Force Wizard – Seek Force Power

“Force Wizard” is my series on the Force powers in Fantasy Flight Games’ Star Wars RPG lines. It is primarily aimed at new players/GMs, and more experienced players playing a Force-sensitive character for the first time. I will discuss using each power in play and suggest what upgrades to pick up, and when to buy them. (Be mindful–upgrades that require Force pips are useless if you can’t possibly roll enough pips.) I may also discuss how powers have been used/viewed in Canon and Legends/Expanded Universe sources.

Seek, a Force Rating 1 power, is one of several that gives you two basic options, neither of which can be activated multiple times. For two Force pips, you can locate a being or object regardless of distance. (So no Range upgrades in the tree.) The leftmost Control and the Duration and Magnitude upgrades apply to this literal Seek option.

Alternately, this is the foil to the Misdirect Force power. You can see through any “sensory misdirections,” no matter the source (technology, disguises, etc. as well as the Force), by making a combined Seek and successful Average Vigilance check, and spending 1 Force pip. If it’s a Force illusion, the check is opposed by the creator’s Discipline. The text states it won’t have a “direct effect on spoken or written lies.” So Seek won’t show if the bill of sale for those droids is a forgery or if the trader is lying about being Queen Breha’s agent. Since Influence (“Jedi mind trick”) has a verbal component, I don’t think a combined Seek check would reveal if those droids really are the ones you’re looking for, no matter what the crazy wizard says.

The 4 Magnitude upgrades are multiple activation and only apply to the “find” Seek aspect. For each Force pip spent, you gain a number of details about the target’s location equal to the number of Magnitudes you have. The details can be just about anything, but are totally up to your GM.

Next are the 2 Strength upgrades, which can also be activated more than once. They apply to the anti-illusion aspect of the power, however. Spend 1 pip to end 1 illusion for every Strength instance you have. Be mindful that this only dissipates Force illusions, even though the basic ability allows you to see through other types.

The 15XP Control on the left is a rare one that can be activated multiple times for 1 Force pip each. For each pip spent, the user can track an additional target. The other two Control upgrades require committing Force dice. The upper right 10XP Control upgrades all Perception and Vigilance checks made for as long as 1 Force die is committed. No multiple activations.

At the bottom of the second column is the third Control. The fluff for this upgrade reads like the Legends concept of Shatterpoint. The wielder commits 3 Force dice and all their attacks gain Piercing with a rating of (Cunning + Perception) and it stacks with any Piercing the attack already has. These attacks will probably get through most personal scale Armor/Defense–unless your opponent has invested heavily in Protect/Unleash. While the text doesn’t explicitly say “Shatterpoint” Control can’t be activated more than once, it’s a practical limit, since it’s very unlikely a PC would attain FR6. At 15 XP, I think this one is underpriced.

Seek’s Mastery upgrade also has a little Shatterpoint flavor text. As an action, the wielder makes a Seek power check and spends 3 Force pips to add a Triumph to all combat checks made against one adversary she can perceive, until the encounter ends. One activation only. Mastery is also underpriced, in my opinion.

Duration requires you commit 1 Force die to sense when the target you are tracking moves and the new direction/location you need to go. This can only be done after you successfully activate the basic “Find” option. The Grand Inquisitor might have been using Seek Duration as well as technology when pursuing Kanan and Ezra. He was aware of the Phantom‘s “movement” before being told of the tracking data.

What to buy when? Seek is a good choice for Force sensitives with careers, from any core book, that involve searching for something, or someone. Bounty Hunters, Seekers, Archaeologists, Big Game Hunters, as well as some types of soldiers and even spies. It can also compliment the Misdirect power. If you buy just one upgrade, I vote for the top right Control, to upgrade your Perception and Vigilance.

Unlike some other powers with 2 distinct uses, Seek doesn’t have obvious “paths” for a PC who wants to concentrate on one or the other. So even if you just buy two or three upgrades from the top two tiers, they won’t all apply to the same aspect, the way this tree is set up. This isn’t a bad thing because it expands Seek’s utility. Example: A PC buys Seek, the top Control and Magnitude plus the lefthand Strength (35XP). They can detect illusions and non-verbal frauds; dispel illusions; locate people and things, with details; and upgrade Vigilance and Perception checks. That’s quite a breadth.

If you want to become really good at Force tracking, over time, pick up the left column upgrades through Control to allow tracking multiple targets. You might consider at least one Magnitude and the Duration as well. The left side also gives you some skill at countering Force illusions.

After that, it’s all Nice To Have. The Mastery and bottom Control give you lots of extra combat power but are best bought later, especially Mastery, which requires FR3. But, as with any power, think hard before you purchase a bunch of Seek upgrades, since it will often cost as much as reaching the 25XP talents in a spec.

Seek is the last core book Force power. It’s appropriate to finish those just before the end of the Skywalker Saga in Star Wars. The Force Wizard will be back in 2020 with the remaining powers. Until then, enjoy all your holidays, have a great time watching The Rise of Skywalker, and may the Force be with you always!


Force Wizard Index (Book/s)

Alter (Unlimited Power)
Battle Meditation (F&D)
Bind (F&D, Rise of the Separatists)
Conjure (Unlimited Power)
Ebb/Flow (Disciples of Harmony)
Endure (Knights of Fate)
Enhance (AoR, F&D, Rise of the Separatists)
Farsight (Savage Spirits)
Foresee (AoR, F&D)
Heal/Harm (F&D)
Imbue (Disciples of Harmony)
Influence (EotE, F&D)
Jerserra’s Influence (Ghosts of Dathomir)
Manipulate (Endless Vigil)
Misdirect (F&D)
Move (AoR, EotE, F&D)
Protect / Unleash (F&D) – Part 1 (Intro & Protect) and Part 2 (Unleash)
Seek (F&D)
Sense (EotE, F&D)
Suppress (Keeping the Peace)
Warde’s Foresight (Chronicles of the Gatekeeper)

Special – The Jedi Career

 

 

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Linda Whitson

Contributing Writer & Copy Editor at D20 Radio
Linda Whitson is a long-time RPGer, amateur musician & artist, & an officer in the Rebel Legion Star Wars costuming club. Linda met her husband in an AD&D game and they have 2 teenagers, an anime fangirl daughter and a son who plays on his university's quidditch team. She is the Lead Mod of D20 Radio's forums and Copy Editor for the blog. Linda can be reached at GMLinda@d20radio.com

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