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 Increase | Duration |
| 0-13 | +1D | 3 Rounds |
| 14-25 | +2D | 2 Rounds |
| 26+ | +3D | 1 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 |
| 0-10 | 2 Rounds |
| 11-20 | 3 Rounds |
| 21+ | 4 Rounds |
| Alter Roll > Difficulty By: | Effect |
| 0-10 | Victim begins to feel ill, and suffers a -1D penalty to all actions for 1D hours due to discomfort. |
| 11-25 | As 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. |
| Alter Roll > Difficulty By: | Effect |
| 0-4 | Limb is bruised. -2 to all actions performed with a bruised limb for 2D rounds. No other damage effects. |
| 5-10 | Limb 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. |
| 11-17 | Limb 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. |
| 18-25 | Limb 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. |