Control Powers


    Control is the Jedi's ability to control their own body. A Jedi with control can access their own internal well of Force energy, learning harmony with and mastery over the functions of their own body.


Absorb/Dissipate Energy
    This power can be kept "up" as long as the source of energy is constant - it may not be kept "up" for blaster bolts or Force lightning.

    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/she takes full damage from the energy.
    This power may be used to ward off sunburn, heat-stroke and radiation exposure, as well as withstand intense heat. This power may also be used to absorb blaster bolts.
    The character must activate the power the same round to absorb the blaster bolt or Force lightning - the character must be able to roll the power before the attack lands. The power cannot be used after the attack has hit.


Accelerate Healing
    Time To Use: One minute.

    A Jedi who uses this power successfully may make two natural healing rolls for the current day (12 hours apart) regardless of the severity of the injury. The Jedi gets a 2 modifier to both Strength rolls to heal. Accelerate Healing may only be attempted once per day.


Concentration
    When using this power, the Jedi clears all negative thoughts from their mind, feeling the Force flowing throught 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 one 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 or Character Points. This power is only in effect for one round and may not be kept "up."


Control Disease
    Required Powers: Accelerate healing
    Time To Use: 30 minutes to several uses over the course of weeks.

    Control disease allows the Jedi to direct and control the anti-bodies and healing resources of their body to throw off an infection or to resist diseases within the body. Using this 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.


Control Pain
    The power can be kept "up" so the character can ignore the pain of injuries for a long time. However, whenever the character is injured again, the Jedi must make a new control pain roll, with the difficulty being the new level of injury.

    A wounded Jedi who controls pain can act as if he/she 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 penalties of being wounded: a wounded Jedi doesn't suffer any die code penalties; 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 is the Jedi doesn't feel pain.


Detoxify Poison
    Time To Use: 5 minutes

    This power allows a Jedi to detoxify or eject poisons that have entered their body. If the Jedi makes the power roll, the poison doesn't effect him/her.


Emptiness
    Note: Characters who are consumed by the Dark Side of the Force may not use this power.
    Required Powers: Hibermation Trance

    The user empties their mind an allows the Force to flow through him/her. The character seems to be in deep meditation and is oblivious to their 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 user in emptiness, add the user's emptiness roll to the difficulty for the other character's sense roll (if the power doesn't use the sense skill, add the difficulty to the conrol roll). This difficulty is added regardless of whether or not the empty character would willlingly 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 te equal to the amount of time spent in emptiness. This bonus is 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.
    A character must make a difficult control skill roll to bring themself out of emptiness. When the character enters into the emptiness, the player must state for how long the character will be in meditation. The character may attempt to come out of meditation under the following circumstances: When the stated time has passed; Once eah hour beyond original time limit; or the character's body takes any damage more serious than stun damage.


Hibernation Trance
    This power may be kept "up."

    This power allows a Jedi to place themself into a deep trance, remarkably slowing all body functions. The Jedi's heartbeat slows, their breathing drops to barely perceivable levels, and he/she falls unconscious. A Jedi can heal while in a hibernation trance, but can do nothing else.
    Anyone who comes across a Jedi in hibernation trance assumes that the Jedi is dead unless he/she makes a point of testing him/her. 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/she is alive.
    When a Jedi enters a hibernation trance, the player must declare under what circumstances the character will awaken: after a specific amount of time, or what stimuli need to be present (noise or someone touching them, for example).


Reduce Injury
    Required Powers: Control Pain.

    A Jedi may use this power to reduce the ammount of injury he/she suffers. This power is normally only used in desperation because of its long-term repercussions.
    The power must be used in the round that the injury is suffered or in the round immediately following. When the power is successful, the Jedi loses a Force Point.
    Any injury that is suffered is reduced to wounded. If the original injury would have killed the character, the GM will inflict a relevant permanent injury on the character.
    (Note: It's 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 to save their friends from certain doom - and she fails, they certainly die - then this could even be considered an heroic action.


Remain Conscious
    Required Powers: Control Pain.

    Remain conscious allows a Jedi to remain conscious even after suffering injuries which would knock him/her unconscious. When a character with this power suffers this kind of injury, they lose all other actions for the rest of the round but they are still conscious (a character without this power would simply pass out).
    At the beginning of the next round, the character may attempt to activate the power - this must be the first action of the round; the Jedi cannot dodge or parry.
    If the roll is unsuccessful, the character passes out immediately. I the roll is successful, the Jedi may only perform one other action that round - often the character will attempt to control pain. The character may make a last-ditch herois effort before passing out. After that other action has been completed, the Jedi will lapse into an unconsciousness (unless he/she has activated control pain or done something else to stay conscious.)


Resist Stun
    Time to Use: One minute
    This power may be kept "up."

    Resist stun allows the Jedi to prepare their body to resist the effects to 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). An unconscious result forces the Jedi to drop the power, and he/she is considered stunned. Other injuries - wounded, incapacitated. mortally wounded, and killed - are treated normally.


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