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|
Force Powers
|
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:
| |