Fear

[DARK SIDE, MIND-AFFECTING]

You summon the power of the dark side to instill fear in your enemies.
Time: Swift action.
Target: One creature within 12 squares and within line of sight.

Make a Use the Force Check. The result of the check determines the effect if any:
Compare the results to the target’s Will Defense. If the check result equals or exceeds the target’s Will Defense, the target is affected as determined by the results of your Use the Force check. This is a fear effect.

  • DC 15: The target can only take one standard action on its next turn.
  • DC 20: The target can only take one move action on its next turn..
  • DC 25: The target can only take one swift action on its next turn..
  • DC 30: The target can take no action on its next turn..

Special: When you successfully use this power on an opponent, you can spend a Force Point to impose a -2 penalty on all of the opponent’s Defenses until the beginning of your next turn.


Source: Knights of the Old Republic Campaign Guide, p. 50

Fear

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