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'''Control difficulty''''': ''Very Easy: 1-2 targets; Easy: 3-20 targets; Moderate: 21-100 targets; Difficult: 101-1,000 targets; Very Difficult: 1,001-10,000 targets; Heroic: 10,001+ targets.
:'''Control Difficulty''''': Varies based on the number of targeted individuals
:: Very Easy: 1-2 targets
:: Easy: 3-20 targets
:: Moderate: 21-100 targets
:: Difficult: 101-1,000 targets
:: Very Difficult: 1,001-10,000 targets
:: Heroic: 10,001+ targets.
:'''Sense difficulty''''': Varies as Control Difficulty above
:'''Alter Difficulty''''': Varies as Control Difficulty above


'''Sense difficulty''''':'' Very Easy: 1-2 targets; Easy: 3-20 targets; Moderate: 21-100 targets; Difficult: 101-1,000 targets; Very Difficult: 1,001-10,000 targets; Heroic: 10,001+ targets.
''Rhis power can be kept up


'''Alter difficulty''''':'' Very Easy: 1-2 targets; Easy: 3-20 targets; Moderate: 21-100 targets; Difficult: 101-1,000 targets; Very Difficult: 1,001-10,000 targets; Heroic: 10,001+ targets.
'''Time to Use:''' 5 minutes.


'''Keep Up?: '''Yes
Effect: Effect: Battle meditation has two possible effects. The Jedi can force her adversaries to abandon their assault and turn on each other, or she can alter the tide of the
battle, strengthening her allies and at the same time weakening her enemies. Before initiating the power the Jedi must state which effect she wishes to use.


'''Description/Notes: '''Time to Use: 5 minutes. This power has two possible effects. A Jedi may force enemies to turn on each other, ''or,'' the Jedi may strengthen his/her allies and, at the same time, weaken his/her enemies. The Jedi may only use this power on or after the first round of combat, and s/he must state which effect will be used. ''If attempting to turn enemies against each other:'' the Jedi’s highest skill roll is the difficulty number that the targets must beat to avoid the effect. Failure means that they must attack each other for as long as the power remains in effect. ''If attempting to change the tide of battles:'' The Jedi’s enemies lose 1D for every 4D in the Jedi’s highest Force skill in a specified attribute; the Jedi’s allies receive a bonus of likewise amount in a specified attribute.
The targets of this power must have initiated combat for the effects to take hold. In game terms, a Jedi may only use this power effectively on or after the first round of combat, not before. Enemies are defined as those who seek to oppose the Jedi's immediate goal (rescuing a
prisoner, defeating a group of dark siders, et cetera); allies are defined as those who seek to uphold and forward the Jedi's goal.
 
When attempting to turn attackers against each other, the Jedi's highest skill roll (control, sense, or alter) to activate the skill becomes the difficulty the targets must beat to avoid the effect. Otherwise they immediately see their allies as the "true" enemy and attack. The Jedi must maintain the effect each round for the combatants to continue fighting. Once the power is dropped, its effects wear off instantly.
 
On a successful roll to change the balance of the battle in the Jedi's allies' favor (the power's second function), the Jedi's enemies lose 1D for every 4D she has in her best Force skill, in a skill determined by the Jedi (i.e., Strength, Dexterity, et cetera) to a minimum of 1D, while her allies receive a bonus of the same value to an attribute of her choosing.
 
: '''Example:''' Nomi Sunrider and three of her Jedi Knight companions are battling a dozen Sith minions-followers of Freedon Nadd. Seeing the tide of the engagement turning in the dark siders' favor, Nomi decides to use her battle meditation power to help her allies overcome their enemies. Since she has a control of 1D+1, a sense 2D+1, and an alter 1D, she may increase one skill of all of her companions (she chooses Dexterity in this case) by 2D+1 (the
highest of the three), and decrease one skill of all of her opponents by 2D+1 (she chooses Strength), to a minimum of 1D, until she drops the power. While Nomi continues to maintain the power, her allies all have a 2d+1 bonus to Dexterity (and all of its skills) and her enemies all have a 2d+1 penalty to Strength (and all of its skills).
 
 
 
'''Source:''' Tales of the Jedi Companion (page 58-59)

Latest revision as of 21:59, 26 June 2018

Control Difficulty: Varies based on the number of targeted individuals
Very Easy: 1-2 targets
Easy: 3-20 targets
Moderate: 21-100 targets
Difficult: 101-1,000 targets
Very Difficult: 1,001-10,000 targets
Heroic: 10,001+ targets.
Sense difficulty: Varies as Control Difficulty above
Alter Difficulty: Varies as Control Difficulty above

Rhis power can be kept up

Time to Use: 5 minutes.

Effect: Effect: Battle meditation has two possible effects. The Jedi can force her adversaries to abandon their assault and turn on each other, or she can alter the tide of the battle, strengthening her allies and at the same time weakening her enemies. Before initiating the power the Jedi must state which effect she wishes to use.

The targets of this power must have initiated combat for the effects to take hold. In game terms, a Jedi may only use this power effectively on or after the first round of combat, not before. Enemies are defined as those who seek to oppose the Jedi's immediate goal (rescuing a prisoner, defeating a group of dark siders, et cetera); allies are defined as those who seek to uphold and forward the Jedi's goal.

When attempting to turn attackers against each other, the Jedi's highest skill roll (control, sense, or alter) to activate the skill becomes the difficulty the targets must beat to avoid the effect. Otherwise they immediately see their allies as the "true" enemy and attack. The Jedi must maintain the effect each round for the combatants to continue fighting. Once the power is dropped, its effects wear off instantly.

On a successful roll to change the balance of the battle in the Jedi's allies' favor (the power's second function), the Jedi's enemies lose 1D for every 4D she has in her best Force skill, in a skill determined by the Jedi (i.e., Strength, Dexterity, et cetera) to a minimum of 1D, while her allies receive a bonus of the same value to an attribute of her choosing.

Example: Nomi Sunrider and three of her Jedi Knight companions are battling a dozen Sith minions-followers of Freedon Nadd. Seeing the tide of the engagement turning in the dark siders' favor, Nomi decides to use her battle meditation power to help her allies overcome their enemies. Since she has a control of 1D+1, a sense 2D+1, and an alter 1D, she may increase one skill of all of her companions (she chooses Dexterity in this case) by 2D+1 (the

highest of the three), and decrease one skill of all of her opponents by 2D+1 (she chooses Strength), to a minimum of 1D, until she drops the power. While Nomi continues to maintain the power, her allies all have a 2d+1 bonus to Dexterity (and all of its skills) and her enemies all have a 2d+1 penalty to Strength (and all of its skills).


Source: Tales of the Jedi Companion (page 58-59)