| Control
Powers Absorb/Dissipate Energy
Control
Difficulty: Sunburn - Very Easy; intense sun -
Easy; solar wind - Moderate; radiation storm -
Difficult. Characters may use this power for energy
attacks, such as blaster bolts and Force lightning
- the difficulty is Moderate plus the damage roll of
the attack.
The
power can be kept up as long as the source of the
energy is constant - it may not be kept up for
blaster bolts or Force lightning.
Effect:
This power allows the Jedi to absorb or dissipate
energy, including light, heat, radiation, and blaster
bolts. A successful control roll means that
the energy is dissipated. If the user fails the roll,
he takes full damage from the energy.
The
character must activate the power in the same round
to absorb the blaster bolt or Force lightning - the
character must be able to roll the power before the
attack lands. He can't use this power after the
attack has hit.
Accelerate
Healing
Control
Difficulty: Easy for wounded characters, Moderate
for incapacitated characters, Difficult for mortally
wounded characters.
Time
To Use: One minute.
Effect:
If a Jedi uses this power successfully, he may make
two natural healing rolls for the current day
regardless of his injury. He gets a +2 modifier to
his roll for both rolls.
Concentration
Control
Difficulty: Easy if the Jedi is relaxed and at
peace; Difficult if the Jedi is filled with
aggression, fear, or other negative emotions; Very
Difficult if the Jedi is acting on those negative
emotions.
Effect:
When using this power, Jedi clear all negative
thoughts from their minds, feeling the Force flowing
through the universe and their own being.
The
individual Jedi concentrates on one specific task at
hand. If the skill roll is successful, the Jedi may
add +4D to any one action in that round. The Jedi may
do nothing other than using the concentration
power and using that one skill for a single action.
The Jedi receives no bonus if anything else is done
in that round, including duplicate uses of the same
skill or dodges or parries.
This
power may be used in conjunction with Force Points
and Character Points. This power is only in effect
for one round and may not be kept up.
Contort/Escape
Control
Difficulty: Very Easy for loose bonds; Easy for
hand binders; Moderate for serious restraints;
Difficult to Heroic for maximum security (varies at
gamemaster's discretion, depending on security
measures).
Required
Powers: Concentration, control pain, enhance
attribute
Effect:
The character escapes bonds by contorting in painful
and difficult (but physically possible) ways.
By dislocating joints, softening bones, and the like,
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 at hand.
Control
Disease
Control
Difficulty: Very Easy for a mild infection, such
as a cold; Easy for a modest infection or illness,
such as a high fever or severe flu; Moderate for a
severe illness, such as gangrene or a hive virus;
Difficult for a life-threatening disease; Very
Difficult for a massive, long-standing disease;
Heroic for a rapid-acting life-threatening disease.
Required
Powers: Accelerate healing
Time
to Use: Thirty minutes to several uses over the
course of weeks.
Effect:
Control disease allows the Jedi to direct and control
the anti-bodies and healing resources of her body to
throw off an infection or to resist diseases within
the body. Using the power requires the Jedi to
meditate for half an hour.
If the
disease is life-threatening or long-standing, the
Jedi must make repeated skill attempts over the
course of several weeks or months to cure the disease
entirely. (Gamemasters discretion as to how
many rolls are needed and how often.)
Control
Pain
Control
Difficulty: Very Easy for wounded or stunned
characters, Easy for incapacitated characters,
Difficult for mortally wounded characters.
The
power can be kept "up," so the character
can ignore the pain of injuries for a long period of
time. Howerver, whenever the character is injured
again, the Jedi must make a new control pain roll,
with the difficulty being the new level of injury.
Effect:
A wounded Jedi who controls pain can act as if
he has not been wounded starting with the round after
the power roll has been made. The wound is not
healed, but the character doesn't suffer the
penalties of being wounded: a wounded Jedi doesn't
lose 1D from all actions; an incapacitated character
can still act normally, as can a mortally wounded
character. This power can also be used to shrug off
any stun results.
However,
the character is still injured, and thus is prone to
getting worse, even if the Jedi doesn't feel the
pain. For example, a wounded character who is wounded
again would still become incapacitated. Mortally
wounded Jedi still have to make the same rolls as
other mortally wounded characters.
Detoxify
Poison
Control
Difficulty: Very Easy for a very mild poison
(alcohol); Easy for a mild poison; Modersate for an
average poison; Difficult for a virulent poison; Very
Difficult to Heroic for a neurotoxin.
Time
To Use: Five minutes.
Effect:
This power allows a Jedi to detoxify or eject
poinsons that have entered his body. If the Jedi
makes the power roll, the poison has no affect on
him.
Emptiness
Control
Difficulty: Moderate.
Note:
Characters who are consumed by the dark side of the
Force may not use this power.
Required
Powers: Hibernation transe
Effect:
The user empties his mind and allows the Force to
flow through him. The character seems to be in deep
meditation, and a character experiencing emptiness
is oblivious to his surroundings. A character in emptiness
may not move or take any action except to try to
disengage from the emptiness.
While
in emptiness, a character is difficult to
sense or affect with the Force. When another
character attempts to use a Force power on the
character in emptiness, add the meditating
character's emptiness roll to the difficulty
for the other character's sense or control
rolls (this affects only the sense roll; if
the power doesn't use the sense skill, then
add the difficulty to the control roll). This
difficulty is added regardless of whether or not the empty
character would willingly receive the power's effect.
Once
the character comes out of emptiness, the
character gets a +6 bonus modifier to all Force skill
rolls for a period of time equal to the amount of
time the character spent in emptiness. This
bonus reduced by 1 for each Dark Side Point that the
character has.
When
in emptiness, characters dehydrate and hunger
normally - some initiates have died because they
lacked enough control to bring themselves out
of emptiness.
When
the character enters into emptiness, the
player must state for how long the character will be
in meditation. A character must make a Difficult control
skill roll to bring himself out of emptiness;
the character may attempt to come out of meditation
under the following circumstances:
- When
the stated time has passed.
- Once
each hour beyond the original time limit.
- The
character's body takes any damage more
serious than stun damage.
Enhance
Attribute
Control
Difficulty: Moderate.
Effect:
A Jedi uses this power to increase a single attribute
for a limited period. An increased attribute can help
a Jedi jump higher, see better, and run faster. All
skills governed by the enhanced attribute increase by
the same amount for as long as the power remains in
effect.
An
attribute increased by this power remains enhanced
for the duration listed below. Duration and attribute
increase are determined by how much a character's
control skill roll exceeds the difficulty number.
Duration can be extended through the use of character
points - for every character point a Jedi spends, the
duration is increased by one combat round. The points
can be spent at any time before the power fades.
A Jedi
can only increase one attribute at a time. If a
character invokes the power to enhance a second
attribute while the first attribute is still
enhanced, then the first enhancement fades and the
second attribute receives the increase.
Skill Roll >
Difficulty By |
Attribute
Increase |
Duration |
| 0-13 |
+1D |
3 rounds |
| 14-25 |
+2D |
2 rounds |
| 26+ |
+3D |
1 round |
Force
of Will
Control
Difficulty: Easy.
This
power can be kept up.
Effect:
By using force of will, the character uses his
or her own willpower skill to fight the
effects of hostile Force powers. If faced with a
telekinetic- or 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 attck roll is greater
then the control roll, but less than the
protection number, the Jedi is considered to be
"battered." Subtract -1D from the
character's willpower skill. The Jedi can
still continue to defend, but must do so with
decreased willpower. Reroll for a new
protection number in this case. In the event 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.
It
takes one day to recover 1D of damage from
"battering of the will," or one hour in
emptiness for each 1D recovered.
Note:
Force of will does not protect against Force
lightning or Force storms or objects
hurled by telekinesis, since in each case the
power creates a distinct physical manifestation.
These are external rather than internal powers, in
which case willpower would have no bearing on
resistance. Force of will works on injure/kill,
telekinetic kill, inflict pain and
other powers which directly use the Force to affect
the target.
Example:
Alexandra is attacked by an alien being whose skills
reach into the dark side. With an Easy control
roll, Alex initiates the force of will power.
The alien decides to use the telekinetic kill
power on Alex. The alien's control and sense
rolls are successful, and he now rolls his alter
skill against Alex's control skill of 6D.
Because Alex is using the force of will power,
she adds her willpower skill of 7D+2 to her control
code for a protection number of 13D+2.
If the
alien rolls less than Alex's control skill,
she would remain unaffected.
If the
alien rolls greater than the protection number, Alex
would be struck by the full force of her opponent's
attack. The alien would make an additional alter
roll against Alex's unaided control roll to
determine damage.
If the
alien rolls greater than Alex's control skill,
but less than her protection number, she would be
fully protected from the hostile Force power.
However, her will is considered to be battered, and
her willpower skill drops -1D to 6D+2. She
must roll the 6D+2 to get a new (and presumably
lower) protection number. It will take her either a
full day of meditating, or one hour in emptiness
to bring her willpower die code back up to
7D+2.
Hibernation
Trance
Control
Difficulty: Difficult.
This
power can be kept up.
Effect:
This power allows a Jedi to place himself into a deep
trance, remarkably slowing all body functions. The
Jedi's heartbeat slows, his breathing drops to barely
perceivable levels, and he falls unconcious.
When a
Jedi enters a hibernation trance, the
character must declare under what circumstances the
character will awaken: after a specific amount of
time, or what stimuli needs to be present (noise,
someone touching them). A Jedi can heal while in a hibernation
trance, but the character may not use skills or
Jedi powers while in a trance.
Hibernation
trance serves two purposes. It allows a Jedi to
"play dead." It can be used to survive when
food or air supplies are low. A character in
hibernation uses only about a tenth as much air as
someone who is sleeping - he can hibernate for a week
in a dry climate or for up to a month in a wet
climate before dying from lack of water.
Anyone
who comes across a Jedi in hibernation trance
assumes that the Jedi is dead unless he makes a point
of testing him. Another Jedi with the sense
skill or the life detection power will be able
to detect the Force within the hibernating character
and realize that he is alive.
Instinctive
Astrogation, Control
Control
Difficulty: Very Difficult. Modified by
astrogation difficulty.
Time
To Use: One minute.
Effect:
Instinctive astrogation control is far more
difficult than the standard sense-based instinctive
astrogation power because rather than trying to
feel the correct solutions to the hyperspace
equations, the Jedi calculates them in his head. This
is quite possible, and is often done as a training
exercise, but the figures generated are rarely
utilized because it is so easy for even a Jedi to
make a mistake.
The
difficulty is modified by how hard the task is with a
nav computer.
| Task is: |
Modifier (Add to
Difficulty) |
| Very Easy |
0 |
| Easy |
+5 |
| Moderate |
+10 |
| Difficult |
+15 |
| Very Difficult |
+20 |
| Heroic |
+30 |
If the
control roll is successful, a Very Easy astrogation
roll is necessary to enter the correct routes into
the nav computer. If the Jedi fails the attempt, he
overlooks an obstacle, and sends the ship down an
inherently dangerous path, therby automatically
making the astrogation difficutly Very
Difficult. If the control roll is missed by
five ore more points, the astrogation
difficulty increases to Heroic.
This
is a largely unknown application of the control
power that allows Jedi to plot astrogation paths,
instead of using the more well-known sense-based
instinctive astrogation power. Instinctive
astrogation control is little more than a
curiosity, studied only by a few Jedi theoriticians.
Reduce
Injury
Control
Difficulty: Moderate for incapacitated
characters, Difficult for mortally wounded
characters, Very Difficult for dead characters.
Required
Powers: Control pain.
Effect:
By using this power, a Jedi may call upon the Force
to reduce the amount of injury he suffers; this power
is normally only used in desperation because of its
long-term repercussions.
When
the power is successfully used, the Jedi loses a
Force Point. Any injury that is suffered is reduced
to wounded. If the original injury would have
killed the character, he must choose to suffer a
permanent injury of some kind.
Note:
Spending Force points in this manner - not at the
beginning of the round - is allowed. Also, it
is not always a "selfish" act to save one's
life, so the character might be able to get
the Force point back. If the character was fighting
to save his friends from certain doom - and if he
falls, they certainly die - then this could
even be considered a heroic action. It still involves
great sacrifice.
Remain
Conscious
Control
Difficulty: Easy for stunned characters, Moderate
for incapacitated characters, Difficult for mortally
wounded characters.
Required
Powers: Control pain.
Effect:
Remain conscious allows a Jedi to remain
conscious even when he has suffered injuries which
would knock him unconscious. In game terms, when a
character with this power suffers this kind of
injury, they lose all of their actions for the rest
of the round, but they are still conscious (normal
characters automatically pass out). On the next
round, the character may attempt to activate the
power - this must be the first action of that round;
the Jedi cannont even dodge or parry.
If the
roll is unsuccessful, the character passes out
immediately. If the roll is successful, the Jedi can
do any one other action that he had declared for that
round - often the character will attempt to control
pain so that he will be able to remain conscious.
After that other action has been completed, the Jedi
will lapse into unconsciousness, unless he has
activated control pain or done something else
that will keep the character conscious.
Remove
Fatigue
Control
Difficulty: Moderate.
This
power can be kept up
Required
Powers: Accelerate healing, control pain.
Effect:
The character uses this power to combat 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 the power, a Jedi must fail
two stamina checks before he or 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 penatly is applied to all
attributes and skills for 1D hours.
Resist
Stun
Control
Difficulty: Moderate.
Time
To Use: One minute.
This
power can be kept up.
Effect:
Resist stun allows the Jedi to prepare his
body to resist the effects of stun damage. The power
must be activated before the character has suffered
any damage.
A
successful result allows the Jedi to resist all stun
results except for unconscious and normal
injuries. An unconscious result forces the
Jedi to drop the power, and he is considered stunned.
Normal injuries (wounded, incapacitated, mortally
wounded and killed) are treated normally.
Short-Term
Memory Enhancement
Control
Difficulty: Difficult.
Required
Powers: Hibernation trance.
Effect:
When a Jedi uses this power, he or she can replay
recent events in order to more carefully examine
images and peripheral occurrences. Using the power, a
Jedi can freeze images and even scan memory tracks to
recall details that were seen but not consciously
registered at the time of observation.
In
game terms, this power can be used to alert a Jedi to
information, items, other characters, or anything
else that passed before his senses within a specific
span of time. In addition, if a gamemaster provided
clues or leads to clues that the players originally
missed or ignored, this power can be used to recall
them. When players get stuck on a a puzzle or mystery
within an adventure, this power can alert them to
possible solutions, if those solutions were observed
earlier in the adventure.
How
far back a Jedi can remember depends on the success
of his control roll.
| Skill Roll Exceeds
Difficulty By |
Memory Extends Back |
| 0-8 |
Through current episode |
| 9-20 |
Through last episode |
| 21+ |
Through last two
episodes |
|