Post by Cain on Aug 2, 2012 12:15:11 GMT -5
Key
Force Power Name
Gray = Neutral
Blue = Light Side Power
Red = Dark Side Power
Type: Type alludes to the stat which powers this particular Force ability. The higher the user's stat is in this area, the more potent the use of the Power will be. In the case of a Power drawing from multiple stats, the user's ability is equal to the lowest of the two stats.
Prerequisite: The minimum value in a Force stat required in order to learn this Power.
Description: A brief description of the Power's effects.
Telekinesis
Type: Alter
Prerequisite: 1 Alter
Description: Manipulate physical objects around the Jedi using the Force. This includes common abilities like Push, Pull, Jump and Grip. As one of the most basic Alter powers, all Force users start with this ability.
Lightsaber Throw
Type: Alter + Lightsaber
Prerequisite: 5 Alter + 5 Lightsaber
Description: The user is able to toss their lightsaber and guide it's path through the air using the Force, sending it spinning like a boomerang at a foe before arcing back to the user.
Force Whirlwind
Type: Alter
Prerequisite: 15 Alter
Description: Creates a spinning vortex of telekinetic energy around a foe capable of tossing them aside or lifting them off the ground, in addition to knocking anyone too close from their feet.
Force Crush
Type: Alter
Prerequisite: 25 Alter
Description: The Force is used to constrict or crush a foe or object. This power includes abilities like Choke and Kill.
Force Repulse
Type: Alter
Prerequisite: 30 Alter
Description: An explosion of telekinetic Force power radiates from the user in all directions.
Projected Fighting
Type: Alter + Strength
Prerequisite: 40 Alter
Description: The user combines telekinesis with their hand to hand fighting, using it as an extension of their physical bodies.
Planet Driver
Type: Alter
Prerequisite: 50 Alter
Description: The Force is brought down like a sledge over top of a foe.
Force Sense
Type: Sense
Prerequisite: 1 Sense
Description: The essential Sense ability, this is the power of a Force user to feel the Force around them, allowing them to acquire basic telepathy, sense the feelings of others and ripples in the Force, as well as perceive danger or the presence of the Dark Side. All Force users start with this ability.
Force Sight
Type: Sense
Prerequisite: 1 Sense
Description: The ability to perceive one's surroundings using only the Force. Some species such as Miraluka will have this Power automatically.
Farsight
Type: Sense
Prerequisite: 10 Sense
Description: As one's senses become attuned, they acquire the ability to gain vague impressions of events in other places or times using the Force. But one must be wary, for the future is always in motion and thus, subject to change...
Psychometry
Type: Sense
Prerequisite: 20 Sense
Description: A specialized use of the Force which allows the user to pick up traces of information about an object simply by touching it. This power allows the user to view events as if they were there, including the sights, sounds, and feelings, both emotional and physical, that the wielder of the object experienced. It is often more effective on personal objects which were used frequently.
Breath Control
Type: Control
Prerequisite: 5 Control
Description: The Force is used to help sustain the body, allowing it to go for long periods of time without oxygen. The duration depends on the user's skill in control, though masters are known to be able to hold their breath for hours or even days.
Hibernation Trance
Type: Control
Prerequisite: 15 Control
Description: The user has the ability to place themselves into a deep meditative state, slowing their metabolism and breathing to a near stand still. While in this trance the user is unmoving, though able to survive on one tenth the air of a normal individual as well surviving anywhere from one week to a month without water depending on the moisture in the user's environment. While using this technique a user might appear to be dead, even to a trained eye.
Force Speed
Type: Control
Prerequisite: 1 Control
Description: The Force augments the user's body and slightly boosts their Speed stat. Upon use, the user gains a 5 point bonus to Speed. Power cannot be stacked. Stat caps do not apply to bonuses gained from Force Speed up to 100.
Knight Speed
Type: Control
Prerequisite: 15 Control
Description: The Force further augments the user's movements, granting a boost to their Speed stat. The user gains a 5 point bonus to Speed, plus 1 additional point for every 5 points the user has in Control. Power cannot be stacked. Stat caps do not apply to bonuses gained from Knight Speed up to 100.
Master Speed
Type: Control
Prerequisite: 30 Control
Description: The Force grants the user Speed beyond that which would naturally be possible, boosting their Speed stat. The user gains a 5 point bonus to Speed for every 10 points the user has in Control. Power cannot be stacked. Stat caps do not apply to bonuses gained from Master Speed up to 100.
Camouflage
Type: Control + Alter
Prerequisite: 20 Control
Description: The user is now able to attempt to conceal their presence in the Force. Camouflage is pitted against the Sense stats of those around them.
Immersion
Type: Control + Alter
Prerequisite: 40 Control
Description: The Force can be used to attempt to blend the user in with his surroundings, making him invisible to other characters as well as concealing his presence in the Force. Immersion is pitted against the Sense stats of those around them.
Force Deflection
Type: Control
Prerequisite: 5 Control
Description: The Force is used to deflect aside energy based attacks without the use of a lightsaber. This can include blasters bolts and lower level Lightning attacks, in which case the user's Control stat would be pitted against the Range or Alter stat of the opponent.
Force Absorb
Type: Control
Prerequisite: 25 Control
Description: Energy from sources such as blaster bolts or lightning can be absorbed by the user and harmlessly dissipated. The user's Control stat will be pitted against the Range or Alter stat of the opponent.
Tutaminis
Type: Control
Prerequisite: 50 Control
Description: Energy from blaster bolts, lightsabers or lightning attacks can be absorbed and utilized for a counter attack. (Absorbing lightsaber energy only blocks the blade, it does not disable it). The Alter stat will be increased by 25% during the turn or turn after Tutaminis is used. Bonus is canceled after an Alter Power is used. Stat caps do not apply to bonuses gained by Tutaminis up to 100. The user's Control stat will be pitted against the Range or Alter stat of the opponent. In the case of lightsabers, the Control stat dictates the length of time with which they can hold off the blade.
Battle Meditation
Type: Sense
Prerequisite: 25 Sense
Description: The Force is used to inspire the user's allies and demoralize his opponents. When activated, the user of Battle Meditation will be immobilized for the duration of the Power's effects. All allies gain 1 point to each of their stats for every 5 points of Sense the user has, while foes suffer a -1 penalty to their stats for every 10 points of Sense the user has. The effects of this Power cannot be stacked. Stat caps do not apply to bonuses gained by Battle Meditation up to 100.
Force Body
Type: Control
Prerequisite: 1 Control
Description: The user taps into their own bodies endurance to draw power for their Force abilities. This power sacrifices 50% of the users total Stamina stat in order to increase their Force stats by 20% each. The cost to the user in Stamina is reduced by 5% for every 10 points the user has in Control. Power cannot be stacked. Stat caps do not apply to bonuses gained from Force Body up to 100.
Crucitorn
Type: Control
Prerequisite: 40 Control
Description: The user taps into the Force to transcend pain and fatigue. For the next 5 turns plus an additional turn for every 10 points of Control the user has, not including the turn which Crucitorn is used, the user will have infinite Stamina, plus a 25% boost to all other stats. After Crucitorn has completed, the user's Stamina will be reduced to 0 for the remainder of the battle. Power cannot be stacked. Stat caps do not apply to bonuses gained from Crucitorn up to 100.
Force Weapon
Type: Alter
Prerequisite: 15 Alter
Description: The user imbues an object with the Force to increase its power. The strength of the item powered up by Force Weapon depends on the Alter stat.
Force Blade
Type: Alter
Prerequisite: 30 Alter + Force Weapon
Description: The Force surrounding a blade after using Force Weapon can be projected at a foe. The effects of Force Weapon wear off after using Force Blade.
Cure
Type: Control
Prerequisite: 1 Control
Description: The Force is used to slowly heal and revitalize the user or one of his allies.
Heal
Type: Control
Prerequisite: 15 Control
Description: The Force is used to slowly heal and revitalize the user and one of his allies, plus one more for every 10 points the user has in Control.
Catharsis
Type: Control
Prerequisite: 30 Control
Description: The Force is used to purge, heal and revitalize the user and one of his allies, plus one more for every 10 points the user has in Control. Those affected are also cured of negative effects caused by Force Powers.
Force Aura
Type: Alter
Prerequisite: 1 Alter
Description: A thin veil of Force energy surrounds the user, slightly boosting his defenses. Offers some protection against non lethal physical blows.
Force Shield
Type: Alter
Prerequisite: 15 Alter
Description: The Force surrounds the user and fortifies his defenses. Guards against non lethal physical blows and offers some protection against melee weapons.
Force Armor
Type: Alter
Prerequisite: 30 Alter
Description: The Force surrounds the user and fortifies his defenses. Blocks most melee weapons and offers some defense against blaster bolts and lightsabers which do not strike a vital area.
Force Stun
Type: Sense
Prerequisite: 10 Sense
Description: The Force is used to disorient the opponent. In order for Force Stun to be successful the user's Sense stat must be double the opponent's.
Malacia
Type: Sense
Prerequisite: 30 Sense
Description: The Force is used to turn a foe's equilibrium against them, creating a powerful sense of dizziness and nausea. In order for Malacia to be successful, the user's Sense stat must be double the opponent's.
Force Valor
Type: Control
Prerequisite: 1 Control
Description: The Light Side is used to fortify and strengthen the user, granting a +3 bonus to all Base stats. Power cannot be stacked. Stat caps do not apply to bonuses gained by Force Valor up to 100.
Knight Valor
Type: Control
Prerequisite: 20 Control
Description: The Light Side is used to fortify and strengthen the user, granting a +3 bonus to all Base stats plus an additional point for every 5 points the user has in Control. Power cannot be stacked. Stat caps do not apply to bonuses gained by Knight Valor up to 100.
Master Valor
Type: Control
Prerequisite: 40 Control
Description: The Light Side is used to fortify and strengthen the user, granting a +5 bonus to all Base stats for every 10 points the user has in Control. Power cannot be stacked. Stat caps do not apply to bonuses gained by Master Valor up to 100.
Stun Droid
Type: Alter
Prerequisite: 10 Alter
Description: A weak jolt of electricity is sent through a droid opponent or machinery, disorienting them or causing them to malfunction. In order for Stun Droid to be successful, the user's Alter stat must be double the Stamina stat of the opponent.
Force Veil
Type: Alter
Prerequisite: 15 Alter
Description: A veil is created in front of the user with the Light side of the Force. This power can absorb energy from the Force or from blaster weapons. Force Veil pits the user's Alter stat against the Alter or Range stat of the opponent. Force Veil will dissipate after taking enough damage, the amount depending on the user and foe's stats.
Force Barrier
Type: Alter
Prerequisite: 30 Alter
Description: A barrier is created in front of the user with the Light side of the Force. This power can absorb energy based attacks and block physical attacks. Force Barrier pits the user's Alter stat against Alter, Range, or Strength stat of the opponent. Force Barrier will shatter after taking enough damage, the amount depending on the user and foe's stats.
Growth
Type: Alter
Prerequisite: 1 Alter
Description: The light side of the Force is used to fuel nearby plant life, causing it to grow gradually. Direction of growth can be controlled by the user.
Life Surge
Type: Alter
Prerequisite: 20 Alter
Description: The light side of the Force is used to accelerate the growth of nearby plant life, causing it to grow rapidly. Direction of growth can be controlled by the user.
Beast Control
Type: Sense
Prerequisite: 5 Sense
Description: The Force is used to calm, dominate and control the mind of an animal or non-sentient being. Once dominated, the beast could be controlled by the user. The more vicious the beast, the greater the skill in Sense required to tame it.
Force Blinding
Type: Alter
Prerequisite: 10 Alter
Description: The Light Side of the force is used to create a blinding flash of energy in the palm of the user's hand which may temporarily blind or disorient an enemy.
Force Meld
Type: Sense
Prerequisite: 20 Sense
Description: A rare technique in the Force in which the user joins his mind to another so that the two may draw strength from one another. All effects from Force powers incurred by the user or the target of Force Meld shall be shared between both. Powers obtained through Force Meld cannot be stacked. Stat caps do not apply for bonuses gained by Force Meld up to 100.
Battle Meld
Type: Sense
Prerequisite: 40 Sense
Description: A rare technique in the Force in which the user joins his mind together with many others so that they may all draw strength from one another. Battle Meld can be used to affect 1 other character plus 1 for every 10 points the user has in Sense. All effects from Force powers incurred by the user or any of the targets of Battle Meld shall be shared between all of them. Powers obtained through Battle Meld cannot be stacked. Stat caps do not apply for bonuses gained by Battle Meld up to 100.
Shock
Type: Alter
Prerequisite: 1 Alter
Description: Attack a foe with a quick jolt of lightning.
Force Lightning
Type: Alter
Prerequisite: 15 Alter
Description: A volley of forking lightning bolts are used to raze an opponent.
Chain Lightning
Type: Alter
Prerequisite: 25 Alter
Description: Powerful arcs of electrical energy are blasted at opponents, jumping between all enemies immediately in front of the user.
Force Storm
Type: Alter
Prerequisite: 40 Alter
Description: A fierce electrical storm is rained down on all surrounding characters, friend and foe.
Fear
Type: Sense
Prerequisite: 10 Sense
Description: A wave of fear and uncertainty wash over an opponent. In order for Fear to be successful, the user's Sense stat must be double the opponent's.
Insanity
Type: Sense
Prerequisite: 30 Sense
Description: A wave of intense fear and confusion wash over all foes around the user. In order for Insanity to be successful, the user's Sense stat must be at least double the opponent's.
Slow
Type: Sense
Prerequisite: 10 Sense
Description: An insidious use of the Force, the Dark Side is used to steadily make an opponent feel dizzy and disoriented. In order for Slow to be successful, the user's Sense stat must be at least double the opponent's.
Plague
Type: Sense
Prerequisite: 40 Sense
Description: An insidious use of the Force, the Dark Side is used to make an opponent feverish, and react as if violently ill. In order for Plague to be successful, the user's Sense stat must be at least 50% greater than the opponent's.
Fury
Type: Control
Prerequisite: 1 Control
Description: The user taps into their anger for additional power. The result is a +5 bonus to Strength. Power cannot be stacked. Stat caps do not apply to bonuses gained from Fury up to 100.
Rage
Type: Control
Prerequisite: 15 Control
Description: The user taps into their anger for additional power. The result is a +5 bonus to Strength, plus an additional point for every 5 points the user has in Control. In addition, the user's Stamina stat is lowered by 10% for each turn Rage is used. Power cannot be stacked. Stat caps do not apply to bonuses gained from Rage up to 100.
Berserk
Type: Control
Prerequisite: 30 Control
Description: The user gives in fully to their anger for additional power. The result is a +5 bonus to Strength, plus and additional 5 points for every 10 points the user has in control. In addition, the user's Stamina stat is lowered by 10% for each turn Berserk is used. Power cannot be stacked. Stat caps do not apply to bonuses gained from Berserk up to 100.
Drain Life
Type: Sense + Alter
Prerequisite: 15 Alter
Description: The Dark side is used to slowly leech the life force from an opponent and used to revitalize the attacker.
Death Field
Type: Sense + Alter
Prerequisite: 30 Alter
Description: The Dark side is used to rip the life force from all opponents surrounding the attacker and then used to revitalize him. If the lower of the user's Sense and Alter stats is double the higher of the opponent's Sense and Alter stats, the user's Stamina doubles while the opponent's is cut in half.
Force Scream
Type: Control
Prerequisite: 1 Control
Description: The user amplifies the sound of their voice with the Force to create a horrible scream which damages all foes in front of the user. Force Scream pits the user's Control stat against the foe's Stamina stat.
Force Bellow
Type: Control
Prerequisite: 25 Control
Description: The user amplifies the sound of their voice with the Force to create a horrible scream that knocks down and damages all foes surrounding the user. Force Bellow pits the user's Control stat against the foe's Stamina stat.
Force Drain
Type: Sense
Prerequisite: 20 Sense
Description: A perversion of Force Meld where the user creates a parasitic bond with a foe, stealing the effects gained by Force Powers from the target for themselves. In order for Force Drain to be successful, the user's Sense stat must be 50% greater than that of the target. Powers obtained through Force Drain cannot be stacked. Stat caps do not apply to bonuses gained by Force Drain up to 100.
Consume
Type: Sense
Prerequisite: 50 Sense
Description: A perversion of the Battle Meld where the user creates a web of parasitic bonds between themselves and up to three others, stealing the effects gained by their Force Powers for themselves. Consume can be used to affect 1 other character plus 1 for every 25 points the user has in Sense. In order for Consume to be successful, the user's Sense stat must be 50% greater than that of the target. Powers obtained through Consume can be stacked. Stat caps do not apply to bonuses gained by Consume up to 100.
Drain Knowledge
Type: Sense
Prerequisite: 20 Sense
Description: The Dark Side of the Force is used to peer into a foe's subconscious and slowly leech away their memories. In order for Drain Knowledge to be successful the user's Sense stat must be double that of the opponent.
Torture by Chagrin
Type: Sense
Prerequisite: 50 Sense
Description: A debilitating telepathic attack that forces the victim to endure horrific mental images, including reliving painful or traumatic past life experiences. In order for Torture by Chagrin to be successful, the user's Sense stat must be double that of the opponent.
Force Power Name
Gray = Neutral
Blue = Light Side Power
Red = Dark Side Power
Type: Type alludes to the stat which powers this particular Force ability. The higher the user's stat is in this area, the more potent the use of the Power will be. In the case of a Power drawing from multiple stats, the user's ability is equal to the lowest of the two stats.
Prerequisite: The minimum value in a Force stat required in order to learn this Power.
Description: A brief description of the Power's effects.
The Force Powers
Telekinesis
Type: Alter
Prerequisite: 1 Alter
Description: Manipulate physical objects around the Jedi using the Force. This includes common abilities like Push, Pull, Jump and Grip. As one of the most basic Alter powers, all Force users start with this ability.
Lightsaber Throw
Type: Alter + Lightsaber
Prerequisite: 5 Alter + 5 Lightsaber
Description: The user is able to toss their lightsaber and guide it's path through the air using the Force, sending it spinning like a boomerang at a foe before arcing back to the user.
Force Whirlwind
Type: Alter
Prerequisite: 15 Alter
Description: Creates a spinning vortex of telekinetic energy around a foe capable of tossing them aside or lifting them off the ground, in addition to knocking anyone too close from their feet.
Force Crush
Type: Alter
Prerequisite: 25 Alter
Description: The Force is used to constrict or crush a foe or object. This power includes abilities like Choke and Kill.
Force Repulse
Type: Alter
Prerequisite: 30 Alter
Description: An explosion of telekinetic Force power radiates from the user in all directions.
Projected Fighting
Type: Alter + Strength
Prerequisite: 40 Alter
Description: The user combines telekinesis with their hand to hand fighting, using it as an extension of their physical bodies.
Planet Driver
Type: Alter
Prerequisite: 50 Alter
Description: The Force is brought down like a sledge over top of a foe.
Force Sense
Type: Sense
Prerequisite: 1 Sense
Description: The essential Sense ability, this is the power of a Force user to feel the Force around them, allowing them to acquire basic telepathy, sense the feelings of others and ripples in the Force, as well as perceive danger or the presence of the Dark Side. All Force users start with this ability.
Force Sight
Type: Sense
Prerequisite: 1 Sense
Description: The ability to perceive one's surroundings using only the Force. Some species such as Miraluka will have this Power automatically.
Farsight
Type: Sense
Prerequisite: 10 Sense
Description: As one's senses become attuned, they acquire the ability to gain vague impressions of events in other places or times using the Force. But one must be wary, for the future is always in motion and thus, subject to change...
Psychometry
Type: Sense
Prerequisite: 20 Sense
Description: A specialized use of the Force which allows the user to pick up traces of information about an object simply by touching it. This power allows the user to view events as if they were there, including the sights, sounds, and feelings, both emotional and physical, that the wielder of the object experienced. It is often more effective on personal objects which were used frequently.
Breath Control
Type: Control
Prerequisite: 5 Control
Description: The Force is used to help sustain the body, allowing it to go for long periods of time without oxygen. The duration depends on the user's skill in control, though masters are known to be able to hold their breath for hours or even days.
Hibernation Trance
Type: Control
Prerequisite: 15 Control
Description: The user has the ability to place themselves into a deep meditative state, slowing their metabolism and breathing to a near stand still. While in this trance the user is unmoving, though able to survive on one tenth the air of a normal individual as well surviving anywhere from one week to a month without water depending on the moisture in the user's environment. While using this technique a user might appear to be dead, even to a trained eye.
Force Speed
Type: Control
Prerequisite: 1 Control
Description: The Force augments the user's body and slightly boosts their Speed stat. Upon use, the user gains a 5 point bonus to Speed. Power cannot be stacked. Stat caps do not apply to bonuses gained from Force Speed up to 100.
Knight Speed
Type: Control
Prerequisite: 15 Control
Description: The Force further augments the user's movements, granting a boost to their Speed stat. The user gains a 5 point bonus to Speed, plus 1 additional point for every 5 points the user has in Control. Power cannot be stacked. Stat caps do not apply to bonuses gained from Knight Speed up to 100.
Master Speed
Type: Control
Prerequisite: 30 Control
Description: The Force grants the user Speed beyond that which would naturally be possible, boosting their Speed stat. The user gains a 5 point bonus to Speed for every 10 points the user has in Control. Power cannot be stacked. Stat caps do not apply to bonuses gained from Master Speed up to 100.
Camouflage
Type: Control + Alter
Prerequisite: 20 Control
Description: The user is now able to attempt to conceal their presence in the Force. Camouflage is pitted against the Sense stats of those around them.
Immersion
Type: Control + Alter
Prerequisite: 40 Control
Description: The Force can be used to attempt to blend the user in with his surroundings, making him invisible to other characters as well as concealing his presence in the Force. Immersion is pitted against the Sense stats of those around them.
Force Deflection
Type: Control
Prerequisite: 5 Control
Description: The Force is used to deflect aside energy based attacks without the use of a lightsaber. This can include blasters bolts and lower level Lightning attacks, in which case the user's Control stat would be pitted against the Range or Alter stat of the opponent.
Force Absorb
Type: Control
Prerequisite: 25 Control
Description: Energy from sources such as blaster bolts or lightning can be absorbed by the user and harmlessly dissipated. The user's Control stat will be pitted against the Range or Alter stat of the opponent.
Tutaminis
Type: Control
Prerequisite: 50 Control
Description: Energy from blaster bolts, lightsabers or lightning attacks can be absorbed and utilized for a counter attack. (Absorbing lightsaber energy only blocks the blade, it does not disable it). The Alter stat will be increased by 25% during the turn or turn after Tutaminis is used. Bonus is canceled after an Alter Power is used. Stat caps do not apply to bonuses gained by Tutaminis up to 100. The user's Control stat will be pitted against the Range or Alter stat of the opponent. In the case of lightsabers, the Control stat dictates the length of time with which they can hold off the blade.
Battle Meditation
Type: Sense
Prerequisite: 25 Sense
Description: The Force is used to inspire the user's allies and demoralize his opponents. When activated, the user of Battle Meditation will be immobilized for the duration of the Power's effects. All allies gain 1 point to each of their stats for every 5 points of Sense the user has, while foes suffer a -1 penalty to their stats for every 10 points of Sense the user has. The effects of this Power cannot be stacked. Stat caps do not apply to bonuses gained by Battle Meditation up to 100.
Force Body
Type: Control
Prerequisite: 1 Control
Description: The user taps into their own bodies endurance to draw power for their Force abilities. This power sacrifices 50% of the users total Stamina stat in order to increase their Force stats by 20% each. The cost to the user in Stamina is reduced by 5% for every 10 points the user has in Control. Power cannot be stacked. Stat caps do not apply to bonuses gained from Force Body up to 100.
Crucitorn
Type: Control
Prerequisite: 40 Control
Description: The user taps into the Force to transcend pain and fatigue. For the next 5 turns plus an additional turn for every 10 points of Control the user has, not including the turn which Crucitorn is used, the user will have infinite Stamina, plus a 25% boost to all other stats. After Crucitorn has completed, the user's Stamina will be reduced to 0 for the remainder of the battle. Power cannot be stacked. Stat caps do not apply to bonuses gained from Crucitorn up to 100.
Force Weapon
Type: Alter
Prerequisite: 15 Alter
Description: The user imbues an object with the Force to increase its power. The strength of the item powered up by Force Weapon depends on the Alter stat.
Force Blade
Type: Alter
Prerequisite: 30 Alter + Force Weapon
Description: The Force surrounding a blade after using Force Weapon can be projected at a foe. The effects of Force Weapon wear off after using Force Blade.
Cure
Type: Control
Prerequisite: 1 Control
Description: The Force is used to slowly heal and revitalize the user or one of his allies.
Heal
Type: Control
Prerequisite: 15 Control
Description: The Force is used to slowly heal and revitalize the user and one of his allies, plus one more for every 10 points the user has in Control.
Catharsis
Type: Control
Prerequisite: 30 Control
Description: The Force is used to purge, heal and revitalize the user and one of his allies, plus one more for every 10 points the user has in Control. Those affected are also cured of negative effects caused by Force Powers.
Force Aura
Type: Alter
Prerequisite: 1 Alter
Description: A thin veil of Force energy surrounds the user, slightly boosting his defenses. Offers some protection against non lethal physical blows.
Force Shield
Type: Alter
Prerequisite: 15 Alter
Description: The Force surrounds the user and fortifies his defenses. Guards against non lethal physical blows and offers some protection against melee weapons.
Force Armor
Type: Alter
Prerequisite: 30 Alter
Description: The Force surrounds the user and fortifies his defenses. Blocks most melee weapons and offers some defense against blaster bolts and lightsabers which do not strike a vital area.
Force Stun
Type: Sense
Prerequisite: 10 Sense
Description: The Force is used to disorient the opponent. In order for Force Stun to be successful the user's Sense stat must be double the opponent's.
Malacia
Type: Sense
Prerequisite: 30 Sense
Description: The Force is used to turn a foe's equilibrium against them, creating a powerful sense of dizziness and nausea. In order for Malacia to be successful, the user's Sense stat must be double the opponent's.
Force Valor
Type: Control
Prerequisite: 1 Control
Description: The Light Side is used to fortify and strengthen the user, granting a +3 bonus to all Base stats. Power cannot be stacked. Stat caps do not apply to bonuses gained by Force Valor up to 100.
Knight Valor
Type: Control
Prerequisite: 20 Control
Description: The Light Side is used to fortify and strengthen the user, granting a +3 bonus to all Base stats plus an additional point for every 5 points the user has in Control. Power cannot be stacked. Stat caps do not apply to bonuses gained by Knight Valor up to 100.
Master Valor
Type: Control
Prerequisite: 40 Control
Description: The Light Side is used to fortify and strengthen the user, granting a +5 bonus to all Base stats for every 10 points the user has in Control. Power cannot be stacked. Stat caps do not apply to bonuses gained by Master Valor up to 100.
Stun Droid
Type: Alter
Prerequisite: 10 Alter
Description: A weak jolt of electricity is sent through a droid opponent or machinery, disorienting them or causing them to malfunction. In order for Stun Droid to be successful, the user's Alter stat must be double the Stamina stat of the opponent.
Force Veil
Type: Alter
Prerequisite: 15 Alter
Description: A veil is created in front of the user with the Light side of the Force. This power can absorb energy from the Force or from blaster weapons. Force Veil pits the user's Alter stat against the Alter or Range stat of the opponent. Force Veil will dissipate after taking enough damage, the amount depending on the user and foe's stats.
Force Barrier
Type: Alter
Prerequisite: 30 Alter
Description: A barrier is created in front of the user with the Light side of the Force. This power can absorb energy based attacks and block physical attacks. Force Barrier pits the user's Alter stat against Alter, Range, or Strength stat of the opponent. Force Barrier will shatter after taking enough damage, the amount depending on the user and foe's stats.
Growth
Type: Alter
Prerequisite: 1 Alter
Description: The light side of the Force is used to fuel nearby plant life, causing it to grow gradually. Direction of growth can be controlled by the user.
Life Surge
Type: Alter
Prerequisite: 20 Alter
Description: The light side of the Force is used to accelerate the growth of nearby plant life, causing it to grow rapidly. Direction of growth can be controlled by the user.
Beast Control
Type: Sense
Prerequisite: 5 Sense
Description: The Force is used to calm, dominate and control the mind of an animal or non-sentient being. Once dominated, the beast could be controlled by the user. The more vicious the beast, the greater the skill in Sense required to tame it.
Force Blinding
Type: Alter
Prerequisite: 10 Alter
Description: The Light Side of the force is used to create a blinding flash of energy in the palm of the user's hand which may temporarily blind or disorient an enemy.
Force Meld
Type: Sense
Prerequisite: 20 Sense
Description: A rare technique in the Force in which the user joins his mind to another so that the two may draw strength from one another. All effects from Force powers incurred by the user or the target of Force Meld shall be shared between both. Powers obtained through Force Meld cannot be stacked. Stat caps do not apply for bonuses gained by Force Meld up to 100.
Battle Meld
Type: Sense
Prerequisite: 40 Sense
Description: A rare technique in the Force in which the user joins his mind together with many others so that they may all draw strength from one another. Battle Meld can be used to affect 1 other character plus 1 for every 10 points the user has in Sense. All effects from Force powers incurred by the user or any of the targets of Battle Meld shall be shared between all of them. Powers obtained through Battle Meld cannot be stacked. Stat caps do not apply for bonuses gained by Battle Meld up to 100.
Shock
Type: Alter
Prerequisite: 1 Alter
Description: Attack a foe with a quick jolt of lightning.
Force Lightning
Type: Alter
Prerequisite: 15 Alter
Description: A volley of forking lightning bolts are used to raze an opponent.
Chain Lightning
Type: Alter
Prerequisite: 25 Alter
Description: Powerful arcs of electrical energy are blasted at opponents, jumping between all enemies immediately in front of the user.
Force Storm
Type: Alter
Prerequisite: 40 Alter
Description: A fierce electrical storm is rained down on all surrounding characters, friend and foe.
Fear
Type: Sense
Prerequisite: 10 Sense
Description: A wave of fear and uncertainty wash over an opponent. In order for Fear to be successful, the user's Sense stat must be double the opponent's.
Insanity
Type: Sense
Prerequisite: 30 Sense
Description: A wave of intense fear and confusion wash over all foes around the user. In order for Insanity to be successful, the user's Sense stat must be at least double the opponent's.
Slow
Type: Sense
Prerequisite: 10 Sense
Description: An insidious use of the Force, the Dark Side is used to steadily make an opponent feel dizzy and disoriented. In order for Slow to be successful, the user's Sense stat must be at least double the opponent's.
Plague
Type: Sense
Prerequisite: 40 Sense
Description: An insidious use of the Force, the Dark Side is used to make an opponent feverish, and react as if violently ill. In order for Plague to be successful, the user's Sense stat must be at least 50% greater than the opponent's.
Fury
Type: Control
Prerequisite: 1 Control
Description: The user taps into their anger for additional power. The result is a +5 bonus to Strength. Power cannot be stacked. Stat caps do not apply to bonuses gained from Fury up to 100.
Rage
Type: Control
Prerequisite: 15 Control
Description: The user taps into their anger for additional power. The result is a +5 bonus to Strength, plus an additional point for every 5 points the user has in Control. In addition, the user's Stamina stat is lowered by 10% for each turn Rage is used. Power cannot be stacked. Stat caps do not apply to bonuses gained from Rage up to 100.
Berserk
Type: Control
Prerequisite: 30 Control
Description: The user gives in fully to their anger for additional power. The result is a +5 bonus to Strength, plus and additional 5 points for every 10 points the user has in control. In addition, the user's Stamina stat is lowered by 10% for each turn Berserk is used. Power cannot be stacked. Stat caps do not apply to bonuses gained from Berserk up to 100.
Drain Life
Type: Sense + Alter
Prerequisite: 15 Alter
Description: The Dark side is used to slowly leech the life force from an opponent and used to revitalize the attacker.
Death Field
Type: Sense + Alter
Prerequisite: 30 Alter
Description: The Dark side is used to rip the life force from all opponents surrounding the attacker and then used to revitalize him. If the lower of the user's Sense and Alter stats is double the higher of the opponent's Sense and Alter stats, the user's Stamina doubles while the opponent's is cut in half.
Force Scream
Type: Control
Prerequisite: 1 Control
Description: The user amplifies the sound of their voice with the Force to create a horrible scream which damages all foes in front of the user. Force Scream pits the user's Control stat against the foe's Stamina stat.
Force Bellow
Type: Control
Prerequisite: 25 Control
Description: The user amplifies the sound of their voice with the Force to create a horrible scream that knocks down and damages all foes surrounding the user. Force Bellow pits the user's Control stat against the foe's Stamina stat.
Force Drain
Type: Sense
Prerequisite: 20 Sense
Description: A perversion of Force Meld where the user creates a parasitic bond with a foe, stealing the effects gained by Force Powers from the target for themselves. In order for Force Drain to be successful, the user's Sense stat must be 50% greater than that of the target. Powers obtained through Force Drain cannot be stacked. Stat caps do not apply to bonuses gained by Force Drain up to 100.
Consume
Type: Sense
Prerequisite: 50 Sense
Description: A perversion of the Battle Meld where the user creates a web of parasitic bonds between themselves and up to three others, stealing the effects gained by their Force Powers for themselves. Consume can be used to affect 1 other character plus 1 for every 25 points the user has in Sense. In order for Consume to be successful, the user's Sense stat must be 50% greater than that of the target. Powers obtained through Consume can be stacked. Stat caps do not apply to bonuses gained by Consume up to 100.
Drain Knowledge
Type: Sense
Prerequisite: 20 Sense
Description: The Dark Side of the Force is used to peer into a foe's subconscious and slowly leech away their memories. In order for Drain Knowledge to be successful the user's Sense stat must be double that of the opponent.
Torture by Chagrin
Type: Sense
Prerequisite: 50 Sense
Description: A debilitating telepathic attack that forces the victim to endure horrific mental images, including reliving painful or traumatic past life experiences. In order for Torture by Chagrin to be successful, the user's Sense stat must be double that of the opponent.