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For the solo adventures I am running I am primarily using 1st Edition rules with a few tweaks. I am using 2nd edition difficulty number ranges. Force Powers are mostly 2nd edition, dropping the Relationship modifier and reducing the difficulty of Enhance Attribute.
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Dodge / Parry
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Skill Roll Beats |
Attribute Increase |
Duration |
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5-13 |
+1D |
3 rounds |
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14-25 |
+2D |
2 rounds |
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26+ |
+3D |
1 round |
Telekinesis
Alter Difficulty:
Very Easy for objects weighing one kilogram
or less;
Easy for objects weighing one to ten
kilograms;
Moderate for objects 11 to 100 kilograms;
Difficult for 101 kilograms to one metric ton;
Very Difficult for 1,001 kilograms to ten metric tons;
Heroic for objects weighing 10,001 kilograms to 100 metric
tons.
Effect: This power allows the Jedi to levitate and move objects with the power of her mind alone.
Lightsaber Combat
Effect: Add SENSE to Lightsaber skill, Add CONTROL to Damage.
Dim Another’s Senses
Sense Difficulty: Easy, modified by proximity.
Alter Difficulty: Target’s control or Perception.
The attribute and skills are reduced as long as the power is kept up.
Effect: This power greatly reduces the Perception of the target character. If successful, reduce the character’s Perception and all Perception skills, depending upon the result.
| Alter greater than or equal to Control or Perception roll by |
Reduce Perception by |
| 0-5 | -1 pip |
| 6-10 | -2 pips |
| 11-15 | -1D |
| 16-20 | -2D |
| 21+ | -3D |
Affect Mind
Control Difficulty: Very Easy for perceptions; Easy for memories; Moderate for conclusions. Modified by proximity.
Sense Difficulty: The target's control or Perception roll.
Alter
Difficulty: Very Easy for slight, momentary misperceptions,
minor changes to distant memories, or if the character doesn't care
one way or another. Easy for brief, visible phenomena, for memories
less than a year old, or if the character feels only minor emotion
regarding the conclusion he is reaching. Moderate for short
hallucinations, for memories less than a day old, or if the target
has strict orders about the conclusion. Difficult for slight
disguises to facial features, hallucinations which can be sensed
with two senses (sight and sound, for example), for memories less
than a minute old, or if the matter involving the conclusion is very
important to the target. Very Difficult for hallucinations which can
be sensed by all five senses, if the memory change is a major one,
or if the logic is absolutely clear and coming to the wrong
conclusion is virtually impossible.
Effect: The target character's perceptions are altered so that he senses an illusion or fails to see what the user of the power doesn't want him to see
Battle Meditation
Rhis power can be kept up
Time to Use: 5 minutes.
Effect: Effect: Battle meditation has two possible effects. The Jedi can force her adversaries to abandon their assault and turn on each other, or she can alter the tide of the battle, strengthening her allies and at the same time weakening her enemies. Before initiating the power the Jedi must state which effect she wishes to use.


