SW Force Powers

# Force Powers

## **Amour**

 Duration: 5 minutes

Range: Touch

Requirement: INFLUENCE

Target becomes amorous towards character of the Adept's choosing, who is
 visible at the time of Power's use. Target's ARE NOT PHYSICAL, but s/he
 will have very strong feelings of affection towards the object of their
 AMOUR. Target will do whatever possible to win the favor and/or help
the object of their AMOUR.

Target does not have to agree with the suggestions from the object of
their AMOUR. They may even oppose them, if they think it is for the
object's safety and happiness (e.g. keeping a soldier out of combat so
they cannot get hurt).

Any suggestions contrary to the Target's nature will not be followed.
(No suicide, etc.) If Target is attacked by the Adept, Power is broken.

Droids are not affected by this power.

## **Awaken**

 Duration: Instant

Range: Touch

Requirement: SLEEP

Power allows Adept to awaken any Character that is under Force Power
SLEEP or naturally asleep or unconscious. Character will AWAKEN
immediately and be alert.

## **Befuddle**

 Duration: 1 min.

Range: Touch

Requirement: SENSE FORCE/DARK SIDE

Adept causes Target to become confused and unfamiliar with their
surroundings. The Target is NOT susceptible to suggestions (this will
only cause the Target to become even more confused).

Target simply does not understand with is being said, what is occurring,
 or who any of the characters are in the Target's vicinity. (This
includes identity of the Target as well.)

The Target can still defend but WILL NOT attack. Target can still defend
 themselves using the Force (based on instinct) but cannot attack.

## **Blend (Self)**

 Duration:As long as Target remains motionless

Range: Touch

Requirement:SENSE FORCE/DARK SIDE

Special Components: Green Cloth approx. 18" square

Counter: TRUE VISION

Power renders Adept able to be unseen, ONLY if Adept remains relatively
motionless. The power enables the Adept to BLEND in any environment. An
adept using TRUE VISION can detect the BLENDed Adept.

## **Blind**

 Duration: 5 min.

Range: Touch

Requirement:TRUE VISION

Power causes a Target to be unable to see. Only TRUE VISION can restore sight.

## **Choke (2PP)**

 Duration: Until Interrupted or Target is unconscious

Range: 10 ft

Requirement: INJURE

Power allows Adept to "invisibly" choke a Target's throat. Adept
gestures at single Target with dominant hand, as if slowly crushing
their neck. Target will be unable to do anything besides choke. If Adept
 continues uninterrupted for thirty (30) seconds, Target will be
unconscious. Target will be unconscious for sixty (60) seconds or until
attacked.

If Adept is attacked while using this Power, the effect is ended.

Use of this power will likely result in a DSP - Please see GM if used.

## **Command (2PP)**

 Duration: Until act is completed

Range: 10 ft

Requirement: TRUTH or INTERROGATE

Power allows Adept to give a Target a ONE word command. Target must
follow the command from the Adept as best interpreted by the Target.
(e.g. the command "kill" may cause the Target to attack the Adept) Must
be a command that the Target can do or act out. "Die" is an extremely
difficult action to follow.

## **Corrupt Area (2PP)**

 Duration: 5 min.

Range: 10 ft. radius

Requirement: DRAIN FORCE

Countered by: SHARE FORCE

Special Component: Roll of string, Masking Tape (etc) and Strip of Red Cloth.

The Power creates an area of Dark Force. No Jedi or those of the Light
Side of the Force can set foot within this area. If forced (no pun)
inside the area, Light Side Force users will suffer the effects of PAIN for every minute in the are.

After the Power is used, the Adept must visibly attach a strip of red cloth to indicate the Power is active.

SHARE FORCE will restore a CORRUPT AREA.

## **Deflect (Self)**

 Duration: 10 min\* or hit by Energy and/or FORCE BOLT

Range: Touch

Requirement: SENSE FORCE/DARK SIDE

Power allows Adept to DEFLECT one energy or blaster attack. This does
NOT included non-energy weapons such as slug throwers, thrown objects,
or primitive missile weapons.

If FORCE BOLT is used and hits Adept, the Adept may pick up the FORCE BOLT and choose a new target.

This Power CAN be used as a response to an attack.

## **Drain Force (2PP)**

 Duration: Instant

Range: Touch

Requirement: SENSE FORCE/DARK SIDE

Special Notes: \*Within power the term "Target Adept" signifies a character that is a user of the Force.

Adept must ONLY touch Target Adept\* While touching Target Adept, Adept
must state the spell "DRAIN FORCE" and count aloud "One-thousand ONE,
one-thousand TWO, one-thousand THREE," etc. For each number the Adept
reaches, the Target Adept loses that many Force Casting Points. The
Adept gains these Casting Points from the Target Adept to replenish
their own. The Adept cannot gain more Casting Points than their original
 amount.

The Power ends as soon as contact is broken. The Target Adept is not restricted by this Power can can break contact.

Use of this power on an unwilling Target Adept will likely result in a DSP.

## **Drain Life (2PP)**

 Duration: Special

Range: Touch

Requirement: DRAIN FORCE or SHARE FORCE

Power allows Adept to withdraw a Target's life essense. While touching
target, Adept must state the power "DRAIN LIFE" and count aloud
"One-thousand ONE, one-thousand TWO, one-thousand THREE," etc. For each
number the Adept reaches, the Target Adept loses that many Body Points.
The Adept gains these Body Points from the Target to replenish their
own.

The Adept cannot DRAIN more Body Points than the Target has. The Adept cannot gain more Body Points than their original amount.

The Power ends as soon as contact is broken. The Target is not restricted by this Power can can break contact.

Droids are not affected by this Power.

Use of this power will likely result in a DSP - please see GM if used.

## **Endure (Self) (2PP)**

 Exception: 1x / day

Duration: Instant

Range: Touch

Requirement: None

Power gives Adept caster TWO (2) extra Body Points. Once these two Body
Points are used, they cannot be regained. Power can only be cast on
themselves one time a day. Subsequent castings on self on that day will
be ineffective.

Adept CANNOT exceed a Total of 10 Hit Points.

## **Enhanced Senses**

 Range: 10 ft

Duration: 5 mintues

Requirements: SENSE FORCE/DARK SIDE

OOG Materials: Force Spectre

By focusing their senses, a Jedi can see and hear with greater clarity
than a normal person. Their immediate surroundings are tuned out while
they concentrate on seeing something in the distance or listening in
more attentively. The Adept can respond to their environment but major
actions (combat, using a Force Power, or rapid movement) will break the
ENHANCED SENSES.

OOG Mechanics: The Force Spectre acts as the remote eyes and ears of the
 Adept, listening or observing those nearby for up to 5 minutes. The
Spectre can then relay the conversation to the Adept or tell them what
they would have observed.

## **Exhaustion**

 Duration: Constant Until Resting for 1 min.

Range: 10 ft

Power causes Target (1 only, specified by Adept) to become extremely
fatigued until Target rests for 1 minute. While the target cannot fight
well enough to do damage, they can defend themselves. The target is too
tired to effectively fight with Force Powers or do anything that
requires manual dexterity.

## **Fear**

 Duration: 5 minutes

Range 10’

Target (1 only) must be identified by Adept. Target becomes very afraid
of the Adept , but can act consciously. They are able to defend, but are
 unlikely to attack.

Adept must specify what the Target is to be afraid of. (e.g. a Character, a bench, a campfire. etc.)

Droids are not affected by this power.

## **Feign Death**

 Duration: 30 minutes

Range: Touch

Requirement: SENSE FORCE/DARK SIDE

Through meditation, the Adept is able to slow all vital signs to nearly
non-existent. The target appears dead to the naked eye but some very
sensitive electronics may pick up the faintest trace of life. Power
remains until the target moves or time expires. The Target is not
immobilized or silenced by this Power. Adept must first immobilize the
Target if the Power is cast against the target’s will.

Attacks will not dispel FEIGN DEATH unless the Target moves. The Target
cannot use Force Powers while under the effects of the Power.

During the duration the target is aware of their surroundings (unless unconscious, sleeping, etc.).

Droids are not affected by this Power.

## **Flee**

 Duration: 30 seconds

Range: Touch

Requirement: HOLD

Power causes Target to run away from the Adept. Target must FLEE from
Adept. Target's only thought for the Duration is to get as far away as
possible from the Adept.

Droids are not affected by this Power.

## **Force Push**

 Duration:Instant

Range: 10’

Requirement: HOLD

Required Verbal Component: “Push!”

Power causes all character, except Adept, in a single direction to be knocked to the ground. No damage is caused.

The Adept must yell "Push" and hold one arm extended in the direction of
 the PUSH. All Targets in that direction are knocked back/to the ground.

## **Force Armor (2PP)**

 Duration: 5 minutes

Range: Self w/ Cloth

Requirement: Any 2 RESIST Powers

Marker: red cloth, approximately 18” square

Power creates a Force armour that protects Adept from all Physical and
Force damage causing attacks. Other powers still have effect. (e.g. COMMAND, INFLUENCE, etc.)

The marker must be held above the target’s head for the duration of the
spell. Adept's hands must remain empty (excluding marker) for the
duration of the Power. No other Powers can be cast for the duration of
this Power. Either of these actions will negate the spell.

## **Force Blast**

 Duration: instant

Range: 10’ radius

Required Verbal Component: “Force Blast!”

Power causes all characters, except Adept, within 10 foot radius to be knocked off their feet. No damage is caused.

Adept must yell "FORCE BLAST" while extending their arms away from the body.

## **Force Bolt (2PP)**

 Duration: instant

Range: thrown packet/spell ball

Marker: spell ball

Requirement: FORCE BLAST and INJURE

FORCE BOLT is Force energy that inflicts TWO points of damage on the
Target. Force Bolt must hit the Target to be effective, but does not
ignore Target's armor.

## **Force** **Hold**

 Duration: one minute

Range: touch

Requirement: SENSE FORCE/DARK SIDE

Power renders the Target of this power held immobile, but can still
speak. The target is not protected from an attack. Target will become
mobile immediately after being struck in an attack.

## **Force** Speed (Self)

 Duration: 10 seconds

Range: Self

Requirement: BLEND (SELF)

Special Components: Bright blue cloth 18" square

Power allows Adept to move at amazing speed. While moving, Adept is invisible and untraceable to most.

Bright Blue cloth must be held over head for duration of Power.

No other Powers may be cast by or against the Adept while they are moving.

Those with TRUE VISION will see those using FORCE SPEED.

## **Forget**

 Duration: one hour

Range: touch

Requirement: SENSE FORCE/DARK SIDE

Target immediately forgets a single, specific thing that the Adept
designates. Adept must inform the Target of their choice. After one hour
 the target will be able to recall what was forgotten.

## **Fumble**

 Duration: 10 seconds

Range: 10’

Requirement: HOLD

Target cannot pick up or hold anything in their hands. Anything held by the Target at the time of the casting must be dropped.

## **Heal (Others) (2PP)**

 Duration: instant

Range: touch

Requirement: HEAL (SELF)

Power causes damage to be removed from Target. Each time HEAL is cast,
the Target restores ONE Body Point. Target cannot surpass original
number of Body Points through the use of this Power.

If the Power is interrupted, no HEALING occurs.

Target should continue to role-play injuries, as they do not simply vanish. (i.e. they will be left sore, dizzy, tired, etc.).

Droids are not affected by this power.

This spell will cause one point of damage to most undead and spirits. (How? Try it sometime and see...)

## **Heal (Self)**

 Duration: instant

Range: touch

Requirements: SENSE FORCE/DARK SIDE

Power causes damage to be removed from \*Adept ONLY. Each time HEAL is
cast, the Adept restores ONE Body Point. The Adept cannot surpass
original number of Body Points through the use of this Power.

If the Power is interrupted, no HEALING occurs.

Adept should continue to role-play injuries, as they do not simply vanish. (i.e. they will be left sore, dizzy, tired, etc.).

Droids are not affected by this power.

## **Incite (2PP)**

 Duration: one minute

Range: touch

Requirement: FEAR

Power causes the Target to become angry, irrational, and violent.

\*Special: The Adept can direct the Target’s anger towards a specific
person or subject if they wish. The Adept can also choose to lessen the
effects of the power and cause the target to be generally foul tempered.
 If the Adept attacks the target, the power is broken.

The target will argue, disagree and oppose actions by any object of
their anger. Any suggestions contrary to the target’s nature will not be
 followed (i.e. no suicide, etc.).

Droids are not affected by this Power.

## **Influence**

 Duration: 5 minutes

Range: Touch

Description: Once affected, the target must change their decision or
opinion on the next issue that comes before them in conversation. The
target will act according to their new decision or opinion. If the new
decision or opinion is against the target’s nature, they will follow it
right to the moment of breaking their nature, then fail to perform the
action. This is your classic Jedi Mind Trick.

## Injure

 Duration: Instant

Range: Touch

Requirement: PAIN

Power causes Adept's hands to be surrounded by Force energy. This Power does not cause Adept any damage.

By TOUCH, the Adept causes TWO points of damage to any living creature. Once Adept touches ANYTHING, the Power is used up.

## **Interrogate**

 Duration: one question

Range: touch

Requirement: PAIN

Target has a choice; answer Adept's question posed to Target, as
truthfully as Target can OR suffer excruciating pain for 30 seconds and
take ONE Body Point of damage. Question must be phrased carefully.

Droids are not affected by this power.

## **Levitate Object**

 Duration: one minute

Range 10 ft

Requirement: FORCE HOLD

Special Component: Force Spectre

Power allows Adept to make a physical object rise up. (With the help of
their Force Spectre). Object will ONLY move in an up/down direction as
determined by the Adept.

## **Lie (Others)**

 Duration: 5 questions

Range: touch

Requirement: LIE (SELF)

Target can answer the next five questions posed to them (by anyone)
falsely, revealing NONE of the true answer. The false answers should be
believable. This will work under duress or when mind-influencing drugs are used.

Use of TRUTH Power will negate one of the LIES

Droids are not affected by this power.

## **Lie (Self)**

 Duration: special

Range: touch

Counter Spell: TRUTH

Description: The target can answer the next five questions posed to them (by anyone) falsely, revealing nothing of the true answer. The false answers should be believable. This will work under duress or when mind-influencing drugs are used.

 This can counter TRUTH or INTERROGATE.

## **Lightsaber Defense**

 Duration: Length of Combat

Range: Self

Requirement: SENSE FORCE/DARK SIDE

Special Component: Lightsaber

This power allows Adept to control and wield a single bladed lightsaber
without injury to self or others; this is for defensive blocking and
maneuvering only. The Adept is unable to return blows; they can only
block incoming attacks. An Adept using Lightsaber Defense who makes an
accidental strike can call 'No Effect' when a blow is landed so their
opponent knows not take damage.

## **Lightsaber Manipulation (2PP)**

 Duration : Instant

Range: Self

Requirement: LIGHTSABER THROW

Special Component: Lightsaber, Force Spectre

The Adept is able to split their concentration so that their Lightsaber
is animated through Telekensis. The manipulated saber is able to both
block and defend against one specific target; it cannot perform any
killing-blows. Once the target is down the saber will remain at its'
position until the Adept calls it back with a second use of LIGHTSABER
THROW. If the Adept is out of Force Points, they will have to physically
 retrieve their saber. If the Adept loses consciousness or falls under
any mental manipulation, the Manipulated Saber will lose animation and
drop to the ground.

## **Lightsaber Offense**

 Duration : Length of Combat

Range: Self

Requirement: LIGHTSABER DEFENSE

Special Component: Lightsaber

This power allows Adept to control and wield a single bladed lightsaber
without injury to self or others; they are able to both defend AND
attack with this ability.

## **Lightsaber Slice (2PP)**

 Duration : Instant

Range: Self

Requirement: LIGHTSABER DEFENSE

Required Verbal Component "SLICE"

Special Component: Lightsaber

Upon a successful hit, the Adept is able to call SLICE against a
target's weapon or armor, effectively destroying it. The weapon/armor is
 useless until it has been properly repaired.

SLICE will not work against certain prepared materials or metal alloys, in addition to other lightsabers.

## **Lightsaber Style (2PP)**

 Duration: Instant

Range: Self

Requirement: LIGHTSABER OFFENSE

Special Component: Lightsaber (Special)

This Power allows Adept to control and wield any ONE special, specific
lightsaber style (i.e. double-bladed, multi-bladed, extended-blade,
dual-wield) without injury to self. All special lightsabers must be
approved by GM before use in game.

## **Lightsaber Throw (2PP)**

 Duration : Instant

Range: Self

Requirement: TELEKINESIS and LIGHTSABER OFFENSE

Special Component: Lightsaber, Force Spectre

The Adept is able to throw their lightsaber and attempt to land a SINGLE strike against one target of their choosing.

This can be used against objects as well as live targets. The target can
 block the incoming blow. At the completion of the attempt, the
lightsaber will return to the Adept.

## **Meditation Trance (2PP)**

 Duration: Special–Pre-Determined (5 minutes minimum)

Range: Self

Prerequisite: FEIGN DEATH

The Adept tunes out the material plane around them and focuses solely on
 the Force for a pre-determined length of time. 5 minutes, 10 minutes,
etc. While in a meditation trance, the Adept is more in tune with the
Force and more receptive to sensing the feel of an area’s latent Force
reading (like Commune with Nature from Xaria). The Adept also recovers
FP at an increased rate of 1 per 5 minutes as opposed to 1 per 15. The
adept's vital signs slow to nearly non-existent and they appear as
though 'dead' to most.

While in the Trance, the Adept is unaware of the world around them. A
battle could be raging by and they would not notice. The Adept is
oblivious to any conversations or actions taken while they are in the
trance. An Adept CANNOT bring themselves out of the trance early without
 some kind of assistance; being attacked, shaken awake for 30 seconds,
the AWAKEN Force Power, PROJECTIVE TELEPATHY, or major disturbances in the Force.

## **Pain**

 Duration: one minute or until attacked

Range: touch

Requirement: SENSE FORCE/DARK SIDE

Target is engulfed in indescribable pain. This pain covers the entire
body. The target cannot flight, flee, use Force powers, or escape the
pain. They can only writhe in agony. If the target is attacked, the
power dissipates.

Learning this power does not give a Dark Side Point, but use of it most likely will.

## **Poison**

 Duration: one hour

Range: touch

Requirement: INJURE

Power poisons the target’s blood, causing them to suffer excruciating
pain. Target loses one BP every 15 minutes for one hour. These lost BP
cannot be regained by any means until PURIFY BLOOD has been cast or the
duration ends.

## **Postcognition (2PP)**

 Exception: 1x/day

Duration: Instant

Range: Touch

Requirement: TRUE VISION

Power allows Adept to read an object or area in order to tell what
events have happened in the very reason past. This information is not
specific in nature and can be confusing to the Adept. Note: Use of this
power requires that the GM know of all characters that have it before
day of the game so that information can be provided.

## **Precognition (2PP)**

 Exception: 1x/day

Duration: Instant

Range: Touch

Requirement: POSTCOGNITION

Power allows Adept to read and object or area to tell what events may
happen in the future. This information is not specific in nature and can
 be confusing to the Adept. Note: Use of this power requires that the GM
 know of all characters that have it before day of the game so that
information can be provided.

## **Projective Telepathy**

 Range: Line of Sight/Emotional Bond

Duration: 10 Seconds

Pre-requisites: RECEPTIVE TELEPATHY

OOG Material: Force Spectre/GM

The Adept can project a short message or picture image into the mind of a
 target. The target must be visible to the Adept or have formed an
emotional bond with them and be within reasonable proximity. The Adept
must voice the message aloud in order to project it. The message is then
 heard in the Adept’s own voice only by the target. The Target is not
able to respond unless they ALSO have Projective Telepathy or the Adept
spends an additional Force Point to use 'RECEPTIVE TELEPATHY' at the time of casting.

OOG Mechanics The target will ‘hear’ the voice of the Adept within their
 head, allowing them to identify who is sending messages, with the Force
 Spectre stating who the message is from. If the Adept is unknown to the
 target, the Force Spectre can specify ‘male’ or ‘female’ sending the
message. The Spectre can also provide emotional indicators, i.e ‘he was
worried, she said it calmly, he sounded menacing’

If the Adept is sending an image, the Spectre will describe the image or
 allow the target a quick glimpse at an object or document.

If the Target is sending a message back via PROJECTIVE TELEPATHY or the Adept pre-casts RECEPTIVE TELEPATHY, the Force Spectre can provide a reply.

## **Purify Blood (Others)**

 Duration: instant

Range: touch

Requirement: PURIFY BLOOD (SELF)

Power cleanses the Target’s blood of all potions, powders, poisons,
alcohol, or any other blood related maladies or benefits. This power
does not restore lost BP, but it will cure in-game hangovers!

Droids are not affected by this power

## **Purify Blood (Self)**

 Duration: instant

Range: touch or potion/powder dose

Requirement: HEAL (self)

Power cleanses the Adept's blood of all potions, powders, poisons,
alcohol, or any other blood related maladies or benefits. The power does
 not restore lost BP, but it will cure in-game hangovers!

## **Receptive Telepathy**

 Duration: Instant

Range: 10 ft

Requirements: COMMAND

Power allows the Adept to 'read' the surface thoughts/emotions of a single living Target. This takes the form of either reading the emotions of the Target (i.e. Angry, Sad, Worried, Nervous) or if the Target is being honest or not.

If the Target has the ability to block mental influence, the Adept will be told "they cannot sense anything".

Droids are not affected by this power.

## **Recollection**

 Duration: one hour

Range: touch

Requirement: COMMAND

Power allows the Adept to install one specific false memory into the
mind of the Target.The Target will remember one specific thing the Adept
 delineates. The RECOLLECTION must be described in a single verb
sentence

"A krayt dragon chased you into the Jundland Wastes" - Would work.

"A krayt dragon took your lightsaber, crushed your landspeeder, then
chased you into the Jundland wastes" - would not work, because it
contains 3 verbs.

If the Adept attempts to place a recollection of an act that is against
the very nature of the target or of something completely impossible, the
 Power fails. Otherwise, the Target's other memories will fall in line
with the affixed RECOLLECTION

RECOLLECTION does not counter FORGET.

Droids are not affected by this Power,

## **Repulse**

 Duration: Concentration

Range: 10’

Requirements: FORCE BLAST

Power creates a 10’ radius barrier around the caster that no creatures
can pass through. Anyone closer than 10’ at the time of casting is
pushed away from the mage. Projectiles and Force Powers can pass through
 the barrier. Adept must hold arms outstretched and continue to repeat
the word “repulse”.

As soon as the Adept stops saying the word “REPULSE" the Power is
broken. The Adept cannot engage in combat or use any other Powers while
repulse is active.

This power does not affect spirits or other intangibles.

## **Resist Influence (Self)**

 Duration: 10 min, or Use of Mental Force Power

Range: Self

Requirement: INFLUENCE

Power allows Adept to resist ONE mind-influencing Force Power. This
Power must be 'activated' prior to the Force Power being used on the
Adept.

This power works against AMOUR, BEFUDDLE, COMMAND, FEAR, FLEE, INCITE, INFLUENCE, PROJECTIVE TELEPATHY, RECEPTIVE TELEPATHY, RECOLLECTION.

The effectiveness of the resistance is the GM's discretion.

## **Resist Pain (Self)**

 Duration: Instant

Range: Self

Requirement: PAIN

Power allows Adept to ignore ONE attempt to inflict pain. This power may
 be used in reaction to a Physical or Force Power attack against the
Adept.

This includes PAIN AND INTERROGATE

The effectiveness of the resistance is at the GM's discretion.

## **Resist Unconsciousness (Self)**

 Duration: Instant

Range: Self

Requirement: AWAKEN

Power allows Adept to remain conscious against ONE attempt to render
unconsciousness. This power may be used in reaction to a physical or
Force Power attack against the Adept.

The effectiveness of the resistance is at the GM's discretion.

## **Sense Force/Dark Side**

 Duration: Instant

Range 10 ft

Requirement: None

Power enables Adept to sense the presence of any Force-use within a 10 ft radius.

Those Targets affected by this Power will glow with a Force aura,
allowing the Adept to tell which characters are Light side or Dark side.
 Power enables Adept to be able to DETECT if someone is under the
influence of a Force Power or if a Force Power has been cast upon a
Character.

Power will also reveal whether objects were created using Force powers.
Items will glow with a Force aura. For an item that is hidden from view,
 the area in which it is concealed will glow with a Force Aura.

## **Share Force (2PP)**

 Duration: instant

Range: touch

Requirement: SENSE FORCE/DARK SIDE

Special Note: Force Points can ONLY be shared with those that can wield the Force.

Power allows Adept to give ONE Casting Point to another Force User. To
give the Force User ONE Casting Point, the Adept must spend ONE Casting
Point to cast SHARE and must either give up ONE of his/her Casting
Points or Body Points to complete the spell.

Target cannot gain more than their normal maximum for Casting Points.
Adept cannot SHARE Casting Points if he/she does not have enough Casting
 or Body Points available.

## **Shift (Self)**

 Duration: 10 sec\*

Range: touch

Requirement:FORCE SPEED

Marker: blue cloth, approximately 18” square AND a bright green cloth 18" square

Power renders one target invisible, intangible, and untraceable while
moving. The markers must be held above the target’s head for the
duration of the spell. No other Powers may be cast by or against the
Adept while SHIFTING. TRUE VISION does NOT work against SHIFT.

\*The duration cannot be shortened or lengthened by any means.

## **Silence (2PP)**

 Duration: 5 minutes

Range: touch

Requirement: SENSE FORCE/DARK SIDE

Marker: orange cloth, approximately 18” square

Target cannot speak nor utter any sound whatsoever. This includes
playing instruments. No sound will emanate from that person’s immediate
area.

An Orange Flag may be given to the target to make others aware that
he/she is unable to make any sounds (including noise from walking, etc.)

Target can use Force Powers while under SILENCE, with the exception of voice-based Powers.

## **Sleep**

 Duration: 5 minutes or AWAKEN

Range: touch

Requirement: STUN

Target immediately falls unconscious.. Target can be awakened by shaking
 while shouting at the Target to wake up. This procedure will take 20
seconds for the Target to wake. Upon being attacked, the Character wakes
 up immediately.

## **Stun**

 Duration: 1 minutes or AWAKEN

Range: touch

Requirement: SENSE FORCE/DARK SIDE

Target immediately falls unconscious. Target can be awakened by shaking
while shouting at the Target to wake up. This procedure will take 20
seconds for the Target to wake. Upon being attacked, the Character wakes
 up immediately.

## **Suppress Force**

Duration: 30 minutes
Range: touch
Prequisite: Sense Force/Dark Side
Counter Spell: True Sight

Description: This spell suppresses the target’s Force aura and hides both the natural glow that all Force Users radiate when they are seen with detect Force, as well as the evil aura that Dark Jedi  radiate when seen with detect Dark Side. Suppress aura is a fragile illusion. Any use of the force cast by the target will dissipate the suppression.

Suppress aura is NOT detectable as a Power. If detect Force is cast upon a target under a suppress Force spell, they will appear as a Force Sensitive without any powers. A character under the effects of True Sight who then casts Detect Force will see through this illusion. This spell cannot be a counter to Detect Force; it must be pre-cast.

The target of this spell must be a person, it will not function to disguise the Force aura of an object.

## **Telekinesis (2PP)**

 Duration: Until object reaches destination

Range: 10 ft

Requirement: LEVITATE OBJECT

Special Component: Force Spectre

Power allows Adept to make a Physical object move (with the aid of a
Force Spectre) Object will move in any direction as determined by the
Adept.

## **True Vision (2PP)**

 Duration: 5 minutes

Range: line of sight

Requirement: SENSE FORCE/DARK SIDE

Power allows Adept to see creatures that are veiled from normal view
(i.e. polymorphed, illusory, invisible, blended, etc.). Things will
appear as they were before they had the Power cast upon them.

## **Truth**

 Duration: 1 question

Range: touch

Target must answer Adept's question posed to them as TRUTHFULLY as they
can. The question, therefore, should be phrased carefully.

## **Understand Creature**

 Duration: 5 minutes

Range: 10’

Requirements: SENSE FORCE/DARK SIDE

Power allows the Adept to speak with all monsters\* within range. Adept
will be able to understand the creatures, and the creatures can
understand the Adept. The monsters are not obligated to talk, nor must
they answer truthfully.

\*The GM has the right to decide whether monsters understand Adept and/or may be understood by Adept.

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