Control and
Alter Powers
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Accelerate Another's Healing
Aura of Uneasiness*
Control Another's Disease
Control Another's Pain
Control Breathing
Detoxify Poison in Another
Electronic Manipulation*
Feed On Dark Side
Force Charged Strike
Force Lightning
Force Transduction
Force Weapon
Inflict Pain
Place Another in Hibernation Trance
Remove Another's Fatigue
Return Another to Consciousness
Transfer Force
Waves of Darkness*
* Indicates Sith Power
--See Sith PowersAccelerate Anothers Healing
Control Difficulty: Very Easy. Modified by relationship.
Alter Difficulty: Very Easy.
Required Powers: Control anothers pain
Time to use: One minute
Effect: The target is allowed to
make extra healing rolls, as outlined in accelerate healing. The Jedi must be
touching the character whenever he attempts a healing roll.
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Control Anothers Disease
Control Difficulty: Very Easy, as modified by relationship
Alter Difficulty: Same as control disease
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 and conditions as outlined in control
disease. The Jedi must be touching the character to be healed.
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Control Anothers Pain
Control Difficulty: Very Easy. Modified by proximity and relationship.
Alter Difficulty: Easy for wounded characters; Moderate for incapacitated characters; Difficult for mortally wounded characters
Required Powers: Control pain
This power can be kept "up." If the power is dropped, the character suffers pain and penalties normally.
Effect: A Jedi can use this power
to ease the pain of another and functions in the same manner as the control pain
power.
A wounded character who has his pain controlled can act as if he has taken no wounds
starting with the round after the power roll is made. The wounds are not healed, but the
character suffers no pain from his injuries and does not suffer from the penalties of
being wounded (-1D to all actions, for example).
However, the character is still injured and will suffer additional injuries normally. When
a character who has had his pain controlled and is injured again, a new power roll must be
made at the higher difficulty to see if the pain can be controlled.
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Control Breathing
Control Difficulty: Moderate
Alter Difficulty: Very Difficult
Required Powers: Concentration, hibernation trance, telekinesis
Effect: This power allows a Jedi to
control the amount of oxygen flowing into his or her body. The Jedi takes control of the
surrounding atmosphere, pulling oxygen molecules through the skin and into the lungs. With
this power the Jedi can effectively breathe underwater, and conversely, a water breather
could survive on land. In game terms, this power negates the need for a breath mask,
mechgill, or any rebreather gear. In the cold of space or a hard vacuum, however this
power would be of little use even if the Jedi could somehow survive the drastic changes in
pressure or the extreme temperatures, there is mot enough oxygen in these environments for
a Jedi to "grab."
The power will remain up until the character either takes incapacitating damage or
willfully drops it.
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Detoxify Poison in Another
Control Difficulty: Very Easy. Modified by relationship.
Alter Difficulty: Very Easy for 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.
Required Powers: Accelerate healing, accelerate anothers healing, control pain, control anothers pain, detoxify poison
Time to use: 5 minutes
Effect: This power allows the Jedi
to remove or detoxify poison from a patients body faster than is normally possible.
While using this power, the Jedi must remain in physical contact with the patient. As long
as the Jedi is in contact with the target, that person is considered immune to the effects
of the poison. Failure to make the required control and alter difficulty
checks or breaking physical contact during the use of the power wounds the patient.
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Feed On the Dark Side
Control Difficulty: Moderate when made active; Very Easy for each round thereafter.
Alter Difficulty: Moderate when raised; no roll for prior rounds.
Required Powers: Sense Force
Warning: Any Jedi who makes this power active automatically receives a Dark Side Point.
This power may be kept "up."
Effect: This power allows a Jedi to
feed on the fear, hatred or other negative emotions of others to make himself more
powerful. It does not matter to the Dark Side why the others are filled with dark
emotion; the feelings alone suffice.
In game terms, in any round in which a character using this power is in the presence of a
Light Side Force-sensitive who gains a Dark Side Point, the character gains a Dark Side
Point and a Force Point. If multiple characters gain Dark Side Points in the same round,
the character gains multiple Force Points. These Force Points must be spent within five
minutes of being received.
This is a power that Dark Jedi use to gain power from the anger and hatred they cause in
their foes. For player characters who are quick to anger, it is impossible to die-roll
their way out of this situation. The only way they can stop a Jedi from gaining extra
Force Points from this power is not to give into the Dark Side. This can be extremely
difficult, particularly as there is nothing to stop the Dark Jedi from doing everything in
his power to provoke these negative emotions. This might include deception, butchering
innocents, taunts, insults, treats against characters, their friends, families, home
planet or base, and anything else that is likely to make them call on the Dark Side.
Players who are unable to think of a better way of defeating a Dark Jedi than by brute
force are very likely to be destroyed if faced with this power. Avoid overuse of this
power, as it can severely disrupt game balance if not used in moderation.
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Control Difficulty:
Charge |
Difficulty |
1D max charge |
Moderate |
2D max charge |
Difficult |
3D |
Very Difficult |
4D+, etc. up to Control dice |
Heroic+ |
Alter Difficulty: Moderate
Required Powers: Emptiness or Rage, Absorb/Dissipate Energy
Effect: Upon a successful hit the damage is delivered. This can also be used with brawling parry. To date Vader is the only known Force character to use this power and is likely the only one to know of it. Any results due to failure to hit one's target are unknown. This knowledge likely died with Vader. This data was given to us by Master Skywalker through his short (42pp) treatise on his accounts before the fall of the Empire. It is mentioned there might have been an accompanying red glow at the area of force charge, but Master Skywalker later admitted that he wasn't sure if he was hallucinating.
Notes:
This power was attempted by Vader on Luke at the end of Splinter of the Mind's Eye, but Luke used a force point and Absorb/Dissipate to nullify it (IMHO). It takes one action for every die of charge before the strike to charge a fist (in Vaders case) or any other striking body part i.e. foot, knee, elbow, or forehead.Force Lightning
Warning: A Jedi who uses this power for any reason immediately gains a Dark Side Point.
Control Difficulty: Difficult, as modified by proximity. Limited to line of sight.
Alter Difficult: Perception or Control roll of target.
Effect: This power is a corruption
of the Force. When used, it produces bolts of white or blue energy that fly from the
users fingertips like sorcerous lightning. These bolts tear through their target,
causing painful wounds. As this power is Force-generated, it can be Force-repelled using dissipate
energy.
Force lightning courses over and into its target, convulsing the target with pain,
siphoning off his power, and eventually killing him. Armor does not protect a character
from Force lightning. Force lightning causes 1D of damage for each 2D of alter
the user has (round down-a character with alter of 5D would cause 2D damage with Force
lightning).
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Force Transduction
Control Difficulty: Very Difficult
Alter Difficulty:
Easy for small battery (takes 5 minutes); Moderate for blaster pack (takes 30 minutes); Difficult for power generator/repulsorlift scale fuel cell/lightsaber power cell (take 2 hours); Very Difficult for starfighter scale fuel cell (takes 8 hours); Heroic for capital ship scale fuel cell (takes 1 day)Required Powers:
Absorb/dissipate energy, force of will, transfer forceTime To Use:
See AboveEffect:
Using this power, the Jedi can charge energy cells using the Force. Only one power cell can be charged at a time. Machinery may be powered directly by keeping this power "up'' at a +10 modifier to both the Control and Alter difficulties. This power may also be used in reverse to drain power cells in half the time at the appropriate difficulty.Force Weapon
Control Difficulty: Very Difficult
Alter Difficulty:
Special, see belowRequired Powers:
Force Lightning, Absorb/Dissipate Energy, Transfer Force, any other powers needed by these powersWarning: Any character using this gets a DSP, regardless of reason for usage
.Effect:
This power utilizes pure Force energy to create a weapon powered by the Force. This can be used for any blaster or lightsaber (and similar energy weapons). The Dark Jedi uses his Control to energize the weapon, and a blade or blaster bolt of pure Force is created. The Jedi uses Alter for damage. The weapons used for this acts identically to their real varieties in all respects. Each weapon must be specially created like a lightsaber, but a Dark Jedi can make a real weapon into the same structure. Use of this power does not harm any internal weapon components.Inflict Pain
Control Difficulty: Very Easy. Modified by proximity.
Alter Difficulty: Targets control or Perception roll. Modified by proximity.
Required Powers: Control pain, life sense
Warning: A character who uses this power immediately receives a Dark Side Point.
Effect: The target experiences
great agony. The user causes damage by roll their alter skill, while the target
resists damage with their control, Perception or willpower. Damage is
figured as if the attack was a stun attack, although if the target suffers any
damage at all, they are so crippled by pain that they are incapable of acting for the rest
of the round and the next round.
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Place Another in Hibernation Trance
Control Difficulty: Very Easy. Modified by relationship.
Alter Difficulty: Very Easy. Modified by proximity.
Required Powers: hibernation trance
Time to Use: Five minutes
Effect: This power allows a Jedi to
put another character into a hibernation trance. The affected character must be in
physical contact with the powers user and must agree to be "shut
down"-this power cannot be used as an attack to knock others unconscious.
This power can be used to bring another character out of a hibernation trance, but
the alter difficulty is increased by +10.
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Remove Anothers Fatigue
Control Difficulty: Easy
Alter Difficulty: Moderate. Modified by proximity and relationship.
Required Powers: Accelerate healing, accelerate anothers healing, control pain, control anothers pain, remove fatigue.
Effect: This power allows the Jedi
to remove the effects of fatigue in another. However, unlike the basic power, the Jedi
must wait until the target is actually fatigued, before offering assistance. Hence the
penalties for failing a stamina check can be counteracted, but must be addressed as
they occur.
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Return Another to Consciousness
Control Difficulty: Easy. Modified by proximity. Modified by relationship.
Alter Difficulty: Easy for incapacitated characters; Difficult for mortally wounded characters.
Required Powers: Remain conscious
Effect: The target returns to
consciousness. The target has the same restrictions as imposed by the remain conscious
power.
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Transfer Force
Control Difficulty: Easy. Modified by relationship. Modified by proximity.
Alter Difficulty: Moderate.
Required Power: Control anothers pain
Time to use: One minute
Effect: This power will save a
mortally wounded character from dying because the Jedi is transferring his life force to
the target. When a character has force transferred to him, he remains mortally wounded,
but he will not die provided he is not injured again. The character is in hibernation, and
will stay alive in this state for up to six weeks. The Jedi must be touching the target
character when the power is activated.
When this power is used, the user must spend a Force Point (this is the life force that is
transferred to the target). This use is always considered heroic, so the character will
get the Force Point back at the end of the adventure.
The recipient of this power must be willing.
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