Force Combat: Unarmed

RPG D6 Stats
Control Difficulty: Moderate

Sense Difficulty: Easy

This power may be kept "up."

Effect: With this power, the Jedi uses his connection with the Force to enhance his skill at unarmed combat. This power is called upon at the start of a battle, and remains up until the Jedi is stunned or wounded; a Jedi who is injured or stunned may attempt to bring the power back up. If the Jedi is successful in using his power, the Jedi adds his sense dice to his brawling and dodge skill rolls when trying to hit a target, dodge, or parry, and he adds or subtracts up to the number of his control dice to his Strength when he hits a target with a brawling attack. Players must decide how many control dice they are adding or subtracting before they roll damage. If the Jedi fails the power roll, he must use only his brawling and dodge skill rolls to hit a target or to dodge or parry attacks, and he cannot attempt to use the power again for the rest of the combat. Damage inflicted by the character can either be standard brawling damage, potentially stunning or knocking out the target. The character can also choose to make this damage lethal, and could possibly kill a target with a single punch or kick. If the Jedi does this, he will gain a Dark Side Point immediately. Lethal damage is also used to break objects, the damage total being compared to the objects Strength die code. The appropriate damage scales apply; while it is conceivable for a Jedi with this power to punch a hole through a freighter's hull, it is very unlikely that he will do the same to a Death Star. It is assumed that the Jedi can more effectively dodge blaster bolts and projectile weapons simply by stepping aside or out of the way, but he can also try to catch thrown weapons and arrow-like projectiles with this power. To do so, he must declare that he is parrying that round, using his brawling skill as normal. If a thrown weapon is caught, the Jedi may immediately throw it back at the one who threw it, although each returned thrown weapon counts as an additional action. The Jedi must declare which specific weapon he is controlling. Then, once the roll is made to see if the weapon was caught, the Jedi makes a control roll, the difficulty being his new target's dodge or the range (figured from the Jedi's new target). The damage is that of the original weapon. The game master has discretion as to which types of weapons can be caught and thrown back to another target. Knives, spears, rocks, hurled darts, and other projectiles can easily be returned, but arrows, crossbow bolts, and projected darts can only be knocked aside and parried.