Force Sense
Force Sense gives one vague feelings in the Force. For example, when Obi-Wan senses the destruction of Alderaan.
It also permits one to detect lifeforms in the Force nearby, though this has to be used actively and under the duress of focused concentration. Though to determine a precise location, number, or nature of individuals with this ability changes depending on one's skill.
This particular facet does not work on droids nor Void Beings, though the latter can be circumvented by a skilled or familiar adept who can instead sense the negative impression left.
It can be used in combat, though at lower levels, this is something that would require focused concentration. As such, it can be used to gain vague feelings of impending danger, but it is not as reactionary or reliable as Farsight.
At higher levels, it can be used much more passively.
Thus, when used in a combat capacity to gain vague feelings of danger, it can be used against droids or Void Beings.
Force Sight
Force Sight allows blind people to see the world around them.
Furthermore, it allows one to generally enhance their eyesight, like seeing in darkness or through walls.
Essentially, it substitutes the user's own optical vision with that of the Force.
Precognition
Precognition is the ability to see things that will happen in the future, or receive visions as to the future's possibilities.
Through the Force, one is able to predict and see the future while in a state of calm, meditation, or non-combat. This ability CANNOT be used in combat.
Say, for example, a Force User is in front of three doors.
They could focus on Precognition and see what will happen if they go through each door, or the future in relation to doors; thus allowing them to avoid danger.
It is similar to Force Sense in some regards, but produces clarity of much higher detail.
It should also be noted that Force-based Precognition can often be vague, leaving a lot of it up to misinterpretation.
Farsight
Farsight, with the realm of RP mechanics, is mostly a combat-related ability that allows one to receive warnings to their immediate person (or others around them).
Given the way all creatures exist within the Force, the ability of Farsight is heavily linked to the Force providing insight into the intent of others. As such, the ability can be fooled by equal or higher levels in Deception.
The ability also does not work on droids or Void Beings.
As such, it is used to get general ideas of what your opponent is going to do, and if something may affect the battle (a hidden sniper shot for example, that the user can then block).
It is not a direct image however, more the Force telling you like "Hey, something is up with this!" or "Quick, you need to block the danger to your right!"
You won't know what is coming, just that something is coming.
This ability must be used actively, though it does not require active concentration from the level of Proficient onwards.
Once one reaches the level of Extreme Mastery, one can theoretically make it passive due to the negligible energy drain by keeping it active at all times, similar to that of a toggle.
This ability loses effectiveness when the user loses their general concentration/focus, i.e. at times of high panic/emotion/confusion/etc.
Advanced Farsight
Advanced Farsight, developed by Varman Ashrani, is similar to Farsight in most aspects, especially being grounded in the intent of others. However, it comes with two key distinctions:
It can be used passively from Proficient onwards.
It provides a greater level of detail, for example, as opposed to "You need to block the danger to your right", it instead will tell you "An attack is coming to your right, fired from a Disruptor, aimed at your hip."
As such, it can be used to edit one's own actions ex post facto of one's opponent making theirs, but prior to the DM producing their total conclusion statement.
For example, you make an action in which you use Force Lightning on your opponent.
Then, they have an action which perhaps dodges the lightning and uses Force Speed to take your head off with a dash attack.
As an Advanced Farsight player, you could then choose to adjust the trajectory of your lightning to also encompass the direction of their dash at the right time, or pre-emptively ignite your lightsaber to block said dash attack.
Essentially, it gives you the ability to perfectly tailor your action to counter the action of the opponent, though this must occur before the DM gives their summary message detailing what occurred and if you were successful, etc.
Similar to Farsight, this ability:
Can be fooled by equal or higher levels of Deception
Cannot be used against droids or Void Beings
This ability loses effectiveness when the user loses their general concentration/focus, i.e. at times of high panic/emotion/confusion/etc.
Advanced Farsight works as such at the following levels:
Begun Training
The ability can be used once for every 6 actions by an opponent (not a singular opponent, any opponent who is having Advanced Farsight levied against them)
Skilled
The ability can be used once for every 5 actions by an opponent (not a singular opponent, any opponent who is having Advanced Farsight levied against them)
Proficient
The ability can be used once for every 4 actions by an opponent (not a singular opponent, any opponent who is having Advanced Farsight levied against them)
Highly Proficient
The ability can be used once for every 3 actions by an opponent (not a singular opponent, any opponent who is having Advanced Farsight levied against them)
Mastery
The ability can be used once for every 2 actions by an opponent (not a singular opponent, any opponent who is having Advanced Farsight levied against them)
Extreme Mastery
The ability can be used once for every 2 actions by an opponent (not a singular opponent, any opponent who is having Advanced Farsight levied against them)
The Mastery
The ability can be used as much as the user wants with impunity.
Battle Precognition
Battle Precognition is a mixture of Precognition and Advanced Farsight.
Mechanically, it is very similar to Advanced Farsight, but as opposed to insight into an opponent's intent, it gives the user direct providence from the Force regarding the future.
As such, this ability cannot be fooled by Deception, and it applies to droids and Void Beings.
It is not passive until the level of Highly Proficient.
Whereas with Advanced Farsight, one edits their action ex post facto of the action of the opponent, Battle Precognition's edit instead occurs after that of the DM's summary message, meaning any and all unexpected/unforeseen obstacles under the mandate of the Dungeon Master can be countered by a player with Battle Precognition.
For example, your opponent makes a sneak attack upon you with a higher level of Deception.
You are able to make a counter action given your Battle Precognition.
Now, when the DM makes their summary action, it turns out your opponent completely missed on accident, and has hit an oil tank that will now explode. Under the mechanics of Farsight, this would not be possible to predict and you would be left barely stumbling yourself into a counter.
Instead, with Battle Precognition, you can edit your action to accommodate that unexpected event. You could stop the bolt before it hits the tank, move yourself away before the explosion even occurs, put a barrier around the explosion preemptively, etc.
The DM would then have to edit their Summary Action to accommodate your changed action.
However, there are some key points to be noted here:
For one, Battle Precognition is limited to the user's foundational senses and can only be interpreted as such.
Say Tallisibeth Enwandung-Esterhazy's ally has a heart attack in the middle of battle. She would be able to use Battle Precognition to see this person fall over, but she would not be able to determine as to why, unless she has knowledge of the precise physical signs that occur when one has a heart attack.
The vision is limited by the senses she would have had if that future occurred
Another is that one cannot "double dip" into changing their actions. The future they change may result in an outcome they cannot perceive. Take our oil tanker example as a case study.
Say the Battle Precognition user redirects the bolt using the Force, but this ends up sending it into the back of their ally accidentally.
This act of friendly fire would NOT be able to be detected by Battle Precognition, as it is the result of their own action that was made changing the future that was shown to them.
This does not mean one cannot see the future of their own actions. But, Battle Precogntion cannot be used for things that occur due to their intervention from the information Battle Precognition provides them with.
There is an important distinction to be made here.
If you attack someone and use your Battle Precognition to hit them where you know they are planning on dodging, as opposed to where you would have originally attacked, this will probably hit that person.
Then it won't become an endless "I change my attack" "But then I change my dodge". Obviously, exceptions can be made if your opponent is ridiculously faster than you and thus has the reaction times to make all your attacks look like they're coming in slow-motion (this would also fall under the "you can only detect the future of things you would be able to sense normally" thing anyway.)
But just because you can't "double dip" does not give your opponents an unlimited mandate to endlessly react to your actions while you get locked out of using Battle Precognition for any subsequent response they make.
And similarly to Advanced Farsight, this ability is disrupted by the user being unfocused/agitated/etc.
Like other abilities, there are high energy demands to the ability until Extreme Mastery.
Battle Precognition works as such at the following levels:
Begun Training
The ability can be used once for every five DM summary messages (though note, given the ability is active, you must activate Battle Precognition before seeing the DM summary message)
This ability cannot be used out of combat at this level.
Skilled
The ability can be used once for every five DM summary messages (though note, given the ability is active, you must activate Battle Precognition before seeing the DM summary message)
This ability cannot be used out of combat at this level.
Proficient
The ability can be used once for every four DM summary messages (though note, given the ability is active, you must activate Battle Precognition before seeing the DM summary message)
Highly Proficient
The ability can be used once for every four DM summary messages (given the ability is now passive, this automatically occurs upon the first DM summary message, then the fourth, then the seventh, etc)
Out of combat, this ability can be used to see three seconds into the future at this level.
Mastery
The ability can be used once for every three DM summary messages (given the ability is now passive, this automatically occurs upon the first DM summary message, then the third, then the fifth, etc)
Out of combat, this ability can be used to see five seconds into the future at this level.
Extreme Mastery
The ability can be used once for every two DM summary messages (given the ability is now passive, this automatically occurs upon the first DM summary message, then the third, then the fifth, etc)
Out of combat, this ability can be used to see ten seconds into the future at this level.
The Mastery
The ability can be used as much as the user wants with impunity.
Out of combat, this ability can be used to see thirty seconds into the future at this level.