The Jedi Knights
The Lock, Sublevel 4
Level - 000, The Locke
To Visit other parts of the Station,
use the Turbolift to the Left

    As you run over to the Jedi, the one in civillian cloths turns to you and says:  "Greetings, I am Volar the Healer, and this is my associate Anan Solas.  You appear to have come at an oppertune moment, as we are about to engage in combat with the dark ones over there.  We would greatly appreciate any help you can offer.  Once the battle is finished, we shall discuss things further.

New Jedi Force Powers:
 

Control Powers:

    Slow Aging
    Control:  Very Difficult
    Effect:    A Jedi with this skill can slow the rate at which he ages.  The new rate is equal to his Control skill divided in half, rounded down. [Example:  Control = 7D+2.  7D+2 / 2 = 3]  So the Jedi would age one day for every (Control / 2) days. This skill MUST be kept up to be effective.  It may be raised and lowered at any time, but it is only effective while it is up.  It must be re-rolled every time the skill is brought back up.  It is assumed that any Jedi who raises the skill before going "off camera" keeps it up until he returns to game play.  The Jedi must record the ages and rates at which he is aging.
    Prerequisites: Detoxify Poison, Hibernation, and Life Sense.

    Holographic Memory
    Control:    Very Easy  for up to one day.
                       Easy for up to one week.
                       Moderate for up to one month.
                       Difficult for up to one year.
                       Very Difficult for up to "Control" years.
                       Heroic for more than "Control" years.
    Modifiers:    +5 for a small detail
                          +10 for a trivial detail
                          -5 for a detail that seemed important when the Jedi noted it.
    Effect:    This skill allows the Jedi to remember everything he saw, heard, smelled, tasted, or felt.  He remembers them exactly as he experienced them the first time.
    Prerequisites: None
    Note: This skill is generally used to read and memorize documents, recall astrogation coordinates, and other's nemes.  Short Term Memory Enhancement allows a Jedi to have perfect recall and to view the memorys back and forth dispassionately frame by frame like a holofilm.  With Holographic Memory, a Jedi cannot examine his memory for things he didn't notice at the time.  If he didn't notice it then, he won't remember it now.  So  Short Term Memory Enhancement is more precise, Holographic Memory last much longer.

    Full Healing
    Control: Difficult
    Effect:    The Jedi causes his wounds to heal in one round, incapacitation in 1D rounds, and mortal wounds in one turn.  The Jedi aslo purges all disease, fatigue by-products, and poisons from hid body, and restores a balanced state of mind.  This skill can correct paralysis or a stroke, but it cannot regrow a lost limb, or restore memory lost to brain damage where the brain tissue has actually been destroyed.  The Jedi's body and mind will operate at peak efficiency, adding +1 pip to all statistics until the fatigue by-products return in "Control" hours.  This skill requires the Jedi to expend one Force Point.
    Prerequisites: Accelerate Healing, Control Disease, Detoxify Poison, Life Sense, Transfer Force, and (ADV) Medicine: 3D.
    Note:  This skill can be unnerving for those who are unaware of it.  If others see a Jedi heal all his wounds in a few seconds, they may suspect that he is some kind of shapeshifter . . . ore something else?
 

Sense Powers:

    Unarmed Combat
    Sense: Easy
    Effect:    Through the force, a Jedi can feel his opponent's actions during combat.  This allows the Jedi to add his Sense to his (ADV) Martial Arts Combat and (ADV) Martial Arts Parry rolls.  This skill may not be used with the brawling skill.  It does not increase damage, and this power may be kept up, unless the Jedi is stunned or wounded.
    Prerequisites:  (ADV) Martial Arts Combat:    3D, (ADV) Martial Arts Parry:    3D

    Deflector Shield Placement
    Sense: Moderate
    Effect:    The Jedi can sense where the next shots will hit the ship, allowing him more time to correctly place the deflector shields for the best possible effect. This skill does not add to the deflector shield's strength.  It does, however, allow him to add his Sense to his deflector shield skill roll.  This skill may be kept up.
    Prerequisites: Deflector Shield Operations ( any  ):    3D

    Instinctive Piloting
    Sense: Difficult
    Effect:    This skill allows the Jedi to sense what is ahead of him as he pilots a spacecraft.  In realspace, he can fly as if he had sensors.  In hyperspace, he can fly very fast.  His new flight time is: standard flight time / Sense roll.  If there is no standard time, such as with an unmapped route, use the speed of light as standard flight time.  If the roll fails, however, the Jedi's ship has hit something that he did not sense:
 

In Realspace
In Hyperspace
20 + Success 20+ Success
15-19 Light Damage 15-19 1D Light Damage, and drop out of Hyperspace
10-14 Heavy Damage 10-14 1D Heavy Damage, and drop out of Hyperspace
5-9 Critital Damage 1-9 Ship Destroyed and all aboard are killed.
1-4 Ship destroyed
    Prerequisites: Piloting ( any ):    3D (for Realspace), Astrogation:    3D (for Hyperspace)
 

Alter Powers:

    The Light
    Alter: Moderate
    Effect:    The Light drives back the Dark Side of the Force.  All characters in the presence of a Jedi wielding The Light lose Dark Side Bonus Dice equal to the Jedi's Alter skill, for as long as The Light is present.  Any Dark side character confronted by a Jedi wielding The Light loses "Control + 1D" Dark Side Points for as long as The Light is present.  If his Dark Side Points are reduced to zero, the power of the Dark Side is broken, and this character may choose to be redeemed . . . to return to the Light.  Remember, it is still possible for him to say no.  Only those with Sense Force can see The Light.  This power may be kept up.
    Prerequisites: This skill may not be learned, used, or taught by anyone who has any Dark Side Points at all.
 

Control and Sense Powers:

    Fully Heal Another
    Control: Difficult, modified by relationship.
    Sense: Difficult, the Jedi must touch his patient.
    Effect:    This power has the same effect as Full Healing.  The recipient must be willing.
    Prerequisites: Accelerate Anotehr's Healing, Control Another's Disease, Detoxify Another's Poison, Full Healing, (ADV) Medicine: 4D
 

Control, Sense, and Alter Powers:

    Live Beyond Death
    Control: Heroic
    Sense: Heroic
    Alter: Heroic
    Effect:    If the Jedi makes all three roles at the time of his death, his spirit remains at the site of death, and his body fades away.  It remains incorporeal, so the only eay it can act is through force skills.  The most common is affect mind, which allows others to see and interact with the Jedi's shade.  The Jedi could thus pass on vital information, or say good bye to loved ones before he continues on.  This skill MUST be kept up.  When it is lowered, the Jedi becomes one with the force.
    Prerequisites: Life Sense, Transfer Force.
 

Flee Back to the station proper.
Flee to the Sith.