Sense

Guided Attack (needs overhaul, needs to scale + force check)

Your awareness of the Force allows you to anticipate your opponent’s moves, making it harder for her to dodge your attacks.

Prerequisites: Force-Sensitive, Sense, Force level 1+

Benefit: If you do nothing but study an opponent for two rounds during combat, reduce her Dexterity bonus to Defense by one-half (round-up) for the duration of combat. If Guided Attack makes the opponent’s Dexterity modifier +0 or less, that opponent is still not treated as being denied her Dexterity.

Farseeing (Wis)

Requires the Force-Sensitive and Sense feats

You can use the Force to gain vague impressions of events happening in other places or times. These are impressions only and usually focus on strong imagery and emotions. The past can’t change, so viewing such events relies on your getting the correct perceptions. The future is fluid, however, always in motion, and therefore subject to change. With the Farseeing skill, you can detect when your friends are in danger, examine significant details of a past event, or determine the probable outcome of a stated course of action.

Check: The DC of the Farseeing check is based on what you want to view. You must declare what kind of vision you seek to experience – the time, place, and/or person of the vision. Luke Skywalker, for example, concentrated on seeing his friends when he used this skill in The Empire Strikes Back.

Seeing another place is DC 15, seeing events of the past is DC 20, and seeing events of a possible future is DC 25. Since the future is mutable, the accuracy of such visions can be far from perfect. The higher the result, the more details you glean.

Reroll: You can also use Farseeing to gain a reroll after you fail an attack roll, saving throw, or skill check. The DC for this is application of the skill is DC 25. If successful, and if you haven’t used the skill within the time listed below, you can check to gain a reroll to use immediately. Consider that the Force-user had an earlier vision that he or she is now taking advantage of to change the course of events. Though the vision took place earlier, you spend the vitality points (cost 9) when you make the check.

Special: In addition to entering a trance and seeking your own vision, the GM can use this skill to provide clues and visions to progress the campaign. As long as you have at least 1 rank in the skill, the GM can aid your character in this way. Of course, the more ranks you have in the skill, the better quality of the vision.

You can take 10 when making a Farseeing check, but you can’t take 20.

A character with the Link feat and at least 1 rank in this skill gets a +2 aptitude bonus on Farseeing checks.

Time: A Farseeing check takes 1 hour. You can only make one Farseeing check in any give week.

Control Point Cost: 10 (person or place, present), 20 past, 30 (future)

Beast Language

You can speak with creatures in a language they understand.

Prerequisites: Force-Sensitive, Sense, Charisma 11

Benefit: You can communicate with one predator, scavenger, vermin, or herd animal. Each time you activate this ability, you choose the type of creature with which you can converse. You speak (or otherwise convey information) in a form that the creature understands, and you understand the information it conveys in that same fashion. This feat enables you to use your Handle Animal skill to interact with a creature in the same way that you would use Bluff, Diplomacy, Intimidate, Gather Information, or Sense Motive (skills that ordinarily do not work on creatures). You can also use Affect Mind and Friendship to affect it. A Force-user cannot communicate with a creature that does not normally communicate. (He could not communicate with a microbe, for example.) This feat affects only creatures that are herd animals, predators, scavengers, or vermin.

Initiating Beast Language is an attack action that cost 2 vitality points. The effects last for 1 hour.

Nature Affinity

You are especially in tune with natural surroundings. This mystical bond allows you to sense what the local environment contains.

Prerequisites: Force-Sensitive, Sense, Empath Talent, Wisdom 12

Benefits: By waking in a natural setting and meditating for a full minute, you can get a sense of what living organisms exist in the area. Under these conditions, characters with Nature Affinity can make a Wisdom check (DC 10) to detect the kinds of plant or animal lifeforms in 200-meter-radius area. Living creatures that don’t wish to be found can oppose the user’s Wisdom check with a Hide check. Due to the amount of strain this ability puts on its wielder, the Nature Affinity feat can be used only once per hour.

Special: A character with Nature Affinity can get a “sense” of the environment’s state of well being by making a Wisdom check (DC 15). This information translates as an empathic result, such as “harmonious,” “threatened,” or “dying.”

Sense(feat)

You can sense the Force that binds and connects all things.

Prerequisite: Force-Sensitive, Force level 1st

Benefit: You may learn Sense-based Force skills. Once this feat is selected, Sense-based Force skills are considered to be class skills for you.

With this feat, you can use the following skills untrained: Enhance Senses, Farseeing, and See Force

Sense Force: A character with this feat sometimes receives vague impressions of the Force. The character might feel uneasy due to an unseen situation or sense the presence of powerful emanations of the dark side. For example, a character might feel a sense of cold from a place that is strong in the dark side of the Force, or he might experience foreboding when an entire planet is destroyed and all the life forms on it are extinguished. If two characters with this feat have a close relationship (they are siblings, lovers, or lifelong friends, for example), one of them can sense if the other one is injured or in distress. These sensations are not felt through conscious effort: the GM provides the impressions when appropriate.

Sense Surroundings: Any character with the Sense feat can extend his senses through the Force to gain an awareness of his surroundings. Such awareness allows the character to fight and make skill checks (including Listen and Spot checks) without taking any penalties for darkness or a lack of line of sight. This ability does not duplicate the Enhance Senses skill, but rather allows a character to perceive normally through the Force instead of through normal sense, thus compensating for blindness or deafness.

Activating this awareness requires a movement action. Using it costs 4 chakra points, and the ability compensates for only one sense at a time. If a Force-User wishes to use this ability to overcome both blindness and deafness in the same round, for example, he would need to spend 8 chakra points and one movement action to do so.

Normal: Without this feat, you can’t learn Sense-based skills.

Special: A character from any of the Force-using classes can select this feat for free with the Force training class feature, or a Force-user can select this feat earlier at the expense of some other feat. If Sense is selected earlier, then no bonus feat is gained when the character reaches the level at which Force training would provide Sense for free.

Special2: when this feat is first taken roll percentile dice on 66% or higher, if successful gain one nei power slot for one of the following:

Aura Sight, Libra, Enhance Senses

Force Mind [Feat]

You can grant a Force bonus to a single ability score of your allies.

Prerequisites: Force level 6th, Force-Sensitive, Sense, Wisdom 15

Benefit: The target of this feat each gain a +2 Force bonus to a single mental ability score of your choice (all those affected gain the bonus to the same ability score). This benefit requires a full-round action to initiate and lasts fore a number of rounds equal to your Force-user level. Using the Force Mind feat cost 4 vitality points plus 1 vitality point per target included. The individual using Force Mind may not be one of the targets.

Improved Force Mind [Feat]

You can grant a Force bonus to a single ability score of your allies.

Prerequisite: Wisdom 15, Force Mind, Force-Sensitive, Sense, Force level 12th

Benefit: The targets of this feat each gain a +4 Force bonus to a single mental ability score of your choice (all those affected gain the bonus to the same ability score). This benefit requires a full-round action to initiate and lasts for a number of rounds equal to your Force-user level. Using the Improved Force Mind feat costs 8 vitality points plus 1 vitality point per target included. The individual using Improved Force Mind may not be one of the targets.

Force Shot [Feat]

The Force guides your attacks with ranged weapons against hidden targets.

Prerequisites: Force-Sensitive, Sense, Point Blank Shot, Precise Shot, Base Attack +3

Benefits: You gain a +2 Force bonus to your ranged attack rolls against targets with some degree of cover or concealment. This feat has no effect on targets with no cover or concealment. When making a ranged attack against a concealed target, reduce the miss chance by one-half (for example, a fully concealed target would confer a 25% miss chance instead of a 50% chance).

See Force (Wis)

Requires the Force-Sensitive and Sense feats

You can detect the presence of the Force in a person or locate someone strong in the Force by examining the emanations and currents in the Force.

Check: See Force detects the relative strength of the Force in a place or person, or reveals the presence of other Force-Users. Your See Force check is opposed by the Force Stealth check of another Force-User. If there is someone or something to detect, you spot a glowing line for energy in the Force, more brilliant than the presence of non-Force-users, and mentally follow it to its source.

You can use this skill on a specific target within your sphere of influence (a radius in meters equal to 100 x your Force-user level). On a successful check, the GM reveals whether or not the target is a Force-user (if the target has the Force-Sensitive feat, the target is a Force-user) and, if so, the relative strength of the target’s Force-using ability compared to your own. (If the target has more levels in Force-using classes than you do, the target is more powerful than you are.) You don’t have to be able to see your target, but you should have a general idea that someone’s there. (For instance, you could use See Force on an enemy pilot, even if you couldn’t see him, as long as he was within range.)

You can also use See Force to examine currents and emanations in the Force to reveal the presence of other Force-users within your sphere of influence (which is 100 meters x your Force-user level). Darth Vader used this application to sense Obi-Wan Kenobi on the Death Star in A New Hope.

If there is no Force Stealth check to oppose your See Force check, the DC is 25 minus the Force-user level of the target that could be sensed (you sense the closest target with the first check, and subsequent checks reveal other targets, if there are any, ranging out from there).

Special: You can take 10 when making a See Force check, but you can’t take 20.

A character with the Aware feat gets a +2 aptitude bonus on See Force checks.

Time: See Force is a full-round action that provokes an attack of opportunity.

Control Point Cost: 10

Machine Meld (Wis)

As a full-round action, you may attempt to merge your consciousness with am adjacent complex machine such as a computer, droid or vehicle by treating a Use the Force check as the Improve Access function of the Use Computer skill.

Failure to beat the machine’s Will Defense results in 1d4 Force Damage dealt directly to your hit points. Success is treated as normal, though you may spend 5 chakra as a reaction upon success to move the system an additional step. When a

system is helpful you are considered merged, and remain so until you chose to return to your natural body.

While merged you are considered helpless and unaware of your body’s surroundings. However, on your turn, you are in control of the merged machine. You are able to use the Access Information ability of the Use Computer skill at a +10 bonus.

In the case of a vehicle or droid, you are able to operate any single vehicle or droid system as if you were at the appropriate station, but at a +8 bonus to the associated check (attack roll or skill check).

Upon returning to their natural body, a Force User suffers a -4 penalty to all Use the Force Checks made for 1d4 hours for every round they spent merged, and cannot spend chakra unless accepting a Sanity Check. If the player was merged for longer than an hour, they suffer a -8 penalty to all Use the Force Checks for 1d4 days.

Control Point Cost: 3