Farseeing Skill

Farseeing (Wis)
Trained Only; 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.

Vitality Point Cost: 3 (person or place, present), 6 past, 9 (future)

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License