I thought I'd just go ahead and publish the rest of my hack, since it's not terribly long.
--------
Alter [2 or 3 refresh] – This is the ranged Incite Emotion ability. It can be used for distractions (Jedi Mind Trick or Random Noise). Additionally, it can be used to distract or disorient a bit (as a mental attack) or to make the Jedi uninteresting (as a Manuver). It can also be used for darker abilities (crushing someone’s mind over time). Though that’s obviously a dark side power…
Since this one seemed a little weak, I also put Jedi Healing Trances here. The Jedi (or another willing character) can be put into a trance. This always justifies starting healing. For an additional refresh, the trance uses the Out of Combat ability of Inhuman Recovery, making all consequences come back one step faster. Regardless, using a Jedi Healing Trance *always* requires missing at least one scene.
External Control [2 refresh] – This is the external abilities power of the Force. It covers virtually any telekinetic control, from moving small objects to lifting X-Wings out of swamps. It functions as Channeling (Spirit). Any kind of opposed or direct force duel falls here – Discipline vs. Discipline. It hasn’t come up yet, but it’s the power I would use to model Yoda’s absorption of Palpatine’s Force Lightning. Lightsaber Throwing is a special trapping, allowing a lightsaber to be thrown and pulled back with a Weapons or Lore check.
Internal Control [Variable, Minimum 2] – This is for the enhancement tricks Jedi get up to in the movies. It works as per Modular Abilities on YS177, though it always costs a Fate point to activate and lasts for one Scene, so I lowered the +2 initial cost of Modular powers to a +1. I allow Strength, Toughness, and Speed powers, but not Recovery. I allow Minor Abilities with justification. I do not allow any abilities above Supernatural. These abilities never have a catch refund (Ysalamiri are not well enough known).
Lightsaber [2 refresh]
- Item of Power (NOTE: Lightsabers CAN be destroyed, unlike normal Items of Power)
- Always a Weapon 3
- Plasma Blade – Bypasses any armor the target might be wearing. When held against a surface, it ignores any Hardness of the substance.
- Relic of a Lost Age – Gives a +2 to Social Interaction checks to anyone that respects/remembers the Jedi. The same as Penalty versus those who hate/fear the Jedi.
- Loud and Bright: When the Blade is ignited, it gives a -2 to any stealth-related check.
If the wielder has the “Force Sensitive” Power, it has the following additional properties:
- Give a +1 to Skill (Weapons/Lore) to Wield the Lightsaber in combat
- Combat Anticipation: A lightsaber can be used with either Weapon or Lore skill.
- Dazzling Defense: A Force User can use a Lightsaber to defend against Ranged Weapons. If the Force User succeeds by a minimum of 1 shift on defense, the attack is deflected against an opponent of their choice (at the same attack value as the original roll, not the defense).
I allow something odd when it comes to the Dark Side… The Dark Side is fast, easy, seductive. So not only can you get bonuses to rolls by accepting Compels, you can actually “Give in to your Hatred” and actually get temporary refresh for powers. (This wouldn’t work for just any group, I know, but my players are good about not abusing the rules just because they can.)
So a Jedi could dip into the Dark Side and temporarily get the ability to do Force Lightning. Or make himself strong enough to overcome a foe. Or one without external control could Force Choke a foe. Or could activate their External Control abilities without needing a Fate point.
Such uses not only provide a compel but ALSO push the character towards the Darkside (using the Lawbreaker rules). It changes one of the characters Aspects in sync with the level of Lawbreaker.. So a character is Touched, Tainted, or Seduced by the Darkside.