Sith Mastery

Control Difficulty:Difficult, +2 for each die transferred beyond the first. Modified by relationship.

Alter Difficulty:Difficult, +3 for each die transferred beyond the first. Modified by proximity, limited to line of sight.

''Warning:This power gives the user a Dark Side Point.

This power must be kept "up."''

Required Powers: Absorb-dissipate energy, affect mind, control mind, control pain, dim others senses, hibernation trance, life detection, life sense, magnify senses, memory wipe, projective telepathy, rage, receptive telepathy, sense Force, Sith sorcery, telekinesis

Effect:This power allows the Sith Master to transfer some of his own ability to a trusted underling for a period of time. Up to half the Master's die code in any Force ability may be transferred to an underling. The underling must posess the ability in question to make use of the bonus, and while the power is in effect, the user must make a stamina check each day with a difficulty of Very Easy +3 per die transferred beyond the first. This may not be assisted or resisted by any Force powers. If failed, the user suffers -1D to all actions and may not move beyond for the rest of the day. This is in addition to the multiple action penalty already in effect and any transferred ability dice.

On top of the penalties to the user, the recipient takes damage equal to the dice transferred, minus the character's highest Force ability. This damage may be resisted with Absorb/ dissipate energy or other Force abilities before the bonus kicks in and may be healed after the bonus is in effect. Transferred dice may be recalled at any time, causing the target to be fatigued (-1D to all actions, may not move beyond one move per round)