JEDI POWERS
Absorption
of Energy - allows a Jedi to absorb or dissipate energy, including
light, heat, radiation, and blaster bolts; a highly trained and
gifted Jedi will also be able to absorb or dissipate Force Lightning.
If absorbed, the energy can often be re-channeled and used by the
Jedi.
Calculation - using
traditional meditation techniques, this allows a Jedi to solve, or in
special situations, approximate high-order equations with the aid of
the Force. Usually only used by Jedi students, this is typically
performed as a training exercise.
Meditative
Trance - this application of the Force is one of a Jedi's first
lessons; it allows a Jedi to enter into a deep meditation which is
both calming and restful. A meditative trance may often take the
place of sleep, and the Jedi may elect to set a time at which he will
re-awaken, fully refreshed. A Jedi will also awaken from this trance
if they sense danger, or come into harm's way.
Hibernation
Trance - allows a Jedi to place himself into a deep trance which
slows all body functions: the Jedi's heartbeat slows, their breathing
drops to barely-perceivable levels, and they enter a state of
unconsciousness. Although able to heal in a hibernation trance, most
Jedi use this power as a matter of survival; if food or air supplies
are low, a Jedi entering into a hibernation trance is able to survive
for many weeks. It also gives the Jedi an ability to "play
dead," which can often times be advantageous in certain
missions. Similar to the meditative trance, a Jedi is abruptly awoken
from the hibernation trance if an immediate danger is sensed nearby.
Cognitive Trance - allows a Jedi
to have a hastened thinking process, in which he is able to absorb
information (from data screens, voice-tapes, etc.) much faster than
normal abilities allow.
Pain
Control - allows a wounded Jedi to act and move as if he has not been
wounded; although the wound is not healed, the Jedi will not face the
immediate side-effects of being wounded. This ability if most often
used when a Jedi is fighting, for it allows all his concentration to
be centered on the ongoing battle. Pain control cannot be used
indefinitely; at some point in time, a Jedi must allow his wounds to
heal.
Poison Detoxification -
allows a Jedi to detoxify or expel poisons that have entered their
body.
Disease Control - allows a
Jedi to direct and control the antibodies and healing resources of
their body to counter and destroy diseases or infections within their
body.
Perceptive Trance - allows
a Jedi to accelerate their mental processes to comprehend visual,
audio, and other sensory input.
Short-term
Memory Enhancement - allows a Jedi to replay recent events in their
mind, in order to more carefully examine mental images and peripheral
occurrences. In addition to freezing images, the Jedi can also scan
memory tracks to recall details that were seen, but originally not
registered consciously at the time of observation.
Voice
Amplification - allows a Jedi to amplify their voice to cover a
defined area; the Jedi will be able to speak, sing, or otherwise
communicate verbally over a much larger area than under normal
conditions.
Beast Language
Translation - allows a Jedi to both translate and speak in languages
of beasts. Creatures rarely have true languages, so the Jedi imparts
and reads emotional differences within grunts, growls, and body
languages.
Creature Summon -
allows a Jedi to mentally speak to any creature, "asking"
it to come to their aid to accomplish a given task; the Jedi cannot
directly control the summoned creature.
Combat
Sense - allows a Jedi to focus on the battle at hand; everything else
becomes dulled and muted as the Jedi's senses are all tuned to the
ongoing combat around him. All hostile targets become mentally
highlighted in the Jedi's mind, aiding him in both attack and
defense.
Battle Meditation -
allows a Jedi to enter a meditative trance during combat in which
they can sense, as well as change, the outcome of a battle. Using the
Force, the Jedi can coerce their adversaries to abandon their
assault, often times turning on each other. Additionally, the Jedi
can alter the tide of the battle, strengthening their allies while at
the same time weakening their enemies.
Enhanced
Coordination - allows a Jedi to coordinate the activities of a group
of beings in order to increase their effectiveness at a given task. A
common application of this ability is increasing the fighting ability
in a battalion of troops, driving them on and supplementing their
will to fight; this ability was often used by Jedi generals during
the Clone Wars.
Cyber Sense -
allows a Jedi to sense the presence of a machine, computer, or droid.
Instinctive Astrogation - allows
the Jedi to calculate hyperspace routes without the use of a
nav-computer; the Jedi uses their connection with the Force to "feel"
through the myriad of hyperspace routes to determine the safest path.
Life Detection - allows a Jedi
to detect sentient beings, which might otherwise remain hidden from
their normal senses.
Life Sense
- allows a Jedi to sense the presence and identity of a specific
person for whom they are searching for; the Jedi can also sense how
badly wounded, diseased, or otherwise physically, mentally, or
emotionally disturbed their target is.
Life
Web - allows a Jedi to detect large concentrations of beings of a
specific species from great distances. To properly use a life web,
the Jedi must be familiar with at least one member of any given
species, which enables them to concentrate on a species' unique Force
presence.
Sense Magnification -
allows a Jedi to increase the effectiveness of his normal senses so
they can perceive things that would otherwise remain indefinite. For
example, the Jedi will be able to hear noises and voices beyond his
normal hearing range due to distance or softness; however, the Jedi
will not be able to hear beyond his normal hearing frequencies.
Post-Cognition - allows a Jedi
to investigate the tenuous imprints of the Force left on objects
after they are handled by living beings. The Jedi may search for
specific incidents, or simply review past events, and can often
determine who has handled the object, and what events have transpired
around it.
Translation - allows
a Jedi to translate a language (spoken word, body language, ancient
text, etc.), and speak it in kind. Since they "speak" using
beeps and whistles, droids can also be communicated with by using
this power. In order to be successful, the Jedi must first hear the
target speak, or see the words in written form before forming a
response or understanding.
Truth
Sense - allows a Jedi to sense whether or not a person believes what
they are saying is true; it does not sense if what they are saying is
true in reality, but only if the subject believes it in their mind.
Weather Sense - allows a Jedi to
attune himself to local weather patterns. By sensing the movements of
clouds, winds, tides, and solar bodies, they can observe patterns in
the weather, and make limited predictions. This power does not lend
itself to quick predictions; before using this power successfully,
the Jedi must become accustomed to local weather patterns and
topography, which can often take weeks.
Natural
Disaster Sense - allows a Jedi to sense local meteorological and
geological conditions, and predict imminent disasters, such as
earthquakes, volcanic eruptions, floods, landslides, etc. By opening
their sense to the environment, Jedi can predict these disturbances,
similar to how animals can seemingly sense natural disasters before
they occur.
Mediation - allows a
Jedi to mediate between any number of parties, for the purpose of
coming to a mutually acceptable agreement. In most cases, the Jedi
attempts to read the intentions of the parties involved, and then
uses their judgment and beliefs to render a decision.
Healing
- allows a Jedi to help eliminate injuries, both in themselves and in
others, by mending flesh, muscle, and bone.
Concentration
- allows a Jedi to clear all negative thoughts from their minds,
enabling them to feel the Force flowing through not only their own
being, but everything around them.
Contortion
- allows a Jedi to escape physical restraints by contorting in
painful and difficult, yet physically possible, ways. By dislocating
joints, softening bones, and the like, and at the same time, blocking
out pain with the aid of the Force, a Jedi can escape from almost any
physical restraining device.
Imitation
- allows a Jedi to contort his features to imitate facial
expressions, and to control his musculature to produce desired body
language. This ability also lets the Jedi control their voices,
allowing them to imitate a being's voice and vocal patterns.
Fatigue Removal - allows a Jedi
to combat the effects of strenuous work. By manipulating the Force,
the Jedi expels bodily toxins much more efficiently, thus allowing
for greater stamina.
Force Sense
- allows a Jedi to sense the ambient Force within a place. Many forms
of life, and many areas of the galaxy inter-twined with the Force,
can be sensed by using this power; this particular sense does not
allow the Jedi to detect sentient beings.
Force
Disturbance Sense - allows a Jedi to sense a disturbance, usually
something unnatural, in the Force. The Jedi cannot learn specific
details about the disturbance, but can instead perceive vague
feelings of what has occurred.
Force
Potential Sense - allows a Jedi to probe the mind of a target being
and determine whether that individual has the potential to be strong
in the Force. In the deep subconscious of all Force-sensitive
individuals, a protective barrier, preventing another Force wielder
from penetrating inner mind and thought, exists. Detection of this
"shield," an involuntary defense mechanism within all
Force-sensitive individuals, is a reliable way to determine those
having the potential to become a Jedi.
Time
Sense - allows a Jedi to track the passage of time by sensing the
rhythm, pulse, and the ebb and flow of the Force; the Jedi can keep
time as precisely as the best chronometer.
Telekinesis
- allows a Jedi to levitate and move objects with the power of their
mind alone. The Jedi is able to levitate several objects, including
oneself or other beings, simultaneously. In emergency situations,
this power can be used to create a primitive space drive.
Telepathy
- allows a Jedi to communicate telepathically with another being.
While often used as a method of two-way, private, mental
communication, the Jedi can also probe another being's mind for
thoughts and emotions, as well as critical data, such as codes or
passwords.
Alert Sense - allows
a Jedi to sense the intentions and immediate actions and locations of
any beings, creatures, or droids within close proximity.
Danger
Sense - allows a Jedi to extend their senses around themselves like
protective sensors, in effect creating an early warning system
against potential threats.
Directional
Sense - allows a Jedi to sense the location or direction of a
physical object by tracking its resonance in the Force.
Electronic
Sense - allows a Jedi to detect active electronics, including droids,
that might otherwise remain hidden from their normal senses.
Electronic Communication -
allows a Jedi to mentally communicate with electronic systems, as if
using receptive and projective telepathy. The Jedi can read the
surface processes of an electronic system, hear what the machine is
processing, and project their thoughts into the computer system. This
ability is limited to sending short commands and requests to the
system to gather information; the Jedi cannot reprogram the system in
any way.
Disguise - allows a
Jedi to change various components of their persona to disguise
themselves, including projected appearance, voice, and gestures;
often times, a Jedi can use this ability to impersonate other beings,
if the need arises.
Farseeing -
allows a Jedi to see the persons or places he wishes to see in his
mind as the situation currently exists; the Jedi sees the immediate
surroundings of the situation. This ability can also allow the Jedi
to see the past or future. The past and the present are set, and it
is merely a matter of the Jedi having correct perceptions of the
situation; however, the future is never set, always in motion, and is
therefore much harder to gather accurate predictions.
Emptiness
- allows a Jedi to empty their mind, and have the Force flow through
them. The Jedi seems to be in a deep meditation, but is oblivious to
their surroundings. While in a state of emptiness, the Jedi is
difficult to sense or affect through the Force, but dehydrates and
hungers normally. When exiting a state of emptiness, the Jedi's
abilities will be much stronger and sharper for a short duration.
Resonation - allows a Jedi to
create a vibrating resonance in an object or area of material, which
can serve various purposes: production of light and heat, creation of
mild tremors, shattering of an opponent's weapon, etc.
Reinforcement - allows a Jedi to
strengthen and reinforce the inter- and intra-molecular bonds in a
physical object. While the object still has the same density, volume,
and mass, it will take more energy to break the bonds holding the
object together. This is a relatively basic skill, and is usually
taught in the beginning of a Jedi's studies.
Matter
Warp - allows a Jedi to mold a volume of matter into a new shape. The
Jedi must be in contact with part of the object that is to be molded,
and the effects of this ability are permanent.
Life
Bond - allows a Jedi to permanently form a mental and spiritual link
with another individual, making them aware of that individual's
location, state of mind, state of body, senses, etc. The life bond
develops over time, and grows into an extremely powerful emotional
link between individuals. The life bond also allows two individuals
to act independently, yet be aware of each other's action. This
ability is most often used by Jedi Masters, who create a life bond
with their Padawans, and is a life-changing event.
Respiratory
Control - allows a Jedi to control the amount of oxygen, or other
elements, flowing into their body. By taking control of surrounding
atmosphere and pulling molecules through their skin and into their
lungs, the Jedi can effectively breath underwater, or in other
hazardous conditions. This ability does not work in the cold of space
or a hard vacuum, as there is not enough oxygen for the Jedi to
manipulate.
Force Lights -
allows a Jedi to light darkened areas; the Jedi glows with intensity,
with heat and light radiating outward from all points of their body.
Transfer Force - allows a Jedi
to transfer his life force to another being; often used to save a
mortally wounded being from death. When the being has life force
transferred to them, they remain wounded, but are placed in a state
of hibernation, where they can often survive until receiving proper
healing. In order to transfer personal life energy, a Jedi must be in
direct contact with the target being.
Commune
with Nature - allows a Jedi, while meditating outdoors, to bond with
all living things in the area and influence their development; soil
becomes more fertile, plants begin to grow, creatures sense
tranquility, etc.
Force Shield -
allows a Jedi to surround their body with a protective,
Force-generated shield, which can be used to repel energy and
physical matter. The shield is not particularly strong, but it is
enough to protect the Jedi from serious injury.
Storytelling
- allows a Jedi to entertain, educate, or make a point with relative
ease. While the Jedi tells the story, the very reality around them
warps to accommodate the prevailing theme; wind can pick up, lights
can flash, unusual sounds can be heard, etc.
Eclipse
- allows a Jedi to enshroud themselves in a camouflaging veil of the
Force, becoming hidden from casual observers. As the Jedi blends into
their surroundings, any smells, sounds, or movements emanated from
them are muffled; droids and life-form sensors are not affected.
Purification - allows a Jedi to
seek out the taint of the Dark side in an area or a physical object
and remove it. The more taint present, the easier it is to detect,
and the harder it is to remove. The Jedi must remain undisturbed, in
a state of deep meditation, while seeking out and purifying the
taint.
Force Speed - allows a
Jedi to move and act with the speed of thought; using the Force, the
Jedi is able to move great distances almost instantaneously.
Force
Jump - allows a Jedi to jump great heights and distances; using the
Force, size and distance become irrelevant.
Force
Pull - allows a Jedi to pull physical objects, such as weapons, away
from the hands of their adversaries and into their own. This ability
can also retrieve the Jedi's lightsaber if it is out of their reach;
using the Force, a Jedi's reach becomes great.
Force
Push - allows a Jedi to strike an enemy not within their physical
reach; using the Force, the Jedi is able to catch their adversaries
off guard, and knock them off balance.
Anticipation
- allows a Jedi to anticipate a creature's or individual's immediate
actions and react accordingly; this ability works on groups of beings
as well as individuals.
Shared
Senses - allows a Jedi to experience all of the senses of an
individual or creature. This ability lets the Jedi see through the
target's eyes, hear through their ears, and smell, taste, and feel
what the target is experiencing. In addition to experiencing all
sensations from a target, the Jedi also feels their emotions and
attitudes.
Persuasion - allows a
Jedi to persuade individuals by influencing their thoughts; the Force
is strong over the weak-minded
SITH
POWERS
Force Lightning -
by harnessing pure hatred and evil, this allows a Sith to produce
bolts of white and blue energy, which are cast from their fingertips.
Upon striking their target, these bolts cause intense pain and
injury. Only the most gifted Jedi, by dissipating and absorbing
energy, is able to parry or dodge Force Lightning.
Aura
of Uneasiness - allows a Sith to project a field of vague uneasiness
and discomfort around them, causing non-sentient creatures to sense a
vague uneasiness about them; often used as an intimidation tactic.
Feed on the Dark Side - allows a
Sith to feed on the fear, hatred, anger, or other negative emotions
of others, to make themselves more powerful. The Sith will do
everything in their power to provoke negative emotions, including
deception, taunting, threats, etc. to allow themselves to feed off of
them.
Force Wind - allows a Sith
to manipulate and channel air currents, forming powerful and
destructive tornadoes that can lift and destroy beings and objects.
Mind Control - allows a Sith to
take control of other beings, turning them into puppets and slaves
who are forced to obey their every will. In order to be effective,
the Sith must be within a close proximity range of their potential
target.
Waves of Darkness -
allows a Sith to delve into the darkness of their own spirit, and
dredge up feelings of hatred, greed, rage, fear, and jealousy that
linger in shadowed recesses. Using the Force as a power source, the
Sith expels these vile emotions in waves of Dark side energy that
radiate outward in an expanding sphere. Any beings or creatures
caught in the disturbance suffer immediate confusion, and soon flee
the area in fear.
Force Storm -
allows a Sith to alter nature itself and create massive storms.
Capable of creating annihilating vortices, these storms can swallow
whole fleets of starships, or tear and alter the surfaces of planets.
Use of this power requires focusing of hate and anger to an almost
palpable degree, and is considerably dangerous; in creating Force
Storms, the Sith often times fail at harnessing what they have
unleashed and are themselves consumed and destroyed.
Doppelganger
- allows a Sith to create a mirror image of themselves, an illusion
which seems real to those individuals interacting with it. The Sith
is able to sense all normal senses through the doppelganger, and the
duplicate seems to have form and substance; the doppelganger
registers as normal by droids and audio and video sensors. When
fatally injured, the doppelganger simply fades away.
Life
Energy Drain - allows a Sith to draw power from nearby, non-sentient
beings to boost his energy levels, permitting them to go long periods
without suffering from fatigue or requiring sleep.
Life
Essence Drain - allows a Sith to draw life energy from those around
them, and to channel the negative effects of the Dark side into those
victims. Many beings and creatures go through their daily lives
wasting much of their life energy; this ability draws that lift
energy and allows the Sith to use it to further their own ends.
Mind Warp - allows a Sith to
alter an individual's memories, causing them to remember things
incorrectly; this ability can also be used to cause the target to
completely forget things.
Memory
Wipe - allows a Sith to sift through another being's mind, and
destroy all knowledge of specific events or learned skills. For a
memory wipe to be successful. the Sith must be in direct contact with
their target.
Telekinetic Kill -
allows a Sith to telekinetically injure or kill a target, usually by
methods such as collapsing the trachea or squeezing the heart.
Force Scream - an involuntary
reflex of the Dark side, usually occurring when a Sith loses control
of their emotions, which triggers shock waves that ripple through the
Force, causing great damage in both the Sith and any beings in close
proximity. Waves of anger and hatred, amplified and fueled by the
Dark side, are capable of smashing through both mental and physical
defenses with ease.
Web of the
Dark Side - allows a Sith to summon strands of Dark side power, and
wrap them around any given target, ensnaring them in a mesh of
intensity. The lattice of energy severs the connection between the
Force and the trapped individual, draining the power and energy from
their body.
Blackness - allows a
Sith to enshroud themselves in a camouflaging veil of the Dark side,
becoming hidden from other beings and creatures. As the Sith blends
into their surroundings, any smells, sounds, or movements emanated
from them are muffled; droids and life-form sensors are not affected.
Rage - allows a Sith, by tensing
themselves completely, to be possessed by the mindless rage of the
Dark side. When in a state of rage, the Sith's negative
characteristics are amplified, but they appear lifeless and are
oblivious to their surroundings. When exiting a state of rage, a
Sith's abilities will be stronger and sharper for a short duration,
and they will be radiating intensely of the Dark side.
Force
Explosion - allows a Sith, by drawing on the power of the Dark side,
to create an explosive charge of pure Force energy, which appears as
a blue electrical energy pulse.
Transfer
Life - allows a Sith to transfer their complete life energy into
another, often younger, body, in effect, discovering a degree of
immortality. This is a most difficult ability to use, as overtaking
an existing spirit residing in a body is nearly impossible;
essentially, this ability is useless without the ability to clone
host bodies.
Additional
information on Force Powers. Some Information may be repeated.
Light
Side Force Powers
Light
Side Alter Powers
Battle
Influence
With
this power you can invision a specific outcome of a combat and help
make it a reality through the Force. After you have influenced the
outcome of a fight, enemies tend to miss their targets a lot more. If
they fall prey to their own anger and hatred, they may turn on one
another.
Cure
This
power heals upto 2 chosen allies within a 15 meter radius so they no
longer feel fatigued. This power does not affect droids.
Force
Light
With
this power you can channel the Force into withering blasts of light
that can destroy dark side spirits or purge the taint from a dark
side location. When you use this skill, a wave of energy eminates
from you 10 meters in every direction.
Heal
This
power heals upto 2 chosen allies within a 15 meter radius so they no
longer feel fatigued. This power does not affect droids. This is more
effective than Cure.
Inspire
With
this power you can fill allies with the conviction that they are
going to succeed at their endeavors, despite any odds. Your allied
become ,pre dedicated and less likely to give up. With a higher
degree of ability, you can inspire more individuals at a greater
range.
Sever
Force
This
power is unique among all others in that it has only been used once
in the recorded history maintained by the Jedi Temple on Coruscant.
In fact, the knowledge of how to use the power seems to have only
been granted by the will of the Force itself to the most powerful
Jedi Masters through deep meditation and diligent study; as such, it
is speculated by philosophers that the power is actually used by the
Force to balance itself using a living being as the means for doing
so. At the height of the Old Republic, it is recorded that the Jedi
Knight Nomi Sunrider, while linked with Jedi Master Vodo Siosk-Baas,
was guided by the will of the Force to direct this power at Ulic
Qel-Droma, and that even then Jedi Sunrider did not fully understand
what had been done. Though no formal study was performed on
Qel-Droma, it is reported that he still existed in the Force as far
as others were concerned, but he simply was no longer able to touch
the Force as other Jedi Knights could. Despite the fact that no
scientific analysis was ever performed, Jedi researchers theorize
that Quel-Droma's midichlorian count dropped drastically as well, as
he no longer heard the Force whispering to him when he meditated.
Stun
This
power allows a Jedi to assault the mind of an opponent, effectively
stunning them for 9 seconds. The target of this power can try to
fight against it and, if successful, are only slowed for the duration
rather than stunned. This power does not affect droids.
Light
Side Control Powers
Concentration
With
this ability, a Jedi clears out all negative thoughts from their
mind, feeling the Force flowing through the universe and themselves.
Crucitorn
This
Jedi Knight skill allowed the user to transcend physical pain, giving
them the ability to overcome tremendous pain and keep moving.
Emptiness
Empty
your mind completely and allow the Force to have its way with you.
While in emptiness, a character appears to be in a trance and can not
move. While in emptiness, the character may not be sensed through the
Force. After the character comes out of emptiness, he is refreshed
and is stronger in the Force for a period of time equal to the length
of the trance. (The Jedi becomes stronger in one Force attribute.)
Force
Armor
When
this power is activated, the Jedi is temporarily granted a kind of
Force armour, enabling them to take more damage. This power is more
effective than both Force Aura and Force Shield, and allows yet more
damage to be taken. The effect lasts for 20 seconds.
Force
Aura
When
this power is activated, the Jedi is temporarily granted a kind of
Force armour, enabling them to take more damage. The effect lasts for
20 seconds.
Force
Shield
When
this power is activated, the Jedi is temporarily granted a kind of
Force armour, enabling them to take more damage. This power is more
effective than Force Aura, and allows even more damage to be taken.
The effect lasts for 20 seconds.
Light
Side Control & Alter Powers
Accelerate
Another's Healing
Speed
up the healing of a friend or companion. The Jedi must be in contact
with the other person to use this power.
Aura
of Ease
This
power allows a Jedi to surround himself in an aura of ease, calm, and
friendship, which causes non-sentient creatures to show him
dis-interest. Sentient creatures and droids are unaffected by this
power.
Control
Another's Disease
Allows
the character to direct and control the antibodies and healing
resources of another persons body to throw off an infection or to
attack the diseased parts of their body. The character must spend at
least half an hour meditating while directing the victims body, and
if the disease is life-threatening or long standing, repeated
attempts over a period of weeks or months may be required to cure the
disease entirely.
Cure
Disease
With
this technique you can use the light side of the Force to destroy a
disease currently afflicting one person (including yourself).
Cure
Poison
With
this technique you can use the light side of the Force to destroy a
poison inflicting one person (including yourself).
Detoxify
Poison in Another
This
power allows a Jedi to remove or detoxify poison from a patient's
body faster than is normally possible. While using this power, the
Jedi must remain in physical contact with the patient. As long as the
Jedi is in contact with the target, that person is considered immune
to the effects of the poison.
Destroy
Droid
Destroy
Droid affects all droids within 6 meters of a target droid, disabling
them for 12 seconds and inflicting quite serious damage to their
circuits, sometimes enough to completely destroy the droid.
Disable
Droid
Disable
Droid temporarily shuts down all droids within 5 meters of a target
droid, inflicting some damage on the circuits as well, though not
enough to destroy or cause permanent damage to the droid. Affected
droids remain disabled for 12 seconds.
Healing
Trance
Although
the most powerful Jedi healers mainly use the Heal Another skill,
some Jedi learn to place other Force-sensitive creatures in simple
healing trances to assist their natural healing process.
Any
Force-user can attempt to place a willing creature that is
Force-sensitive into a healing trance. Doing this slows the target's
metabolism, allowing him or her to survive for extended periods with
very little air, water, or food. While in a trance, the target's
heartbeat slows, their breathing all but ceases, and they appear to
be dead.
A
character in a healing trance uses only one-tenth as much air as a
normal person and needs no food or water for an extended period.
The
Jedi must declare the circumstances in which the trance will end,
perhaps a time limit or a certain stimulus (such as being touched or
hearing a specific phrase). A person in a healing trance is not aware
of their surroundings and may not do anything.
A
person can remain in a trance for up to one week in a dry climate or
up to one month in a wet climate before succumbing to dehydration. If
water were somehow supplied (via an intravenous drip, for example), a
person could remain in a trance for up to three months before dying
of starvation.
Induce
Tranquility
With
this power, a Jedi can induce a state of enhanced calm in another
being, even to the point of inducing near-sleep in another sentient.
The user simply reaches out in the Force to the opposing mind, and
calms it through waves of almost-dreamlike reassurance. The affected
person is generally quieted emotionally, but the Jedi can also
intensify use of the power to induce a near-vegetative state that
lasts for up to a half-an-hour. Jedi healers have been known to make
frequent use of this power when treating casualties in times if war,
usually in conjunction with Control Another's Pain. A Jedi can direct
this power at up to three characters at once, provided those
characters are within 5 meters of one another, and cannot see the
Jedi (use of this power on a group is normally only possible from a
hiding spot near the targets), hence this is a very useful power for
a Jedi attempting to get into a guarded facility with a minimum of
attention. Characters "awakening" from the state of induced
tranquillity are often somewhat confused, but not usually aware that
they have been manipulated in any way. Qui-Gon Jinn uses this power
on Jar Jar Binks during the journey in the Gungan sub in Epsiode 1.
Masquerade
The
ability to alter one's own appearance is a valuable resource for any
Force user wishing to evade detection by non-Force users. While
common disguises work relatively well under normal conditions,
sometimes the necessary equipment is not readily available to create
a disguise, thus necessitating the use of the Force. Masquerade, as
the Force power was known to the members of the Jedi Order, is a
useful tool for when the need arises to cloak oneself from
recognition. Similar in many ways to the illusion skills practiced by
different sects of Force users, the Masquerade power was rarely
taught but its existence was not uncommon knowledge. After the Jedi
purge, Luke Skywalker rediscovered this power following his encounter
with the Fallanassi. Study of their powers led him to develop this
simple to use and maintain power which would eventually come in handy
to those relatively inexperienced students who found themselves
hunted by the Yuuzhan Vong.
Plant
Surge
With
this technique you are capable of channeling life essence into plants
through the Force, causing them to grow suddenly. Although this skill
is common among Ithorian ecology priests, few Jedi have mastered it.
With
Plant Surge, a Force-user causes grasses, weeds, bushes, and even
trees to wrap, twist, and entwine about creatures, entangling them.
Rainbow
Storm
This
demonstration of the Light Side of the Force is not a martial art,
like the Force storm. It is merely a display of the ability of The
Force. The rainbow storm is created by taking available light and
bending it into its component colors, creating a wild barrage of
color. It takes a good deal of power to be able to manipulate the
physics of light to produce the storm.
Remove
Another's Fatigue
This
power allows the Jedi to remove the effects of fatigue in another.
However, unlike the basic power, the Jedi must wait until the target
is actually fatigued, before offering assistance.
Revitalize
This
power allows the Jedi to rekindle the life energies of any non-droid
fallen ally. This brings back either 1 or 2 people back to
conciousness if they have been knocked unconcious depending upon the
amount of training.
Stasis
An
opponent targeted by this power is held in stasis, unable to move or
take any actions for 12 seconds. The target of this power can try to
fight against it and, if successful, are only slowed for the duration
rather than stunned. This power does not affect droids.
Stasis
Field
This
power can lull the senses of a group, placing all hostile creatures
within a 10-meter radius of a target enemy in a catatonic stasis. The
victims remain in this state for 12 seconds, although the targets can
fight against this power, and if they are successful they are slowed
instead for the duration of the power. This power does not affect
droids.
Stun
Droid
This
power can send a surge of energy through the processor of a droid,
rendering them immobile for 12 seconds. The droids circuits also take
some small damage though not enough to destroy it or cause any
long-term damage.
Transfer
Force
This
power will save a mortally wounded character from dying because the
Jedi is transferring his life force to the target. When a character
has force transferred to him, he remains mortally wounded, but he
will not die provided he isn't injured again. The character is in
hibernation, and will stay alive in the state for up to six weeks.
The Jedi must be touching the target character when the power is
activated. The recipient of this power must be willing.
Light
Side Control & Sense Powers
Prepare
Spirit
This
power allows a Jedi to prepare his spirit for death; to become one
with the Force. Preparing a spirit takes only a moment, if even that.
A body that has been prepared for death vanishes as soon as the
prepared spirit leaves. It is as though the body has never existed
physically. This is what Obi-Wan did on the first Death Star.
Light
Side Control, Sense, & Alter Powers
Force
Harmony
This
power allows several willing Jedi to manifest the power of the Light
Side. The power is evidenced by a celestial illumination of Light
Side energy. It can act as a shield against the Dark Side. It does
not cancel out the presence of the Dark Side, but it does confuse the
servants of Darkness, making their actions more difficult.
Force-meld
This
was the name given to the uniting of several Jedi Knights through the
Force, a technique which was developed by the Jedi during the Yuuzhan
Vong invasion of the galaxy. A number of Jedi Knights joined their
minds together within the Force, drawing strength from each other and
acting as a single, powerful entity. The technique was originally
attempted by the strike team sent to Myrkr to destroy the voxyn
queen, and further refined by Saba Sebatyne.
Inspire
Followers
This
power increases the morale and effectiveness of the Jedi Master’s
allies in battle. This power lasts for 45 seconds, and does not
affect droids.
Ion
Generation
These
ions have a soothing effect on most beings. Ion generation will help
calm lost tempers and promote a feeling of good will.
Wall
Of Light
A
Force user creates a Wall of Light around a Dark Sider and strips him
of his ability to use his powers. This power is defensible despite
many Jedi's beleif, however, several Force users can team up and use
this power making a Dark Sider incapable of defending.
Light
Side Sense Powers
Battle
Precognition
This
power allows the Jedi to sense the flows of the Force and increases
the Jedi's reaction time in combat.
Empathy
This
allows the user to experience the emotions of a sapient individual.
No actual thoughts can be read.
Guiding
Spirit
This
is the power to sense Force Spirits. If this power activates then it
means that you have attracted the attention of a Force spirit who
sometimes appears to aid you, offering advice and assistance.
A
Force spirit you once knew as a living Jedi now protects you after
his or her death. The spirit can do little to aid you in a physical
sense. The Force spirit can use Force abilities to assit you, but
only those that do not require physical contact and do not have a
physical effect.
Sense
Path
This
power tells a character what 'path' he is on: whether his current
actions are likely to lead him to the Dark Side, and whether any
specified future actions are likely to do so. (The power may be
thought of as farseeing without control). Bear in mind that without
control, the Jedi has more likely to be allegorical in nature; to
receive specific details, the farseeing power must be used. When
giving the results of this power, be honest but obscure: if the
character has been tainted by the Dark side and is attempting to
atone, this power will tell him how successful he is being.
Light
Side Sense & Alter Powers
Malacia
Using
the Force technique called Malacia, the Jedi turns the opponents
equilibrium against him, causing extreme dizziness and nausea without
any lasting effects. Malacia can be powerful when employed properly.
Use of this ability is rare, since most Jedi find it easier to employ
Affect Mind or Force Push to acheive similar effects. The Jedi Master
Oppo Rancisis is a master of Malacia who has taught the technique to
a small number of Jedi.
Neutral
Force Powers
Neutral
Control Powers
Absorb/Dissipate
Energy
This
power allows the Jedi to absorb or dissipate energy, including light,
heat, radiation, and blaster bolts. This power may be used to ward
off sunburn, heat-stroke and radiation exposure, as well as
withstanding intense heat.
This
power may also be used to absorb blaster bolts, as Darth Vader did on
Cloud City.
Accelerate
Healing
The
Jedi uses this power to speed up their natural healing process.
Adepts can only aid in accelerating the healing time of small cuts
although it does not heal them immediately. The higher the level of
force user the quicker the healing. This can not be used to heal
fatal injuries and no force user can heal themselves fully in only
one day.
Adrenaline
Adjustment
This
power allows a Force user who is in control of his body to push
himself to new lengths by forcing adrenaline into his system by
methods other than the "fight or flight" reflex. Common
reactions to using this power include the shakiness associated with
coming down from an adrenaline rush.
Biocombustion
This
power is most often used during any sort of brawling or hand-to-hand
combat by Jedi who wish to add a little extra heat to their offense.
By controlling the blood and tissue temperatures in various parts of
her body, a Jedi can concentrate energy and cause a certain area of
her flesh to become incredibly hot, to the point of burning like hot
metal. This skill can, however, hurt the user if it goes wrong.
Breath
Control
Some
Jedi are able to slow their metabolism in such a way that they can
actually stop breathing for a much longer period of time than they
would otherwise. This power provides immunity from any hases for 240
seconds.
Burst
of Speed
This
power allows a Jedi to move very swiftly, pressing his or her body to
its physical limits for upto 36 seconds.
Channel
Energy
Some
Jedi are exceptionally talented with Force powers that allow them to
absorb and deflect energy. Those that are often find themselves able
to accomplish amazing things using the Force for a short time
thereafter. Jedi Knight Corran Horn is talented enough with absorbing
energy that he can actually channel the energy and dissipate it by
using another power - telekinesis, perhaps. Other Jedi have managed
this by learning the force power of Channel Energy, which allows a
Jedi to use the energy absorbed by other powers to boost their own
Force skills.
Contort/Escape
The
character escapes his bonds by contorting in painful and difficult,
but physically possible ways. For example, it is possible to escape
from hand binders by dislocating the thumb and "pinky" to
reduce the width of the hand.This is painful, but a trained Jedi can
resist pain and damage to musculature and ligaments with proper body
control.
Control
Disease
Control
Disease allows the force user to direct and control the antibodies
and healing resources of her own body to throw off an infection or to
resist diseases within the body. Using this power requires the force
user to meditate for at least half and hour.
Control
Energy
This
was the second half of the absorb/dissipate energy force power which
was forgotten long ago. New developments have turned it up. A Jedi
may use this power to direct the energy elsewhere or use it to add to
his own power. A Jedi may use this to move the energy elsewhere along
lines it would be able to travel (example: Corran Horn is being
jabbed by a stun baton. he usses absorb/dissipate and sends the
current through the metal decikng. a bothan walking by has his fur
stand on end for a second) Or they may use it to power another force
skil. they get a bonus to the next force power they use (example:
Corran Horn is in the middle of an intense explosion and uses
absorb/dissipate energy to stop the fire's effects. He sucessfuly
controls the fire's energy and uses it to send an image out to
everyone in the area of him walking from the flames.
Control
Pain
Essentially,
you can ignore the pain while using this ability. Then your
adrenaline runs out after the fight, and you pass out. If you are
injured again after using this power then you must attempt using it
again so as to ignore the new pain caused.
Detoxify
Poison
Detoxify
or eject a poison that has entered your body in a much shorter time
than would be normally possible.
Enhance
Attribute
Use
this ability to increase an attribute for a short period of time.
Attributes refer to things like intelligence, strength, and agility.
For instance, you could use this power to increase the distance of
your jumping ability.
Force
Body
This
power enables the Force user to use their own health to fuel Force
powers. This effect can only last 30 seconds before the power would
have to be called upon again.
Force
Calculator
Using
various meditation techniques, this allows a Jedi to mentally
calculate complex and advanced equations using the aid of the Force.
Usually done as a training exercise designed to focus young Padawans,
this power can have practical applications outside of training -
vectors of approach orbits, gravity and rotation speeds, and so on.
However, a character's computations is only as good as the
information they're based on.
Force
Charged Strike
A
strange Force power which has not been seen for centuries is the
power Force Charge Strike. The last recorded incident where this
power was used was by a Sith Lord who died centuries ago. This power
allows the user to channel the Force into a physical attack, such as
punching, kicking, or using a melee weapon (other than a Lightsaber).
When
this power is used, and the user strikes the target, there is an
accompanying red glow at the area of Force charge. It takes a small
ammount of time to charge up anything although, once charged, it
causes considerabley more damage.
Force
Dodge
While
using this technique you are adept at using the Force to avoid
attacks when piloting a starfighter or space transport.
Force
Jump
The
power is a specialised form of Enhanced Attribute where the Jedi
attunes himself with the Force, concentrating on enhancing his
physical limits beyond the normal limits. This power allows the Jedi
to leap great distances in any direction. The speed at which the jump
is performed at is double the speed of a normal jump for the Force
user.
Force
of Will
This
power is the ability to use your strength of will to defend against
hostile Force powers, such as telekinetic and mental attacks. This
power does not work against Force Lightning or Force Storms.
Force
Speed
The
power is a specialised form of Enhanced Attribute where the Jedi
attunes himself with the Force, concentrating on enhancing his
physical limits beyond what is normally possible so as to increase
the speed that he performs physical actions.
The
use of this ability has many different applications. The Jedi can run
at an increased speed to move quickly from one place to the next, or
can perform actions such as climbing, swimming or any other physical
action at an increased speed.
The
physical limitations of the power are dependant on the situation and
the environment. The power can only be used with physical actions,
not actions such as use of vehicles, etc.
When
used in conjunction with Force Jump, it increases the speed of the
jump.
Hibernation
Trance
This
power allows a Jedi to place himself into a deep trance, remarkably
slowing all body functions. The Jedi's heartbeat slows, his breathing
drops to barely perceivable levels, and he fall unconscious.
When
a Jedi enters a hibernation trance, the character must declare under
what circumstances the character will awaken: after a specific amount
of time, or what stimuli needs to be present (noise, someone touching
them). A Jedi can heal while in a hibernation trance, but the
character may not use skills or Jedi powers while in a trance.
Hibernation
trance serves two purposes. It allows a Jedi to "play dead."
It can be used to survive when food or air supplies are low. A
character in hibernation uses only about a tenth as much air as
someone who is sleeping - he can hibernate for a week in a dry
climate of for up to a month in a wet climate before dying from lack
of water. An intravenous sugar solution drip extends this period to
one year.
Anyone
who comes across a Jedi in hibernation trance assumes that the Jedi
is dead unless he makes a point of testing him. Another Jedi with the
sense skill or the life detection power will be able to detect the
Force within the hibernating character and realise that he is alive.
As
previously mentioned, a Jedi can use the power as a reactionary
skill. This may be to avoid detection after a fight, or to allow his
body to be captured.
Instinctive
Astrogation Control
Instinctive
astrogation control is far more difficult than the standard
sense-based instinctive astrogation power because instead of trying
to "feel" the correct solutions to the hyperspace
equations, the Jedi calculates them in his head. As a result, the
Jedi must still have access to stellar charts and astrological data.
The ability to calculate these large formula in one's head is quite
possible, and is often done as a training excercise by Padawans in
their early training. The figures generated though are rarely
utilised because it is so easy, even for a Jedi, to make a mistake.
Knight
Speed
This
power allows a Jedi to move more swiftly than the physical
limitations of his body should allow for upto 36 seconds.
Master
Speed
This
power allows a Jedi to move with such speed that, for the duration of
the effect (36 seconds), their movements are twice as fast as the
physical limitations of their body should allow.
Reduce
Injury
Similar
to Control Pain, but with this power, you literally control how much
damage happens to your body. Each time you use this power however you
get slightly weaker in the Force.
Remain
Conscious
Allows
the character to remain conscious even after he has sustained
injuries that should have knocked him out.
Remove
Fatigue
The
character uses this power to combat the effects of strenuous work.
The Jedi manipulates the Force, causing bodily toxins to be ejected
much more efficiently, thus allowing for greater stamina. The
character still has to eat and drink normally. Please note that this
power cannot be used for lifting. (The Force power enhance attribute
would be used in this case.)
Repel
Force Lightning
Though
typically only known by Dark Jedi, Sith, and other evil Force users,
the power Force Lightning also has a defensive application as well.
Those who do know how to use the power can also dispel it without
suffering any ill effects. Kyp Durron, Jedi Master during the Yuuzhan
Vong invasion, displayed his ability to counter Force Lightning when
his apprentice Jaina Solo attacked him with the evil energy.
Resist
Sleep
When
utilizing this techniques, the Jedi can go extended periods without
sleep. This ability purges the body of accumulated toxins, orders the
mind and so on - leaving the Jedi feeling as if they've had a full
eight hours sleep with only a few minutes of mediation.
Resist
Stun
This
allows the Jedi to prepare his body to resist the effects of stun
damage. The character must be prepared before the damage is done.
Short-Term
Memory Enhancement
When
the Jedi uses this power, he or she can replay recent events in order
to more carefully examine images and peripheral occurrences. Using
the power, a Jedi can freeze images and even scan memory tracks to
recall details that are seen but did not register consciously at the
time of observation.
Unarmed
Force Stun
A
Force-user can use the Force to stun foes with their unarmed attacks.
A Force-user with this ability can only use it once each time they
try to attack someone (they cannot use it if they are hitting twice
in quick succession). As with several other Force abilities, the
amount of times this can be used before needing to rest is larger
with more practice, and with the power of the Force-user.
Weapon
Concealment
A
Force-user can use the Force to conceal a weapon and other item on
her person. To use this ability, the Force-user must make some effort
to conceal the weapon or item. She cannot cloak an item visible in
her hand or a weapon visibly holstered to her hip, for example.
Success
is automatic if no one is specifically looking for a weapon or
specific item on the Force-user's person. If someone standing
adjacent to the Force-user conducts a body search, the Force-user
must put considerably more effort into using this power, whereas if
they're standing anywhere within 10 meters then they must only put
slightly more effort into it.
This
ability does not fool electronic sensors or similar devices designed
to detect concealed weapons.
Neutral
Control & Alter Powers
Alter
Programming
Derived
from the Sith study of electronic manipulation, this power allows a
Jedi to focus his senses to alter a droid or computer's programming
to suit his needs by reprogramming it's physical and electrical
components. The reprogramming can only restore original programming
which has been altered, not actually rewrite a computer's
programming.
Control
Another's Pain
A
Jedi who controls anothers pain on another person can cause that
person to act as if he or she has not been wounded starting with the
round after the power roll has been made. The wound is not healed,
but the character does not suffer the penalties of being wounded; an
incapacitated character can still act normally, as can a mortally
wounded character. This power can also be used to shrug off any stun
results. However the character is still injured, and thus is prone to
getting worse, even if the character does not feel the pain. For
example, a wounded character who is wounded again would still become
incapacitated.
Control
Breathing
Can
be used to breath "selectively" (in an
oxygen/methane/ammonia atmosphere, the Jedi could breath only
oxygen), or to slow breathing or make oxygenation more efficient (in
low-pressure environments). He could effectively breathe underwater,
by bringing the necessary element (oxygen for humans) through his
skin rather than through his lungs. This will not work in Space, for
obvious reasons. This is what Qui-Gon and Obi-Wan did in Ep 1 when
the Federation tried to gas them.
Create
Force Talisman
By
using this power, a Force user can imbue an item of personal
significance with Force energy, thereby creating a Force Talisman. A
Force Talisman grants its possessor a bonus to resist Force powers. A
Force user can only possess one Talisman at a time, though they can
make more to give to others.
Dreamscape
This
Force projection placed an opponent in a world created in the mind of
the wielder. The illusion is often broken when the opponent tries to
break through it, but until that time, it appears to be entirely
real.
Electric
Judgement
This
was the name used by Jedi Master Plo Koon to describe his light-side
version of Force lightning. The Electric Judgement power is dangerous
for a Jedi to use due to its nearness to an attack. Few Jedi ever
mastered the power, but those who did could wield it with expertise.
Plo Koon, a Jedi Master on the Jedi Council around the time of the
Naboo conflict was known to use this power. By drawing Force energy
into himself (frighteningly similar to the way Force Lightning is
manifested), the user is able to create a solid lance of Force energy
which extends roughly 5 meters in front of the Jedi's outstretched
hand, remaining for roughly 3-5 seconds before dissipating. This
power is often used to sweep an arc clear of enemies.
Energy
Resistance
This
power shields the Jedi in the Force, absorbing some of the sonic,
fire, cold, or electrical damage that would harm the Force user. This
effect lasts for 120 seconds.
Force
Barrier
This
power shields the Jedi in the Force, absorbing some of the damage of
slashing, bludgeoning, and piercing attacks.
Force
Camouflage
This
physical manipulation of light and sound allows the Force user to go
unnoticed even in a direct line of sight, and is equally effective
against droids and living beings. It has been noted that a few Jedi
have activated this power without even realizing it or having any
training.
Force
Deflection
This
power gives the Jedi the ability to deflect any ranged attacks
without a Lightsaber. The Jedi can't reflect blaster bolts back at
enemies, however.
Force
Immunity
This
power offers very good protection from direct Force powers of Jedi
opponents, possibley negating their effects. The attacking Force user
must concentrate a lot harder to even use powers against anyone using
this power. Force Resistance lasts 60 seconds.
Force
Knock-out
Allows
the Jedi to knock someone out with a mental command and brief/light
physical contact. This happened when Qui-gon tried to "calm"
Jar Jar.
Force
Pummel
This
Force power allows the user to select a specific item or person into
becoming the target of any loose object that might be lying around
such as knives, wrenches, rocks etc. Damage delt may vary depending
on what actually strikes the target.
Force
Redirection
This
power gives the Jedi the ability to deflect ranged attacks without a
Lightsaber. Unlike with Force Deflection, the Jedi can also reflect
these attacks back at enemies.
Force
Resistance
This
power offers some protection from direct Force powers of Jedi
opponents, possibley negating their effects. The attacking Force user
must concentrate harder to even use powers against anyone using this
power. Force Resistance lasts 60 seconds.
Force
Transduction
Using
this power, the Jedi can charge energy cells using the Force. Only
one power cell can be charged at a time. This power may also be used
in reverse to drain power cells in half the time of powering them up.
It does, however, take a considerable time to power up a cell, about
twice as long as it normally would to power them up.
Force
Weapon
A
Force user with this power can temporarily imbue a non-powered melee
weapon (such as a club, knife, staff, etc.) with the Force. This
power can only be used on the Force user's personal weapon, and only
while he uses the weapon himself.
Force
Whirlwind
This
power encircles the target victim in a small maelstrom of air and
dust, inflicting a small amount of damage to the person caught in it.
This power does not affect anything equiped with energy shield
hardware.
Increase
Another's Fatigue
Not
a power particularly favored by Jedi, healers often learned this
power to keep rulers off their feet when they were ill. The opposite
of the Jedi power Remove Another's Fatigue, Increase Another's
Fatigue allows a Jedi to make a target feel as though he has spent
weeks walking through the mountains, even before he has left the
building.
Kinetic
Combat
With
this power you can remotely manipulate a weapon, fighting with it at
a distance as though it werein your hands. (Swing a sword,
lightsaber, fire a blaster etc.).
Lesser
Force Storm
This
is what Vader used against Luke in Cloud City. If the storm is too
big, the victim can hide in the "eye," if the vortex is too
small, the storm will collapse as debris hits the target straight on.
The trick is to get the vortex just slightly smaller than the victim
so that the debris will ricochet, but still keep moving.
Lightsaber
Throw
When
used in conjunction with lightsaber combat this can truly be a deadly
maneuver. The saber seems to take a life of its own, flying out to
strike as much as 10 targets (depending on distance and the force
users ability) in a single attack and then returning to the weilder.
Mind
Probe
With
this power, a telepath can focus their mind on a specific target and
pry one piece of information from the target's mind. The telepath
must concentrate to use this mind-influencing ability.
The
singular piece of information can be a name, a number with 10 or
fewer digits, a secret password, a mental picture of a room or other
specific location, or something similar. The target's mind will
automatically try to fight the probe, but if it fails then the target
doesn't even know the prove is happening. If the target's mind
doesn't hold the information they seek, the probe fails
automatically, although the targets mind will still try to fight
against it.
The
telepath can use this ability only against sentient living beings,
and must also be able to see the target (either in person or through
electronic means).
Mortichro
Mortichro
is an ancient art known only to a small number of Force users that
can be potentially fatal to even the most vigorous person. The power
takes control of the vital functions of a person and slows them
eventually, paralyzing them and killing them after a few moments. The
power is forbidden Jedi knowledge, only known to a very few in the
Order at a time.
Phase
Shift
While
using this power, a Force user can actually shift her existence such
that she no longer interacts with solid matter. This enables her to
walk through walls, escape binders and chains, and any manner of
other things which can affect a character physically. There are many
dangers to using this power, though. A character can become trapped
while passing through an object, reverting back to standard phase and
suffering great physical harm.
Place
Another in Hibernation Trance
The
Jedi can place someone else into a hibernation trance. The affected
character must consent to the "shut down." This power can
not be used to knock out an opponent. The Jedi must be in contact
with the person they are trying to affect.
Plant
Surge
When
used, this power causes plants (grasses, weeds, bushes, trees, etc.)
to entangle target creatures, holding them fast or slowing them down.
The distance at which this power is used affects how difficult it is
to control.
Projectile
Deflection
Some
Force Adepts and Jedi learn to use the Force to alter the trajectory
of incoming projectiles, sending them off course slightly to impact
behind them. Jedi Master Ikrit used this power to deflect the blaster
bolts fired by the Peace Brigade on Yavin 4, however use of the power
is taxing and ultimately caused him to fall in battle.
Quy'Tek
This
was a meditative technique developed by the Jedi Knights of the Old
Republic. It was used primarily to mask an individual's connection to
the Force, allowing a Jedi to pass unnoticed, even to other
Force-sensitive beings.
Receptacle
With
this power, a telepath can imbue a rare and valuable amulet, cloak
pin, brooch, or other piece of jewelery with a fraction of their
telepathic power. The telepath must have an item worth 5,000 or more
credits to use this power on. Imprinting the item takes 8 hours of
undisturbed meditation, which the telepath must complete before the
receptacle can be used. During meditation, the telepath can take no
other actions.
An
imbued receptacle only holds a small amount of power which can only
be spent on the Mind Shard, Thought Bomb, Neural Storm, or Psychic
Scourge powers.
The
telepath can "recharge" a receptacle that is completely
drained, which takes another 8 hours of undisturbed meditation.
Return
Another to Consciousness
The
Jedi can use the Force to return a target to consciousness. The Jedi
must be in contact with the person they are trying to affect.
Short
Term Memory Enhancement On Another
When
a Jedi uses this power, she/he allows another to replay recent events
in order to more carefully examine images and peripheral occurrences.
The target may freeze images and even scan their memory to recall
details that were seen but not consciously registered at the time of
observation.
Neutral
Alter Powers
Cold/Fire
The
Jedi uses telekinesis to slow (cool) or speed (heat) the movement of
molecules. Jaina used this for a fireball (for light), but it could
also be used to melt things, or for freezing attacks.
Force
Pilot
The
Force helps you fly starships more than it helps you with anything
else while using this power.
Force
Push
This
power is used to push or throw one or a number of objects across a
room to cause damage, similar to the effect that Obi-Wan gave in
Episode 1 where he forced 3 Battle Droids across the hallway aboard
the Trade Federation Control Ship.
Kinetite
The
kinetite is a glowing ball-lightning manifestation of telekinetic
energy that can batter down anything in its path. Powerful Jedi have
been known to flatten ferrocrete bunkers with these. The kinetite can
be "caught" or reflected back by the same power, but the
other Jedi absorbs a fraction of the energy and can be thrown several
feet in the process.
Levitation
This
power involves using Telekinesis to lift the Force user using the
power up above the ground. This skill varies according to level.
Adepts may be able to slightly slow a short fall decreasing injury
but not avoiding injury. Knights may be able to slightly increase the
effectiveness of a jump or turn a fall backwards into a flip. A
Master may be able to levitate himself with much concentration upward
but never very far. A powerful Master may be able to levitate himself
fairly high with much concentration but small heights very easily.
Never can a Force User levitate himself when falling a very great
distance.
Loud
This
ability simply allows the Jedi to make sounds and/or speak at
increased decibels. This power is useful for scaring the pants off of
someone with a Krayt Dragon mating call impersonation, or making
oneself heard across a noisy and crowded room.
Projectile
Deflection
Some
Force Adepts and Jedi learn to use the Force to alter the trajectory
of incoming projectiles, sending them off course slightly to impact
behind them. Jedi Master Ikrit used this power to deflect the blaster
bolts fired by the Peace Brigade on Yavin 4, however use of the power
is taxing and ultimately caused him to fall in battle.
Strengthen
Object
This
power strengthens and reinforces the structure of an object. Some
Jedi have discovered that is can also be used to weaken objects in a
similar manner. Using the Force, the Jedi reinforces the inter and
intramolecular bonds in the object through amplification of the
strong and weak nuclear forces. The object has the same density (more
or less), volume, and mass as before, but it takes more energy to
break the bonds holding the object together. This is a relatively
basic skill and is usually taught early in a Jedi's studies. This
reinforcement strengthens the object versus shearing forces, stress,
or disintegration/disassociation by high energies. Some Force users
have even managed to make an object strong enough to deflect
Lightsabers. It must be noted that this does not effect the object's
ability to do damage, but increases its resistance to breakage or
destruction. It also severely limits chemical reactions (such as
oxidation).
This
Force Power may be used on living matter. However, because the
various enzymatic and chemical reactions, and protein interactions in
living tissue are strongly inhibited, use of this Force Power on
living tissue is very damaging. For example: Oxygen (or other vital
gases) no longer disassociates from carrier molecules, causing oxygen
starvation. Hormones and Neuro-transmitters will not disassociate
from receptor proteins. Blood cells will coagulate on the blood
vessel walls. DNA strands cannot be separated for transcription to
RNA thus halting protein synthesis. There are very few organisms that
can withstand such inhibition of chemical reactions. Use of this
power on living beings is considered the dark side.
Telekinesis
This
power allows the Jedi to move and levitate objects in anyway or
anywhere he desires. He can levitate several objects simultaneously.
He can also use this power to levitate himself or others. If
levitated objects are used to attack other characters, the Jedi has
opened himself up to the Dark Side, and may be consumed by it.
Warp
Matter
This
power allows the Jedi to mould a volume of matter to a new shape. The
Jedi must be able to touch some part of the object to be moulded.
This power does not destroy the matter, it merely changes its shape
or position (much like a very advanced telekinesis). The effect is
permanent.
This
Jedi is literally changing the world around them. This power coaxes
millions of atoms and molecules to move controlling each particle.
The fact that it is easier for the Jedi to affect the volume of
matter as a whole rather than as distinct particles is reflected in
the harder difficulty of managing gases with this power as opposed to
some solids or liquids.
This
power is best suited for the imaginative Jedi. You can do so much
with this power, even if it's only 1-3 cubic cm. Some examples
include: peep holes, picking locks, sealing doors, parting rivers,
repair work on anything mechanical, even `breathing' in space/water
for short times.
This
power does not work on living tissue however.
Neutral
Control & Sense Powers
Battle
Meld
This
power may be used to include any other Force-sensitive characters in
a telepathic link. A person involved in this link can heighten any of
their senses and can also see/hear/smell whatever the other people on
the link can. The more people in the link the more the people in it
can heighten their senses.
Farseeing
The
user sees the place or person he wishes to see in his mind, as it
currently exists. This power can also be used to see the past or the
future. He also sees the immediate surroundings, and so can know, for
example, when a friend is in danger, or what has happened to his home
planet in his absence, etc.
Farseeing
requires calm conditions and some time, usually a few minutes.
Farseeing cannot be done in the face of danger, although at certain
times, a character may have a flashback to keep himself on the right
track, or to pass information on to the character in a subtle way.
The
Jedi's visions may not be entirely accurate because always in motion
is the future.
Farsight
This
was one of the many ways a Jedi Knight could use the Force. It was a
meditation technique that gave a Jedi a brief glimpse of the future,
providing a hint at what lay ahead. It was a difficult technique to
master, especially if a Jedi was in battle or otherwise preoccupied.
Hide
Force Sensitivity
This
power allows a character to hide his or her Force-sensitivity from
other Force users in the area. By masking one's connection to the
Force, a character could stand right beside a Jedi Master without
being discovered. Dark Side characters often use this power in
Jedi-rich areas.
Life
Bond
A
Jedi character may choose the life bond power to permanently form a
mental link with one other individual, normally a mate (although
sometimes siblings, parent and child, or even very close friends
chose to life bond).
Detailed
information can be learned by activating the power. The following
benefits are only in effect when the characters are actively using
the life bond power.
The
Force-user is aware of the other's general location and general
emotional state: whether the person is frightened, in pain, injured,
happy or experiencing some other strong emotion.
the
Force-user experiences the other's senses: he or she sees through the
other's eyes, hears what the other hears, and smells, tastes and
feels what the other person is experiencing. However, at this level,
the characters are affected by each others' experiences - both
characters share pain, and if one character is injured, the other
character suffers an injury with slightly less severity (i.e., if one
character is mortally wounded, the life-bonded character is
incapacitated).
The
Force-user is considered telepathically-linked to the life bond
partner and can read the surface thoughts of the other if the other
is willing to share those thoughts (as per the receptive telepathy
power).
the
Force-user can send thoughts to the life-bonded partner (as per the
projective telepathy power), allowing the characters to carry on a
telepathic conversation.
As
an added benefit, the two characters can sense "premonitions"
about each other: for example, if one character is severely injured,
his or her life bond partner will sense that something "bad"
has happened.
Sensing
premonitions is automatic if within 1,000 kilometres of each other.
If on the same planet but more than 1,000 kilometres from each other,
it is slightly harder to sense premonitions. If not on the same
planet but in the same star system, it is harder again to sense
premonitions. If not in the same star system but within 10
light-years, it is relatively difficult to sense premonitions. If
more than 10 light-years away but less than 100 light years distant,
it is very hard to sense premonitions. If more that 100 light years
away from each other, it is nearly impossible to sense premontions.
Lightsaber
Combat
To
use a lightsaber most effectively, a Jedi learns this power. The Jedi
uses this power both to wield this elegant but difficult-to-control
weapon while also sensing his opponent's actions through his
connection to the Force.
When
a character wishes to use a lightsaber, the power automatically
activates.
The
Jedi may use lightsaber combat to parry blaster bolts. The Jedi may
also attempt to control where deflected blaster bolts go, although
this is a harder feat to perform.
Natural
Navigation
This
power prevents the user from becoming lost, as long as the person has
a map or some sense of appropriate direction. If the individual has
no idea of the surroundings, they can still discern the magnetic
north using this ability.
Projective
Telepathy
If
the Jedi successfully projects his thoughts, the target "hears"
his thoughts and "feels" his emotions. The target
understands that the thoughts and feelings he is experiencing are not
his own and that they belong to the user of the power. If the Jedi
doesn't "verbally" identify himself, the target doesn't
know who is projecting thoughts to him. This power can only be used
to communicate with other minds, not control them.
Neutral
Control, Sense, & Alter Powers
Affect
Mind
This
is the abiity to affect anothers mind. You can make them think they
hear, see, smell or taste things they do not. It can also be used to
make people beleive what you want them to beleive and to make them
say what you want them to. However, it only works on the weak minded.
Art
of the Small
This
technique of utilizing the power of the Force was discovered and
refined by the Fosh Jedi Knight, Vergere, during her five decades of
imprisonment with the Yuuzhan Vong. Vergere's personal study and
introspection transcended the traditional definitions of a light side
and a dark side to the Force. Instead, she found a wild form of the
Force and a more controlled form. This definition, which simply
stated the the Force exists and can be controlled, led her to the
discovery of the Art of the Small. Using this technique, Vergere
could make herself "small", in such a way that she was
barely recognizable within the Force. This allowed her to fool her
Yuuzhan Vong captors into believing that she was not, in fact, a Jedi
Knight. It also allowed her to manipulate individual molecules within
her body to affect tiny chemical changes. Thus, Vergere could alter
her own tears to become healing fluids or poisons.
Astral
Translocation
The
final form of teleportation. This makes the users tangible body go
limp, while the life essence of a user moves through the astral plain
to view things he cannot see. Unlike mental translocation, in the
astral plain, a user can interact with others who use this power.
This is a good way to fight duels where one side is notorious for
pulling a saber, blaster, or other non force attack. If the corporal
body is destroyed, the user is forever trapped on the astral plain.
Battle
Meditation
Two
possible effects. The Jedi can force his adversaries to stop their
attack and begin to fight each other. The Jedi can also make his
allies' will to win stronger, while weakening the resolve of the
enemy. The targets of this power must have initiated combat for the
power to work.
Battle
Meditation has its limits, however. For a start, the maximum number
of people that it is able to affect is 1250 people and this is only
if the Force user is extremely powerful. Most people are only able to
affect 150 people while less powerful Force users can only affect
40-75 people.
Conduit
This
power enables a force user to convert force energy into some other
form of energy. This enables the user to fire a blaster or wield a
lightsaber which has a dead power pack. Of course if an item is over
powered, it could burn out or even explode, under power the item and
it may fail to function efficiently. Note that this power is not
restricted to electrical energy, any kind of energy can be produced,
but this power does not enable the user to do force lightning,
project heat from their eyes a la superman or even project a beam of
light from an open palm. It can only be used to power some sort of
powered item.
Discharge
Spirit
User
leaves his body and puts his spirit into a Sohn-Ja (or soul jar to
the uneducated). The object must have great significance to the user
and specifically designed for this action. Materials for the Sohn-Ja
usually cost arround 100,000 to 1,000,000 Credits (Sohn-Jae may only
be crafted from the finest materials, and even the slightest
imperfection could cause damage to the spirit within). While a body
is vacant of a soul it will begin to deteriorate as if in a coma.
Without proper assistance, the body will shortly die.
Dominate
Mind
Dominate
mind enables the persuasive use of the Force. Once a Jedi has this
power, they are able to force most beings to do answer any question,
and do most things as long as it does not go against their basic
instincts.
Doppelganger
The
most powerful Jedi can create body-doubles to move freely and
interact with others, leaving the Jedi's actual body safely hidden.
These doubles are indistinguishable to all but the most powerful Jedi
Masters. When their maker's concentration is lost, or the
doppelganger is mortally wounded, they fade into thin air.
Dream
This
power is used to alter a target's dreams to allow the viewer to
perceive dreams as directed by the Jedi. Jedi healers have used this
power in the past to assist those who have been harmed through the
dark side of the Force to find their way to sanity, as well as to
health. Other Jedi have used this power to warn allies, or even to
communicate with others across vast distances.
Enhanced
Coordination
The
Jedi can coordinate the activities of a group to increase their
effectiveness at a given task. The Emperor often used this power to
increase the abilities of his troops. This power can only be used on
individuals who have agreed to be willing targets for it.
Force
Breach
This
ability can cancel out other powers that Force users may use on
themselves, It is a more advanced version of the Force Suppression
power, and can cancel even the most advanced forms of all powers.
Force
Bubble
Developed
by the Jedi Knights as a defensive measure, the Force bubble was a
kind of shield that protected the individual inside it. When properly
formed, the Force bubble provided a complete sphere of protection,
deflecting energy and projectile weapons away from the being inside.
Force
Link
Symbiosis
is one of the major themes that Force philosophers encounter in their
deep meditation, and is something that affects all students of both
the Light and Dark sides of the Force. Nothing displays the concept
of symbiosis better than the ability for several Force users to
combine their strength and link together, forming a circle of the
Force that flows through one focusing being. The Force Link power
allows two or more Force users to join together, effectively
increasing both the range and area of effect of a power, and also the
potency. However, the actions of the leader reflect upon the entire
linked group, and one must be certain that the leader is trusted or
else the entire group could collapse.
Force
Suppression
This
ability can cancel out other powers that Force users may use on
themselves such as Force Aura, Force Shield, Force Valour, Knight
Valour, Burst of Speed, Knight Speed, Energy Resistance, and Force
Resistance, though it can not cancel out the most advanced forms of
those powers. These powers are instantley cancelled, though the
target can reactivate them if they have the ability to.
Illusion
First
seen in I, Jedi, This is Corran Horn's trademark. The illusion itself
can affect entire groups of people, but droids and cameras won't be
affected (since they're not alive), and powerful Jedi Masters can see
through it if they know what they're looking for.
Inhabit
Object
While
it has been shown that a Jedi who has prepared himself for death may
still make his presence known in the world of the living, there is an
alternative means of doing so besides the "specter" method
shown by Obi-Wan Kenobi after his demise on the Death Star. An
object, usually no more than a handful in size, can be inhabited by
the spiritual essence of a Jedi. This power is dangerous, however,
and is seen as impure by most Force users. Most Jedi see it as the
natural order of things for death to take the living, and as such
frown on this practice as a means of avoiding death. Additionally,
the Force is the essence of living things, and to entrench one's
spirit inside a nonliving object takes away a little of the purity of
the Force, in much the same way that prosthetic replacements do.
Limited
Invisibility
A
variation of Illusion, meaning it won't affect droids, cameras, or
sensors. Also, strong enough Jedi may be able to detect a tell-tale
sign (a ghostly image, a rippled outline or something else).
Mental
Translocation
This
is a form of teleportation that allows the user to have an
"out-of-body" experience in which they see in a tunnel
vision. They move anywhere and see anything, no barriers stop them,
and cannot be sensed. The users body is very vulnerable when this is
used however.
Projected
Fighting
The
Jedi can use this power to strike an opponent without physically
touching them. Projected Fighting is a potentially dangerous skill.
If you wish to remain with the Light Side, only use it in the defense
of others, and only to stun (Never to cause pain and injury).
Psychic
Avatar
With
this power, a telepath can project a mental image of themself - a
psychic avatar - across great distances.
A
psychic avatar is a translucent, three-dimensional projection of the
telepath similar in appearance to a Force spirit.
When
the psychic avatar first manifests, the telepath's physical body
enters a state of suspended animation that could be mistaken for
death by some people. Their mind, meanwhile, instantley travels to
wherever the psychic avatar manifests. In essence, the psychic avatar
becomes the new receptacle of the telepath's consciousness.
Manifesting
a psychic avatar takes a few seconds. The telepath chooses where her
psychic avatar appears: distance is not a factor, although the
telepath must have viewed the destination at least once, though the
avatar can move to somewhere the telepath has not seen. For instance,
a telepath on Coruscant can manifest in a Mos Eisley cantina,
provided they can visualize it from past experience. They can not
adequately familiarize themself with a destination by looking at a
picture or holoimage of it.
Through
the psychic avatar, the telepath can perceive people and objects out
to a range of 20 meters depending upon their power. Beyond that,
everything is a blur. They can not perceive any living being hidden
from their thought sensor (see Thought Sensor in Neutral Sense
Powers); they are simply undetectable to the telepath. Incorporeal
beings (such as Force spirits) and other psychic avatars can
communicate and interact with the telepath's psychic avatar normally
if they are within range.
The
psychic avatar can not physically manipulate its surroundings but can
move in any direction and pass through solid barriers, moving at a
normal walking speed of the telepath. It can not harm living
creatures but can be physically harmed by them. Since a telepath's
mind is locked within the psychic avatar, they are no more or less
vulnerable to mental attacks and mind-influencing effects than they
would be in their physical body.
The
psychic avatar can not use or be affected by Force powers that
manipulate physical objects (such as telekinesis).
Release
Spirit
Allows
user to release a spirit contained in a Sohl-Ja (see Discharge
Spirit). Upon release, the spirit may attempt to re-enter its own
body or use Transfer Life to take over another body. Failure causes
the spirit to dissipate at a gradual rate usually lasting upto a
maximum of 10 minutes without being in a body.
Thought
Bomb
With
this power, a telepath can release can release a burst of psychic
energy that scrambles the thoughts of living creatures within range.
Unleashing
the thought bomb takes about half a minute, and has a maximum radius
of 40 meters. All living creatures within this radius will be
affected, though their minds will try to fight against it.
Since
the thought bomb consists of mental energy, it can pass through walls
and other obstructions.
The
telepath is not affected by their thought bomb and can choose to
shield a number of additional creatures or beings. The amount they
can save depends on their power and training. Shielded creatures
suffer no ill effects from the thought bomb. This should not be
confused with the Sith Thought Bomb power.
Neutral
Sense Powers
Beast
Languages
This
power allows the Jedi to translate a beast-language and speak it in
kind. As creatures rarely have "true" languages, the Jedi
is actually reading the differances in surface emotions within grunts
and growls and other cues of body language.
Combat
Sense
Combat
sense helps a Jedi focus on the battle at hand. Everything else
becomes dulled and muted as the Jedi's senses are all tuned to the
combat happening around him. All targets become mentally highlighted
in the Jedi's mind, focusing his attention on his opponents, a Jedi
gains certain important advantages.
Danger
Sense
Danger
sense allows a Jedi to extend his senses around himself like a ship
has protective sensors, thus creating an early warning system for as
long as the power is in effect. It is active all the time and can not
be turned off.
Direction
Orientation
A
Jedi using this power connects with the Force surrounding the planet
he is on. By probing various aspects of the planet's rotation and
magnetic fields, he is able to determine not only which direction he
is facing (North, South, East, West, etc.), but also create a sort of
internal compass that he may use at any time. As long as the power is
kept up, the Jedi is able to tell exactly which direction he is
moving in relation to the planet's poles. This power is often used in
underground or urban situations, where the more natural signs of
direction are frequently unavailable. This power only functions on
planets or space platforms which have significant rotation and
magnetic fields; it does not function in outer space, or aboard
non-stationary space vessels.
Force
Dream
This
was the term used by the Jedi Knights of the Old Republic to describe
any subconscious connection to the Force that provided a being with
strange and wonderful dreams. Force dreams were considered different
than farseeing, since they provided no information about future
events. They were useful, however, in understanding the stresses a
being was experiencing.
Force
Shot
This
power is used to increase a character's accuracy with missile weapons
against hidden or concealed targets. If successful, the Force-user
may use his sense powers to aid his shots against an organic/living
target that is either fully or partially concealed, be it behind a
wall, through smoke, or in darkness or shadow. At least some portion
of the target must be concealed by some degree of cover to be
effective.
Force
Track
The
Force surrounds and binds all living things, and as they shift their
placement in the Galaxy, so shift the subtle currents in the Force.
Darth Sidious once described the Force as a mist, constantly
surrounding and penetrating all living things, and visible to only
those with a special kind of sense; using this analogy, when a being
moves through the mist, it stirs up clouds and leaves a trail. Force
users can tap into this special view and use it to follow the
movements of a target. By shifting her senses to a certain kind of
Force attunement, a Force-user can see the path left by her target,
effectively using that being's presence in the Force as a means of
pathfinding or tracking. When using this power, the target's path is
illuminated by a bright white glow (for Light Side Force users), an
inky black trail (for Dark Side Force users) or a dull grey trail
(for being of neither light nor dark). This power does not, however,
work with droids or beings which have no presence in the Force, such
as the Yuuzhan Vong.
Guided
Attack
By
successfully using this power and studying a single opponent for two
full minutes, a character can anticipate that opponent's reactions in
combat. This effectively reduces the chance of missing a target when
using a ranged weapon.
Instinctive
Astrogation
This
is the more well known ability of the Jedi to calculate astrogation
routes without the use of a nav computer. The Jedi uses his senses to
"feel" through the myriad of hyperspace routes to determine
the safest path. This skill may also be used the navigate through
nebulae and black hole clusters.
Instinctive
Navigation
Similar
to the Instinctive Astrogation power, but instead of calculating a
course between the stars, the Jedi can use their sense skill to
navigate between terrestrial based locations. Instinctive navigation
is literally letting the Force be your guide, and following its
"currents" to your destination. This skill is useful while
lost in cave systems, mine shafts and other maze-like networks.
Kin
Sense
This
power allows a Jedi to sense a family member's presence. Because the
power is automatically kept up at all times, it allows the Jedi to
sense family members even as they approach. This power may only be
used on blood relatives of the Jedi, or those with whom the Jedi
shares a Life Bond (as per the Jedi power). It is possible, however
very hard, to hide yourself from this power.
Life
Detection
The
character can detect live sentient beings who would otherwise stay
hidden from their normal senses.
Life
Sense
This
power may be used in two ways. The first is after a Jedi has used
Life Detection to feel the presence of a particular target. If the
user wishes to identify the targets which have been detected, each
target must be checked separately.
The
second way that this power may be used is in the attempt of a user to
locate someone. This second usage is normally only attempted when the
Jedi is out of his or her Sense Range. The difficulty is modified by
both Relationship, Species and Proximity.
Life
Web
This
power is used to detect large concentrations of members of a specific
species, such as Humans, Rodians, or Ssi-ruuk, for example. When the
power is used successfully, the user senses the general direction
that leads to the population. If the user is extremely powerful (or
very lucky), the user also knows the approximate distance (hundreds
or thousand of kilometers, or single tens, hundreds or thousands of
light years, for example.). It must be a race that the character has
encountered before.
Magnify
Senses
This
power allows a Jedi to increase the effectiveness of his normal
senses to perceive things that would otherwise be impossible without
artificial aids. He can hear noises beyond his normal hearing due to
distance or softness - he can't hear beyond normal frequences.
Likewise, he can see normally visible things over distances that
would normally require the use of macrobinoculars, and identifty
scents and odours that are normally too faint for Human olfactory
senses.
Merge
Senses
This
power allows a Force user to perceive things through the senses of
another creature, one with animal intelligence or less. He can see
through the eyes of the selected creature, enjoying the benefits or
being bound by the restrictions of the creatures vision. He can hear
through the creatures ears; smell what the creature smells; and
physically feel whatever the creature is feeling. The force user does
not control the creature, but can make suggestions. The simpler or
less threatening the request, the more likely it will be agreed to.
If a suggestion goes against the nature of the creature or would put
it in an obviously hazardous situation, the Force user will likely
fail and the suggested will be ignored.
While
the Force users senses are merged with a creatures, the Force users
body is motionless, its senses unable to function until, of course,
the meld is broken. The link with the creature is also broken by the
death of either the creature of the Force user. If the creature
suffers damage or dies during a meld, the Force user suffers one-half
the amount of damage.
Nature
Affinity
You
are especially in tune with natural surroundings. This mystical bond
allows you to sense what the local environment contains.
By
walking in a natural setting and meditating for a full minute, you
can get a sense of what living organisms exist in the area. Under
these conditions, people with Nature Affinity can detect the kinds of
plant or animal lifeforms in a 200-meter-radius area. Living
creatures that don't wish to be found can try to oppose this power.
Due to the amount of strain this ability puts on its wielder, the
Nature Affinity power can be used only once per hour.
A
person with Nature Affinity can get a "sense" of the
environmental state of well-being by "feeling" for it. This
information translates as an emphatic result, such as "harmonious",
"threatened", or "dying".
Poison
Sense
Related
to Danger Sense, but not dependant upon that power, Poison Sense
allows the user to sense, in advace, any contaminants or other
factors that could make a substance dangerous to ingest.
Postcognition
The
character can visualize the events regarding a particular location or
object. He must be in physical contact with the object, or he must be
at the location, for the power to work. The Jedi can determine who
has handled or touched the object and what events have transpired
around it. The Jedi may "search" for specific incidents or
simply review past events, somewhat like viewing a hologram.
Precognition
Precognition
warns the Jedi whenever they are about to enter extreme danger. These
warnings are quite rare.
Predict
Natural Disaster
This
power allows the Jedi to sense local meteorological and geological
conditions and predict imminent disasters, such as quakes, volcanic
eruptions, floods, landslides, avalanches, cave-ins, mine subsidence,
large scale conflagrations (such as forest fires) and even dangerous
storms, tornadoes and hurricanes (which can also be predicted with
weather sense). By opening his or her senses to the environment, the
Jedi can predict these disturbances, much as animals can seemingly
sense a quake hours or even days before it happens.
Like
weather sense, this power does not lend itself to quick predictions.
It customarily takes weeks for a Jedi to acclimatise to local weather
patterns and topography.
Psychometry
This
ability to use the Force seemed to be unique to the Kiffar race, and
allowed an individual to discern past events by coming in contact
with inanimate objects. A Jedi using psychometry would be able to
view events from the viewpoint of the object's holder, as well as to
feel the holder's emotions. While the Jedi Council did not prohibit
the use of psychometry, it expressed frobade the use of psychometry
on a dead body. Can work on the dead, but not the living.
Receptive
Telepathy
Jedi
can attempt to read the surface thoughts of a target. The Jedi
"hears" what the target is thinking, but cannot probe for
deeper information.
A
Jedi can read the minds of more than one person at a time, but each
additional person but it increases it's difficulty for each
additional person. This power may be used on creatures and other
sentient species, although it cannot be used on Droids.
Sense
Force
This
power is used to sense the ambient Force within a place. It cannot be
used to detect sentient beings, but there are many forms of life and
many areas of the galaxy intertwined with the Force which can be
sensed with this power.
Sense
Force Potential
This
power allows a Jedi to probe the mind of a target, and determine
whether that person has the potential to be strong in the Force.
The
deep subconscious of a Force-sensitive person is shielded by a
protective barrier which prevents another Force wielder from
penetrating his or her inner mind. This shield pushes violently back
at an intruder, sending him or her stumbling back. This "shield"
is an involuntary defence mechanism maintained by every
Force-sensitive person. It is one reliable way to determine which
people might have the potential to become Jedi.
The
magnitude of the backlash generated by the shield depends on the
character's strength in the Force. A person who is merely
Force-sensitive will shove the intruder back several feet. Someone
with actual Force skills will produce a more intense reaction. Those
with little training will send the intruder reeling back across the
room. Someone who is well-trained, or who has a great deal of raw
talent in the Force, might actually hurl an intruder across the room.
Sense
Path
This
power tells a character what "path" he is on: whether his
current actions are likely to lead him to the Dark Side, and whether
any specified future actions are likely to do so. (This power may be
thought of as far-seeing without control). Bear in mind that without
control, the Jedi has no control over whether he sees the past,
present or a possible future. The visions he receives are more likely
to be allegorical in nature; to receive specific details, the
far-seeing power must be used. When giving the results of this power,
be honest but obscure: if the character has been tainted by the Dark
side and is attempting to atone, this power will tell him how
successful he is being.
Sense
Surroundings
Sense
surroundings allows a Force-user to extend his senses through the
Force, permitting him to fight and sense things despite darkness or
obstruction. This power doesn't duplicate the Magnify Senses power,
but it does allow a character to perceive things normally through the
Force instead of through a normal sense. This power can only be used
to counter either blindness or deafness. In order to counteract both
lack of sight and sound, the power would need to be used twice.
Shift
Sense
The
character may shift his senses so as to detect phenomena of a
different type than normal; shifting the spectrum of vision into the
infra-red or even radio waves, setting olfactory nerves to detect
specific chemical combinations which are not normally perceived, or
improving hearing to frequencies above or below that which can
usually be heard.
Please
note that this power is exceptionally useful in some aspects, but
fairly limited in others. For example, a Jedi may detect
communication frequencies, but that does not mean the Jedi can listen
in on the transmission. The Jedi will be able to detect that a
transmission is present, but may not necessarily be able to locate
the signal's source, and certainly will not be able to decode the
information carried by the transmission.
Thought
Sensor
Using
the Force, a powerful telepath can sense the psychic vibrations of
all living beings within a radius of anywhere upto 20 meters
depending on their power. A Force-sensitive being can try to mask
their psychic vibrations if they are more powerful in telepathic
abilities. A successful mask means the telepath cannot sense the
beings presence using this ability. The telepath cannot be surprised
in combat by any being or creature they detect with their thought
sensor.
Translation
This
power allows the character to translate a language and speak it in
kind. The Jedi may decipher body language, explore the spoken word,
or translate ancient Sith texts. In order for this power to work, the
character must first hear the target speak, or see the words in
written form (such as an ancient text or document). This power has
many advantages. First, it takes only one application of this power
to "understand" a language.
Because
they also "speak" using beeps and whistles, droids may be
communicated with using this power. Finally, the Jedi can translate
ancient texts, even if the language has long since vanished from the
galaxy.
Note
that the character does not really know the language. Once this power
is no longer in use, the Jedi is once again unable to decipher the
target language.
Weather
Sense
This
power allows the Jedi to attune himself to the workings of local
weather patterns. By sensing he movements of clouds, winds, tides,
and solar bodies, someone using this power can discern patterns in
the weather, and so make limited predictions regarding the behaviour
of atmospheric phenomenon.
The
power does not lend itself to quick predictions, however. It usually
takes weeks for a Jedi to become accustomed to local weather patterns
and become familiar with unique features of the local topography that
it is possible to obtain accurate readings.
Neutral
Sense & Alter Powers
Beast
Trick
Beast
Trick distracts a creature or beast making it easier to sneak by
them. When this is used upon a beast, they are distracted for 30
seconds. Distracted targets won't notice the Force user unless they
get too close or interact with them.
Blinding
By
using this power, a Force user can cause one other person to become
temporarily blinded, a combination of affecting optic nerves and
collecting Force energy in front of that person's eyes. The target
perceives a bright, blinding light just beyond the tip of his nose
that makes any action nearly impossible.
Control
Weather
Can
be dangerous if the Jedi is unfamiliar with natural weather patterns;
should only be used on a small scale (moving small clouds, summoning
lightning to a certain spot during a storm).
Dim
Other's Senses
This
power can be used by the Jedi to reduce the awareness of a target.
Force
Blast
This
is the most basic attack a Force wielder will employ. Literally a
blast of pure Force energy, used to disorient and stun an opponent.
Force
Wave
Also
known as the "Force Push," this power generates a wave of
telekinetic energy that knocks opponents down with surprising force.
The power is often used in order to clear a path or deflect away
several opponents at the same time, doing minimal damage directly.
Qui-Gon Jinn and Obi-Wan Kenobi displayed this power several times
during the invasion of Naboo when fighting against Trade Federation
Battle Droids.
Friendship
Proper
application of this power can calm a hostile person or animal. Use of
Friendship employs calming emotions that can cause enemies to
re-think their motives, or open them up to discussion and parley.
Friendship does not make them forget past events (such as when you
tried to kill them), but it might give you a chance to bring about a
peaceful solution to a disagreement. The target of Friendship will
remain calm until a situation occurs that alters that state.
Greater
Force Shield
An
advancement over the Lesser Force Shield power, Greater Force Shield
functions in a similar manner, though with two powerful side effects.
In addition to providing more protection from physical damage, any
energy attacks, such as blaster fire, whose damage is absorbed
completely by the shield will "bounce" off the shield in a
random direction, as though striking against a magnetically-sealed
door. Additionally, any time the Greater Force Shield power
completely absorbs any damage from Force Lightning, the shield will
retain some of the electrical charge.
Group
Mind
Allows
user to telepathically communicate with all creatures within 30
meters.
Kinetic
Release
This
power allows a Jedi to release the inherent kinetic energy of an
object in a way which transforms it into an explosive force. This
power may be used normally on anything smaller than 1 cubic meter.
Lesser
Force Shield
The
Jedi surrounds himself with a Force-generated shield. The shield
repels energy and physical matter. It can block objects down to a
molecular level depending on the power of the Force user.
Malacia
This
power causes extreme dizziness and nausea in a single target within
the user's line of sight. Any target of this power is stunned for
roughly 1 minute, and can not do anything in that time.
Mind
Shard
With
this power, the telepath can drive daggers of psychic energy into
others' minds, disrupting their neural pathways.
The
telepath's maximum range with the mind shard is 20 meters. The
telepath must be able to sense the target's thoughts (Thought Sensor
is good for this) to use this ability.
Neural
Storm
With
this power, a telepath can overload a living creature's neural
network, causing momentary disorientation.
Triggering
a neural storm can take a few seconds, and the telepath must be able
to see their target or sense their thoughts.
Psychic
Scourge
With
this power, a telepath can lash one or more opponents with tendrils
of psychic energy.
Using
psychic scourge can take a few seconds, and can affect more people
the more power the Force user has, and the more training is put into
it, with no maximum limit to the amount of people. The telepath needs
to either see their targets or sense their thoughts.
Remove
Force Imprint
This
power removes the Force imprint left by a Force user (or the ambient
imprint) on an object or area.
This
power requires intense meditation and the Jedi must go into a trance
to erase all of the imprint over long periods of time. Short breaks
may be taken every week to eat and drink, but the power must be
"maintained" and the delay must not be more than 10
minutes. While in the Remove Force Imprint trance, the Jedi must not
be distracted by any large stimulus (e.g. a loud bang or shout, a
slap, an extremely strong smell, etc.). After finishing, the Jedi
should leave the vicinity of the object or area, preferably within 24
hours. Contact longer than this increases the probability of a new
Force imprint being created. Using the Force near the object or area,
after erasing the imprint (convert cubic meters to meters of
distance, eg. 100 cubic meters=100 meters from the object or place is
considered "near") creates a new imprint.
Removing
the Force imprint of a Force Nexus, especially a Dark Side Nexus
(like the Dagobah Cave) is extremely dangerous for your mental
health.
Dark
Side Powers
Dark
Side Alter Powers
Bolt of Hatred
The Force user
creates in his or her hand a radiant sphere of pure hatred which he
or she can hurl at any target within his or her line of sight. The
bolt is slower than a normal bolt from a blaster. The stronger the
Force user, the more powerful the Bolt of Hatred is. The more
powerful it is, the slower the bolt travels towards it's destination.
If a character is hit square in the chest or head with a Bolt of
Hatred without bringing up a defense, he or she will die instantly.
Dark Side Web
When successfully
initiated, this power summons strands of dark side power that wrap
arround the Force user's target, ensnaring them in a mesh of
brilliance. The lattice of energy severs the connection between the
Force and the trapped individual and saps the strength from their
body.
Deadly Sight
Sariss' trademark
in Jedi Knight, this is one of the most painful mental attacks.
Victims feel their skin and bones burning and their blood boiling
within them (an illusion; the actual damage is comparable to a mild
sunburn). If the necessary line of sight (or attacker's
concentration) is not broken, the victim will die from pain.
Fear
This power causes
fear in a single target, such that they cower in fear of the
attacking Force user for roughly 6 seconds. It is easy for other
Force users to negate the effects of this power.
Force Bolt
This power was
displayed by the Dark Jedi Jerec, who used it to attack a former Jedi
Knight. This power allows the Force user to manifest a luminescent
sphere of Force energy, covered in tendrils of colored energy, which
is fired at an opponent for one of two effects (stunning the
opponent, or actually harming them). Many Jedi use this power for the
first effect, as it is simpler and more practical than carrying a
blaster.
Force Crush
The Force user
uses the dark side of the Force to telekinetically crush an opponent.
Injure/Kill
The antithesis of
Control Pain. The character inflicts pain, injury, or death upon an
opponent. He/She must be in physical contact to perform this power.
Wound
This power
triggers spasms in the victim's lungs, causing great pain and
inflicting damage, which increases based on the power of the Force
user. It is, however, possible for powerful Force users to resist
this power completely, taking no damage what-so-ever.
Dark
Side Control Powers
Channel
Rage
This
power, when used, channels the characters anger and rage into a
berserk fury, which increases his/her prowess in battle. It
temporarily increases the users strength while decreasing their
ability to defend themselves slightly. Raging characters are unable
to perform any Force power that requires patience and/or
concentration. When use of Channel Rage ends, the user loses a lot of
strength depending on how long the power was kept up.
Rage
This
power allows a character to feel the dread influence of the Dark
Side. It functions as a counterpart to emptiness.
The
character must tense himself completely, and allow the mindless rage
of the Dark Side to possess him. When using this power, a character
will appear lifeless. They are amplifying the negative aspects of
their own personality, leaving the face clenched in a rictus of
horror and fear.
A
character must determine how long he wishes to be in rage when he
enters the trance. Barring an attack or the arrival of a specific
person (as explained below), the Jedi will stay in the trance for the
chosen duration.
When
the Jedi leaves this state, he an increase to all Force skill for a
period of time equal to the time spent in rage.
Like
emptiness, this power makes characters oblivious to their
surroundings; they cannot move. Unlike emptiness, however, characters
in this state strongly exude the Dark Side. The internal focusing
does provide some protection for the character against others using
the Force on them.
Characters
dehydrate and hunger twice as fast normally when using rage and are
even more susceptible to damage. Characters who plan on an extended
trance will need intravenous nourishment.
In
rage, the character is less oblivious to her surroundings than a
corresponding Jedi in emptiness. For example, any physical contact by
a living being may revive them which provokes an instant berserk-like
attack, regardless of who the person may be. It is then very
difficult for a character to stop before killing the beign that woke
them.
A
character using rage can choose to anticipate the arrival of a foe.
This will allow them to instantly awaken if the expected person comes
within five meters of the person in rage. This power may be used in a
preparation ritual for the transfer life power. When a raged person
uses transfer life, their original body is instantly and totally
consumed by the Dark Side, often bursting into unholy blue flames.
Dark
Side Control & Alter Powers
Affliction
Affliction
causes a target to suffer as though poisoned, unless they are able to
resist. It will, however, take some effort to resist and failure to
resist upon having tried will only make this power all the more
effective. The target of this power is also slowed for the duration
it is kept up.
Blackness
This
power causes people to overlook the user as he or she blends into the
surroundings and any smells or sound emanating from them are muffled.
However, the user may not use combat oriented Force powers while this
power is up. e.g. Lightsaber Combat, Combat Sense, Injure/Kill,
Inflict Pain etc. This power does not affect ant electronic sensors.
Drain
Energy
This
is the ability of a Dark Jedi to use his power to 'rip' the enrgy
from something. Accounts of Dark Jedi draining Lightsabers or
Blasters have brought fear to many. You can draw energy out of power
packs, energy cells, and similar power sources. This effectively
renders electronics and powered weaponary useless until the power
pack is replaced. It also shuts down items using other power sources
(such as energy from generators).
Energy
Trap
This
was a form of protective defense that could be created by Dark Jedi
and Sith practitioners. The energy trap was essentially a
concentration of Dark Side energy that was nearly invisible to the
naked eye. However, it could sometimes be discovered in a being's
peripheral vision as a brief flash of deep color. When a Jedi Knight
stumbled into an energy trap, they found themselves instantly
immobilized, unable to move without tightening the trap. Only those
Jedi Masters who managed to dedicate their complete concentration to
escaping the trap could break free. Because of this, many Sith left
energy traps just outside areas where they could ambush the Jedi,
forcing a being that was trapped to choose between utter withdrawal
or useless thrashing in order to break free.
Feed
on Dark Side
The
Dark Jedi can feed on the fear, hatred, or other negative emotions of
those around him/her to make his/herself more powerful. The reason
for the emotion does not matter to the Dark Side, the emotion alone
is the key. The character will seek to make her foes angry, afraid,
or filled with hatred, then she will feed upon those emotions to
augment her own strength.
Force
Choke
With
this skill the Force-user telekinetically chokes an enemy. Only
living (and breathing) beings can be affected. This power can be
countered easily enough by a Force user who simply uses Force Push on
the attacker. The person this is used on may be temporarily stunned
for a small amount of time after they are released.
Force
Lightning
Truly
a corruption of the Force. The Dark Jedi who wields this power can
hurl bolts of white, blue or purple energy that take the appearance
of lightning from his/her fingertips. The bolts rip through the
target causing fantastic damage. Since this power is Force-generated,
it can be repelled by using Dissipate Energy depending on the power
of the user compared to the target.
Force
Storm
Different
from the power Create Force Storms, this power is in fact simply a
more powerful version of Force Lightning. This power unleashes a
direct energy attack on all hostile creatures within 10 meters of a
target enemy. Upon being hit by this power, a being will lose both
stamina and Force power at a varying degree dependant on the power of
the user. It is possible to fight back against this power slightly,
but it will only half the damage done at most.
Hatred
With
this power you can release all your hatred in a blast of pure Force
energy, dealing damage to all those within a 10 meter radius of
yourself. Force users may attempt to counteract this power but this
can only decrease the damage to half its original power at best.
Also, if the user moves while still usnig this power, then the radius
moves with him. The effect always stays centered on the user and
moves as they move.
Horror
This
power causes all hostile creatures within a 5-meter radius of a
target enemy to cower in catatonic fear of the attacking Force user
for roughly 12 seconds. It is possible for stronger Force users to
negate the effects of this power.
Inflict
Pain
The
character can use this to inflict great agony in her target. The
actual physical result of the power is that the target is not able to
move for several minutes after the attack. The Dark Jedi can not kill
using this power, for it only stuns the target. He/She does not need
to be in contact with her target to use this power.
Insanity
This
power can greatly confuse an enemy force, inflaming paranoia and
doubt. All enemies within a 10-meter radius of the target must
attempt to fight against this power or cower in catatonic terror for
roughly 12 seconds.
Plague
Plague
causes a target to suffer as though deathly ill from poison, although
they are really not. This power will slowly drain the targets health
out of them. The target is also slowed for the duration this power is
kept up. It is impossible to save against this power's effects making
it extremely dangerous.
Shock
This
power unleashes an energy attack on a single target enemy. The target
suffers small amounts of damage each time it hits unless they are
strong enough to resist it.
Slow
This
power clouds the mind, making a target's actions unusually sluggish.
It is possible for a strong Force user to resist this power however.
Slow
Another's Healing
Typically
used by Jedi who had fallen to the dark side of the Force, persistent
stories abound regarding a fallen Jedi who returned to the light side
and used this power to heal a President who was healing unnaturally
quickly, sealing an alien poison in his veins. Whether this is truth
or not is not my place to decide, but it is an interesting story.
This is the opposite to the power Accelarate Healing...it slows the
natural healing process so that it takes twice as long to heal.
Summon
Storm
With
this power you can manipulate the atmosphere to create rain, winds,
and lightning. This can include creating rain that reduces
visibility, winds that hinder activities, and intermittent lightning.
The rain provides nine-tenths concealment to anyone in the area (in
addition to thoroughly soaking anyone that isn't waterproof). The
winds are strong enough to cause folliage to whip about violently and
hurl loose leaves and paper about, providinf a significant
distraction to ordinary activities. The storm is not strong enough to
move objects heavier than 1 kg. The lightning strikes are random, as
with an ordinary storm; the user cannot direct them. Lightning hits a
being rarely, although its presence does provide significant trouble
for piots flying vessels through the storm. The storm can only be
generated outdoors, and may not be possible in some cases (This power
could not be used to generate rain on Tatooine for example). The size
of the storm depends greatly on the power of the Force users
summoning it.
Waves
of Darkness
The
user delves into the darkness of his/her own spirit and dredges up
the feelings of hatred, jelousy, greed, and rage yhat linger in
shadowed reccesses. Using the Force as a power source, he/she expels
these vile emotions in waves of dark side energy that radiate outward
in an expanding sphere. Anyone caught in the disturbance suffers
immediate confusion, and a few seconds later, flees in feer.
Dark
Side Control, Sense, & Alter Powers
Awaken
The
Emperor, having trained many loyal subjects, often found it a major
inconvenience to have to skip over potentially valuable minions due
to their lack of Force Sensitivity. As a result, Palpatine learned of
an ancient uses of the Force that delves deep into the Dark Side to
awaken latent powers in average beings. The result of this power's
use is that the recipient gains the ability to sense the Force as
though he had been born with it, still requiring instruction to learn
but now able to manipulate the Force as any other Force user can.
Control
Mind
The
Dark Jedi can take control of another person, turning them into a
puppet who must obey the character's will. If he/she attempts to take
control of another Force sensitive person, he/she can not make them
do anything that would cause the target harm, or do anything that
would go completely against the Jedi code (if they follow the Light.)
Create
Force Creature
Since
the dawn of time, the Jedi have ruled the galaxy. It was not until
the great Sith War, and the Great Purge, were the ways of the Jedi
Knights lost forever. During the Jedis reign however, there were
those who despised order, and peace. Those were the individuals of
the Dark Side.
For
many centuries, those of the Dark Side were shunned and their numbers
and subsequent effect on the galaxy dwindled. It was not until a Dark
Magician by the name of Kalraan harnessed the ways of the Dark Side
to create a living being - laced with the power of the Dark Side.
This creature was called the Homonculous. This creature was later to
be known as the Scout Homonculous.
It
was unknown how Kalraan had come about using this power. It was
rumoured that Kalraan had found ancient scrolls belonging to the
Great Sith Lords of Old. But this was only rumour. While those of the
Jedi council speculated, Kalraan continued his study with this power,
and created creatures of terrifying power. Those of the Burden
Homonculous, and the Assassin Homonculous. The Assasins were the most
feared, and none but the greatest Dark Side adepts created these
creatures of horror.
When
The Dark Jedi Kalraan was killed over 500 years ago, his secret was
thought lost. This however was not the case. In recent times, a
number of incidents involving a Dark Magician by the name of Dhar
Bullwin, have been reported. It is rumoured that Dhar was able to
create a magical construct also rumoured to be called The
Homonculous.
Creation
of these creatures was and still is considered to be nothing but
evil, as the user is creating life from the Dark Side itself.
This
power creates a Force construct that can be controlled by the Jedi,
yet also has some degree of "free will". A Jedi whop uses
this power can create one of the following creatures: a) Assassin; b)
Scout; or c) Burden
Any
life force the creature may seem to have is simply a physical
manifestation of the Force and while the Homonculi are capable of
limited independent thought, they tend to simply follow the last
command given.
When
the creature suffers damage greater than a wound, it begins to
disintegrate, then fade, and finally returns to the dust its physical
form was created from.
When
a Jedi creates this creature, he or she must determine what type of
creature.
Assassin's
have the following attributes: Bat-like wings, sharp teeth and claws,
long tail, dark motley green and brown coloured body, poison claw
glands. The poison claw glands secrete a poison onto the creature’s
claws. This poison is strong enough to knock most beings unconcious
for roughly 3 hours.
Scout's
have the following attributes: Bat-like wings, sharp teeth and claws,
long tail, dark motley green and brown coloured body, acute vision,
auditory sensitivity.
Finally,
Burden's have the following attributes: Flat back, furry, small dull
teeth and large climbing claws, muscular, stubby stout legs set low
to the ground dark black coloured body, webbed digits.
Create
Force Storms
This
could be the single most destructive Force power known. With this
power, the Dark Jedi can rend the space-time continuum to trigger
mighty storms of Force energy. He/She can also control the storms
(sort of). The user of this power must focus his/her hate and anger
to a nearly palpable degree, which can be dangerous. If he/she loses
concentration, the storm could consume him/her.
Crush
Opposition
This
power saps the will of everyone the Force user chooses to target
within a 15-meter radius of a target enemy. Targets can attempt to
fight against this power with their own willpower, but usually fail.
This power lasts 45 seconds.
If
the Force user chooses to walk the path of the light side, this power
will no longer function.
Dark
Familiar
This
power allows a character to bind another character to his own will,
creating an ever-submissive servant bound by the Dark Side to his
master. The use of this power gives the master and familiar certain
advantages. They each gain the ability to automatically use the
Receptive Telepathy and Projective Telepathy powers only with each
other (the familiar need not be Force-sensitive to use this power
with his master). Furthermore, the master can locate his familiar at
will by direction at any time, from any distance.
Death
Field
Death
Field targets all enemies within a 10-meter radius, draining life to
heal the attacking Force user. The damage done by this power, and
thus the healing available for the attacking Force user, is dependant
on how powerful both the attacker and defenders are.
Drain
Force
With
this power you are able to draw life energy from living beings,
gradually absorbing it yourself. Draining the Force from other beings
in this fashion provides you with additional Force sensitivity, but
each time you attempt this, you go over to the dark more and more.
For this to work the target(s) must be within 10 meters from the user
and this may only be attempted once per week.
Drain
Life
This
power allows the Force user to drain the life of others to heal
himself from fatigue. Targets of this power can fight back, but at
most can only half the effects. This power can not be used on droids.
Drain
Life Essence
The
character can draw life energy from the sentient life around him/her
and channel the negative effects of the Dark Side into those victims.
All living beings are a part of the Force, even if they are not aware
of it. Many go through their day to day lives wasting a lot of their
energy. This power allows the character to draw the energy that would
be wasted from those beings. He/She then uses that energy for his/her
own means.
Kill
This
power allows the Jedi to exterminate an enemy at range with a single
thought, causing the target to choke for 6 seconds and inflicting
some damage to their internal organs which could possibley kill them
if the Force user was strong enough. Some targets may fight against
this power and if they are successful then they do not choke,
although they will still suffer some damage to their internal organs.
Telekinetic
Kill
This
power allows the Dark Jedi to telekinetically kill his/her opponent.
The exact method varies: crushing a trachea, pure the brain, stop the
heart, or a host of other ruthless methods.
Transfer
Life
The
Dark Jedi can transfer his/her life energy into another body. This is
a key to immortality, and one of the most twisted and evil of the
Dark Side powers. It is nearly impossible to overcome a body when the
original spirit is still residing in it, so this power is nearly
useless without the ability to clone. Any Force user who uses this
power to escape death immediately loses access to the Light Side of
the Force
Dark
Side Sense & Alter Powers
Drain
Knowledge
You
can drain specific memories, relating to a single subject, from a
victim's mind. This allows temporary access to this knowledge. This
is much easier when performed on a sleeping/unconcious being. It will
take roughly 5 minutes to take the knowledge from a victim and you
must be in contact with them for it to work.
Force
Drain
Also
from Jedi Knight, this was Jerec's trademark. Simply put, a Jedi can
suck up a certain amount of Force energy from a victim, leaving the
victim helpless.
Dark
Side Special Powers
Force
Scream
Dark
Jedi who become enraged can lose control of their emotions. This
sometimes triggers ripples in the Force. Actually, "ripple"
is a bit of an understatement. Tidal wave is more appropriate. It is
sometimes defined as "a wave of hatred amplified and fueled by
the Dark Side, that is capable of smashing through mental and
physical defenses with ease." The Force Scream is a devastating
occurrence. It not only brings harm to the enemies of the Dark Jedi
causing it, but to the Dark Jedi himself. It encompases an area of
roughly 50 meters.
Sith
Book of Spells
Basic
Sith Powers
Control
Pain
Control
Pain lets a Dark Jedi/Sith continue a task despite great pain.
Hibernation
Trance
Sends
a Force user into a hibernation where their body needs less
attention.
Infectious
Wound
This
enchantment causes the wounds inflicted by a weapon to become
impervious to healing. Most often employed on blade weapons.
Inflict
Pain
Allows
a Sith to cause extreme pain in an adversary, usually involves the
throat.
Projective
Telepathy
This
power lets a Force user project their thoughts and feelings to
someone.
Rage
Sith
equivalent to Emptiness, when you come out of rage, all Force skills
are greatly increased.
Reduce
Injury
Similar
to accelerate healing, except reduces extent of injury, doesn't
actually heal.
Sense
Force
Allows
you to sense the Force in a certain place, and whether it is light or
dark.
Sith
Aeromancy
Clouds
This
is a similarity to the effect of the nuclear winter, but only there
is no radiation. This spell is effective against a whole planet or
moon. The caster summons the forces of the winds and tries to force
them into and out of the realm of the spirits at a very quick rate,
thus making the winds turn black. And since the winds are usually
always present in the higher layers of the atmosphere, the winds
would make the whole sky dark, completely blacking out the sun for
the inhabitants of a planet. This effect has no possible reverse and
causes most of the planet's population to die from cold and hunger.
Denial
of Life
Only
available to Masters and above, this skill consists of removing the
air around your opponent, making it impossible to breathe.
Flight
Manipulation
of the air currents to levitate one's self. This can be modified to
use on other objects.
Forcewind
This
spell alters the path of any shots aimed against the caster so that
they will miss him/her and hit beside the caster. The attacker won't
see anything strange because the the shoots departs form its course
on its way for the caster, and the attacker will see it as a usual
failure.
Pressure
Altering
of the air pressure around one's opponent that results in extreme
discomfort, possible nausea, and if the user is strong enough and the
pressure is increased, the person or object under the stress can
either be crushed due to the pressure, or is severely crippled.
Wind
Blast
Direction
of the air towards an opponent used to knock them off balance,
distract, or to hurdle them towards something. Can be used in reverse
to "shove" the opponent towards the Aeromancer.
Sith
Alteration
Alchemy
(Click For Picture of Machinery)
Using
ancient Sith equipment and arcane formulae, a character with this
Force power can alter the molecular composition of living beings,
creating Dark Side mutants. All changed made to a being with this
power create horrific physical mutations. To use this power
successfully requires thousands of credits worth of alchemical
equipment and raw materials (as well as a subject). Each alteration
made causes considerable damage to the person it is used on. This
power can also be used to reshape inanimate matter. Examples of
alchemy include: adding claws or fangs, adding horns, adding natural
armour, altering the physical appearance of a being, granting a being
Darkvision, making a being more obediant and increasing the natural
speed of a being. Each alteration made to a being increases the
difficulty of performing the next one.
You
can also reshape inani-mate matter, making it sharper or stronger, as
the ancient Sith frequently did with their weapons and armor.
Body
Strengthening
The
Dark Side can give you many boons, often extracted at a terrible
price. Once such boon was the way the Dark Side could make the body
stronger, faster, more able.
Change
of Style
Altering
an object, such as a saber into a serpent, for a sustained amount of
time dependent upon the user's level.
Dark
Double
This
spell creates an illusion of the caster that is under the caster's
complete control. It appears to be a perfect duplicate since the
caster is familiar with all the nuances of his own body and
mannerisms.
Despite
the skill of the image, the illusion is flawed at this level. It
cannot make any sound and has no substance. Thus anyone viewing the
illusion would see an exact duplicate of the caster, but the image
could not speak, would make no sounds as it walked, etc. The caster
must also be able to see the illusion he is creating so that he can
concentrate on his actions(either by being in line of site or viewing
it with some sort of surveillance equipment).
Emplace
Rune
Upon
touching the said individual the Sith has the ability to alter the
very body of the being, placing onto it the mark of the Sith. It is a
lasting memory of the Sith.
Facial
Manipulation
This
spell enables the caster to copy the face of another being, either
living or dead. The caster gains the facial features of the chose
individual, providing the caster can clearly see the face he/she/it
is trying to emulate. The caster does not gain any sensory abilities
(or disabilities) associated with the new face. Note that the false
face is NOT an illusion, it can last for several hours depending on
the casters rank, or until he/she/it chooses to end it.
Full
Body Manipulation
Completely
changing the shape of the user into something ranging from a small
bird to a larger beast of burden, depending on how skillfully the
molecules are arranged.
Instantaneous
Healing
Though
the Dark side of the Force, the Dark Lords of the Sith were able to
heal Exar Kun's shattered body in moments, though the pain was
extreme he recovered fully, in body at least.
Lethargic
Sleep
A
millennium ago, an unknown Sith sorcerer used this spell to trick his
enemy into thinking that the sorcerer was dead. This spell simulates
the condition of clinical death by slowing down every body function
almost to the point of real death, but still keeping the subject
alive. It launches a specially configured wave right to the surface
of the brain lobes which slows down the synaptic reactions. The
person under lethargic sleep will look and feel dead, exhibiting
lowering temperatures, showing no pulse, heartbeat or breath. The
only drawback of this spell is that it's difficult to predict its
effects. A person may be in a state of lethargic sleep a few hours,
OR a few years. The range is that wide.
Manipulation
of Others
Skill
reserved for Masters and above, this skill allows the user to
manipulate his or her opponent into something less hostile. Extremely
draining, a four step process.
Shapeshifting
This
spell allows a Sith sorcerer to again touch the Prime wave and open
all channels of communications to let the Force flow through his
body. However, the user must search out the proper frequency of the
Force to successfully cast this spell. To do that, he needs to
meditate on the spell's meaning . As the Force flows through the
user's body, his appearance slowly morphs from human to animal. The
Sith may choose what animal he/she wants to morph into. The frequency
of the spell depends on the wanted animal. It is sad to say that when
the spell is completed, along with the body morphs user's mind into
that of the animal. The user literally becomes an animal, his mind
changed into bestial. From that point on , the only counteraction one
can take against this spell is for some other Sith user to cast a
"Werewolf" spell on the animal.
Sith
Animism
Mind
Joining
In
this special the caster is able to control any animals that he so
wishes.
The
Tongue
When
using this power any animal that the caster comes upon is able to
understand what the caster is saying just as the sounds projected are
able to be understood by the caster.
Sith
Cryomancy
Cryofreeze
This
spell has never found practical use in history, but theoretically its
advantages can be found. If one plans to embark on a long voyage
without a hyperdrive, one may wish to cast this before doing so.
After this is cast, the Sith Sorcerer falls into trance similar to
both hibernation and cryostasis. However, such trance may last for
millions of years, while cryochambers preserve a person only for a
maximum of 100,000 years with 15% mental and bodily degradation. The
caster may choose when to wake up. Although, I can not see how one
may find this spell useful in today's technology, this proves that
the Sith have existed long before anyone even got an idea of building
a hyperdrive.
Crystallize
This
spell only has one purpose and that is offensive and destructive.
Based on the early human attempts at cryostasis, it was first
pioneered by the primitive Sith Magicians about 40000 years BSW. A
Sith Magician launches a bolt of energy at the target. As the bolt
enters the target's body, it cools it immediately down to the
temperature of -40 degrees Celsius. However, the cooling is so brief,
that the target does not die at once. And yet, as the temperature is
lowering with the bolt, the water in the cells contracts and then at
-30 it expands again and crystallizes causing massive cellular
damage. When the body gains temperature again, osmosis in the cells
is resumed, and most of the cells explode from the holes caused in
them by crystallization. The damage is 100% fatal.
Force
Capsule
It
is best to cast this spell in unison with the Cryofreeze. After the
casting, a Sith Sorcerer is completely covered with a bubble about
the size of an escape pod completely consisting of the Force. After
that, if the user doesn't cast Cryofreeze, he will simply suffocate
in the limited space of the bubble. Then the bubble may act as a
rocket and fly up carrying the sorcerer away into deep space. It is
completely guided by the directions put in it by the sorcerer before
the casting. The bubble senses when the sorcerer feels that the
journey is complete and then disperses, even if it might dissipate in
outer space Then, automatically, the Cryofreeze is disengaged and the
sorcerer wakes up. It is very useful if one wants to leave and never
return somewhere and spend his life as a hermit.
Freezing
Of The Exterior
A
powerful spell that affects organic and non-organic substances alike.
This spell uses the Dark side to suck out all kinetic energy from the
molecules of the target, thus lowering the target's temperature to
zero degrees Kelvin. This sudden freezing makes the target become
brittle, and can thus be easily shattered. There is legend of a Sith
Sorcerer who made Ice sculptures out of his opponents through the use
of this spell.
Life
Suspension
A
Sith Lord may cast this spell on themselves prior to their own bodies
death. The dark side will hold the body at the health when it is
cast, even if the body does not remain in one piece.
Sacrificial
Gain
A
Sith Lord sacrifices the life of a force sensitive individual to
extend their life in ratio to the force strength of the individual
with only minor bodily degeneration.
Sith
Divination
Augment
Holocron
It
is known that the Sith Holocron can not teach one who wishes to learn
the true wisdom of the Darkness about that which was a long time ago.
It is known that the first jedi appeared about the same time the
hyperdrive was constructed. But only the Nightsisters can contact the
forces that were before the jedi-the shadows, but even they can not
see or hear a shadow. But with this spell, the caster shall learn
more from one shadow through the Holocron than he has ever learned
from most of the people in his life. One shadow houses more than two
million years of experience and intelligence. And the most important
thing, one will be able to SEE a shadow. It's been said that the
shadows are beyond a human's comprehension. But the Holocron can
prove otherwise. I suggest this spell be taught only to the trusted
ones of the Sith.
Dark
Prophet
At
this level of this spell group the Sith Master can Glimpse the
secrets of another individual, the dark secrets that we all have and
hide. These become apparent to the Sith master.
Psychic
Parallel
Using
this spell, a Sith Sorcerer can alter reality in his target's mind.
He creates a separate world, parallel to the real one. So, his target
can be mislead for a long, long time. Even forever, sometimes, if
some lucky psychiatrist doesn't discover it. However, if the target
is hurt in the real world,he will be most likely hurt in the dream
world and vice versa. A person under this effect can be easily
detected, however, because of the absent minded look, muteness, and
sleepwalker-style of walking. For example, a guy dreams that he is in
the hospital, while in reality, he is lying on the floor.
Sith
Electrics
Charge
Stone
This
spell allows a VDSM "charge" a rune stone with magical
energy. It transfers the mentioned energy from the caster of the
spell, first through the rune structure itself and then into the body
of the stone. Let it be noticed that the magical energy does not
destroy the rune stone. When such a spell is cast upon it, it becomes
a sort of a magical storage battery. However, a charged rune stone is
an extremely volatile material and that gives it a possible use as a
weapon. If a charged stone is thrown against a hard surface or
detonated, it will explode producing the effects of a thermal
detonator or a grenade killing anyone close to the explosion. But,
fire or other flammable chemicals will have no effect on such a
stone.
Dark
Ball
The
dark ball is actually a concentrated sphere of kinetic and electric
energies created again only to serve its master and therefore is
under his control. The dark ball, when created may act in many roles.
It can act as a Force mask or turn into a Sith talisman. It can also
act as a shield in battle and protect its master. It has been rumored
that the little sphere can even kill. Being able to change sizes, the
Sith sorcerer may find it a great asset if he wishes to retrieve some
hard-to-get or rare item.
Electronic
Manipulation
This
power allows a Sith to channel his anger into the electronic circuits
of a computer, droid, or machine, and reprogram it by manipulating
its physical and electrical components. The reprogramming can only
restore original programming which has been altered, not actually
rewrite a computer's programming.
Since
this Sith power can only be evoked in a state of rage, the Jedi have
long avoided using it.
Mechu-deru
This
was one of the many ancient Sith forms of Force magic, which could be
used to infuse a mechanical object with Dark Side energy. It was
believed to have been lost by the era of the New Order, but Roganda
Ismaren discovered several ancient scrolls which documented its
usage. She passed most of this information onto her son, Irek.
Protect
Possessions
This
spell was written to have been first used at the burial of the Dark
Lord Edor Kalgh by his "friends", the magicians of the
Sith. These mages first covered all of the targeted possessions in
some kind of gray-red dust and then after an incantation was said,
the possessions and the body of the Dark Lord burst into flames. I
researched this spell, and found that the flame consists of negative
kinetic energy which not only protects a possession from someone's
robbery, it also causes all in the flames to come to a state of time
stop. That means that if a dead body is covered with the flames, it
will forever remain in its original form. Only the caster of the
spell can dissolve the flames and touch the possessions. The flame
"recognizes" he who cast the spell, and allows the Sith
sorcerer to come in physical contact with the object.
Scrambling
Of The Electric
This
spell is the Sorcerer's equivalent of EMP devices. Here, the Dark
Side of the Force is used to cause "ripples" in the
electromagnetic field; ripples that could in fact scramble any
electrical device in the vicinity, up until the point that the
electrical device is unusable. This is a good spell for disabling
enemy equipment.
Trigger
This
spell relates to Charge Stone above. When the rune stone is charged,
the magic in it can be triggered by this sorcery. As with the impact
on the hard surface, the stone will explode in a white flash acting
like a grenade. Such a spell in complement with the stone itself
makes an excellent assassination weapon without the burden of buying
expensive explosives or detonators.
Sith
Geomancy
Abnormal
Germination
This
spell is used upon a patch of plants anywhere under 800 meters long,
and will make them sprout from seeds to mature planets in 6 days.
Often used where the Sith has nothing to eat, but cannot Hibernate.
Block
Lightsaber
Using
an object, the caster can use the Force to increase the power of the
object to sustain multiple lightsaber blows. The object can also be
transformed to act as a lightsaber.
Sinkhole
This
spell will create a depression in the earth anywhere from 2 meters to
2000 meters wide, and varying in depth from 1 foot to 30 feet.
Sith
Gravitics
Accel
In
accel the caster is able to speed up the speed of an object my
manipulating the gravitational Force Put upon it.
Gravatic
Collapse
This
spell is very hard to master since you can either create new life or
destroy all life with it. This Spell Allows the caster to implode a
star or other celestial body under the influence of its own gravity.
Resulting in a body that is many times smaller and denser than the
original body. This Spell is to be used with great caution.
Gravisphere
The
caster in this spell can create a field around them like a force
shield but instead of using the force they harness the field of
gravatics.
Graviton
Affection
With
this spell the caster can change the Graviton waves that are coming
to a planet to suit his better needs.
Harness
Grav
This
spell allows the caster to harness the power of a gravity wave and
travel at a speed equal to that of the speed of light.
Levitation
This
spell allows the caster to levitate them self off the ground to any
height. They are able to move backwards and towards upwards and
downwards. Speed depends upon the level of the caster. This spell
requires a small amount of concentration but if it is broken the
caster will plummet from where they are to the ground.
Telekinesis
This
very important power involves using the force to pick up and
move/stop solid objects Difficulty: varies according to weight of
object.
The
Rift
With
this spell the caster controlling gravity can cause a small star to
compress and create a black hole. The holes dimensions are 200 Square
Feet. They caster Must be warned though, for if he get to close to
the black hole he will be sucked in and deatomized.
Wreak
Havoc
In
this spell the caster manipulates the gravitation force of his
surrounding area to change the change the tides and weather patterns.
He Can cause anything from swells in the ocean and water spouts to
whole Tsunamis.
Sith
Hydratics
Death
Rain
A
rain is caused by the caster that kills all that it hits and can
destroy solid matter. It can be consider similar to acid rain but
more potent. The caster must be under cover or the rain will harm
him/her as well.
Sith
Mentalism
Aura
of Uneasiness
This
power allows a Sith to project a field of vague discomfort and unease
arround him, which causes non-sentient creatures to avoid him.
Sentient creatures sense a vague "uneasiness" about the
person.
Curse
of the deceased
This
minor illusion causes spirits to rise from the ground and attack a
target chosen by the caster. Although the spell can not actually harm
the target, their frenzied attack and horribly wailing can be most
unsettling to an unprepared opponent, and it is a good distraction
during combat. The spell can last for several minutes, and be
directed to attack any opponent as dictated by the caster.
Fear
The
Sith can use the Fear spell to ward off or even completely destroy an
enemy of any size. The only energy the spell requires is that of
sheer will. It is a known fact that each and every person in the
universe has something to fear. And another fact is that each person
has a full manifestation of such fear. That is what the spell uses.
The Sith affects the mind of its victim so that instead of a human
before their eyes appears such a manifestation. If the Sith increases
his hold on the victim , the victim in the end gets so terrified that
he dies with his heart stopping. But, if even then, the Sith won't
let the spirit of the victim leave his body by increasing his hold on
the victim even more , the body shall burn up and turn to ashes in a
matter of minutes.
Hallucinations
With
this spell, many sorcerers used to drive their enemies mad. The user
collects all of his negative emotions, or energies and through the
Force channels them right into the body of the victim. This spell
causes severe rise in body temperature of the target and also causes
multiple hallucinations. The victim can be affected by these for a
long time before they wear off, time long enough to drive a person to
insanity.
Illusion
Characters
with the power of Illusion can manifest images that seem completely
real to those who perceive them. These illusions cannot cause
physical harm, thought they might cause others to make mistakes if
they do not realize their true nature. The maximum range for an
illusion is 10,000 meters from the user. Maintaining an illusion
takes complete concentration. Each person who perceives the illusion
perceives the same event (instead of his or her own slightly
different interpretation).
Illusionary
Armies
Though
trickery and illusion any one fleet/army can appear to be twice the
size as normal, while the phantasm armies inflict no damage, the
opposition will not be able to distinquish between what is real or
not. Effects last only while the user remains undistrubed.
Life
Bind
A
Sith may use this power to form a link, similar in some respects to
the Jedi power Life Bond, but of a master-servant nature. It is not
restricted to one other individual as the Jedi power. Instead, as
more links are formed, the difficulty to form a link increases.
To
form a link the recipient must be prepared to be completely
subservient and loyal to the 'master' figure. The power must be kept
up by the master for 1 week during which time the recipient is in a
state of hibernation and the master must be touching the recipient at
the start and once every 24 hours thereafter until the week is up. At
the end of this period the master-servant link is formed and will
remain until the servant dies or somehow breaks free. Either may use
Force of Will, Rage, Emptiness, or Force Harmony to improve their
chances of success when the sevant tries to break free to improve
their chances of success, provided they have access to these powers.
There
is nothing in the scope of this power to stop a servant from using
Life Bond to obtain servants of their own. However, their master may
not approve of such an action. The link between the master and the
servant will warn the master should the servant attempt this without
the master's permission.
Servants
may only have allegiance to a single master. Such is the delfish
nature of the Dark Side. A master will not allow another to play with
his 'toys'. If a servant wishes to serve another master, the link
with the present master must be broken.
While
this link is active the master is able to determine the general
location of any of his/her servants at any given time, can send a
telepathic message to them and can scan their surface thoughts and
emotions. He can also see what they see, hear what they hear etc. at
any given time and can also take over any 1 of their bodies at a
time. Also the master can improve the servants force skills slightly
and detect any treachery in the servant.
The
servant, however, can only send and receive telepathic messages to
the master. If the master dies then the servant will most likely
complete his final order and then become free of the link.
Memory
Wipe
This
dreadful power allows a Sith to sift through another person's mind,
and destroy all knowledge of specific events or learned skills. Use
of this skill requires direct contact with the target, and only one
specified objective can be pursued per wipe.
Neural
Neutralization
This
spell when cast would lead to the complete death of the enemy of the
caster. Its effects produce a alpha radiation wave upon the body of
the target. This causes the body to manufacture certain chemicals in
the nervous system. These chemicals act as a poison to the neuron
connections. They combine with the neuroreceptors at the end of the
cells and cancel out the chemical reaction between the neurons
,preventing the transfer of information from one neuron to another
and that way shut down the entire nervous system causing almost
instant death in an enemy.
Nightmare
Ancient
Sith masters created a dark side version of the Dream power,
Nightmare, which allows them to alter others' dreams to harm or warn
them from a path. Adopted by the Illusionist sect of the Sith
especially, Nightmare allows a Sith to go so far as to implant a
"spirit" of dark side energy within their victims. Sith
must learn the Dream power before learning Nightmare.
Psychic
parallel
Using
this spell, a Sith Sorcerer can alter reality in his target's mind.
He creates a separate world, parallel to the real one. So, his target
can be mislead for a long, long time. Even forever, sometimes, if
some lucky psychiatrist doesn't discover it. However, if the target
is hurt in the real world,he will be most likely hurt in the dream
world and vice versa. A person under this effect can be easily
detected, however, because of the absent minded look, muteness, and
sleepwalker-style of walking. For example, a guy dreams that he is in
the hospital, while in reality, he is lying on the floor.
The
Dark Voice
At
this level of the Voice, The Sith sorcerer can make suggestions to
others of lesser rank and have them carried out as "good ideas".
The Sith Adept can also at this point in his training also summon up
the Weirding way and make there physical abilities increase through
the Sith training in the Weirding Way. The Weirding Way is the
special Sith Warrior combat training that they use through the
Weirding Module however the Sith Adept at this point does not need
the Weirding Module to achieve this power.
The
Harrowing
This
is taught to all Sith Warriors upon their becoming a Sith Warrior. It
affords the Sith Warrior the ability to "sense" another
Sith or Jedi near. Giving salt to the saying one cannot sneak up on a
Sith.
Thought
Bomb
This
weapon, first devised and last used by Lord Kaan and the Brotherhood
of Darkness, was essentially a seething collection of Dark Side
energies. The ancient Sith discovered that the Dark Side of the Force
could be extracted and mentally bound into an explosive sphere. When
set off, in the final struggle of the Battle of Ruusan, the thought
bomb obliterated the physical bodies of both the Sith and the Jedi,
trapping their spirits in an unbreakable forcefield for all eternity.
The natives of Ruusan believed that their imprisonment would last
until another Force user came and disrupted the natural order of the
Valley.
Sith
Necromancy
Animate
Dead Animals
This
is one of the first spells most students of true Necromancy learns.
Although the Sith Necromancy version is even less powerful it can be
quite useful. This spell creates undead skeletons and zombies from
the bones and bodies of dead animals, specifically vertebrates (fish,
amphibians, reptiles, birds, and mammals). The animated remains obey
simple verbal commands given by the caster, regardless of the
language employed. Only naturally occurring animals of no higher than
semi-intelligence can be animated with this spell, it last until the
animals are destroyed in combat.
Blight
This
Sith Necromancy spell allows the caster to cause rapid egging in an
opponent. The victim begins to suffer the effects of old age: Skin
becomes pallid and thin, bones become brittle, and the victim may
even begin to experience advanced effects of arthritis or other
ailments of the elderly. The spell is not powerful enough to cause
death directly, but a victim could die from a heart attack if
undertaking strenuous activity etc.. This spell requires the caster
to touch his victim to be cast successfully.
Bone
Dance
This
spell temporarily animates the physical remains of a humanoid being,
it is currently the most powerful spell of animation known to the
practitioners of true Necromancy. The Bone Dance creates a link
between the corpse and the caster, allowing him to mentally control
its movements. The skeleton or zombie animated by this spell is
incapable of carrying out any independent actions, the caster must
mentally command the undead to walk forward, pick up a vibroblade,
strike an opponent with it etc.. The spell occupies the greater part
of the casters attention, if concentration is broken the spell will
end.
Create
Force-Sensitivity in Another
He
who can place awareness in others is one to defeat, the reasons are
there to find.'As a master of the Sith ways, sometime one may wish to
instill an awareness of the Force in a sentient being. This requires
large amounts of preparation time and concentration. The Sith twists
the Force surrounding the being to allow the midichlorians to thrive.
This in turn causes the sentient to be able to sense the Force, and
possibly even manipulate it to a certain degree. Although a Sith may
be very powerful, it is impossible to create a fully Force-sensitive
being with this power.
Drain
Life Energy
This
power allows a Sith to draw power from nearby non-sentient beings to
boost his ability to go without sleep. As long as this power is kept
up, the Sith will not fatigue or require sleep. Use of the power
depends on a ready supply of nearby insects, small rodents, birds,
and so on to draw energy from. This power may not be used to draw
energy from sentient beings.
Embalm
An
embalm spell enables the caster to protect a corpse (or a harvested
part thereof) against the natural forces of decay and dissolution,
until some later when it is needed for a spell. If the corpse is
later animated, the greater strength and resiliency imparted by the
spell to the dead tissue, will increase the strength and endurance of
the undead. A corpse thus preserved, permanently retains the same
odor and appearance it had at the time of casting. It does not
reverse the effect of putrefaction.
Lord
of the Dead
This
spell enables the caster to command all undead within sight. This
spell only affects undead raised by Necromancers of lower level than
the caster, the undead raised without the use of true necromancy, or
those created by the caster himself. The undead under influence of
this spell will only obey the caster's verbal commands, unless he
knows of other ways to communicate with them. Note that it is usually
not necessary to employ this spell to control the undead of ones own
creation.
Sense
the Sin
This
power allows the caster to see into the soul of his victim, to ferret
out his/hers greatest weakness. This could be anything from a low
Intelligence, or weak will to a derangement or just about anything
else. This power is very useful in attempting to turn lightside
Jedi's, or during interrogations.
Sith
Sorcery
With
this spell you have the ability to channel the spirits of deceased
Sith lords, using their power to suplement your own - but at the risk
of becoming their puppet.
Soul
Combination
This
spell belongs to the category of "Life drainers". It even
has similar purpose. When cast, the spell will take the soul out of
one human being and fuse it with that of another. The side effect is
that when the "soul fusion" occurs the caster will then
employ some of the personality traits, physical traits ,habits, or
likes and dislikes. The exact purpose of the spell is like that of
many is unknown, but it is hypothesized that it prolongs life.
Soul
Shatter
This
spell is used by a Dark Lord to shatter the soul of another being.
The soul cannot be destroyed, but with this spell the soul can be
shattered into so many pieces that in can no longer function as a
single entity.
The
Black Gaze
When
cast bolts of pure dark magic leap from the necromancer's eyes. Where
the beams touch the victim's flesh his skin blackens and withers,
sloughing away until gleam of bone is visible beneath! The power has
a rang of about 35 meters. It is usually fatal it will usually kill
anyone weaker than the caster (of lower rank), the more powerful the
victim is the more likely he is to survive, but anyone surviving this
spell will be disabled by intense pain for a long period of time
(it's even more painful than being struck by force lighting).
Transfer
Essence
With
this spell you can transfer your life essence from your own body into
the body of another existing one - either an empty vessel (such as a
clone) or, in more extreme cases, another developed, intelligent
being. Your conciousness then over-writes that other individual's
conciousness - leaving your mind in the other body. Your own body
disintegrates, leaving behind your clothing and any items you
previously held or carried. The being you are entering must be within
10 meters of your own body for this spell to work. If you fail to
enter the body you try to enter then your essence will automatically
select a new being and you will attempt to enter this body although
the new body must still be within the 10 meter radius. If you fail
this more than 3 times then your essence simply disintegrates and you
die.
Sith
Pyrism
Dragons
Breath
This
spell is a progressive spell one can learn it at but the Sith
Sorcerer continues to advance with his/her ability to wield the
spell. At its basic level the Sith Sorcerer can summon up a fiery
blast that bellows forth from the casters mouth. This blast travels
the length of line of sight in a straight line. As the caster grows
within the Sith he/she can begin to customize the effect of the
blast. At Level 2 The the caster can grant the fiery blast an
illusionary effect such as placing a shadow of a cobra or the like
into the blast. At level 3 The Sith the fiery blast no longer is a
line of sight bolt. The fire is bellowed out of the casters month and
the cast may animate the fiery cobra,for example, to chase the
intended target so long as the cast can see the target. As Sith Lord
level the target need only to have been in the Sith Lords sight prior
to the casting of the spell as the Cobras in this case will follow
the target as if locked on with a targeting lock from a TIE Fighter
targeting computer. So long as the Sith Lord remains in the general
region of the target. This spell is both devastating to the target
and demoralizing to it.
Fire
Demon
This
spell is to be cast on a dead artifact i.e. a stone etc.. The
artifact then takes the form of a Fire Demon in the same size of the
original artifact. The Demon has vines and burrs constant, and there
is no way to put out the fire. The Demon sets anything the caster
wants into fire. The Demon lasts 5 min/Level and then it returns to
its original shape.
Pyrokinetic
Kill
A
chosen target is ignited in a burst of dark flame. The flame of the
dark side and thus can't be doused as normal flame. It burns until
the target has been turned to ash or it is doused by the force.
Sith
Abyssal Fire Spell
This
is the most divesting attack devised by the Sith yet. What the Sith
Lord is actually calling into existence is a ball of Kinetic energy.
The fire is a by product of the chain reaction of the balls existing
in a physical state. This ball of energy is so devastating is was
once seen that a Sith Lord destroyed a Corvette class starship with
one. The danger of this spell is if the caster is not careful it can
go as far as to split atoms and cause a nuclear reaction that could
destroy far more than just the intended target.
Sith
Spectromancy
Blinding
the Minds Eye
With
this power the Sith Adept becomes invisible to other force wielders
as if he were wearing a Sith Mask.(See Sith Talismans). The Adept is
undetectable as the source of any Force related event.
Cloak
Object
With
this spell, a Sith Sorcerer can cause the targeted object to
disappear from sight completely. The target is submitted to Sith
magic which makes it reflect light in such a way that it is virtually
invisible. However, the cloaked object can be found if someone simply
stumbles on it, since it only disappears visually, not physically.
The spell is not permanent and the amount of time that it will remain
cloaked depends on the power the caster put in the spell.
Eye
of Edor
This
spell was originally invented by a Dark Lord Edor Loskol to spy on
his enemies and rivals. What it does is that it gathers dark energy
from the user's surroundings and compacts into one small area in
space. After that, the small ball of darkness is battered with
astronomical amounts of the Force flowing through it. This creates a
living shadow. That shadow is completely bound to the will of the
caster by the spell's words. The Sith sorcerer can use the shadow as
an extension of his own body, being able to have an extra eye, an
extra ear, and an extra hand. It may be used to spy, steal, or listen
to others conversations. Such a shadow is completely undetectable by
all the Sith. Only the most powerful of them can feel some
fluctuations in the Force, but the others won't feel anything.
Hand
of Darkness
The
purpose of this spell is to cloak light sources, quickly and with
great precision. When cast, the radiance caused by all light sources
(even force lights) within 30 feet of the caster simply "goes
out". The sources themselves are not extinguished (with the
exception of Force Lights which is canceled), but simply give off no
light.
Mask
of Mirrors
This
spell will cloak the Dark Jedi, and make the eye shift away, and
although he is not invisible, he is difficult to see under bright
light, and nearly impossible under dim.
Sith
Translocation
Astral
Translocation
The
final form of teleportation. This makes the users tangible body go
limp, while the life essence of a user moves through the astral plain
to view things he cannot see. Unlike mental translocation, in the
astral plain, a user can interact with others who use this power.
This is a good way to fight duels where one side is notorious for
pulling a saber, blaster, or other non force attack. If the material
body is destroyed, the user is.
Corporal
Translocation
This
is the form of teleportation that lets the user translocate matter,
I.E. themselves to another part of the galaxy. The use must have
knowledge of their desired destination or they could be lost in a
form of hyperspace for ever.
Mental
Translocation
This
is a form of teleportation that allows the user to have an
"out-of-body" experience in which they see in a tunnel
vision. They move anywhere and see anything, no barriers stop them,
and cannot be sensed.