You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
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 or her mind, help others control their own Force, or change the Force in his or her own body. Alter can be used to change the perceptions of others and make them come to incorrect conclusions. All the Force powers listed here proceed in the order they appear in the Force Powers Listing.
Time to Use: N/A
Focus: 1, or ALL (See Below)
Difficulty: Moderate
Effect:
Note: This power may be used as a reaction roll, at a -1D Penalty.
Upon activation, the user declares which method of the power they wish to use, then rolls the power.
If successful in activating the power, the Jedi manifests a shield of energy around their body. The strength of the shield is the Jedi's ALTER score (Instead of STRENGTH), plus a number of pips according to the following chart.
Pips vs. Difficulty...
Focus: Varies
Difficulty: Varies
Time to Use: N/A
Effect: Move or apply kinetic force through use of the Force.
Note: Aggressive use of this skill to attack and/or injure another living being usually warrants a Dark Side Point. GM discretion is advised.
Description:
Telekinesis is one of the most common and basic Force abilities, and can be manifest in nearly infinite ways. Push, Pull, Lift, Grip, and Wave are just a few. These manifestations can then be targeted on a specific object, or...
Difficulty: Very Easy; Resistible
Time to Use: None (burst)
Focus: None
Effect:
ALTER activation roll resisted via STRENGTH or ALTER. Target(s) pushed back a number of meters equal to the activation roll minus the resistance roll. Target gains a bonus to their resistance roll equal to their distance away from the user. Target(s) take damage equal to half of the pushed distance.
Area: 90 degree burst that expands from the user like a broad cone.
Description:
A Jedi reaches through...
Difficulty: See Below
Time to Use: N/A
Focus: 1 (Maintained)
Pre-requisite(s): Bolt of Hatred (Force), Absorb/Dissipate Energy
Effect:
Note: Any character who uses this power will suffer a dark side point if their Morality is above -50.
Upon successful activation, deal 1/2 ALTER in damage. Stamina to resist not being immobilized in pain, DC activation roll. Armor ineffective, dodging ineffective. Deals +1D damage (up to ALTER) per round maintained. User may affect multiple adjacent...
Requires: Affect Mind
Time to Use: N/A (GM Discretion)
Focus: 1 (maintained)
Difficulty: Easy - non-sentient machines; Moderate - sentient machines or hostile non-sentient machines; Difficult - hostile sentient machines; Modified by proximity and complexity.
Effect:
Note: Destructive use of this power, or causing harm to befall another being by using this power, causes the user to suffer a Dark Side Point.
Upon activation, the user channels the Force into the electronic circuits of a...