Sense Powers


    Sense teaches a Jedi to sense the Force in other things beyond their own body. The Jedi learns to feel the bonds that connect all living things and gains the ability to understand how all things are interconnected. Sense governs power powers such as detecting danger and learning information about the world around the Jedi


Life Detection
    This power may be kept "up."

    This power allows Jedi to detect live sentient beings who might otherwise remain hidden. When the power is activated, the Jedi knows the location of all sentients withing 10 meters - if the power is kept "up," the Jedi may know whenever a sentient approaches within 10 meters of them or vice versa.
    When approached by or approaching sentient creatures, the Jedi should make a sense roll; each creature makes an opposed control or Perception roll to avoid detection. (These rolls don't count as actions, so there are no die code penalties except those caused by injury.)
    The Jedi detects each being that he/she ties or beats. If the Jedi beats the target's roll by 10 or more points, he/she is aware if this person has Force skills (yes or no), is Force-sensitive (yes or no), if he/she has met the person before (yes or no), and if yes, their identity.


Life Sense
    Required Powers: Life Detection
    This power may be kept "up" to track a target.

    The user can sense the presence and identity of a specific person for whom he/she searches. The user can sense how badly wounded, diseased or otherwise physically disturbed the target is.
    A target may hide their identity from the Jedi using life sense by rolling their control skill and adding it to the difficulty.


Magnify Senses
    Time to use: Three rounds.

    This power allows a Jedi to increase the effectiveness of their normal senses to perceive things that otherwise would be impossible without artificial aids. They can hear noises beyond their normal hearing due to distance or softness (they can't hear beyond normal frequencies). Likewise, they can only see normally visible things over distances that would require the use of macrobinoculars; they can identify scents an odors that are normally too faint for human olfactory senses.


Receptive Telepathy
    Required Powers: Life Detection, Life Sense
    This power may be kept "up" if the target is willing and the proximity modifier doesn't increase.

    A Jedi who makes the power roll can read the surface thoughts and emotions of the target. The Jedi "hears" what the target is thinking, but cannot probe for deeper information.
    If the sense roll doubles the difficulty number, the Jedi can sift through any memories up to 24 hours old. A Jedi cannot sift through memories in the same round that contact is made - this process takes a full round.
    A Jedi can read the minds of more than one person at a time, but each additional target requires a new receptive telepathy roll. This power may be used on creatures and other sentient species, although it cannot be used on droids.


Postcognition
    Required Powers: Hibernation Trance, Life Detection, Sense Force
    Time to Use: Five minutes; the time to use may be reduced by adding +10 to difficulty for each minute cut. Minimum time to use of one minute.

    Postcognition allows a Jedi to investigate the tenuous imprints of the Force left on objects when they are handled by living beings. The character must be able to handle the target object.
    The Jedi must declare how far in the past is being reviewed prior to rolling postcognition. If the roll is successful, the Jedi can determine who has handled or touched the object and what events have transpired around it. The Jedi may "search" for specific incidents or simply review past events, somewhat like viewing a hologram.
    If the postcognition roll is equal to or higher than three times the difficulty number, the character can witness events when the object was present as if he/she were there himself/herself.
    If the postcognition roll is greater than or equal to twice the difficulty number, the Jedi gains a good sensory impression of the event, but is limited in that the primary sense (the sense which gives the most information, usually sight) is wavery or obscured; the other sensory impressions come through clearly.
    If the postcognition roll is simply greater than the difficulty number, then all sensory impressions are muffled, tactile sense is dulled, smells or tastes are indistinct or mixed. The Jedi receives a vague sense of who handled the object and what events transpired around it.


Sense Force
    This power is used to sense the ambient Force within a place. It cannot be used to specifically detect sentient beings, but there are many forms of life and many areas of the galaxy intertwined with the Force which can be sensed with this power.
    Sense Force will tell a character the rough magnitude of the Force in an area or object (rich, moderate or poor in the Force), the rough type and quantity of life-forms ("many insects," "only microbes and bacteria," "teeming with plant and animal life, including higher predators") and whether the area or object tends toward the dark side or the light. An area rich in negative or positive energies may indicate past events or the activities of past inhabitants. The Jedi may also receive "vague premonitions" about the area, such as "I sense something wrong," or "I sense a great impending tragedy."


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