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Accelerate Another's Healing Speed up the healing of a friend or companion. The Jedi must be in contact with the other person to use this power. Aura of Ease This power allows a Jedi to surround himself in an aura of ease, calm, and friendship, which causes non-sentient creatures to show him dis-interest. Sentient creatures and droids are unaffected by this power. Control Another's Disease Allows the character to direct and control the antibodies and healing resources of another persons body to throw off an infection or to attack the diseased parts of their body. The character must spend at least half an hour meditating while directing the victims body, and if the disease is life-threatening or long standing, repeated attempts over a period of weeks or months may be required to cure the disease entirely. Cure Disease With this technique you can use the light side of the Force to destroy a disease currently afflicting one person (including yourself). Cure Poison With this technique you can use the light side of the Force to destroy a poison inflicting one person (including yourself). Detoxify Poison in Another This power allows a Jedi to remove or detoxify poison from a patient's body faster than is normally possible. While using this power, the Jedi must remain in physical contact with the patient. As long as the Jedi is in contact with the target, that person is considered immune to the effects of the poison. Destroy Droid Destroy Droid affects all droids within 6 meters of a target droid, disabling them for 12 seconds and inflicting quite serious damage to their circuits, sometimes enough to completely destroy the droid. Disable Droid Disable Droid temporarily shuts down all droids within 5 meters of a target droid, inflicting some damage on the circuits as well, though not enough to destroy or cause permanent damage to the droid. Affected droids remain disabled for 12 seconds. Healing Trance Although the most powerful Jedi healers mainly use the Heal Another skill, some Jedi learn to place other Force-sensitive creatures in simple healing trances to assist their natural healing process. Any Force-user can attempt to place a willing creature that is Force-sensitive into a healing trance. Doing this slows the target's metabolism, allowing him or her to survive for extended periods with very little air, water, or food. While in a trance, the target's heartbeat slows, their breathing all but ceases, and they appear to be dead. A character in a healing trance uses only one-tenth as much air as a normal person and needs no food or water for an extended period. The Jedi must declare the circumstances in which the trance will end, perhaps a time limit or a certain stimulus (such as being touched or hearing a specific phrase). A person in a healing trance is not aware of their surroundings and may not do anything. A person can remain in a trance for up to one week in a dry climate or up to one month in a wet climate before succumbing to dehydration. If water were somehow supplied (via an intravenous drip, for example), a person could remain in a trance for up to three months before dying of starvation. Induce Tranquility With this power, a Jedi can induce a state of enhanced calm in another being, even to the point of inducing near-sleep in another sentient. The user simply reaches out in the Force to the opposing mind, and calms it through waves of almost-dreamlike reassurance. The affected person is generally quieted emotionally, but the Jedi can also intensify use of the power to induce a near-vegetative state that lasts for up to a half-an-hour. Jedi healers have been known to make frequent use of this power when treating casualties in times if war, usually in conjunction with Control Another's Pain. A Jedi can direct this power at up to three characters at once, provided those characters are within 5 meters of one another, and cannot see the Jedi (use of this power on a group is normally only possible from a hiding spot near the targets), hence this is a very useful power for a Jedi attempting to get into a guarded facility with a minimum of attention. Characters "awakening" from the state of induced tranquillity are often somewhat confused, but not usually aware that they have been manipulated in any way. Qui-Gon Jinn uses this power on Jar Jar Binks during the journey in the Gungan sub in Epsiode 1. Masquerade The ability to alter one's own appearance is a valuable resource for any Force user wishing to evade detection by non-Force users. While common disguises work relatively well under normal conditions, sometimes the necessary equipment is not readily available to create a disguise, thus necessitating the use of the Force. Masquerade, as the Force power was known to the members of the Jedi Order, is a useful tool for when the need arises to cloak oneself from recognition. Similar in many ways to the illusion skills practiced by different sects of Force users, the Masquerade power was rarely taught but its existence was not uncommon knowledge. After the Jedi purge, Luke Skywalker rediscovered this power following his encounter with the Fallanassi. Study of their powers led him to develop this simple to use and maintain power which would eventually come in handy to those relatively inexperienced students who found themselves hunted by the Yuuzhan Vong. Plant Surge With this technique you are capable of channeling life essence into plants through the Force, causing them to grow suddenly. Although this skill is common among Ithorian ecology priests, few Jedi have mastered it. With Plant Surge, a Force-user causes grasses, weeds, bushes, and even trees to wrap, twist, and entwine about creatures, entangling them. Rainbow Storm This demonstration of the Light Side of the Force is not a martial art, like the Force storm. It is merely a display of the ability of The Force. The rainbow storm is created by taking available light and bending it into its component colors, creating a wild barrage of color. It takes a good deal of power to be able to manipulate the physics of light to produce the storm. Remove Another's Fatigue This power allows the Jedi to remove the effects of fatigue in another. However, unlike the basic power, the Jedi must wait until the target is actually fatigued, before offering assistance. Revitalize This power allows the Jedi to rekindle the life energies of any non-droid fallen ally. This brings back either 1 or 2 people back to conciousness if they have been knocked unconcious depending upon the amount of training. Stasis An opponent targeted by this power is held in stasis, unable to move or take any actions for 12 seconds. The target of this power can try to fight against it and, if successful, are only slowed for the duration rather than stunned. This power does not affect droids. Stasis Field This power can lull the senses of a group, placing all hostile creatures within a 10-meter radius of a target enemy in a catatonic stasis. The victims remain in this state for 12 seconds, although the targets can fight against this power, and if they are successful they are slowed instead for the duration of the power. This power does not affect droids. Stun Droid This power can send a surge of energy through the processor of a droid, rendering them immobile for 12 seconds. The droids circuits also take some small damage though not enough to destroy it or cause any long-term damage. Transfer Force This power will save a mortally wounded character from dying because the Jedi is transferring his life force to the target. When a character has force transferred to him, he remains mortally wounded, but he will not die provided he isn't injured again. The character is in hibernation, and will stay alive in the state for up to six weeks. The Jedi must be touching the target character when the power is activated. The recipient of this power must be willing. |
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