StarWarsFinder: A Star Wars Total Conversion for Starfinder

By Steve “Whiskey” Wilson

Gameplay Changes | Species | Classes | Feats | The Force System | Equipment

A Total System Overhaul

This began as a Force-casting system overhaul for SW5e but, despite the name, I realized that SW5e just wasn’t the best fit for a Star Wars game. The main reason for this is that SW5e tries too hard to be D&D with Star Wars nomenclature than it tries to actually be Star Wars. Everything in SW5e feels like D&D, from the mechanics to how the classes function, with only the setting and storytelling making a typical SW5e game feel anything like Star Wars at all. That said, SW5e is excellent for what it is: D&D 5e with a Star Wars skin. SW5e is superb because D&D 5e is superb, but it isn’t truly Star Wars.

This total conversion builds upon the excellent StarFinder system, using its dice mechanics and character sheets. The classes, feats, items and the entire spellcasting system are all replaced with elements designed to represent Star Wars as closely as possible. The end result feels very different from StarFinder. This isn’t just another SW5e, this is Star Wars!

You’ll require the StarFinder rules, at least the SRD, in order to understand our system.

Gameplay Changes

For non-Maledictae players, this section is optional. We prefer to run gritty, realistic, more grounded games and have a selection of “house rules” to facilitate this. Star Wars is best played in a very grounded game world, so you should consider using these for your games as well.

Critical Injuries: Death & Dying System Overhaul
This is a system we’ve been using across multiple game systems for the past year and it returns significant tension and challenge back into modern d20 combat systems. This is inspired by the Year Zero Engine’s death system, so all credit goes to the good folks at Free League Publishing.

The concept is simple: When you drop to 0 hit points, the Game Master rolls on the Critical Injury table. On this table are a variety of potential outcomes, some minor, some deadly. The table is weighted in such a way that the deadlier outcomes are less likely to happen, but it means that there’s always an element of risk to every encounter. In addition, when you drop to 0 hit points, you gain the Broken condition (this replaces Dying). While Broken, you can only crawl (which is Prone movement at half of your speed) and communicate (through gritted teeth, in most cases!), but can take no other actions. The Critical Injury you sustain has a fixed healing period determined at the the time it is gained and can only be healed naturally.

Alleviating the Broken condition works similar to the rules for Stabilizing in StarFinder (Starfinder Core Rulebook pg. 250) with the following changes:

  • First Aid: You can alleviate the Broken condition from a character with a DC 15 Medicine check. On a success, the character regains 1 HP and is no longer Broken.
  • Healing: You can alleviate the Broken condition from a character with any sort of healing.
  • Using Resolve Points only has one option, which works the similar to “Stay in the Fight.” You can spend 1 RP at the beginning of your turn to regain 1 HP. You are no longer Broken and can take the rest of your turn as normal.
  • A variation of the Long-Term Stability option is also still in play: After 1 hour elapses, you must attempt a Constitution check. If the result of this check is 20 or higher, you regain 1 HP and are no longer Broken. You may repeat this check every hour. After 8 hours, if you are still Broken but have not died, you regain 1 HP per character level, as if you had a full night’s rest and are no longer Broken.

No Resurrections
This is a soft rule, as resurrections of a sort are technically possible within Star Wars lore. Gone are the “wave a magic wand and spend some money” forms of resurrection common in modern d20 games. What remains is the capacity to transfer consciousness from one’s original body to that of a host, usually a clone prepared specifically for the purpose. This is a Force-empowered ability and quite high level, but it is technically possible (see the Force rules for more details). While not technically resurrection, there are many examples of characters being rescued from the very brink of death and essentially turned into cyborgs – another thing to consider.

Exertion
When the outlook of a situation looks grim, players might want to have their character attempt to go above and beyond, fuelling their endeavours with their own vitality by exerting themselves.

Once per round, when a character makes an ability check, attack roll, or saving throw, the character can roll 1d10 plus their Constitution modifier, adding the result to the roll they wish to exert. Alternatively, on their turn, the character can roll 1d10 plus their Constitution modifier, and increase their speed by 5x the amount rolled (in feet) until the end of their turn. The character must declare an exertion before they roll any dice.

When a character exerts themselves, they immediately lose stamina points equal to the amount rolled, which cannot be reduced or negated in any way. Doing so may drop a character below 0 stamina points and into their hit point pool. If this damage would reduce the character to 0 hit points, they become Broken but do not incur a Critical Injury.

Cinematic Advantage
This rule was written by Sly Flourish and works as follows:

Injecting cinematic advantage into your game is all about offering deals; trading in-world fiction and a skill check from players for advantage on their next attack. This helps draw players out of the mechanics of their characters and into the story of the situation itself.

Most of the time the transactions of cinematic advantage comes down to the following:

  • While describing the situation, the DM describes interesting features in the area.
  • The player describes how they want to use a feature to get a cinematic advantage.
  • The DM determines what attribute and skill (or skills) might be used to accomplish the feat and how difficult it is on a scale of DC 10 to 20. Tell the player what the DC is and what penalty they face if they fail so they can make an informed choice.
  • The player rolls the check as part of their move or action. On a success, they get advantage on their next attack. On a failure something bad happens depending on what they tried, often falling prone.

Species

Star Wars is home to hundreds, if not thousands of species and many of them have been playable throughout the various RPGs. Each species entry contains a brief description sourced from Wookieepedia and the mechanical features available to them. Every species is mechanically defined by the following: ability modifiers, initial hit points, and special features. Unlike other game systems, such as StarFinder itself, our species list makes zero attempt to balance the species against each other – some are just better at certain things than others. The following species are available in this conversion (and more can easily be adapted):

Human

Humans, or Homo sapiens, are the galaxy’s most numerous and dominant sentient species with millions of major and minor colonies galaxywide. Believed to have originated on the galactic capital of Coruscant, they can be found anywhere, engaged in many different pursuits. Since Humans are the most common sentient species, they are often considered to be a standard or average to which biology, psychology and culture of other species is compared.

Ability Modifiers: +2 to any one ability score.
Hit Points: 4
Size & Type: Humans are Medium humanoids and have the human subtype.
Special Feature: Bonus Feat – Humans select one extra feat at 1st level.
Special Feature: Skilled – Humans gain an additional skill rank at 1st level and each level thereafter.

Rodian

Rodians are a reptilian humanoid species native to Rodia in the Tyrius system. Highly recognizable due to characteristics in facial structure and skin pigment, Rodians are infamous for their violent culture, which springs from the difficulties of life in the jungles of their homeworld. Though they are often relegated to the fringes of galactic society as bounty hunters or criminal henchmen, Rodians are not merely simple-minded thugs. The Rodian people manage to produce artists, merchants, and politicians who are found even among the upper classes of the Core Worlds.

Ability Modifiers: +1 Dex, +1 Wis -2 Cha
Hit Points: 4
Size and Type: Rodians are Medium humanoids, and have the rodian subtype.
Special Feature: Infrared Vision – Rodians see into the infrared spectrum, allowing them to see heat. This is subject to the same limitations as infrared optics but effectively allows for vision out to 60 feet in the dark.
Special Feature: Blindsense – Rodians have a pair of saucer-shaped antennae on their heads, which serve to detect vibrations. This allows Rodians to detect vibrations in their air, with a range of 30 feet.
Special Features: Pheromone Excretion – Rodians exude a pungent, musky aroma, an oily pheromone excretion that serves to moisturize the skin and attract potential mates. Most other species find this aroma repulsive. When interacting with other Rodians within 30 feet, Rodian characters have Advantage on all social rolls. When interacting with non-Rodians within 30 feet, Rodian characters have Disadvantage on all social rolls.

Twi’lek

Twi’leks are an omnivorous humanoid species originating from the planet Ryloth. Their distinctive features include colorful skin, which varies in pigment from individual to individual, and a pair of shapely prehensile tentacles that grow from the base of their skulls. The tentacles, called “lekku,” are advanced organs used for communication and cognitive functions. Twi’leks possess a fairly standard humanoid vocal structure and are capable of learning most alien languages; however, they often prefer their native language of Twi-leki, which incorporates subtle movement of the lekku. When they wish, they can even communicate in secrecy using their lekky. Twi’lek females are often used as slaves or dancers because of their beauty.

Ability Modifiers: +1 Dex, +2 Cha
Hit Points: 4
Size and Type: Twi’leks are Medium humanoids, and have the twi’lek subtype.
Special Feature: Lekku Communication – Twi’lek are able to utilize their prehensile lekku to communicate with other Twi’leks in secret. Those communicating must be able to see each other.
Special Feature: Natural Beauty – Twi’lek females are prized for their beauty. Female Twi’leks receive a +2 situational bonus on all skills where their beauty could be an influencing factor.

Zabrak

The Zabrak, also known as Irodonians when referring to the Zabrak who came from Iridonia, are a carnivorous near-Human species native to Iridonia, a planet located in the Mid Rim known for its inhospitable terrain and fierce predatory life. They are a species known for having a fierce sense of self-determination and an equally dominant need for independence. Zabrak possess a series of vestigial horns that crown the heads of both males and females, which grow at puberty in varying patterns.

Ability Modifiers: +2 Con, +1 Wis
Hit Points: 5
Size and Type: Zabrak are Medium humanoids, and have the zabrak subtype.
Special Feature: Second Heart – Zabrak possess a second heart. Zabrak characters trigger two rolls when receiving a Critical Injury and may choose between the outcomes.
Special Feature: Pain Resistance – Zabrak are naturally resistant to pain. Zabrak characters have advantage on any roll made to resist the effects of pain.

Bothan

Bothans are furry mammalian humanoids of small stature, standing about 1.5 meters (5 feet) tall on average. Bothans vary in facial appearance and body structure, exhibiting canine, feline and even equine features. They are known for being master politicians and spies, craving intrigue and subterfuge.

Ability Modifiers: -1 Str, +1 Int, +1 Wis, +1 Cha
Hit Points: 3
Size and Type: Bothans are Medium humanoids, and have the bothan subtype.
Special Feature: Wrendui – Bothans possess the ability to communicate emotions and intent through a subtle rippling of fur and other body language, allowing them to communicate in secret with other Bothans.

Sullustan

Sullustans are a diminutive species of near-Humans from Sullust. As skilled pilots and navigators, Sullustans, also known as Bomewrights, are common sights for spaces. Sullustans are distinguishable for heir almond-shaped black eyes, facial jowls called dewflaps and large, round ears. They stand between 1 and 1.8 meters (3 to 6 feet) tall.

Ability Modifiers: +2 Dex, +1 Con
Hit Points: 4
Size and Type: Sullustans are Medium humanoids, and have the sullustan subtype.
Special Feature: Subterranean Adaptation – Sullustans evolved in the underground of their planet, their wide earlobes providing excellent hearing and large eyes providing exceptional low-light vision. Sullustan characters can see in the dark out to 60 feet and have a +2 racial bonus to the Perception skill.
Special Feature: Sullustan Constitution – Sullustans are naturally resistant to the effects of poisons. Sullustans have difficulty becoming drunk, and do not suffer hangovers. Additionally, Sullustans characters receive a +2 situational bonus to all rolls made to resist the effects of ingested poisons.
Special Feature: Natural Pathfinder – Sullustans have an exceptional innate sense of direction, able to navigate a path after seeing a map only once. Sullustan characters have Advantage on all rolls made to navigate, whether on land or in space.

Cerean

Cereans are a sophisticated and cultured humanoid mammalian species hailing from the planet Cerea in the Mid Rim. They are famed for their extraordinary thinking abilities, made possible by large binary brains housed in tall tapering heads, enabling them to focus on many things at the same time. Aside from this unique feature, Cereans are physically similar to humans, although they each possess two hearts, which supplies extra blood circulation to support their brains.

Ability Modifiers: +2 Con, +2 Int
Hit Points: 4
Special Feature: Second Heart – Cereans possess a second heart. Cerean characters trigger two rolls when receiving a Critical Injury and may choose between the outcomes.
Special Feature: Binary Brain – Cereans are able to maintain concentration even in the most arduous circumstances. Cerean characters are able to attempt to maintain concentration even when taking damage or in harsh environments. To do so, make an Intelligence ability check against a DC of 10 + the damage received. On a success, concentration is maintained.

Other Species

As stated above, there are many species in Star Wars. If you wish to play one of the rarer species, collaborate with the Game Master to create an entry the follows the same basic principles as the ones listed here. The features for your species should be based on the actual lore, with a focus on accurately depicting that species in Star Wars and less so on maintaining balance with the other species. Remember: Nature isn’t fair.

A Note on Species Selection
Players have various reasons for wanting to play aliens, but the #1 reason is because they feel that humans are somehow boring and that they can create a more unique or memorable character if they’re an alien. This is rarely so. How interesting a character is depends entirely on their personality, not how they look (something I wish people paid more attention to in the real world, as well!). How a character treats other characters and interacts with the game world will prove to be the most memorably aspects, not how many tentacles they have or the colour of their flesh.

Classes

As with the original StarFinder rules, your character’s class represents their field of expertise, whether they’re a battle-hardened soldier of one of the many factions, a spacer trying to eke out a living, or a wielder of the Force. Your class grants a number of abilities – these could be the result of formal training or honed talent. Your class also determines your Hit Points, Stamina Points, weapon and armor proficiencies, class skills and skill ranks per level, and base attack and saving throw bonuses.

Your class is the single most important factor in determining the mechanical abilities of your character – the chassis upon which everything else is constructed. At the same time, however, each class has the potential to spawn an infinite number of characters depending on the choices you make, both rules-wise and, far more importantly, in terms of your personality and the story you want to tell.

Each class entry begins with a description and a suggestion on how your character might use their abilities on an adventure. Each entry also contains the following information:

  • Stamina Points: At 1st level and whenever you gain a new level, you gain a number of Stamina Points + your Constitution modifier (minimum of 0 SP per level). If your Constitution modifier changes later, adjust your Stamina Points for all your levels.
  • Hit Points: At 1st level and whenever you gain a new level, you gain this number of Hit Points. These are added to the Hit Points you gain from your species at 1st level.
  • Key Ability Score: This entry indicates which of the six ability scores is most important for this class – that ability is your key ability score.
  • Class Skills: This entry notes the number of skill ranks you gain at each level; regardless of any penalties to this number, you always gain at least 1 skill rank per level. This entry also lists your class skills, which are those skills a member of your class is usually particularly good at – if you put at least 1 rank in a class skill, you gain a +3 bonus to skill checks with that skill.
  • Armor Proficiency: This entry lists the armor types with which you are proficient (meaning you automatically know how to use them).
  • Weapon Proficiency and Specialization: This entry lists the weapon types with which you are proficient. When you reach 3rd level in that class, you also gain Weapon Specialization (as per the feat) in those weapons, which allows you to add your class level to your damage rolls with those weapons. Grenades, missiles, and other consumable weapons never add specialization damage, even when you’re using weapons like grenade launchers.

Soldier

Conflict is an inevitable result of life. On every world that harbors complex living organisms, creatures battle one another for dominance, resources, territory, or ideals. Whether you’ve taken up arms to protect others, win glory, exact revenge, or simply earn a living, you are the perfect embodiment of this truth. You’re an expert at combat. You may be a career soldier, a fresh mercenary recruit, or a lone wolf who rejects authority, but whether rushing in for hand-to-hand combat or firing tactical barrages, your a consummate warrior, never hesitating to put yourself in the line of fire.

Stamina Points: 7
Hit Points: 7
Key Ability Score: Str | Dex – Your Strength helps you attack up close in melee and carry heavier weapons and armor, while your Dexterity helps you fire weapons from a distance and dodge returning fire, so you should choose either Strength or Dexterity as your key ability score. Once made, this choice cannot be changed. A high Constitution score allows you to soak up more damage.
Class Skills: The Soldier’s class skills are Acrobatics, Athletics, Engineering, Intimidate, Medicine, Piloting, Profession, and Survival.
Skill Points at Each Level: 4 + Int modifier.
Armor Proficiencies: Light and heavy armor, shields.
Weapon Proficiencies: Basic and advanced melee weapons, small arms, longarms, heavy weapons, sniper weapons, and grenades.

Spacer

Spacers come in many forms and represent an incredibly diverse breadth of professions and specializations. You may be a pilot working for a system government, a trader, a smuggler, or even a spy. Versatility and adaptation are your calling cards.

Stamina Points: 6
Hit Points: 6
Key Ability Score: Dex | Wis | Cha – Your Dexterity helps you pilot spacecraft, wield blaster pistols, and escape danger, while Wisdom helps you think on your feet and maintain awareness. Charisma helps you establish contacts and sweet-talk your way out of encounters. You must choose between Dexterity, Wisdom and Charisma. Once made, this choice cannot be changed.
Class Skills: The Spacer’s class skills are Acrobatics, Athletics, Bluff, Computers, Culture, Disguise, Engineering, Intimidate, Medicine, Perception, Piloting, Profession, Sense Motive, Sleight of Hand, Stealth, and Survival.
Skill Points at Each Level: 8 + Int modifier.
Armor Proficiencies: Light armor.
Weapon Proficiencies: Basic melee weapons, small arms.

Force Adept

A Force Adept is a Force-sensitive being who is highly attuned to the flow of the Force who can sense and manipulate the Force thanks to their training. Force Adepts come in many forms, from the Knights of the Jedi Order to the Warriors among the Sith.

Stamina Points: 7
Hit Points: 7
Key Ability Score: Wis | Cha – Your Wisdom score helps you sense and maintain a connection with the Force, while your Charisma score helps you manipulate it. You must choose between Wisdom and Charisma. Once made, this choice cannot be changed.
Class Skills: The Force Adept’s class skills are Acrobatics, Athletics, Diplomacy, Intimidate, Mysticism, Perception, Physical Science, Profession, Sense Motive, and Stealth. In addition, Force Adepts also make use of three Force-specific class skills: Control, Sense, and Alter.
Skill Points at Each Level: 4 + Int modifier.
Armor Proficiencies: Light armor, shields.
Weapon Proficiencies: Basic and advanced melee weapons, small arms, and lightsabers.

Feats

To be determined. Will utilize many of the existing StarFinder feats, with changes to accomodate our custom classes and Force system.

The Force System

This system replaces StarFinder’s spellcasting system completely. Instead of spells, you utilize a number of Force powers. How many Force powers your character has access to is determined by your skill ranks in the three areas of Force knowledge: Control, Sense and Alter. These skills are added as profession skills in Foundry, but could easily be added as custom skills on a physical character sheet if that’s how you play (I’m sure other virtual tabletops have similar functionality, but we only use Foundry here).

Each power is associated with one of the three Force skills. If a power requires you to make a roll, you roll the power’s associated Force skill.

Instead of expending spell slots, using Force powers costs stamina. This more accurately represents the raw exertion required to use the Force. How much stamina a Force power costs depends upon the difficulty of the feat you are attempting with the power (because how hard a thing is should be reflected in its cost). The potential difficulty is broken down into brackets in increments of 5, ranging from very easy (a DC of 5, with a stamina cost of 1) up to Heroic (a DC of 30, with a stamina cost of 10). Each power will list some example uses and both their associated difficulties and stamina point costs in an X/Y format, where X is the difficulty and Y is the cost. For example: (10/2). See the following table for a breakdown of difficulty vs cost:

Roll DifficultyStamina Point Cost
Very Easy (5)1
Easy (10)2
Moderate (15)4
Hard (20)6
Very Hard (25)8
Heroic (30)10
Roll difficulty vs Stamina Point cost.

Casting with Vitality
If using a Force power would bring you below 0 stamina points, you may elect to expend hit points for the remainder of the cost. You cannot initiate the use of a Force power if you are already out of stamina.

The Three Force Skills

The three Force skills are areas of the Force which its users focus their training. These skills are: Control, Sense, and Alter. All Force powers rely upon the use of one of these three skills. For us Foundry users, these three skills are represented on your character sheet as Profession skills (until someone figures out how to make a custom sheet!). Each skill comes with a free power upon investing your first rank. Each skill has an associated attribute that best reflects it.

Control

This skill represents the ability to control one’s own inner Force. A Force-user with this skill learns mastery over the functions of their body and harmony with nature. The attribute associated with Control is Constitution.

  • Meditation
    Casting Period: 10 minutes; Range: self; Duration: instantaneous
    Control Difficulty: Easy (10/2)
    Effect: The Jedi enters a state of meditation, renewing body and mind. The Jedi regains one Hit Point and 1 Force Point for every rank they have in Control. In addition, meditation leads to a deeper understanding of and connection with the Force and can result in profound insights and knowledge if used frequently over time (at the Game Master’s discretion).

Sense

This skill teaches a Force-user to sense the Force in other living things beyond their own body. The user learns to feel the bonds that connect all living things, and grants the ability to understand how all things are interconnected. The attribute associated with Sense is Wisdom.

  • Saber Deflect/Reflect
    Casting Period: 1 reaction; Range: self; Duration: instantaneous
    Sense Difficulty: Very Easy (5/1)
    Effect: You use your lightsaber to attempt to deflect or even reflect an incoming ranged energy attack, such as that from a blaster. As a reaction, you make a Sense roll against Moderate (15/4) difficulty. On a success, the attack is deflected and you then have the opportunity to attempt to reflect the attack towards a target within range by making an attack with your lightsaber against the target’s EAC. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

Alter

Alter allows one to change the distribution and nature of the Force. Force-users who have mastered alter can move physical objects with their minds, can help others control their own Force, or can manipulate the Force in the bodies of others. This power can be used to change the perceptions of others and make them come to incorrect conclusions. The attribute associated with Alter is Charisma.

  • Telekinesis
    Casting Period: 1 action; Range: line of sight; Duration: varies (requires concentration for sustained telekinesis)
    Alter Difficulty: Very Easy (5/1) for objects weighing one kilogram or less; Easy (10/2) for objects weighing one to ten kilograms; Moderate (15/4) for objects 11 to 100 kilograms; Difficult (20/6) for 101 kilograms to one metric ton; Very Difficult (25/8) for 1,001 kilograms to ten metric tons; Heroic (30/10) for objects weighing more than ten metric tons up to a soft limit of 100 metric tons; A contested roll is required when used against unwilling creatures (target’s choice of Athletics, Acrobatics, or their own Telekinesis).
    Effect: This power allows the user to levitate and move objects with the power of their mind alone. If used successfully, the object moves as the user desires. The object may be moved up to 10 meters (30 feet) per round, with the difficulty increased by 5 for each additional 10 meters desired. Using a levitated object as a weapon increases the difficulty by 5 (in addition to any range increments), such as using a levitated lightsaber to attack.
    The user can levitate several objects simultaneously, but each additional object requires the user to make a new power roll (and thus increase the cost).
    This power can be used to levitate creatures, including oneself, but resisting creatures may roll their choice of Athletics, Acrobatics or use Telekinesis of their own.
    Several characters may work together to move larger objects or otherwise increase the capabilities of the power, each making their own Telekinesis rolls.

Gaining Force Skill Ranks
You gain a new rank each time you level up, which you can apply to Control, Sense or Alter.

Force Powers

Force powers each belong to a specific Force Skill: Control, Sense, and Alter. The number of powers you initially know for a given skill are equal to your ranks in that skill. You may learn a new power each time you increase your rank in a skill.

Learning Powers from Others
A character may teach another character a power that they know, provided that their student has at least one rank in the Force Skill associated with that power. The teaching process takes two weeks of intensive study (8 hours per day), or two months if only taught during downtime.

Learning Ranks from Others
As one may learn specific powers from others, ranks may also be learned in the same manner. The teacher must possess a higher rank than the student, and can teach the student a number of ranks up to their own. Each time the student gains a rank in this way, they may choose a new power from among the ones the teacher knows. The rate of learning is the same as above.

Optional Rule: The Proper Way
In Star Wars lore, most Force-users are not self taught. Every power they know was taught to them by someone else, such as Luke’s instruction under Yoda. There are some notable exceptions, where Force-users discovered powers on their own through meditation and experimentation. This optional rule removes the automatic learning of new Force powers each time a character invest ranks in their Force skills. Instead, the character must learn their powers from another character. Alternatively, they can teach themselves a new power, taking twice the time.

Control Powers

Absorb/Dissipate Energy
Casting Period: 1 action; Range: self; Duration: instantaneous
Control Difficulty: Sunburn – Very Easy (5/1); Intense sun – Easy (10/2); Solar wind – Moderate (15/4); Radiation Storm – Difficult (20/6). Characters may use this power to absorb/dissipate energy attacks, such as blaster bolts and Force lightning – the difficulty is equal to the damage of the attack (rounded to the nearest bracket).
Effect: This power allows the Jedi to absorb or dissipate energy, including light, heat, radiation and blaster bolts. As a reaction, the Jedi makes a control roll to attempt to absorb or dissipate energy. A success means that the energy is dissipated. If the user fails the roll, they take full damage from the energy.

Accelerate Healing
Casting Period: 1 action; Range: self; Duration: 1 long rest
Control Difficulty: Easy (10/2) for wounded characters; Moderate (15/4) for incapacitated characters; Difficult (20/6) for mortally wounded characters.
Effect: The Jedi doubles the amount of natural healing that occurs after a long rest.

Concentrated Focus
Casting Period: 1 bonus action; Range: self; Duration: instantaneous
Control Difficulty: Easy if the Jedi is relaxed and at peace; Difficult if the Jedi is filled with aggression, fear, or other negative emotions; Very Difficult if the Jedi is acting on those negative emotions.
Effect: When using this power, Jedi clear all negative thoughts from their minds, feeling the Force flowing through the universe and their own being. The individual Jedi concentrates on one specific task at hand, gaining advantage on any associated rolls for that action.

Contort/Escape
Casting Period: 1 full turn; Range: self; Duration: 1 full turn
Control Difficulty: Very Easy for loose bonds; Easy for hand binders; Moderate for serious restraints; Difficult to Heroic for maximum security (varies at Game Master’s discretion, depending on security measures).
Required Powers: Concentration, Control Pain, Enhance Attribute
Effect: The character escapes bonds by contorting in painful and difficult (but physically possible) ways. By dislocating joints, softening bones, and the like, a Jedi can escape almost any physical restraining device. While this is indeed a painful procedure, Jedi are trained to block out the pain and focus on the task at hand.

Control Pain
Casting Period: 1 action; Range: self; Duration: indefinite (requires concentration)
Control Difficulty: Very Easy for wounded or stunned characters; Easy for incapacitated characters; Difficult for mortally wounded characters.
Effect: A wounded Jedi who controls pain can act as if they have not been broken or critically injured. The injury is not healed, but the character doesn’t suffer any penalties associated with the critical injury. However, the character is still injured, and thus is prone to getting worse, even if the Jedi doesn’t feel the pain. For example, some critical injuries may injure a character further if they move. The user must be conscious for this power to have any effect.

Detoxify Poison
Casting Period: 5 minutes; Range: self; Duration: instantaneous
Control Difficulty: Very easy for a very mild poison (alcohol); Easy for a mild poison; Moderate for an average poison; Difficult for a virulent poison; Very Difficult to Heroic for a neurotoxin.
Effect: This power allows a Jedi to detoxify or eject poisons that have entered their body. A successful Control roll nullifies the effect of the poison.

Emptiness
Casting Period: 1 action; Range: self; Duration: indefinite
Control Difficulty: Moderate
Note: Characters who are consumed by the dark side of the Force cannot use this power.
Required Powers: Hibernation Trance
Effect: The user empties their mind and allows the Force to flow through them. The character seems to be in deep meditation, and a character experiencing emptiness is oblivious to their surroundings. A character in emptiness may not move or take any action except to disengage from the emptiness. While in emptiness, a character is difficult to sense or affect with the Force. When another character attempts to use a Force power on the character in emptiness, the meditating character’s emptiness roll is added to the difficulty for their rolls. This difficulty is added regardless of whether or not the empty character would willingly receive the power’s effect. Once a character comes out of emptiness, the character gets advantage on all Force skill rolls for a period of time equal to the amount of time the character spent in emptiness. When in emptiness, characters dehydrate and hunger normally.

Enhance Attribute
Casting Period: 1 action; Range: self; Duration: indefinite (requires concentration)
Control Difficulty: Moderate
Effect: A Jedi uses this power to increase a single attribute (and thus any associated modifiers to rolls) by 5 for a limited time. Only one attribute can be increased at a time.

Force of Will
Casting Period: 1 reaction; Range: self; Duration: instantaneous
Control Difficulty: Easy
Effect: By using force of will, the character bolsters their resolve against hostile mind-altering effects. The Jedi may add their ranks in Control as a bonus to any Wisdom, Constitution, or Charisma saving throws.

Hibernation Trance
Casting Period: 1 action; Range: self; Duration: indefinite
Control Difficulty: Difficult
Effect: This power allows a Jedi to place themselves into a deep trance, remarkably slowing all body functions. The Jedi’s heartbeat slows, their breathing drops to barely perceivable levels, and they fall unconscious. When a Jedi enters 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 hibernation trance, but the character may not move or take actions. Hibernation trance serves two purposes: It allows a Jedi to “play dead” to whatever end; and, it can be used to survive when food or air supplies are low. A character in hibernation uses only about a tenth as much as as someone who is sleeping, they can hibernate for a week in a dry climate and for up to a month in a wet climate before dying from lack of water.

Rage
Casting Period: 1 action; Range: self; Duration: indefinite (requires concentration)
Note: This power can only be used by characters who have been consumed by the dark side of the Force.
Control Difficulty: Difficult
Effect: Rage allows a character to feel the great influence of the dark side. While enraged, the character gains advantage on all hostile actions, including attacks and Force powers.

Remain Conscious/Regain Consciousness
Casting Period: 1 action or reaction; Range: self; Duration: instantaneous
Control Difficulty: Easy for stunned characters; Moderate for incapacitated characters; Difficult for mortally wounded characters.
Required Powers: Control Pain
Effect: Remain Conscious allows a Jedi to remain conscious even when they have suffered injuries or have been the target of an effect which would render them unconscious. This power can be used either to prevent from falling unconscious or to wake up from a state of unconsciousness.

Remove Fatigue
Casting Period: 1 bonus action or 1 short rest; Range: self; Duration: instantaneous
Control Difficulty: Moderate
Required Powers: Accelerate Healing, Control Pain
Effect: The character uses this power to combat the effects of strenuous work. The Jedi manipulates the Force, causing bodily toxins to be ejected much more efficiently, thus allowing for greater stamina. This power can be used to avoid earning a level of exhaustion from strenuous activity or to remove a level of exhaustion over the course of a short rest.

Short-Term Memory Enhancement
Casting Period: 1 action; Range: self; Duration: instantaneous
Control Difficulty: Difficult
Required Powers: Hibernation Trance
Effect: When a Jedi uses this power, they can replay recent events in order to more carefully examine images and peripheral occurrences. Using the power, a Jedi can freeze images and even scan memory tracks to recall details that were seen but not consciously registered at the time of observation. In game terms, this power can be used to alert a Jedi to information, items, other characters, or anything else that passed before their senses within a specific span of time. In addition, if a Game Master provided clues or leads to clues that the players originally missed or ignored, this power can be used to recall them. When players get stuck on a puzzle or mystery within an adventure, this power can alert them to possible solutions, if those solutions were observed earlier in the adventure.

Sense Powers

Beast Languages
Casting Period: 1 action; Range: self; Duration: indefinite (requires concentration)
Sense Difficulty: Easy if the animal is domesticated/friendly (such as a bantha); Moderate to Difficult if the animal is wild, but non-predatory (such as an undomesticated tauntaun); Very Difficult to Heroic if the animal is ferocious/predatory (such as a wild vornskr or rancor).
Required Powers: Receptive Telepathy, Projective Telepathy, Translation
Effect: This power allows the Jedi to translate a breast-language and speak it in kind. As creatures rarely have true languages, the Jedi is actually imparting and reading emotional differences with grunts and growls and other cues of body language. While this power is active, the Jedi also gains advantage on all Animal Handling rolls made to interact with the associated creature.

Combat Sense
Casting Period: 1 bonus action; Range: self; Duration: 1 minute (10 rounds), requires concentration
Sense Difficulty: Moderate for one opponent, modified by +1 for every additional opponent a Jedi wishes to defend against.
Required Powers: Danger Sense, Life Detection
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 toward the combat occurring around them. All targets become mentally highlighted in the Jedi’s mind, enhancing the Jedi’s ability to attack and defend. For the duration, the Jedi cannot be flanked or targeted by cinematic advantage, and enemies have disadvantage when attempting to hide.

Danger Sense
Casting Period: 1 bonus action; Range: self; Duration: indefinite (requires concentration)
Sense Difficulty: Moderate
Required Power: Life Detection
Effect: Danger sense allows Jedi to extend their senses around themselves like protective sensors, creating an early warning system for as long as the power remains in effect. When this power is used, the Jedi cannot be surprised, and detects any attacks or incoming sources of danger the round before they are made or occur. This gives the Jedi a round to decide how to react to the danger.

Life Detection
Casting Period: 1 action; Range: 10 meters (30 feet); Duration: indefinite (requires concentration)
Sense Difficulty: Very Easy if the subject is Force-sensitive; Moderate if not.
Effect: This power allows Jedi to detect live sentient beings who might otherwise remain hidden from their normal senses. When the power is activated, the Jedi knows the location of all sentients within 10 meters – if the power is maintained through concentration, the Jedi may know whenever a sentient approaches within 10 meters of them or vice versa. If the creatures are known to the Jedi, the Jedi recognizes them.

Life Sense
Casting Period: 10 minutes; Range: potentially galactic; Duration: indefinite (requires concentration)
Sense Difficulty: Very Easy, modified by proximity and relationship.
Required Power: Life Detection
Effect: The user can sense the presence and identity of a specific person for whom they seek. The user can sense how badly wounded, diseased or otherwise physically disturbed the target is. A target may use the Control skill to hide their identity from the Jedi using life sense if they are somehow aware that they are being tracked or would have reason to hide. The target’s Control skill is added to the senser’s difficulty. This power does not grant the user the specific location of the target, but can be used to roughly triangulate their position over time as it does confer a sense of direction and proximity.

Life Web
Casting Period: 1 minute; Range: potentially galactic; Duration: indefinite (requires concentration)
Sense Difficulty: Very Easy for a population numbered in the tens of billions; Easy for billions; Moderate for hundreds of millions; Difficult for tens of millions; Very Difficult for millions; Heroic for population in hundreds of thousands.
Required Power: Life Detection
Effect: This power is used to detect large concentrations of members of a specific species, such as humans, Rodians, etc. When the power is used successfully, the users sense the general direction and approximate distance toward the population. This power may not be used to detect populations smaller than 100,000 individuals.

Magnify Senses
Casting Period: 1 bonus action; Range: Self; Duration: indefinite (requires concentration)
Sense Difficulty: Very Easy
Effect: This power allows the Jedi to increase the effectiveness of their normal senses to perceive things that otherwise would be impossible without artificial aids. While active, this power grants advantage on Perception checks.

Receptive Telepathy
Casting Period: 1 action; Range: 10 meters (30 feet); Duration: one round
Sense Difficulty: Very Easy for friendly, non-resisting targets. If the target resists, they contest your roll with a Wisdom Saving Throw or a Control roll.
Required Power: Life Sense
Effect: Upon successful use of this power, the Jedi can read the surface thoughts and emotions of the target. The Jedi “hears” what the target is thinking, but cannot probe for deeper information. This power cannot be used on droids.

Sense Force
Casting Period: 1 action; Range: 10 meters (30 feet); Duration: instantaneous
Sense Difficulty: Moderate for an area; Difficult 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 which can be sensed with this power. Sense Force will tell a character the rough magnitude of the Force in an area or object, and whether the area of object tends toward the dark side or the light. This power can also be used to sense the relative Force potential or strength of the Force in a sentient being that the user is directly observing.

Shift Sense
Casting Period: 1 action; Range: self; Duration: indefinite (requires concentration)
Sense Difficulty: Moderate for simple phenomena (such as heat or simple scents); Difficult for more uncommon phenomena (such as comm frequencies, infrared radiation); Very Difficult for specific, complex phenomena (such as setting olfactory nerves to detect the presence of Tibanna gas).
Required Power: Magnify Senses
Effect: The character may shift his or her senses as to detect phenomena of a different type than normal, such as shifting eyesight to the infrared spectrum, setting olfactory nerves to detect specific chemical combinations, or hearing frequencies above or below normal range for his or her species.
Note that this power is exceptionally useful in some aspects, but fairly limited in others. For example, a Jedi may detect comm frequencies, but that does not mean the Jedi can listen in on the transmission. The Jedi will be able to detect that a transmission is present, but may not necessarily be able to locate the signal’s source, and certainly will not be able to decode the information carried by the transmission.

Translation
Casting Period: 1 action; Range: self; Duration: indefinite (requires concentration)
Sense Difficulty: Moderate for humans or aliens; Difficult for droids.
Required Powers: Receptive Telepathy, Projective Telepathy
Effect: This power allows the character to translate a language and speak it in kind. The Jedi may decipher body language, explore the spoken word, or translate ancient Sith texts. In order for this power to work, the character must first hear the spoken language, or see the words in written form.
Note that the character does not really know the language. Once this power is no longer in use, the Jedi is once again unable to decipher the target language (but may come somewhat closer to learning it).

Weather Sense
Casting Period: 1 action; Range: self; Duration: instantaneous
Sense Difficulty: Easy if the Jedi has lived in the area for more than a year; Moderate if the Jedi has lived in the area between six and twelve months; Difficult if the Jedi has lived in the area between one and six months; Very Difficult if the Jedi has lived in the area for less than one month.
Required Powers: Magnify Senses
Effect: This power allows the Jedi to attune themselves to the workings of local weather patterns. By sensing the movement of clouds, winds, tides, and solar bodies, they can discern patterns in the weather, and so make limited predictions regarding the behavior of atmospheric phenomenon.

Alter Powers

Accelerate Another’s Healing
Casting Period: 1 action; Range: touch; Duration: instantaneous
Alter Difficulty: Very Easy
Required Power: Control Another’s Pain
Effect: The targetheals for twice their normal amount after a long rest, as outlined in Accelerate Healing. The Jedi must touch the character prior to their long rest.

Affect Mind
Casting Period:
1 action; Range: 10 meters (30 feet); Duration: permanent
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 they are 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: This power is used to alter a character’s perception so that they sense an illusion or fail to see what the user of the power doesn’t want them to see. This power is used to permanently alter a character’s memories so that they remember things incorrectly or fail to remember something. This power can also be used to alter a character’s conclusions so that they come to an incorrect conclusion. Before making skill rolls, the user must describe exactly what is being altered. This power cannot affect droids or recording devices, and some species are naturally resistant or even immune to this power.

Battle Meditation
Casting Period: 5 minutes; Range: line of sight; Duration: indefinite (requires concentration)
Alter Difficulty: Very Easy for 1-2 individuals; Easy for 3-20; Moderate for 21-100; Difficult for 101-1000; Very Difficult for 1001-10,000; Heroic for 10,001+.
Effect: The Jedi enters a state of meditation, during which they reach out with the Force to nearby allies, strengthening and preparing them for battle. For the duration, all affected allies receive a situational bonus to all attacks equal to the user’s ranks in Alter.

Control Mind
Casting Period: 1 action; Range: 10 meters (30 feet); Duration: indefinite (requires concentration)
Alter Difficulty: Target’s Control or Wisdom Saving Throw
Effect: The use of this power allows a Jedi to take control of another person, turning them into a puppet who must obey the Jedi’s will. When used successfully, a Jedi can control the actions of others, making them serve their will like automatons. This power must be maintained via concentration. Targets versed in the ways of the Force (with at least one rank in Control) can attempt to actively resist this power at the start of their turn by rolling Control.

Control Another’s Pain
Casting Period: 1 action; Range: 10 meters (30 feet); Duration: indefinite (requires concentration)
Alter Difficulty: Easy for wounded characters; Moderate for incapacitated characters; Difficult for mortally wounded characters.
Required Power: Control Pain
Effect: This power has the same effect on the target that Control Pain does on its user. The target must be in sight of the user.

Control Breathing
Casting Period: 1 action; Range: self; Duration: indefinite (requires concentration)
Alter Difficulty: Very Difficult
Required Powers: Concentrated Focus, Hibernation Trance, Telekinesis
Effect: This power allows a Jedi to control the amount of oxygen flowing into his or her body. The Jedi takes control of the surrounding atmosphere, pulling oxygen molecules through the skin and into the lungs. With this power the Jedi can effectively breathe underwater or while otherwise holding their breath (such as in a toxic environment). Their must be oxygen molecules present in sufficient quantity in order for this power to work.

Create Force Storms
Casting Period: 1 action; Range: line of sight; Duration: indefinite (requires concentration)
Alter Difficulty: Heroic
Required Powers: Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepath, Sense Force, Telekinesis, Projective Telepathy, Rage
Effect: This is perhaps the single most destructive Force power known. It allows the Jedi to twist the space-time continuum to create vast storms of Force. The power also allows limited control of these storms. Capable of creating annihilating vortices, the storms can swallow whole fleets of spaceships or tear the surfaces off worlds. Use of this power requires the focusing of hate and anger to an almost palpable degree and there is considerable danger involved. Some are able to create Force storms, but fail at harnessing what they have foolishly unleashed. Often, those who fail to control the storm are themselves consumed and destroyed. If the Force-user is destroyed, the storm dissipates within minutes.
Creating the Force storm requires an initial Alter roll at Heroic difficulty. The storm is massive, stretching to the horizon in all directions. In order to control the storm, the user must make a second Alter roll that matches or exceeds their initial roll. While in control, the user is immune to damage caused by the storm and can direct it in creative ways (up to the direction of the player and discretion of the Game Master).

Dim Other’s Senses
Casting Period:
1 action; Range: 10 meters (30 feet); Duration: 1 round
Alter Difficulty: Target’s Control or Wisdom Saving Throw
Effect: This power greatly reduces the senses of the target character, giving them disadvantage on all Perception checks and ranged attack rolls until the end of their next turn.

Doppelganger
Casting Period: 5 minutes; Range: self; Duration: indefinite (requires concentration)
Alter Difficulty: Heroic
Required Powers: Control Pain, Emptiness, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Projective Telepathy, Control Another’s Pain, Transfer Force, Affect Mind, Dim Other’s Senses
Effect: This power creates a doppelganger of the Force-user. The doppelganger is an illusion, but to those who interact with it, it seems real. The user can sense all normal senses through the doppelganger, and the duplicate seems to have form and substance: the doppelganger registers as normal on all droid audio and video sensors. Those with the doppelganger believe it to be a real person. The doppelganger has disadvantage on all actions. The user must roll once every 5 minutes to maintain the doppelganger. If the Jedi stops using the power or the doppelganger is fatally injured, it simply fades out of existence.

Greater Force Shield
Casting Period: 1 action, Range: 10 meters (30 feet); Duration: indefinite (requires concentration)
Alter Difficulty: Moderate
Required Power: Lesser Force Shield
Effect: This power works the same as Lesser Force Shield, but the user may extend its effects to up to three creatures within range. In addition, each affected creature’s hit point maximum and current hit points increase by an amount equal to the user’s ranks in Alter.

Injure/Kill
Casting Period: 1 action; Range: touch; Duration: instantaneous
Alter Difficulty: Target’s AC or Control
Required Power: Life Sense
Effect: When the power is activated, the user makes one roll. If the roll is higher than the target’s AC or Control roll, the target takes necrotic damage equal to the amount rolled.

Lesser Force Shield
Casting Period: 1 action; Range: self; Duration: indefinite (requires concentration)
Alter Difficulty: Moderate
Required Powers: Absorb/Dissipate Energy, Concentrated Focus, Magnify Senses, Telekinesis
Effect: This power allows the Jedi to surround themselves with a Force-generated shield. The shield can be used to repel energy and physical matter away from the Jedi’s body, down to the molecular level. Successful activation of this power increases the user’s AC by 2 and gives them a +2 bonus on saving throws against physical effects.

Projective Telepathy
Casting Period: 1 action; Range: 10 meters (30 feet); Duration: one round
Alter Difficulty: Very Easy.
Required Power: Receptive Telepathy
Effect: If the Jedi successfully projects his thoughts, the target “hears” those thoughts and “feels” any emotions the Jedi is feeling. The target understands that the thoughts and feelings are not their own and that they belong to the user of the power, though they don’t know who is projecting the thoughts unless they are familiar with the user. This power can only be used with other minds, not control them.

Feed on Dark Side
Casting Period: 1 action; Range: 10 meters (30 feet); Duration: indefinite (requires concentration)
Alter Difficulty: Moderate
Required Power: Sense Force
Effect: This power allows a Jedi (or, more likely, Sith) to feed on the fear, hatred, or other negative emotion of others to make themselves more powerful. It does not matter to the dark side why the others are filled with dark emotions; the feelings alone suffice. Each round that the character spends in the proximity of another character experiencing dark emotions, they gain a temporary Force Point. Additional Force Points may be gained depending on the intensity of the emotions and the number of characters affected, at the discretion of the Game Master. These temporary Force Points are lost when the user completes a long rest.

Force Lightning
Casting Period: 1 action; Range: 10 meters (30 feet); Duration: instantaneous
Alter Difficulty: AC or Control of target.
Effect: This power is a corruption of the Force. When used it produces bolts of white or blue energy that fly from the user’s fingertips like sorcerous lightning. The bolts tear through their target, causing painful wounds. Since this power is Force-generated, it can be Force-repelled using dissipate energy. Force Lightning deals lightening damage equal to 1d6 per the user’s rank in Alter.

Inflict Pain
Casting Period:
1 action; Range: 10 meters (30 feet); Duration: 1 round
Alter Difficulty: Target’s Control or Wisdom saving throw
Required Powers: Control Pain, Life Sense
Effect: The target experiences great agony, taking psychic damage equal to 1d6 per the user’s rank in Alter. In addition, the target is stunned until the end of its next turn.

Remove Another’s Fatigue
Casting Period: 1 action; Range: touch; Duration: instantaneous
Alter Difficulty: Moderate
Required Powers: Accelerate Healing, Accelerate Another’s Healing, Control Pain, Control Another’s Pain, Remove Fatigue
Effect: This power allows the Jedi to remove the effects of fatigue in another. However, unlike the basic power, the Jedi must wait until the target is actually fatigued before offering assistance. Successful application of this power removes one level of exhaustion from the target creature.

Return Another to Consciousness
Casting Period:
1 action; Range: touch; Duration: instantaneous
Alter Difficulty: Easy for incapacitated characters; Difficult for mortally wounded characters.
Required Power: Remain Conscious
Effect: The target returns to consciousness.

Telekinetic Kill
Casting Period: 1 action; Range: 10 meters (30 feet); Duration: instantaneous
Alter Difficulty: The target’s Control or Wisdom Saving Throw
Required Powers: Control Pain, Inflict Pain, Injure/Kill, Life Sense
Effect: This power is used to telekinetically injure or kill a target. Successful application of this power deals kinetic damage equal to 1d10 per the user’s rank in Alter. If this damage reduces the target to 0 Hit Points, the target dies. The exact method used to kill the target varies: collapse the trachea, stir the brain, squeeze the heart, or any number of other methods.

Transfer Force
Casting Period: 1 action; Range: touch; Duration: instantaneous
Alter Difficulty: Moderate
Required Power: Control Another’s Pain
Effect: This power will save a mortally wounded character from dying as the Jedi transfers their life force to the target. The Jedi touches a living creature that has sustained a fatal critical injury. That creature’s critical injury is no longer fatal. This power has no effect on droids or constructs. Successful application of this power permanently reduces the user’s Force Points by 1.

Transfer Life
Casting Period: 1 action; Range: touch; Duration: instantaneous
Alter Difficulty: Easy if specially prepared clone host body; Moderate of recently dead body; Very Difficult if live willing host; Heroic if live unwilling host.
Required Powers: Absorb/Dissipate Energy, Accelerate Healing, Control Pain, Detoxify Poison, Emptiness, Hibernation Trance, Reduce Injury, Remain Conscious, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Injure/kill, Telekinesis, Projective Telepathy, Accelerate Another’s Healing, Control Another’s Pain, Feed on Dark Side, Inflict Pain, Return Another to Consciousness, Transfer Force, Affect Mind, Control Mind, Dim Other’s Senses
Effect: This power allows the character to transfer his or her life energy into another body. The key to immortality itself, this is one of the most difficult and evil of all dark side powers. To overcome a spirit already residing in a body is nearly impossible. This is why the power is nearly useless without the ability to clone host bodies. Force-sensitive targets may make an opposed Control or Wisdom Saving Throw to resist.

Equipment

See this space for equipment listings. Will be organized into tables for ease of use.

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