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Control Power


Absorb/Dissipate Energy
Accelerate Healing
Concentration
Contort/Escape
Control Disease
Detoxify Poison
Emptiness
Enhance Attribute
Force of Will
Hibernation Trance
Instinctive Astrogation
Rage
Reduce Injury
Remain Conscious
Remove Fatigue
Resist Stun
Short Term Memory Enhancement


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 may 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 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, the Jedi clears all negative thoughts from their minds, feeling the Force flowing through the universe and their 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."


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 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: Mild infection (cold), Very Easy; high fever (bad flu), Easy; serious sickness (gangrene), Moderate; life-threatening disease (tuberculosis), Difficult; massive long-standing disease (lung cancer), Very Difficult to Heroic.

This power may be kept "up."

Effect: Allows the character to direct and control the anti-bodies and healing resources of his body to throw off an infection or to attack the diseased parts of the body. Using the power takes more than one round; the character must spend at least half an hour meditating (either hibernation trance or emptiness) while directing his body. If the disease is life-threatening or long-standing, repeated skill attempts over a period of weeks or months may be required to cure the disease entirely.


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. 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.

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 ID 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; Moderate for an average poison; Difficult for a virulent poison; Very Difficult to Heroic for neurotoxin.

Time To use: Five minutes

Effect: This power allows a Jedi to detoxify poisons or eject poisons that have entered his body. If the Jedi makes the power roll, the poison does not affect 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 trance

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 amount of time. An increased attribute can help a Jedi jump higher, dodge quicker, see better, and run faster. All skills controlled by the enhanced attribute are increased by the appropriate amount for as long as the power is 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 beats the difficulty number. Duration can be extended with Character Points-for every Character Point a Jedi spends after invoking this power, the duration is extended 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 benefit.

Skill Roll Beats Attribute

Difficulty By Increase Duration

0-13 +1D 3 Rounds

14-25 +2D 2 Rounds

26+ +3D 1 Rounds


Force of Will

Control Difficulty: Easy

This power may be kept "up."

Effect: By using force of will, the character uses his or her 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 effect. 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 than the control roll, but less than the protection number, the Jedi’s protected from the power, but his willpower 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.

Note that it takes one day to recover 1D of damage from "battering of the will," or one hour in emptiness (or rage) 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 that directly use the Force to affect the target.


Hibernation Trance

Control Difficulty: Difficult.

This power may 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 unconscious.

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 instead of 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 used because it is so easy even for 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 total 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 and thus instead of requiring a Very Easy astrogation total, the difficulty is automatically Very Difficult. If the control roll is missed by five or more points, increase the difficulty 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 theoretical Jedi, the most prominent of which in recent memory was Hart Daele. In fact, Daele wrote a doctoral thesis on the subject, proving that the high-order equations could be solved or, under certain special case situations, approximated, using standard Jedi meditation techniques.


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: Rage allows a character to feel the great 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. The Force-user is amplifying the negative aspects of her personality, leaving her 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. Barring an attack or the arrival of a specific person (as explained below), the Jedi stays in the trance for the chosen duration. The Jedi must make a Difficult control roll for every four hours in the trance or she suddenly awakens.

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

Like emptiness, rage makes characters oblivious to their surroundings; they are rendered immobile. Unlike emptiness, however, characters in this state strongly exude the dark side. This internal focusing even provides some protection against others using the Force to manipulate them in some way. Add the rage control roll to the difficulty of the Force power employed by the "attacking" character.

Characters dehydrate and hunger twice as quickly when using rage, and are even more susceptible to damage (-1D to Strength when resisting damage from physical and energy attacks while in this state). Characters who plan an extended trance require intravenous nourishment.

In rage, the character is less oblivious to her surroundings than a 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 is. The character must then make a Difficult control roll to cease the attack before the "offending" character is killed.

A character using rage can choose to anticipate the arrival of a foe. She must make a Difficult sense roll (modified by relationship) with the life sense power at the time he enters rage. This allows her to instantly awaken (Easy control roll) of the expected person comes within five meters of the person in rage.

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


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.

Example: Luke Skywalker and Darth Vader are fighting in the Emperor's chambers on the new Death Star. Luke batters down Vader's defenses and makes a killing strike - but Vader uses the reduce injury power and expends a Force point. He is now only wounded, but he loses his hand.

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 has 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 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 this power, a Jedi can freeze images and even scan memory tracks to recall details that were seen but did not register consciously 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 or her 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 become stuck on 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 with this power is determined by the success of his control skill roll.

Skill Roll Beats Memory

Difficulty By Extends Back ...

0-8 - Through Current Episod
9-20 - Through Last Episode
21+ - Through Last Two Episodes


The Force