New Force Powers for Star Wars D6
by Gary Astleford (penangallan@cox.net)
first posted to The Rebellion, http://www.verminary.com/rebellion/

The power of the Force is felt in just about every Star Wars game, to one extent or another. The boundaries of its energies are nearly limitless in scope, and it would be a near-impossible task to quantify its every use. Molding the Force to new ends is limited only by the imaginations of those practiced in the mystical art. Here we list Force powers that are specific to our own campaigns, so that you might add them to the repertoires of the Force-users in your own games.

Control and Alter Powers

Enhance Another's Attribute
Control Difficulty
: Easy, modified by relationship.
Alter Difficulty: Moderate.
Required Powers: Enhance Attribute, Control Another's Pain, Transfer Force
Effect: A Jedi can use this power to enhance a single attribute for one being for a limited amount of time. All skills covered by the attribute are increased by the same amount for as long as the power remains in effect. An attribute increased by this power remains enhanced for the duration listed below. Both duration and attribute increase are determined by the amount the Jedi's Alter roll exceeds the difficulty. Duration can be increased by spending character points – for each character point spent, the duration increases by one combat round. These points can be spent at any time before the power fades. A Jedi can only increase on attribute at a time. If a character attempts to enhance a second attribute, the first enhancement fades and the second is increased.

Alter Roll > Difficulty By:Attribute IncreaseDuration
0-13+1D3 Rounds
14-25+2D2 Rounds
26++3D1 Rounds

Paralyze Other
Control Difficulty
: Very Easy, modified by proximity.
Alter Difficulty: Target's Control or Perception roll, modified by proximity.
Required Powers: Life Sense, Control Pain, Control Another's Pain.
Warning: A character who uses this power in order to injure or kill a helpless being immediately gains a Dark Side point.
Effect: The target of this power is rendered incapable of movement. The duration of the paralysis is determined by the amount the Jedi's Alter roll exceeds the difficulty. Once the duration ends, the Jedi must use the power again.

Alter Roll > Difficulty By:Paralysis Duration
0-102 Rounds
11-203 Rounds
21+4 Rounds

Control, Sense and Alter Powers

Nausea
Control Difficulty
: Easy, modified by proximity.
Sense Difficulty: Easy, modified by proximity.
Alter Difficulty: Target's Control or Strength roll.
Required Powers: Control Pain, Inflict Pain, Injure/Kill, Life Sense.
Warning: A character who uses this power in order to injure or kill a helpless being immediately gains a Dark Side point.
Effect: When used against a target, this power causes him to become physically ill by stimulating his gag reflex. If successful, the victim immediately feels nauseous, and might begin to retch. Exact effects depend on the amount by which the Force-user's Alter roll total exceeds the victims Control or Strength roll total. This illness is temporary, though feelings of queasiness and nausea may last for several hours afterwards.

Alter Roll > Difficulty By:Effect
0-10Victim begins to feel ill, and suffers a -1D penalty to all actions for 1D hours due to discomfort.
11-25As above, and victim must stop what he is doing in order to retch. The retching lasts 1D rounds.
26+As above, and the victim is further incapacitated for 2D minutes as periodic retching continues.

Note that this power only works on species that possess a gag reflex, and will be ineffective against those that do not (though they may experience some discomfort, or even pleasure, at the GM's option).

Rend Limb
Control Difficulty
: Easy, modified by proximity.
Sense Difficulty: Easy, modified by proximity.
Alter Difficulty: Target's Control or Perception roll.
Required Powers: Control Pain, Inflict Pain, Injure/Kill, Life Sense, Telekinesis.
Warning: A character who uses this power automatically receives a Dark Side point.
Effect: This power, similar to Injure/Kill, is used to telekinetically cripple a target by twisting, breaking, or possibly removing one of his limbs. The amount by which the power's Alter roll exceeds the target's Control or Perception roll determines the extent of the damage. Sprained limbs will heal in about a week, though this time can be lessened with the proper medical attention. Broken (or worse) limbs require medical attention before any sort of healing can begin. A limb that is crushed will require amputation 50% of the time.
Note: This power can only target arms or legs, not heads or necks.

Alter Roll > Difficulty By:Effect
0-4Limb is bruised. -2 to all actions performed with a bruised limb for 2D rounds. No other damage effects.
5-10Limb is sprained. -1D to all actions performed with a sprained limb until healed. Movement is reduced by one-quarter if target limb is a leg. Victim takes damage as if Stunned.
11-17Limb is broken. -2D to all actions performed with a broken limb until healed. Movement is reduced by half if target limb is a leg. Victim takes damage as if Wounded.
18-25Limb is crushed. No actions can be performed with a crushed limb until healed. If target limb is a leg, victim is unable to walk. Victim takes damage as if Incapacitated.
25+Limb is torn from its socket. Obviously, no actions (including walking, if target limb is a leg) can be performed with a missing limb until it is replaced. Victim takes damage as if Mortally Wounded.