RPG D6 StatsEdit

Control Difficulty: Moderate
Sense Difficulty: Easy
This power may be kept "up."
Effect: The Jedi uses this power to wield more common melee weapons with the same grace and skill as he would a lightsaber. This power is called upon at the start of a battle and remains up until the Jedi is stunned or injured; a Jedi who has been injured or stunned may attempt to bring this power back up. If the Jedi is successful in using this power, he may add his sense dice to his melee combat skill rolls when trying to hit a target or parry, and he adds or subtracts up to the number of his control dice to the melee weapon's damage when it hits in combat. 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 the melee weapon with only his melee combat skill to hit or parry and the weapon's normal damage in combat, and he cannot attempt to use the power again for the duration of the combat. Finally, the Jedi can use Force combat: melee to parry specific ranged attacks against him, like arrows, spears, thrown knives, bullets from slugthrowers and firearms, and other physical projectiles; he cannot parry blaster bolts with a melee weapon as a lightsaber can. To do this, he must declare that he is parrying that round, using his melee skill as normal. What he cannot do, however, is control where the deflected projectiles go. It is assumed that they are safely broken in half, knocked aside, or otherwise knocked away so that they hurt no one.

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