Class --  Mystical Order of the Force. (Mystic Knight)


   Contents:
           A brief description of The Class,
           A discussion of the light-saber,
           A listing of Force Powers


   The Mystic Knights:  The mystic knights are an ancient order of
space-faring warrior-priests, defenders of good, peace and justice
throughout the spheres.  They are worshipers of what is known simply as the
Force.  This is an energy field created by all life, which the mystics
draw upon for their powers.  The Force is divided into two spheres: good
(Light) and evil (Dark).

 Mystic knights have recognized that the force of good in life is
self-perpetuating, and choose to defend it.  The force of evil however, is
self-destructive, and therefor will ultimately destroy the very life it
draws power from.

   Alignment: Mystic knights must be Lawful Good when play is started

   Minimum Ability Scores: Wisdom and self control are paramount when
dealing with the power of the Force.  Mystic knights must have a minimum
Strength of 12, Wisdom of 14 and a Constitution of 9.

   Races Allowed: Any Lawful Good member of any race can be a mystic
   knight (so long as that race has priests).

   Non-weapon Proficiencies:
                Bonus: Blind-Fighting.
                Recommended:
                        Observation, Wild-space Navigation, Phlogiston
                        Navigation, Space Heraldry, Healing, Spacemanship.

   In addition because reliance on the force is frowned upon the Jedi may
select twice as many NWP as a priest gaining a new one every two levels.

   Group Crossovers: Priest, Warrior, General, Psionicist.

   Weapon Proficiencies: Any sword or missile weapon can be chosen, but the
knight must specialize in a light-saber as soon as he acquires one.  This is
the only specialization the knight may take.

   Duties of the Priest-hood(Light):

                1. Responsible Use of Power
                        A Knight acts from wisdom preferring persuasion and
                counsel to violence and use of powers granted by the force
                when facing opposition.  Using the force for personal gain
                or convenience -- are traits leading to the dark side.

                2. A knight will take action to prevent evil.
                        A knight cannot allow evil to occur through
                inaction. A knight who does encourages the forces of
                darkness.  A knight may not freely associate with those who
                commit evil.
                        When confronted by a situation in which evil is
                is being done some form of intervention is necessary be that
                through persuasion, distraction, armed action or simple mind
                tricks.

                3. A knight must live in harmony with the force.
                A knight lives in harmony with the flow of the force being
                able to perceive disturbances in the flow.  The actions of
                others affect the force. The frequent use of the force, actions
                of great good or great evil cause tremors in the force that
                can be sensed from a distance.  The more the force is relied
                upon the farther away the user can be detected even as far
                as another crystal-sphere.

                4.  Heed Premonitions and visions:

                    A knight may experience dreams premonitions or visions.
                  These warn a knight of impending danger or may summon him
                  to a "crises area" where they are needed.



   Weapon and Armor Restrictions: The knights cannot wear armor heavier than
studded leather, cannot use shields, and are limited in weapons to swords and
missile weapons.

   Other Limitations: A knight must remain true to his alignment, for any
deviation will risk the Dark Side of the Force overtaking him and dominating
his actions. (see Dark Knights)

   Mystic Knights no longer rely upon spells as they have tapped into the
true source of good and can access it at will manifesting as various force
powers.

   Powers: Mystic knights act as conduits for the limitless energy field
that surrounds all life.  Force powers come in three disciplines: Control,
Sense, and Alter.  Many of the powers mimic those of a magician or a
Psionicist but suffer neither from the chronic memory problems or from
running out of energy these other manipulators of the force do.

   Each Discipline form the basic skills that the knight will use to manifest
a force power.


        Control  Wis -5
        Alter    Wis -8
        Sense    Wis -4


   Control:  This is the knight's ability to control his own body.  With
           control the knight can access his own internal source of force
           energy and gain mastery over his own body.

   Alter :  This is a Knights ability to change the distribution and nature
           of the force.  Knights who have mastered this can move objects
           affect other's minds, change the force distribution in other's
           bodies.

   Sense :  This skill teaches a knight how to sense the force in other
          things beyond his body.   The knight learns to sense the bonds
          that connect all living things. Sense covers powers that warn or
          provide information about the world around the knight.



    A knight may use any power he has learned at will once per round.
Failure to use a power in some cases prevents another check until the knight
has improved a skill.

    A knight may perform one other action including attack while attempting
to use a power.  If the power is not instantaneous in effect(casting time?)
a successful hit to him/her spoils the attempt.


Learning Force Skills / Powers

       A knight starts out with one skill and two powers.  Each level he
advances he must choose to either improve one skill by one point,
learn a new skill, or learn a new power within a skill he already knows.
If he learns a new skill He automatically learns one power of that
discipline as well.

       He must find a teacher that has the skills and abilities he wishes to
learn.  It is impossible to learn a new power without a teacher except under
extreme circumstances.

       Once a knight has earned enough experience to advance training
requires 1 week to improve an existing skill, normal training time(per DMG)
for level advancement to learn a new skill. Learning a new power in a
discipline already known takes 20 days - skill level.



Granted Powers:

        Unlike most priests a knight has one of the most awesome granted
powers in the multi-verse.  A knight begins the game with a force point.
This point may be spent at any time during an adventure.

        In the round this occurs all aspects of a character are doubled!
His Level,hit-points,NWP skill levels, all attributes are doubled this lasts
for one round..

  Attributes are doubled to a maximum of 25, All aspects of level except
hit-points are equal to the knights heightened level including spell-casting
level, Thaco, # of attacks and saving throws.

  Divine Aura is gained , along with all the secondary effects of the
heightened ability scores.

  His Hit-points are doubled with all damage tallied against the bonus
hit-points first.

  In effect the knight becomes an incarnation or avatar of the Light-side of
the force.  The character still has complete control and will of the
character at this point.

  If the point is used for non-heroic purposes the point is lost
permanently.  If the point is spent while performing a task for the greater
good i.e. a heroic act then the character will receive the point back at the
end of the adventure.  If a character does a heroic deed  on which success
or failure of a given adventure hinges he receives the point back and gains
one additional force-point.

  Lawful Good characters who are taught the basic precepts of what the force
is and believe it (1 week + wisdom/2 roll) may earn a force-point by
performing heroic deeds at a time on which that particular adventure
depends. These characters are subject to consumption by the Dark-side anytime
they earn a dark-side point (See Dark knights: Consumption).



  The Dark-side of the Force:

        This is made up of all the negative, self-destructive aspects of the
force.  This side is easier to summon up and easier to gain strength in.
It is not stronger than the light-side.


        Any time a Mystic Knight does one of the following:


           - Killing an innocent bystander.

           - Causing unnecessary or gratuitous injury.

           - Killing another except in self defense or in the defense of
            others.

           - Use of the force while angry or full of hatred.

           - Enslavement

           - Malicious Deception: for personal gain etc

        He or she receives a Dark-side point.  Other characters will receive
dark-side points only if any of the above are committed while a force-point is
being spent.

   Dark-side points:

        Whenever a character is at risk to receive a dark-side point he or
she will be warned.  Occasionally circumstances may award a mystic knight a
dark-side point w/o warning for using "dark" powers or accepting bonuses from
the dark-side or for excessive use of the force for convenience.

        When a character receives a dark-side point roll a d6 if the number
is less than the total number of dark-side points then the character's
alignment shifts to neutral from good thereafter each time a character earns
a dark-side point roll d10 if the number is less than the current total then
his alignment shifts from neutral to evil.  This alignment shift carries no
level or XP loss.

        Effect of dark-side points:


                  Good characters:    In combat gain +1 damage for each
                                      Dark-side point.

                                      Force Skills receive +1 for each
                                      dark-side point.

                                      These bonuses can be refused but
                                      damage will be reduced by half
                                      and Force skill difficulty will
                                      be increased by one level.

                                      If the bonuses are accepted and the
                                      action performed is questionable then
                                      The character will receive additional
                                      dark-side points.


                  Neutral Characters:  Characters no longer receive
                                      XP as normal. Instead they only
                                      receive XP when truly "heroic" or
                                      "vile" acts are committed.

                                       At this time the character cannot earn
                                      Force-points except to earn one back
                                      after spending it.

                                      In combat +1 damage for every three
                                      dark-side points. -1 AC for every 4
                                      dark-side points.

                                      Force Skills are at a +2 per dark-side
                                      point.

                                      These Bonuses may be refused as
                                      described above.

                  Evil Characters:
                                      These characters no longer receive XP
                                    normally instead they only receive XP
                                    for acts that also earn them a dark-side
                                    point.

                                       Force-points are earned only when
                                    spent on an evil act crucial to the
                                    goals of the PC.  The Force-point is
                                    returned and the player gains another.

                                      No bonuses are received  for combat
                                    damage or AC.

                                      No bonuses are received for Force
                                      Skills any longer.

                                      Instead the character receives
                                    a -1 initiative bonus for every 5
                                    dark-side points.

     Once The character has turned to the dark-side anytime the character
earns or receives a force-point or uses a force-point for evil make a powers
check as per Ravenloft rules.  Each time a power award is indicated his
alignment shifts towards chaos (Optionally a ravenloft consequence is
awarded too.)

     Atonement:  Only while the character has not yet turned to evil can he
atone for his actions and remove dark-side points.  The character must fast,
and re-affirm his desire to live by the ways of the light.  The Knightly
code must be strictly abided by even for non-knight characters seeking to
eliminate the influence of the dark side.  The character must do this
successfully through the course of at least two adventures (months for
inactive campaigns) to eliminate 1 dark-side-point.  If the character is
unable to do this or needs constant reminding of what is evil then no point
is removed and the atonement must begin again.

    Dark Knights: The evil counterparts of the mystic knights, dark knights
are those who chose an easier path to power and knowledge by using anger and
aggression as a conduit to the Force.  They follow the Dark Side: the
negative emotions and actions of all living beings.

During combat, a dark knight can use his hatred and anger to further his
attacks. If a successful Wisdom check is made, he can increase his attack
rolls to +2 for 1 round for every dark-side point he has earned.
  If failed, his AC suffers a +2 penalty for the same duration. This can be
  attempted once per melee combat.


Force Powers:
     These are gained exactly the same way as those of the light-side do.


Granted powers:

        Dark Knights may attempt to bind undead as a priest 4 levels lower
        than their own level.

        A Dark Knight may use force-points as described in granted powers of
        the mystic knight.

        A Dark knight may call upon the dark-side to gain unearned force
        points.  This may be done as many times as one wishes but has a risk
        and a price.

        The first time this is done it is easy (skillx2) unless the action
it is used for won't bring harm or pain to other beings in which case it
will be a difficult (1/2 skill) roll.  Each additional time the dark-side is
called upon the difficulty increases by one level.

  Very Easy(SkillX4)  Easy (SkillX2)  Normal(Skill) Difficult(1/2 skill)

  Very Difficult (1/4 Skill)  Impossible(1/8 skill).

  If an attempt to call on the Dark-side fails the Dark-side begins consuming
the character. When this occurs roll on the following chart the character
may add or subtract up to his current dark-side point total from the roll
gaining some control over the consequences.
       d20
         1.  Lose 1d4 Levels just as if level drained.(If killed becomes a
                                                    Wraith with no master)
         2-4 lose 1d6 strength (If reduced to 0 strength character is killed
                                      and becomes a shadow with no master.)
         5-6 lose 1d6 charisma(Maximum -7 CHA thereafter ignore this result)
         7-9 lose 1d6 Constitution  (if reduced to 0 CON character dies)
        10-12 lose 1d6 Dex (If reduced to 0 DEX character is wheelchair
        bound or bedridden any attempt to move causes falling damage 1d6.)
        13-15 lose 1d6 Int (If reduced below 8 INT character cannot control
                            force skills consciously.. they just come when
                            the character is under stress. If reduced below
                            3 INT character becomes helpless and no longer
                            has a conscious mind. A patient teacher may
                            bring him back over a period of 1 year per Int
                            point Have character re-roll INT to determine
                            the new personality's maximum Int. Dark-side
                            points will disappear at the rate of 1 for every
                            year the person does no evil or access the
                            force.)
        16-18 lose 1d6 Wis (If Wis reduced to 0 character has no sense of
                         consequence literally being whimsical.)

         19  Lose 1d6 Hit-points.

         20  Lose 1d6 Non-weapon Skills at random including force skills.

If the Knight is successful in calling upon the dark-side then he receives 1
force-point that must be spent immediately.

  Occasionally The Dark-side may Favor a character by giving him or her a
free force point at a crucial moment.  This is either a very powerful evil
knight or even a good knight that might succumb to desperation.  Regardless
of how the point is used the character receives a darks-IDE point for
accepting this "gift"  if the point isn't used in the same round it was
given it fades away and nothing happens to the character.

  Returning From the Darkness.

    A character may return to the light after falling into darkness but it
is a long and hard trail.  First the character must spend a force-point at a
critical point in a selfless manner.  Often this calls for risking certain
death in defense of good and holy.  When this occurs the character returns
to the light and his/her alignment changes back to lawful good. However
He/she retains 5 darks-IDE points and loses enough experience to put him back
Two levels and the requirements for the next level are doubled. In addition
his/her force-point total is reduced to 0.

    The character should begin atoning as even a small transgression will
tumble him back towards the darkness.  Should this happen the Darks-IDE will
consume him as per the description under "Calling upon the dark side" above.



Level Advancement Chart
----------------------------------------------------
Level   XP Required     Title       d8 for Hit Dice
 0      -100            Initiate     --
 1        0             Novice       1
 2       2,500          Trainee      2
 3       5,000            "          3
 4      10,000          Jedi         4
 5      20,000            "          5
 6      40,000            "          6
 7      75,000            "          7
 8     150,000            "          8
 9     300,000  Lord or Jedi Master  9
10     600,000           "           9+6
11     900,000           "           9+9
12   1,200,000           "           9+11
13   1,250,000           "           9+13
14   1,500,000           "           9+15
15   2,100,000           "           9+17
16   2,400,000           "           9+18
17   2,700,000           "           9+19
18   3,000,000           "           9+20
19   3,375,000           "           9+21
20   3,750,000           "           9+22

Mystic Knights Fight as Priests except with a light-saber with which they
fight as warriors.

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The Light-saber
        This is the holy weapon of the mystic knights.  The secret of the
light-saber's creation is learned from the ancient mystics of the Light Side
whose spirits became part of the Force when they died.  Because dark knights
do not remain coherent in the Force when they die, the living dark knights
must have an instructor or must have learned from the mystic knight spirits
before turning to evil.
        A knight can fashion his own light-saber with a minimum of 200 gp
worth of materials plus a gem of brightness. This usually takes 3d4 weeks,
plus an additional week for each special feature.  This can include
adjustable length (from 4 in. to 4 ft.), a safety grip (deactivates if
dropped), a one-user activation button or other creative features.  At the
end of the construction time, the knight's Intelligence, Dexterity, and
Wisdom scores are added to the knight's level, and percentile dice are
secretly rolled against this total to determine success.  If the roll is
higher than the total, the light-saber is faulty and will fail at a critical
moment.
        Deactivated, it is simply a hand-grip with a jeweled aperture at one
 end.  When the activation mechanism is pressed, a 3 1/2 foot-long blade of
 light springs forth.

        The blade's color depends on the jewels used in its creation.
Light-sabers add +3 to the user's initiative rolls and does 2d6+3 points
damage only; *no* Strength bonuses apply to damage rolls.  Damage caused by
the blade cannot be regenerated, and high natural attack rolls have the
following effects:

  18    Double damage
  19    Severs a limb as a sword of sharpness
  20    Severs a head or neck as a vorpal blade

Light-saber Combat and the Force: The Light-saber is a deadly and elegant
weapon, requiring great skill to use safely and greater skill to use
effectively.  If an untrained wielder rolls more than 5 points below what is
needed to hit, the saber strikes either the user or another random character
or object.  Gaining a light-saber proficiency negates this possibility.
Non-Jedi characters must spend 3 slots to become proficient with this
weapon.

  Gaining a specialization with a light-saber allows for the following
benefits:
  * Same number of attacks as Fighter of equal level.  * Bonuses of +1 To
  Hit and +2 to damage.  * Initiative bonus applies even if the blade is not
  activated.  A knight can quick-draw the sword, activating the blade and
  attacking all in one stroke.

Light-Saber Features:
     -3 initiative Bonus if activated and ready.
     Does not confer a to hit bonus.
     Strikes Creatures that are hit only by +3 or better weapons.
     Is Dangerous to Non Proficient Users
     Size : S-L (Though Rare there are some who favor two-handed Use)
     Non-Magical Weapons may not parry unless they save vs disintegration at
      -3 (Natural 20 only).
     Non-Magical Armor is made -1AC per successful hit unless it saves vs
      disintegration at -3
     SF =1
     Damage = 2d6+3
     Magical Weapons and armor save vs Disintegrate +1/per highest combat bonus

Light-saber Skills (Proficiencies)

        Deflection - With this skill, a knight is able to deflect incoming
missiles, such as arrows, bolts, bullets, stones, and even certain spells.
Magic missile, Melf's acid arrow, flame arrow, irradiate (single target
only) , disintegrate, and Otiluke's freezing sphere (cold ray effect only),
can be deflected away from the wielder, and even back towards the caster
with a -4 penalty to the knight's Wisdom check.  Deflection is automatic
with the mystic knight's Force Defense power.  Dark knights must roll a
Wisdom check -4 to deflect.

        A knight can deflect up to 4 missiles of any kind in one round.
Each missile deflected subtracts one from his Force Defense AC bonus for
that round, so only missiles that would successfully strike the knight or
his companions should be deflected.  The remaining bonus points may be used
in melee for that round.


   Blind-Fighting - This is a bonus proficiency for Mystic Knights, and is
handled differently with them.  Unlike the normal proficiency, AC penalties
for missile weapons can be avoided so long as the knight is using his Force
Defense power.  Also, the knight can divide his AC bonus points, using them
to attack while blind-fighting.  These points can only be used to negate any
darkness penalties.  Dark Knights automatically have these penalties negated
because of their +2 To Hit bonus.

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Force Powers:

  Force Powers are the manifestation of the force through a jedi's will.  A
Jedi may also learn spells and psionic powers as force powers see section
Other Force Powers below.

  Using Force Powers:
  In general a character may initiate only one force power per round.  There
is one exception.  Once a power is initiated it may be kept up (if the
description of the power allows this) as long as the character can continue
to roll his Force Skill successfully.  For each active power reduce the
skill or skills used by 2 points (The force is infinite but the character is
not.) A failed skill check still constitutes an active power for the rest of
the day. A power that is not maintained lasts for 1 round unless the
description says otherwise. Powers allowed to terminate do not count as
active tasks.

  Powers using more than one skill require one round for each skill roll
plus its listed preparation time.  This can be reduced to a single segment
by rolling once with each skill used counting as an active task.

  Any skill check roll of 20 is a failure while in most cases a roll of 1 is
successful.  If a Jedi's Skill requirement is 1 or less due to difficulties
incurred for the specific application of the force a roll of 1 is a failure
this stretch is simply impossible for the Jedi in question.

  A character may make one other action in the round he initiates a force
power including an attack. Maintaining all existing powers counts as this
action.

  Power Contests:

  Occasionally The Force may be used in such a way that two powers come in
conflict.  When this occurs resolution is found through a skill contest as
described on page 23 of the psionic handbook. Some Jedi powers are markedly
stronger than the magical, divine, or psionic versions such as Telekinesis
in these cases it is up to the DM's Discretion as to what bonus the Jedi may
receive.


  Other Force Powers:

  A Jedi may learn any other expression of the force. It is up to the DM to
determine the skills needed and whether or not the the power is of the
dark-side.  Generally powers bent only for destruction (chill touch, energy
Drain, most Magic User Necromantic spells) are of the Dark-side and earn
dark-side points, some that promote the user over a victim, like Magic Jar
also earn Dark-side point.
   To learn a spell or psionic power have the Jedi perform the appropriate
research as a mage or meta-Psionicist.

   If the spell requires a life to cast it earns a dark-side point( spider
climb for instance.)

   Some spells are so heinous they earn more than 1 dark-side point... ie
finger of death which actually causes a soul to be snuffed out forever would
earn as many as 5 dark-side points.

   Spells that embody Divinity may require a force point (symbolizing the
divinity in the character) to be cast.

  In all this the DM must be very careful how the spells are translated into
powers and try to keep them balanced since the spells once learned are an at
will power.

Control Powers

Name:                   Absorb/Dissipate Energy
Skill:                  Control -1 per damage die
Difficulty:             Difficult
Prerequisite:           None
Preparation Time:       1
Duration:               This power may be kept up
Saving Throw:           None

    By Means of this power a Jedi may absorb energy attacks directed at him.
Such Energy Attacks include the use of Light, Heat, Flame, Concussion,
Sound, Electricity.

   For example:
        Luke attempts to absorb the energy of a 5th level mage casting
Lightning bolt.  Luke's Control skill is: 9 -5 (for 5 dice of damage) /2
(difficult task) Luke must roll a 1 or 2  to avoid taking damage.
Luke still gets his normal Saving throw.

Name:                   Accelerate Healing
Skill:                  Control
Difficulty: Easy (3/4 normal HP) Normal(1/2 HP) Difficult(1/4HP) Verydiff(1/8)
Prerequisite:           None
Preparation Time:       1 round
Duration:               n/a
Saving Throw:           none

  This allows a Jedi to heal himself at twice the normal rate (includes
effects of herbalism and healing proficiencies).  The character will gain 2
hit-points per night of rest and 6 points per day of complete bed-rest. This
power may only be attempted once per day.


Name:                 Concentration
Skill:                Control
Difficulty:  Easy if Jedi is at peace, Difficult if filled w/ negative emotions
Prerequisite:           None
Preparation Time:       0
Duration:               This Power may be kept up.
Saving Throw:           None

       This power cleanses the Jedi's mind and allows him to feel the force
flowing through him.  This allows the Jedi to concentrate his efforts on one
specific task.  He may add +4 bonus to any skill or roll for each round
spent concentrating.
       This power is what makes many Jedi deadly warriors.

       For Example:  Luke is facing a superior foe. He decides to try to
disarm his opponent.  He concentrates and can now make the called shot with
no penalty.



Name:                     Control Disease
Skill:                    Control
Difficulty:     Very Easy for mild infection  (cold)
                Easy for a modest disease     (High fever, flu)
                Normal for serious disease    (Gangrene)
                Difficult for life threatening disease (Aids, Cancer)
                Very Difficult for massive or magical disease (Mummy rot)

Prerequisite:       Accelerate Healing
Preparation Time:   3 turns.
Duration:           n/a
Saving Throw:       none

  Using this skill the Jedi marshals the forces of his body to combat
disease.  Life threatening or magical diseases may require multiple rolls
over several game weeks or months to eliminate. (DM's discretion)


Name:                  Control Pain
Skill:                   Control
Difficulty:    Easy (3/4 hp),Normal(1/2HP),Dif(1/4HP),VryD(1/8HP), Imp(1/16HP)
Prerequisite:            None
Preparation Time:        0
Duration:                This skill can be kept up.
Saving Throw:            None

   This skill allows a Jedi to control pain he experiences.  Success allows
him to do several things.
    In HTH combat he may fight as if he had a 20 Strength. He will
take 1/2 of any damage he inflicts on another.  He may ignore Death from
Catastrophic damage if that alternate rule is used.
    He is never incapacitated by inflicted pain while this power is in
effect.

    There is a cost involved: For every round spent fighting this way 1
point of constitution is gone.  When CON is reduced to 0 the character loses
consciousness.  CON is gained back at the rate of 2 per hour of rest.

Name:                   Detoxify Poison
Skill:                  Control
Difficulty:             Very Easy for very mild poison (Alcohol)
                        Easy      for mild poison
                        Normal    for average poisons
                        Difficult for virulent poison
                        Very difficult for neurotoxins
                        Impossible for some forms of magical poison
Prerequisite:           None
Preparation Time:       0
Duration:               n/a
Saving Throw:           None


   This allows a Jedi to make a poison harmless to him or her.


Name:                  Emptiness
Skill:                 Control
Difficulty:            Normal
Prerequisite:          Hibernation Trance
Preparation Time:      1 round
Duration:              Varies
Saving Throw:          None

    This Power may not be used by a Jedi who has gone to the dark-side.

   A Jedi who uses this power empties his mind and allows the Force to flow
through him.  The character is in deep meditation and is oblivious to his
surroundings.  A character in emptiness may not do anything but attempt to
disengage emptiness.

   When in emptiness the Jedi is difficult to detect or affect with the
force.  A Jedi is allowed a saving throw with his power roll as the modifier
against all effects from magic, psionic, or direct use of the force even if
the effect doesn't normally grant a saving throw.

   This power also functions as mind-blank per the spell while in effect.

   Once the Jedi ends his meditation all force skills are at +6 for a period
equal to the time spent in emptiness.   This bonus is reduced by -1 for each
dark-side point the character currently has.

   Characters still hunger and thirst normally while meditating and some
have died in emptiness because they lacked control enough to break their
trance.   To come out of emptiness the character must make a difficult
control roll.

   A character may attempt to come out of emptiness only under one of the
following circumstances:

          1.  The programmed time is up.
          2.  Once each hour after the time limit has expired.
          3.  When he takes a Tenth or more damage from his current hit-point
             total.



Name:              Hibernation Trance
Skill:                Control
Difficulty:          Difficult
Prerequisite:        none
Preparation Time:    0
Duration:            Varies
Saving Throw:        None

   The Jedi slows his body's need for air and food by going into
hibernation.  He must tell the DM what stimuli will waken him.  The state is
indistinguishable from actual death without the use of Life detection spells
or certain Sense Force powers.
   The Jedi can survive for up to a month without food or water and can
survive on 10 times less air than a person normally uses.


Name:                 Rage
Skill:                Control
Difficulty:           Difficult
Prerequisite:         Hibernation Trance
Preparation Time:     1 round
Duration:             Varies
WARNING: USE OF THIS POWER EARNS A DARK-SIDE POINT
Saving Throw:         N/A

   This Power may only be used by Dark Jedi (Evil Alignment); it allows the
character to feel the dread influence of the Dark-side.  It functions as a
counterpart to emptiness.

  The character must tense himself completely, and allow the mindless rage
of the Dark Side to possess him.  While the power is in use the character
will appear lifeless and will appear to have died confronting a true horror
or something thoroughly feared.

  To use the Rage the character must program the length of the trance or the
trigger event to end the trance. Once Rage is entered the character is in
deep meditation and is oblivious to his surroundings. To program the trigger
event the character must make a difficult sense roll once they have entered
the trance.

   When in rage the Jedi is difficult to detect or affect with the force.  A
Jedi is allowed a saving throw with his power roll as the modifier against
all effects from magic, psionic, or direct use of the force even if the
effect doesn't normally grant a saving throw.

   This power also functions as mind-blank per the spell while in effect.

   Once the Jedi ends his meditation all force skills are at +10 for a
period equal to the time spent in emptiness. After this time is up the
Character sustains 1d6 points of damage for every two hours spent in rage.

   Characters in rage hunger and thirst twice as fast as normal. To come out
of rage the character must make a Difficult control roll. Characters in rage
are less oblivious than Jedi in emptiness (q.v.) and if a living being
touches them they come out of the trance. This however triggers a berserk
attack (+2 to hit +2 damage, +1/2 attacks, auto first strike) upon the being
regardless of what or who it is. A difficult control roll is required to
halt the attack.

   A character may attempt to come out of rage only under one of the
following circumstances:

          1.  The programmed time is up.
          2.  Once each hour after the time limit has expired.
          3.  A living being touches them.
          4.  The Anticipated Foe has Arrived.



Name:                Reduce Injury
Skill:                  Control
Difficulty:    Normal (1/2 Hp), Difficult(1/4HP), VryD(1/8HP), IMP(0<HP)
Prerequisite:         Control Pain
Preparation Time:        0
Duration:               Instant
Saving Throw:           None

   To use this power a Jedi must have a force point to spend.  This point is
lost unless the power was used for heroic purposes.

   This power reduces damage received from any one attack to 1 HP of damage.

Name:                  Remain Conscious
Skill:                   Control
Difficulty:              Difficult
Prerequisite:            Control Pain
Preparation Time:        0
Duration:              This power may be maintained.
Saving Throw:            none

   Use of this Power allows a Jedi to continue fighting even after being
reduced below 0 hit-points.  This also stops him from losing the additional
hp each round that such characters normally suffer.  However after losing
-10 Hp the character is still dead.



Sense Powers:

Name:                   Life Detection
Skill:                    Sense
Difficulty:             Special
Prerequisite:             None
Preparation Time:         0
Duration:                This power may be kept up
Saving Throw:            Special



   This sense allows the Jedi to detect live sentient beings who might
otherwise have remained hidden.  When kept up this power will let a Jedi
know whenever a sentient approaches within 30ft of him or vice versa.

  This powers check is Very Easy when detecting Mages, Clerics, Psionicists,
or any person that is partially magical in nature.

                  It is Moderate if not.

Any creature may make a contest of skill against the Jedi's wisdom with
their own to remain hidden.  The Jedi Detects those whom his roll ties or
beats.  Thieves that are successfully hidden in the shadows get a saving
throw vs Death Magic to avoid detection.

Name:                 Life Sense
Skill:                Sense
Difficulty:           Very Easy, modified by Distance and relationship
Prerequisite:         Life Detection
Preparation Time:     0
Duration:             This power may be kept up
Saving Throw:         neg.

  This power allows a Jedi to detect and track a specific living being within
100yards+20yards/level.  The information provided to the Jedi is a direction
and an approximate distance.

  The Jedi must spend one round scanning each direction (up to 26) until
'locked on' to the target.  If the target is consciously attempting to evade
the Jedi a successful save against Death Magic will cause the power to
report erroneous information that round.  The target may make saves so long
as it is concentrating (No action 1/2 move) on avoiding the Jedi (Magic
resistance does not apply.)

In addition the following modifiers affect this power; use the most
difficult rating indicated.

  Target                                    Difficulty
  ----------------------------------------------------
  Not personally known to Jedi               Difficult
  Never Seen by the Jedi                     Impossible
  Is a Mage or Cleric                        Very Easy
  Is a Psionicist or other spell user        Easy
  Is employing mind blank,feign death
     or similar magic or ability            Very Difficult
  Thief successfully hidden in shadows       Very Difficult
  Is Extra-Planar in nature                  Impossible

Name:                 Magnify Senses
Skill:                Sense
Difficulty:           Very Easy
Prerequisite:         none
Preparation Time:     3
Duration :            1 round/level (No additional roll Req during this
                      time though it still counts as 'active')
Saving Throw:         N/A

This has the same effect as the psionic power heightened senses on page 61
of the psionic handbook.

Name:                 Receptive Telepathy
Skill:                Sense
Difficulty:           Very Easy(Willing Target) normal (Unwilling) affected
                        by distance
Prerequisite:         none
Preparation Time:     3
Duration :            This power may be kept up.
Saving Throw:         n/a

  This power is identical to the power ESP on page 84 of the psionic
handbook.  It is however affected by distance.  If the Jedi rolls a power
roll he may sift through the complete memories of the previous 24 hours.

  A failed skill check means that the Jedi may not make another attempt
on the target until he has gained a level.

Distance                   Skill Modifier
------------------------------------------
Line of sight                   0
1 mile                         -1
10 miles                       -3
100 miles                      -5
1000 miles                     -7
10000 miles                    -9
100000 miles+                  -13
Extra Planar                   -15

Name:                 Post Cognition
Skill:                Sense
Difficulty:           Special
Prerequisite:         Hibernation trance, life detection, sense force
Preparation Time:     5 rounds
Duration:             1 round/level
Saving Throw:         n/a

   This power is similar to the psionic power Object Reading(qv) but is far
more potent.  This power can be used 1 time per day per level of Jedi
attempting the reading.  The Jedi must declare the time to search before the
skill check is rolled.

   On a roll of 1 for skill check the Jedi may witness events at which the
object was present is if he himself were present with full sensory input.

  A normal success allows the Jedi to witness events but with the sense that
provides the most information somewhat obscured or wavery.

  A roll equal to the skill level of the Jedi gives vague sensory
impressions.

  Target Time                           Modifier
---------------------------------------------------
  less than 2 hours in the past         Very Easy
  Up to a week in the past              Normal
  Up to Six months                      Difficult
  Up to a Year                          Very Difficult
  Up to two years                       Impossible
  Each additional Year                  -1



Name:                 Sense Force
Skill:                Sense
Difficulty:           Moderate, Difficult for a particular object
Prerequisite:         None
Preparation Time:     0
Duration:             This power may be kept up
Saving Throw:       N/A

   This power allows the Jedi to sense the Force and its effects upon his
environment.  In order to get the most information the Jedi must concentrate
for several rounds.

   This Power operates in the same way as the paladin's detect evil power.

     Time                 Information
-----------------------------------------------------------
     1 round              Detect Magic or Detect Life-Force.
     2 rounds             Strength of Magic or Life Force.
     3 rounds             Detect Dark-Force (Evil).
     4 rounds             Detect Strength of Dark Force.
     5 rounds             At DM discretion the Jedi may receive
                          vague premonitions about the area or object
                          detected.
ALTER POWERS

Name:                 Injure/Kill
Skill:                Alter
Difficulty:           Moderate
Prerequisite:         Life Sense, Life Detection
Preparation Time:     3
Duration:             n/a
Saving Throw:         1/2 damage or (Destruction save -4 fail : die or 8d6)
WARNING: USE OF THIS POWER EARNS A DARK-SIDE POINT
Note: A force point must be spent to use this power.

   This spell functions as the reverse of the highest level healing spell
available as if Jedi were a priest of same level.  This power requires a
successful melee strike with hands or physical weapon.
Each use of the power whether successful or not decreases the jedi's alter
skill by 5 points until he has slept for 8 hours. If the spell has
additional consequences (like resurrection) the Jedi suffers these as well.

  The spells simulated by this power are :
                                              Jedi Level
                                            ----------------
          Cause light wounds                      1-6
          Cause Serious wounds                    7-8
          Cause Critical Wounds                   9-10
          Harm                                   11-13
          Destruction                              14+

Name:                 Telekinesis
Skill:                Alter
Difficulty:           Special
Prerequisite:         none
Preparation Time:     0
Range:                30 yards
Duration:             This power may be kept up
Saving Throw:         save neg.

  This power allows a Jedi to manipulate objects with his mind alone. A Jedi
can levitate several objects but each requires a separate roll.  If
successful the object moves as the Jedi desires.
  This allows levitation of the Jedi as well as a primitive drive for
aircraft.

 Object weight                       Modifier
-----------------------------------------------
2 lbs or less                          Very Easy
up to 20lbs                            Easy
up to 200lbs                           Moderate
up to 2000lbs                          Difficult
up to 20000lbs                         Very Difficult
up to 200000lbs                        Impossible

Objects move at 36" and in a straight line if faster speed or maneuvering is
desired modify by the following. Range is equal to that of psionic power
telekinesis

Maneuver                                Modifier
--------------------------------------------------
Gentle Turns                            -1
Easy Maneuvers                           -3
Complex Maneuvers                        -7
Combat Maneuvers                         -10
Movement up to 72"                      -10
Movement up  to 108"                    -20
Movement up to 144"                     -25

An object's Thaco is equal to the jedi's  with the -3 non-proficiency
penalty.  No strength bonuses, proficiencies or specializations apply to
objects used to attack.

Damage inflicted is by weapon or by size for non weapon objects:
   up to 2lbs      1d6
   up to 20 lbs    1d8
   up to 200 lbs   2d12
   up to 2000lbs   6d12
   up to 20000lbs+ save vs death or die


Control + Sense Powers

Name:                 Light Saber Combat
Skill:                Control + Sense
Difficulty:           Moderate
Prerequisite:         none
Preparation Time:     5
Range:                N/A
Duration:             melee
Saving Throw:         N/A

  This is the skill a Jedi uses to wield the light saber effectively.
The power stays active once invoked for an entire melee so long as the Jedi
remains active.

  When attacking or parrying add the sense roll as a 'to hit' bonus. If the
invocation fails no bonus is applied and the Jedi must rely upon his own
skill.

  This Power allows the light-saber to act as a defense against as many
missile weapons as the bonus awarded... see Light Saber above.


Name:                 Projective Telepathy
Skill:                Control + Sense
Difficulty:           Control (Very Easy), Sense (Very Easy)
Prerequisite:         none
Preparation Time:     0
Range:                see below
Duration:             This power can be kept up.
Saving Throw:         Neg

  This power is similar to the Psionic power Telempathic Projection it
however is more powerful.  The Jedi may transfer thought into a one-way
message to the target mind as per the spell message (qv) except the
recipient does not have to be in Line of sight.  The Jedi may also if
desired communicate his emotions to the target.
  This power does not allow two-way communication nor does it provide for
control of the target.  A saving throw allows the recipient to ignore the
voices it hears.  Telepathic Defenses function normally with a contest of
skill if necessary determining the success or failure.

Distance                   Skill Modifier
------------------------------------------
Line of sight                   0
1 mile                         -1
10 miles                       -3
100 miles                      -5
1000 miles                     -7
10000 miles                    -9
100000 miles+                  -13
Extra Planar                   -15

Target                       Skill Modifier
-------------------------------------------
Unknown to Jedi                Impossible
Different Species                 -1
Fish                              -5
Monstrous(non Humanoid)           -7
Plant                             -8


Control + Alter Powers:
Name:                 Accelerate Another's Healing
Skill:                Control + Alter
Difficulty:           Control (Very Easy), Alter (as per accelerate healing
Preparation Time:     0
Range:                touch
Duration:             Instant
Saving Throw:         Neg

  This power allows a Jedi to confer the benefits of accelerate healing
(qv.) upon another being.  The Jedi must touch the person for this to be
effective.


Name:                 Control Another's Disease
Skill:                Control + Alter
Difficulty:           Control (Very Easy), Alter (as per Control Disease)
Prerequisite:         Accelerate healing, control disease
Preparation Time:     3 turns + may require multiple uses
Range:                touch
Duration:             Instant
Saving Throw:         Neg

  This power allows a Jedi to confer the benefits of control disease
(qv.) upon another being.  The Jedi must touch the person for this to be
effective.
  This power is subject to the same modifiers as Control Disease


Name:                 Control Another's Pain
Skill:                Control + Alter
Difficulty:           Control (Very Easy), Alter (as per control pain)
Prerequisite:         control pain
Preparation Time:     0
Range:                touch
Duration:             Instant
Saving Throw:         Neg

  This allows the Jedi to confer the benefits of control pain upon another
being(qv) and is subject to the same restrictions/modifiers as control pain.

Name:                 Place Another in Hibernation Trance
Skill:                Control + Alter
Difficulty:           Control (Very Easy), Alter (Very Easy)
Prerequisite:         control pain
Preparation Time:     5
Range:                touch
Duration:             (If used in combat this may be kept up)
Saving Throw:         Neg -5

   This power acts as a powerful sleep spell upon one individual. This power
gives all the benefits of the Hibernation Trance(qv).

   If the target is unwilling use the following table:

 Target                                  Modifier          Save
-------------------------------------------------------------------
4HD or less                              Easy               -5
4-8HD                                    Moderate            0
10+HD                                    Difficult          +5

Note a successful attack roll must be made. In addition telepathic defenses
may attempt to stop this power via contest of skill using the lower of the
skill rolls.

Name:                 Return another to consciousness
Skill:                Control + Alter
Difficulty:           Control (Easy), Alter (see below)
Prerequisite:         Remain Conscious, control pain
Preparation Time:     0
Range:                30 yards
Duration:             This power may be kept up
Saving Throw:         N/a

  This spell will awaken characters that are unconscious due to magic,
psionic, divine influence, or from wounds.

  This spell can be used in an emergency to make a wounded man able to walk
or identify his assailant... The character may perform any non strenuous
activity his injuries do not prevent.  The wounded character will remain
conscious so long as the Jedi maintains the power and the character hasn't
yet reached -10hp.

  Target                                Modifier
----------------------------------------------------
  Sleep                                 Very Easy
  Color Spray                           Very Easy
  Hibernation trance                    Very Difficult
  Emptiness                             Impossible
  Rage                                  Impossible
   0 to -3hp                            Easy
  -3 to -6hp                            Moderate
  -7 to -9hp                            Difficult
   -10hp                                Very Difficult

Name:                 Place Another in Hibernation Trance
Skill:                Control + Alter
Difficulty:           Control (Very Easy), Alter (Very Easy)
Prerequisite:         control pain
Preparation Time:     5
Range:                touch
Duration:             (If used in combat this may be kept up)
Saving Throw:         Neg -5

   This power acts as a powerful sleep spell upon one individual. This power
gives all the benefits of the Hibernation Trance(qv).

   If the target is unwilling use the following table:

 Target                                  Modifier          Save
-------------------------------------------------------------------
4HD or less                              Easy               -5
4-8HD                                    Moderate            0
10+HD                                    Difficult          +5

Note a successful attack roll must be made. In addition telepathic defenses
may attempt to stop this power via contest of skill using the lower of the
skill rolls.

Name:                 Transfer Force
Skill:                Control + Alter
Difficulty:           Control (Easy), Alter (Moderate)
Prerequisite:         Control Another's Pain, control pain
Preparation Time:     1 round
Range:                touch
Duration:             Instant
Saving Throw:         N/A
NOTE:  A JEDI MUST SPEND A FORCE POINT TO USE THIS POWER

   This power allows the Jedi to duplicate various curative spells depending
on his level.  Any other consequence of the spell affects the Jedi as well.

                                              Jedi Level
                                            ----------------
          Cure light wounds                      1-6
          Cure Serious wounds                    7-8
          Cure Critical Wounds                   9-10
          Heal                                   11-13
          Resurrection                           14+


Control + Sense + Alter Powers

Name:                 Affect Mind
Skill:                Control + Alter + Sense
Difficulty:           Special See below
Prerequisite:         none
Preparation Time:     0
Range:                Special
Duration:             This power can be kept up
Saving Throw:         Special

  This is a very powerful manifestation of the force. With this power the
Jedi can change a target's perceptions, alter its memories, or cause it to
make false conclusions (it believes them).

  This means for one target per round  the Jedi could run the gamut of
illusionary spells + several enchantment and charm spells such as
 Charm person, alter/change self , suggestion, phantasmal killer , any
illusionary display.

  Memories changed by this power are *permanently* altered, if a telepathic
defense mode is active a contest of skill may attempt to prevent the change.
The Jedi uses his lowest skill for the contest.

  Before rolling skills the Jedi player must describe *exactly* what he'd
like to accomplish.  The DM must decide what the skill rolls will be and
whether or not to allow a saving throw. This Power is best used in a very
minor role.

  Control Modifiers:
 ------------------------------------------------
  Perceptions                                 Very Easy
  Memories                                    Easy
  Conclusions                                 Moderate

  Alter Modifiers:
----------------------------------------------------
  Slight temporary effect,
  Minor Changes to distant memories,
  Character doesn't really care about
  conclusion being altered .......................... Very Easy

  Brief Visible Phenomena,
  memories less than a year old,
  minor emotion for conclusion .......................Easy

  Short illusions,
  memories less than a Day old,
  strict orders about a conclusion....................Moderate

  Illusions changing Facial Features,
  Illusions involving up Three senses
  memories less than a minute old
  Conclusion is very important to the target .........Difficult

  Illusions involving all Six senses,
  Major Changes to memory,
  Obviously Illogical conclusion......................Very Difficult

  Sense Modifiers:

  Target                                              Modifier
------------------------------------------------------------
  Wis >3                                              Very Easy
  Wis 3-6                                             Very Easy
  Wis 6-8                                             Easy
  Wis 9-12                                            Moderate
  Wis 13-15                                           Difficult
  Wis 16-18                                           Very Difficult
  Wis 19+                                             Impossible

 Other Modifiers

  Distance to Target                                            Modifier
--------------------------------------------------------------
  Line of Sight                                           0
  1 mile                                                 -5
  10 miles                                               -10
  100 miles                                              -15
  1000 miles                                             -20
  10000 miles                                            -25

 Knowledge of Target
---------------------------------------------------------------
  Family member, lover                                  +5
  Close Friend                                          +1
  Companion, Casual , Co-worker                      0
  Known Generally                                       -5
  Known by Reputation                                   -10
  Never Met                                             -15
  Unknown                                             Not Allowed

Name:  Create Dark Force Elemental
Skill: Control + Alter + Sense
Difficulty: Impossible
Prerequisite: Hibernation trance, life detection, life sense,
magnify-senses, receptive telepathy,sense Force, telekinesis, far-seeing
projective telepathy, rage.
Preparation Time: 1 turn
Range: Special
Duration: This power can be kept up
Saving Throw: Special
WARNING: USE OF THIS POWER EARNS A DARK-SIDE POINT.

  This power brings forth a being of the Dark-side under the Jedi's control.
As an incarnation of the Dark-side the being is full of rage and hatred and
impossible to control.

  The Elemental has the following Stats:

     8  HD   Thaco 13  -2 AC  #att 1 DMG 1d10 Strength Drain as shadow   MR 15%
     12 HD   Thaco  9  -5 AC  #Att 2 DMG 3-30 Strength Drain as 2xShadow MR 20%
     16 HD   Thaco  5  -7 AC  #att 2 DMG 4-32 Strength Drain as 3xShadow MR 25%

  If the Jedi spends a Force point the Elemental gains the ability to
inflict  Force consumption (see consumed by the Dark-side above:) by touch.

 The Jedi must make  Impossible control rolls every round to control the
elemental.  If he loses control the creature seeks to destroy him first and
then any living thing within 30 yards of the summoning point.  Without the
summoner the being has a 50% of dissipating into a shadow or a wraith (if a
force point was spent) after an hour of no control otherwise it returns to
the negative plane.

 To dismiss the Elemental the Jedi must make an impossible Alter roll if
failed the Jedi must continue to attempt to control the elemental.

Name:         DOPPLEGANGER
Skill: Control + Alter + Sense
Difficulty: Very Difficult
Prerequisite: Control Pain, emptiness, life detection, life sense,magnify
senses, receptive telepathy,sense Force, projective telepathy, control
another's pain, transfer force, affect mind, dim other's senses.
Preparation Time: 5 rounds
Range: Special
Duration: 5 rounds, This power can be kept up
Saving Throw: Special
WARNING: USE OF THIS POWER EARNS A DARK-SIDE POINT.

  Through use of this power the Jedi creates an 'avatar' of himself any
where in the multi-verse.  This avatar has half the level, skills and
hit-points of the original Character and can interact with whatever is in the
surroundings.

  The original character can sense everything the avatar can and may control
its actions.  The avatar may use force powers, or use weapons that are exact
non-magical duplicates of the characters current equipment.

  When the Jedi ceases concentration the avatar fades away.  If the avatar
is slain the Jedi temporarily loses half his current levels and hit-points.
Hit-points are regained normally, levels return at a rate of 2 each day.

  Distance to Target Area                               Modifier
--------------------------------------------------------------
  Line of Sight                                           0
  1 mile                                                 -3
  10 miles                                               -5
  100 miles                                              -7
  1000 miles                                             -9
  Per plane Separation                                   -11

Name:        Harmony in the Force
Skill: Control + Alter + Sense
Difficulty:   Difficult
Prerequisite: life detection, life sense, projective telepathy
Preparation Time: 0
Range: Special 100yards for shielding a dark-knight.
Duration: This power can be kept up
Saving Throw: N/A

This  power allows several willing Jedi to manifest the power of the light
side.  It can act as a shield against Dark-force powers giving a +30
to  skills per person in the link to resist powers of the dark-side.
The initiator may link in as many individuals as he can maintain active
powers (with out the bonus) normally.  The initiator's bonus is reduced by
12 per person linked.

  The shield can be placed upon a dark knight and if control alter and sense
rolls are higher than the knights; the knights control of all active powers
ceases and further use of Dark side powers are a step more difficult,
difficulty may not exceed impossible if it does the dark night cannot summon
enough strength  for that power to operate.

 Distance to Target Area                               Modifier
--------------------------------------------------------------
  Line of Sight                                           0
  1 mile                                                 -3
  10 miles                                               -5
  100 miles                                              -7
  1000 miles                                             -9
  Per plane Separation                                   -11

 Note this power is an ultimate expression of the light side's triumph over
the dark.  Jedi who died in the force may join the circle if the initiator
is strong enough.