Help my character realize he is force sensitive.

By Satchmo72, in Star Wars: Edge of the Empire RPG

First, I play a ex slave bounty hunter who has bought into the force tree. We are currently playing it as if my character simply believes he is that good at what he does and has no idea that the force is effecting his life. Before I can buy into the next force tree in AoR I need to tell the story of how my character discovers he is force sensitive.

We are currently on Tatooine working to infiltrate a para military organization to retrieve an explosive McGuffin that we can use to cause havoc among the imperials. We found a jedi/sith holocron that I effected with the force unknowingly. Also I have limited myself to the sense ability until my character can begin recognizing his potential.

Thanks

Dreams/ nightmares could always work. Something that gives you a heads up on a situation.

Buy into Move, and, in a situation in which you absolutely need to use it, call upon your powers "instinctively."

TBS and the Revanchist both have good ideas. My Doctor is in a similar boat. The GM for that game has provided us with locked data crystals given to us by a Jedi that sacrificed himself so that we could get away. He was a seer so he had them locked down and on a timer (we call them our "plot crystals"). The GM has also fed us old Jedi manuscripts and manuals that my player has been pouring over. He has tried to mimic the lessons within them but he kept failing*. So the Doc doesn't know about his abilities.

I recommend talking to your GM. If one of my players came to me with your predicament, you can bet I would have some wheels turning. If I was the GM I would do something like Revachist7 suggested, perhaps at the climax of the next session do a little GM fiat and let the force awaken within the PC.

Luke didn't know about his own abilities until someone else awoken it within him. This idea would also require the GM to play an active roll by introducing an NPC that would have knowledge of the force and how to teach it to others.

* I kept rolling Dark Side pips that I didn't want to convert over to light side because that felt like I would have to "actively" call on the dark side and the character doesn't know he can even use the Force.

Edited by kaosoe

* I kept rolling Dark Side pips that I didn't want to convert over to light side because that felt like I would have to "actively" call on the dark side and the character doesn't know he can even use the Force.

The Dark Side can certainly be called upon instinctively - many of the emotions tied to it are among the most base elements of the human psyche.

An Emperor's Hand sensed your Force potential and is stalking you for recruitment or capture.

An Emperor's Hand sensed your Force potential and is stalking you for recruitment or capture.

Or an insane Fallen Jedi is following you, believing that you MUST become his apprentice (even if you don't want to).

* I kept rolling Dark Side pips that I didn't want to convert over to light side because that felt like I would have to "actively" call on the dark side and the character doesn't know he can even use the Force.

The Dark Side can certainly be called upon instinctively - many of the emotions tied to it are among the most base elements of the human psyche.

Not to derail this thread, but I would like to add that you have a point. Right now my character has done some shady things (legally speaking), but I don't ever feel like has ever compromise his morals, so I don't think drawing on the dark side would be instinctual for him.

Thanks for all the input. When I talked to my GM about it he said that it was part of my story and wanted me to spearhead it (this is a good thing). I like the ideas about having someone stalking me. It would work well with the back story of another character in the group who is fleeing his life as a force sensitive that was in training with the Empire.

If anyone has more suggestions I would love to hear more.

I think the problem with the idea of using move intuitively is that you can always rationalize it away. We rationalize a great many things in our lives and I doubt it was any different a long time ago.

Have a dream, be it a peaceful or a nightmare, you are using the force and moving things in your fream. You wake up and small objects in the room are floating, when this startles you all objects drop! Dun-Dun-DUUUUNN!!!

A lot of good suggestions here. Mine would be to introduce a short-lived force sensitive character in hiding. Someone who can take the player aside and say, "I know what you can do, and I can do it, too. Just make sure you keep it a secret." Have this character start to explain the nature of the Force, or perhaps just be someone old enough to remember the era of the Jedi, but before the scenario ends they either A) flee the area/planet, giving the player a quest to track them down and learn more, or B) die, leaving the player with a basic understanding of their potential but no specific route to advance their powers.

Side note: I like how you're choosing to play your FS character. My group has a Smuggler with Sense who just thinks he's really lucky, and a Politico with points in Influence who believes he's just naturally persuasive. Neither of them have any clue what the Force is yet, or even that someone else in the group can use it too.

I don't usually recommend stuff from eu/legends but you could always introduce Vooma who was a Jedi who didn't die during Order 66 but due to the events went a little crazy. Or u could have ur player have a brush with Darth Krayt as at this time he is still a tusken raider (though disgraced). Finally there are those who sense Jedi that may be working for the Empire. Legends has a device that can detect a force user so that could be it too. You go through a checkpoint and set off a device no one has used in years. Maybe ur group steals it to figure out what it does to be set off. You could also have a brush with mot necessarily a force sensitive but a repurposed droid from the Jedi temple that recognizes characteristics. That way you could have a teacher that couldn't teach (and possibly outshine the group) but could help guide the player.