Control Difficulty: Moderate if the Jedi is relaxed; Difficult if she is
mildly emotional, anxious or slightly angry; Very Difficult if she is
emotional, such as pissed off or afraid; Heroic if she is overcome with
emotion, such as being livid with rage or being
terrified. Add +5 to the
difficulty for each Dark Side Point the Jedi has.
Sense Difficulty: Easy if the Jedi is in an area with few or no distractions;
Moderate if she is in an area with some distractions, like if there is an
argument in the background; Difficult if the area is in near chaos; Very
Difficult if your house is on fire; and Heroic if you are under attack by
Imperial Star Destroyers. Add +3 to the difficulty for every Dark Side Point
the Jedi has.
Note: Characters who have turned to the Dark Side are unable to use this
power. This power may be kept up as long as the character takes no other
actions during the rounds.
Required Powers: Concentration, Emptiness, Hibernation Trance, Magnify Senses,
Life Detection, Receptive Telepathy
Effect: When using this power, the Jedi is open to the force and the force
gives him inspiration on whatever he is pondering on. This power adds +4D to
rolls for Tactics, Art(A dexterity skill), Scholar, Languages, Intimidation,
Survival, Communications, Forgery, Persuasion, Search, and other skills that
Note: If a Jedi uses this skill for Intimidation or Forgery, she must make
sure that her reasons are pure, or she will get a Dark Side Point.
For every 5 points that the control and sense beat the difficulty by, add one
pip to the bonus. The amount that they beat the difficulty by is NOT added
together(i.e. if a Jedi beats control by 4 and sense by 1, they do NOT add
together to make 5).