Remain conscious

Remain conscious allows a Jedi to remain conscious even after suffering injuries which would knock her unconscious. When a character with this power suffers this kind of injury, she loses all other actions for the rest of the round but she is still conscious (a character without this power would simply pass out).

At the beginning of the next round, the character may attempt to activate the power - this must be the first action of the round; the Jedi cannot even dodge or parry.

If the roll is unsuccessful, the character passes out immediately. If the roll is successful, the Jedi may only perform one other action that round - often the character will attempt to control pain. The character may make a last-ditch heroic effort before passing out. After that other action has been completed, the Jedi will lapse into unconsciousness (unless she has activated control pain or done something else to stay conscious).

Control pain is a required power before being able to use remain conscious.

Control Difficulty
Easy for stunned characters, Moderate for incapacitated characters, Difficult for mortally wounded characters.

Example
Johanna suffers several stuns and should be knocked unconscious...but she has remain conscious. Johanna loses her remaining actions for that round, but she is still awake.

At the beginning of next round, Johanna's player declares that she will try to activate remain conscious and control pain. The player makes the Moderate control roll to activate remain conscious, so Johanna stays awake for the rest of the round. (If the roll had failed or Johanna hadn't activated remain conscious, she would have passed out at the beginning of the round.)

Johanna must now make a Very Easy control roll to activate control pain. If she succeeds, she may now act normally; if the roll fails, Johanna is overwhelmed by the pain and slips into unconsciousness.