Name: Melee Focus

Skills: Control and Sense

Description: Jedi can use this power to increase their effectiveness when wielding melee weapons of all kinds, and allows them to sense their own motion more readily, as well as their opponents actions through Force. This power is called upon at the start of a battle and remains up until the Jedi is stunned, wounded, or worse; a Jedi who has been injured or stunned may attempt to bring the power back up. If the Jedi is successful in using this power, she adds 1 pip for each of her Sense dice to her Melee skill roll when attacking and parrying. The Jedi may add or subtract part 1 pip for each of her Control dice to her weapon's damage; players must decide how many Control dice they are adding or subtracting when the power is activated. A Jedi who fails when trying to activate this power may only use the Melee skill for the duration of combat.

If the Jedi is using a weapon capable of doing so (a lightsaber, or a Force empowered weapon), she may parry blaster bolts as a "reaction skill". The Jedi may also attempt to control where deflected blaster bolts go; this is a "reaction skill" and counts as an additional action. (The Jedi cannot full parry when trying to control deflected bolts.) If the Jedi tries to control the blaster bolt, she makes a control roll: the difficulty is the range of the target (use the original weapon's ranges) or the target's dodge roll. The blaster bolt's damage stays the same.

This power does not count against any multi-action penalty after it is activated.


Control Moderate
Sense Easy

Alignment: Neutral

Pre-Requisites: Concentration

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