Force Power Def

55 pages

Please download to get full document.

View again

of 55
All materials on our website are shared by users. If you have any questions about copyright issues, please report us to resolve them. We are always happy to assist you.
Jedi Powers * Indicates a Dark Side Power. Control Powers: Absorb/Dissipate Energy This power can only be kept up as long as the source of energy is constant. Control Difficulty: Sunburn-very easy, intense sun-easy, solar wind-moderate, radiation storm-difficult. Characters may use this power for energy attacks at a difficulty of moderate plus the damage roll of the attack. Effect: This power allows the Jedi to absorb or dissipate energy, including light, heat, radiation and blaster bolts. A suc
  Jedi Powers * Indicates a Dark Side Power. Control Powers: Absorb/Dissipate EnergyThis power can only be kept up as long as the source of energy is constant. Control Difficulty: Sunburn-very easy, intense sun-easy, solar wind-moderate, radiationstorm-difficult. Characters may use this power for energy attacks at a difficulty of moderate plus the damage roll of the attack. 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 mustactivate the power in the same round to absorb the blaster bolt or Force Lightning - thecharacter must be able to roll the power before the attack lands. He can't use this power after the attack has hit.Accelerated HealingThis power can not be kept up, and takes one minute. Control Difficulty: Wounded-easy, incapacitated-moderate, mortally wounded-difficult. Effect: The Jedi, when a successful control roll is made, makes two natural healing rollsin the current day and receives a +2 modifier to both rolls, regardless of the injury.Anger*This power can not be kept up, and takes one round. Control Difficulty: Dark Side Jedi-very easy, Light Side Jedi-moderate. Effect: To use this power, a character concentrates all of his negative feelings, andtouches the Dark Side of the Force momentarily. This imparts a +1D bonus on all rollsfor the next two rounds. The Dark Side is finicky as the bonus could at one time be 6 andat another time be 1.Blackness*This power may be kept up. Control Difficulty: Moderate. Required Powers: Force Lightning, Injure/Kill, Eclipse. Effect: This power enshrouds a Dark Jedi in a camouflaging veil of the Dark Side. The power roll is added to the difficulty of any Sense roll of a power attempting to detect the presence of the user of this power. It also subtracts 2D from any skill attempts to perceivethem, or 4D if the power roll succeeds by 15 or more. The power causes people tooverlook the user as he or she blends into the surroundings and any smells or soundemanating from them are muffled. The user of this power still may make skill checks asusual while the power is up. However, the user may not use combat oriented Force powers while this power is kept up. This power does not affect electronic life-formsensors.CalculateThis power can not be kept up, and takes one minute. Control Difficulty: Simple Equations-moderate, complex equations-heroic. Required Powers: Concentrate, Cognitive Trance. Effect: Using Jedi meditation techniques, this allows a Jedi to calculate high-order equations with the aid of the Force. The equations can be solved or, under certain special  case situations, approximated, using standard Jedi meditation techniques. This is usuallydone as a training exercise.CalmThis power can not be kept up and takes one round. Control Difficulty: Relaxed without Dark Side Points-easy. Increase difficulty one levelfor every Dark Side Point the character has. Effect: This power calms the Jedi, giving him an enhanced defense against the Dark Side. The Jedi receives a bonus of +4 to all rolls for the next two rounds and an extra bonus of +4 to resist the effects of powers called upon by Dark Side servants.Cognitive TranceThis power may be kept up and takes one minute. Control Difficulty: Easy. Effect: Jedi uses control of his inner Force to enter the specific trance. His thinking process is hastened, and he may absorb information much faster, he just scrolls the textvery, very quickly.ConcentrationThis power can not be kept up and takes one round. Control Difficulty: Easy if the Jedi is relaxed and at peace, Difficult if the Jedi is filedwith aggression, fear or other negative emotions, Very Difficult if the Jedi is acting onthose negative emotions. Effect: When using this power, Jedi clear all negative thoughts from their minds, feelingthe Force flowing through the universe and their own being. The individual Jediconcentrates 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 theconcentration 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 dodgesor parries. This power may be used in conjunction with Force Points and Character Points.Contort/EscapeThis power can be kept up until free from the restraint.   Control Difficulty: Very easy for loose bonds, easy for hand binders, moderate for serious restraints, difficult to Heroic for maximum security. Varies at GM's discretion,depending on security measures. Required Powers: Concentration, Control Pain, and Enhance Attribute. Effect: The character escapes bonds by contorting in painful and difficult (but physically possible) ways. By dislocating joints, softening bones, and the like, a Jedi can escapealmost any physical restraining device. While this is indeed a painful procedure, Jedi aretrained to block out pain and focus at the task at hand.Control Body TemperatureThis power can be kept up until the temperature changes. Control Difficulty: Very easy for 1-10 degrees from body temperature, easy for 11-20,moderate for 21-30, difficult for 31-40, heroic for >40, and +10 to difficulty for every 10degrees after 50. Required Powers: Control Pain, Absorb/Dissipate Energy. Effect: A Jedi character keeps his body temperature stable when necessary to achieve atask in extreme temperatures. Using the Force a Jedi can heat or cool down his insides to  maintain the average body temperature for his species. This is especially useful for thosecold-blooded Jedi.Control DiseaseThis power can not be kept up and takes 30 minutes to several uses over the course of weeks. Control Difficulty: Very easy for a mild infection, such as a cold. Easy for a modestinfection or illness, such as a high fever or severe flu. Moderate for a severe illness suchas gangrene or a hive virus. Difficult for a life threatening disease. Very difficult for amassive, long-standing disease. Heroic for a rapid-acting life-threatening disease. Required Powers: Accelerate Healing. Effect: Control Disease allows a Jedi to direct and control the anti-bodies and healingresources of her body to throw off an infection to resist diseases within the body. Usingthe power requires the Jedi to meditate for half an hour. If the disease is life threateningor long-standing, the Jedi must make repeated skill attempts over the course of severalweeks or months to cure the disease entirely.Control PainThis power can be kept up until the Jedi is injured again. Control Difficulty: Wounded or stunned-very easy, incapacitated-easy, mortallywounded-difficult. Effect: A wounded Jedi who Controls Pain can act as if he has not been wounded startingwith the round after the power roll has been made. The wound is not healed, but thecharacter doesn't suffer the penalties of being wounded: a wounded Jedi doesn't lose 1Dfrom all actions, an incapacitated character can still act normally, as can a mortallywounded 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'tfeel the pain. For example, a wounded character that is wounded again would still become incapacitated. Mortally wounded Jedi still have to make the same rolls as other mortally wounded characters.Detoxify PoisonThis power can not be kept up and takes about 5 minutes. 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 Heroicfor a neuro-toxin. Effect: This power allows a Jedi to detoxify or eject poisons that have entered his body.If the Jedi makes the Power roll, the poison doesn't affect him.Divide AttentionThis power can not be kept up and takes place during declaration of actions. Control Difficulty: Moderate for two actions, difficult for three actions, very difficult for four actions, and heroic for more than five, but no more than seven (Gamemaster setsdifficulty past five). Required Powers: Concentration, Enhance Attribute, Cognitive Trance. Effect: This power allows a Jedi to initiate more than one action in a round with no penalty to the die code. If a Jedi wishes to perform four tasks, but only rolls a moderate,he gets the penalty for three actions, instead of four actions. However, he still rolls for allfour actions, but at a -2d instead of -3d.Emptiness  This power can not be kept up. Control Difficulty: Moderate to enter, difficult to exit. Required Powers: Hibernation Trance. Effect: The user empties his mind and allows the Force to flow through him. Thecharacter seems to be in deep meditation, and a character experiencing Emptiness isoblivious to his surroundings. A character in Emptiness may not move or take any actionexcept to try to disengage from the Emptiness. While in Emptiness, a character is difficultto 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 thedifficulty 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). Thisdifficulty is added regardless of whether or not the empty character would willinglyreceive the power's effect. Once the character comes out of Emptiness, the character getsa +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 one for each Dark SidePoint the character has. When in Emptiness, characters dehydrate and hunger normally -some initiates have died because they lacked enough Control to bring themselves out or Emptiness. When the character enters into Emptiness, the player must state for how longthe 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 meditationunder the following circumstances: -When the stated time has passed. -Once each hour  beyond the srcinal time limit. -The character's body takes any damage more serious thanstun damage. Characters who are consumed by the Dark Side of the Force may not usethis power.Enhance AttributeThis power can be kept up for as long as the skill roll allows. 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 runfaster. All skills controlled by the enhanced attribute are increased by the appropriateamount for as long as the power is in effect. An attribute increased by this power remainsenhanced for the duration listed below. Duration and attribute increase is determined byhow much a character's Control skill roll beats the difficulty number. Duration can beextended through the use of character points - for every character point a Jedi spendsafter 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 atime. If a character invokes the power to enhance a second attribute while the firstattribute is still enhanced, then the first enhancement fades and the second attributereceives the benefit. Skill roll beats difficulty by 0-13 +1D for 3 Rounds, 14-25 +2D for 2Rounds, 26+ +3D for 1 Round.Enhance SkillThis power can be kept up. Control Difficulty: Easy for +1D, difficult for +3D, heroic for +5D, +2 Difficulty levelsfor each skill after the first. Once the difficulty for the power is Heroic, no more skillsmay be included. Required Powers: Enhance Attribute.
Related Search
We Need Your Support
Thank you for visiting our website and your interest in our free products and services. We are nonprofit website to share and download documents. To the running of this website, we need your help to support us.

Thanks to everyone for your continued support.

No, Thanks