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.
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.
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 the 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 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 and Character Points. This power is only in effect for one round, and may not be kept "up."

"Use the Force, Luke."
— Obi-Wan

Example: Luke is flying down the trench of the Death Star. With Ben's urging, he clears his mind of negative thoughts, and feels the Force flowing through him. Using the Force, he concentrates on the task of firing a proton torpedo into the unshielded exhaust port. Since he has cleared his mind, the control difficulty is Easy.

Luke's player declares that Luke is also expending a Force Point to accomplish the task this round. Luke's starship gunnery skill is 6D. He loses -1D for doing one other thing this round (using the Force counts as an action), reducing his starship gunnery skill to 5D. Because he rolls successfully for his control, he receives the bonus of +4D, making his effective skill for that round 9D. Because he is spending a Force Point, his skill level is doubled to 18D!

If Luke attempted any other action in that round, including firing another proton torpedo or blaster, or dodging enemy shots, he would receive no bonus.

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 bongs by contorting in painful and difficult (but physically possible ways. By dislocating joints 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. (Gamemaster’s 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, such as alcohol; Easy for a mild poison Moderate 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 poisons that have entered her body. If the Jedi makes the power roll, the poison doesn't affect her.

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 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.

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: Harlan is attacked by an alien being whose skills reach into the dark side. With an Easy control roll, Harlan initiates the force of will power. The alien decides to use the telekinetic kill power on Harlan. The alien's control and sense rolls are successful, and he now rolls his alter skill against Harlan's control skill of 6D. Because Harlan 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 Harlan's control skill, she would remain unaffected.

    If the alien rolls greater than the protection number, Harlan would be struck by the full force of her opponent's attack. The alien would make an additional alter roll against Harlan's unaided control roll to determine damage.

    If the alien rolls greater than Harlan'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.

    Immerse

    Control Difficulty: Moderate if the Fallanassi is able to relax and focus without distractions; Difficult if under stress or distracted; Very Difficult if in general danger; Heroic if in direct immediate danger.
    This power may be kept "up."
    Effect: This power allows the user to vanish from the perceptions of others. Successful use leaves the user undetectable by any known means. The user may move without being seen, heard, or otherwise sensed by organic or artificial means. It is not a mind trick — the user causes the White Current to well up and hide the user.

    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
    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.

    Rage

    Control Difficulty: Difficult
    Required Powers: Hibernation trance
    Warning: A Jedi who uses this power gains a Dark Side Point.
    Note: This power can only be used by characters who have been consumed by the Dark Side of the Force.
    Effect: This power allows a character to feel the dread influence of the Dark Side. It functions as a counterpart to emptiness.

    The character must tense herself completely, and allow the mindless rage of the Dark Side to possess her. When using this power, a character will appear lifeless. They are amplifying the negative aspects of their own personality, leaving the face clenched in a rictus of horror and fear.

    A character must determine how long she wishes to be in rage when she enters the trance. Barrin an attack or the arrival of a specific person (as explained below), the Jedi will stay in the trance for the chosen duration. The Jedi must make a Difficult control roll for every four hours in the trance or she will come out of the trance.

    When the Jedi leaves this state, she gets a +10 modifier to all Force skill rolls for a period of time equal to the time spent in rage. The character takes one die of damage for every two hours they were in the trance after the bonus has subsided.

    Like emptiness, this power makes characters oblivious to their surroundings; they cannot move. Unlike emptiness, however, characters in this stats strongly exude the Dark Side. The internal focusing does provide some protection for the character against others using the Force on them. Add the rage control roll to the difficulty roll when another attempts to use a Force power on someone in rage.

    Characters dehydrate and hunger twice as fast normally when using rage and are even more susceptible to damage (-1D to Strength to resist damage from physical and energy attacks while in this state). Characters who plan on an extended trance will need intravenous nourishment.

    In rage, the character is less oblivious to her surroundings than a corresponding Jedi in emptiness. For example, any physical contact by a living being may revive them (the Jedi must make a Moderate control roll) and provoke an instant berserker-like attack, regardless of who the person may be. The character must than make a Difficult control roll to cease the attack before the offending character has been killed.

    A character using rage can choose to anticipate the arrival of a foe. They must make 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 five meters of the person in rage.

    Example: While preparing to transfer his life to a new clone body, Palpatine expects an attack from Luke Skywalker. When he enters rage, he must also make a Difficult sense roll using the life sense power to anticipate Luke entering the Clone Chamber. The difficulty is 20, +7 for relationship (they are acquaintances) to equal 27, plus Palpatine suffers a penalty for having to make two skill rolls in one round: the sense roll for life sense and the control roll for rage. Palpatine's roll is 44, so when Luke enters the chamber, Palpatine instantly wakes from his rage and confronts Luke . . .

    This power may be used in a preparation ritual for the transfer life power. When a raged person uses transfer life, their original body is instantly and totally consumed by the Dark Side, often bursting into unholy blue flames. For every three points by which the control roll exceeded the rage difficulty, the body does 1D damage upon explosion (three meter blast radius).

    Example: Palpatine, while confronting Luke in the Clone Chamber, has been in rage for three hours, gaining +10 to all his Force skills. Palpatine's difficulty for the roll was 20. He rolled a 35. He successfully uses the transfer life power and his old body explodes in a 5D damage burst of flame.

    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 cannot 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.
    Required Powers: Accelerate healing, control pain.
    This power may be kept "up."
    Time to Use: One round.
    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 this 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 penalty is applied to all attributes and skills for 1D hours. Please note that this power cannot be used for lifting. The Force power enhance attribute would be used in this case.

    Resist Stun

    Control Difficulty: Moderate
    Time to Use: One minute
    This power may 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.