Home

Yoda's Yarns
Features
Forum
Contact Us

YY Quickstart
How to Sign Up
Basic Learning
Character Resources

YY Resources
How do I?
Game Play
Galactic Map
Shop

 

Force Powers
 
Neutral Force Powers
Initiate Level Apprentice Level Knight Level Master Level
Lightsaber Combat I Absorb/Dissipate
Energy
Block Force Ability Alert Sense
Light Danger Sense Combat Sense Control Weather
Meditative Trance Life Sense Control Pain Create Gravity Well
Sense Force
Disturbance
Lightsaber Combat II Disguise Haste
  Pyrokinesis Enhance Skill Lightsaber Combat IV
  Raise/Lower
Temperature
Force Bolt  
  Sense Force Force Charged Strike  
  Sense Force Strength Hibernation Trance  
  Telepathy Life Bond  
  Telekinesis Lightsaber Combat III  
  Truth Sense Null Gravity  
  Unarmed Combat Force Speed  

Dark Side Force Powers
Apprentice Level Knight Level Master Level
Anger Bolt of Hatred Create Force Storm
Blackness Control Mind Create Homunculus
Drain Life Energy Force Wind Force Lightning
Feed On Darkside Memory Wipe Rage
Injure/Kill Telekinetic Kill Transfer Life
  Waves of Darkness  

Light Side Force Powers
Apprentice Level Knight Level Master Level
Accelerate Healing Affect Mind Heal
  Calm Greater Force Shield
  Force Harmony Immobilize
  Reduce Injury Battle Meditation
  Lesser Force Shield  
  Stun  
  Resist Stun  
  Inspire  

Lightsaber Combat

(Initiate Level through Master Level)

Difficullty: Innate after learned

To use a Lightsaber most effectively, a Jedi learns this power. The Jedi uses this power both to wield this elegant but difficult-to-control weapon while also sensing his opponent's actions through his connection with the Force.

 

See Lightsabers for descriptions of lightsaber combat techniques.

Light

(Initiate Level)

This power may be kept "up".

Effect: This power must be centered on an object weighing no more than one kilogram and within 10 meters of the user. When used successfully, a globe up to 10 meters in diameter is created. The object may be moved and the light will move with it.

Light may be used as a Luma Grenade.

Requires a full battle round.

Easy 50 XP Acts as a light only.
Moderate 100 XP Acts as a Luma grenade with -5 to -10 penalties.
Difficult 200 XP Acts as a Luma grenade with -5 to -20 penalties.

Sense Force Disturbance

(Initiate Level)

Difficulty: Easy (50)

This power may be kept "up".

 Effect: This enables a character to sense a disturbance in the Force. This does not give the character specific details, but instead a vague feeling of what has occurred.


Cannot be used in generations.

Meditative Trance

(Initiate Level)

Effect: This power is usually taught first to a Jedi-in-training. It allows a Jedi to enter into a deep meditation that is calming and very restful. Meditative trance may be used in place of sleep and the Jedi may elect to set a time to awaken fully refreshed. Any damage to the Jedi will awaken him immediately. A meditative trance will heal light wounds and give the Jedi a +5% bonus to any force strength checks in the following three rounds. 

Cannot be used in generations.

Very Easy 25 XP +5% Bonus
Easy 75 XP +10% Bonus

Absorb/Dissipate Energy

(Apprentice Level)

Effect: This power allows the Jedi to absorb or dissipate energy, including light, heat, radiation and blaster bolts. A successful execution means that the energy is dissipated. If the user fails, he takes full damage from the energy. The character must activate the power in the same round to absorb the blaster bolt or Force Lightning. He can't use this power after the attack has hit. When energy is absorbed the force user receives a +10% bonus for his next action. 

Requires a full battle round.

Very Easy (25) Sunburn
Easy (50) Intense Sun or Flamethrower
Moderate (100) Solar Wind or Blaster Bolts
Difficult (200) Radiation Storm or Force Lightning

Danger Sense

 (Apprentice Level)

Difficulty: Moderate (100) or versus opponent's force strength.

This power can be kept "up".

Effect: 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 surprise attacks a round before they are made. This gives the Jedi a round to decide how to react to the surprise danger in the first round only.

 In game terms, any attacks on the user receive a -30% chance to hit while the power is in effect for the first round only. After that the danger is known and has no effect.

Cannot be used in generations.

Life Sense

(Apprentice Level)

 This power may be kept "up" to track a target after a successful force check.

 Effect: The user can sense the presence and identity of a specific person for whom he searches. The user can sense how badly wounded, diseased or otherwise physically disturbed the target is. 

Cannot be used in generations.

Immediate Vicinity Easy (50)
Planet Moderate (100)
System Difficult (200)
Inter-System Very Difficult (250)
Inter-Sector Heroic (350)

Pyrokinesis

(Apprentice Level)

 Difficulty: Variable, modified by material

This power may be kept "up".

Effect: With this ability, the Jedi can rub molecules together really fast and either heat up an object, or start a fire. The size, intensity, and rate of burn depends on the character's force strength and combustibility of the source. Failure means either nothing happens, it burns out of control, or ignites where the Jedi didn't want it.

 

A lesser usage of the power could be used to generate small amounts of light and heat, instead a roaring fire. In this case, just the air molecules are manipulated for source material.

Burning Material can cause 5-30 damage when in contact with a character.

A character who is lit on fire himself receives 10-40 damage that round.
Bypasses shields but not armor.

 
Requires a full battle round.

Very Easy (25) Easy (75)  
+5% +10% Paper, kindling, really dry wood
+0% +5% Typical wall, clothing, plastic
-5% -0% Plants, glass, people (A dark side act. A no-no)
-10% -5% Brick, concrete, rock
-15% -10% Reinforced bulkhead, reactor shielding, a Twinkie
-20% -15% Something flame-proof and REALLY hard to burn

Raise/Lower Temperature

(Apprentice Level) 

This power may be kept "up".

  Effect: Affects a 20 meter diameter circle, with target change at center. 

Requires a full battle round.

Very Easy 5 Degrees Centigrade Change
Easy 10 Degrees Centigrade Change
Moderate 15 Degrees Centigrade Change
Difficult 20 Degrees Centigrade Change
Very Difficult 25 Degrees Centigrade Change

Sense Force

(Apprentice Level)

Difficulty: Moderate (100) for an area
or
Difficult (200) for sensing details or specific objects within the area.

Effect: This power is used to sense the ambient Force within a place. It cannot be used to detect sentient beings, but there are many forms of life and many areas of the galaxy intertwined with the Force that can be sensed with this power.

Sense Force will tell a character the rough magnitude of the Force in an area of object, and whether the area or object tends toward the Dark Side or the Light.

Cannot be used in generations.

Sense Force Strength

(Apprentice Level)

Difficulty: Easy (50)

Effect: This allows a Jedi to sense the Force Strength of a character.

Cannot be used in generations.

Telepathy

(Apprentice Level)

This power may be kept "up."

Effect: This follows the "dictionary" definition of telepathy, (i.e.: Two-way communication and mental searching by means other than sensory.) Thus two or more beings could communicate privately and mentally with each other taking turns sending and receiving thoughts and/or feelings or one could probe another's mind for data such as a code or password.

It is believed that there are races that communicate only by telepathy in the Outer Rim and Unexplored Territories.

If the sender does not identify herself to the target(s) then the target(s) have no idea who is making contact. Use on an unwilling target is not based on the range but their force strength or force resistance.

Cannot be used in generations. 

Easy (50) Visual 
Moderate (100) Planet
Difficult (200) System
Very Difficult (250) Inter-System
Heroic (350) Inter-Sector

Telekinesis

(Apprentice Level)

This power may be kept "up".

Effect: 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 force check.

This power can be used to levitate one self 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.

Levitated objects can be used to attack other characters with a successful to hit check as well as the force check.

Special: With a Difficulty of 150 or the opponent's force strength or force strength equivalent, whichever is greater, 40 to 80 damage may be inflicted on an 11 to 100 kilogram character.
If attempting to take a weapon from an opponent, the difficulty used is the targets force strength or force resistance (for non-Force users).

Requires a full battle round.

Difficulty:

Very Easy (25)  for objects weighing one kilogram or less
Easy (50) for objects weighing one to ten kilograms
Moderate (100) for objects 11 to 100 kilograms.
Difficult (200) for 101 kilograms to one metric ton
Very Difficult (250)  for 1001 kilograms to ten metric tons
Heroic (350) for objects weighing 10001 kilograms to 100 metric tons


Damage:

5-10 damage

if under a kilogram

10-20 damage

if one to ten kilos

20-40 damage

if 11 to 100 kilos

40-80 damage

if 101 kilos to one metric ton

80-160 damage

if one to ten tons

160-320 damage

if 11 to 100 metric tons

Truth Sense

(Apprentice Level)

Difficulty: Easy (50)

This power may be kept "up".

Effect: This allows the Jedi to sense whether a person believes what they are saying is true. It does not sense whether what they are saying is true in the overall reality; just whether the subject believes it or not. This is the Force equivalent of a lie-detector test.  

Cannot be used in generations.

Unarmed Combat

(Apprentice Level)

This power may be kept "up."

Effect: Jedi use this power to wield their body as a weapon while also sensing their opponent through the Force. This power is called upon at the start of a battle and remains "up" until the Jedi is stunned or rendered unconscious.

Can be used at will.

Easy

+5% to hit

+5 to damage
Moderate +10% to hit +10 to damage
Difficult +15% to hit +15 to damage

 

The following table is the base damage for unarmed combat:

 

50-100 Melee XP

5-10 Damage

101-250 Melee XP

5-15 Damage

251-300 Melee XP

5-20 Damage

Anger

(Apprentice Level)

Effect: To use this power, a character concentrates all of his negative feelings, and touches the Dark Side of the Force momentarily. This imparts a +5% bonus on force checks, skill checks, and to hit checks for the next two rounds.

 
Can be used at will.

Very Easy 25 XP +5%
Easy 75 XP +10%

Blackness

(Apprentice Level)

Difficulty: Moderate (100)

This power may be kept "up".

Effect: This power enshrouds a Dark Jedi in a camouflaging veil of the Dark Side. The Dark Jedi receives a +15% bonus to resist others attempting to detect the presence of the user of this power. 

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 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.). This power does not affect electronic life-form sensors.

Cannot be used in generations.

Drain Life Energy

 (Apprentice Level)

Difficulty: Easy (50)

This power may be kept "up".

Effect: This power allows a Sith to draw power from nearby non-sentient beings to boost his ability to go without sleep. As long as this power is kept up, the Sith will not fatigue or require sleep. Use of the power depends on a ready supply of nearby insects, small rodents, and birds and so on to draw energy from. This power may not be used to draw energy from sentient beings. This power gives a +5% bonus to Force strength checks.

For a Moderate difficulty of 100 the bonus may be increased to +10%.
 

Cannot be used in generations.

Feed on Dark Side

(Apprentice Level)

Difficulty: Moderate (100) when activated; Very Easy (25) for each round thereafter

This power may be kept "up"

Effect: This power allows a Jedi to feed on the fear, hatred or other negative emotions of others to make himself more powerful. It does not matter to the Dark Side why the others are filled with dark emotion; the feelings alone suffice.

This is a power that Dark Jedi use to gain power from the anger and hatred they cause in their foes. There is nothing to stop the Dark Jedi from doing everything in his power to provoke these negative emotions. This might include deception, butchering innocents, taunts, insults, threats against the characters, their friends, families, home planet or base, and anything else that is likely to make them call on the Dark Side.

Players who are unable to think of a better way of defeating a Dark Jedi than by brute force are very likely to be destroyed if faced with this power.

 

A force user receives +5% to all his actions for every opponent facing him who has not utilized calm or meditative trance.

Can
be used at will.

Injure/Kill

(Apprentice Level)

Effect: An attacker must be touching the target to use this power. In combat, this means making a successful melee attack in the same round that the power is to be used.

Requires a full battle round. 

Very Easy Damage: 5-15
Easy Damage: 10-20
Moderate Damage: 15-25
Difficult Damage: 20-30
Very Difficult Damage: 25-35

Accelerate Healing

(Apprentice Level)

Effect: If a Jedi uses this power successfully, he accelerates natural healing.

Cannot be used in generations.

Moderate 100 XP Doubles the natural healing rate from 5 a day to 10.
Difficult 200 XP Triples the natural healing rate from 5 a day to 15.

Block Force Ability

(Knight Level)

Difficulty: Moderate (100) or versus opponent's force strength

This power may be kept "up".

Effect: In game terms this is a most devastating power. This power can be activated as a reaction to a specific force power used by another Jedi, or it can have a more premeditated use.

 
Requires a full battle round.

Attempting to Block 1 Force Skill +15% to block versus opponent's force strength
Attempting to Block 2 Force Skills +10% to block versus opponent's force strength
Attempting to Block 3 Force Skills +5% to block versus opponent's force strength

Combat Sense

(Knight Level)

Effect: Combat Sense helps a Jedi focus on the battle at hand. Everything else becomes dulled and muted as the Jedi's senses are all turned to the combat happening around him. All targets become mentally highlighted in the Jedi's mind, aiding him in attack and defense. In game terms by focusing his attention on his opponents, a Jedi gains certain important advantages.

A Jedi can attempt several levels of concentration.

Can
be used at will. 

Easy (50) +5% to hit -5% to be hit
Moderate (100) +10% to hit -10% to be hit
Difficult (200) +15% to hit -15% to be hit

Control Pain

(Knight Level)

The power can be kept "up", so the character can ignore the pain of his injuries for a long period of time.

Effect: A wounded Jedi who Controls 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.

 However, whenever the character is injured again, the Jedi must make a new Control Pain force strength check, with the difficulty being the new level of injury.

 
Can be used at will.

Easy (50) for Lightly wounded characters
Moderate (100) for Moderately wounded characters
Difficult (200) for Severely wounded characters
Very Difficult (350) for Near Death characters

Disguise

 (Knight Level)

This power may be kept "up".

Effect: With this power the Force user can change various components to disguise themselves, or even impersonate someone. The three components are: appearance, voice, and gestures.

Cannot be used in generations.

Moderate (100) Same species
Difficult (200) Different species

Or versus opponents force strength
 

Enhance Skill

(Knight Level)

This power may be kept "up".

Effect: With this power, Jedi can enhance their abilities in particular skills temporarily.
Cannot be used on Force Strength.

Cannot be used in generations. 

Difficulty Rating Bonus to specified ability
Very Easy (25) +10 XP
Easy (50) +20 XP
Moderate (100) +40 XP
Difficult (200) +80 XP
Very Difficult (250) +120 XP
Heroic (350) +160 XP

Force Bolt

(Knight Level)

Effect: The Jedi focuses the force into a coherent blast of energy with the same properties of a blaster (i.e. it can be reflected by a lightsaber). As with most force powers, the skill in itself is not evil Its *how* a Jedi uses the power that matters.

 
Requires a full battle round.

Very Easy (25) Damage 5-15
Easy (50) Damage 10-20
Moderate (100) Damage 15-25
Difficult (200) Damage 20-30
Very Difficult (250) Damage 25-35 
Heroic (350) Damage 30-40

Force Charged Strike

(Knight Level)

Effect: Through total concentration, a Jedi is able to deliver a single, devastating blow to an opponent increasing overall damage of a melee weapon. The power is activated for a single blow.

 
Can be used at will.

Easy (50) +5 damage
Moderate (100) +10 damage
Difficult (200) +20 damage
Very Difficult (250) +30 damage
Heroic (350) +40 damage

Hibernation Trance 

(Knight Level)

Difficulty: Difficult (200)

This Power may be kept "up".

Effect: This power allows a Jedi to place himself into a deep trance, remarkably slowing all body functions. The Jedi's heartbeat slows, his breathing drops to barely perceivable levels, and he falls unconscious.

When a Jedi enters a Hibernation Trance, 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). A Jedi can heal while in a Hibernation Trance, but the character may not use skills or Jedi powers while in a trance.

Hibernation Trance serves two purposes. It allows a Jedi to "play dead." It can be used to survive when food or air supplies are low. A character in Hibernation uses only about a tenth as much air as someone who is sleeping - he can hibernate for a week in a dry climate or for up to one month in a wet climate before dying from lack of water.

Anyone who comes across a Jedi in Hibernation Trance assumes that the Jedi is dead unless he makes a point of testing him. Another Jedi using a sense force skill or the Life Detection power will be able to detect the Force within the Hibernating character and realize that he is alive.

Cannot be used in generations.

Life Bond

(Knight Level)

Difficulty: Moderate (100)

This power may be kept "up".

Effect: A Jedi character may choose the Life Bond power to permanently form a mental link with one other individual, normally a mate (although sometimes siblings, parent and child, or even very close friends choose to Life Bond).

Detailed information can be learned by activating the power. If both characters have the Life Bond power, reduce all difficulties by one level. The following benefits are only in effect when the characters are actively using the Life Bond power:

Easy (50) Force Strength check: The Force-user is aware of the other's general location and general emotional state: whether the person is frightened, in pain, injured, happy or experiencing some other strong emotion.

Moderate (100) Force Strength check: The Force-user experiences the other's senses: he or she sees through the other's eyes, hears what the other hears, and smells, tastes and feels what the other person is experiencing. However, at this level, the characters are affected by each other?s experiences - both characters share pain, and if one character is injured, the other character suffers an injury one level lower (i.e., if one character is near death wounded, the life-bonded character is severely wounded).

Difficult (200) Force Strength check: The Force-user is considered telepathically linked to the life-bonded partner (as per the telepathy power), allowing the characters to carry on a telepathic conversation.

As an added benefit, the two characters can sense premonitions about each other: for example, if one character is severely injured, his or her life bond partner will sense that something bad has happened. This aspect of the Life Bond power is modified by Proximity only, as outlined below.

 

 Very Easy (25)

Planet

Easy (50)

System

Moderate (100)

Inter-System

Difficult (200)

Inter-Sector

 

Life bonded characters may not share skills. However, since the characters do have such a close bond, the actions of one can affect another. Obviously, life bonding is a exceedingly serious commitment, not to be taken lightly.

Both characters must agree to the Life Bond for the power to work and the character may only life bond with one other individual. Life bonding takes 1 week to be completed. The Life Bond power may not be activated until the bond is completely formed.

Death is the only means of severing the life bond. If one member of a life-bonded couple is killed, the surviving partner enters a near-catatonic state of shock for several days. After re-awakening, the partner grieves and readjusts to a solitary existence.

Any attempt to forge a new life bond in the future requires a much longer period of adjustment: 2 weeks for a second bond, 3 weeks for a third bond, and so forth.

 

Life Bonding Notes: