Time to Use: N/A (Reaction)
Focus: 1 (maintained)
Difficulty: Easy
Effect:
When targeted by any kind of energy damage, the Jedi may choose to roll Absorb/Dissipate energy to resist this damage. This must be done before any other type of reaction roll, and costs 2 actions to achieve. One action to absorb the energy, and a second action to deal with the absorbed energy.
If the activation roll does NOT succeed, the Jedi may then roll any other normal reaction skill to avoid the damage, but at a -2D penalty. If they are unable to successfully absorb or avoid the damage, the full amount of damage is applied.
If the activation roll meets or exceeds the attack damage plus the DC, the energy is successfully absorbed. Absorbed energy will burn out the user if they do not immediately deal with the energy as their next action.
There are two ways to deal with absorbed energy. The most common way, is by directing it harmlessly out from the body and into the Jedi's surroundings; into a deckplate, a power conduit, into the air as a charged field, etc.
The other way is to convert the absorbed energy into Force energy. This can be done with a raw Control roll at a DC of Moderate + the damage absorbed. This is considered a 'free' action, as it is part of the 2-action cost of using the power.
If the Control roll fails this DC, the full damage is applied to the Jedi, AND they take a -1D penalty to ALL Force Powers for a # of rounds equal to the absorbed energy divided by 10 (rounded down). If the Control roll is successful, the Jedi's very next action MUST be to use a Force Power, and gains the absorbed damage divided by 5 (rounded down) in Pips to that power's roll.
Rank Required: Initiate
See Also: Alter, Electronic Manipulation, Imbue Weapon, Resist Stun, Dark Side Web*, Bolt of Hatred (Force)*(*)
Focus: 1 (maintained)
Difficulty: Easy
Effect:
When targeted by any kind of energy damage, the Jedi may choose to roll Absorb/Dissipate energy to resist this damage. This must be done before any other type of reaction roll, and costs 2 actions to achieve. One action to absorb the energy, and a second action to deal with the absorbed energy.
If the activation roll does NOT succeed, the Jedi may then roll any other normal reaction skill to avoid the damage, but at a -2D penalty. If they are unable to successfully absorb or avoid the damage, the full amount of damage is applied.
If the activation roll meets or exceeds the attack damage plus the DC, the energy is successfully absorbed. Absorbed energy will burn out the user if they do not immediately deal with the energy as their next action.
There are two ways to deal with absorbed energy. The most common way, is by directing it harmlessly out from the body and into the Jedi's surroundings; into a deckplate, a power conduit, into the air as a charged field, etc.
The other way is to convert the absorbed energy into Force energy. This can be done with a raw Control roll at a DC of Moderate + the damage absorbed. This is considered a 'free' action, as it is part of the 2-action cost of using the power.
If the Control roll fails this DC, the full damage is applied to the Jedi, AND they take a -1D penalty to ALL Force Powers for a # of rounds equal to the absorbed energy divided by 10 (rounded down). If the Control roll is successful, the Jedi's very next action MUST be to use a Force Power, and gains the absorbed damage divided by 5 (rounded down) in Pips to that power's roll.
Rank Required: Initiate
See Also: Alter, Electronic Manipulation, Imbue Weapon, Resist Stun, Dark Side Web*, Bolt of Hatred (Force)*(*)