Powers:

Telekinesis (basic) [pumpable]:  Allows you to make inanimate objects move using your mind.  Every object has an intrinsic difficulty to move, mostly determined by size, but also by whether or not you can tell where it is, and how far away it is.  Spend 1 point of magic per point of challenge you want to make, up to [skill level].   Difficulty class is increased by 1 if you want to move the object extremely quickly or forcefully.  You must spend an additional 1 point of magic per round you keep it up in the air. 

Limitations:  If the object weighs too much (about 300 pounds) DC jumps by 3.  If it weighs too little (about golfball or smaller) DC jumps by 3.  If it's not solid, DC jumps by 3.  If it's on a person, the person's physical defense comes into play.  Use the related booster skills to overcome these difficulties when they become available.

Related Skills:
TK list

Lightsaber Parry (DEFENSIVE SKILL):  Allows you to block incoming missile weapons with your lightsaber.  Small chance (challenge of -2 versus their phys def.) of hitting one random enemy with the blast.  Your defense against such attacks is increased by [skill level] and may be pumped up to [1.5 * skill level, rounded down] by spending 2 pts magic or 1 pt speed to improve your challenge level by 1.  Lightsaber must already be in hand but not necessarily ignited.

Related Skills:
Anticipation

Anticipation [pumpable]:  The ability to know what's going to happen a split second before it happens.  Under ordinary situations, your initiative gets a + [skill level/4 rounded down] bonus.  Spend 2 mag. up to [skill level/2 rounded down] times to boost your initiative.  Maintainance- You must recast every round.  This gets expensive.  You may increase your level of Anticipation at any time as a free action.

For every three points of initiative gained by Anticipation, you get a +1 to lightsaber skills and dodging if you use them.

Related skills:
Luck
Perception List

Empathy:  Allows you to get in the shoes of another living creature.  Gives an insight into what thoughts might logically follow from its current thoughts.  The same works in reverse, other creatures will understand you more.  Spend up to [skill level/2] points of magic to get you a challenge level of [skill level] versus target's resist mind.  If your challenege succeeds, you'll get some basic mental state information, and all of your subsequent mind skill challenges versus this target are at +1.

Sense Emotion:  [pumpable] Allows you to learn the emotions of the target.  Basic DC is 1 + target's mind resistance.  You may accrue additional DC penalties for: Trying to sense hidden emotions +1, Trying to sense all emotions +1, Trying to sense the reasons behind emotions +1, Subconscious emotions +2.  Target not in line of sight +1.  Those stack if you're trying to do all at once.  Spend 1 magic per challenge level up to [skill level].

Machine Empathy: Allows you to get into the shoes of a machine.  Make a challenge versus the machine's resist mind + 2.  If you succeed, you can use any mind power versus the machine like it was a living creature.  Gives +1 to all machine empathy list skills used on that target.

Repair (pumpable): Repairs a machine.  If a machine is a droid, heals [challenge level/2] hitpoints.  DC is determined by complexity of machine or droid (you can find out the DC with Machine Empathy.  Spend 2 mag per level of challenge up to skill level.

Related Skills:
Machine Empathy List

Illusion [pumpable]:  Allows you to change the sense-perceptions of one living target (does not affect machines).  Challenge is made against target's mind resistance +2.  Depending on the type of illusion, you may incur penalties to your challenge for difficult illusions:  -2 for illusion being very complex. -1 for each sense affected beyond the first.  -1 for illusion being sustainable without victim realizing it's an illusion.  Choose the worst penalty of the following that apply: -0 affects smell -1 affects taste, sound, -2 affects sight, -3 affects touch.  May spend 2 mag. points per level of challenge desired up to skill level.  Note this is a hard skill to make useful- you'll have to spend a lot before you can make big illusions.  Maintainance: 2mag. per minute

Related Skills:
Mind List

Premonitions:  When it is possible to have a bad feeling about this, the DM makes a silent challenge against the player's premonitions skill.  If that challenge succeeds, the player has a premonition.  The DM may also make a silent challenge which, if it fails, gives the player a false premonition.  By spending 1 mag./level/15 min's you can boost premonitions up to double its normal value.

Child skills:
Perception List
Luck

Clairvoyance [pumpable]:  The ability to project your senses outside your body.  Requires preparation to fall into a clairvoyant trance- 15 - [difficulty level] minutes.  Range of travelling is approx. 8 * 2 ^ [difficulty level] meters.  Must spend [skill level] mag. to initiate the trance, and then 1 more for each minute in the trance.  In areas near people with mental resistance, must challenge against their mental resistance + [difficulty level].  To initiate trance, succeed in a challenge of [amount you spent] vs. [difficulty level of journey].  Normally you sense with sight only.  Difficulty increases by 1 to add sound and another 1 to add all other senses.

Related skills:
Perception List

Personal Telekinesis [pumpable]:  Modifies telekinesis.  Allows a challenge to be made when using TK on an object under the influence or being touched by another person.  Add both TK skills together (must spend for both), and make challenge against opponent's body resistance plus natural TK challenge.  1 mag. per level of TK used.  Must rechallenge against body each combat round.

Related Skills:
TK list

Second Sight "Enhanced Senses" [pumpable]:  When used passively, gives visual information that can see through obstacles for 4 feet per level.  When used actively, spend 1 point per extra 4 feet, up to level.  Information includes infrared and UV, plus a sense of where the Force is and isn't strong.  Make a challenge to mind to see through a person.

Related skills:
Perception Skills

Hindsight:  The ability to see what has happened to an object, person, or place in the past.  (example:  The Emperor died here.)  Passively:  you make silent challenges vs. the DM at [skill level] to detect important past phenomena that occurred where you are.  Actively you can make a hindsight query about an object.  Requires a short trance, spend 2 mag. per level to challenge vs. a difficulty constant.  Cannot retest unless something significant changes.

Related skills:
Perception List

Diagnosis:  The ability to recognize a disease and know about it.  Makes challenge versus an obscurity constant.  If someone doesn't want to be diagnosed, they can put a -(resist body + resist mind /2) against the skill.

Related Skills:
Perception List

Resist mind, body, meta, perception [pumpable]:   Give a bonus of 1 per 2 mag. spent to the appropriate skill.  Must be spent with each challenge.  Can only spend [skill level] magic points before the [pumpable] penalty sets in.

Related skills:
Other resists

Healing Trance [pumpable]:  Go into a trance, which heals up to [skill level] HP of damage in that many minutes.  Spend 3 mag. per level.

Related skills:
Healing List


Luck: Whenever you do anything where something unlikely but good can happen, the DM makes a luck challenge.  Luck gives you a bonus of +1/2 rounded up per level of luck in all of those challenges.  So you can find the right datacard in a stack of thousands.  Whee!  But this doesn't protect you from getting shot.  Sorry, that's skill.  Unless the GM feels like it's luck.

Related skills:
Anticipation
Premonitions

Lightsaber Throw [pumpable]:  You throw your lightsaber, and it flies through the air, guided by your telekinetic hand.  Makes your lightsaber a ranged weapon.  Without the skill, the DC is at +3.  With the skill, DC is enemy's body def + 2.  Dodging is only half-effective versus this skill.  Your initial challenge is 2 mag. per challenge level up to skill level.  You can also increase the amount of damage for a DC penalty of 2, and then cancel that penalty by spend 2 str, up to skill level or burst, whichever is less.  You can't use strength if you want the lightsaber to stay in the air.  Base damage is 3 pts.
Jedi Powers:
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