Anger
?Control Difficulty: Very Easy => Dark Sider
??? Moderate => Light Sider
?Time to use: One round
?Warning: A Jedi who uses this power gains a Dark Side Point.
?Effect: To use this power, a character concentrates all of his negative feelings, and touches the Dark Side of the Force momentarily. This imparts a +1D bonus on all rolls for the next two rounds. The Dark Side is finicky as the bonus could at one time be 6 and at another time be 1.
Blackness
?Control Difficulty: Moderate
?Required Powers: Force lightning, injure/kill, eclipse
?Note: This power can only be used by characters who have been
consumed by the Dark Side.
This power can be kept "up."
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 perceive them, or 4D if the power roll succeeds by 15 or more. The power causes people to overlook the user as he or she blends into the surroundings and any smells or sound emanating from them are muffled. The user of this power still may make skill checks as usual while the power is "up." (i.e. at a -1D penalty). However, the user may not use combat oriented Force powers while this power is kept "up." (e.g. lightsaber combat, combat sense, injure/kill, telekinetic kill, inflict pain, etc.).
?This power does not affect electronic life-form sensors.
Calculate
?Control Difficulty: Moderate => Simple Equations
???? Heroic => Complex Equations
??Time To Use: One minute
?Required Powers: Concentrate, perceptive 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 usually done as a training exercise.
Calm
?Control Difficulty: Easy => Relaxed without Dark Side Points.
???? * Increase difficulty one level for every Dark ???? Side Point the character has.
?Time to use: One round
?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.
Cloak of Darkness
?Control Difficulty: Heroic minus total Dark Side Points, to a minimum of 5, may not be attempted by an individual with less than 5 DSPs.
?This is a power that can be kept "up."
?Warning: Use of this power grants a Dark Side Point.
?Note: This power is exclusively used by the Shadow Dragons.
?Effect: When this power is called, the Jedi calls upon the palpable essence of the Dark Side, turning himself into a silhouette so dark that the eye recoils from it. When this power is invoked, it grants a +3D bonus to the Hide and +2D to Sneak, and the Jedi holding it will not register on electronic sensors of any type (although the space he is in will register as being completely empty, and some sophisticated systems will be able to detect him due to the lack of normal air in his space).
Cognitive Trance
?Control Difficulty: Easy
?Time to use: 1 minute
?This power can be kept "up."
?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 (from datascreens, voicetapes set on very
high speed or by other methods), i.e. he reads even faster than Mon
Calamari - just scrolls the text very, very quickly.
The Dragon
?Control Difficulty: Very Difficult
?Required Powers: Emptiness, Control Pain
?Warning: Although the use of this Power does not automatically grant a dark Side Point, it does increase the desire to take evil actions (which will grant Dark Side Points). Use with caution.
?Note: This power is exclusively used by the Shadow Dragons.
?Effect: This is the power that proved the undoing of the Jhemadan, and it remains the cornerstone of the Shadow Dragons. The Jhemadan had been experimenting with essences, and the Dragon was the image associated with the essence of Power. When the power is invoked, the Jedi's physical Strength doubles, for as long the power is maintained. In addition, the thought processes of the invoker increase 33% in speed, enabling much more efficient retrieval of information (KNO skills).
?This tampering with the essential nature of the invoker is not without it's penalties, as the Jhemadan discovered. When a Jedi is under the influence of the Dragon, he sees everything through the amoral and arrogant view of unbound power. In addition, the power is somewhat addictive in nature, and once experienced, the Jedi will find himself desiring to repeat that experience whenever possible. Finally, frequent use of the power diminishes the power of it's effects, and starts to cause a physical transformation of it's user into a six limbed, reptilian creature of some sort, but as the partial transformations have always proved fatal somewhere along the line, the exact nature of the creature that the Jedi is on the road to becoming is unknown.
?In game terms, the first time the power is invoked, the invoker must make an easy willpower roll to avoid committing an evil act when the opportunity presents itself when the power is up. Each additional time that the power is invoked, the difficulty of the check increases by 2. Secondly, once the user has invoked the power once, they must make an easy willpower roll to avoid attempting to call on that power when the need arises. Each subsequent time the power is called upon will increase the difficulty of that check by 2. This number will decrease by 2 for every month that passes without the power being called upon, until it no longer exists. However, each time the power is called upon after that, the check will reappear, at the highest level of difficulty that it reached, +2. Thirdly, every third time the power is called upon, it's power decreases by 10%. Finally, if the wild die comes up with a mishap any time the power is called, a minor physical change will take place in the invoker. 3 changes will be noticeable, and 10 will be fatal.
Force Charged Strike
Control Difficulty: Moderate ?=> 1D max charge
? ? ?Difficult ?=> 2D max charge
???Very Diff ?=> 3D "
? ? ?Heroic ?? => 4D "
? ??40 ?=> 5D "
?45 ?=> 6D "
?50 ?=> 7D "
?? ? etc. up to Control dice equals damage
?Required Powers: Emptiness or Rage, Absorb/Dissipate Energy
?Effect: Through total concentration, a Jedi is able to deliver a single, devastating blow to an opponent. It takes one action for every die of charge before the strike to charge a fist or any other striking body part i.e. foot, knee, elbow, or forehead. Upon a successful hit the damage is delivered. This can also be used with brawling parry.
Hands of the Jhemadan
?Control Difficulty: Medium
?Note: This power is exclusively used by the Shadow Dragons.
?Effect: This is one of the powers that have carried over from the Jhemadan times. When called upon, this power causes the Jedi's hands to be encased in a glowing blue field of Force. This field is impenetrable, and extends up to the users elbows. The power protects it's users hands from extreme heat and cold, but that is not it's primary function. When used in conjunction with Jhemadan school martial arts, the Hands of the Jhemadan add 2D+2 to the damage caused. When invoked by a Dark Jedi, the field is a deep red that grows darker for those more attuned to the dark side. There are rumors that the Jhemadan had a more powerful version of this power, but they have never been proven. This is a power that can be kept up.
Heal
?Control Difficulty: Very Easy => Stunned
???? Easy => Wounded, Wounded Twice
???? Moderate => Incapacitated
???? Difficult => Mortally Wounded
?Required Powers: Accelerate Healing, Detoxify Poison, Emptiness, and Control Pain
?Time to Use: 5 minutes meditation per level of difficulty.
?Effect: Completely removes one injury to the user. This power may not be used on others (see Heal Another). If use of this power fails, the difficulty is raised by one level for every repeated attempt.
Regenerate
?Control Difficulty: Moderate => Simple Organ (eye, liver, kidney)
???? Difficult => Complex Organ (Heart)
???? Very Diff => Limb or System (Arm, Spine)
???? Heroic => Brain, A.I.D.S, Terminal Cancer
?Required Powers: Heal
?Time to use: One month per level of difficulty (1 month for an eye, 3 months to repair spinal damage)
?The Power *has* to be kept "up."
?Effect: Allows a Force-user to repair extensive damage to the point of regrowth. During the period of Regeneration, the character must rest as detailed in the Natural Healing section of the rulebook. Everyday during this rest period the user must activate the power. Failure means treatment has been set back one day for every point the roll missed by. A critical failure means the organ/limb has been destroyed and user must start over (in the case of regenerating a damaged brain, the user dies). At the end of the period (provided rest was never broken) he may roll Strength or Control versus the above difficulty. For every full week of rest and treatment past the required time, the final Strength/Control Difficulty is reduced by one level. If successful, he has a new, fully working organ/limb or is cured from the targeted disease (Cancer, AIDS, etc.). If unsuccessful, he has a fully grown organ/limb that either his body has rejected or is just unusable.
Wisdom
Control Difficulty: Very Difficult
Time to use: 1 hour of research
Effect: Makes the user have an insight on the force, increases their knowledge, by their Control Dice for a single roll.