Neutral Powers

Offensive Neutral Powers

Battle Strike (Unchanged)
You use the Force to enhance your battle prowess. Time: Swift Action. Target: You.
Make a Use the Force Check. The result of the check determines the effect, if any:
DC 15: Gain a +1 Force bonus on your next attack roll made before the next of your next turn and deal an additional 1d6 points of damage if the attack hits.
DC 20: As DC 15, except you deal an additional 2d6 points of damage.
DC 25: As DC 20, except you deal an additional 3d6 points of damage.
Force: You can spend a Force Point to deal an additional 2d6 points of damage on your next attack.
Improved Battle Strike [Force Technique] (Revised)
You may activate battle strike as a free action, and you increase the Force bonus to your next attack roll to +2. You may spend a Destiny Point to have Battle Strike’s bonus last until the end of your next turn.

Force Slam [Telekinetic] (Revised)
You pound one or more creatures with the Force. Time: Standard Action. Target: All targets within a 6-square cone and within line of sight.
Make a Use the Force Check. If the result equals or exceeds the target’s Fortitude Defense, the target takes 1d6 Force damage and is knocked prone. If the result is less than the target’s Fortitude Defense, the target instead takes half damage and is not knocked prone.
DC 20: The Force damage increases to 2d6.
DC 25: As DC 20, except Force damage increases to 3d6.
DC 30: As DC 20, except Force damage increases to 4d6.
DC 35: As DC 20, except Force damage increases to 5d6.
Force: You can spend a Force Point to increase the Force damage of the power by 2d6.
Improved Force Slam [Force Technique] (Revised)
When you spend a Force Point to activate Force slam, targets knocked prone by the power cannot stand up on their next turn, and you may choose to create difficult terrain in the power’s area of effect. You may move normally in difficult terrain created by your Force slam power.

You may spend a Destiny Point to ignore a target’s size bonus to its Fortitude Defense against your Force slam.

Force Thrust [Telekinetic] (Revised)
You use the Force to push a target in the direction of your choice. Time: Standard Action. Target: One creature within 12 squares and in your line of sight.
Make a Use the Force Check. If the result equals or exceeds the target’s Fortitude Defense, the target is pushed 1 square and takes 1d4 points of damage if this would cause it to move into a larger object. This movement must be in a straight line, and does not provoke attacks of opportunity.
DC 20: The target is instead pushed 2 squares and the damage increases to 2d4.
DC 25: As DC 20, except the target is pushed 3 squares and the damage increases to 3d4.
DC 30: As DC 20, except the target is pushed 4 squares and the damage increases to 4d4.
Force: You can spend a Force Point to apply a -5 penalty to the target’s Fortitude Defense against this power, and on a success, you push the target two additional squares and inflict an extra 2d4 points of damage if you move the target into a larger object.
Improved Force Thrust [Force Technique] (Revised)
You may use Force Thrust as a move action. If your Use the Force check with Force thrust exceeds the target’s Fortitude Defense by 10 or more, the target is also knocked prone.

Force Whirlwind [Telekinetic] (Revised)
You call upon the Force to surround an enemy in a swirling vortex of Force energy. The whirlwind lifts them about a half meter off of the ground, spinning them in the air and buffeting them with Force energy. Time: Standard action Target: One creature within 12 squares and within line of sight
Make a Use the Force Check. If the check equals or exceeds the target’s Fortitude Defense, the target is captured within the whirlwind and immobilized until the beginning of your next turn. Any attack rolls or skill checks the target attempts while within the whirlwind are at a -5 penalty. The target falls prone when the effect ends. The target also sustains 1d6 Force damage at the end of your turn.
DC 20: The Force damage increases to 2d6.
DC 25: As DC 15, except the Force damage increases to 3d6.
DC 30: As DC 15, except the Force damage increases to 4d6.
Force: You can spend a Force point to increase the penalty to the target’s attack rolls and skill checks to -10.
Maintain: You can maintain Force whirlwind from round to round, extending the normal duration. Maintaining the Force whirlwind power is a move action, and you must make a new Use the Force check each round. If you take damage while maintaining a Force whirlwind , you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the power.
Special: If a target within a Force whirlwind is attacked or otherwise damaged or moved down the condition track by you or one of your allies, the effects of Force whirlwind end immediately.
Improved Force Whirlwind [Force Technique] (Revised)
You reduce the DC to maintain Force whirlwind by 5. When you spend a Force point to activate Force whirlwind, you may choose to also affect enemies adjacent to your target.

Ionize (Revised)
You call upon the Force to overload electronic systems and droids, damaging or even destroying the unit. Time: Standard Action. Target: One target within 6 squares and within line of sight.
Make a Use the Force Check. If the check result equals or exceeds the target’s Fortitude Defense, the target takes damage as determined by the results of your Use the Force check:
DC 15: The target takes 4d6 points of ion damage.
DC 20: As DC 15, except the ion damage increases to 5d6.
DC 25: As DC 20, except the ion damage increases to 6d6.
DC 30: As DC 25, except the ion damage increases to 7d6.
Force: You can spend a Force Point to increase the ion damage dealt by this force power by 2d6.
Improved Ionize (Revised)
When you spend a Force Point to activate Ionize, you may choose to affect all droids within a 6-square cone.

If you ever reduce a droid to -5 on the condition track when using Ionize, you may spend a Destiny Point to override its systems. Doing so fully heals the droid’s hit points and moves it +5 steps up along the condition track. Until the end of the encounter, the droid will fight by your side. When the encounter ends, the droid deactivates and is permanently destroyed.

Repulse [Telekinetic] (Revised)
You use the Force to clear an area around yourself. Time: Standard Action. Target: All other adjacent targets.
Make a Use the Force Check. If the result equals or exceeds the target’s Fortitude Defense, the target is pushed 1 square and takes 1d4 points of damage damage if this would cause it to move into a larger object. This movement must be in a straight line directly away from you, and does not provoke attacks of opportunity.
DC 20: The target is instead pushed 2 squares and receives 2d4 points of damage for moving into a larger object.
DC 25: As DC 20, except the target is pushed 3 squares and the damage increases to 3d4.
DC 30: As DC 20, except the target is pushed 4 squares and the damage increases to 4d4.
Force: You can spend a Force Point to apply a -5 penalty to the target’s Fortitude Defense against this power, and on a success, you push the target two additional squares and inflict an extra 2d4 points of damage if you move the target into a larger object.
Improved Repulse [Force Technique] (Revised)
When you use repulse, you may instead affect targets within a 6-square cone. When activating repulse, you may spend a Destiny Point to instead affect all enemies within 6 squares of you.

True Shot (New)
You use the Force to guide your aim. Time: Swift Action. Target: You.
Make a Use the Force Check. The result of the check determines the effect, if any:
DC 15: Until the end of your next turn, you gain a +1 Force bonus on your next ranged attack roll, and you ignore cover, concealment, and penalties due to range.
DC 20: As DC 15, except the Force bonus increases to +2
DC 25: As DC 15, except the Force bonus increases to +3
DC 30: As DC 15, except the Force bonus increases to +4
Force: You may spend a Force Point to have true shot apply to the next two ranged attack rolls until the end of your next turn.
Improved True Shot [Force Technique] (New)
You may activate true shot as a free action. When you spend a Force Point to activate true shot, you may apply true shot to all of your ranged attacks until the end of your next turn.

Defensive Neutral Powers

Blind [Telekinetic] (Unchanged)
You hurl dirt, dust, and debris at your foe, affecting its perception Time: Swift Action. Target: One creature within 12 squares of you and in your line of sight.
Make a Use the Force Check. If the result equals or exceeds the target’s Reflex Defense, the target is considered flat-footed, and all other creatures have concealment from your target until the start of your next turn. Creatures that do not rely on vision to perceive are immune to this effect.
Special: You can spend a Force Point to use this power as a free action instead of a swift action.
Blind [Force Technique] (Revised)
If your Use the Force check with blind exceeds the target’s Reflex Defense by 10 or more, all other creatures have total concealment from your target until the start of your next turn.

When you spend a Force Point to activate blind, you may choose to have blind affect all creatures within a 6-square cone.

Crucitorn (Revised)
You ignore the debillitating effects of physical pain and focus despite great physical trauma. Time: Reaction (to receiving damage). Target: You.
Make a Use the Force Check. The result of the check determines the effect, if any:
DC 15: You gain a +5 Force bonus to your damage threshold against the damage you received.
DC 20: As DC 15, except the Force bonus increases to +10.
DC 25: As DC 20, except the Force bonus increases to +15.
DC 30: As DC 25, except the Force bonus increases to +20.
Force: You can spend a Force Point to increase the Force bonus to your damage threshold by +5, and you benefit from this bonus until the end of your next turn.
Improved Crucitorn [Force Technique] (Revised)
When you activate crucitorn, you also gain a number of bonus hit points equal to the power’s Force bonus to your damage threshold. These bonus hit points do not stack, and are lost at the end of the encounter.

Energy Resistance (Unchanged)
You use the Force to protect you from damage caused by energy, sonic, fire, cold, and electrical sources. Time: Standard Action. Target: You.
Make a Use the Force Check. The result of the check determines the effect, if any:
DC 15: You gain DR 5 against energy damage until the beginning of your next turn.
DC 20: As DC 20, except DR increases to 10.
DC 25: As DC 20, except DR increases to 15.
DC 30: As DC 20, except DR increases to 20.
Force: You can spend a Force Point to activate energy resistance as a swift action instead of a standard action.
Maintain: You can maintain energy resistance from round to round , extending the normal duration. Maintaining the energy resistance power is a swift action. If you take damage while maintaining energy resistance, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the power.
Improved Energy Resistance [Force Technique] (Revised)
You reduce the DC to maintain energy resistance by 5. In addition, when you activate energy resistance, you can choose to have it affect one of your allies within 6 squares instead of you.

Force Disarm [Telekinetic] (Revised)
You disarm an opponent by using the Force to pull the weapon from his grasp. Time: Standard Action. Target: One creature or droid within 12 squares and in your line of sight.
Make a Use the Force Check. If the result equals or exceeds the target’s Reflex Defense, you disarm the target of one held item and pull it up to six squares in a straight line towards you. If you have a hand free, you may have the item fly into your hand.
Force: You can spend a Force Point to instead affect all creatures in a 6-square cone.
Improved Force Disarm [Force Technique] (Revised)
When you spend a Force Point to activate Force disarm, you can instead affect all enemies within a 12-square cone, and you do not expend the use of Force disarm if you fail to affect all of the targets with it. Alternatively, you can spend a Destiny Point to affect all enemies in sight.

Force Grip [Telekinetic] (Revised)
You subdue a target by telekinetically gripping it with the Force. Time: Standard Action. Target: One target within 12 squares and within line of sight.
Make a Use the Force Check. If the check result equals or exceeds the target’s Fortitude Defense, the target is flat-footed and Immobilized until the end of your next turn
Maintain: You may maintain your concentration on the targeted creature to continue the effects of your Force grip from round to round. Maintaining the Force grip power is a move action, and you must make a new Use the Force check each round. If you suffer damage while maintaining a Force grip, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating.
Force: You may spend a Force Point to maintain this power as a swift action each round.
Improved Force Grip [Telekinetic] (Revised)
You reduce the DC to maintain Force grip by 5, and creatures affected by your Force grip are also Weakened for the duration.

Force Shield (Unchanged)
You use the Force to create a mobile bubble of telekinetic energy around yourself, protecting you from harm. Time: Reaction. Target: You.
Make a Use the Force Check. The result of the check determines the effect, if any:
DC 15: You gain a Shield Rating (SR) of 5 until the beginning of your next turn. Unlike other shields, this shield is made of pure telekinetic force and cannot be recharged by any means.
DC 20: As DC 20, except SR increases to 10.
DC 25: As DC 20, except SR increases to 15.
DC 30: As DC 20, except SR increases to 20.
Force: You can spend a Force Point to increase the power’s SR by 5.
Maintain: You can maintain your concentration on a Force shield to continue to gain the benefit of the power’s SR from round to round, extending the normal duration. Maintaining the Force shield power is a standard action. If the power’s SR is ever reduced to 0, the power’s effect ends.
Improved Force Shield [Force Technique] (Unchanged)
When you use the Force shield power, you can spend a Force Point to expand the radius of the Force shield so that it protects you and all allies adjacent to you.
Alternatively, you can spend a Destiny Point to have the Force shield protect a vehicle you occupy, regardless of the vehicle’s size. If the vehicle already has a Shield Rating, the SR of the vehicle and the SR granted by this power do not stack.

Force Stun [Mind-Affecting] (Revised)
You call upon the Force to overload an enemy’s senses, potentially stunning it. Time: Standard Action. Target: One living creature within 6 squares of you and in your line of sight.
Make a Use the Force Check. If the result equals or exceeds the target’s Will Defense, the target moves -1 step along the condition track, and the target’s Initiative is reduced to 1.
Special: You can spend a Force Point to use this power as a move action instead of a standard action.
Improved Force Stun [Force Technique] (Revised)
If your Use the Force check exceeds the target’s Will Defense by 10 or more, the target moves an additional -1 step along the condition track. You may spend a Destiny Point to instead affect all enemies within a 6-square cone with your Force stun power.

Intercept [Telekinetic] (Revised)
You use the Force to telekinetically hurl a small object in the path of an oncoming projectile, preventing it from striking you or an ally. Time: Reaction Target: One incoming ranged attack against you or an ally within 6 squares.
Make a Use the Force Check. If your Use the Force check equals or exceeds the attack result, you negate the ranged attack.
Special: If you succeed on the Use the Force check against an autofire attack, you receive half damage on a hit, or no damage on a miss.
Force: You may spend a Force Point to gain a +5 bonus on your Use the Force check, and if you fail the check, the ranged attack only deals half damage.
Improved Intercept [Force Technique] (Revised)
After using Intercept, you may create a source of cover in a square within 12 squares of you. This cover lasts until the end of the encounter.

Negate Energy (Unchanged)
You spontaneously negate a single attack that deals energy weapon damage, such as a light saber or blaster. Time: Reaction Target: One attack made against you that deals energy weapon damage.
Make a Use the Force Check. If the result of the check equals or exceeds the damage dealt by the energy weapon, the attack is negated and you take no damage. If your check result is less than the amount of damage dealt, you fail to negate the attack and take damage as normal.
Special: You must be aware of the attack (and not flat-footed) to negate it.
Force: You can spend a Force Point to regain hit points equal to the damage of the negated attack, up to a maximum of your full normal hit points.
Improved Negate [Force Technique] (Revised)
You may use negate energy when you’re flat-footed, but you must still be aware of the attack.

When you spend a Force Point to activate negate energy, you also gain a number of bonus hit points equal to the damage of the negated attack. Bonus hit points do not stack and are lost at the end of the encounter.

Prescience (Revised)
The Force grants you a flash of insight in dealing with your enemies. Time: Swift Action. Target: One enemy within your line of sight.
Make a Use the Force Check. The result of the check determines the effect, if any:
DC 15: Until the end of your next turn, you gain a +1 insight bonus to all defense against attacks or effects originating from the target, as well as a +1 insight bonus on attack rolls made against the target.
DC 20: As DC 15, except the insight bonus increases to +2.
DC 25: As DC 20, except the insight bonus increases to +3.
Force: You may spend a Force Point when you activate this power to affect one additional enemy in your line of sight.
Improved Prescience [Force Technique] (Revised)
When you spend a Force Point to activate prescience, you also add the insight bonus to your skill checks against the target and are never considered flat-footed against the target.

When you activate prescience, you can spend a Destiny Point to have it last for three rounds. During this time, you also receive hints as to what the target will do on its turn.

Rebuke (Revised)
You harmlessly absorb or deflect one Force power used against you, perhaps even turning it against its creator. Time: Reaction (to receiving damage). Target: One Force power directed at you.
Make a Use the Force Check. If your result equals or exceeds the check result of the power directed at you, you harmlessly redirect it and suffer no ill effects.
Force: If your result exceeds the check result of the power directed at you by 5 or more, you can spend a Force Point to turn the Force power against its creator, who suffers the effect based on the creator’s original Use the Force check.
Improved Rebuke [Force Technique] (Revised)
You may also rebuke powers targeting allies within 12 squares and within your line of sight. You no longer need to spend a Force Point to turn a rebuked Force power back against its creator.

Resist Force (Revised)
You use the Force to protect yourself from an enemy’s Force powers. Time: Standard Action. Target: You.
Make a Use the Force Check. The result of the check determines the effect, if any:
DC 15: You gain a +5 Force bonus to one Defense of your choice against Force powers until the end of your next turn.
DC 25: As DC 15, except you may apply the Force bonus to two Defenses of your choice.
DC 35: As DC 15, except you may apply the Force bonus to all of your Defenses.
Maintain: You can maintain resist force from round to round , extending the normal duration. Maintaining the resist force power is a swift action. If you take damage while maintaining resist force, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the power.
Force: You may spend a Force Point to maintain resist force each round as a free action instead of a swift action.
Improved Resist Force[Force Technique] (Revised)
You reduce the DC to maintain resist force by 5. In addition, when you activate resist force, you can choose to have it affect one of your allies within 6 squares instead of you.

Slow [Telekinetic] (Revised)
The Force enables you to slow your targets by weighing them down, making it difficult for them to move Time: Swift Action. Target: One target within 6 squares of you and in your line of sight.
Make a Use the Force Check. If the result equals or exceeds the target’s Fortitude Defense, the target suffers a -2 penalty to its Reflex Defense and treats all squares as difficult terrain until the end of your next turn.
Force: You can spend a Force Point when activating slow to cause the target to be immobilized until the end of your next turn.
Improved Slow [Force Technique] (New)
When you spend a Force Point to activate slow, the target can only take a single standard, move, or swift action on its next turn.

In addition, you may spend a Destiny Point to affect all enemies within 12 squares and in your line of sight with slow.

Stagger [Telekinetic] (Revised)
You give the target a nudge with the Force at the worst time possible. Time: Reaction. Target: One living creature within 12 squares of you and in your line of sight.
Make a Use the Force Check. If the result equals or exceeds the target’s Fortitude Defense, the target is flat-footed and takes a -5 penalty to Acrobatics checks until the end of your next turn.
Special: You may spend a Force Point to interrupt a target’s movement with stagger at a +5 bonus to your Use the Force check. If your check is successful, the target immediately ends its movement and is knocked prone.
Improved Stagger [Force Technique] (Revised)
Targets you stagger also suffer a -2 penalty to attack rolls. When you knock a target prone with stagger, it provokes an attack of opportunity from all adjacent creatures.

Utility Neutral Powers

Breath Control (New)
You slow your breathing as you use the Force to control your body and improve your concentration. Time: Swift Action. Target: You.
Make a Use the Force Check. The result of the check determines the effect, if any:
DC 15: You gain a +5 Force bonus to Endurance checks and to your Fortitude Defense against poisons and disease until the end of your next turn.
DC 20: You ignore the effects of Disorientation and Weakness until the end of your next turn.
DC 25: You ignore penalties due to your condition track until the end of your next turn.
Maintain: You can maintain breath control from round to round, extending the normal duration. Maintaining the breath control power is a swift action. If you take damage while maintaining breath control, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the power.
Force: When activating breath control, you may spend a Force Point to maintain the power as a free action each round instead of a swift action.
Improved Breath Control [Force Technique] (New)
While under the effects of breath control, you increase your damage threshold by +5 and you gain a +5 bonus to Use the Force checks to continue maintaining powers after receiving damage.

Farseeing (Unchanged)
You gain a vague, momentary impression of events happening around a particular being in some distant place Time: Full-round Action. Target: One creature you know or have met before.
Make a Use the Force Check. If your check result is less than the target’s Will Defense, you gain no information (including whether the target is alive or dead) and cannot use this Force power against the same target for 24 hours. If your check result equals or exceeds the target’s Will Defense, you can sense whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it’s currently doing, and any strong emotions it is presently
Special: If you successfully use this Force power, you can spend a Force Point to gain a clear mental image of the target’s surroundings, as well as other creatures and objects within 6 squares of it.
Improved Farseeing [Force Technique] (Revised)
You may spend a Force Point when activating farseeing to instead see visions of the target’s past or future (as determined by the GM). If you possess the Visions Force talent, you do not need to spend a Force Point.

Force Track (Revised)
You peer into the Force for guidance, picking up the trail of your quarry. Time: Swift Action. Target: You.
Make a Use the Force Check. The result of the check determines the effect, if any:
DC 15: You determine the path taken by a specific creature you designate, provided you are within line of sight of the creature’s trail. You can track the creature (as per the Track application of the Survival skill) without needing to make Survival checks for up to 1 hour, provided the creature you are tracking passed through the area within the last minute.
DC 20: As DC 15, except the creature you are tracking need only have passed through the area within the last 10 minutes.
DC 25: As DC 20, except the creature you are tracking need only have passed through the area within the last hour.
DC 30: As DC 25, except the creature you are tracking need only have passed through the area within the last day.
Force: You may spend a Force Point to learn details about the creature you are tracking, such as physical characteristics and if the target is Force Sensitive.
Force Track (Revised)
You can also track starships, vehicles, and droids with your Force track power.

Inertia [Telekinetic] (Revised)
You can use the Force to shift your body’s inertia, allowing you to perform impossible stunts Time: Free Action. Target: You.
Make a Use the Force Check. The result of the check determines the effect, if any:
DC 15: Until the start of your next turn, you can ignore movement penalties associated with difficult terrain.
DC 20: Until the start of your next turn, you gain a +5 Force bonus to Acrobatics checks.
DC 25: Until the start of your next turn, you can move along a wall as though it were the ground, ignoring the normal effects of gravity for the duration of this movement.
Force: You can spend a Force Point to not provoke attacks of opportunity due to movement while under the effects of inertia.

Mind Trick [Mind-Affecting] (Revised)
You use the Force to alter a target’s perceptions or plant a suggestion in its mind. Time: Standard action. Target: One Intelligence 3 or higher creature in your line of sight and within 12 squares of you
Make a Use the Force Check. If the result equals or exceeds the target’s Will Defense, you may choose one of the following effects:
—You create a fleeting hallucination that distracts the target and enables you to use the Stealth skill even if the target is aware of you.
—The target is flat-footed until the end of your next turn.
—You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can’t obviously threaten the target’s life. The target won’t realize later that what he did is unacceptable.
—The target is Confused until it receives damage, or until the end of the encounter.
—You disrupt the target’s concentration, forcing it to succeed on a DC (15 + heroic level) Use the Force check or stop maintaining all powers.
Force: If you are making a suggestion, you may spend a Force Point to improve the target’s attitude by one step, plus one additional step for every 5 points by which your Use the Force check exceeds the target’s Will Defense.
Improved Mind Trick [Force Technique] (Revised)
You may activate mind trick as a move action instead of a standard action.

Move Object (Revised)
You can telekinetically move an object up to 6 squares in any direction using the Force. Time: Standard Action. Target: One inanimate object within 12 squares and within your line of sight.
Make a Use the Force Check. The result of the check determines the maximum size of the object you can lift (see below). You can hurl the object at (or drop it on) another target in range if your Use the Force check exceeds the second target’s Reflex Defense.
DC 15: You can move a Small size object which deals 1d6 points of damage if you hurl it.
DC 20: You can move a Medium size object which deals 2d6 points of damage if you hurl it.
DC 25: You can move a Large size object which deals 4d6 points of damage if you hurl it.
DC 30: You can move a Huge size object which deals 6d6 points of damage if you hurl it.
DC 35: You can move a Gargantuan size object which deals 8d6 points of damage if you hurl it.
Maintain: You may maintain your concentration on the targeted object to continue to move it from round to round. Maintaining the move object power is a standard action, and you must make a new Use the Force check each round. If you suffer damage while maintaining move object, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating. If you deal damage with the move object power, you cease to be able to maintain it.
Force: You can spend a Force Point to maintain Move Object as a move action each round instead of a standard action.

Surge (Revised)
The Force enables you to jump great heights and distances as well as move quickly. Time: Free action. Target: You.
Make a Use the Force Check. The result of the check determines the effect, if any:
DC 10: You gain a +10 Force bonus on Jump checks and your speed increases by 2 squares until the start of your next turn. The Force bonus on Jump checks includes the adjustment for increased speed.
DC 15: As DC 10 except: +20 Force bonus on Jump checks, and speed increases by 4 squares.
DC 20: As DC 10 except: +30 Force bonus on Jump checks, and speed increases by 6 squares.
Force: You can spend a Force Point to increase the power’s Force bonus on Jump checks by 10 and increase your speed by an additional 2 squares.
Special: Using the surge power counts as a running start for determining a Jump DC, and you halve any damage due to falling.
Improved Surge [Force Technique] (Revised)
When you activate surge, you also gain a +2 Force bonus to your Reflex Defense until the start of your next turn. When you spend a Force Point to activate surge, you may also use any and all movement for the round as a part of a jump (no Jump check required).

Obscure [Mind-Affecting] (Unchanged)
You use the Force to cloud an enemy’s mind, making it harder for the enemy to see its target. Time: Reaction. Target: One enemy within 12 squares and in your line of sight that just made an attack roll.
Make a Use the Force Check. If the check result equals or exceeds the target’s Will Defense, the target takes a -5 penalty of the attack roll. If the target misses with the attack, you can choose to make the target reroll the attack against another creature adjacent to it; this attack is also at a -5 penalty.
Special: You may spend a Force point when you activate this power to apply the penalty to all the target’s attack rolls made until the start of its next turn.
Improved Obscure [Force Technique] (Revised)
If you use obscure to cause a target to miss with an attack, you may reroll the attack against another creature within range of the attack; this attack is at a +5 bonus.

If you spent a Force Point to activate obscure, you do not expend the use of obscure if your check fails to equal or exceed the target’s Will Defense.

Neutral Powers

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