Force Powers
Control Powers
Channel Rage (Adapted from Rage, DSS, page 18)
Control Difficulty: Easy.
This power may be kept up.
Warning: A character who uses this power automatically receives a Dark Side Point.
Effect: This power, when used, channels the characters anger and rage into a berserk fury, which increases
his prowess in battle. Game effects include a temporary +2D bonus to Strength, and a -1D penalty to all
defensive skill rolls. Raging characters are unable to perform any action or Force power that requires
patience and/or concentration. When use of Channel Rage ends, the user loses 2 pips from his Strength die
code for every round the power was kept up (reducing his Strength die code to a minimum of 1D).
amount the Jedis Control roll exceeds the difficulty. The duration can be increased by spending character
points for each character point spent, the duration is increased by one round. These points can be spent at
any time before the power fades.
Control Roll >
Difficulty By:
0-6
7-12
12-18
19-24
24+
Bonus
+2
+1D
+1D+1
+1D+2
+2D
Duration
4 rounds
4 rounds
3 rounds
3 rounds
2 rounds
Special: Whenever Sith Sorcery is used, in addition to receiving a Dark Side Point, the character opens
himself up to possession by Sith spirits. He must immediately succeed in a Moderate Willpower skill
check, with the difficulty increased randomly by the amount of the bonus received. For example, a Dark
Jedi beats his Control roll difficulty by 8 points, gaining a +1D bonus. When the power fades, he must
make a Willpower roll with a difficulty of Moderate +1D. If the skill roll succeeds, there are no
complications. If it fails, however, the character is possessed by a Dark Side spirit (see rules on Dark
Spirits).
Sith Sword Combat (Adapted from Sith Sword Defense, et al, DSS, pages 18-19)
Control Difficulty: Moderate.
Sense Difficulty: Easy.
This power may be kept up.
Effect: This power works in a manner similar to that of the Lightsaber Combat power, but centers on
defense. If a character successfully uses this power, he adds his Sense rating to his Melee Parry skill rolls
while using a Sith Sword, and is able to add (but not subtract) part or all of his Control dice to the Sith
Swords damage. Additionally, blaster bolts can be deflected, and the system is the same as the one listed
in SWD6, page 148.
damage to all targets within ten meters of the character, and gives each one a -1D penalty to all rolls for the
remainder of the round. The effects of this power last a single round, though the duration can be increased
by spending character points for each character point spent, the duration is increased by one round. These
points can be spent at any time before the power fades.
Alter Difficulty
Difficult
Difficult
Heroic
Very Difficult
Moderate
Very Difficult
Heroic
Heroic
Very Difficult
Very Difficult
*Each additional use of this alteration on the same target increases the Alter difficulty by 5 points and
grants an additional Dark Side point.
Equipment
Alchemical Apparatus (DSS, page 65)
Cost for the proper alchemical apparatus is listed in the text. Specialized alchemical apparatus lower the
difficulties of any Alter skill rolls related to the Alchemy Force power by 5 points. More versatile
equipment can be used on any species, but only grants a +2 pip bonus to Alter skills rolls relating to
Alchemy.
Cost
300
300
2,500
Base Benefit
+1D physical, +1 energy
+1D physical, +1 energy
+2D physical, +1D energy
Difficulty
Moderate Armor Repair
Moderate Armor Repair
Difficult Armor Repair
Special Quality
Cortosis Weave
Damage Reduction 5
Damage Reduction 10
Dark Side Energy
Cost
15,000
10,000
25,000
Special***
Special***
Increased Might
Special***
Base Benefit
Difficulty
Deactivates lightsabers*
Heroic Armor Repair
+1D physical/energy
Very Difficult Alchemy**
+2D physical/energy
Heroic +5 Alchemy**
+1D bonus to resist light side
Very Difficult Alchemy**
Force powers or any Force
power augmented by a light
side Force Point.
+1D to Perception or Control
Heroic Alchemy**
rolls made to resist the use of
Projective and Receptive Telepathy,
and increases the difficulty of Life
Detection and Life Sense used
against the wearer by +3.
+2 pips to the wearers Strength
Heroic Alchemy**
when making skill or attribute rolls,
or when rolling melee damage.
*Cortosis weave damages lightsabers. When a lightsaber strikes and inflicts damage on anyone wearing
dark armor with Cortosis weave, roll the lightsabers body strength (typically 2D) versus the damage rolled
against the target, and consult the rules for Damaged Weapons on SWD6, page 95. For rules on repairing
damaged weapons, see SWD6, page 60.
**This represents the difficulty of the Alchemy powers Alter skill roll.
***In addition to the cost of the armor, these qualities require the sacrifice of dark side energy in the form
of a Force Point. Multiple qualities cost additional Force Points. The Force Points are lost if the skill roll
fails.
Examples of Dark Armor
Listed below are three examples of dark armor given on page 61 of the Dark Side Sourcebook, converted
for use in SWD6.
Model: Dark Combat Jump Suit
Type: Dark Armor
Scale: Character
Cost: 16,500 credits & 1 Force Point
Availability: 4, X
Game Notes: A heavily-padded jumpsuit that incorporates Cortosis weave, a material that deactivates any
lightsaber that damages the wearer. Grants +1D+2 to Strength rolls made to resist physical and energy
damage. This armor also grants its wearer +1D to Perception or Control rolls made to resist the use of
Projective and Receptive Telepathy, and increases the difficulty of Life Detection and Life Sense used
against the wearer by +3.
Model: Dark Padded Battle Armor
Type: Dark Armor
Scale: Character
Cost: 12,000 credits & 1 Force Point
Availability: 4, X
Game Notes: This armor provides the wearer with +2D to Strength rolls made to resist physical and energy
damage. The armor is also imbued with Dark Side energy, granting the wearer a +1D bonus on rolls made
to resist light side Force powers, or any Force power augmented by a light side Force Point.
Model: Dark Heavy Battle Armor
Type: Dark Armor
Scale: Character
Cost: 37,000 credits & 2 Force Points
Availability: 4, X
Game Notes: This heavily-plated armor conveys +3D to Strength rolls made to resist physical and energy
damage. It is imbued with Dark Side stealth to keep the wearer hidden (+1D bonus to Perception or
Control rolls made to resist the use of Projective and Receptive Telepathy, and increases the difficulty of
Life Detection and Life Sense against the wearer by +3) and increased Strength (+2 pips to the wearers
Strength when making skill or attribute rolls, or when rolling melee damage).
Model: Massassi Chest Shield (see the text of the Massassi entry, DSS, page 114)
Type: Alchemically-Treated Body Armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: This is a Massassi warriors primary body armor. It consists of an alchemically-treated
shield strapped to the warriors chest which allows increased freedom of movement. It provides +1D+1 to
Strength rolls made to resist physical and energy damage to the chest only, and reduces the wearers
Dexterity by -1 pip.
Scale: Character
Skill: Thrown Weapons: Sith Lanvarok
Ammo: Enough for one burst
Cost: 4,000 credits
Availability: 4, X
Range: 2-10/20/40
Damage: 3D+1
Game Notes: The Sith Lanvarok is useable only as a ranged weapon. The disks launched from the
lanvarok spread out, increasing the chances of a hit. This grants a 1D bonus to hit any target within 10
meters. Anyone using a lanvarok who also possesses the Telekinesis Force power can extend this bonus to
the full range of the weapon with a successful use of that power. A lanvarok takes a full round to load.
Artifacts
Orbalisk Armor (DSS, pages 67-68)
Orbalisk infestation has much the same effect in D6 as listed in the DSS text on pages 67-68 (insofar as the
number of orbalisks required to cover a host, and the physical effect thereof). The biochemical reaction
created by the mixture of Dark Side energy and orbalisk venom can be reflected in a Strength increase of
+1 pips for every 20% of coverage. Additionally, characters who are host to orbalisks can make natural
healing rolls twice as often for every 20% of coverage (see below).
Wound Level
None
Wounded Once/Twice
Incapacitated
Mortally Wounded
12 hrs
2 days
5 days
5 hrs
1 day
3 days
3 hrs
6 hrs
2 days
The armor bonus granted by orbalisks depends on the degree of coverage they have on the host.
% of
Coverage
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
Bonus
+1 pip
+2 pips
+1D
+1D+1
+1D+2
+2D
+2D+1
+2D+2
+3D
+3D
Bonus
vs. LS
+2 pips
+1D+1
+2D
+2D+2
+3D+1
+4D
+4D+2
+5D+1
+6D
+6D
Dexterity
Penalty
-1 pip
-2 pips
-2 pips
-1D+1
-1D+1
-1D+1
-2D
-2D
-2D
-2D+2
Move
Penalty
-0
-0
-0
-2
-2
-2
-4
-4
-4
-8
Bonus: This is the amount of the bonus the armor gives to Strength rolls to resist damage against physical
and energy attacks.
Bonus vs. LS: This is the amount of the bonus the armor gives to Strength rolls to resist damage against
lightsaber attacks only.
Dexterity Penalty: This is the Dexterity penalty suffered by the wearer of the orbalisk armor.
Move Penalty: This is the Move penalty suffered by the wearer of the orbalisk armor.
See also the entry on orbalisks in the Creatures section.
Vehicles
Sith Speeder (DSS, pages 61-62)
Craft: Sith Speeder
Type: Scratch-built custom speeder bike
Scale: Speeder
Length: 2.15 meters long
Skill: Repulsorlift Operation: Sith Speeder
Crew: 1 pilot
Crew Skill: Varies
Passengers: None
Starships
Sith Battleship (DSS, page 63)
Craft: Sith Battleship
Type: Sith Battle Cruiser
Scale: Capital
Length: 215 meters long
Skill: Capital Ship Piloting: Sith Battleship
Crew: 25
Crew Skill: 6D in relevant skills
Passengers: 850
Cargo Capacity: 5,000 metric tons
Consumables: 1 year
Cost: Not available for sale
Hyperdrive Multiplier: x4
Hyperdrive Back-Up: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Hull: 4D+1
Shields: None.
Sensors:
Passive: 25/1D
Scan: 50/2D
Weapons:
6 Blaster Cannons
Fire Arc: 3 left, 3 right
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 1D+2
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5
Damage: 4D
3 Concussion Missile Launchers
Fire Arc: Front
Skill: Missile Weapons: Concussion Missiles
Fire Control: +2 pips
Space Range: 1/3/7
Atmosphere Range: 50-500/1/5 km.
Damage: 8D
Note: Being as the Sith Battleship is an older model, Ive only given it two sensor modes: passive and scan.
For more information on ships in the time of the Sith Empire, please see ToJC, pages 111-112.
Droids
IT-3 Series Interrogator Droid (DSS, pages 63-64)
Dexterity 1D
dodge 1D+1, interrogation devices 5D, melee combat 2D+1, melee parry 2D+1
Knowledge 3D
intimidation: interrogation 5D+1, scholar: Biology 5D+2, scholar: Chemistry 5D+2, scholar: Psychology
5D+2
Mechanical 1D
Perception 3D
persuasion 5D+1
Strength 1D
Technical 2D
first aid 5D+1
Equipped With:
Electroshock Probe (Does 1D to 4D stun damage)
brawling 4D
Technical 1D
Equipped With:
Armor (+1D+1 to Strength to resist damage)
Arm-Mounted Vibro-Ax (Does Strength +3D+1 damage, max: 7D)
Arm-Mounted Blaster Rifle (Does 5D damage, range: 3-30/100/300)
Move: 10
Size: @1.8 meters tall
Cost: Not available for sale.
Creatures
Chrysalide Rancor, Chrysalis Beast (DSS, pages 120-121)
Dexterity 2D+2
Perception 1D+1
search 5D+1
Strength 10D
climbing/jumping 13D+2
Special Abilities:
Claws: Do Strength +1D+2 damage.
Low Light Vision: A chrysalide rancor can see twice as far as a normal human in poor lighting conditions.
Natural Armor: A chrysalide rancor is gifted with a thick hide, and gets a +2D+1 bonus to Strength rolls
made to resist physical and energy damage.
Teeth: Do Strength +1D+1 damage.
Terrifying Presence: Upon first seeing a chrysalide rancor, a character must make a Difficult Willpower or
Control roll. Success indicates he can act freely. Failure indicates that he must either flee or attack on his
next turn. If this roll is failed by more than ten points, the character in question can do nothing but cower
in fear until he succeeds at a Moderate Willpower or Control roll (he gets a roll at the end of every turn past
the first).
Move: 30
Size: @5 meters tall
Strength 2D+1
brawling 4D
Special Abilities:
Body Swap: If a guardian spirit is destroyed, it will attempt to inhabit any other corpse in the vicinity, no
matter how fresh. The guardian spirit must succeed in an Easy Body Swap skill check to possess the
nearest corpse. If it fails, or no other body is available, the spirit is destroyed. Otherwise, the flesh is
stripped from the bones of the guardians new body, and it rises to fight again.
Walking Dead: As they are animated corpses, and immune to disease, cold, and vacuum, as well as being
resistant to mind-based Force powers. Any weapon that does piercing or slashing damage has its damage
reduced by half against guardian spirits.
Weapons & Armor: Guardian spirits are usually equipped with primitive weapons and armor. The armor
provides them with a 1D bonus to Strength rolls to resist physical damage, and a +1 pip bonus to resist
energy damage. The weapons are typically archaic, such a swords, axes, and the like.
Move: 6
Size: Varies
Primitive: Because they are a primitive species, beginning Massassi abomination characters may not place
any skill dice in any vehicle operations, starship operations, or repair skills.
Move: 10
Size: Unlisted (man-sized)
Victims held by the silooth can attempt to escape on their action by succeeding in an opposed Strength
check.
Exceptional Reflexes: Silooths gain a +1D bonus to all Perception rolls made to determine initiative.
Low Light Vision: A silooth can see twice as far as a normal human in poor lighting conditions.
Move: 16
Size: the size of a bantha
Alien Species
Though not specifically detailed as player character species in the text, Ive gone ahead and adapted the
Massassi as player species.
PERCEPTION 1D/3D
STRENGTH 3D+2/5D+2
TECHNICAL 1D/3D
Special Abilities:
Hunter Culture: Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search,
Search: Tracking, and Survival skill rolls.
Low Light Vision: Massassi can see twice as far as a normal human in poor lighting conditions.
Primitive: Because they are a primitive species, beginning Massassi abomination characters may not place
any skill dice in any vehicle operations, starship operations, or repair skills.
Story Factors:
Extinct: The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with
the Dark Side.
Move: 10/12
Size: 1.8 meters tall (average)
Miscellaneous Rules
Dark Spirits (DSS, pages 122-125)
Dark Side spirits work the same as most characters, retaining most of the abilities and attributes it had when
it was alive. Any attack that deals physical damage will not harm a Dark Side spirit, nor can a Dark Side
spirit make direct physical attacks against living characters. Any Force powers with physical effects (ie,
Alchemy, Telekinetic Kill, Injure/Kill, Accelerate Healing in Another, Telekinesis, Force Lightning, etc.)
are ineffective when used by or against a Dark Side spirit . Any damage caused by these powers is reduced
to zero. Dark Side spirits receive a +3D bonus on all Hide, Sneak, and Search rolls that they make.
Dark Side spirits have the following abilities in addition to those they had in life:
Manifestation
Being nonphysical, Dark Side spirits are not affected, nor can they affect, anything physical. When they do
manifest, they can be seen and heard. In order to remain audible and visible, a Dark Side spirit must
succeed in an Easy Strength roll once per minute. Failure indicates that the spirits voice and likeness fade
until it manifests again.
Possession
By using the power of Sith Sorcery, a character opens himself up to potential possession by Dark Side
spirits (see the Sith Sorcery Force power). Dark Side spirits can also attempt to possess other physical
bodies, but such an attempt grants the potential victim an Easy Willpower roll to resist. If a Dark Side
spirit attempts to possess someone unsuccessfully, it may not try to possess that character ever again.
Once a Dark Side spirit has possessed a body, it retains its own Knowledge, Pereption, and
Technical attributes in addition to its own skills, and uses the Dexterity, Mechanical, and Strength
attributes, as well as any physical abilities, of its host. The Dark Side spirit can exit the body at any time.
If the body is killed while possessed by the Dark Side spirit, the spirit is forced out but otherwise remains
unharmed.
While a Dark Side spirit occupies a body, the bodys original occupant is forced out and becomes,
for all intents and purposes, and Dark Side spirit. It may attempt to repossess its former body, or can try to
possess a different one.
Force Travel
Dark Side spirits can use the Force to instantaneously travel to any point in the galaxy, though there must
be some form of Dark Side energy there to act as a sort of beacon. The spirit must be familiar with the
destination. To use this ability, the spirit must succeed at a Willpower roll, with the difficulty based on the
distance traveled.
Distance
Same City
Same Continent
Difficulty
Very Easy
Easy
Same Planet
Same System
Same Sector
Same Region
Same Galaxy
Moderate
Difficult
Very Difficult
Heroic
Heroic +5
This Willpower roll is modified by the power of the Dark Side at the target destination.
Dark Side
Power Level
Nonexistent
Dim
Faint
Moderate
Strong
Overwhelming
Roll
Modifier
Impossible
-5
0
+3
+6
+9
Example
Anything not touched by the Dark Side.
A person with three or fewer Dark Side Points.
A person with four or more Dark Side Points.
A person turned to the Dark Side; a weak Dark Side artifact.
A place touched by the Dark Side, a Dark Side artifact.
A place infused with the Dark Side; a powerful artifact.
Force Powers
Control Mind (DSS, pages 13-14)
ToJC, page 62 (as Enhanced Coordination).
Equipment
Sith Holocron (DSS, page 66)
ToJC, pages 79-80.
Creatures
NPCS
Dark Side Adepts (DSS, pages 103-104)
DES, pages 65-66.
Ulic Qel-Droma, Former Jedi Knight, Sith Lord (DSS, pages 75-77)
ToJC, page 34.