Control & Sense

Farseeing

Control Difficulty: Familiar with people or place (very easy), Game Master Judges
Sense Difficulty: Familiar with people or place (very easy), Game Master Judges
Required Powers: None
Time to Use: One to two rounds.
Effect: See present situation of person or place in head.

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Anticipation

Control Difficulty: Moderate
Sense Difficulty: Target's Control or Perception roll +10 (for resisting target). Non resisting target (easy). Modified by relationship and proximity.
Required Powers: None
Time to Use: Instantly before initiative
Effect: User must declare use of this power at the beginning of the round (before initiative is determined). If successful, the target must declare all actions first, but user's declared actions occur first, regardless of initiative.

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Lightsabre Combat

Control Difficulty: Moderate
Sense Difficulty: Easy. This power may be "kept up".
Required Powers: None
Time to Use: One to two rounds
Effect: When attacking or blocking, character rolls Sense with the action. When rolling damage, character rolls Control with weapon's damage. In other words,

Attack and block: Sense Dice + Skill Dice
Damage: Control Dice + Damage Dice

-1D from each (Control and Sense) upon one-round activation.

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Life Bond

Control Difficulty: Game Master Judges
Sense Difficulty: Game Master Judges. This power may be "kept up".
Required Powers: None
Time to Use: One to two rounds
Effect: Creates a mental link with close individual

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Projective Telepathy

Control Difficulty: Very Easy
Sense Difficulty: Very Easy if no resistance. Difficulty is target's Perception or Control roll if target resists.
Required Powers: Life Detection, Life Sense, Receptive Telepathy
Time to Use: One to two rounds
Effect: Send a mental message to someone.

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Transmutation

Control Difficulty: Same Species (difficult to very difficult), Different Species (heroic)
Sense Difficulty: One Component (moderate), Two Components (difficult), Three Components (very difficult). This power may be "kept up".
Required Powers: None
Time to Use: One to two rounds. Several minutes.
Effect: User can change various components to disguise self or impersonate someone. The three components are Appearance, Voice, and Gestures.

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Mental Translocation

Control Difficulty: Difficult, modified by proximity
Sense Difficulty: Moderate
Required Powers: Life Sense, Life Detection, Receptive Telepethy, Projective Telepethy, Control Pain, Remain Conscious, Shift Sense.
Time to Use: One to two rounds.
Effect: User's mind can leave its body and travel away from it in any direction and trhough any physical obstacle. The physical universe cannot harm the user's mind, but the user may not interact with its environment. The user's body dehydrates and hungers at twice the normal rate. Thisskill cannot be used to inhabit bodies other than the original host. A moderate Control roll is required to return to the body.

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