Control Force Powers

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Ghost [PX]
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Control Force Powers

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Control Powers

Absorb/Dissipate Energy
Control Difficulty: Very Easy for sunburn and other very minor energy sources; Easy for intense sun; Moderate for solar wind and other modest energy sources; Difficult for radiation storms and other intense energy sources. Characters may use this power to absorb energy attacks (such as blaster bolts and force lightning) ? the difficulty is Moderate plus the attack's damage roll. 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, she takes full damage from the energy. This power may be used to ward off sunburn, heat-stroke and radiation exposure, as well as withstand intense heat. This power may also be used to absorb blaster bolts, as Darth Vader did on Cloud City. 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. The power can't be used after the attack has hit.
Example: A stormtrooper is shooting at Ana. Rather than dodge behind cover, she decides to use absorb/dissipate energy to absorb the shot. The difficulty is Moderate plus the damage of the blaster bolt. For the Moderate difficulty, the gamemaster picks a difficulty number of 14. Ana rolls control and gets a 21. If the blaster's damage roll is less than seven, then Ana absorbs the blaster bolt and takes no damage. If the blaster's damage roll is seven or higher, she takes full damage from the blaster shot.

Accelerate Healing
Control Difficulty: Easy for wounded characters, Moderate for incapacitated characters, Difficult for mortally wounded characters.
Time To Use: One minute.
Effect: A Jedi who uses this power successfully may make two natural healing rolls for the current day (12 hours apart) regardless of the severity of the injury. The Jedi gets a +2 modifier to both Strength rolls to heal. See Chapter Five, "Combat and Injuries" for healing rules. Accelerate healing may only be attempted once per day.
Example: Ana has been incapacitated; normally a full two weeks of rest are necessary before she can roll to heal. She makes her Moderate control roll to activate accelerate healing. She now gets to make two Strength rolls to heal and gets to add +2 to both rolls. Since she's incapacitated, Ana needs a total of 9 or better to improve to wounded. Ana's first Strength roll is an eight; adding the +2 gives her a total of 10. She improves from incapacitated to wounded twice (she's at -2D to all actions). Twelve hours later, Ana gets to make her second healing roll. Since she's wounded, she only needs a Strength total of 7 to improve from wounded twice (at -2D) to wounded (-ID to all actions). Her Strength roll is a seven; the +2 gives her a total of nine. She now heals to wounded.

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 her mind, feeling the Force flowing through the universe and her 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 or Character Points. This power is only in effect for one round and may not be kept "up."
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 spending a Force Point to accomplish the task this round. Luke's starship gunnery skill is 6D. He loses -ID for doing one other thing in the 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.

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: 30 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. 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 she 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 suffer any die code penalties; 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 character who's been wounded twice and is wounded again would still become incapacitated. Mortally wounded Jedi may still die from their injuries, even if they aren't feeling any pain.

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 trance
Effect: The user empties her mind and allows the Force to flow through her. The character seems to be in deep meditation and is oblivious to her 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 user in emptiness, add the user's emptiness roll to the difficulty for the other character's sense roll (if the power doesn't use thesense skill, 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 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. A character must make a Difficult control skill roll to bring herself out of emptiness. When the character enters into emptiness, the player must state for how long the character will be in meditation. 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.

Hibernation Trance
Control Difficulty: Difficult
This power may be kept "up."
Effect: This power allows a Jedi to place herself into a deep trance, remarkably slowing all body functions. The Jedi's heartbeat slows, her breathing drops to barely perceivable levels, and she falls unconscious. A Jedi can heal while in a hibernation trance, but can do nothing else. Anyone who comes across a Jedi in hibernation trance assumes that the Jedi is dead unless she 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 she is alive. When a Jedi enters a hibernation trance, the player must declare under what circumstances the character will awaken: after a specific amount of time, or what stimuli need 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. Hibernation trance serves two purposes. It allows a Jedi to "play dead" and 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 ? she 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. It is possible to hook the character up to an intravenous water drip to survive indefinitely. A character can hibernate for up to three months before dying of starvation. An intravenous sugar solution can extend that to one year.

Reduce Injury
Control Difficulty: Moderate for incapacitated characters, Difficult for mortally wounded characters, Very Difficult for dead characters.
Required Powers: Control pain
Effect: A Jedi may use this power to reduce the amount of injury she suffers. This power is normally only used in desperation because of its long-term repercussions. The power must be used in the round that the injury is suffered or in the round immediately following. When the power is successful, the Jedi loses a Force Point. Any injury that is suffered is reduced to wounded. If the original injury would have killed the character, the gamemaster will inflict a relevant permanent injury on the character.
Example: Luke Skywalker and Darth Vader are fighting in the Emperor's chambers on the Second Death Star. Luke batters down Vader's defenses and makes a killing strike ? but Vader uses the reduce injury power and spends a Force Point. He is now only wounded, but his hand is severed. Note: 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 her friends from certain doom ? and if she fails, they certainly die ? then this could even be considered an heroic action.

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 after suffering injuries which would knock her unconscious. When a character with this power suffers this kind of injury, she loses all other actions for the rest of the round but she is still conscious (a character without this power would simply pass out). At the beginning of 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 may only perform one other action that round ? often the character will attempt to control pain. The character may make a last-ditch heroic effort before passing out. After that other action has been completed, the Jedi will lapse into unconsciousness (unless she has activated control pain or done something else to stay conscious).
Example: Ana suffers several stuns and should be knocked unconscious ... but she has remain conscious. Ana loses her remaining actions for that round, but she is still awake. At the beginning of the next round, Ana's player declares that she will try to activate remain conscious and control pain. The player makes the Moderate control roll to activate remain conscious, so Ana stays awake for the rest of the round. (If the roll had failed or Ana hadn't activated remain conscious, she would have passed out at the beginning of the round.) Ana must now make a Very Easy control roll to activate control pain. If she succeeds, she may now act normally; if the roll fails, Ana is overwhelmed by the pain and slips into unconsciousness.

Resist Stun
Control Difficulty: Moderate.
Time To Use: One minute.
This power may be kept "up."
Effect: Resist stun allows the Jedi to prepare her 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). An unconscious result forces the Jedi to drop the power, and she is considered stunned. Other injuries ? wounded, incapacitated, mortally wounded and killed ? are treated normally. Example: Ana has a Strength of 3D; if she suffers three stun results, she is knocked unconscious. She activates the resist stun power and decides to keep it "up". (Since thepower is kept "up", she suffers a -ID penalty to all actions.) In the first round of combat, Ana suffers two stun results ... but since she is using the resist stun power, she is not affected by the stuns. When she suffers a third stunned result, Ana must drop the resist stun power, but she is only considered stunned (-ID to actions).
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