Force Talents

When a character who has the Force Sensitivity feat would normally gain a Talent (such as from advancing to an odd-numbered level in a Heroic Class), he or she can instead select a Force Talent from among those from a Force Talent Tree. If a character who has the Force Sensitivity Feat is a member of a Force Tradition, he or she can instead select a Force Talent from that tradition's individual Force Talent Tree.

### Light Side Talent Tree

The Light Side of The Force is not the easiest course to follow, but it's promise of peace and harmony can help even the most weak-willed of Force-users on the right path.

You must have a Dark Side Score lower than your Wisdom score to select Talents from this tree; if your Dark Side Score ever increases to at least 1, you lose access to all Talents in this Talent Tree until your Dark Side Score drops back below your Wisdom score.

#### At Peace\*:

You can spend a Force Point to gain a +2 Force bonus to all Defenses until the end of the encounter or until you attack, whichever comes first.

#### Attuned\*:

Prerequisite: Focused Attack

When you roll a Natural 20 on an attack roll against a target with a Dark Side score greater than their Wisdom score., you can activate a single Force Power with the [Light Side] descriptor immediately as a Free Action.

#### Focused Attack\*:

You can spend a Force Point to reroll an attack against a creature with a Dark Side score greater than their Wisdom score, keeping the better of the two results.

#### Surge of Light\*:

Once per encounter, as a Swift Action, you can return any Force Power with the [Light Side] descriptor to your Force Power Suite without spending a Force Point. You can select this Talent multiple times. Each time you select it, you can use this Talent one additional time per encounter.

### Dark Side Talent Tree

The path to The Dark Side of The Force is the quick and easy path, granting amazing power but forever dominating the destinies of those in its grasp.

You must have a Dark Side score greater than their Wisdom score to select Talents from this Talent Tree; if your Dark Side Score is ever reduced to lower than your Wisdom Score, you lose access to all Talents in this Talent Tree until your Dark Side Score increases back above your Wisdom score.

#### Power of the Dark Side\*:

You allow your hatred to fuel your attacks. Whenever you spend a Force Point to modify an attack roll, you may choose to roll an additional bonus die and take the best result. However, doing so increases your Dark Side Score by 1.

For example, a 1st-level character with this talent could increase their Dark Side Score by 1 to roll 2d6 instead of 1d6, taking the best die result and applying it as a bonus to their attack roll.

#### Dark Presence\*:

Prerequisites: Power of the Dark Side, Charisma 13

As a Standard Action, you grant yourself and all allies within 6 squares of you a +1 Force bonus to all Defenses until the end of the encounter. These bonuses are lost if you fall unconscious or die. Affected allies that move out of range lose the benefits for as long as they remain out of range.

#### Revenge\*:

Prerequisites: Dark Presence, Power of the Dark Side

Whenever an ally of equal or higher level than you is killed or reduced to 0 hit points within your line of sight, you gain a +2 Force bonus on attack rolls and damage rolls until the end of the encounter. (Since Force bonuses do not stack, you don’t get a higher bonus if more than one ally falls in the same encounter.)

#### Swift Power\*:

Prerequisite: Power of the Dark Side

Once per day, you can use a Force Power that normally

takes a Standard Action or a Move Action as a Swift Action.

#### Consumed by Darkness\*:

Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide

Sometimes your anger consumes you. As a Swift Action, you can take a -5 penalty to your Will Defense to gain a +2 Force bonus on attack rolls. The penalty and bonus last until the beginning of your next turn.

#### Dark Preservation\*:

Reference Book: Star Wars Saga Edition Legacy Era Campaign Guide

Prerequisite: Power of the Dark Side

Whenever an effect would normally move you down the Condition Track, you may spend a Force Point and increase your Dark Side Score by 1 to negate that movement down the Condition Track.

#### Dark Side Savant\*:

Reference Book: Star Wars Saga Edition Jedi Academy Training Manual

Once per encounter as a Swift Action, you can return one Force Power with the [Dark Side] descriptor to your Force Power Suite without spending a Force Point. You can select this Talent multiple times. Each time you select it, you can use it one additional time per encounter.

#### Drain Knowledge\*:

Reference Book: Star Wars Saga Edition Threats of the Galaxy

As a Standard Action, you can spend a Force Point to drain the knowledge of an opponent you touch; you must succeed on a Use the Force check (DC equal to the target’s Will Defense) to activate this Talent, and if you fail to activate this Talent, you may not try again on the same target for one day. If successful, you immediately become Trained in one Skill that the target is Trained in; if you are already Trained in that Skill, you instead gain Skill Focus in that Skill. This effect lasts for one day. Additionally, your target moves -1 Persistent step along the Condition Track, and the Persistent Condition can be removed only by resting for 8 hours.

Additionally, you can choose to instead sift through the mind of the target, looking for a specific piece of knowledge or information. Doing so requires you to make a Perception check against the target’s Will Defense; success indicates that you pull the relevant information from the target’s mind. When you do so, you do not gain the bonus Trained Skill or Skill Focus normally granted by this Talent, but otherwise the Talent functions as normal. Using this Talent increases your Dark Side Score by 1.

#### Transfer Essence\*:

Reference Book: Star Wars Saga Edition Jedi Academy Training Manual

Prerequisite: Dark Side Score equal to Wisdom Score

When you die, you become a Dark Side Spirit until the end of the encounter. You continue to occupy a space in this form, but other creatures can occupy the same space or move through your space without impediment. As a Standard Action, you can attempt to possess an adjacent target. You must succeed on a Use the Force check against an adjacent target's Will Defense. If your check result equals or exceeds the target’s Will Defense, you deal 8d6 points of Stun damage to the target; if you reduce the target to 0 Hit Points or move it to the bottom of the Condition Track with this attack, you possess the target as though it were a willing host.

Alternatively, as a Standard Action, you can transfer your essence into a single adjacent object, such as a Holocron or a Lightsaber. If you do so, you lie dormant within the object until another creature attempts to use that object, at which time you can emerge and attempt to possess the creature, as described above.

If you do not possess a creature or object within 10 rounds of manifesting as a Dark Side Spirit, your spirit dissipates and ceases to exist.

#### Wrath of the Dark Side\*:

Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide

Prerequisite: Power of the Dark Side

When you roll a Natural 20 on a Use the Force check to activate a Force Power that directly deals damage to a target, you can choose not to regain all of your spent Force Powers as normal and instead the targets damaged by the Force Power take half that damage again at the start of their next turn.

Only Force Powers that directly damage the target are subject to this Talent, including Corruption, Force Blast, Force Grip, Force Lightning, Force Slam, Force Thrust (only when spending a Force Point), and Repulse (only when spending a Force Point).

### Alter Talent Tree

The Force grants you considerable power over your environment as well as others around you.

#### Disciplined Strike\*:

Whenever you use a Force Power that has an Area Effect (such as Force Slam), you may exclude a certain number of targets from the effects of that power. The number of targets you may exclude in this manner is equal to your Wisdom modifier (minimum of 1).

#### Telekinetic Power\*:

Whenever you roll a natural 20 on your Use the Force check to activate a Power with the [Telekinetic] descriptor, you may choose to use that Force Power again immediately as a Free Action. You may direct the second use of the Force Power against any eligible target.

#### Telekinetic Savant\*:

Once per encounter as a Swift Action, you may return one Force Power with the [Telekinetic] descriptor to your suite without spending a Force Point. You may take this Talent multiple times. Each time you select it, you may use this Talent one additional time per encounter.

#### Aversion\*:

Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide

As a Swift Action, you can spend a Force Point to radiate an invisible aura that makes other beings want to avoid you. Until the end of the encounter, all squares within 2 squares of you are considered Difficult Terrain for your enemies. This is a Mind-Affecting effect.

#### Force Flow\*:

Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

For reasons unknown to you, The Living Force flows through you in an irregular fashion. Whenever you roll a natural 1 on an attack roll or Use the Force check, you gain one temporary Force Point. If you do not spend this Force Point before the end of the encounter, it is lost.

#### Illusion\*:

Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

Prerequisite: Mind Trick

As a Standard Action, you can spend a Force Point to create an Illusion that seems perfectly real to anyone who views it. You designate the form and complexity of the Illusion, as well as its size and location, and make a Use the Force check.

When a creature views the Illusion, compare the result of your Use the Force check to the target’s Will Defense; if your check result exceeds it’s Will Defense, it believes the Illusion to be real. Any physical interaction with the Illusion (such as touching it, passing through it, or shooting it with a blaster) immediately reveals the true nature of the Illusion, and the creature is no longer deceived.

The Illusion lasts for a number of minutes equal to your Heroic Level.

The Illusion’s size also affects your Use the Force check, applying a penalty for exceptionally large Illusions. The penalties are -1 for Huge Illusions, -2 for Gargantuan Illusions, -5 for Colossal Illusions, and -10 for Colossal (Frigate) or larger Illusions. This is a Mind-Affecting effect.

#### Illusion Bond\*:

Reference Book: Star Wars Saga Edition Jedi Academy Training Manual

Prerequisite: Illusion

Whenever you create an Illusion of a humanoid using the Illusion Talent, you are able to see and hear as though you were standing in the space occupied by your Illusion.

#### Influence Savant\*:

Reference Book: Star Wars Saga Edition Jedi Academy Training Manual

Once per encounter as a Swift Action, you can return one Force Power with the [Mind-Affecting] descriptor to your Force Power Suite without sending a Force Point. You can select this Talent multiple times. Each time you select it, you can use it one additional time per encounter.

#### Link\*:

Reference Book: Star Wars Saga Edition Jedi Academy Training Manual

You can lend your strength in The Force to another character, creating a bond between you through which The Force flows. As a Standard Action, you can designate one willing ally within 12 squares of you and in your line of sight. This ally must be Trained in the Use the Force skill.

As long as you remain within 12 squares of each other, you can aid each other on Use the Force checks as a Reaction. However, the character using the Aid Another Reaction takes a -5 penalty on all Use the Force checks until the end of their next turn.

This Link lasts until the end of the encounter, or until you or your ally ends the Link (a Free Action). You can have only one active Link at a time.

#### Masquerade\*:

Reference Book: Star Wars Saga Edition Jedi Academy Training Manual

Prerequisite: Illusion

You can use the Illusion Talent to create a disguise for yourself. You use the result of your Use the Force check made to create the Illusion for the purposes of creating a Deceptive Appearance, as per the application of the Deception Skill. All other rules and restrictions for using the Illusion Talent still apply.

#### Move Massive Object\*:

Reference Book: Star Wars Saga Edition Legacy Era Campaign Guide

Prerequisites: Telekinetic Power, Move Object

See also: Move Object Reality Check

When you successfully use the Move Object Force Power to move an object of Large size or bigger, you can make an Area Attack with the object instead of throwing it at or dropping it on a single target, as normal for the Force Power. You must spend a Force Point when you activate the Force Power to do this, and the area you target is based on the size of the object: Large, 2x2; Huge, 3x3; Gargantuan, 4x4; Colossal and larger, 6x6. When you use Move Object to make an Area Attack with the object you are moving, you compare your Use the Force check to the Reflex Defense of each creature, Droid, and Vehicle in the target area. If your check equals or exceeds the target’s Reflex Defense, it takes damage from the object (as det’rmined by the Move Object Force Power). Otherwise, the target takes half damage. This is an Area Effect.

#### Suppress Force\*:

Reference Book: Star Wars Saga Edition Jedi Academy Training Manual

Prerequisites: Influence Savant, Mind Trick

You can convince others that they have been cut off from The Force, even if that is not the case, preventing them from making Use the Force checks. Whenever a target with an Intelligence of 3 or higher within 12 squares of you and in your line of sight attempts to make a Use the Force check for any reason, you can spend one use of the Mind Trick Force Power as a Reaction.

You make a Use the Force check, and if your Use the Force check equals or exceeds the target’s Use the Force check result, that target’s Skill Check is negated, and the Action it was attempting fails.

#### Telekinetic Prodigy\*:

Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide

Prerequisite: Telekinetic Savant

When you take the Force Training Feat and select Move Object as one of your Force Powers, you can also select one extra Force Power to add to your Force Power Suite for free. This extra Force Power must contain the [Telekinetic] descriptor.

You can only gain one extra Force Power each time you take the Force Training Feat, regardless of how many times you choose the Move Object Force Power. If you increase your Wisdom score at a later time and select the Move Object power, you only gain an additional power if you did not take the Move Object power when you first chose that Feat. Otherwise, you gain an additional Force Power as normal.

#### Telepathic Influence\*:

Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

Prerequisite: Telepathic Link

You naturally and unconsciously influence those who are regularly around you. Whenever you roll a natural 20 on an attack roll or Use the Force check, instead of regaining all your spent Force Powers, you may instead

choose to grant one ally within 12 squares of you a temporary Force Point.

If your ally does not use this temporary Force Point before the end of the encounter, it is lost.

#### Telepathic Link\*:

Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

You form an enhanced Telepathic Link with a willing ally, that possesses the Force Sensitivity feat, as a Swift Action. The Telepathic Link is maintained until you choose to remove it (no Action required). As long as you remain within one kilometer of your target, you and the target can communicate telepathically as though you were speaking.

Once per encounter, you may use a Force Power from your target’s Force Power Suite (if the target consents), or you may allow the target to use one of your Force Powers. You may only have one Telepathic Link active at a time.

### Control Talent Tree

You have learned how to regulate your own body systems, control your emotions, and channel The Force.

#### Damage Reduction 10\*:

You can spend a Force Point as a Standard Action to gain Damage Reduction 10 for 1 minute.

#### Equilibrium\*:

As a Swift Action, you can spend a Force Point to remove all debilitating Conditions affecting you and return to a normal state.

#### Force Focus\*:

As a Full-Round Action, you may make a DC 15 Use the Force check. If the check succeeds, you regain one spent Force Power of your choice.

#### Force Recovery\*:

Prerequisite: Equilibrium

Whenever you use your Second Wind, you regain a number of additional Hit Points equal to 1d6 per Force Point you possess (maximum 10d6).

#### Beast Trick\*:

Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

Prerequisite: Mind Trick

You can use the Mind Trick Force Power on creatures with an Intelligence score of 2 and lower. However, a Beast with an Intelligence score of 2 or less still cannot perform any complex actions, or understand complex commands it wouldn’t otherwise be able to understand.

An affected Beast might understand "Attack those sith Troopers!” but it would not comprehend, “Break into the command center, and disable the communications array.”

#### Channel Energy\*:

Reference Book: Star Wars Saga Edition Jedi Academy Training Manual

Prerequisite: Negate Energy

Whenever you use the Negate Energy Force Power to successfully negate the damage from an Energy Weapon attack, you can spend a Force Point as a Reaction to immediately activate any Force Power currently in your Force Power Suite.

#### Force Exertion\*:

Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide

Prerequisite: Force Training

When you select this Talent, choose one Force Power that you have in your Force Power Suite. As a Reaction, you can remove any one Force Power from your active Force Power Suite to add an extra use of the Force Power designated by this Talent.

Doing so moves you -1 Persistent step along the Condition Track. This Persistent Condition is removed by resting for 1 minute. You can select this Talent multiple times. Each time you do so, you choose a different Force Power to be gained by using this Talent.

#### Force Harmony\*:

Reference Book: Star Wars Saga Edition Jedi Academy Training Manual

Once per encounter, you can activate one Force Talent that requires a Force Point to use without spending a Force Point.

#### Force Suppression\*:

Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

Prerequisite: Rebuke

If you use the Rebuke Force Power to attempt to negate or redirect a Force Power used against you, but fail to overcome your opponent’s Use the Force check result, you instead lessen the effect of the Force Power by one step.

For example, if an opponent attempted to use the Slow Force Power on you and rolled a 21, if you fail to Rebuke the Force Power, you only suffer the DC 15 effect, instead of the DC 20 effect. This Talent only affects Force Powers

that have variable effects based on your opponent’s Use the Force checks, and Force Powers with static DCs without variable effects (such as Force Lightning) are unaffected.

#### Indomitable Will\*:

Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide

You can spend a Force Point as a Standard Action to become immune to all Mind-Affecting effects for 1 minute.

#### The Will to Resist\*:

Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide

Once per turn, as a Reaction to being targeted by a Force Power or other ability that targets your Will Defense, you can make a Use the Force check and replace your Will Defense with the result of the Use the Force check.

After you make this check, until the end of your next turn, you take a -5 penalty on all Use the Force checks.

#### Telekinetic Stability\*:

Reference Book: Star Wars Saga Edition Legacy Era Campaign Guide

Whenever an attack or effect would normally move you against your will (such as being targeted by a Bantha Rush, or being moved by the Force Thrust Force Power), you can spend a Force Point to negate that movement.

### Guardian Spirit Talent Tree

You have a spirit watching over you, providing advice and continuing your training in The Force. Although Force Spirits cannot physically aid you, their guidance is critical to your success.

#### Crucial Advice\*:

Once per encounter, when you fail a Skill Check, you can reroll the Skill Check with a +2 circumstance bonus. (In the case of Skill Checks with multiple possible results, such as when activating a Force Power with multiple effects, failing a Skill Check is defined as achieving less than the minimum DC for that check.)

Distracting Apparition\*:

Prerequisite: Manifest Guardian Spirit

When you have a manifested Guardian Spirit, the Guardian Spirit also discourages your enemies and distracts them from their goals. Any enemy within 3 squares of your Guardian Spirit takes a -2 penalty to their Will Defense and a -2 penalty on attack rolls against you.

Guardian Spirit\*:

You have a Guardian Spirit watching over you from the realm of The Force, providing you with insight and advice. Your Guardian Spirit might be an old mentor or an ancient member of your Force Tradition who has chosen to guide your Destiny.

When you use the Search Your Feelings application of the Use the Force Skill, you can instead choose to consult your Guardian Spirit. When you do so, you learn more than just whether the results of your actions will be favorable or unfavorable; you also learn the nature of any immediate consequences, including potential encounters, and whether or not certain actions will bring you closer to achieving your Destiny.

Additionally, you gain one bonus Force Point each day (available after you rest for at least 6 hours). This bonus Force Point can only be used to improve a Force Power or activate a Force Technique or a Force Secret. If you do not spend your bonus Force Point in a given day, it is lost at the start of the next day.

#### Manifest Guardian Spirit\*:

You can spend a Force Point as a Swift Action to have your Guardian Spirit manifest for the duration of the encounter. Your Guardian Spirit appears in any square within 6 squares of you. A Guardian Spirit occupies a space, but creatures can move through the Guardian Spirit without obstruction.

As long as the Guardian Spirit remains within 12 squares of you, you gain a +1 morale bonus on attack rolls, a +2 morale bonus on Use the Force checks, and a +2 morale bonus to your Will Defense. You can move the Guardian Spirit up to 6 squares as a Swift Action once per turn.

#### Vital Encouragement\*:

Once per encounter, your Guardian Spirit offers you Vital Encouragement, urging you to press on despite adversity. As a Free Action, you gain Bonus Hit Points equal to 10 + one-half your Heroic Level. Damage is subtracted from Bonus Hit Points first, and any Bonus Hit Points remaining at the end of the encounter are lost. Bonus Hit Points from multiple sources do not stack.

### Sense Talent Tree

Your attunement to The Force grants you uncanny powers of perception.

#### Force Perception\*:

You can make a Use the Force check instead of a Perception check to avoid surprise, notice enemies, sense deception, or sense influence. You are considered Trained in the Perception skill. If you are entitled to a Perception check reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations).

#### Force Pilot\*:

You can use your Use the Force check modifier instead of your Pilot check modifier when making Pilot checks. You are considered Trained in the Pilot skill. If you are entitled to a Pilot check reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations).

#### Foresight\*:

Prerequisite: Force Perception

You may spend a Force Point to reroll an Initiative check, keeping the better of the two rolls. Additionally, if you roll a natural 20 on the Initiative check reroll, you immediately regain the Force Point spent to activate this talent.

#### Gauge Force Potential\*:

Prerequisite: Force Perception

By focusing on a specific creature in your line of sight, you can gauge how strong in The Force they are. This takes a Standard Action and requires a Use the Force check. If your check result meets or beats the target’s Will Defense, you know whether or not they have the Force Sensitivity feat, you know how many Force Powers they know (but not which ones specifically), and you know how many Force Points they currently have.

#### Visions\*:

Prerequisites: Force Perception, Farseeing

Whenever you use the Farseeing Force Power, you can spend a Force Point as a Swift Action to see into the target’s past or future instead of the present. You declare how far into the target’s past or future you wish to look, up to a maximum of 1 year per your Character Level.

Any information gained about a target’s future is subject to change, depending on whether steps are taken to alter that future.

#### Feel the Force\*:

Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide

As a Standard Action, you can spend a Force Point to ignore all Concealment for 1 minute.

#### Force Reflexes\*:

Reference Book: Star Wars Saga Edition Starships of the Galaxy

Prerequisites: Force Pilot, Starship Tactics

When activating a Starship Maneuver, you may spend a Force Point to reroll your Pilot check, keeping the better of the two results.

#### Heightened Awareness\*:

Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide

You can spend a Force Point to add your Charisma bonus to your Perception check. You can select this Talent multiple times. Each time you select this Talent, you add your Charisma bonus an additional time.

#### Instinctive Navigation\*:

Reference Book: Star Wars Saga Edition Jedi Academy Training Manual

Prerequisite: Force Pilot

You can substitute your Use the Force skill for any Use Computer check made to Astrogate or Use Sensors while you are the Pilot of a Vehicle.

#### Motion of the Future\*:

Reference Book: Star Wars Saga Edition Jedi Academy Training Manual

Prerequisites: Force Perception, Farseeing

As a Swift Action, you can peer into the future in search of signs of danger, removing one use of the Farseeing Force Power from your active Force Power Suite (as though you had just activated the Force Power).

Any time before the end of your next turn when you are the target of an attack or Force Power, you can force your attacker to reroll the attack roll (or Use the Force check) against you, keeping the second result. This counts as using the Farseeing Force Power against the attacker, but this Talent replaces the normal rules and effect of that Force Power.

#### Psychometry\*:

Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide

Prerequisites: Force Perception, Farseeing

When you use the Farseeing Force Power, you can choose to target an object you hold instead of a character or creature. You can look into the targeted item’s past, up to a maximum of 5 years per your Character Level.

Any information gained about the object’s past is based on the thoughts and emotions of the person holding or carrying the object at the time you perceive, which can skew the results of the vision.

#### Shift Sense\*:

Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide

You can spend a Force Point to gain Low-Light Vision (see Visibility) for 1 minute or until the end of the encounter, whichever is longer.