Force Powers

Force Walk

Control/Sense/Alter

Source: Galaxy Guide 16 The Old Republic

Difficulties
ControlVery Difficult.
SenseDifficult.
AlterDifficult.
Details
Time to UseTen minutes.
PrerequisitesAccelerate another's healing, accelerate healing, affect mind, control another's pain, control mind, control pain, dim another's senses, drain life essence, enhance attribute, farseeing, feed on dark side, hibernation trance, injure/kill, life detection, life sense, magnify senses, projective telepathy, receptive telepathy, sense Force, Sith sorcery, telekinesis, transfer Force.
Effect
This application of Sith sorcery allows a Sith to bind the restless spirits of deceased Sith to himself, allowing the user to draw upon the bound spirits' power and channeling it to increase his or her own power. In game terms, every time the user successfully uses this power to bind a spirit, the user gains the Force points possessed by the spirit. In addition, the user can spend a Force point to draw on the power of the bound spirits. When this occurs, the user adds one half of the accumulated die codes assigned to the Force skills of the bound spirits to his or her own Force skills. This boost lasts for one round. However, there are dangerous side effects to this power. Spirits do not like being bound to the user by this power, so they will fight to free themselves by inflicting harm on the user's body and attempting to drive the user insane. Once a day, the user must make a willpower and stamina roll to stave off the detrimental effects of the spirits' influence. The difficulty depends on the number of spirits bound to the user by this power. For every spirit after the fourth, add +5 to the difficulties. Should the user fail to make the willpower roll, the user's willpower drops by 1D. Once the willpower drops to 0D, the user suffers an incurable sanity. Should the user fail to make the stamina roll, the user's stamina drops by 1D. Once the stamina drops to the Strength die code, the user's health is at risk. On subsequent failed rolls, the user's health status becomes fixed at wounded, wounded twice, and mortally wounded. If the user fails the next roll while the health status is mortally wounded, the user dies, and the bound spirits are freed. The physical detriment can be undone by a combination of bacta or kolto immersion and using the Force to heal himself or herself. Anyone who uses this power to bind a Sith spirit gains a Dark Side Point. Whenever anyone draws on the power of the bound Sith spirit(s) to boost his or her own power, he or she gains a Dark Side Point.