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.
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.
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.)
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.
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:
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 |
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.
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.
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.
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.
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.
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.
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.
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.