Force Powers

Force Body

Control

Source: Galaxy Guide 16 The Old Republic

Difficulties
ControlDifficult
Details
PrerequisitesConcentration, control pain, reduce injury, remain conscious
Effect
This power allows the Jedi to push his or her body's endurance beyond a safe limit in order to maintain his or her connection to the Force, but doing so places the user's health and wellbeing in jeopardy. When activating this power, the Jedi must make a stamina roll to determine if his or her body can handle the strain. If successful, the Jedi will receive a temporary bonus to all Force skills. Otherwise, the power backfires on the Jedi, resulting in the Jedi being injured to some degree. The GM must consult the following tables to determine the effect of this power, the stamina difficulty, and the wound status. | Roll ≥ Difficulty By | Bonus | Duration | Stamina Check | | --- | --- | --- | --- | | 0-7 | +1 | 4 rounds | Moderate | | 8-13 | +2 | 3 rounds | Difficult | | 14-20 | +1D | 2 rounds | Very Difficult | | 21+ | +1D+1 | 1 round | Heroic | | Roll ≥ Difficulty By | Wound Level | | --- | --- | | 1-5 | Wounded | | 6-10 | Wounded twice | | 11-15 | Incapacitated | | 16-20 | Mortally wounded | | 21+ | Dead | For every round the power is active, the Jedi must make the required stamina check. Should the Jedi fail to make the required roll, the power ends immediately, and the Jedi suffers the damage listed. Regardless of the stamina check, once the power ends, the Jedi automatically gains the wounded status. Though the power isn't required, since crucitorn is more powerful than control pain, should the Jedi know crucitorn, the Jedi receives a +5 bonus to the Control roll.