Force Power: Force Comprehension
Control Difficulty: Moderate
Required Powers: Concentration
Time to Use: Five Rounds
Effect: This power allows a Jedi to assimilate, process, and interpret a great quantity of information in a rapidly short period by speeding up the neural processes. A Jedi cannot simply use this power to learn a new subject; the Jedi in question must first possess a basic knowledge and understanding of the topic he is attempting to comprehend.
Before using this power, the player and the GM must determine if the player’s Jedi character possesses the required basic knowledge. If the player has pips associated with a skill associated with the knowledge, the Jedi already possesses basic knowledge. For instance, if the Jedi has pips assigned to his lightsaber or scholar: lightsaber forms skill, the Jedi has the prerequisite knowledge to use this power to learn a new lightsaber form. If the Jedi does not have pips assigned to an associated skill, the player must make a Moderate difficulty roll with the associated attribute. If the roll succeeds, then the character possesses the prerequisite knowledge. If the roll fails, the character should stop attempting to use this power; otherwise, the Jedi will exhaust himself or herself unnecessarily.
A Force-sensitive who has already received training can use this power to learn new powers and/or improve his or her Force skills. However, an untrained Force-sensitive must first receive training before using this power.
In GM terms, if the Jedi succeeds in making the required difficulty roll, the Jedi only needs to spend a fraction of the required Character Points necessary to absorb the knowledge and either gain a new skill or increase a skill by one pip. This applies to regular skills, skill specializations, and advanced skills. Consult the table below to determine the fraction, rounded up; however, one Character Point is the absolute minimum number that must be spent. Equivalently, one day is the minimum number of days necessary to absorb the new knowledge.
Roll ≥ difficulty by: | Fraction of Character Points required: |
0-5 | ½ |
6-10 | 1/3 |
11-15 | ¼ |
16-20 | 1/5 |
21+ | 1/6 |
Game Note: The Jedi must exercise care in using this power, as it has been recorded that acquiring knowledge at an accelerated rate can elicit strong emotions. When a Jedi uses this power, the GM must roll a wild die. On a result be a 1, the Jedi experiences strong emotions. The Jedi must make a control or willpower roll to gain control over the emotions. If the Jedi fails, the GM must assess the situation to determine whether or not the Jedi should receive a Dark Side Point.
There is a chance a Jedi might unconsciously use this power when learning new knowledge. At the time of creation, the GM must roll two wild dice. If both dice yield a one, then the Jedi unconsciously uses this power and thus instantly gains the benefits of this power without making any rolls.