cannot

be used if the Jedis Willpowers drops below 1D. It takes one day, or one hour in Emptiness to regain 1D of Willpower damage. This power does not protect against Force Storms, Force Lightning, or any object hurled by Telekinesis; Force of Will works

Hibernation Trance
Difficulty: Difficult. Keep up?: Yes Description/Notes: The Jedi must declare what will cause him/her to wake up. Healing may be done while in the trance, but no other skills may be used. The Jedi can hibernate for up to one month in a wet climate or one week in a dry climate before dying of thirst. Another Jedi with the Sense skill or Life Detection power would be able to detect that the hibernating Jedi is alive.

Instinctive Astrogation Control


Difficulty: Very Difficult. Keep up?: No Description/Notes: Astrogation modifiers: Very Easy: 0; Easy: +5; Moderate: +10; Difficult: +15; Very Difficult: +20; Heroic: +30. If the roll is successful, the astrogation roll is VE. If the roll fails, the astrogation roll is Very Difficult and is Heroic if the roll misses by more than 5.

Rage
Difficulty: Difficult. Keep up?: No Description/Notes: Requires: Hibernation Trance. Only usable by Sith or Dark Jedi. Use of this power gives the user a Dark Side Point. The Jedi must say how long s/he wishes to stay in Rage; s/he receives a +1D bonus to all Force powers, but he must roll every four hours and s/he takes 1D damage for every two hours spent in Rage. Rage adds its roll to any difficulty rolls for any Force powers used against Jedi, who dehydrate twice as fast and suffer a 1D to Strength if attacked. Any physical contact

Reduce Injury
Difficulty: Moderate: incapacitated; Difficult: mortally wounded; Very Difficult: dead. Keep up?: No Description/Notes: The Jedi loses a Force point when using this skill, but any injury suffered is reduced to wounded. If the original injury would have killed the Jedi, a permanent injury is suffered. It is possible to regain this Force point.

Remain Conscious
Difficulty: Easy: stunned; Moderate: incapacitated; Difficult: mortally wounded. Keep up?: No Description/Notes: Requires: Control Pain. The Jedi may complete any additional action (such as Control Pain) but will quickly fall unconscious unless something else is done to remain conscious.

Remove Fatigue
Difficulty: Moderate Keep Up?: Yes Description/Notes: Requires: Accelerate Healing, Control Pain. The Jedi must make a Stamina check once a day but is allowed two failures before becoming fatigued. If fatigued, the Jedi suffers a 1D penalty (like a wound) for 1D hours.

Resist Stun
Difficulty: Moderate Keep Up?: Yes Description/Notes: Time to Use: 1 minute. The Jedi can resist the effects of all stuns until knocked unconscious or a wound is suffered. An "unconscious" result is reduced to "stun."

Short-Term Memory Enhancement


Difficulty: Difficult Keep Up?: No Description/Notes: Requires: Hibernation Trance. This power is used to alert the Jedi to info, items, other characters, or anything else that passed before his/her senses within a specific span of time: Roll Wins By: 0-8 91-20 21+

Memory From: Current episode Up to last episode Last two episodes

Sense Powers
Beast Languages
Difficulty: Easy: domesticated/friendly (ex.: bantha); M-Difficult: wild but non-predatory (ex.: tauntaun); VD-Heroic: ferocious/predatory (ex.: rancor). Keep Up?: No. Description/Notes: Requires: Receptive Telepathy, Projective Telepathy; Translation. This power subtracts 2D from the any riding beasts Orneriness code, to a minimum of 0D.

Combat Sense
Difficulty: Moderate; +3 to the difficulty for each additional enemy. Keep Up?: No

Description/Notes: Requires: Danger Sense, Life Detection. The Jedi may choose when to act in the combat round (if two or more Jedi wish to act, the one with the higher roll goes first). Jedis attack and defense rolls are at +2D. The power lasts for 10 combat rounds and does not count as an action.

Danger Sense
Difficulty: Moderate or the attackers Control roll. Keep Up?: Yes Description/Notes: Requires: Life Detection. The Jedi can never be surprised; anyone wishing to attack the Jedi must declare so beforehand. Any attackers with Force powers may roll their Control skill to increase the difficulty number, almost like a Dodge roll.

Instinctive Astrogation Sense


Difficulty: Moderate Keep Up?: No Description/Notes: Requires: Magnify Senses. Astrogation modifiers: Very Easy: 0; Easy: +5; Moderate: +10; Difficult: +15; Very Difficult: +20; Heroic: +30. If the roll is successful, the astrogation roll is E. If the roll fails, the astrogation roll is Very Difficult and is Heroic if the roll misses by more than 5.

Life Detection
Difficulty: Very Easy: subject is Force-sensitive; Moderate: subject is not Forcesensitive. Keep Up?: Yes Description/Notes: The Jedi knows the location of all sentient beings within 10 meters. The Jedi must make a Sense roll versus the targets Control or Perception to detect the being (this does not count as an action). If the Jedi beats the roll by 10 or more points, s/he may learn if the subject has Force powers or not, is Force-sensitive or not, if they have met before and if so, the subjects identity.

Life Sense
Difficulty: VE, modified by the relationship and proximity to the Jedi Keep Up?: Yes Description/Notes: Power can be used to sense a targets physical condition. The target may use the Control skill to hide his/her identity from the Jedi; the resulting number would be added to the Jedis difficulty number.

Life Web
Difficulty: Very Easy: population in tens of billions; Easy: population in billions; Moderate: population in hundreds of millions; Difficult: population in tens of millions; Very Difficult: population in millions; Heroic: population in hundreds of thousands. Keep Up?: No. Description/Notes: Requires: Life Detection, Life Sense, Sense Force. Time to Use: 2 days (or more). The Jedi must choose a specific species as a specialization; each one after the first costs three character points. The Jedi must be familiar with the species. If successful, the Jedi can sense a general direction of the population, and if the roll beats

the target by 10, also the approximate distance. This power cannot detect populations of beings numbering less than 100,000. The Jedi may add an additional +2D to his/her roll for each additional two days of continuous concentration.

Magnify Senses
Difficulty: Very Easy, modified by proximity. Keep Up?: No Description/Notes: Time to Use: 3 rounds. This power increases the effectiveness of the Jedis normal senses, and allows him/her to perceive things that would otherwise be impossible without artificial means.

Merge Senses
Difficulty: Moderate, modified by proximity. Keep Up?: No Description/Notes: This allows the Jedi to perceive things through an animals senses. The Jedi must make a Sense roll against the targets Willpower. Releasing the creature requires a Moderate roll. The Link can also be broken by the death of either the Jedi or the creature. If the creature suffers any damage or dies during the meld, the Jedi takes half damage.

Receptive Telepathy
Difficulty: Very Easy: friendly, non-resisting targets; otherwise roll either the targets Control or Perception, modified by proximity and relationship. Keep Up?: Yes Description/Notes: The Jedi can read the surface thoughts and emotions of target. If the Jedis roll is double the difficulty, the s/he can sift through any memory no older than 24 hours. The Jedi is able to read the minds of more than one target, but each counts as an action. This power does not work on Droids.

Sense Force
Difficulty: Moderate: area; Difficult: sensing details or specific objects within the area, modified by proximity and relationship. Keep Up?: Yes Description/Notes: This power will tell the Jedi the magnitude of the Force in an area or object and if it tends toward the Light or Dark side. The power cannot be used to detect sentient beings.

Sense Force Potential


Difficulty: Moderate: friendly, non-resisting targets; M (with Perception or Control, whichever is higher) for an unwilling subject. Keep Up?: No Description/Notes: Requires: Life Detection, Life Sense, Receptive Telepathy, Sense Force. Time to Use: 6 rounds. This power determines whether or not a target has the potential to become strong in the Force. The magnitude of "shield" backlash depends on the targets strength in the Force.

Sense Path
Difficulty: Moderate Keep Up?: Yes Description/Notes: This power informs the Jedi if his current actions will lead him to the Dark Side, or if any specified future actions will do so. This acts much like the Farseeing power, but without any control. The GM has reign to use this power as s/he sees fit.

Shift Sense
Difficulty: Moderate: simple phenomenon (ex.: heat); Difficult: uncommon phenomenon (ex.: comlink frequencies); complex phenomenon (ex.: Tibanna Gas). Keep Up?: Yes. Description/Notes: Requires: Magnify Senses. The power allows the Jedi to shift his senses to detect phenomena of a different type than normal. This does count as an action.

Translation
Difficulty: Moderate: humans and aliens; Difficult: droids. Keep Up?: Yes Description/Notes: Requires: Projective Telepathy, Receptive Telepathy. The Jedi must first either hear the target speak or see the words in written form before the language can be translated. Note that the Jedi doesnt really know the language.

Weather Sense
Difficulty: Easy: if the Jedi has lived in the area for more than 1 year; Moderate: if the Jedi has lived in the area for one-half to one full year; Difficult: if the Jedi has lived in the area for one month to one-half a year; Very Difficult: if the Jedi has lived in the area for less than one month, modified for proximity and local conditions. Keep Up?: Yes Description/Notes: This power can be used to predict the behavior of atmospheric phenomena. The power doesnt really work for quick predictions, however. The prediction lasts for four hours but the difficulty increases if the Jedi wishes to make a longer forecast.

Alter Powers
Bolt of Hatred
Difficulty: Moderate Keep Up?: No Description/Notes: Use of this power gives the user a Dark Side Point. The Jedi must make a Thrown Weapons roll with a +2D bonus to hit any single target within his line-ofsight. The target suffers 6D damage and loses a Character Point.

Dark Side Web


Difficulty: Difficult Keep Up?: Yes Description/Notes: Use of this power gives the user a Dark Side Point. The target loses a number of Force skill dice up to the number of the Jedis Alter dice (round down; no pips). The penalty may be broken in any way between the Control, Sense, and Alter powers of the target, and the targets Strength may be reduced as well.

Injure/Kill
Difficulty: Targets Control or Perception Keep Up?: No Description/Notes: Use of this power gives the user a Dark Side Point. The Jedi must touch the target in order to use the power (requiring a successful Brawling roll in that same round). Damage is the powers roll versus the targets Control or Perception.

Telekinesis
Difficulty: Very Easy: Objects weighing one kilo or less; Easy: objects weighing 1-10 kilos; Moderate: objects weighing 12-100 kilos; Difficult: objects weighing 101 kilos to one metric ton; Very Difficult: objects weighing 1001 kilos to ten metric tons. For each addition 10 meters moved per round, add +5 to the difficulty. The difficulty also increases if the object isnt moving in a simple fashion or a straight line (+1 - +5 for gentle turns, +6 - +10 for easy maneuvers, +11 - +25 for complex maneuvers. Keep Up?: Yes Description/Notes: The object may be moved at up to ten meters per round with no additional penalty to the difficulty. The object can be used to attack other characters with, but this gives the user a Dark Side Point. Damage is as follows: Weight Less than 1 kilo 1-10 kilos 11-100 kilos 101 kilos-1 ton 1-10 tons 11-100 tons Damage 1D 2D 4D 3D (speeder scale) 3D (starfighter scale) 5D (starfighter scale)

The power may be used to levitate the Jedi and others. Any target may resist by adding their Control or Perception to the Jedis difficulty. Use the Control skill against the targets dodge; if the target doesnt wish to dodge, the difficulty is Easy. The Jedi can lift several objects at once, but each object counts as an action and requires a separate skill roll. Telekinesis can also be used as a primitive space drive in emergencies.

Control and Sense Powers


Farseeing
Difficulty: Control difficulty: VE, modified by proximity. Add +5 to +2- to the difficulty when seeing into the past. And +10 to +30 when seeing into the future. Sense difficulty: VE if the target is not resisting. Otherwise the targets Control or Perception. This is modified by relationship. Keep Up?: No Description/Notes: Requires: Life Sense, and calm conditions. Time to Use: 1 minute. The power allows the Jedi to view either a place or a person, in any situation, be it current, past, or future. Roll Wins By: 0-10 11-20 21-30 31+ Sense Diff. 50% 75% 90% 100%

Past/Present/Future 10% - basic info, half correct 25% - accurate, but missing a major detail 50% - very accurate and detailed 75% - accurate with even minor details

Life Bond
Difficulty: Control difficulty: Moderate. Sense difficulty: See below. Keep Up?: Yes Description/Notes: Requires: Life Detection, Life Sense, Magnify Senses, Receptive Telepathy. Jedi may use this power to form a telepathic link with another individual. The amount of information learned depends on the results of the Sense roll: Roll Made Easy Information Learned The Jedi is aware of the partners general

location and emotional state The Jedi can experience the others current sensation, but if the partner is injured, the Jedi takes a wound one level lower The Jedi is telepathically linked and can read their partners surface thoughts (as per Receptive Telepathy) The Jedi can send thoughts to his/her partner (like Projective Telepathy)

Moderate

Difficulty

Very Difficult

Lightsaber Combat
Difficulty: Control difficulty: Moderate. Sense difficulty: Easy. Keep Up?: Yes; the power remains "up" until the Jedi is stunned or injured. Description/Notes: This power adds the Jedis Sense dice, including pips, to the Lightsaber skill roll if attacking or parrying. The Jedi can also add or subtract up to the number of Control dice, including pips, to the lightsabers normal damage; this must be declared before the damage dice are rolled. This power can also be used to parry blaster bolts, but the Jedi must declare that action. Blaster bolts may be controlled to use to attack if the parry is successful. The Jedi must make a Control roll with the difficulty being the targets Dodge or range. Damage is the same as if the Jedi was firing the blaster.

Projective Telepathy
Difficulty: Control difficulty: Very Easy, increased by +5 - +10 if the Jedi cant verbalize the message; modified by proximity. Sense difficulty: Very Ease, if the target doesnt resist. Otherwise the difficulty is the targets Control or Perception. This is modified by the relationship. Keep Up?: No Description/Notes: Requires: Receptive Telepathy. This power allows the Jedi to communicate with the targets mind. The Jedi must identify him/herself or else the target wont know who is projecting the thoughts.

Control and Alter Powers


Accelerate Anothers Healing
Difficulty: Control difficulty: Very Easy, modified by relationship. Alter difficulty: Very Easy.

Keep Up?: No Description/Notes: Requires: Control Anothers Pain. Time to Use: 1 minute. The Jedi may use this power to give a target two extra healing rolls as detailed in the Control Healing power. The Jedi must touch the target.

Aura of Uneasiness
Difficulty: Control difficulty: Easy, modified by proximity. Alter difficulty: Easy. Keep Up?: Yes Description/Notes: Use of this power gives the user a Dark Side Point. This power allows the Jedi to project a field of vague discomfort and unease around him, causing all non-sentient creatures to go out of their way to avoid him.

Control Anothers Disease


Difficulty: Control difficulty: Very Easy, modified by relationship. Alter difficulty: Very Easy. Keep Up?: No Description/Notes: Requires: Control Anothers Pain, Control Pain. Time to Use: 1 minute. The Jedi may use this power to cure a target of a disease, using the same rules and conditions in the Control Disease power. The Jedi must be able to touch the power.

Control Anothers Pain


Difficulty: Control difficulty: Very Easy, modified by relationship and proximity. Alter difficulty: Easy: wounded target; Moderate: incapacitated; Difficult: mortally wounded. Keep Up?: Yes Description/Notes: Requires: Control Pain. This power allows the Jedi to help the target control their pain, like the power Control Pain. The Jedi must be able to touch the target.

Control Breathing
Difficulty: Control difficulty: Moderate. Alter difficulty: Very Difficult. Keep Up?: Yes; the power remains up until the Jedi takes incapacitating damage or drops it. Description/Notes: Requires: Concentration, Hibernation Trace, Telekinesis. This power allows the Jedi to control the amount of oxygen flowing into his body. The Power allows the Jedi to breathe underwater and such. In game terms, it negates the need for a breath mask, mechgill, or any rebreather gear. However, the power does not work in space or in a vacuum.

Detoxify Poison in Another


Difficulty: Control difficulty: Very Easy, modified by relationship. Alter difficulty: Very Easy: very mild poison (alcohol); Easy: mild poison; Moderate: average poison; Difficult: virulent poison; VD-Heroic: neurotoxin. Keep Up?: No Description/Notes: Requires: Accelerate Healing, Accelerate Anothers Healing, Control Pain, Control Anothers Pain, Detoxify Poison. This allows the Jedi to remove or detoxify a poison from a target like the power Detoxify Poison. The Jedi must remain in

physical contact with the target, who is considered to be immune to the poisons normal effects.

Electronic Manipulation
Difficulty: Control difficulty: Easy: non-sentient machines; Moderate: sentient machines; Difficult: hostile, sentient machines; this is modified for proximity. Alter difficulty: Easy: slight alterations; Moderate: significant programming changes; Difficult: major reprogramming. Keep Up?: No Description/Notes: Requires Absorb/Dissipate Energy, Affect Mind. Use of this power gives the user a Dark Side Point. The Jedi, using this power, can channel his anger into the circuits of a computer, droid, or machine, and reprogram it by manipulating its physical and electrical components. Note that only existing programming can be altered; the machine may not be given programming it doesnt have.

Feed on Dark Side


Difficulty: Control difficulty: Moderate when first activated, and Very Easy each round afterwards. Alter difficulty: Moderate when first activated; no additional rolls needed. Keep Up?: Yes Description/Notes: Requires: Sense Force. Use of this power gives the user a Dark Side Point. This allows the Jedi to feed off a foes anger, fear, and hatred, or other negative emotions in order to become stronger. In game turns, any round in which the Jedis opponents gain a Dark Side Point, the Jedi gains both a Dark Side Point and a Force Point. The Force Point must be spent within 5 minutes of being received.

Force Lightning
Difficulty: Control difficulty: Difficult, modified by proximity and line-of-sight. Alter difficulty: Control or Perception of target. Keep Up?: No Description/Notes: Use of this power gives the user a Dark Side Point. This produces bolts of white or blue energy that fly from the Jedis fingertips like sorcerous lightning. The energy can be Force repelled by using the powers Absorb/Dissipate Energy or Lesser Force Shield. Armor does not protect the target. The Lightning does 1D of damage for every 2D the Jedi has in his/her Alter skill, rounded down.

Inflict Pain
Difficulty: Control difficulty: Very Easy, modified by proximity. Alter difficulty: targets Control or Perception roll, modified by proximity. Keep Up?: No Description/Notes: Requires: Control Pain, Life Sense. Use of this power gives the user a Dark Side Point. The target of this Power experiences great agony. The damage inflicted is the Jedis Alter roll against the targets Control, Perception, or Willpower. If the target suffers any damage, s/he is so crippled with pain that s/he may not act for the remainder of that round and for the entire next round.

Place Another in Hibernation Trance


Difficulty: Control difficulty: Very Easy, modified by relationship. Alter difficulty: Very Easy, modified by proximity. Keep Up?: No Description/Notes: Requires: Hibernation Trance. Time to Use: 5 minutes. The power allows the Jedi to put a target into a trance like the one the Hibernation Trance power creates. The Jedi must touch the target, who must be willing (this power cannot be used as an attack to shut someone down). The power can also be used to bring someone out of a Hibernation Trance, but the Alter difficulty is increased by +10.

Remove Anothers Fatigue


Difficulty: Control difficulty: Easy. Alter difficulty: Moderate, modified by proximity and relationship. Keep Up?: No Description/Notes: Requires: Accelerate Healing, Accelerate Anothers Healing, Control Pain, Control Anothers Pain, Remove Fatigue. This allows the Jedi to remove the effects of fatigue in another being like the power Remove Fatigue. However, unlike that power, the Jedi must wait until the target is actually fatigued before offering assistance.

Return Another to Consciousness


Difficulty: Control difficulty: Easy, modified by proximity and relationship. Alter difficulty: Easy: incapacitated targets; Difficult: mortally wounded targets. Keep Up?: No Description/Notes: Requires: Remain Conscious. This power allows the Jedi to revive another being from unconsciousness, and has the same restrictions as imposed by the power Remain Conscious.

Transfer Force
Difficulty: Control difficulty: Easy, modified by proximity and relationship. Alter difficulty: Moderate. Keep Up?: No Description/Notes: Time to Use: 1 minute. Using Transfer Force, a Jedi can save a mortally wounded character from dying. This requires the expenditure of a Force Point, but as this is considered a heroic act the Point will be returned at the end of the adventure. The target will remain mortally wounded but will not die unless wounded again. The target also to be in a state of hibernation and will stay alive in this state for up to six weeks. The target must be willing.

Waves of Darkness
Difficulty: Control difficulty: Moderate: 1-2 meters; Difficult: 3-10 meters; Very Difficult: 11-20 meters; Heroic:21-30 meters. Alter difficulty: Moderate: 1-2 meters; Difficult: 3-10 meters; Very Difficult: 11-20 meters; Heroic:21-30 meters. Keep Up?: Yes Description/Notes: Use of this power gives the user a Dark Side Point. The Jedi can channel his/her anger into an expanding sphere of Dark Side energy, causing anyone

caught in the sphere to feel confused and, later, to flee in terror. In game terms, anyone entering the area must make a Willpower or Control roll against the Jedis Control roll for activating the power. Failure means the target cant take any action in the current round or in the next and must flee the next round. Success means that the target merely is confused and can only take one action per turn until leaving the area of energy.

Sense and Alter Powers


Dim Others Senses
Difficulty: Alter difficulty: targets Control or Perception roll. Sense difficulty: Easy, modified by proximity. Keep Up?: Yes Description/Notes: This power greatly reduces the Perception of the target. If successful, the targets Perception and all related skills are reduced as follows: Alter Roll Wins By 0-5 6-10 11-15 16-20 21+ Reduce Perception By -1 pip -2 pips 1D 2D 3D

Force Wind
Difficulty: Alter difficulty: Moderate: 5 meters; Difficult: 10 meters; Very Difficult: 15 meters. Sense difficulty: Moderate. Keep Up?: Yes Description/Notes: Requires: Magnify Senses, Shift Sense, Telekinesis. This allows the Jedi to channel air currents into a powerful tornado. The tornado does a number of dice in damage equal to the Jedis Alter dice to anyone within range.

Lesser Force Shield


Difficulty: Alter difficulty: Moderate. Sense difficulty: Easy. Keep Up?: Yes Description/Notes: Use of this power gives the user a Dark Side Point. Requires: Absorb/Dissipate Energy, Concentration, Magnify Sense, Telekinesis. This power

allows the Jedi to surround himself with a Force-generated shield. The shield can repel both energy and physical matter, even down to the molecular level. The shield acts as a STR+1D armor, with no Dexterity penalty, against all energy and physical attacks, including non-directional attacks like gas clouds and grenades.

Control, Sense, and Alter Powers


Affect Mind
Difficulty: Control difficulty: Very Easy: perceptions; Easy: memories; Moderate: conclusions. Modified by proximity. Sense difficulty: targets Control or Perception. Alter difficulty: Very Easy: slight misrepresentations, minor changes to distant memories, or if the target doesnt care about the conclusion; Easy: brief, visible phenomena, memories less than a year old, or if the target has only minor feelings about the conclusion. Moderate: short hallucinations, memories that are less than a day old, or if the target has strict orders about the conclusion; Difficult: Slight disguises to facial features, hallucinations which affect more than one sense, memories less than a minute old, or if the target considers the conclusions very important; Very Difficult: hallucinations which affect all the senses, if memory change is major or if the logic is absolutely clear and coming to the wrong conclusion is virtually impossible. Keep Up?: No Description/Notes: This power is used to permanently alter the targets memories so that s/he either fails to remember something correctly or fails to remember something at all. The power can also be used to alter a targets judgements so that he comes to an incorrect conclusion. The Jedi must describe exactly the effect s/he is looking for. Affect Mind is normally used only on one target; multiple targets can only be affected with multiple uses of the power. This power does not effect droids or recording devices.

Battle Meditation
Difficulty: Control difficulty: Very Easy: 1-2 targets; Easy: 3-20 targets; Moderate: 21100 targets; Difficult: 101-1,000 targets; Very Difficult: 1,001-10,000 targets; Heroic: 10,001+ targets. Sense difficulty: Very Easy: 1-2 targets; Easy: 3-20 targets; Moderate: 21-100 targets; Difficult: 101-1,000 targets; Very Difficult: 1,001-10,000 targets; Heroic: 10,001+ targets. Alter difficulty: Very Easy: 1-2 targets; Easy: 3-20 targets; Moderate: 21-100 targets; Difficult: 101-1,000 targets; Very Difficult: 1,001-10,000 targets; Heroic: 10,001+ targets. Keep Up?: Yes Description/Notes: Time to Use: 5 minutes. This power has two possible effects. A Jedi may force enemies to turn on each other, or, the Jedi may strengthen his/her allies and, at the same time, weaken his/her enemies. The Jedi may only use this power on or after the first round of combat, and s/he must state which effect will be used. If attempting to turn enemies against each other: the Jedis highest skill roll is the difficulty number that the targets must beat to avoid the effect. Failure means that they must attack each other for as long as the power remains in effect. If attempting to change the tide of battles: The Jedis enemies lose 1D for every 4D in the Jedis highest Force skill

in a specified attribute; the Jedis allies receive a bonus of likewise amount in a specified attribute.

Control Mind
Difficulty: Control difficulty: Moderate, modified by relationship. Force sensitive targets may make a Control or Perception roll. Sense difficulty: Easy: the Jedi has turned to the Dark Side; Moderate: The Jedi is on the Light Side, modified by proximity. Alter difficulty: as follows: Dark Side Jedi # of targets 1 2 3 4-5 6-8 Willing target Very Easy Easy Moderate Difficult Very Difficult Nonwilling target Easy Moderate Difficult Very Difficult Heroic # of targets 1 2 3 Light Side Jedi Willing target Moderate Difficult Very Difficult Nonwilling target Difficult Very Difficult Heroic

If the Jedi attempts to control more than one Force sensitive target at a time, add +1 to the difficulty for each die of either Control or Perception, whichever is greater. Keep Up?: No Description/Notes: Use of this power gives the user a Dark Side Point. This power turns the targets into puppets who must obey the Jedis will. Force users may actively resist by making a Control or Perception roll, and anyone with Force Points may resist by rolling Perception. This power cannot be used to control droids or computers, and it may be dropped without a roll at any time.

Create Force Storms


Difficulty: Control difficulty: Heroic. Sense difficulty: Heroic. Alter difficulty: Heroic, modified by proximity. Also modified by diameter of the storm: 100 meters or less: +5; 101 meters to 1 kilometer: +10; 1,001 meters to 2 kilometers: +15; and +2 for each additional kilometer. The Jedi must make Heroic rolls each round to control the storm, and if the roll is less than Very Difficult, the storm dissipates. Keep Up?: No Description/Notes: Use of this power gives the user a Dark Side Point. Requires:

Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Rage, Instinctive Astrogation, Sense Force, Telekinesis, Farseeing, Projective Telepathy. This power allows the Jedi to twist the space-time continuum to create a destructive storm of Force energy. The Jedi must determine the diameter and amount of damage, in capital scale, of the storm. If s/he fails any of his/her rolls, the storm is summoned with the desired damage, but it attempts to consume the summoner. At a Heroic difficulty, the Jedi can attempt unusual maneuvers with the storm, such as creating a vortex to draw unwary victims to a specified point. If the Jedi is destroyed, the storm dissipates within minutes.

Doppelganger
Difficulty: Control difficulty: Very Difficult. Sense difficulty: Very Difficult. Alter difficulty: Heroic. Keep Up?: Yes Description/Notes: Use of this power gives the user a Dark Side Point. Requires: Control Pain, Emptiness, Life Detection, Life Sense, Magnify Senses, Telekinesis, Receptive Telepathy, Sense Force, Projective Telepathy, Control Anothers Pain, Transfer Force, Affect Mind, Dim Others Senses. Time to Use: 5 minutes. This allows the Jedi to create a duplicate of him/herself, which acts with half the skill dice of the original. The doppelganger is an illusion, but it seems real and registers as normal on all droid video and audio. The Jedi can employ all his/her normal senses through the doppelganger; S/he must roll every five minutes to maintain the doppelganger. If it is killed, it simply fades into nonexistence.

Drain Life Energy


Difficulty: Control difficulty: Easy. Sense difficulty: Easy, modified by proximity. Alter difficulty: Easy. Keep Up?: Yes Description/Notes: Use of this power gives the user a Dark Side Point. Requires: Control Pain, Life Detection, Life Sense, Magnify Senses, Sense Force, Remove Fatigue, Control Anothers Pain. This allows the Jedi to draw power from nearby nonsentient beings. As long as the power is up, the Jedi will not fatigue or require sleep. This power may not be used to draw energy from sentient beings.

Drain Life Essence


Difficulty: Control difficulty: Very Difficult, modified by relationship (+30 for close relatives, nothing for strangers). Sense difficulty: Very Easy: 1-5 targets; Easy: 6-50 targets; Moderate: 51-1,000; Difficult: 1,001-50,000 targets; Very Difficult: 50,001-1 million targets; Heroic: 1,000,001-10 million targets. Alter difficulty: Easy: willing targets; Difficult: apathetic targets; Heroic: enemies; add +10 for anyone imbued with the Light Side of the Force. Keep Up?: Yes Description/Notes: Use of this power gives the user a Dark Side Point. Requires: Control Pain, Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Farseeing, Projective Telepathy, Control Anothers Pain, Transfer Force, Affect Mind, Control Mind, Dim Anothers

Senses. This power allows the Jedi to draw life energy from others, and channel the negative effects of the Dark Side into those victims. The Jedi must roll for the power once per day, and it is considered to be up at all times. The amount of energy drawn depends on the number of targets and the length of time they have been drained: Targets drained for longer than one week and less than one month 1-5: 1 Force Point every 5 days, +1D to all Force skills 6-50: 1 Force Point every 3 days, +2D to all Force skills 51-1,000: 1 Force Point every 2 days, +3D to all Force skills 1,001-50,000: 1 Force Point every day, +3D+2 to all Force skills 50,001-1 million: 1 Force Point every 12 hours, +4D to all Force skills 1,000,001-10 million: 1 Force Point every 6 hours, +4D+2 to all Force skills

Targets drained for less than one week or longer than one month 1-5: 1 Force Point per week 6-50: 1 Force Point every 5 days 51-1,000: 1 Force Point every 3 days 1,001-50,001: 1 Force Point every 2 days 50,001-1 million: 1 Force Point every day 1,000,001-10 millions: 1 Force point every 12 hours

Enhance Coordination
Difficulty: Control difficulty: Moderate, modified by proximity. Sense difficulty: Difficult. Alter difficulty: Very Easy: 1-10 targets; Easy: 11-100 targets; Moderate: 101-500 targets; Difficult: 501-5,000 targets; Very Difficult: 5,001-50,000 targets; Heroic: 50,001500,000 targets. Keep Up?: Yes Description/Notes: The Jedi may coordinate the activities of a group to increase the groups effectiveness at a give task. The power may only be used on targets in agreement with the intent of the Jedi. S/he may pick three specific skills (as long as everyone in the group has those skills), and each person gains a +1D bonus for every 3D (round down) they already have in those skills. The Jedi may only effect Dexterity, Technical, and Strength skills.

Force Harmony
Difficulty: Control difficulty: Difficult, modified by proximity. Sense difficulty: Difficult,

modified by relationship. Alter difficulty: Moderate. Keep Up?: Yes Description/Notes: Requires: Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy. This power allows several willing Jedi to manifest the power of the Light Side. It bathes the users in celestial light and gives them +5D to resist any powers called up by the servants of the Dark Side. The number of Force-users linked by this power is limited by the summoners dice in Control or Sense, whichever is lower.

Memory Wipe
Difficulty: Control difficulty: Moderate. Sense difficulty: targets Control or Perception roll, modified by relationship. Alter difficulty: targets Control or Perception roll, modified by relationship. Keep Up?: No Description/Notes: Use of this power gives the user a Dark Side Point. Requires: Control Pain, Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Farseeing, Projective Telepathy, Affect Mind, Control Mind, Dim Others Senses. This power allows the Jedi to sift through a targets mind and destroy all knowledge of a specific event, or of a learned skill. Use of this power requires direct contact with the target, and only one specified objective can be pursued per attempt.

Projected Fighting
Difficulty: Control difficulty: Difficult. Sense difficulty: Difficult. Alter difficulty: Moderate, modified by proximity. Keep Up?: It may be kept up as long as the distance between the Jedi and the target remains roughly the same. Description/Notes: Requires: Concentration, Telekinesis. This allows the Jedi to strike an enemy without physically touching him/her. The Jedi may elect to cause stun damage, and even then should only use this power to protect an innocent; using this power to cause anything more serious than stun damage will cause him/her to gain a Dark Side Point. If the power is successful, the Jedi must then make an Easy brawling roll to hit. If the target is Force-sensitive, then s/he may make a Brawling Parry roll to avoid the attack. Otherwise, no dodge is allowed. Add any bonuses to armor for the target. The Jedi may aim for any specific part of the targets body at a 1D penalty.

Telekinetic Kill
Difficulty: Control difficulty: Easy, modified by proximity. Sense difficulty: Easy, modified by proximity. Alter difficulty: targets Control or Perception roll. Keep Up?: No. Description/Notes: Use of this power gives the user a Dark Side Point. This is used to telekinetically kill or injure a target. Damage is the Jedis Alter roll against the targets Control or Perception roll. The exact method or attack may vary and is left up to the Jedi.

Transfer Life
Difficulty: Control difficulty: Heroic, modified by relationship, +5 if the target is unwilling.

Sense difficulty: Heroic, modified by proximity, +5 is the target is unwilling. Alter difficulty: Easy: clone host-body; Moderate: recently dead body; Very Difficult: live willing host; Heroic: live unwilling host. Force sensitive targets may roll both Control and Willpower, with the better roll becoming the difficulty. Keep Up?: No Description/Notes: Use of this power gives the user 2 Dark Side Points. If attempting to posses an unwilling host, the Jedi receives 4 Dark Side Points. Requires: Absorb/Dissipate Energy, Accelerate Healing, Control Pain, Detoxify Poison, Emptiness, Reduce Injury, Hibernation Trance, Remain Conscious, Resist Stun, Life Detection, Magnify Senses, Receptive Telepathy, Sense Force, Injure/Kill, Telekinesis, Farseeing, Projective Telepathy, Transfer Force, Accelerate Anothers Healing, Control Anothers Pain, Feed on Dark Side, Inflict Pain, Affect Mind, Return Another to Consciousness, Control Mind, Dim Anothers Senses. This allows the Jedi to transfer his/her life energy into another body. Immortality itself! It is believed that if the Jedis body dies during the transfer, the Jedis life energy is dispersed into the void.

Force Scream
This involuntary power is activated only if a Dark Side Jedi loses his temper. The Jedi must make a Difficult Willpower roll if angered to the point of rage. If the roll fails, the Force Scream is released. The Jedis skills are reduced by 2D for one house, and s/he must rest for a full hour or suffer another 2D penalty until rested. The penalties are cumulative. The Scream causes damage equal to the Jedis Alter dice, and affects all beings within 50 meters, including the Jedi making the Scream. Force-sensitive targets may roll their Alter dice to resist damage.