Difficulty: Easy if the Jedi is relaxed and at peace, Moderate during stressful situations, Difficult during combat
Time to Use: N/A ; 1+ Hours for Method 3
Focus: All
Note: May not be used on untrained Force powers - but may be used on a Force power the Jedi is currently learning.
Effect...
Time to Use: N/A
Focus: All (trance), 1 (Instant/Another)
Difficulty: Easy* (Trance), Moderate (Instant), Difficult (Another)
Effect: When activating Accelerate Healing, the Jedi must declare which method they are using:
Method 1: Trance
A Jedi expends all of their focus (students are...
Time to Use: N/A
Focus: 1 (maintained)
Difficulty: Moderate for water, Difficult for toxic fumes, Very Difficult for low-pressure environments
Effect:
Allows the user to filter oxygen out of inhospitable environments directly into his lungs or through his skin, allowing 'normal' breathing...
Difficulty: Easy for wounded characters, Difficult for mortally wounded characters, opposed roll for Inflict Pain.
Time to Use: N/A
Focus: 1 (maintained)
Effect:
Shrug off the pain of a wound in order to continue taking actions. If the difficulty is met, this negates pain penalties...
Difficulty: Very easy for loose bonds, Easy for hand binders or shackles, Moderate for serious full-body restraints, Difficult and up for maximum security beyond this.
Time to Use: Varies
Focus: 1 (Maintained throughout attempt)
Effect:
Using an advanced form of Control Pain, the Jedi can...
Time to Use: 1 round
Focus: 1 (during attempt)
Difficulty: Moderate for Broken or injured limbs, bleeding injuries, etc. Very Difficult for Internal bleeding, damaged organs, or severed limbs. Heroic for Instantly mortal wounds.
Effect:
In game terms, if the difficulty level for a...
Time to Use: 1 minute (10 rounds)
Focus: All (maintained throughout attempt)
Difficulty: Moderate
Effect:
The ultimate form of Force based healing, Transfer force reduces user`s current and MAXIMUM HP by the result and heals the target, even if the target is almost completely dead. Unlike with...
Difficulty: Easy - very mild poison, such as alcohol; Moderate - mild poison, such as stimulants and medical drugs; Difficult - average poison and purified narcotics; Heroic - virulent poison; Heroic +5 and up - Neurotoxin of various lethality
Time to Use: Varies by Poison (GM discretion)...
Time to Use: Varies by disease (GM discretion); 1 hour Focus: All (during meditation session)
Difficulty: Easy - mild infection, such as a cold; Moderate - modest infection or illness, such as a high fever or severe flu; Difficult - severe illness, such as gangrene or a hive virus; Very...
Difficulty: Difficult (self), Very Difficult (another), Heroic (unwilling another)
Time to Use: N/A
Focus: 1 (maintained during trance)
Effect: The Jedi goes into a death-like slumber, awoken by some predetermined trigger.
Description:
This power allows a Jedi to place himself or another...
Time to Use: N/A
Focus: 1
Difficulty: Easy (self), Moderate (another)
Effect:
Uses the Force to refresh the Jedi's body and remove any penalties from strenuous activity. Further, when asked to make a Stamina roll to fight off the effects of fatigue, a Jedi may roll Remove Fatigue instead and...
Difficulty: 11+damage below 0 (Stun); 15+damage below 0 (Damage)
Time to Use: N/A
Focus: 1 (maintained)
Effect: Allows the Jedi to hold onto or return another to consciousness when the body would rather not.
Description:
When a character with this power suffers an injury that would knock...
Difficulty: Easy (minimum)
Time to Use: 30 seconds (5 rounds)
Focus: 1 (maintained)
Effect:
Note: This power may not be used on an attribute governing a skill being enhanced with Enhance Skill. Also, it may only be used on non-Force related attributes (DEX, STR, KNO, PERC, MECH, TECH).
Receive...
Difficulty: Moderate
Time to Use: N/A
Focus: 1 (maintained)
Effect:
Note: This power may not be used on a skill being enhanced with Enhanced Attribute. It also may not be used on other Force Powers. Enhance Skill is not suitable for use with long-term skill checks lasting longer than 18...
Difficulty: Varies by the number of targets: 1-2 Easy, 3-5 Moderate, 6-10 Difficult, 11-15 Very Difficult, 16-25 Heroic
Time to Use: N/A
Focus: 2 (maintained)
Effect:
Note: This power must target at least 1 other being, besides the user. It may NOT be used to buff other Force powers.
Upon...
Requires: Dim Another's Senses
Difficulty: Varies. Targets: 1-10 Very Easy, 11-100, Easy, 101-500 Moderate, 501-5000 Difficult, 5001-50000 Very Difficult, 50000-500000 Heroic; +2 difficulty levels (or +5 for each level if above heroic) for each 1D shift beyond the first.
Time to Use: N/A...
Requires: Imbue Weapon
Difficulty: Moderate 1D, Difficult 2D, Very Difficult 3D, Heroic 4D
Time to Use: N/A
Focus: 1
Effect:
Once per round, a force user may activate this power without incurring multiple action penalties. After that, penalties stack as normal. The user must declare whether...
Difficulty: Moderate
Time to Use: N/A
Focus: 1 (maintained)
Effect:
By using force of will, the character uses his willpower skill to fight effects of hostile force powers. Upon raising this power, the Jedi rolls both Willpower and CONTROL and adds the results together. The combined result...
Requires: Hibernation Trance
Difficulty: Moderate
Time to Use: N/A
Focus: 1 (maintained)
Effect:
At the time of activation, A Jedi sets a predetermined period of time and then rolls the power. If successful, they fall into a deep meditative state, and are unaware of their surroundings. Add...
Difficulty: Easy - Morality (light or dark); Moderate - Force Sensitivity; Difficult - Life Essence
Time to Use: N/A
Focus: 1 (maintained)
Effect:
Upon activation, the Jedi chooses their target, and which method of the power they wish to use, then rolls Force Concealment. While the power is...