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Star Wars: Fates

Force Powers

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Force Powers


The Force encompasses everything in the Star Wars universe, or can affect almost everything - from droids to atoms. Within this thread you will see each branch of Force skills and their sub-groups, from Force abilities such as Force Dash to even the mighty Force Storm split into specific categories to assist you in choosing what abilities will assist your character in reaching their true potential, or whatever you seek. Alongside these Force abilities comes alignment; how corrupt the soul can become and how pure the soul can become is gauged on the person and their usage of the Force and as you progress this alignment pendulum, the more options open up for you.

 

These alignments start at neutral and work their way towards either Purity III or Corruption III. To progress in either, it is requested that you speak with an administrator when you feel your character is ready to advance to the next tier, or to go down to another tier. Each alignment level provides minor benefits that serve nothing other than flavor in roleplay, though the most major thing is achieving access to more Force Powers.

 

Each and every Force Power is color coded for ease when selecting what is best for your character, and while taking every power may be appealing, remember that realism is significantly more appreciated by your fellow roleplayers. While some powers are coined Sith Lord, that does not mean you can not approach an administrator and ask for certain abilities if you think they fit your character. For those unsure what level their non-aligned Force-sensitive would be, please ask an administrator for these details as the color key is set for those within factions.

 

Color Key:

Novice Level: Sith Acolyte, Jedi Initiate, or any beginner equivalent

Intermediate Level: Sith Master, Jedi Knight, or any rank equivalent

Expert Level: Sith Lord, Jedi Master, or any high ranking equivalent

Master Level: Sith Council Member and Jedi Council Member

Restricted: Admin Approval Only

 


Edited by Kure

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Alignments


The moral compass of the Force, as manifested by the conduct and emotions of living creatures who were themselves part of the fabric of the Force. The light side of the Force is the facet aligned with compassion, selflessness, self-knowledge and enlightenment, healing, mercy and benevolence, while the dark side of the Force is the element aligned with hatred, fear, covetousness, anger, aggression, jealousy and malevolence. One can follow only a single path at a time, though under rare circumstances an individual may be capable of utilizing the polar opposite side of the Force.
 
Neutral: An individual who balances perfectly between the Light Side and Dark Side, or a non-Force Sensitive, will exhibit none of the physical or spiritual influences or characteristics common amongst Jedi or Sith.


Purity I: The light side has a soothing effect on the soul, allowing one to remain calm in stressful situations; and a sense of peace radiates from the individual, making others feel more relaxed in their presence.
Purity II: The light side has a mild cleansing effect on the body, clearing the skin of minor imperfections; and a faint aura of magnetism surrounds the individual, making their presence more enticing. 
Purity III: The light side strengthens the body and spirit, increasing resistance to natural ailments; and the individual's voice instills a small measure of inspiration and courage in others.


Corruption I: The dark side provokes and amplifies emotion, allowing one to bolster their aggression; and an individual's irises will temporarily transform to sulfuric yellow when immersed in their most powerful negative emotions.
Corruption II: The dark side envelops the spirit, forming an aura of malevolence that others can feel; and an individual's irises permanently retain their pigment transformation while the skin pales. 
Corruption III: The dark side creates an aura of dominating command, instilling loyalty and motivation in subordinates; and an individual's body ages at an accelerated rate, mottled with increasingly visible veins, a loss of hair color and a deepening voice.

 


 

Edited by Kure

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Enhancement is a branch of augmenting powers which focus on the augmentation of one's physical abilities using the Force. Through these powers, one can improve their physical capabilities to supernatural levels and accomplish feats no average being could ever hope to.

 

Force Dash: Regarded as one of the core abilities taught to any Force-sensitive, Force Dash allows the user to enhance their own speed for a short period of time, allowing them to move at a superhuman speed, or in most cases, dash forward a short distance to dodge an attack or close the distance between an adversary.

Force Speed: A more advanced version of Force Dash, Force Speed hastens the mind and body, allowing them to perceive the world in slow motion and move at an even greater speed than a novice. Due to this, more adept practitioners can run along vertical surfaces and even strike quicker and more precisely, as well as dodging most strikes during their self-augmentation. 

Force Step: The epitome of speed-based enhancement, Force Step allows the user to instantly move from one location to a further location in a second, though at a great cost - their health. The distance travelled grows with the user as they continually use it, though the cost increases with the distance travelled. Capable of using only three times within twenty-four hours due to the stress it puts on the user and the amount of energy utilized.

 

Force Jump: Regarded as one of the core abilities taught to any Force-sensitive, Force Jump allows the user to enhance their capabilities of jumping, allowing them to jump a longer distance vertically. Most practitioners learn to utilize this skill to cushion their landings to reduce the risk of injury.

Force Leap: A more advanced version of Force Jump, Force Leap allows the user to leap greater distances horizontally and vertically, as well as allowing one to cushion their landings with the Force from a greater height. 

 

Force Temperance: Regarded as one of the core abilities taught to any Force-sensitive, Force Temperance allows the user to augment their own body heat, shifting their body from hot to cold depending on the situation, as well as allowing one to survive even extreme heat or extreme cold for a short period of time.

Force Breath: A more advanced version of Force Temperance, Force Breath allows the user to rely on the smallest amount of oxygen, as well as utilizing the Force to block both passage ways to allow one to survive underwater or in an area with low oxygen levels for a short period of time, as well as not allowing toxic fumes into the respiratory system. A skilled practitioner could temporarily survive the vacuum of space for a short amount of time, though they would need to be treated almost immediately.

Force Trance: The epitome of survival-based enhancement, Force Trance allows an individual to slow down their metabolism, as well as their breathing, to a standstill and allowing an individual to survive within a dry climate for a month or survive in a wet climate for two months. Within this state, a skilled practitioner could potentially survive torture or even life threatening wounds until treated properly - in addition to surviving in the vacuum of space for a single day. Due to only utilizing one-tenth of their natural body, all outward signs make the individual appear dead, though to a Force-sensitive or someone with life sensors they could notice the faint aura of life within the individual. An advanced practitioner could effectively use this on a willing individual, though the individual would be incapable of escaping the trance themselves.

 

Force Phase: An advance ability in the Force, Force Phase allows the user to concentrate on a specific object or themselves to manipulate it at a subatomic level to hasten atoms to effectively pass through it without much of an issue. Due to the mental constraint this ability has, it is not recommended to use on large objects nor to allow multiple individuals to pass through a medium object.

Force Shift: An exponentially powerful form of Force Phase, Force Shift allows the user to concentrate on multiple individuals, if they are willing, to pass through large objects such as temple walls or even move downwards through objects. Due to the immense amount of concentration required, it has the potential to kill the user if used for a prolonged period of time, and potentially those they are assisting.

Force Teleport: The epitome of travel-based enhancement, Force Teleport allows the user to fold space and time to instantly teleport to an area that they recognize without much of an issue - though it is limited to the planet they are located on. Due to the immense amount of concentration required, the ability can only be used once a day and attempting to fight after using such an ability would be fatal, requiring the individual to rest properly afterwards.

 

Force Body: An incredibly powerful ability, Force Body allows the user to push their body's endurance through the most strenuous of situations. Due to requiring an incredibly strong connection to the Force, a practitioner would sacrifice their own body and well-being to sustain their connection to the Force, as well as becoming incapable of dying for a short amount of time, completely cutting off their body from their pain receptors. Due to the nature of this ability, it leans significantly towards the dark side of the Force due to being unnatural.

 

Force Rage: A rather basic ability in terms of use, Force Rage allows the user to delve into their darkest emotions and emerge as a beast incarnate. Enhancing one's physical strength, Force-strength, endurance, speed and ferocity, the dark side turns the user into an unstoppable warrior for a short period of time, allowing them to fight mercilessly. A skilled practitioner is capable of keeping focus during this situation and can extend the duration to the point of complete exhaustion. Constant use, or prolong use can cause an individual to become completely exhausted and therefore weaken them significantly. Requires: Corruption I

 

Force Valor: An advanced ability in terms of use, Force Valor allows the user to allow the light side to flow through themselves or their allies, amplifying the body and pushing back disabilities. The light side enhances their resolve, physical strength, speed and accuracy, allowing those affected to fight even if they are obese, crippled or suffering from the infirmities of old age, turning even the most docile of individuals into an effective warrior. A skilled practitioner is capable of spreading the effects to more individuals and amplifying the effects for a short amount of time. Requires: Purity I

 

Battle Meditation: An incredibly powerful ability, Battle Meditation allows the user to enter an undisturbed trance to spread out their will to countless individuals to boost the morale, stamina, and overall battle prowess of allies while simultaneously reducing the enemy combat-effectiveness by eroding their will to fight. Due to the similar effects of Force Rage and Force Valor, most practitioners of Battle Meditation utilize their understanding of the respective ability to enhance the effects of Battle Meditation.

Battle Meld: The epitome of Battle Meditation, Battle Meld allows multiple individuals to connect via the Force and become an unstoppable fighting force. Utilized in both starfighting and normal combat, the users would become a singular entity and effectively would allow each individual to be on the same level throughout a prolonged fight. Due to the will required to maintain this ability, anything that could break the connection could effectively cause the singular entity to shatter immediately, potentially causing harmful effects to all connected. Due to this, most practitioners would rely on each other to support one another, overcoming each other's weaknesses.

 


 

Edited by Corey

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Restoration is a branch of healing powers which focus on curative and rejuvenation abilities. Through these powers, one can halt the deterioration of the body and/or quicken the rate of healing.

 

Force Mend: A basic healing ability in the Force, Force Mend allows an individual to enter a healing trance to heal themselves through injuries by focusing entirely on replenishing skin tissue, though it can not fix broken bones or damaged organs. On a basic level, this ability can only be used to heal oneself, but at an advanced level it can be used to heal another individual at the same time. Due to the nature of this ability, it is typically regarded as light sided.

Force Heal: A more advanced version of Force Mend, Force Heal allows the user to enter a healing trance to focus on and locate grievous injuries as well as broken bones, before finally mending and healing them, in addition to being able to heal diseases and most toxins. Due to the immense concentration required to locate the injuries, it requires one to be undisturbed to properly heal injuries. Requires: Purity I

Force Repair: An exponentially more advanced version of Force Heal, Force Repair allows the user to actively heal wounds at a hastened rate without requiring a meditative trance, in addition to mending most diseases that are curable by focusing on spreading their own energy and the light side to focus on allies. While not requiring a meditative trance, breaking the concentration of the individual can halt any progression. Requires: Purity II

Force Regenerate: The epitome of light side healing, Force Regenerate allows the user to effectively enhance the natural healing ability of other beings tenfold to effectively replenish sight, hearing, taste and smell. By allowing the light side of the Force to flow through their being and to flow through their main focus, the light side grants almost all the light side's potential to heal a dying individual, in addition to curing dark side diseases and toxins - as well as curing most diseases caused by old age. Due to the amount of energy and concentration required to utilize this ability, it can only be used twice a day before it becomes deadly to the user. Requires: Purity III

 

Force Invigorate: A basic healing ability in the Force, Force Invigorate allows the user to focus on the pain and suffering of another individual to effectively mend their own wounds at the suffering of others, or to provide them with a second wind. Utilizing the pain and suffering of another individual can also be used to enter a healing trance to lessen the toxicity of poisons and other toxins as well. Due to the nature of this ability, it is typically regarded as dark sided.

Force Infuse: Unnatural in almost every way, Force Infuse allows the user to knit skin and bone together, cauterizing it with the sheer power of the dark side to temporarily mend wounds. While being able to use such abilities on another individual, it was significantly more painful when used to mend another's wounds due to the nature of the dark side and is sometimes used as a torture method. Requires: Corruption I

Force Innervate: A more advanced version of Force Infuse, Force Innervate allows the user to temporarily balance the body through sheer force of will by allowing the dark side to heal the body by damaging other limbs to revitalize a useless or broken limb. Typically utilized after being crippled, constant use of the ability could potentially leave an individual significantly weakened or permanently crippled without proper rest. Requires: Corruption II

Force Preserve: The epitome of dark side healing, Force Preserve allows the user to use all their negative emotions to survive even the most grievous wounds, as well as allowing the body to continue to fight even after losing a large quantity of blood. Through sheer force of will and through the sheer power of the dark side, the body begins to heal unnaturally and allowing the user to become near-immortal while they cling to their negative emotions. Due to the effects of the dark side, the body slowly begins to deteriorate afterwards, requiring immediate medical attention to keep the body natural - though many Sith prefer to rely on their raw emotions to keep themselves together. Requires: Corruption III

 

Force Revitalization: An advanced restorative ability in the Force, Force Revitalization allows the user to enter a meditative trance to replenish their own reserves in the Force and their own physical strength, as well as giving a second wind to themselves. At advanced levels, it can be used on other individuals to revitalize them even if they are knocked unconscious. Requires: Purity I

Force Serenity: An exponentially more advanced version of Force Revitalization, Force Serenity allows the user to enter a meditative trance to replenish multiple individuals through the Force. In addition to replenishing their reserves and physical strength, it provides an aura of calm and focus to sharpen one's ability in the Force, in addition to cleansing their bodies of toxins and poisons. Requires: Purity II

 

Crucitorn: An exponentially powerful ability in the Force, Crucitorn is not like most rejuvenation abilities, instead it allows the user to use the Force to either dull the pain or enhance the pain of an individual, including themselves. In addition to the ability to dull the pains of others, at the most advanced level it is capable of cutting off the sensation of pain throughout the body by sheer force of will. Due to the nature of the ability, it leans in both alignment directions based on how it is utilized.

 


 

Edited by Kure

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Protection is a branch of defensive powers which focus on the preservation of self and/or others. Through these powers, one can safeguard against both natural and unnatural threats to the mind, the body and the spirit.

 

Force Armor: Regarded as one of the core abilities taught to any Force-sensitives, Force Protection allows the user to wrap themselves with the Force to effectively create a shield from other Force-based abilities and energy-based weaponry. Due to the nature of this ability, the defensive capabilities are typically enforced for Force-sensitives to learn, as well as teaching that even with the shield that the body is still susceptible to Force abilities and energy-based weaponry injuries.
Force Deflection: An advanced version of Force Armor, Force Deflection allows the user to gather Force around their palms and utilize the Force to block and redirect energy-based weaponry and Force abilities such as Force Lightning. Due to the focus of energy, most energy-based weaponry and Force abilities inflict almost no damage to the user. Most skilled users can redirect energy-based Force abilities back to the individual.
Force Protection: An exponentially more advanced version of Force Deflection, Force Protection creates a shimmering wall of pure Force energy from the palm of the user that provides protection from almost everything. Incapable of being bypassed even by Force Phase and other such abilities, the shimmering wall of Force energy can also withstand devastating damage, though once the hand of the user is removed from it, the defense falls down. Due to the concentration required to uphold the wall, each strike against it causes the user to fight to maintain focus. 
Force Bubble: The epitome of defensive abilities, Force Bubble allows the user to create an impregnable bubble of energy around one or more individuals that lasts while the user can uphold their concentration. Defensively used to protect an individual by effectively separating them from the battle or from the vacuum of space, it can also be used to inflict damage to individuals by sheer contact or by redirecting the energy-based attacks back. Due to the concentration required to uphold the barrier, it forces the user to rely on their basic knowledge of the Force and combat, effectively making them only a protector at most.


Force Absorb: An advanced protective ability, Force Absorb allows the user to absorb energy-based attacks, however the user must be able to absorb the energy within themselves to dissipate it. Things that can be absorbed are fires, explosions, electrical currents and blaster fire, though if the energy is too much for the practitioner they will be burned from the inside out, killing them.

Force Energize: An exponentially more advanced version of Force Absorb, Force Energize allows the user to absorb energy-based attacks within their body and empower themselves with the energies, with the light side convert the energies into a usable source. Being able to absorb significantly more than it's predecessor, there is still the threat of absorbing too much and being burned from the inside out. Requires: Purity II

 

Force Sphere: A moderately advanced defensive ability, Force Sphere allows the user to create an eight-by-eight feet shimmering sphere of pure Force energy that is capable of blocking only energy-based attacks while it is maintained. Passing through the barrier causes most things to be severely burned even with protective gear. Due to the lack of concentration required on such an ability, it is quickly dismantled when struck with a physical object or by simply overloading it with energy.

 

Force Stealth: A basic deceptive ability, Force Stealth allows the user to mask their alignment, thoughts, and emotions in the Force which could be read by telepathic Force-based skills.

Force Concealment: The epitome of deception, Force Concealment allows the user to shrink their presence in the Force microscopically and essentially cause their presence to cease to exist, even to the most skilled Force Seers. Due to the concentration required to uphold such an ability, the individual can not utilize the Force while they are concealing their entire presence.

 

Force Resistance: Regarded as one of the basic abilities taught to Jedi Padawans, Force Resistance allows the user to put up protective mental barriers to block out dark side temptations and dark side-based mental manipulation. Requires: Purity I

Force Immunity: An advanced version of Force Resistance, Force Immunity allows the user to put up mental barriers and physical barriers that protect them from dark side-based attacks. Due to the amount of concentration required to uphold these barriers, the individual is incapable of utilizing the Force to it's full potential while they are protecting themselves from the dark side. Requires: Purity II

 

Force Orb: A basic environmental protection ability, Force Orb allows the user to form an air bubble around the head of a target being, giving them the ability to breathe underwater temporarily.

 


 

Edited by Kure

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Astral is a branch of sense powers which include the interpretive, out-of-body capacities that allow one to perceive with their mind what their physical senses cannot. Through these powers, one can utilize these extrasensory capabilities.

 

Force Sense: Regarded as one of the core abilities a Force-sensitive simply develops over time, Force Sense allows the user to feel the Force in every living being, including picking up hints about an individual's psyche and their alignment within the Force. Advanced uses of Force Sense teach the user of the basics of danger sense, the ability to sense when one is in danger, as well as providing them with slight precognition in combat.

Force Sight: An advanced version of Force Sense, Force Sight allows the user to see the world around them with the Force, even if one's eyes become useless. Focusing on utilizing the ability allows one Advanced uses of Force Sight teach users of more insight into danger sense, expanding on how one can perceive a battlefield and to allow the Force to act as a three-hundred-and-sixty degree defense mechanism, providing more information for the user.

Force Empathy: An exponentially more advanced version of Force Sense, Force Empathy allows one to pick up details on an individual's emotions and thoughts almost clearly. Advanced uses of Force Empathy allow one to gauge the power of an individual through taking time to perceive them through the Force.

Force Vision: The epitome of precognitive abilities, Force Vision allows the user to view multiple futures during meditation, though the futures are never guaranteed to happen and attempts at trying to make them come true typically end poorly for the user. Advanced uses of Force Vision teach the user how to utilize their glimpses into the future to predict the movements of adversaries and allies while shaping their combat style to fight against them, though like the base use, there are multiple outcomes that are present and sometimes can be detrimental.

 

Telepathy: Regarded as one of the core abilities taught to a Force-sensitive, Telepathy allows the user to connect through the Force to speak and give impressions through the Force to allies and adversaries. The range of telepathy itself is theoretically infinite, but the telepath must be within the line of sight of the target to force the initial connection, if the Telepath doesn't share a genuine bond. Thus, communicating with a weak bond becomes increasingly difficult over distances greater than a few kilometers, while communicating with one more consistently used become difficult at approximately 1,000 kilometers. However, the link between those who share a genuine bond is stronger, with close friends and master/apprentices capable of communicating across entire systems, while the link between lovers and close family could potentially have no limit.

 

Psychometry: An advanced extrasensory ability, Psychometry allows an individual to physically touch with their bare-hand an object and view it's history and events that surround it, from an ancient Force katana providing insight into the histories of the Ancient Je'daii or a blaster from a recent battle to discover what had occurred.

 


 

Edited by Kure

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Perception is a branch of alter powers which affect the natural or supernatural senses in a significant way. Through these powers, the user may modify the perceptive capabilities of a target to suit their needs.

 

Force Blind: A basic light side skill, Force Blind allows the user to build up the light side within their palm and release a blinding flash of light that effectively blinds an individual, painlessly, who stares directly at it. Requires: Purity I

Force Light: An advanced version of Force Blind, Force Light allows the user to build up the light side within their body and release it outwards through their palm to weaken the connection of the dark side of a being or object. When used in a group, it is capable of purging Sith spectres, dark spirits and even dark side nexuses. Requires: Purity II

Sever Force: The epitome of light side abilities, Sever Force allows the user to sever the Force of an unwilling individual, destroying their connection almost entirely, though it is a timely skill that requires meditation and allowing the light side to flood through the user. Those unfortunate enough to experience this ability are painfully torn from their senses and are typically left a weakened husk of who they were once before. Through sheer force of will, or dark sided Force abilities, one could reconnect to the Force over time, though those that are reconnected are typically perceived as voids within the Force. Requires: Purity III

 

Force Persuasion: A basic manipulating ability, Force Persuasion allows the user to leave impressions through simple hand gesturing and softly spoken words, tricking the individual into performing something against their will. Individuals with a high mental resistance can effectively cast this aside or potentially trick the user into a false sense of security.

Force Confusion: An advanced version of Force Persuasion, Force Confusion allows the user to infiltrate the mind of the individual and create false lies to turn adversaries into allies and to trick an individual to perform something against their will. Individuals with a high mental resistance can effectively ignore most of the effects, though a sense of pain from mental probing will remain.

Force Illusion: The epitome of trickery, Force Illusion allows the user to conjure illusions at their will, from creating a new appearance for themselves or creating countless illusions of soldiers to intimidate their adversaries. The amount of concentration utilized by the user to form multiple illusions is extremely taxing on the user and these illusions can be seen through with Force Sight.

 

Beast Control: A basic form of creating bonds, Beast Control allows the user to draw upon the Force to create a false bond through the light side or the dark side of the Force. Bonds created through the dark side are much more forceful and cause the animal to be more aggressive and only temporary, while bonds created through the light side are much more peaceful at the cost of taking longer, forming a more natural bond compared to the former.

 

Force Camouflage: A basic form of stealth, Force Camouflage allows the user to manipulate the mind of up to five individuals into being incapable of perceiving them. While it only works on organics, this ability is useless against holo-cameras and droids and those utilizing Force Sight.

Force Cloak: An advanced form of Force Camouflage, Force Cloak allows the user to manipulate light to create a blanket of invisibility. Since it physically bends light similar to a cloaking device, this power can be used to hide from droids and cybernetics, except beings utilizing Force Sight.

Force Shroud: The epitome of stealth, Force Shroud allows the user to manipulate both light and shadow into a blanket of invisibility. In addition to providing invisibility in both light and dark areas, the user surpress their own sound and scent, escaping individuals even utilizing Force Sight. This ability requires high concentration as the user focuses on bending the light around themselves.

 

Memory Walk: An exponentially advanced mind altering ability, Memory Walk allows the user to penetrate even the strongest of Force-sensitives minds and force them to relive their most painful, embarrassing and depressing memories over and over again until they feel pain. Due to dealing with such things, the drawback of this ability is that it causes an individual to become incredibly more calculated, even turning a useless ensign into an intelligent tactician temporarily. Requires: Corruption II

 

Force Fear: A basic dark sided mind altering ability, Force Fear allows the user to invoke and conjure the fears of weak-minded individuals to the point of causing temporary dementia and brain damage if the fears are not conquered. Requires: Corruption I

Force Insanity: An advanced version of Force Fear, Force Insanity allows the user to invoke more terrifying and amplified fears to shatter the minds of stalwart mentalist if not conquered. Advanced uses of Force Insanity allow the user to conjure the fears more fiercely, eventually forcing the individual to become insane and broken. Requires: Corruption II

Force Corrupt: The epitome of dark side mind altering abilities, Force Corrupt allows the user to force their will upon an individual to bind them to their will, effectively turning them into mindless servants set on pleasing their master. Unable to act against their new master, the individual is forced to do the bidding of the user until the bond is broken. Breaking this ability requires incredible mental strength or simply allowing the bond to weaken over time. Requires: Corruption III

 

Tear Knowledge: An advanced mind probing ability, Tear Knowledge allows the user to peer into the mind of an individual and painfully remove information by force, or even plant information by force. From forcing an individual to learn Galactic Basic to retrieving information from a spy, the uses of Tear Knowledge are infinite, though a strong mentalist can fight back and reverse the effects. Requires: Corruption II

 

Infuriate: An advanced mind altering ability, Infuriate allows the user to manipulate the mind of individuals and place infuriating thoughts within their mind, from betrayal from their closest ally or lover to simply showing them the death of all they love. The ability causes those manipulated to enter a blood craze, as well as removing the thought of their own safety, leading to slaughter and potential death. Requires: Corruption II

 


 

Edited by Homra Azner

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Psychokinesis is a branch of alter powers which allows for the mental control over a physical system. Through these powers, the user may manipulate and control a number of elements with their mind.

 

Telekinesis: Regarded as one of the core abilities taught to a Force-sensitive, Telekinesis allows the user to manipulate objects around them by gripping them and moving them at an average pace. Much like Force Sense, over time one's ability with Telekinesis grows, allowing them to manipulate multiple objects at the same time and even manipulate larger objects.

Spoiler

Novice - Allows the user to manipulate small-sized objects such as a lightsaber and a datapad with minimal concentration, while allowing them to turn their entire focus on moving average-sized objects such as a humanoid or a bed.

Intermediate - Allows the user to manipulate average-sized objects such as a humanoid or a bed with minimal concentration, while allowing them to turn their entire focus on moving medium-sized objects such as a speeder bike or a boulder.

Expert - Allows the user to manipulate medium-sized objects such as a speeder bike or a boulder with minimal concentration, while allowing allowing them to turn their entire focus on moving large-sized objects such as a crate or a starfighter.

Master - Allows the user to manipulate large-sized objects such as a speeder car or a starfighter with minimal concentration, while allowing them to turn their entire focus on moving gargantuan-sized objects such as a light freighter or an average-sized starship.

 

Telekinetic Combat: An incredibly advanced telekinetic skill, Telekinetic Combat allows the user to unarmed strikes or utilize a lightsaber without physical contact, in addition to teaching all the fundamentals of the skill. Typically regarded as dark sided to lash out through the Force, utilizing unarmed strikes can bring an individual over to the dark side, or kill accidentally kill if utilized while the user is extremely emotional.

Spoiler

Novice - Allows the user to control a single lightsaber through the Force with their complete concentration, drawing on their teachings of telekinesis and their ability with a lightsaber. The user also learns the basic applications of fighting without using the physical body, sometimes referred to as 'Projected Fighting', and the effects it has on the spirit.

Intermediate - Allows the user to control two lightsabers through the Force with their full concentration, in addition allowing them to utilize a single lightsaber without their full concentration, while teaching more advanced techniques through the Force such as defensive and offensive maneuvers. The user also learns more advanced applications of Projected Fighting, allowing them to utilize their own speed to hasten their telekinetic unarmed strikes and half their strength to increase the damage of their telekinetic unarmed strikes.

Expert - Allows the user to control three lightsabers through the Force with their full concentration, in addition to allowing them to utilize two lightsabers without their full concentration, while teaching the most advanced techniques through the Force to apply a mixture of defensive and offensive maneuvers to overwhelm an adversary or fight two adversaries at once. The user also learns the most advanced applications of Projected Fighting, allowing them to utilize their full strength to increase the damage of their telekinetic unarmed strikes.

 

Pyrokinesis: One of the six elemental Force abilities, Pyrokinesis encompasses everything to do with fire, from allowing the user to take an already lit flame and increase it's size and intensity to creating flame from causing atoms to vibrate until the point of ignition, the outcome of manipulating fire is a dangerous one but one a master does not fear.

Spoiler

Novice - Allows the user to control an already lit flame and utilize it to spread embers, in addition to being able to quell lit flames with minor concentration, in addition to being able to manipulate minor explosions to avoid being caught in them with their complete concentration.

Intermediate - Allows the user to create fire by causing atoms to vibrate to the point of ignition, allowing them to control fire without a source and manipulate it with immense concentration, in addition to allowing them to manipulate large explosions to avoid being caught in them with their complete concentration.

Expert - Allows the user to utilize the technique of 'Convection', allowing user to alter their body chemistry to the point of their skin burning without injury and allowing their unarmed attacks to cause whatever was struck to be ignited, in addition to allowing them to manipulate large explosions with immense concentration.

Master - Allows the user to manipulate flame to it's fullest potential, allowing the user to create fire without much concentration and controlling it as if it was second nature to them, in addition to being able to manipulate large explosions with minimal concentration.

 

Hydrokinesis: One of the six elemental Force abilities, Hydrokinesis encompasses everything to do with liquid, from allowing a user to purify water and create more water to poisoning water and delving into other darker uses of Hydrokinesis.

Spoiler

Novice - Allows the user to control a small body of water and utilize it to be purified to be safely drank, in addition to being able to control the flow of still water.

Intermediate - Allows the user to create more water from a body of water and manipulate water to be used as a projectile, in addition to being able to poison a small body of water by removing dissolved oxygen from the water source - though this can be reversed even by most beginner Hydrokinesis users.

Expert - Allows the user to utilize a chemical reaction to create more water at a hastened rate, in addition to being able to poison a medium-sized body of water by removing dissolved oxygen from the water source.

Master - Allows the user to manipulate water to it's fullest potential, allowing the user to draw upon water and create it without much concentration, in addition to being able to draw on the water within the body of willing, or unwilling individuals, with immense concentration to remove poisons or toxins. Due to the amount of concentration required, it is extremely difficult to utilize in combat, unless there is already an exposed wound. A special technique developed by more heinous practitioners of Hydrokinesis is hemomancy and is extremely difficult to master without constant study and understanding of the body.

 

Cryokinesis: One of the six elemental Force abilities, Cryokinesis encompasses everything to do with the cold, from allowing a user to freeze an object to break it easier and to cool the temperature within a hot location to allowing an individual to control the body heat of an other individual or large area.

Spoiler

Novice - Allows the user to control the temperature by slowing down atoms within an area with immense concentration, allowing the user to flash freeze a specific object or to merely keep their body from overheating.

Intermediate - Allows the user to flash freeze a few objects and to create ice with minor concentration, in addition to being able to freeze small organic beings such as womp rats. 

Expert - Allows the user to flash freeze multiple objects with minor concentration, in addition to being able to temporarily freeze the atoms within average organic beings such as a humanoid to inflict minor frostbite injuries with immense concentration.

Master - Allows the user to manipulate the temperature to it's fullest potential, allowing the user to instantly flash freeze a location with immense concentration, slow the atoms of average organic beings at a hastened rate to inflict frostbite with immense concentration, and to slowly freeze larger organic beings such as a rancor with their complete concentration. The user's body becomes fully attuned to the cold and allows them to survive in harsh cold climates without much issue.

 

Aerokinesis: One of the six elemental Force abilities, Aerokinesis encompasses everything to do with the flow of air, from allowing the user to redirect the current of air and creating more oxygen to forcefully removing oxygen from a location and cleansing toxins within the air.

Spoiler

Novice - Allows the user to control the current of air within a small area and to generate more oxygen by reproducing atoms with immense concentration.

Intermediate - Allows the user to control the flow of air within a large area and to purify air by removing any toxins within the air and relocating them, in addition to being able to manipulate a calm breeze into a powerful wind, capable of throwing even the most trained individuals off their feet.

Expert - Allows the user to purify the air within a large area by manipulating atoms and eliminating any toxins from the area, in addition to overoxidizing an area to force an individual or multiple individuals to experience hyperoxia, though this requires immense concentration.

Master - Allows the user to manipulate air to it's fullest potential, allowing the user to force air from the lungs of individuals and exhaust them, in addition to being able to overoxidize an area with minimal concentration, the user can create extreme gusts of wind that are capable of knocking over light freighters. The user's body becomes attune to being able to manipulate the air currents constantly that they can supply themselves with an indefinite source of oxygen where there is none, though it does not allow one to survive in the vacuum of space for a prolonged time.

 

Atmokinesis: One of the six elemental Force abilities, Atmokinesis encompasses everything that goes on within the atmosphere, from allowing the user to control the weather by making it rain and thunder to parting the clouds to allow horrible weather within an area to pass at a hastened rate.

Spoiler

Novice - Allows the user to control the clouds within a small area, allowing them to cause it to rain lightly, in addition to allowing the sun to shine momentarily by forcing the clouds to part.

Intermediate - Allows the user to control the clouds within a medium area, allowing them to cause a thunderstorm to form overhead, in addition to causing torrential rain to pour over the entire area.

Expert - Allows the user to control the clouds within a large area, allowing them to manipulate the cloud movements to clear an area of a torrential storm, in addition to allowing them to summon a tornado to momentarily be formed to unleash chaos within a small area before disappearing.

Master - Allows the user to manipulate the clouds to their fullest potential, allowing the user to create a mismatching of storms from torrential rain to hail, in addition to the ability to properly remove any storms caused by others proficient in Atmokinesis.

 

Terrakinesis: One of the six elemental Force abilities, Terrakinesis encompasses every that deals with the earth, from allowing the user to manipulate the terrain at a basic level of altering the ground beneath another individual to creating prisons of stone.

Spoiler

Novice - Allows the user to manipulate the earth beneath their feet, allowing the user to feel tremors within the earth to signify dangers within a small area by focusing outwards in meditiation, in addition to allowing them to manipulate the dirt around them to create difficult terrain.

Intermediate - Allows the user to create ramps and other contraptions with the dirt, allowing them to utilize this new terrain to catch adversaries off-guard or to disable them and to provide them with higher ground when required, in addition to allowing them to feel tremors within a medium area by focusing outwards while concentrating, allowing them to gauge the distance of other individuals or fauna.

Expert - Allows the user to manipulate a variety of ores to create physical barriers to protect themselves, in addition to allowing them to force clay to the surface of the earth and soften it to create quicksand within a small area.

Master - Allows the user to manipulate the earth as if they were one with it, allowing the user to use their developed tremor sense almost as a second nature, in addition to allowing them to manipulate the earth to cause tremors to knock adversaries off their feet and to potentially tear the terrain out from under those unfortunate enough to stand still.

 

Force Push: A basic telekinetic ability, Force Push allows the user to release a burst of pressurized air outwards from their palm towards an object or individual to throw it away with excessive force. Due to the nature of this ability, the further the distance between both individuals reduces the effectiveness of the power, resulting in a weaker push. The user can reverse the polarity to pull an object or individual towards them, or in another direction.

Force Whirlwind: An advanced version of Force Push, Force Whirlwind allows the user to create a funnel of telekinetic energy to lift and hold an object or individual for a short amount of time, suspending them even after breaking concentration. Due to the lack of concentration required, this ability is incapable of inflicting physical injury.

Force Wave: An exponentially more advanced version of Force Push, Force Wave allows the user to apply their knowledge of Force Push and extend the range and width of their telekinetic push. The power behind Force Wave can inflict major damage, including indenting durasteel and knocking away a large objects or individuals off their feet, regardless of weight or size. 

Force Repulse: The epitome of repulsing telekinetic abilities, Force Repulse allows the user to build up an immense amount of telekinetic inwards before releasing it outwards with explosive force. The explosive force can shatter stone, crush durasteel, bend beskar'gam and burn organic matter with ease, in addition to being able to throw away countless objects and individuals, regardless of weight or size.

 

Force Burst: An advanced telekinetic ability, Force Burst allows the user to release a powerful burst of Force energy from their hand or hands that seeks out it's target with the utmost speed and accuracy. The user is capable of increasing the power and range of the ability by focusing entirely on the energy released, as well as allowing an individual to utilize two Force Bursts in quick succession, however the devastating ability can be dissipated by another Force Burst coming from the opposite direction. The coloration of the energy is based entirely on the user's alignment.

 

Lightsaber Throw: An advanced telekinetic ability, Lightsaber Throw allows the user to throw a lightsaber and guide it's arc through telekinetic manipulation. Most beginners are taught the basics of guiding a lightsaber and retrieving it, while more advance uses teach the user to utilize two lightsabers at the same time, in addition to being able to telekinetically retrieve a lightsaber and ignite the blade mid-retrieval.

Saber Barrier: An advanced version of Lightsaber Throw, Saber Barrier allows the user to utilize their knowledge of telekinetically manipulating a lightsaber around their body in horizontal rotations creating a defensive wall of blades, in addition to inflicting damage to anything surrounding the user that the whirling blade would come in contact with. A more advanced user could potentially utilize two lightsabers to create an even deadlier wall of blades that could protect them from multiple flanks.

 

Force Wound: A basic telekinetic ability, Force Wound allows the user to conjure invisible tendrils that wrap around an object or individual and apply pressure. While not incredibly strong, there are many niche techniques that can be used with Force Wound, including holding an object or individual in place or to remove a weapon from an individual's grasp. Due to the nature of this ability, it is either neutral or dark sided based on the intent of the user.

Force Choke: An advanced version of Force Wound, Force Choke allows the user to utilize a claw-like hand gesture to wrap telekinetic energies around the windpipe of an individual and apply pressure to asphyxiate the individual. While not immediately deadly, the user can suspend the individual in the air as if they were being hung by a noose to hasten the asphyxiation. Requires: Corruption I

Force Grip: An exponentially advanced version of Force Wound, Force Grip allows the user to conjure invisible tendrils that wrap around an object, limb or an internal organ and apply incredible pressure. The pressure causes spasms within the body and can cause internal organ damage if the pressure is continually applied, eventually leading to organ failure and potentially death. Requires: Corruption II

Force Crush: The epitome of crushing telekinetic abilities, Force Crush allows the user to build up telekinetic pressure around an individual or object and force it inwards with enough pressure to immediately damage armor and crush non-organic matter. The user could focus on a smaller limb and immediately snap the bone with their entire concentration, though it is exhausting for the user to immediately snap bone and damage organic matter instantly. Due to the build up of energy, it requires the entire concentration of the user to apply the crushing power inwards. Requires: Corruption III

 

Force Rend: An advanced telekinetic ability, Force Rend allows the user to focus on an object or individual and begin to pry them apart with telekinetic pressure, the effects on organic matter is gruesome. Due to the nature of this ability, it is either neutral or dark sided based on the intent of the user.

 

Force Weapon: A basic imbuing ability, Force Weapon allows the user to pour their Force energies into a non-energy based weapon to strengthen it's durability and cutting quality for a short amount of time. This ability allows the user to turn a simple weapon into a weapon capable of standing up against a lightsaber and other energy-based weapons, including deflecting lasers. The aura of Force energy that displays on the weapon is based on the user's own presence.

Alter Damage: An advanced imbuing ability, Alter Damage allows the user to lower the damage of their lightsaber or Force-imbued weapon to stun instead of inflicting grievous wounds.

 

Force Levitation: A basic telekinetic ability, Force Levitation allows the user to hold themselves aloft in the air with telekinesis in a single location for a short amount of time. Typically taught a meditation exercise, the user can use this ability to reduce their velocity if they are falling from a high height. 

Force Flight: An advanced version of Force Levitation, Force Flight allows the user to hold themselves aloft in the air, as well as travelling at an average speed. Due to the amount of concentration required, an inexperienced user could only use this outside of combat, while a more experienced user could effectively use this in combat. A master of this ability could actually use this power to actually fly by adjusting their altitude outside of combat.

 


 

Edited by Darth Atrox

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Environment is a branch of alter powers which affect one's surroundings in a significant way. Through these powers, the user may modify the conditions of the world around them.

 

Force Stun: A basic manipulation ability, Force Stun allows the user to use the Force to momentarily put an individual into a near-catatonic state, as if they had passed out standing up. Due to the natural nature of the Force, this ability is incapable of actually inflicting damage, and an individual with a high resistance to the Force may be able to break out of such an ability with ease.

Force Stasis: An advanced version of Force Stun, Force Stasis allows the user to use the Force to wrap an enemy with the Force and put them in a near-catatonic state, in addition to tricking the mind into thinking no time has actually passed since the use. The body becomes rigid and is momentarily rooted in place as a light blue aura rolls over their body, though any physical damage to the individual would break them out of their near-catatonic state. Required: Purity I

Force Stasis Field: The epitome of manipulation abilities, Force Stasis Field allows the user to cover a small area with the Force, effectively putting up to five individuals in a near-catatonic state. Due to the amount of Force energy required, this ability can only be used twice a day before requiring actual rest. Required: Purity II

 

Force Suppression: An advanced mind-altering ability, Force Suppression allows the user to overload the senses of another individual by creating deafening noises and other annoyances to temporarily weaken the individual's connection to the Force and draw their attention away from any confrontation. Even with the overloading of an individual's senses, the user can not actually inflict harm to the individual with this ability.

Force Breach: An exponentially more advanced version of Force Suppression, Force Breach allows the user to temporarily cut off an individual's connection to the Force while they focus entirely on it, in addition to forcing the enemy to rely on their own natural senses. Like most abilities that sever the Force, it causes mental pains and takes a lot of energy to properly use. Due to the immense concentration required to utilize such an ability, the user can only use this two times a day per an individual and blocks the use of most other abilities, outside of Force Sense.

 

Deadly Sight: An advanced torture ability, Deadly Sight allows the user to draw on the dark side to burn an individual from the inside out, slowly cooking them alive. The user must keep the individual within their perception to properly utilize the ability, though armor and shields do not stop this ability from working. Required: Corruption II

 

Drain Life: An extremely addictive draining ability, Drain Life allows the user to siphon life from organic matter to replenish their own physical reserves, repairing flesh and organs at a slow rate. Drawing on the dark side, the user could effectively drain an individual of their entire life essence overtime, or slowly siphon their life essence to replenish any lost stamina. Due to the nature of this ability taking time and concentration, it is not recommended for combat. Required: Corruption I

Drain Force: An advanced version of Drain Life, Drain Force allows the user to drain the Living Force from organic matter to replenish their own physical reserves and their Force reserves. Drawing on the dark side, a user could effectively sever the connection of an individual momentarily by draining most of their Force energy for a single day, in addition to allowing the user to rekindle their connection through the Force by remembering the temptations of the dark side and feasting on the Living Force of another individual. Required: Corruption II

Death Field: The epitome of draining abilities, Death Field allows the user to combine both their understanding of Drain Life and Drain Force to create an insatiable hunger within themselves that quickly expands outwards devouring the life of all organic life. Due to the nature of this ability, the user must be able to sustain the draining field by themselves or be consumed by the hunger of the dark side completely, perishing in the process. Required: Corruption III

 

Force Slow: An advanced poison-based ability, Force Slow allows the user to channel the dark side into the mind of an individual, effectively clouding their mind and altering their ability to judge. Due to the nature of this ability, the dark side acts as a mild poison that attacks both the perception and mind of the body, slowing it down excessively. Required: Corruption I

Force Affliction: An advanced version of Force Slow, Force Poison creates a fast-acting dark side poison within an individual that quickly debilitates the individual and worsens over time, unless an antidote can be created or the poison is cleansed from the body through the light side of the Force. Those afflicted have about five days to live before succumbing to the poison within their bloodstream. Required: Corruption II

Force Plague: The epitome of poison-based abilities, Force Plague allows the user to create a toxic cloud across a small area that infects without remorse. The first few stages of the plague cause blood to pour from the pores of those infected, causing even the most powerful warriors to succumb to this superficial toxin, before quickly ending the infected's life. Only through extreme Force-based healing can these effects be diminished and eventually slowed, but those afflicted with this plague have only  twenty hours to live before succumbing to the toxin. Required: Corruption III

 

Plant Surge: A basic environmental ability, Plant Surge allows the user to manipulate plant life through infusing it with the Force. A novice user could effectively cause a tree to grow at an accelerated rate and use vines to bind an individual, while an advanced user could manipulate a tree to wrap around an individual and apply pressure, and a master of this ability could effectively turn an entire forest into a weapon against a large number of individuals.

 

Force Combustion: An advanced destructive ability, Force Combustion allows the user to focus the dark side within an object or an individual's limb and cause the energies to explode outwards after a time. Due to the amount of energy forced into the limb or object, this ability takes a bit before finally exploding outwards, meaning this effect can be reversed by utilizing a similar technique and reversing the polarity. Required: Corruption I

Force Destruction: An advanced version of Force Combustion, Force Destruction allows the user to well up the dark side within themselves and concentrate on a large area before releasing the destructive energy from their hand or arm. Due to the amount of concentration required to continually draw on the dark side and to sustain it within the user's body, the ability takes a long while to build up and any break in their concentration could effectively nullify the ability completely. Required: Corruption II

 

Kinetite: An exponentially advanced telekinetic skill, Kinetite allows the user to form a compressed ball of erratic telekinetic energy that can be tossed towards an object or individual, resulting in horrifying situations. This ability can take down half a duracrete building, shred durasteel easily, and tear apart organic matter with ease. Due to the object being almost solid, a simple Force Push can send the telekinetic ball in another direction. Required: Corruption I

 

Force Shock: A basic environmental ability, Force Shock allows the user to conjure electricity that is released in a ball or a single current of electricity, tracking the closest object before shocking it, effectively burning and stunning organic matter by temporarily damaging nerves. Due to the nature of this ability manipulating nature in a dangerous way and drawing on the emotion of hatred, Force Shock is regarded as a dark sided ability, though it can be used to temporarily overload electronics.

Force Lightning: An advanced version of Force Shock, Force Lightning allows the user to conjure lightning from the dark side, drawing on their hatred completely to create an unnatural occurrence. The user can continually channel Force Lightning to overwhelm an individual or release it in short bursts, in addition to scorching flesh and damaging nerves. Continual exposure to Force Lightning can be fatal, though it can be dodged, blocked with a lightsaber or energy-based shield. Required: Corruption I

Chain Lightning: An exponentially more advanced version of Force Lightning, Chain Lightning allows the user to control the lightning that they wield and spread it outwards towards other individuals or objects. Due to the immense concentration required to channel this ability, it typically leaves the user incapable of protecting themselves from their rear. Required: Corruption II

Force Storm: The epitome of dark sided environmental abilities, Force Storm allows the user to raise their hand to the sky and create a ball of dark sided electricity that explodes outwards around them, striking everything within a small area around the user. Due to the darker emotions used for this ability and the damage it causes to the natural order, any individual with Force Sense within the area feels a disturbance in the Force, leading to potential sickness to those of lower skill and power. Required: Corruption III

 

Disable Electronics: A basic electronic ability, Disable Electronics allows the user to put the Force within droids and other technological items before overloading their circuits, temporarily disabling them.

Destroy Electronics: An advanced version of Disable Electronics, Destroy Electronics allows the user to put the Force within droids and other technological items before overloading their circuits entirely and causing circuitry to explode, potentially destroying the object entirely.

Reprogram Electronics: An exponentially more advanced version of Destroy Electronics, Reprogram Electronics allows the user to put the Force within droids and other technological items before slowly overriding their coding to reprogram the object to work for the user for a short amount of time.

 

Force Flash: A basic electronic ability, Force Flash allows the user to put the Force within holo-cameras and temporarily cause them to shut down, though on other devices it will appear as if the holo-camera malfunctioned for a second.

 


 

Edited by Homra Azner

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Physical is a branch of sense powers which focus on the basic physiological capacities necessary for one to perceive. Through these powers, one can enhance their sensory abilities beyond their regular capabilities.

 

Comprehend Speech: A basic augmented sensory ability, Comprehend Speech allows the user to draw on the Force to translate a spoken language to a language the user may know. This skill does not provide the user with the capability of speaking or writing the language.

Beast Language: An advanced version of Comprehend Speech, Beast Language allows the user to speak with one type of creature in a language that it can understand, allowing both the handler and the animal to communicate and exchange information.

 

Malacia: An advanced sensory ability, Malacia allows the user to induce powerful dizziness and nausea in a individual by turning their equilibrium against them, completely incapacitating them for a short time, but causing no damage to the body. The power is ineffective when used repeatedly, and against those trained in its use and therefore able to reverse the effects.

 

Force Listen: A basic augmented sensory ability, Force Listen allows the user to enhance their auditory ability to hear from longer distances. An advanced user could potentially separate specific voices to correctly eavesdrop on a conversation.

 

Force Scent: A basic augmented sensory ability, Force Scent allows the user to enhance their sense of smell, allowing them to pick up scents they normally wouldn't be capable of.

 

Force Track: An advanced augmented sensory ability, Force Track allows the user to utilize their familiarity with an object or individual and track it down. Due to the nature of this ability, the user can see imprints through the Force that appear as small purple wisps of smoke that guide them to their target.

 

Mirror Image: An advanced sensory ability, Mirror Image allows the user to create multiple copies of themselves or an object and manipulate it through the telekinetic means. Due to the nature of this ability, an individual utilizing Force Sight can see through the ability with ease, in addition to any individual that actually touches the image - unless it is being manipulated through telekinetic means.

 


 

Edited by Kure

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Force Alchemy (often referred to as simply Sith Alchemy) is a set of sciences that use Force techniques (typically dark in nature) to permanently alter a living being, or imbue an item with biology-altering effects. Due to the extreme difficulty of learning alchemy and the rarity of the arts, it is typically unheard of for any one alchemist to learn more than a single branch.

 

Venomancy: Venomancy allows the user to create or enhance toxins - as well as their antidotes - using the Force. Such creations include a powerful paralyzing agent known as catosis; a crippling poison that caused long, drawn-out periods of agonizing pain known as quell; an odorless, tasteless, colorless poison known for its extreme deadliness known as synox; and a specialized venom that caused uncontrollable bouts of rage (and potentially madness) known as sanguine. Requires: Corruption II | Purity III

 

Necromancy: Necromancy allows the user to reanimate the remains of the deceased by using spirits of the dark side (or sanctify the undead to give them eternal peace using the light side). The creatures, typically referred to as zombies or the undead, are loyal to their creator and will follow their orders until either the host body is completely destroyed or until the spirit within is exorcised. The infection from these creations can be transferred through their saliva and continually make more undead. Requires: Corruption III | Purity II

 

Transmutation: Transmutation allows the user to use the Force and science to genetically alter a living being to be faster, stronger, more brutal, more cunning, and in some cases, more intelligent. The changes cannot be reversed once applied, and affect the living being to such a degree that their offspring would share the same genetic code and inherit the traits. Requires: Corruption II

 

Metallurgy: Metallurgy allows the user to craft special arms and armor imbued with the Force, offering a variety of effects such as the ability to deflect laser bolts, block lightsabers, absorb electrical energy, or channel pure light or dark energy through the blade. The effect is permanent and Force-imbued weapons are practically indestructible, but the process of creating such a weapon is long and arduous.

 


 

Edited by Kure

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Rare Force Powers encompass abilities in the Force and Sith sorceries that are not typically common among most Force-sensitives, from the most common Force Ghost to the extremely difficult Force Enlightenment.

 

Force Ghost: Force Ghost allows the user to transcend death through intense study, allowing them to continue to live on through the Force to teach. While this is typically taught by the Jedi or gained through personal sacrifice, Sith have their own variant of this ability known as Sith Spectre which allows a powerful Sith Lord to transcend the realm of Chaos by imbuing objects with their own life essence by splitting their soul, allowing them to appear in places where their objects are located or in powerful dark side nexuses.

 

Shatterpoint: Shatterpoint is a complex phenomenon in the Force, perceivable only by a user with an innate talent or immense focus and concentration. Shatterpoints are akin to fault lines - similar to different pathways of actions. A user capable of perceiving these faults through the Force can also influence them, "striking" them in such a way as to cause a specific response. When related to a physical object, a user can identify its flaws and weakest points, and shatter objects even thought to otherwise be indestructible; and when related to an event, a user can make circumstances transpire completely differently than they might otherwise have. Shatterpoints typically exist for brief moments only.

 

Flashburn: Flashburn allows the user to erase parts of their own memory or another individuals permanently by shutting down portions of their mind. Due to the nature of this ability, it is typically only taught to Jedi Healers to assist individuals with war traumas, though a user who utilizes this skill often on themselves may become addicted to the ability and enter a catatonic state due to overuse. It is possible for a user to accidentally use this ability by mistake after experiencing something extremely traumatic.

 

Flow Walking: Flow Walking allows the user to place themselves into a meditative trance that places them in a dreamlike re-enactment of a past event, or even one of the many possible future outcomes. While doing so can potentially change the user's perception of past events by seeing the truth as it was recorded in time, they cannot alter the past in any way; and while one can potentially witness the future unfold, they cannot be sure that the future they see is the one which will come to pass, nor that by actively attempting to change, manipulate or prevent it, that their meddling will not have consequences.

 

Force Enlightenment: Force Enlightenment is a complex phenomenon in the Force, only capable of being used by a user who has completely found oneness with the Force itself. Oneness with the Force comes in multiple different ways, though there have been two recorded ways of achieving oneness momentarily. The most common one recorded is through allowing the light side of the Force to flow through the user entirely in their time of need; another way has been noted by practitioners of the dark side, where one feels complete oneness after severing themselves of their final chain, typically a lover. Upon reaching oneness, the Force allows them to utilize skills and abilities they never once had before and fight as if they were a living weapon of the Force - those that look upon the user with the Force merely see a blinding light of energy that consumes everything. Requires: Corruption I | Purity I

 

Life Transfer: Life Transfer allows the user to take a portion of their own life essence, or another willing individual, and utilize the life essence to give life to a recently deceased individual. Taking a portion of the individual's or their own life essence, the user would draw on the light side of the Force to amplify the portion and place it into the body of the recently deceased, breathing new life into them. Due to the strain the user is put through, they require adequate rest immediately afterwards or they may pass due to the continued exertion. Requires: Purity II

 

Emerald Fire: Emerald Fire allows the user to utilize a similar technique to Force Lightning, though this phenomenon is extremely difficult to explain. While some believe this ability is only able to be utilized by those that are one with the Force, Emerald Fire has been utilized by those that utilize more positive emotions to draw upon this ability. Unlike it's more destructive twin, Emerald Fire is capable of instantly incapacitating those inflicted with it's currents of energy and inflicting grievous wounds on dark sided individuals. Requires: Purity II

 

Force Scream: Force Scream allows the user to release a powerful burst of dark side energy from within their body, decimating and burning objects struck by the powerful wave of darkness. The power of this ability is based on the emotions that have been locked up within the user and what triggers the scream to be released. A user could train this ability to utilize their own pain and suffering to release the wave of darkness on-demand. Requires: Corruption I

 

Bolt of Hatred: Bolt of Hatred allows the user to utilize a spear of pure dark side energy to be conjured and flung towards an individual or object, piercing through even indestructible materials. Formed from hatred, the strength of the ability and the piercing power would be determined by the user's hatred towards the individual or object. Requires: Corruption II

 

Odojinya: Odojinya allows the user to create dark side energy that wraps around an individual and slowly saps their strength and connection to the Force, effectively immobolizing even the strongest Force-sensitives. Due to the amount of concentration required for this ability, it is only really utilized in torturing as it is extremely easy to move out of the way of the energy. During torture, this ability is used to turn Jedi to the dark side of the Force or to painfully keep an adversary alive to enjoy their suffering. Requires: Corruption II

 

Dark Illusion: Dark Illusion allows the user to utilize their knowledge of Force Illusion and the dark side to create life-like illusions that can actually inflict mental harm and sometimes even physical harm. From conjuring the illusion that an individual's tongue is a snake to sealing their mouth and nostrils shut, the illusions are so powerful and infused with the dark side that they begin to cause insanity against those weak of will. Only through training and experience can one overcome these types illusions with ease, or through the light side of the Force. Requires: Corruption II

 

Dark Side Tendrils: Dark Side Tendrils allows the user to utilize tendrils of pure dark side energy to wrap around and instantly destroy matter as if the tendrils were sharp blades, damaging even indestructible material. Forming from black mist on the ground, the tendrils would seek out the nearest thing and attempt to destroy it before disappearing, though if a tendril missed it's target it would soon dissipate. Due to the amount of concentration required to utilize this ability, once the user's concentration is broken the ability ends immediately. Requires: Corruption III

 

Essence Transfer: Essence Transfer allows the user to transcend death through sacrificing their own body to enter the body of another individual, though entering the body of another individual will leave the user extremely weakened until they can recuperate. While this ability is typically used to escape the decay of the dark side or when one is injured beyond the point of recovery, entering the body of another individual will cause it to show signs of hastened cellular decay due to the amount of dark side energy that has built up within it. Once within another individual's body, both spirits fight it out in a battle of wills, eventually casting the other into the dark void of Chaos where their soul is tormented for an eternity. After the battle of minds, some habits or issues may continue to occur from the previous body, including jitters and other minor issues. Requires: Corruption III

 

Dark Transfer: Dark Transfer allows the user to take the life essence of another being and forcing it into another deceased being. Stripping an individual of their life essence, the user could act as a conduit to either preserve their own dying life or another individual by force, effectively turning the individual into a pile of ash from the sheer pressure of the dark side tearing away their life essence. Utilizing Dark Transfer on another being that is not tainted by the dark side will transfer the dark side directly into their being, corrupting the individual's spirit. This ability is said to be capable of even being used by a Sith spectre to possess their formerly deceased body or another body. Requires: Corruption III

 


 

Edited by Kure

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Force Rituals encompass both light side and dark side rituals practiced by Ancient Je'daii, Sith Sorcerers and Jedi Seers, from simple rituals like False Aura to extreme rituals like Force Walking. Due to the nature of these rituals, some are incredibly more difficult and require more than simple blood sacrifices, some require words of power from the language of the Ancient Sith.

 

False Aura: False Aura allows the user to create a false aura of light side energy around them through simple meditation. Once the sacrifice of blood is met, the user can begin to meditate and enter a trance to corrupt the Force to create a false aura of light around their darkened aura, tricking even those with Force Empathy. Once the ritual is completed, the user must focus on keeping the ritual up as a single slip can cause the ritual to instantly collapse and reveal the aura of the user to everyone within the area. Requires: Corruption I

 

Force Mask: Force Mask allows the user to create a fake appearance and false aura around them through extensive meditation and reciting words of power. Once the sacrifice of blood is met, the user can begin to meditate and enter a trance to slowly mold the dark energies over their visage, tricking even the most skilled Force Seers with their appearance. Once the ritual is completed, the user can only have their mask removed through the power of the dark side or by the user themselves. Requires: Corruption II

 

Healing Ritual: The Healing Ritual allows the user and a group of individuals to utilize their connection to the light side to repair a fractured mind and cleanse an individual of dark side taint. Popular among the Voss Healers, the Jedi Healers have adopted this ritual to assist in their healing of individuals who turn away from the Sith Empire and those who suffer from being tainted by possession. The fractured mind of an individual would be almost completely healed, though any break in the concentration could keep the individual in their catatonic state. Requires: Purity II

 

Dream Walking: Dream Walking allows the user or another individual to enter a meditative state and find balance within. Popular among the Voss, the Jedi Healers have adopted this ritual to assist in helping Jedi find balance in the Force by confronting their various emotions within. Sometimes used to assist in the Jedi Trial of the Spirit when an individual is incapable of completing it on their own, the individual must face their fears, hopes, loves and rages to find spiritual balance and health. After the ritual is completed, the user or the individual feels extremely revitalized. Requires: Purity II

 

Mechu-Deru: Mechu-Deru allows the user to bind inanimate or mechanical constructs to their will through extensive understanding the workings of mechanical beings. Requiring no sacrifice, nor ancient words being recited, the user would need to meditate and utilize their knowledge of Force-based eletronic manipulation and utilize either the light side or dark side to infuse the creation with the Force, effectively overriding any programming of the droid. Creations made from multiple inanimate objects take a significantly longer time to create in comparison to overwriting a droid's programming. While empowered by the Force, these creations follow their duties completely and regarded as nearly indestructible by normal standards. Requires: Corruption I | Purity I

 

Waves of Darkness: Wave of Darkness allows the user to release multiple waves of darkness and dread over an entire city, causing fear, pain, and horror to spread throughout the darkness to inflict those within it. After speaking words of power from an Ancient Sith tome and meditating, the user can control the darkness entirely to release sounds of thunder, bestial roars and other horrifying things within. An experienced illusionist could even create illusions within the waves of darkness. Requires: Corruption III

 

Force Phantom: Force Phantom allows the user to create phantoms of pure dark side energy and spread them across the galaxy to interact with the world around them, though one must sacrifice the life of another individual and recite words of power. Once the ingredients were met, the user can begin to meditate and begin to shape the phantoms in their likeness or another's likeness by utilizing the vitality of another individual to strengthen the ritual, killing them in the process. These phantoms are harvested from the very life essence and is mentally taxing on the user, though once the ritual is completed, the phantoms seek out a target designated by the user and attacks them, regardless of their place within the galaxy. Requires: Corruption III

 

Force Walking: Force Walking allows the user to bind spirits to their body and draw power from it to enhance their own, though the process to bind spirits to the body is one that treads the line of life and death. Before being able to utilize the ritual, they must find balance between life and death through either poisoning or overcoming possession. Once a spirit is found, the user must force their will upon it and bind it through a battle of wills - a willing spirit provides less power than an unwilling spirit. A more powerful spirit can inflict mental damage to the user, while binding more than a single spirit can quickly overwhelm the user and effectively destroy their mind and spirit in the process, in addition to releasing unstable amounts of Force energy by accident at random intervals. Requires: Corruption II

 

Alter Environment: Alter Environment allows the user to control the weather around the planet they are located on through extensive meditation and reciting words of power. After sacrificing two individuals and utilizing the blood, the user would enter deep meditation to cause storms, earthquakes and other extreme conditions within areas on the planet through sheer force of will, even creating dark side storms. Any Force nexus on the planet would slowly become tainted from the amount of energy coursing around and through the planet. Requires: Corruption III

 


 

Edited by Kure

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