Control
Control Difficulty:
Easy. This power may be "kept up"
Required Powers:
None
Time to Use:
One round
Effect:
Character uses his/her own Willpower skill to fight the effects of hostile
Force powers. If faced with a mind-based power, the Jedi's Willpower skill
roll may be added to either the Control or Perception code. The Control
(or Perception) plus Willpower total is referred to as the "Protection
Number." If the attack roll is less than the target's control (or
Perception) roll, the character suffers no ill effects. If the attack roll
is greater than the Protection Number, the Jedi suffers the full effects
of the attacking power. If the attack roll is greater then the control
roll, but less than the protection number, the Jedi is protected from the
power, but his Willpower is considered "battered." -1D to the
character's Willpower skill. The Jedi can still continue to defend, but
with the decreased Willpower. Reroll for a new protection number
in this case. If a Jedi's Willpower skill ever reaches 0D, the Force of
Will power is automatically dropped, and the Jedi can only resist with
Control or Perception. Note that it takes on day to recover 1D of damage
from a "battered will," or one hour in Emptiness (or Rage) for
each 1D to recover.
***Note: Force
of will does not protect against Force Lightning or Force Storms or objects
hurled by Telekinesis. These are external rather than internal powers,
in which case Willpower would be useless. However, it works on Injure/Kill,
Telekinetic Kill, Inflict Pain, and other powers which directly use the
Force to affect the target.
Control Difficulty:
Judged by Game Master.
Required Powers:
None
Time to Use:
One round
Effect:
Character gets +4D to next action. Game Master may opt to give character
partial bonus rather than full +4D, relying upon how high character rolls.
Control Difficulty:
Wound/Stun (very easy), Incapacitated (easy), Mortal Wound (difficult)
Required Powers:
None
Time to Use:
One round
Effect:
An injured character who uses Control Pain can act the next round after
he/she uses the skill. If the injury is not healed, the character suffers
no penalties of being wounded since this skill deals with the pain and
not the actual condition of the injury. However, the injury can still grow
worse even if the character doesn't feel the pain. Mortally Wounded users
make the same rolls as other Mortally Wounded characters.
Control Difficulty:
Moderate
Required Powers:
None
Time to Use:
One minute
Effect:
Allows the Jedi to prepare for the effects of stun damage. Must be rolled
before the character has suffered any damage. If successful, the Jedi will
resist all stun injury but no worse injuries. A character being rendered
unconscious forces the Jedi to merely drop the power and is considered
Stunned. Normal injuries are treated normally.
Control Difficulty:
Moderate
Required Powers:
None
Time to use:
One round
Effect:
Character decides which attribute to enhance, then rolls Control using
the chart below
0-13 | +1D | 3 rounds |
14-25 | +2D | 2 rounds |
26+ | +3D | 1 round |
Control Difficulty:
Wounded (easy), Incapacitated (moderate), Mortally Wounded (difficult)
Required Powers:
None
Time to Use:
One minute
Effect:
If successful, two healing rolls may be done per day regardless of injury.
Character gets +2 for both rolls.
Control Difficulty:
Stunned (easy), Incapacitated (moderate), Mortally Wounded (difficult)
Required Powers:
Control Pain
Time to Use:
One round...
Effect:
Allows a Jedi to stay awake after unjury, but loses all actions for the
rest of the round. Jedi remains awake where normal characters fall unconscious
immediately. The next round allows the character to use the power again
but it must be the Jedi's first action in the round. If unsuccessful,
the Jedi passes out. If successful, the Jedi can do any action declared
for that round (Control Pain would be a good idea. The next sentence says
why). Once this action is completed, the Jedi will lapse into unconsciousness,
unless Control Pain or something else is done to keep the character conscious.
Control Difficulty:
Sunburn (very easy), Intense Sun (easy), Solar Wind (moderate), Radiation
Storm (difficult)
Required Powers:
None
Time to Use:
One Round or more
Effect:
Allows Jedi to absorb/dissipate energy, including light, heat, radiation,
and blaster bolts. A successful control roll dissipates the energy.
Failure forces the player to receive full damage of the energy.
Control Difficulty:
Incapacitated (moderate), Mortally Wounded (difficult), Dead (very difficult)
Required powers:
Control Pain
Time to Use:
One round or more
Effect:
Reduces the amount of injury a Jedi suffers. Normally used only in desperation
because of its long-term repercussions. Jedi loses a Force Point upon use.
Any injury that is suffered is reduced to Wounded. If the original injury
would have killed the character, he/she must choose to suffer a permanent
injury of some kind.
***Note:
Spending Force Points in this manner is allowed. It is not always a selfish
act to save your own life, so the character might be able to get the Force
point back. If the character was fighting to save others from doom and
fails, where they will certainly die, this would be considered a Heroic
Action because it involves a great sacrifice.
Control Difficulty:
Game Master Judges. Salt Water (moderate), Snake Bite (difficult or very
difficult), Deadly Virus (heroic)
Required Powers:
None
Time to Use:
One Round or more
Effect:
Removes all or most of the harmful materials from a poisonous element in
user's body.
Control Difficulty:
Game Master Judges. Common Cold (Moderate), Flesh-Eating Virus (Heroic)
Required Powers:
Accelerate Healing
Time to use:
One round or more
Effect:
Suppresses the symptoms and effects of a disease in user, whether contageous
or not. However, this does not cure
the character.
Control Difficulty:
Moderate. This power may be "kept up".
Required Powers:
Accelerate Healing, Control Pain
Time to use:
One round
Effect:
Combats the effects of strenuous work. The Jedi manipulates the Force,
causing bodily toxins to be ejected much more efficiently, thus allowing
for greater Stamina. While kept up, the Jedi must make a Stamina check
once per day. While using this power, a Jedi must fail two Stamina checks
before he/she is fatigued. The character still has to eat and drink normally.
If the Jedi does fail two Stamina checks and becomes fatigued, a -1D penalty
is applied to all attributes and skills for 1D hours.
***Note:
This power cannot be used for lifting. (Enhance Attribute would be used
instead.)
Control Difficulty:
Loose Bonds (very easy), Hand Binders (easy), Serious Restraints (moderate),
Maximum Security (difficult to heroic). Varies at Game Master's discretion
upon security measures.
Required Powers:
Concentration, Control Pain, Enhance Attribute
Time to Use:
One to four rounds or two to five minutes
Effect:
Escape bonds by contorting in painful and difficult, but still physically
possible ways. By stretching, twisting, and dislocating joints a Jedi can
escape almost any physical restraining device. While this is indeed
a painful procedure, Jedi are trained to block out the pain and focus on
the task.
Control Difficulty:
Difficult if healthy. Heroic if wounded
Required Powers:
None
Time to Use:
Two rounds
Effect:
Doubles Strength for damage and resistance purposes only. Armor bonuses
are not included in doubling, but are added afterward for resistance damage
only. The first round of the two required is used for preparation (the
character rolls to achieve Hammerhand). In the second round, the character
rolls his/her action to which the Hammerhand would be added, using the
Hammerhand results in his/her Strength roll.
Control Difficulty:
Difficult
Required Powers:
None
Time to Use:
Ten to twenty minutes
Effect:
Jedi places self into deep trance and slows all body functions. To enter
a trance, the character must declare how much time they will spend and/or
what circumstances need to occur. Character may play dead or survive when
food and/or air supplies are low. A character in hibernation uses only
about a tenth as much as someone who is sleeping. Anyone who sees a Jedi
in hiberation assumes he is dead unless they test him. Another Jedi with
the Life Detection power will detect the Force and know that he/she is
alive.
Control Difficulty:
Moderate
Required Powers:
Hibernation Trance
Time to Use:
Ten to twenty minutes
Effect:
User empties mind to allow the Force to flow through him/her. Character
seems to be in deep meditation and is totally oblivious to his/her surroundings.
Character is also difficult to sense or affect with the Force while in
Emptiness. When another character attempts to use a Force power
on the character in Emptiness, roll the difficulty, add the meditating
character's emptiness roll to the difficulty for the other character's
sense or control rolls (only the sense roll if affected if the power doesn't
use the sense skill and add difficulty to the control roll. Once a character
gets out of emptiness, the character gets a +6 bonus modifier to all Force
skill rolls for a period equal to the amount of time the character spent
in Emptiness. This bonus is reduced by 1 for every
Dark Side point the character has. The character must know how long to
be in emptiness before he/she enters it. It takes a difficult role to exit
emptiness. If unable to exit, dehydration and starvation may occur. A character
may try to come out of Emptiness only if the stated time had passed, if
he/she tries once each hour beyond the original time limit, and if the
character's body takes any damage more serious than Stun damage.
***Note: Characters
who are consumed by the Dark Side of the Force may not use this power.
Control Difficulty:
Very Difficult
Required Powers:
None
Time to Use:
One round
Effect:
Character knows the relationships of system's planets and the relationship
of system to all other systems.
Control Difficulty:
Difficult
Required Powers:
Hibernation Trance
Time to Use:
Instant
Effect:
Allows a character to feel the influence of the Dark Side. It is a counterpart
to Emptiness. The character must tense self to allow the rage of the Dark
Side to posses them. A character must determine how long he/she wishes
to stay in the trance when they enter it. Every 4 hours, the character
must make a diificult Control roll or he/she will come out of the trance.
When the trance has passed, he/she get a +10 modifier to all Force skills
for a period equal to that spent in Rage. This power makes characters oblivious
to their surroundings (more so than a Jedi in Emptiness, though they can
strongly exude the Dark Side. Add the Rage Control to the difficulty roll
when another character attempts to use a Force power on someone in Rage.
Characters also dehydrate and hunger twice as fast as normal in Range and
get -1D to strength when resisting damage from physical and energy attacks.
If any physical contact by a living being is made to revive them (Jedi
need to make a moderate Control roll), and provoke an instant berserker-like
attack. The character then must make a difficult control to cease the attack
before the offending character is killed. A character using Rage can choose
to anticipate the arrival of a foe, using a difficult Sense roll (modified
by relationship) with the Life Sense power at the time they enter Rage.
This will allow them to instantly awaken (easy Control roll) if the expected
person comes within 5 meters of the person in Rage. This power may be used
in a preparation ritual for the Transfer Life power. When an enraged person
uses Transfer Life, their original body is completely consumed by the Dark
Side, often bursting into unholy blue flames. For every 3 points by which
the Control roll exceeded the Rage difficulty, the body does 1D damage
upon the explosion (3 meter blast radius).
***Warning: A
Jedi who uses this gains one Dark Side Point.
***Note:
Can only be used by characters already consumed by the Dark Side.