Sense Disturbance

Sense Difficulty: Very Easy, Modified by proximity

Effect: This enables a character to sense a disturbance in the Force. This does not give the character specific details, but instead a vague feeling of what has occurred. Any Force-user with the Sense ability may use this power. Sense Disturbance is effectively "up" at all times. When a disturbance happens, the Jedi can take a free Sense roll to sense the disturbance. What effect the disturbance has on the Jedi is up to the GM.

If successful, the GM should secretly inform the player that his character senses a tremor, or a stirring in the Force, tell the player a vague feeling of who or what the disturbance is about, and if it is of the Light or Dark Side.

As a corollary to this, the Jedi can now detect any use of the Force instantaneously. This only allows the Jedi to know that the Force has been used, approximately how far away and in what direction, and whether it was Light or Dark Side use. It does not actually allow the Jedi to know what power was used. The Jedi makes a Sense check against a Heroic difficulty, doubly modified by proximity, but minus the highest difficulty in the power used. For example: A Sith uses transfer life across the planet. The Jedi would need to make a Sense check at 30+2*15-(30+15)=15 where the last term is the heroic+15 difficulty to transfer to an unwilling host. The Jedi would definitely know that an evil power has been used and approximately where. On the other hand, using accelerate healing in the same room would require a Sense check at 30+2*2-10=24, making it almost undetectable.

A Jedi may choose to hide use of the Force by accepting a higher difficulty. This must be declared before using the power, and by how much. For every two points that the Jedi raises the difficulty by, the difficulty to use sense disturbance increases by one. There also are rumors of other ways a Jedi can mask their personal Force and its use.