394 lines
18 KiB
Plaintext
394 lines
18 KiB
Plaintext
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THE
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FORCE
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SOURCEBOOK
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for use with the
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STAR WARS
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ROLEPLAYING GAME
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2nd Edition
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(Star Wars is a regisetered trademark of Lucasfilm Ltd. 1992
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Lucasfilm Ltd. owns all copyrights and trademarks in the following file.
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Trademarks of Lucasfilm Ltd. used by West End Games under authorization.
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The following is an unofficial document, not approved by Lucasfilm
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Ltd. or West End Games.)
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CONTROL
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The ability to control one's own inner Force. A Jedi with this skill
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learns mastery over the functions of his own body and harmony with
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nature. A character who learns control automatically learns three
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control Force powers.
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Absorb/Dissipate Energy
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Control Difficulty: Sunburn - Very Easy; intense sun - Easy;
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solar wind - Moderate; radiation storm - Difficult. Characters may use
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this power for energy attacks, such as blaster bolts and force lightning
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- the difficulty is Moderate plus the damage roll of the attack.
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The power may be kept "up" as long as the source of energy is
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constant - it may not be kept "up" for blaster bolts or Force
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lightning.
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Effect: This power allows the Jedi to absorb or dissipate energy,
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including light, heat, radiation and blaster bolts. A successful
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control roll means that the energy is dissipated. If the user fails
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the roll, he takes full damage from the energy.
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The character must activate the power in the same round to absorb
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the blaster bolt or Force lightning - the character must be able to roll
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the power before the attack lands. He can't use the power after the
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attack has hit.
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Accelerate Healing
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Control Difficulty: Easy for wounded characters, Moderate for
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incapacitated characters, Difficult for mortally wounded characters.
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Time to use: One minute
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Effect: If a Jedi uses this power successfully, He may make two
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natural healing rolls for the current day regardless of his injury. He
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gets a +2 modifier to his roll for both rolls.
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Control Pain
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Control Difficulty: Very Easy for wounded characters, Easy for
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incapacitated characters, Difficult for mortally wounded characters.
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The difficulty for stunned characters is Easy if the character has not
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fallen unconscious and Moderate if he has.
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Effect: A wounded Jedi who controls pain can act as if he has
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not been wounded, starting with the round after the roll is made. His
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wound is not healed, but it is ignored(no die roll reductions). He
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still needs to receive medical treatment as soon as possible A Wounded
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character who control pain and is wounded again becomes incapacitated.
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Characters who use control pain to shrug off the effects of stun
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damage eliminate the effects of the stun entirely.
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If a Jedi is in pain for a reason other than a wound, this skill
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can be used to ignore the pain and function normally. This power can be
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kept "up."
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Detoxify Poison
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Control Difficulty: Very easy for a very mild poison (alcohol);
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Easy for a mild poison; Moderate for an average poison; Difficult for
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a virulent poison; Very Difficult to Heroic for a neurotoxin.
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Time to use: Five minutes
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Effect: This power allows a Jedi to detoxify or eject poisons
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that have entered his body. If the Jedi makes the power roll, the
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poison doesn't affect him.
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Emptiness
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Control Difficulty: Moderate
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Note: Characters who are consumed by the Dark Side of the Force
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may not use this power.
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Required Powers: Hibernation trance
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Effect: The user empties his mind and allows the Force to flow
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through him. The character seems to be in a deep meditation, and a
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character experiencing emptiness is oblivious to his surroundings. A
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character in emptiness may not move or take any action except to try to
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disengage from the emptiness.
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While in emptiness , a character is difficult to sense or affect
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with the Force. When another character attempts to use a Force power on
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a character in emptiness , add the meditating character's emptiness
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roll to the difficulty for the other character's sense or control
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rolls (this affects only the sense roll; if the power doesn't use
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the sense skill, then add the difficulty to the control roll). This
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difficulty is added regardless of whether or not the empty character
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would be willingly receive the power's
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effect.
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Once the character comes out of emptiness , the character gets a
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+6 bonus modifier to all Force skill rolls for a period of time equal to
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the amount of time the character spent in emptiness . This bonus is
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reduced by 1 for each Dark Side Point that the character has.
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When in emptiness , characters dehydrate and hunger normally -
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some initiates have died because they lacked enough control to bring
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themselves out of emptiness.
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When a character enters into emptiness , the player must state
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for how long the character will be in meditation. A character must make
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a difficult control skill roll to bring himself out of emptiness ; the
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character may attempt to come out of meditation under the following
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circumstances:
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* When the stated time has passed.
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* Once each hour beyond the original time limit.
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* The character's body takes any damage more serious than stun
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damage.
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Enhanced Attribute
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"And suddenly Luke was gone, a single leap taking him to the
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top of the X-wing..."
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Control Difficulty: Moderate
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Effect: A Jedi uses this power to increase a single attribute for
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a limited amount of time. An increased attribute can help a Jedi jump
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higher, dodge quicker, see better, and run faster. All skills
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controlled by the enhanced attribute are increased by the appropriate
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amount for as long as the power is in effect.
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An attribute increased by this power remains enhanced for the
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duration listed below. Duration and attribute increase is determined by
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how much a character's control skill roll beats the difficulty number.
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Duration can be extended through the use of character points - for every
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character point a Jedi spends after invoking this power, the duration
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is extended by one combat round. The points can be spent at any time
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before the power fades.
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A Jedi can only increase one attribute at a time. If a character
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invokes the power to enhance a second attribute while the first
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attribute is still enhanced, then the first enhancement fades and the
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second attribute receives the benefit.
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Skill roll Beats Attribute
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Difficulty By Increase Duration
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0-13 +1D 3 rounds
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14-25 +2D 2 rounds
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26+ +3D 1 round
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Hibernation Trance
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Control Difficulty: Difficult
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Effect: Using this power causes a Jedi to fall into a deep
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trance, remarkably slowing all body functions. His heartbeat slows,
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his breathing drops to barely perceivable levels, and he falls
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unconscious.
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Hibernation trance serves two purposes. It allows a Jedi to
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"play dead." It can also be used to survive when food or air supplies
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are low. Anyone who comes across a Jedi in hibernation trance assumes
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the Jedi is dead unless he makes a point of testing him. Another Jedi
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with the Life detection power and the sense skill will be able to
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detect the Force within the hibernating character and realize he is
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still alive.
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A hibernating character uses about one tenth as much air as
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someone who is simply sleeping. He can hibernate for a week in a dry
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climate or for up to a month in a wet one before dying from lack of
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water.
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A character can decide what stimuli will bring him out of the
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trance, or how long he will spend in the trance before coming out of
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it. The stimuli or length of time must be declared when the character
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enters the trance.
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Instinctive Astrogation Control
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Control Difficulty: Very Difficult. Modified by astrogation
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difficulty.
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Time To Use: One minute
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Effect: Instinctive Astrogation Control is far more difficult
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than the standard sense -based instinctive astrogation power because
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instead of trying to "feel" the correct solutions to the hyperspace
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equations, the Jedicalculates them in his head. This is quite possible,
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and is often done as a training exercise, but the figures generated are
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rarely utilized because it is so easy even for a Jedi to make a
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mistake.
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The difficulty number is modified by how hard the task is with
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the nav computer:
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Task is: Modifier (add to difficulty):
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Very Easy 0
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Easy +5
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Moderate +10
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Difficult +15
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Very Difficult +20
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Heroic +30
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If the control total is successful, a Very Easy astrogation
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roll is necessary to enter the correct routes into the nav computer. If
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the Jedi fails the attempt, he overlooks an obstacle, and sends the ship
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downan inherently dangerous path and thus instaed of requiring a Very
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Easy astrogation total, the difficulty is automatically Very Difficult.
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If the control roll is missed by five or more points, increase the
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difficulty to Heroic.
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This is a largely unknown application of the control power that
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allows Jedi to plot astrogation paths, instead of using the more well-
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known sense -based instinctive astrogation power. Instinctive
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astrogation control is little more than curiosity, studied only by a
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few theoretical Jedi, the most prominent of which in recent memory was
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Hart Daele. In fact, Daele wrote a doctoral thesis on the subject,
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proving that the high-order equations could be solved or under certain
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special case situations, appoximated, using standard Jedi mediation
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techniques.
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Rage
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Control Difficulty: Difficult
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Required Power: Hibernation trance
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WARNING: A Jedi who uses this power gains a Dark Side Point
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Note: This power can only be used by characters who have been
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consumed by the Dark Side of the Force.
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Effect: This power allows a character to feel the dread influence
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of the Dark Side. It functions as a counterpart to emptiness.
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The character must tense herself completely, and allow the
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mindless rage of the Dark Side to possess her. When using this power,
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a character will appear lifeless. They are amplifying the negative
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aspects of their own personality, Leaving the face clenched in a
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rictus of horror and fear.
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A character must determine how long she wishes to be in rage when
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she enters the trance. Barring an attack or the arrival of a specific
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person (as explained below), the Jedi will stay in the trance for the
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chosen duration. The Jedi must make a difficult control roll for
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every four hours in the trance or she will have to come out of the
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trance.
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When the Jedi leaves this state, she gets a +10 modifier to all
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Force skill rolls for a period of time equal to the time spent in rage.
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The character take son die of damage for every two hours they were in
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the trance after the bonus has subsided.
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Like emptiness, this power makes characters oblivious to their
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surroundings; they cannot move. Unlike emptiness, however, characters
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this state strongly exude the Dark Side. The internal focusing does
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provide some protection for the character against others using the force
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on them. Add the rage control roll to the difficulty roll when another
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attempts to use a force power on someone in rage.
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Characters hunger and dehydrate twice as fast normally when using
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rage and are even more susceptible to damage (-1D to Strength to
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resist damage from physical and energy attacks while in this state).
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Characters who plan on an extended trance will need intravenous
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nourishment.
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In rage, the character is less oblivious to her surroundings than
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a corresponding Jedi in emptiness. For example, any physical contact
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by a living being may revive them (the Jedi must make a Difficult
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control roll to cease the attack before the offending character has
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been killed.
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A character using rage can choose to anticipate the arrival of a
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foe. They must make a Difficult sense roll (modified by relationship)
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with the life sense power at the time they enter rage. This will allow
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them to instantly awaken (Easy control roll) if the expected person
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comes within five meters of the person in rage.
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Example: While preparing to transfer his life to a new clone
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body, Palpatine expects an attack from Luke Skywalker. When he enters
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rage, he must also make a Difficult sense roll using the life sense
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power to anticipate Luke entering the Clone Chamber. The difficulty is
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20, +7 for relationship (they are acquaintances) to equal 27, plus
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Palpatine suffers a penalty for having to make two skill uses in one
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round: the sense roll for life sense and the control roll for rage.
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Palpatine's roll is 44, so when Luke enters the chamber, Palpatine
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instantly wakes from his rage and confronts Luke...
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This power may be used in a preparation ritual for the transfer
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life power. When a raged person uses transfer life, the original
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body is instantly and totally consumed by the Dark Side, often bursting
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into unholy blue flames. For every three points by which the control
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roll exceeded the rage difficulty, the body does 1D damage upon
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explosion (three meter blast radius).
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Example: Palpatine, while confronting Luke in the Clone Chamber,
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has been in rage for three hours, gaining +10 to all is Force skills.
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Palpatine's difficulty roll was 20. He rolled a 35. He successfully
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uses the transfer life power and his old body explodes in a 5D damage
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burst of flame.
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Reduce Injury
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Control Difficulty: Moderate for incapacitated characters,
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Difficult for mortally wounded characters, Very Difficult for Dead
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Characters.
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Required Powers: Control pain
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Note: Spending Force points in this manner - not at the beginning
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of the round - is allowed. Also, it is not always a "selfish" act to
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save one's life, so the character might be able to get the Force point
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back. If the character was fighting to save his friends from certain
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doom - and if he falls, they certainly die - then this could even be
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considered an heroic action. It still involves great sacrifice.
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Effect: By using this power, a Jedi may call upon the Force to
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reduce the amount of injury he suffers; this power is normally only
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used in desperation because of its long-term repercussions.
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When the power is successfully used, The Jedi loses a Force
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point. Any injury that is suffered is reduced to a wounded. If the
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original injury would have killed the character, he must choose to
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suffer a permanent injury of some kind.
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Example: Luke Skywalker and Darth Vader are fighting in the
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Emperor's chambers on the new Death Star. Luke batters down Vader's
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defenses and makes a killing strike - But Vader uses the reduce injury
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power and expends a Force point. He is now only wounded, but he loses
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his hand.
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Remain Conscious
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Control Difficulty: Easy for stunned characters, Moderate for
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incapacitated characters, Difficult for mortally wounded characters.
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Required Powers: Control Pain
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Effect: Remain conscious allows a Jedi to remain conscious even
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when he has suffered injuries which would knock him unconscious. In
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game terms, when a character with this power suffers this kind of
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injury, they lose all of their actions for the rest of the round, but
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they are still conscious (normal characters automatically pass out). On
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the next round, the character may attempt to activate the power - this
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must be the first action of that round; the Jedi cannot even dodge or
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parry.
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If the roll is unsuccessful, the character passes out
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immediately. If the roll is successful, the Jedi can do any one other
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action that he has declared for that round - often the character will
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attempt control pain so that he will be able to remain conscious. After
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that other action has been completed, the Jedi will lapse into
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Unconsciousness, unless he has activated control pain or done
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something else that will keep the character conscious.
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Resist Stun
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Control Difficulty: Moderate
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Time To Use: One Minute
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This power may be kept "up."
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Effect: Resist stun allows the Jedi to prepare his body to
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resist the effects of stun damage. The power must be activated before
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the character has suffered any damage.
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Asuccessful result allows the Jedi to resist all stun results
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except for unconscious and normal injuries. An unconscious result
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forces the Jedi to drop the power, and he is considered stunned.
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Normal injuries (wounded, incapacitated, mortally wounded and killed
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) are treated normally.
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Short-Term Memory Enhancement
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"Luke closed his eyes, reaching inward with the Force. Short-
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term memory enhancement was one of the Jedi skills he'd learned from
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Yoda. The pictures flowed swiftly backward in time: his walk to the
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medical wing, his conversation with Wedge, his hunt for a public comm
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desk ..."
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Control Difficulty: Difficult
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Required Powers: Hibernation trance
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Effect: When a Jedi uses this power, he or she can replay recent
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events in order to more carefully examine images and peripheral
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occurances. Using the power, a Jedi can freeze images and even scan
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memory tracks to recall details that were seen but did
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not register consciously at the time of observation.
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In game terms, this power can be used to alert a Jedi to
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information, items, other characters, or anything else that passed
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before his or her senses within a specific span of time. In addition,
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if a gamemaster provided clues or leads to clues the players originally
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missed or ignored, this power can be used to recall them. When players
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get stuck on a puzzle or a mystery within an adventure, this power can
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alert them to possible solutions, if those solutions were observed
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earlier in the adventure.
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How far back a Jedi can remember with this power is determined by
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the success of his control skill roll.
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Skill Roll Beats Memory
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Dificulty By Extends Back...
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0-8 Through Current Episode
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9-20 Through Last Episode
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21+ Through Last two Episodes
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