Control Powers

Absorb/Dissipate Energy
Difficulty: Sunburn (3)
Intense Sun (5)
Solar Wind (10),
Radiation Storm (15)
Effect: This power allows the Jedi to absorb or dissipate energy,
including light, heat, radiation. This power may be used to ward off
sunburn, heat-stroke and radiation exposure, as well as withstanding
intense heat. This power may also be used to absorb blaster bolts.
A successful control roll dissipates the energy. Failure forces the
Jedi to receive full damage of the energy.

Accelerate Healing
Difficulty: Wounded (5)
Incapacitated (10)
Mortally Wounded (15)
Effect: If successful, two healing rolls may be done per day regardless
of injury. Character gets +2D for both rolls.

Biocombustion
Difficulty: Moderate (10)
Effect: This power is most often used during any sort of brawling or
hand-to-hand combat by Jedi who wish to add a little extra heat to their
offense. By controlling the blood and tissue temperatures in various parts
of her body, a Jedi can concentrate energy and cause a certain area of
her flesh to become incredibly hot, to the point of burning like hot metal.
This skill can, however, hurt the user if it goes wrong.
Note: This power may not be used untrained.

Concentration
Control Difficulty: Moderate (10)
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.

Contort/Escape
Difficulty: Loose Bonds (3)
Hand Binders (5)
Serious Restraints (10)
Maximum Security (15-30)
Varies at Game Master's discretion upon security measures.
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.
Note: This power may not be used untrained.

Control Disease
Difficulty: Common Cold (10)
Flesh-Eating Virus (30)
Effect: Suppresses the symptoms and effects of a disease in user,
whether contageous or not. However, this does not cure the character.

Control Pain
Control Difficulty: Wounded/Stunned (5)
Incapacitated (10)
Mortal Wound (15)
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.

Detoxify Poison
Difficulty: Salt Water (10)
Snake Bite (15)
Deadly Virus (20)
Effect: Removes all or most of the harmful materials from a poisonous
element in user's body.

Emptiness (Light Side)
Difficulty: Moderate (10)
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.

Enhance Attribute
The power may be 'kept up'.
Difficulty: See Below
Effect: Character decides which attribute to enhance, then rolls Control
using the chart below.
Bonus Difficulty
+1D 10
+2D 15
+3D 20

Force Calculator
Difficulty: Moderate (10)
Effect: Using various meditation techniques, this allows a Jedi to
mentally calculate complex and advanced equations using the aid of
the Force. Usually done as a training exercise designed to focus young
Padawans, this power can have practical applications outside of training:
vectors of approach orbits, gravity and rotation speeds, and so on.
However, a character's computations is only as good as the information
they're based on.

Force-Charged Strike
Difficult: Moderate (10)
Effect: A strange Force power which has not been seen for centuries
is the power Force Charge Strike. The last recorded incident where
this power was used was by a Sith Lord who died centuries ago.
This power allows the user to channel the Force into a physical attack,
such as punching, kicking, or using a melee weapon (other than a
Lightsaber).

When this power is used, and the user strikes the target, there is an
accompanying red glow at the area of Force charge. It takes a small
amount of time to charge up anything although, once charged, it causes
considerably more damage. A character who successfully uses this
power may add his Control dice to any damage he deals on that blow.

Force Jump
Difficulty: See Below
Effect: The power is a specialised form of Enhanced Attribute where the
Jedi attunes himself with the Force, concentrating on enhancing his
physical limits beyond the normal limits. This power allows the Jedi to
leap great distances in any direction. The speed at which the jump is
performed at is double the speed of a normal jump for the Force user.
Multiplier Difficulty
x2 10
x4 15
x8 20

Force of Will (Light Side)
Control Difficulty: Moderate (10)
This power may be "kept up"
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.

Hammerhand
Difficulty: Moderate (10) if Healthy.
Difficult (15) if Wounded.
Effect: Doubles Strength for damage and resistance purposes only.
Armor bonuses are not included in doubling, but are added afterward
for resistance damage only.
Note: This power may not be used untrained.

Hibernation Trance
Difficulty: Moderate (10)
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.
Note: This power may not be used untrained.

Instinctive Astrogation
Difficulty: Moderate (10)
Effect: Character knows the relationships of system's planets and the
relationship of system to all other systems.

Rage (Dark Side)
Difficulty: Moderate (10)
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.

Reduce Injury
Difficulty
: Incapacitated (10)
Mortally Wounded (15)
Dead (20)
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.

Remain Conscious
Difficulty: Stunned (5)
Incapacitated (10)
Mortally Wounded (15)
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.

Remove Fatigue
Difficulty: Moderate (10)
This power may be "kept up"
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.)

Resist Sleep
Difficulty: Moderate (10)
This power may be "kept up"
Effect: When utilizing this techniques, the Jedi can go extended periods
without sleep. This ability purges the body of accumulated toxins, orders
the mind and so on; leaving the Jedi feeling as if they've had a full
eight hours sleep with only a few minutes of mediation.

Resist Stun
Difficulty: Moderate (10)
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 norm

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