Star Wars: A Flicker of Hope
use the force
Force Trance (Trained only): As a full-round action, you can enter a Force trance with a DC 10 Use the Force check. In this state, you remain fully aware of your surroundings. Each hour you remain in the trance, you regain a number of hit points equal to your character level. You can emerge from the trance as a swift action. If you remain in the Force trance for 4 consecutive hours, you emerge from the trance fully rested (as if you’d rested for 8 hours).
While you’re in a Force trance, you can go ten times as long as normal without air, food or water (see the Endurance skill on page 66 of the Saga Edition core rulebook).
Move Light Object (Trained only): As a move action, you can use the Force to telekinetically lift and move a relatively light object within your line of sight. A successful DC 10 Use the Force check allows you to move an object weighing up to 5 kg a distance of 6 squares in any direction. As a standard action, you can use the object as a projectile weapon, but the DC increases to 15. If your Use the Force check beats the target’s Reflex Defense, the object hits and deals 1d6 points of bludgeoning damage.
Search Your Feelings: As a full-round action, you can make a DC 15 Use the Force check to determine whether a particular action will yield favorable or unfavorable results to you in the immediate future (10 minutes or less). For example, you can make the check to determine whether destroying a dark side artifact will have immediate unforeseen repercussions. The answer does not take into account the long-term consequences of a contemplated action.
Sense Force: You automatically sense disturbances in the Force. A location that is strong in the dark side of the Force can be sensed out to a range of 1 kilometer. A relative, companion, or close friend in mortal danger or great pain can be sensed out to a range of 10,000 light years. A great disturbance, such as the destruction of an entire populated planet or the distress or a whole order of allies, can be sensed anywhere in the same galaxy. As a full-round action, you can make a DC 15 Use the Force check to determine the distance and general direction to the location of the disturbance.
As a full-round action, you can use this ability to actively sense other Force-users out to a range of 100 kilometers. If you succeed on a DC 15 Use the Force check, you know how many Force-users are within range, their approximate distance and direction from you, and whether you’ve met them before or not. Another Force-user within range can try to conceal their presence from you by making an opposed Use the Force check. If she equals or exceeds your Use the Force check, you don’t sense her presence at all.
Sense surroundings: As a swift action, you can make a DC 15 Use the Force check to ignore the effects of cover and concealment when making Perception checks to detect or observe targets. Increase the DC by 5 if this ability is used against targets with total cover.
Telepathy: As a standard action, you can establish a telepathic link with a distant creature. Through the link, you can exchange emotions or a single thought, such as “Go!”, “Help!”, or “Danger!”. The target must have an Intelligence of 2 or higher, and the distance between you and the target determines the DC. Against an unwilling target, you must make a Use the Force check against the target’s Will Defense; if the check fails, you cannot establish a telepathic link or attempt to telepathically contact the target for 24 hours unless the target becomes a willing one.
Telepathy distance DC:
Same planet: DC 15
Same system: DC 20
Same region/quadrant of the galaxy: DC 25
Different region/quadrant of the galaxy: DC 30
Move Light Object (Grenades) (Trained only): You can use this application of the skill to catch and move a thrown weapon, such as grenades, that lands within your reach. The object can weigh no more than 5 kg. You must ready an action to catch the object on your turn, before the object is thrown. Moving the object requires a Use the Force check, with the DC equal to the attack roll of the thrown weapon. If you succeed on this check, you catch the object with the Force and can immediately move the object up to 6 squares away from you; otherwise, resolve the attack as normal. If the object you caught is an explosive, such as a grenade, it explodes at the end of its movement. You can use the object caught as a projectile weapon, as normal.
Source: Clone Wars Campaign Guide, pg. 28
Place Other in Force Trance (Trained only): As a full-round action, you can place an adjacent willing ally that you touch into a Force trance with a DC 15 Use the Force check. In this state, the target ally rests as if in a deep coma and is considered helpless. Each hour the ally remains in the trance, the target regains a number of hit points equal to his character level. You can bring an adjacent ally out of a Force trance as a swift action, but the target otherwise cannot come out of the Force trance on his or her own. If the target remains in the Force trance for 4 consecutive hours, the target emerges from the trance fully rested (as though the target had rested for 8 hours).
While the ally is in a Force trance, it can go ten times as long as normal without air, food or water (see the Endurance skill on page 66 of the Saga Edition core rulebook). Unwilling targets cannot be placed in a Force trance.
Source: Clone Wars Campaign Guide, pg. 28
Breath control (Trained only): You can use the Force to help you hold your breath for an extended period of time. A successful DC 15 Use the Force check allows you to hold your breath for a number of rounds equal to twice your Constitution score before having to succeed Endurance checks to continue to hold your breath.
Source: KOTOR Campaign Guide, pg. 30