Cyber Locke

Control Difficulty:Very Easy; modified by Proximity

Sense Difficulty:Easy; modified by Relationship

Alter Difficulty:Moderate => +1D to Technical Skills, Difficult => +2D to Technical Skills, Very Diff => +3D to Technical Skills, Heroic => +4D to Technical Skills

Required Powers: Speak With Machines

This power may be kept "up."

Effect:Through using this power a Jedi becomes one with a machine. When successful a Jedi enters a state where he thinks like the computer, thus allowing him greater skill with which to manipulate it.

This skill may also be used to negate side effects from cybernetic replacements. When doing so, the Jedi rolls his Alter as usual to determine the amount of dice to roll versus difficulty gained by cyber points. Example: If a character has 7 cyber points, all difficulties are raised by 21 points (3 points per cyber point). If he wishes, he may activate CyberLocke on himself (with no added difficulty from cyber points) in an attempt to strengthen his connection with the Force. If he rolls a 16 (Difficult) for Alter, the difficulty added to Force Skills from cyber points is reduced by 2D (per the alter difficulty). He then rolls the 2D and gets 7. The new difficulty added to Force Skills is 14.

A Jedi may also reach out to a machine and order it to do his bidding (difficulty vs. computer programming). Example: Ordering a blaster to lock up or a sensor to give a false reading.

(Please note that there are a wide variety of applications of that last abillity of this force power. Against a locked door, droid or computer system, this power allows a Jedi to rapidly circumvent security measures and aquire information that he might otherwise not be able to obtain with the other tools at his disposal. This application is much like Affect Mind for droids and computers.)