Battle Meditation
This power can be kept up
Control Difficulty |
1-2/Very Easy; 3-20/Easy; 21-100/Moderate; 101-1000/Difficult; 1001-10,000/Very Difficult; 10,001+/Heroic |
Sense Difficulty |
1-2/Very Easy; 3-20/Easy; 21-100/Moderate; 101-1000/Difficult; 1001-10,000/Very Difficult; 10,001+/Heroic |
Alter Difficulty |
1-2/Very Easy; 3-20/Easy; 21-100/Moderate; 101-1000/Difficult; 1001-10,000/Very Difficult; 10,001+/Heroic |
Time to use |
Five minutes |
Use:
Battle meditation has 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 darksiders, et cetera); allies are defined as those that would 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.