Friendship
Control Difficulty: Easy, modified by proximity.
Sense Difficulty: Easy, modified by relationship.
Alter Difficulty: Varies, depending on how much adjustment of the target's attitude is required. Characters with Character Points may roll Willpower, those with Force Points may roll resist mental attack and characters that are Force Sensitive may roll Control and take the higher difficulty.
Table 5.19: Friendship Alter difficulty.
Target Base Reaction | Target New Reaction | ||||||
Very bad | Bad | Poor | Neutral | Good | Very Good | Excellent | |
Awful | 5 | 10 | 15 | 20 | 25 | 30 | 35 |
Very bad | 5 | 10 | 15 | 20 | 25 | 30 | |
Bad | 5 | 10 | 15 | 20 | 25 | ||
Poor | 5 | 10 | 15 | 20 | |||
Neutral | 5 | 10 | 15 |
Required Powers: Life detection, life sense, projective telepathy, receptive telepathy
Effect: This power alters the attitude of a hostile or unfriendly target, changing it to something a bit more amiable. Communication is not necessary, you just use the Force. Once you make the check, compare the Alter roll to the table to find out what the new reaction is. If the roll results in a botch (wild die comes up as a one and the GM determines it is worth it), then the effects of the remaining dice are applied in reverse! So a botched attempt to convert a Neutral character that botched but after removing the wild die and the other highest die totaled a 12, the Neutral character would now have a reaction of Bad.
This power lasts for one hour, or until something happens to change the attitude of the character. If the user leaves the target's immediate vicinity, the target may make an immediate resist mental attack check at 40-[Alter difficulty]+margin of success. If this check succeeds, they immediately shake off the effects of the power. If it fails, they must wait until the power normally wears off.
The Jedi may only make one check per hour per target. If that fails, after one hour, the Jedi may try again, but if that fails, then no check may be made for 24 hours. You cannot use this power multiple times on one target, i.e. to raise from Very Bad to Poor and again from Poor to Good. If two Jedi use the power on the same target, the higher margin of success will win.