Control

Force of Will

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.

Back

Concentration

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.

Back

Control Pain

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.

Back

Resist Stun

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.

Back

Enhance Attribute

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

Back

Accelerate Healing

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.

Back

Remain Conscious

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.

Back

Absorb/Dissipate Energy

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.

Back

Reduce Injury

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.

Back

Detoxify Poison

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.

Back

Control Disease

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.

Back

Remove Fatigue

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.)

Back

Contort/Escape

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.

Back

Hammerhand

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.

Back

Hibernation Trance

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.

Back

Emptiness

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.

Back

Instinctive Astrogation

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.

Back

Rage

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.

Back