Farseeing

Control Difficulty:Very Easy. Modified by proximity. Add +5 to +20 if the character wishes to see into the past. Add +10 to +30 if the character wishes to see into the future.

Sense Difficulty:Very Easy if the target is friendly and doens't resist or is a location. If the target resists, make a control or Willpower check for the difficulty. Modified by relationship.

Required Powers: Life sense

Time to Use: At least one minute.

Effect: The user sees the person or place he wishes to see in his mind as the situation currently exists. The power can also be used to see the past or the future. The Jedi also sees the immediate surroundings, and so can know, for example, when a friend is in danger, or what has happened to his home planet in his absence.

Farseeing requires calm conditions and at least one minute, but often takes a few minutes. This power cannot be used in the face of danger. The Jedi's visions may not be entirely accurate:

Table 5.9:Farseeing

Power roll > Sense difficulty Past/Present Future
0-10 50% 10%
11-20 75% 25%
21-30 90% 50%
31+ 100% 75%

The past and present are set and it is merely a matter of the Jedi having correct perceptions. However, the future is always fluid, always inmotion, never set until it becomes the present - therefore it is much harder to predict. The percentages on the chart are a rough measure of how much correct information the character recieves in their vision.

For example, 10% means that the character will only be able to make out the most basic details of a situation, such as "My friends are in danger." 25% means that th eJedi gets a somewhat accurate vision of what will transpire, but most major details will be missing from the vision. 50% means that the character's vision was about half right. 75% means tha tthe character has an understanding of the critical happenings, but the character has still missed some details. 90% means that the character has a very accurate and very detailed vision of what has or will transpire. 100% means that the character's vision is even more accurate and detailed, with even trivial details available.

When a character uses this power to look into the future, the GM must make an honest effort to correctly represent what will happen: if the characters get a 75% result, the GM must attempt to predict what he thinks will happen and what the outcome will be. Of course, the future is fluid, so things are always subject to change. Farseeing is a great mechanic to reveal enought to tantalize the players without ruining the story.