Force Power Descriptions

Control Powers

Absorb/Dissipate Energy
Difficulty: Very Easy for UV rays, Ultraviolet rays or other minor energy sources; Easy for direct intense sun; Moderate for heavier energy sources like blaster bolts and Force Lightning; Difficult for intense radiation.
This ability can be "Kept up" as long as the source is constant but can't be "Kept up" for blaster bolts or Force Lightning.
Effect: This power allows a Jedi to absorb or dissipate energy like light, heat, radiation, blaster bolts and Force Lightning. It may also be used to ward off sunburn, heat stroke and radiation exposure. It can help a Jedi withstand intense heat as well. The character must use this ability before the energy hits if he or she is using the Absorb part of the power, but if the energy is absorbed it must be released. This can easily be done by surging the power back into an object either living or non-living. If the object is living, the Jedi will be influenced by the dark side of the Force. This is what Darth Vader used to dissipate the blaster bolts in ESB.

"We would be honored if you would join is."
-Darth Vader


Accelerate Healing
Difficulty: Easy for a light wound, Moderate for incapacitation, Very Difficult for mortal wound.
Effect: By speeding up the body's natural immune system, a Jedi can heal it at an alarming rate. If a Jedi has a light wound and uses this ability the wound is gone and he or she is free from the damage. If a Jedi is incapacitated and uses this ability, the damaged area improves to a light wound. If a Jedi has a mortal wound and uses this ability, the damaged area improves to incapacitation. A Jedi cannot heal a mortal wound to a light wound nor can a Jedi heal an incapacitation totally in the same action line. He or she must go in order with a new action post each time the damage improves. If a Jedi heals a mortal wound all the way with three action lines he or she must then concentrate again to use another power.

"Remarkable, sir. I wouldn't have believed it possible for a human to heal so quickly."
- Too-Onebee

Concentration
Difficulty:Easy if the Jedi is relaxed and at peace; Difficult if the Jedi is filled with aggression, fear or other negative emotions; Very Difficult if the Jedi is acting on those negative emotions. This ruling does not apply to Dark Jedi or Sith. Dark Jedi and Sith concentrate upon the opposite side of the Force thus all the opposite is true. A Dark Jedi or Sith would have difficulty concentrating if he or she is feeling passion.
This power can be kept "up".
Note: Concentration is the only ability that can be treated like an action rather than a power. An example would be 'Sue concentrates' instead of 'Sue uses the force ability of Concentration*'.
Effect: This power allows Jedi to clear all negative thoughts from their minds focusing upon peace, serenity and tranquillity, feeling the Force flowing through the Universe and their own being.
This power allows Dark Jedi to focus upon their anger, hate or fear, allowing the powers of the dark side of the Force to consume their mind, body and souls.
This power allows a Sith to focus upon their hate and rage allowing the might and authority of the Sith to command them to do its will.

"Use the Force, Luke. Let go Luke."
-Obi-Wan


"You don't know the power of the dark side."
-Darth Vader


Contort/Escape
Difficulty: Very Easy for loose bonds; Easy for hand binders; Moderate for serious restraints; Difficult to Heroic for maximum security.
Required Powers: Concentration, Control Pain, and Enhance Attribute
Effect: The character escapes bonds by contorting and dislocating joints in order to slip past almost any physical restraining devices.

"There is no escape. Don't make me destroy you."
-Darth Vader


Control Disease
Difficulty: Very easy for mind infection like a cold; Easy for a modest infection like a high fever or severe flu; Moderate for a severe illness like gangrene or a hive virus; Difficult for a life-threatening disease; Very Difficult for a massive disease like Cancer; Heroic for a rapid deadly disease.
Required Powers: Accelerate Healing
Effect: This Force ability allows a Jedi to direct and control the anti-bodies and healing resources in the effected body in order to eat away at the infection or resist the disease.

Control Pain
Difficulty: Very Easy for wounded characters, Easy for incapacitated characters, Difficult for mortally wounded characters
This power can be kept "up". However, whenever the character is injured again, he or she must concentrate upon the power for the new wound.
Effect: Allows a Jedi to act as if he or she has not been wounded. The wound is not healed, but the character doesn't suffer the penalties of being wounded like a limp. However, the character is still injured, and can end up hurting his or herself even more. Ignoring the wound can only make the injury worse. Mortally wounded Jedi may die from their injuries, even if they aren't feeling any pain. If the wound would normally cause the Jedi to not be able to function a certain part of his or her body like a broken arm, using Control Pain will not allow the Jedi to use that wounded arm even though he or she doesn't feel the pain, it is still broken. The same goes if the wound is damaging the muscles needed to function.

Detoxify Poison
Difficulty: Very Easy for a very mind poison like alcohol; Easy for a mind poison; Moderate for an average poison; Difficult for a strong poison; Very Difficult to Heroic for a neurotoxin.
Effect: Allows a Jedi to detoxify or eject poisons that have entered his or her body.

Emptiness
Difficulty: Moderate
Note: Characters who are consumed by the dark side of the Force may not use this power.
Required Powers:Hibernation Trance
Effects: The user empties his or her mind and allows the Force to flow all around and through his or her body. The character seems to be in a deep meditation and is totally oblivious to everything. A character in Emptiness may not move or act except to try to exit from the power. While in this ability, a character is difficult to sense and to affect with the Force. Characters dehydrate and hunger normally while in Emptiness and some have died because they lacked enough control to bring themselves out of it.
Once the character comes out of Emptiness, the character becomes extremely more powerful the period of time equal to the amount of time the character spent in Emptiness. This bonus is reduced if the character is tainted by the dark side.
When the character enters into Emptiness, the player must state for how long the character will be in meditation. A character may come out of meditation under the following circumstances:

Enhance Attribute
Difficulty: Moderate
Effect: A Jedi uses this power to increase a single attribute for a limited period. An increased attribute can help a Jedi to jump higher, see better, and run faster. A Jedi can only increase one attribute at a time. If a character invokes the power to enhance a second attribute while the first attribute is still enhanced, then the first enhancement fades and the second attribute receives the increase.

"Impressive. Most impressive."
-Darth Vader


Force of Will
Difficulty: Easy
This power can be kept "up" only if the offending powers continue.
Effect: By using Force of Will, the character uses willpower to fight the effects of hostile Force powers.
Note: Force of Will does not protect against Force Lightning, Dark Side Web, Force Storms, Bolt of Hatreds or objects hurled by Telekinesis, since in each case the power creates a distinct physical manifestation. Force of will works on Injure/Kill, Telekinetic kill, inflict pain and other powers which directly use the Force to affect the target.

Hibernation Trance
Difficulty: Difficult.
This power can be kept "up".
Effect: This power allows a Jedi to place himself into a deep trance, remarkably slowing all body functions. The Jedi's heartbeat slows, his breathing drops to barely perceivable levels, and he falls unconscious. The character must already know what circumstances the character will awaken: after a specific amount of time, or what stimuli needs to be present. A Jedi can heal while in the trance, but the character may not use skills or Jedi powers while in a trance.
This power serves two purposes. It allows a Jedi to "play dead." It can be used to survive when food and air supplies are low. A character in this trance uses only a tenth as much air as someone who is sleeping. Anyone who comes across a Jedi in Hibernation Trance assumes that the Jedi is dead unless he uses the Force ability of Life Detection to realize that he is alive.

Instinctive Astrogation Control
Difficulty: Moderate
Required Power: Magnify Sense
Effect: This ability allows a Jedi to calculate astrogation routes without the use of a navigation computer. The Jedi uses the Force to feel through hyperspace routes to determine the safest path.

Rage
Difficulty: Difficult
Required Power: Hibernation Trance
Note: This power can only be used by characters that have been consumed by the dark side of the Force.
Effect: Rage allows a character to feel the great influence of the dark side. It functions as a counterpart to Emptiness. The character must tense his or herself completely, and allow the rage of the dark side to posses him or her, causing that person to grow in power. The character will appear lifeless when using this power though leaving his or her face clenched in horror and fear. A character must determine how long he or she wishes to be in rage when entering the trance. Like emptiness, rage makes characters oblivious to their surroundings; they are rendered immobile. Unlike emptiness, however, characters in this state strongly exude the dark side. Characters dehydrate and hunger twice as quickly when using rage and are more susceptible to damage.
After the bonus has subsided the character takes damage for every two hours he or she was in the trance. A character in Rage can choose to anticipate the arrival of a foe. This allows the character to instantly awaken if the expected person comes within 20 feet.
This power may be used in a preparation ritual for the Transfer Life power. When a raged person uses Transfer Life his oer her original body is instantly and completely consumed by the dark side, often bursting into flames or disintegrating.

Reduce Injury
Difficulty: Moderate for incapacitated characters, Difficult for mortally wounded characters, Very Difficult for dead characters.
Required Powers: Control Pain
Effect: Allows a character to call upon the Force to reduce the amount of injury he or she suffers. Any injury that is suffered is reduced to wounded. If the original injury would have killed the character, he or she must choose to suffer a permanent injury of some kind. The power must be used immediately following the injury.

Remain Conscious
Difficulty: Easy for a mild injury, Moderate for incapacitated characters, Difficult for mortally wounded characters.
Required Powers: Control Pain
Effect: Remain Conscious allows a Jedi to remain conscious even after suffering injuries that would knock him or her unconscious. When a character with the ability to use this power suffers an injury capable of knocking him or her unconscious, he or she loses the ability to make another action until the opposing character(s) makes an action(s). ( A character without this power would simply pass out. ) Once the opposing character(s) makes an action(s) the Jedi may do a single action involving using the Force. Usually a Jedi will call upon the Force ability of Control Pain to keep his or herself conscious. The Jedi cannot dodge or parry. If he or she somehow is not able to perform Control Pain, he or she then passes out.
Remain Conscious cannot be used twice in a row to keep a character conscious. Control Pain has to be used after Remain Conscious to keep a Jedi conscious. However, a Jedi may use a last ditch effort that involves using the Force instead of using Control Pain as his or her only action. After that last ditch effort is completed, the Jedi then passes out. This ability must be activated before the damage is taken.

Remove Fatigue
Difficulty: Moderate
This power can be kept up.
Required Powers: Accelerate healing, control pain
Effect: The character uses this power to combat the effects of strenuous work. The Jedi manipulates the Force, causing bodily toxins to be ejected much more efficiently, thus allowing for greater stamina. The character still has to eat and drink normally.

Resist Stun
Difficulty: Moderate
This power can be kept up.
Effect: This ability allows the Jedi to prepare his or her body to resist the effects of stun damage. This power must be activated before the character has suffered any damage.

"Set blasters for Stun."
-Stormtrooper


Short Term Memory Enhancement
Control Difficulty: Difficult
Required Powers: Hibernation Trance
Effect: When Jedi use this power, he or she can replay recent events in order to more carefully examine images and occurrences. Using the power, a Jedi can freeze images and even scan memory tracks to recall details that were seen but not consciously registered at the time of observation.


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