Control and Sense Powers

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Control and Sense Powers

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Control and Sense Powers

Lightsaber Combat
Control Difficulty: Moderate.
Sense Difficulty: Easy.
This power may be kept "up."
Effect: Jedi use this power to wield this elegant but difficult-to-control weapon while also sensing their opponents' actions through the Force. This power is called upon at the start of a battle and remains "up" until the Jedi is stunned, wounded or worse; a Jedi who has been injured or stunned may attempt to bring the power back "up." If the Jedi is successful in using this power, she adds her sense dice to her lightsaber skill roll when attacking and parrying. The Jedi may add or subtract part or all of her control dice to the lightsaber's damage; players must decide how many control dice they are adding or subtracting when the power is activated.
Example: Ana is entering combat: she has a lightsaber skill of 4D, a control of 5D and a sense of 4D+2. She activates lightsaber combat by making her Moderate control roll and her Easy sense roll; she decides to keep the power "up." Since she is making both the control and sense rolls in the same round, each suffers a -ID penalty. She adds her sense of 3D+2 (4D+2 - ID) to her lightsaber skill roll of 4D, for a total lightsaber of 7D+2. She adds her control of 4D (5D-1D) to her lightsaber's damage of 5D, for a total of 9D. When Ana attacks in a round, that's another action, for an additional -ID to all actions (total penalty of-2D): she'd only roll 6D+2 to attack and would roll 8D for damage. A Jedi who fails when trying to activate lightsaber combat may only use the lightsaber skill for the duration of the combat. Finally, the Jedi may use lightsaber combatto parry blaster bolts as a "reaction skill." The Jedi may also attempt to control where deflected blaster bolts go; this is a "reaction skill" and counts as an additional action. (The Jedi cannot full parry when trying to control deflected bolts.) If the Jedi tries to control the blaster bolt, she makes a control roll: the difficulty is the range of the target (use the original weapon's ranges) or the target's dodge roll. The blaster bolt's damage stays the same.
Example: Ana decides to parry a blaster bolt and control where it goes. This is two more actions in a round, which means a total of four actions (don't forget the control and sense to keep the power "up"), for a penalty of -3D: Ana's lightsaber skill is 5D+2, and her lightsaber's damage is 7D. Ana's attacker is using a blaster pistol that causes 4D damage. First, Ana makes her parry roll with her lightsaber: her parry roll of 18 is higher than the attacker's blasterroll of 13, so Ana parries the bolt. Now, Ana tries to control the blaster bolt. Her target is 20 meters away ? that's a Moderate difficulty for the blaster pistol. Ana rolls a 14 with her control?just barely good enough to hit. The blaster bolt bounces off Ana's lightsaber blade and hits another goon, causing 4D damage.

Projective Telepathy
Control Difficulty: Very Easy. Increase difficulty by +5 to +10 if the Jedi cannot verbalize the thoughts she is transmitting (she is gagged or doesn't want to make a sound). Modified by proximity.
Sense Difficulty: Very Easy if target is friendly and doesn't resist. If target resists, roll Perception or control to determine the difficulty. Modified by relationship.
Required Powers: Life detection, life sense, receptive telepathy
Effect: If the Jedi successfully projects her thoughts, the target "hears" her thoughts and "feels" her emotions. The Jedi can only broadcast feelings, emotions and perhaps a couple of words ? this power cannot be used to send sentences or to hold conversations. The target understands that the thoughts and feelings he is experiencing are not his own and that they belong to the user of the power. If the Jedi doesn't "verbally" identify herself, the target doesn't know who is projecting the thoughts. This power can only be used to communicate with other minds, not control them.
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