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| Neutral Force Powers | |
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| Tweet Topic Started: Jul 18 2008, 03:20 PM (53 Views) | |
| Ordo Galeron | Jul 18 2008, 03:20 PM Post #1 |
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Neutral Core/Main Powers Telekinesis, Difficulty: Medium This ability is used to lift objects and move them, including the wielder and enemies, in a desired direction. While training Luke Skywalker on Dagobah, Yoda tells him that the size/weight of an object is only relevant in the mind of the practitioner, and that once the mental distinction about an object's size can be dispelled, objects of any size can be moved. Yoda demonstrates this by lifting Luke's X-wing starfighter out of the swamp. Force Push/Pull, Difficulty: Easy Telekinetic abilities to pull or push objects away, as well as enemies. The greater the user's aptitude, the heavier the object that can be manipulated or the more wide the arc or radius of the force 'wave'. It can also be used to pull weapons from enemies. Force Leap/Jump, Difficulty: Easy-Medium This uses the Force to augment the user's natural leaping ability. Force users adept in this can perform incredible vertical/horizontal leaps with impunity. This ability appears to be somewhat basic and is performed many times in the Star Wars movies, used to jump great heights and distances. Speed/Burst of Speed, Difficulty: Medium Makes the user able to maintain sprinting speeds (even moving in awkward directions like backwards) for as long as the effect lasts. Since Jedi Knight II: Jedi Outcast it seems that the power may bend the subjective time of the caster making everything slower. Greater aptitude grants boosts to speed and/or greater duration. The ability first appeared in the book "Shadows Of The Empire" during a fight between Luke Skywalker and Guri. It is further shown in the films at the beginning of Episode 1 when Droidekas sent by Nute Gunray attempt to kill Obi-Wan Kenobi and Qui-Gon Jinn. The duo use a burst of speed to evade the deadly droids. It could be argued that Darth Sidious used this power against Mace Windu's party of Jedi when he leaped from his chair and skewered two Jedi. Telepathy, Difficulty: Medium The ability to mentally communicate over small or vast distances. Palpatine uses this ability in Episode III to contact Anakin in the Council chambers, and convince him to come to Palpatine's aid. Force Sense , Difficulty: Medium Used within the Jedi Order to sense the future, possible danger, a person's location, or the presence of the Dark Side. In Episode II, when Obi-Wan Kenobi is in the club on Coruscant he senses the bounty hunter hired by Jango Fett and strikes her down with a lightsaber. Neutral Control Powers Absorb/Dissipate Energy, Difficulty: Medium-Hard 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, Difficulty: Medium This power is used to speed up the 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, Difficulty: Medium-Hard 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, Difficulty: Medium-Hard 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, Difficulty: Medium 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 250 seconds. Contort/Escape, Difficulty: Hard 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, Difficulty: Medium 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 Pain, Difficulty: Medium-Hard 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, Difficulty: Easy-Medium Detoxify or eject a poison that has entered your body in a much shorter time than would be normally possible. Enhance Attribute, Difficulty: Hard Use this ability to increase an attribute for a short period of time. Attributes refer to things like intelligence, strength, and dexterity. For instance, you could use this power to increase the agility of yourself. Force Calculator, Difficulty: Medium 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. |
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| Ordo Galeron | Jul 18 2008, 03:20 PM Post #2 |
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Force Charged Strike, Difficulty: Hard 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, Difficulty: Medium While using this technique you are adept at using the Force to avoid attacks when piloting a starfighter or space transport. Instinctive Astrogation Control, Difficulty: Medium 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. Reduce Injury, Difficulty: Medium-Hard 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, Difficulty: Hard Allows the character to remain conscious even after he has sustained injuries that should have knocked him out. Remove Fatigue, Difficulty: Hard 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, Difficulty: Medium-Hard 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, Difficulty: Hard 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. Short-Term Memory Enhancement, Difficulty: Medium 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. Weapon Concealment, Difficulty: Medium 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 Sense Powers Beast Languages, Difficulty: Medium-Hard 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, Difficulty: Medium 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, Difficulty: Medium 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, Difficulty: Medium 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, Difficulty: Medium-Hard 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, Difficulty: Medium 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, Difficulty: Hard 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, Difficulty: Medium-Hard 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, Difficulty: Medium 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, Difficulty: Medium 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, Difficulty: Medium 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, Difficulty: Medium The character can detect live sentient beings who would otherwise stay hidden from their normal senses. Life Web, Difficulty: Easy-Medium 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 also be a race that the character has encountered before. Magnify Senses, Difficulty: Medium 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. |
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| Ordo Galeron | Jul 18 2008, 03:20 PM Post #3 |
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Merge Senses, Difficulty: Medium-Hard 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, Difficulty: Medium-Hard 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". Postcognition, Difficulty: Medium 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, Difficulty: Medium Precognition warns the Jedi whenever they are about to enter extreme danger. These warnings are quite rare. Psychometry, Difficulty: Hard 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 forbade the use of psychometry on a dead body. This can work on the dead, but often not on the living. Receptive Telepathy, Difficulty: Medium With this, one can attempt to read the surface thoughts of a target. The user "hears" what the target is thinking, but cannot probe for deeper information. A user 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, Difficulty: Medium 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 Path, Difficulty: Easy-Medium 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, Difficulty: Medium 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. Thought Sensor, Difficulty: Medium-Hard Using the Force, a powerful telepath can sense the psychic vibrations of all living beings within a radius of anywhere up to 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, Difficulty: Hard 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, Difficulty: Medium 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 Alter Powers Cold/Fire, Difficulty: Medium-Hard 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, Difficulty: Medium The Force helps you fly starships more than it helps you with anything else while using this power. Kinetite, Difficulty: Hard 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. Note: This technique, although neither completely light nor dark, leans heavily towards the Light side of the Force. Levitation, Difficulty: Master 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, Difficulty: Easy-Medium This ability simply allows the user 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. Warp Matter, Difficulty: Hard This power allows the user to mold a volume of matter to a new shape. The Jedi must be able to touch some part of the object to be molded. 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 powerful technique to alter objects is useful, but hard to learn. Neutral Control & Sense Powers Battle Meld, Difficulty: Medium 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, Difficulty: Medium 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 user's visions may not be entirely accurate because always in motion is the future. Farsight, Difficulty: Medium 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, Difficulty: Medium 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, Difficulty: Hard-Master 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 kilometers of each other. If on the same planet but more than 1,000 kilometers 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 premonitions. Projective Telepathy, Difficulty: Hard If the user 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 & Alter Powers Alter Programming, Difficulty: Medium-Hard Derived from the Sith study of electronic manipulation, this power allows a user 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 Breathing, Difficulty: Medium-Hard Can be used to breath "selectively" (in an oxygen/methane/ammonia atmosphere, the user 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, Difficulty: Hard-Master 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. Dream scape, Difficulty: Hard-Master 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. |
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| Ordo Galeron | Jul 18 2008, 03:20 PM Post #4 |
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Electric Judgment, Difficulty: Hard This was the name used by Jedi Master Plo Koon to describe his light-side version of Force lightning. The Electric Judgment 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 user's outstretched hand, remaining for roughly 3-5 seconds before dissipating. This power is often used to sweep an arc clear of enemies. This technique, although not particularly dark, is also not light. Energy Resistance, Difficulty: Medium 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 100 seconds or so. Force Barrier, Difficulty: Medium-Hard This power shields the Jedi in the Force, absorbing some of the damage of slashing, bludgeoning, and piercing attacks. Force Camouflage, Difficulty: Medium-Hard 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 Pummel, Difficulty: Medium-Hard 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 dealt may vary depending on what actually strikes the target. Force Redirection, Difficulty: Hard 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 Transduction, Difficulty: Medium 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, Difficulty: Medium-Hard 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, Difficulty: Medium 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 equipped with energy shield hardware. Kinetic Combat, Difficulty:Hard With this power you can remotely manipulate a weapon, fighting with it at a distance as though it is still in your hands. For example, you may be able to swing a sword at your opponent from several feet away from them, and transfer the blow to their body. Lesser Force Storm, Difficulty: Hard 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. Mind Probe, Difficulty: Hard 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 probe 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). Phase Shift, Difficulty: Master 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. Quy'Tek, Difficulty: Medium-Hard 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. Return Another to Consciousness, Difficulty: Medium-Hard 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, Difficulty: Medium 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 Sense & Alter Powers Beast Trick, Difficulty: Medium 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, Difficulty: Hard 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, Difficulty: Hard 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). If used correctly, this technique can be deadly. Dim Other's Senses, Difficulty: Medium-Hard This power can be used by the Jedi to reduce the awareness of a target. Force Blast, Difficulty: Medium 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. Friendship, Difficulty: Medium-Hard 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, Difficulty: Hard 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, Difficulty: Medium-Hard Allows user to telepathically communicate with all creatures within 30 meters. Kinetic Release, Difficulty: Medium-Hard 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, Difficulty: Medium 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, Difficulty: Medium-Hard 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, Difficulty: Hard 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, Difficulty: Hard 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, Difficulty: Hard-Master 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 depending on the power of the user. The telepath needs to either see their targets or sense their thoughts. Remove Force Imprint, Difficulty: Hard, varies depending on 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, creates a new imprint, unfortunately. Removing the Force imprint of a Force Nexus, especially a Dark Side Nexus (like the Dagobah Cave) is extremely dangerous for your mental health. Affect Mind, Difficulty: Easy-Medium 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 believe what you want them to believe and to make them say what you want them to. However, it only works on the weak minded. Art of the Small, Difficulty: Master 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, Difficulty: Master 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, Difficulty: Hard This technique has 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 about 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. This power varies, depending on strength of the user. Conduit, Difficulty: Medium 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. 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, 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, Difficulty: Hard The 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 around 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. This technique, along with the proper equipment, is useful for prolonging death and revival. Dominate Mind, Difficulty: Hard 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, Difficulty: Medium-Hard This enables the user to create body-doubles to move freely and interact with others, leaving the controller's actual body safely hidden. These doubles are indistinguishable to all but the most powerful Masters. When their maker's concentration is lost, or the doppelganger is mortally wounded, they fade into thin air. Dream, Difficulty: Medium 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. Force Breach, Difficulty: Hard-Master 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, Difficulty: Medium-Hard 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, Difficulty: Hard 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, Difficulty: Medium 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 instantly canceled, though the target can reactivate them if they have the ability to. Illusion, Difficulty: Medium This technique 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 Masters can see through it if they know what they're looking for. However, when successful, the power creates an illusion of the caster's choice. Inhabit Object, Difficulty: Hard-Master 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. Projected Fighting, Difficulty: Hard 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). However, if used with evil, it can be a deadly weapon indeed. Release Spirit, Difficulty: Hard-Master 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 up to a maximum of 10 minutes without being in a body. |
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