Balance has two parts: temporary and permenant. Both range from 0 to 20, and start for most people at about 10. Everybody has temporary balance. Jedi and Jemeni have both. When temporary balance hits one of the rails, permenant balance changes by one in the appropriate direction. If permenant balance rails, take appropriate disadvantages -- 5 points for each point by which it is exceeded. Each Jedi or Jemeni has a relevant f(Balance). For Light Jedi, f(x) = x-10. For Dark Jedi, f(x) = 10-x. For Jemeni, f(x)=min(x-10,10-x). Each day, the difference between 10 and your Balance is halved. So Jemeni can just do nothing and get spiffier, but Jedi are constantly working against the tide. Each ability the Jedi/Jemeni have has a minimum Balance necessary to learn or attempt it, and an affect on Balance. This last is specific to the situation, but in general: Change Action +2 healing someone +5 brainwashing someone -4 debrainwashing someone +1 worshipping a light saint -1 worshipping a dark saint -7 torturing someone (modifiers for whom) -5 killing someone (modifiers for whom) +1 organizing files -1 organizing files according to DDNS +3 razing a forest -2 weeding a garden (seeding with) +3 creating a (foo)tech device +4 creating an alchemical device -3 freeing minks -6 performing magic +2 matchmaking -2 seduction +1 telling the truth all day +2 bringing peace -2 blackmailing or causing action from fear -4 stealing +4 bringing criminals to justice (whole process) -3 subtly screwing people -1..-3 deluding people (minor to major) +1..+3 bringing truth (minor to major) -2 manipulating someone +10 quashing a revolution -10 leading a revolution +2 making peace between others -3 blackmail +1.. fixing -1.. breaking +2.. kludging so, if you want to do anything Spiffy with the Force, you a) check to make sure that your Balance is far enough in the right direction. for Lights, it should be above the number, for Darks, below. Jemeni can use both sets of abilities, but have to be on the oher side from where the Light/Dark would be. b) roll vs f(Balance) + a modifier for the specific task. Light Force Sword Dark Force Sword Rough Force TK Fine Force TK Danger Sense Directed Precog Mindlink (keep tabs on someone) Telepathy Become Benevolent Shiny Suggestion Temptation Heal Self Accelerate Other's Healing Life Extension (self) Meditation (Hibernation trance, emptiness) Mind Shield Enhance Attribute Detect Life Enhance Self Sense force This power is used to sense the ambient Force within a place and whether it tends toward the Dark or Light side. Combat sense Combat sense helps a Jedi focus on the battle at (danger sense) hand. Everything else becomes dulled and muted as (life detect) the Jedi's senses are tuned to the combat happening around him. [ for 10 seconds this adds +1d6 to move, attack skills and dodge (max 14) - the same amount is subtracted from all other non-combat skills] Faz Sense Sleep (other) Shadow Cloak Force Lightning