Using Force Powers

When your character uses a force power, make a Use the Force check (see page 77 of the main rulebook). The check result determines the power's result.

         Some Force powers have all-or-nothing-effects. Other Force powers have multi-tiered effects, and your Use the Force check result determines the result you achieve, although you can always choose a lower effect. If your Use the Force check is too low to activate the Force power's baseline effect, nothing happens and the action is wasted.

         Using a Force power removes it from you're your character's active "suite" of Force Powers, regardless of whether the Use the Force skill check succeeds or fails.

         Your Force Power Suite: Your character's Force powers collectively form a suite. When your character uses a Force power, it's like playing a card and putting it in a discard pile. The power takes effect, and it's no longer available to the character... at least for a while.

Regaining Force Powers: You have different ways of regaining spent force powers so that you can use them again:

         -When combat is over and you have a chance to rest for 1 minute, you regain all of your Force powers.

         -If you roll a natural 20 on a Use a Force check, you regain all spent Force powers at the end of your turn.

         -Some special abilities allow you to regain spent force powers in other ways.

 

Force Power Descriptors

Some Force powers are more strongly tied to one side to one side of the force than the other. These Force powers carry either the [light side] or the [dark side] descriptor. Powers that affect the targets mind have the [mind-affecting] desciptor]. Powers that move physical objects have the [Telekinetic] desciptor. Finally powers that create any sort of energy effect have the [Energy] descriptor.

Dark Side: If you use a force point to increase your Use the Force check, or otherwise augment your usage of the power when using a Force power with the [Dark Side] desciptor, you gain a Dark Side Point. Your Dark Side score can never be lower than the number of Dark Side Powers in your Force Power suite (including repeats).

Light Side: You cannot use a Force Point to increase your Use the Force check when using a Light Side power if you have a Dark Side score higher than zero.

You also cannot add powers with the [Light Side] desciptor to your Force Power suite if your Dark Side score is more than zero, but you do not lose powers previously gained if you gain Dark Side points after powers with the Light side descriptor.

Mind-Affecting: A Force Power with the [mind-affecting] descriptor has no effect on creatures that are mindless (that is, creatures with no Intelligence score) or creatures that are immune to mind-affecting effects.

Telekinetic: A Force Power with the [telekinetic] descriptor is effected by certain talents.

Energy: A Force Power with the [energy] descriptor effects are related to energy for the purposes of any powers, talents, feats or other abilities that might relate to energy.

 

Force Power

Descriptions

         The following Force powers are available to any character who takes the Force Training feat (see page 85 of the main rulebook). Each Force power includes the following information:

 

Force Power Name

[Descriptor]

         If a Force power has a descriptor, it appears in square brackets after the Force power's name. The name of the power is followed by a brief description of the Force power's effect. Time: The type of action needed to activate the Force power. Target: The Target(s) affected by the force power.

       Make a Use the Force check. The Results of the Use the Force check are described here.

         Special: Some Force power have special rules, which are covered here.

 

Battle Strike

         You use the Force to enhance your battle prowess.

Time: Swift Action.

Target: You.

       Make A Use the Force check.

         DC 15: Gain a +1 Force bonus on the next attack you make before the beginning of your next turn and deal an additional +1d6 points of damage if the attack hits.

         DC+7: +1 to hit and +1d6 damage.

         Special: You can spend a force point to gain an additional +1 to hit and +1d6 damage. Strong Users get +2 to hit and +1d8 damage.

 

 

 

 

Battle Meditation

[mind-affecting]

         your allies work together with a level of precision that can only come from the Force, and your enemies flounder in in confusion. 

Time: Full Round Action.

Targets: All allies and enemies in line of sight and within 12 squares.

         Make a Use the Force check.

       DC 20: All Allies Affected Gain +1 Bonus to all attacks and defenses, and all enemies take a a -1 penalty to all attacks and defenses, until the beginning of your next turn.

         DC+7;        Increase bonuses and penalties by one each.

         DC+10:     Increase the range by 3 squares.

         Special: You may spend a force point to boost the bonuses granted by +1. Strong Users boost the bonuses by +2.

 

Cloak

     You bend light around your body, rendering yourself invisible.

Time: Standard Action.

Target: You.

         Make a Use the Force check.

       DC 15: You are considered to have total concealment against all targets until the beginning of your next turn.

         DC+7: You gain a +2 bonus on Stealth skill checks until the start of your next turn.

         Special: You can maintain Cloak as a standard action. You must make a new Use the Force skill check each round you maintain the power. If you take damage, you must succeed on a Use the Force check (DC 15 + damage taken).

         You can spend a Force Point to increase the Stealth bonuse by 5, or 10 for Strong Users.

 

Corruption

[Dark Side]

         You use the Force to send a bolt of pure Dark Side vileness into your enemy.

Time: Stanadard Action.

Target: One Enemy in line of sight within 12 squares.

         Make a Use the Force check.

       DC 15: If the check is greater then or equal to then the target's Fortitude's defense then they take 2d6 damage

         DC+7:        +2d6 damage.

         Special: Continue making Use the Force checks every turn until you fail to hit the target. You may spend a force point to reroll a failed check. Strong users get a +2 bonus on the reroll.

 

 

 

Dark Rage

[Dark Side]

         You embrace your rage and fury and the dark side flows through you.

Time: Swift Action.

Target: You.

         Make A Use the Force check.

       DC 15: You gain a +2 rage bonus on melee attack rolls and melee damage rolls for the duration of the encounter,

         DC+7: You gain an additional +2 bonus.

         Special: This power can subsitute for the rage species trait requirement for rage enhancing feats and is affected by those feats.

 

Drain Life

[Dark Side]

         You rip the life force from another being to extend your own life.

Time: Standard Action.

Target: One target in line of sight within 6 square cone.

         Make A Use the Force check.

       DC 15: If the check is greater than or equal to the target's Fortitude Defense, then the target takes 2d6 damage, and gain hit points equal to half the damage dealt, up to your normal maximum.

         DC+7;        +2d6 damage.

         DC+10;     +1 target.

         DC+15:     +1 square cone.

         Special: You may spend a Force Point to gain back hit points equal to all the damage dealt. Strong Users deal adiitional damage equal to their charima modifier.

 

Farseeing

         You gain a vague, momentary impression of events happening around a particular being in some distant place.

Time: Full Round Action

Target: One Person you Have Met.

         Make A Use the Force check. If your check result is less the the target's Will defense, you gain no information (inculding whether the target is alive or dead0 and cannot use this Force power against the same target for 24 hours. If your check result equals or exceeds the target's Will Defense, you can sense whether the target is alive or dead and gain a vague sense of its immediate surroundings, what its currently doing, and any strong emotions it might be feeling. A dead target has Will Defense of 30 for purposes of this power.

         Special: if you succesfully use this Force power, you can spend a Force Point to gain a clear vision of the target's immediate surroundings, as well, as any other creatures and objects within 6 squares of it. If you are Strong in the Force, its 12 squares.

 

Force Blast

         You use the Force to create a ball of compressed air and debris that you can hurl at enemy targets.

Time: Standard Action.

Target: one enemy in line sight within 12 squares.

         Make a Use the Force check. If the Result equals or exceeds the targets Reflex Defense, the Force Blast deal damage deals damage just like a normal weapon, determined as shown.

         DC 15:       2d6 Damage.

         DC+7:        +2d6 damage.

         Special: You may spend a force point to add +2d6 damage. +2d8 damage for Strong Users.

 

Force Grip

[Dark Side, Telekinetic]

         You use the Force to choke or crush your enemy.

Time: Standard Action

Target: One target in line of sight within 6 squares.

         Make a Use the Force check.

         DC 15: If the result is also greater than or equal to the target's Fortitude Defense, than they take 2d6 damage, and can take only a single swift action on their next turn. If not, they suffer no effect.

         DC+7:        +2d6 damage.

         DC+10:     +3 Square Range.

         DC+15:     +1 Target.

       Special: You can maintain you concentration on Force Grip as standard action, making a new Use the Force check each round (but not expending the power).

         You can spend a Force Point when activating Force Grip to deal +2d6 points of damage or +2d8 for Strong Force Users.

 

Force Haze

[mind-affecting]

         You use the force to create a "haze" that hides you and you allies from your enemies sight.

Time: Standard Action.

Targets: Allied creatures in line of sight within 6 squares.

         Make a Use the Force check.

         DC 15: The targets gain total concealment. If any enemy gains line of sight to one of the targets, compare the one of the targets, compare the result of the Use the Force check to their Will Defense, If it is less, the targets are not considered to have concealment against that enemy. If any of the targets attack, the concealment is broken. The concealment lasts as long as you spend a standard action each round to concentrate on it.

         DC+10: +3 Square Radius.

         Special: You may spend a Force Point when one of your allies attacks to maintain concealment for yourself and the rest of your allies.

        

Force Lightning

[Dark Side, Energy]

         You blast the enemy with deadly arcs of force energy.

Time: Standard Action.

Target: One Enemy in Line of Sight within 6 square cone.

         Make a Use the Force check.

       DC 25: If the result is greater than or equal to the target's reflex defense, then they take 8d6 damage and move -1 step down the condition track. If not they take half damage and do move down the condition track.

         DC+7:        +2d6 damage.

         DC+10:     +1 target.

         DC+15:     +1 square cone.

         Special: You may spend a Force point when using Force Lightning to make the make the condition (and any resulting from damage) persistent.

 

Force Shield

[Telekinetic]

         You use the Force to create a bubble of telekinetic energy around yourself, protecting you from harm.

Time: Reaction

Target: You

       Make A Use the Force check

       DC 15: You gain a shield rating (SR) of 5 until the beginning of next turn. Unlike other shields, this shield, this shield is made of pure telekinetic energy and cannot be recharged by any means.

         DC+3: +2 SR.

         Special: You can spend a Force point when you activate this power to increase the shield's SR by 5. You can maintain your concentration on Force Shield every turn as a Standard Action. If the the Shield's SR is ever reduced to zero the effect immediately ends.

 

Force Slam

[Telekinetic]

         You pound your enemies into the ground with the Force.

Time: Standard Action

Target: One Enemy In Line Of Sight and within 6 Square Cone.

         Make A Use the Force Check.

       DC 15: If the check equals or eceeds the target's Fortitude Defense then they Take 2d6 damage and are knocked prone. If not. They take half damage, and are not knocked prone.

         DC+7:        +2d6 damage.

         DC+10:     +1 Target.

         DC+15:     +1 Square Cone.

         Special: When you use Force Slam, you may spend a Force Point to deal +2d6 damage to all targets (+2d8 for Strong Users)

 

Force Storm

[Telekinetic]

         You use the force to create a whilrling telekinetic maestrom around you.

Time: Standard

Target: you

         Make a Use the Force check. You create a vortex of debris and swirling telekinetic energy around yourself that deals damage to nearby enemies. The result determines magnitude, duration, and damage.

         DC 20:       2 rounds, all adjacent targets, 2d6 points

         DC+7:        +1 round, +1d6

         DC+10:     +1d6

         DC+15:     +1 square radius

 

Force Stun

         You call upon the Force to overload an enemies senses, potentially stunning them. Time: Standard Action

Target: One creature within line of sight and within 6 squares.

         Make a Use the Force check. If the result is equal to or greater than the target's Will Defense, they move -1 step along th condition track. For every 7 points the check exceeded the target's Will Defense, they move one additional step.

         Special:  You may spend a Force point to move the target one additional step down the target down the condition track.

(Strong Force Users get two steps down the track)

 

Force Thrust

[Telekinetic]

         You use the Force to push the target away from you.

Time: Standard Action.

Target: One Enemy in Line on sight within 12 squares.

         Make a Use the Force check. The Target makes a Strength check and adds their Base Attack Bonus and size modifier and If you beat the target's strength check, you push it back one square plus an additional square for every 5 points by which you exceed the target's check result. If you push the target into another object, they both take 1d6 points of damage for every square of movement.

         Special: You may spend a Force Point to add a +5 (+10 for Strong Users) bonus to your Use the Force check Additionally,

you do +2d6 points of damage.

 

Force Valor

[Light Side, mind-affecting]

         You use the purity of the Light side of the Force to istill bravery into the hearts of your comrades

Time: Standard Action.

Target: All Alliies in line of sight within 6 squares.

         Make s Use the Force check.

         DC 15: You and your allies gain a +1 morale bonus to all defenses.

         DC+7:        +1 bonus.

         DC+10:     +1 square Radius.

         Special: You may spend a Force Point to add another +1 to all defenses or +2 for Strong Users.

 

Fear

[Dark Side, Mind Affecting]

You strike fear into the hearts of your enemies.

Time: Standard Action.

Target: One enemy in line of sight within 6 squares.

         Make a use the Force check.

       DC 10: The Target's Will Defense suffers a -2 morale penalty.

         DC+5:        Additional -2 penalty.

`        DC+7:        +1 Target.

         DC+10:     +1 Square range.

         Special: You may spend a Force Point to cause an affected enemy to flee in panic for 1 minute.

 

Illusion

[mind-affecting]

You use the force to create an image of something that seems perfectly real to anyone who sees it.

Time: Standard Action.

Target: Special.

         Make a Use the Force check.

       DC 10: You make the image of a Small or smaller object. Anyone whose Will Defense is less than the check result believes the object is real.

         DC+5:        +1 Size category.

         Special: You may spend a Force Point to increase the maximum size of the illusion by 1 category (after seeing the roll). Strong Users may add up to 2 categories.

 

Levitate

[telekinetic]

     You can float up and down without any sort of assistance.

Time: Move action.

Target: You.

       Make a Use the Force check.

       DC 15: You gain a fly speed of 2 squares but can only move vertically. You may move up to your fly speed as part of this move action, If you move adjacent to a horizontal surface, you can move 1 square onto that surface as a free action. At the start of your next turn, if you are not on solid ground and do not maintain this power, you fall.

         DC+7: Fly speed +2 squares.

Special: You can spend a Force Point while falling to activate this power. You reduce your falling distance for purposes of determining damage by the fly speed you roll. If you reduce the distance to 0, you land safely on your feet.

         You can maintain this power as a move action. As part of the move action, you can move up to your fly speed. If you are damaged while maintaining this power, you must succeed on a Use the Force check (DC 15 + damage taken), or you fall.

         If you have the Dathomiri Witch Fly talent, you gain a +5 competence bonus on your activation roll, and combine both of your fly speeds.

 

Malacia

     You create dizziness and disorientation by disrupting a target's equilibrium.

Time: Standard action.

Target: One living creature in in 6 squares in line of sight.

       Make a Use the Force check.

       DC 20: Compare the result to the target's Fortitude Defense. If your check equals or exceeds the target's Fortitude Defense, the target moves -1 step down the condition track. Additionally, until the end of their next turn, the target's damage threshold is reduced by 5.

         DC+7:        -1 step down condition track.

         DC+10:     +3 square range.

         DC+15:     +1 target.

         Special: You can spend a Force Point to increase the damage threshold penalty to 10. Strong Users also move the target -1 additional step down the condition track.

         You can maintain the damage threshold penalty as a standard action, and must make a new Use the Force check to do so each round. You must gain range, targets, exceed their Fortitude Defense, and get a 20. If you take damage while maintaining Malacia, you must succeed on a Use the Force check (DC 20 + damage taken).

 

Mind Trick

[mind-affecting]

You use the Force to alter a target's perceptions or plant a suggestion in its mind. Time: Standard Action

Target: One creature in line of sight and within 12 squares of you.

         Make a Use the Force check. If you equal or exceed the target's Will Defense you may choose one of the following effects:

                  -You create a fleeting hallucination that distracts the target and enables you to use the Stealth skill even if you would otherwise be unable to.

                  -You perform a feint so that the next attack you make against the target ignores its Dexterity bonus to its reflex Defense (if any)

                  -You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate to the target with the target, and the suggestion can't obviously threaten the target's life. The suggestion will be erased if it conflicts with reality without being reinforced.

        

Morichro

     You slow the vital functions of a target causing them to slip into a deep sleep or even die.

Time: Standar action.

Target: One living creature you have grabbed or grappled.

         Make a Use the Force check.

         DC 20: If your check result equals or exceeds the target's Fortitude Defense, the target moves -1 step down the condition track. If you move the target to the bottom of the condition track with this power, you may kill the target or place it into a Force Trance even if it is unwilling. An unconscious target is considered a willing target for a Force Trance when you use this power on them.

         DC+6: -1 step down the condition track.

         Special: You can maintain Morichro as a standard action, dealing additional condition steps each action. Make a new Use the Force each round you maintain it. If you take damage while maintaining Morichro, you must succeed on a Use the Force check (DC 20 + damage taken). If the target escapes the grab, you cannot maintain this power.

         (Yes, you do do -2 steps of condition on a 26, even if it only exceeds their Fortitude Defense by 1 or 2, and -3 on 32 etc, etc.)

 

Move Object

[telekinetic]

     You telekinetically move a target in any direction using the Force.

Time: Standard action.

Target: One onject or creature in line of sight within 6 squares.

         Make a Use the Force check.

         DC 15: You may move an object of up to small size up to 6 squares. If you attempt to move the object into another target, the original result of your Use the Force check is compared to the target's Reflex Defense. If the check equals or exceeds the target's Refelx Defense, the target takes 1d6 damage, +1d6 damage for every size gategory beyond tiny (see below). If you target a creature with the power, compare the result of the skill check to the target's Will defense. IF the check equals or exceeds the traget's defense, the power proceed as normal. Also, when a target is struck by an object as leas the same size as they are, compare the check result to their Fortitude Defense. If the check result equals or exceeds their Defense, the Force-user can continue moving the target, pushing the secondary target allong with. If the check result exceeds their Fortitude Defense by 5 or more, then they are knocked prone at the end of the movement.

         DC+7:        +1 Size category may be moved, +1 square of movement.

         DC+10:     +1 Square range.

         DC+15:     +1 target.

         Special: You may maintain your concentration on move onbect from round to round as a standard action.

         If you use Move Object on a flying a hovering object, then it can oppose your Use the Force check with a grapple check as a reaction. If the target wins the opposed check, you are unable to move the target.

         You may spend a Force Point to increase the maximum size of the object by one size category, or a Destiny Point to increase it by three size categories.

         Damage for objects used as porectiles is as follows:

      Less than small: see Use the Force – move light object

      Small:                 2d6

      Medium:              4d6

      Large:                 6d6

      Huge:                  10d6

      Gargantuan:      15d6

      Colossal:           20d6

      Frigate:              28d6

      Cruiser:              38d6

      Station:              40d6

 

Negate Energy

[Energy]

         You spontaneously negate a single attack that deals energy deals enrgy damage, such as a lightsaber or a blaster.

Time: Reaction

Target: One Attack Made against you that deals energy damage

         Make a Use the Force check. If the Result of the Check equals or exceeds the damage roll of the attack, the attack is negated and you take no damage. If not, you take the full amount of damage rolled.

         Special: You must be aware of the attack (not flat-footed) to negate it). If you are successful, you may spend a Force point to regain hit points equal to half the damage rolled, up to your normal maximum. Strong Force Users gain the full value rolled.

 

Phase

     You can pass through solid objects.

Time: Move action.

Target: You.

         Make a Use the Force check.

       DC 25: You gain a phasing speed of 2 squares; your phasing speed can never exceed your own base speed. When moving using your phasing speed, you can move through occupied spaces, walls, vehicles, large objects, and other obstructions but must end your movement in a legal, unoccupied space. You retain this phasing speed until the beginning of your next turn. You may move up to your phasing speed as part of your activation of this power.

         DC+7:        Phasing speed +2 squares.

         DC+10:     +5 to all Defenses against attacks of opportunity inccurred by phasing movment.

         Special: You can spend a Force Point to increase your phasing speed by 2 squares. Strong Users also gain a +5 to all defenses against attacks of opportunity incurred by phasing speed movement.

         You can maintain this power as a move action, and can move up to you phasing speed when you do. If you take damage while maintaining this power, you must succeed on a Use the Force check (DC 25 + damage taken).

 

Purity

[Light Side]

You let the full purity of the Light Side Cleanse an ally.

Time: Full Round Action.

Target: Ally Touched.

         Make a Use the Force check.

       DC 25: Change one persistent condition to a normal condition on the condition track.

         DC+7: Move +1 Step on the condition track.

         DC+10: Change an additional persistent condition to a normal condition.

         Special: You may spend a Force point to remove the condition(s) instead of just changing it to a normal one. Strong Users get no additional benefit.

 

Rebuke

You harmlessly absorb or deflect one Force power used against you, perhaps even turning it against its creator.

Time: Reaction

Target: One Force Power Targeting you.

         Make a Use the Force check. Compare it to your opponent's Use the Force check. If you result is equal to or greater than theirs, than you harmlessly redirect it and suffer no ill effects. If you exceed their roll by 5 or more, you may choose to turn the force power against its creator, who suffers the effect. The originator may attempt to rebuke the power as well. If they reflect it back again, both you and the originator are affected by the force power. You can spend a Force point to avoid the effects of a power that has been reflected twice.

 

Rend

[Dark Side]

     You rip a bothersome worm in half.

Time: Standard action.

Target: One creature in line of sight in 6 squares.

         Make a use the Force check.

       DC 15: If the check result equals or exceeds the target's Will Defense, they take 3d6 damage. If you roll a natural 20 on your Use the Force check, the attack deals double damage (before other modifiers, such as Wrath of the Dark Side). If you reduce an enemy to 0 HP with this power, they are ripped in half and automatically slain.

         DC+7:        +2d6 damage.

         DC+10:     +3 squares range or +1 critical range.

         DC+15:     +1 target or +1xcritical multiplier.

 

Repulse

[Telekinetic]

You use the force to clear an area around yourself.

Time: Standard Action.

Targets: All Adjacent Targets

         Make a Use the Force check. The targets make strength checks, adding their base attack bonus and size modifier. If you beat a target's Strength check, you push it back 1 square plus 1 square for every 5 points by which you exceeded the target's check result. If you push the target into another onbject they both take 1d6 points for every square of movement.

         Special: You can spend a Force Point to apply +5 (+10 For Strong Users) bonus to your Use the Force check. Additionally you deal an extra 2d6 points of damage.

 

Sever Force

[Light Side]

You can block another Force-user's access to the force, preventing him from spending Force points and making it difficult for him to use Force powers.

Time: Standard Action

Target: One Creature within 12 squares with a Dark Side score.

         Make A Use the Force check.

         DC 25: Is the result is equal to or greater than the target's Will Defense, then the target cannot spend Force points for a number of hours equal to its Dark Side score and takesa    -2 penalty on all Use the Force checks.

         DC+7:        Additional -2 penalty

         DC+10:     2xnumber of hours (3x, 4x, etc.)

         Special: You may spend a Force point to make the duration days (weeks for Strong Users) instead of hours, or a destiny point to make it weeks (months for strong users). Strong users halve the duration of this power when used against them.

 

Shatterpoint

     You can see the critical points, or shatterpoints, that allow you to strike at the perfect moment.

Time: Swift action.

Target: You.

       Make a Use the Force check.

       DC 25: If your next attack made before the end of the encounter hits, treat the target's damage threshold as if it were 5 points lower than normal.

         DC+7: Treat the target's damage threshold an additional 5 points lower.

         Special: you can spend a Force Point to ignore the target's DR in addition to the power's normal effects

 

Surge

The Force allows you to jump great heights and distances as well as move with great alacrity.

Time: Free Action

Target: You

         Make a Use the Force check.

       DC 10: You Gain a +5 Bonus to Jump and Acrobatics checks and your speed increases by 2 squares until the start of your start your next turn. The Force bonus on Jump checks includes the adjusment for inreased speed.

         DC+7: +5 Jump and Acrobatics, and +2 Speed.

 

Technometry

     You can tap into and read technological devices, and even control them.

Time: Standard action.

Target: One droid or technological device in 6 squares in line of sight.

       Make a Use the Force check.

       DC 15: You gain one of the following effects:

      Compare the result to the target computer's Will Defense. If the check equals or exceeds the target's Will Defense, you discover one piece of information contained within the target's memory as determined by the Access Information table under the Use Computer skill. For every 5 points by which you exceed the target's Will Defense, you gain one additional piece of information.

      Compare the check result to the target droid's Will Defense. If the check result equals or exceeds the target droid's Will Defense, the droid's senses are jammed, allowing you to make Stealth checks against the droid until the end of your next turn, even though it is aware of you.

     Compare the check result to the target droid's Will Defense. If the check result equals or exceeds the target droid's Will Defense, the droid is denied its Dexterity bonus to Reflex Defense against your next attack made before the end of your next turn.

     Compare the check result to the target droid's Will Defense. If the check result equals or exceeds the target droid's Will Defense, on its next two turns, the droid does nothing except flee from you at top speed.

 

Vital Transfer

[Light Side]

You use your own life force to heal another living creature, using the Force as a Conduit.

Time: Standard Action

Target: One Creature Touched

         Make a Use the Force check.

       DC 15: 2 x level

         DC+7:        +1xlevel

         DC+10:     +1 condition step

         Special: Each time you use Vital Transfer, you take half the damage you heal. You may spend a Force point to not take the damage, add an additional +1xlevel, or +1 condition step. Strong Force Users choose two.