Effect: The power allows the caster to absorb or dissipate the energy that hits them such as sunburn, intense sun, solar wind and radiation storms. This power may also be used to absorb energy attacks such as lightning or blaster bolts. A successful Control means the caster was successful in absorbing or dissipating the energy. A failure means they take full damage from the energy. If absorbed, the caster adds what would have been the damage to their energy points.
The character may us this power as a defensive action in combat to absorb direct energy attacks, such as blaster bolts and lightning.
-----Time to Use: One minute. Effect: Doubles your Physical stat for healing purposes. May only attempt this power once per day.
-----Effect: The Jedi feels the Force flow through the universe and their own being, allowing them superhuman concentration one specific task. If the Control roll is successful, the Jedi may add +4 to any one action during that round. The bonus only effects one single action during that round, even if they do the same action twice.
-----Time to Use: 30 minutes to several uses over the course of weeks. Effect: Allows the Jedi to direct and control the natural healing resources within their own body. If the disease is life threatening or long standing, the Jedi must make several repeated skill attempts over the course of weeks or months to cure the disease entirely. (Gamemaster’s discretion on how many rolls are needed and how often)
-----Effect: A successful roll means the character can act as if they were not injured. The wound is not healed, but the character does not suffer any of the penalties of being wounded. They can still die from their injuries too, even if they can’t feel the pain.
This power may be kept "up" so the character can ignore the pain of an injury over a long period of time. However, if they are injured again, they must make another control pain roll with the difficulty being the new level of injury.
-----Effects: Allows a Jedi to detoxify or eject poisons that have entered their body. If the roll is made, the poison does not effect them.
-----Note: Characters consumed by the Dark Side may not use this power Required Powers: Hibernation trance Effect: The character has emptied their mind and allows the Force to flow through them. They seem to be in a deep trance and oblivious to their surroundings. The character may not do anything except to try and come out of the trance.
When a character enters emptiness, the player must state for how long the character will remain in that state.
When in emptiness, the character will be very difficult to sense or affect with the Force. Increase the difficulty to detect, affect or sense by -4.
When the character comes out of emptiness, the character gets a +4 bonus to every Force skill rolls for a period as long as they were in emptiness. This bonus is reduced by -1 for each Dark Side point they have.
When in emptiness, characters dehydrate and hunger normally. Therefore it is possible to die if you were to remain in emptiness for too long.
The character may attempt to come out of emptiness under any of the following conditions:
Effect: The Jedi can place themselves in a deep trance, slowing all bodily functions to near death status. A Jedi can heal while in hibernation but can do nothing else.
Anyone who comes across a Jedi in hibernation trance assumes the Jedi is dead unless they make it a point to test the Jedi. Another Jedi with the Sense skill or life detection power will be able to detect the Force within the character and know they are alive.
When a Jedi enters a hibernation trance the player must state what conditions will awaken the character: after a specific amount of time, or what stimuli needs to be present (noise, or someone touching them, for example). Another Jedi can use the power place another in hibernation trance to bring the user out of the trance.
A hibernating character uses about 1/10 as much air as a sleeping person and can survive for up to a month without water. A character can survive for up to three months without food.
-----Required Powers: Control pain Effect: This allows a Jedi to remain conscious after suffering an injury that would other make them fall unconscious. When a character with power suffers this kind of an injury, they lose all actions for the rest of this round.
At the beginning of the next round, the character can attempt to activate this power. This must be the first action of the round. The Jedi cannot even defend.
If the roll is unsuccessful, the Jedi passes out immediately. If successful, the Jedi may make one other action. After that action the Jedi will lapse into unconsciousness (unless the Jedi has done something else to stay conscious).
-----Effects: Resist stun allows a character to prepare for the effects of stun damage. This power must be cast before the character suffers damage. A successful roll allows the Jedi to resist all stun effects. Non-stunning wounds are still treated normally.
Effect: This power allows a Jedi to sense a sentient being that might otherwise be hidden. This is an opposed roll for any being that wishes to remain hidden. The being rolls their Control or Mind (whichever is greater) against the caster’s life detection roll. If the caster is successful, then they are aware of the other being‘s presence. They higher the success the more they know about the being. If the caster was unsuccessful, then the other being remains hidden.
-----Effect: This power allows a Jedi to enhance his normal senses beyond what could normally be possible without artificial aid. But the caster cannot still hear beyond their normal frequency range, they can only hear better and farther. Likewise, they can see farther (like using binoculars) but cannot see beyond their normal spectrum range and detect scents and odors too faint to for normal olfactory senses.
-----Required Power: Life detection Effect: This power allows the Jedi to read surface thoughts and emotions of the target. The Jedi "hears" what the target is thinking, but cannot probe any deeper.
If the success is 1 DC greater than needed , the Jedi can sift through memories up to 24 hours old. A Jedi cannot sift through memories the same round contact is made.
A Jedi can read the minds of more than one person, but each additional person requires a new receptive telepathy roll. This power can be used on any living creature.
-----Required Powers: Hibernation trance, life detection, sense force Time to Use: Five minutes; Effect: Postcognition allows a Jedi to sense the imprints of the Force left on objects handled by living beings. The character must also be able to handle the object.
The Jedi must declare how far into the past they are looking. A successful roll allows the Jedi to determine who handled the object or what events transpired around the object. The Jedi may search for specific events or simply review past events.
If the roll is successful by 2 DC levels more then nneeded the character can witness the event as if they were actually there. If by 1 DC level then needed, then the Jedi gets a good idea of what transpired, but at least one sense in somewhat obscured. If you just suceed, then Jedi gets vague blurred images and sense that tend mix together that are dull and indistinct. A failure means the Jedi sense nothing at all.
-----Effect: This power is used to sense the ambient Force in an area. It cannot be used to sense specific beings, but there are many forms of life and areas that are intertwined with the Force.
Sense force will tell the character the rough magnitude of the Force in an area or object, the rough type and quantity of life forms in an area, and whether the area or object tends toward the light or dark side.
-----------------Warning: A character that uses this power receives a Dark Side taint. Effect: An attacker must be touching the target to use this power. When the power is activated, if the attackers roll was better than the targets Control or Mind roll then the target takes damage equal to the attackers Alter level plus the dice score minus the required dice.
-----Effect: This power allows a Jedi to levitate and move objects with the mind alone. If successful, the object will move to the Jedi’s desires. This power may be kept "up".
A Jedi can levitate several objects at once. Each additional object requires a new telekinesis roll. It can also be used to levitate the caster or others.
Levitated objects can also be used to attack, but the caster automatically receives a Dark Side taint. Such attacks require an additional Control roll by the attacker. The target can dodge.
-----------------Sense Modifier: 0 if the target is friendly and doesn’t resist. Roll and opposed Mental if target resists. Required Powers: Life detection, receptive telepathy Effect: If the Jedi successfully projects their thoughts, the target "hears" their thoughts and "feels" their emotions. The Jedi can only broadcast feelings, emotions and maybe a few words. This power cannot be used to send sentences or hold a conversation.
The target does understand that these are not their own thoughts and that they are being projected by someone else. If the Jedi does not "verbally" identify themselves then the target does not know who is sending the thoughts. This power can only communicate with minds, not control them.
Increased difficulty if the Jedi cannot verbalize the thoughts they are transmitting (they are gagged or don’t want to make a sound).
-----------------Required Powers: Control another’s pain, control pain Time to Use: One minute Effect: The target is granted the extra healing abilities as outlined in accelerate healing. The Jedi must be touching the target in order to use the power.
-----Required Powers: Accelerate healing, control disease Time to Use: 30 minutes to several uses over the course of several weeks Effect: This power allows a Jedi to heal another character using the same rules as outlined in control disease. The Jedi must be touching the character in order to use this power.
-----Required Powers: Control pain Effect: This power allows a Jedi to control another character’s pain using the same rules as outlined in control pain. The Jedi must be touching the character in order to use this power.
-----Required Powers: Hibernation trance Time to Use: Five minutes Effect: This power allows a Jedi to put another character into a hibernation trance. The target must be in physical contact with the Jedi and must be willing. The power cannot be used as an "attack" to knock others unconscious.
This power can be used to bring another character out of aRequired Powers: Remain conscious, control pain Effect: The target returns to consciousness. The target has the same restrictions imposed by the remain conscious power and must be touching the Jedi.
-----Required Power: Control another’s pain, control pain Time to Use: One minute Effect: This power will prevent a wounded character from dying if they were going to die because the Jedi is transferring their life force to the target. The wounded character remains wounded but will not die unless wounded again. The wounded character is in hibernation and will stay alive in this state for up to six weeks. The Jedi must touch the target when this power is activated.
-----------------Effect: The target’s perceptions are altered so that they sense an illusion or fail to see what the user doesn’t want them to see. This power can permanently alter a target’s memory so they remember things incorrectly or fail to remember something. This power can also be used to alter a character‘s conclusion.
Before rolling the skill rolls, the Jedi must describe what effect they are trying to achieve. The power is normally used on one target. Two or more targets can only affected if the power is used two or more times.
The target will believe they are affected by any successful illusions. A character that thinks they are struck by an imaginary object will feel the blow. If they thought they were injured they would feel pain. If they thought they had died they would fall unconscious. However, the character suffers no true injury.
The power can only affect living beings, not droids or recording devices.