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Section of Site: The Force D20Belongs to Faction: Subtype: Jedi PowersEra: ImperialCanon: No




Gumption

To have gumption is to have the ability to, or to have initiative. For
this Force-skill, the character has the ability to change the initiative
order for the remaining rounds. Gumption is an Alter, Control skill for
D6, and an Alter skill for D20.

Gumption (Wis)

Trained Only; You must have the Force-Sensitive and Alter feats.

Check: This full-round action has a Base Dificulty of 30, plus how many people
are invovled in the round or the oposition roll could also be a Will Saving Throw,
as the GM desires.

This skill allows the player to change the initiative when it comes to his/her
turn for any strategic reason s/he desires. After this skill is used, it is the
next character's turn who is in the place after the skill user's place was/is.
For example, if Jekk uses this skill, being 5th in iniative, the next turn
would go to the person in 6th place of the NEW initiative order. The number of
people you can move is determined by the degree of success. If you match the
difficulty number, you may move one person, and for any number higher than the
difficulty, you may move another person.

Note, that you don't switch places, you just are put in a spot and bump everyone
back, unless you move back, in which case, those that were behind you and now in
front of you go up one place. For example, Jekk is in 3rd place.  If he moves
himself up to second, then 2nd place goes down to 3rd. If he were to go back to
5th, then 4th and 5th place would both go up a place, making them now 3rd and
4th place respectively.

Vitality: This skill costs 4 Vitality Points for the changing of order, and for
the number of rounds that new order is used.

Retry: For every Retry, you lose 2 Vitality Points. Also, you must add 2 to the
difficulty.


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