Force Powers (NeXT)

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Force Powers (NeXT)

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Post by Hal_Emmerich »

Force Powers

A "school of magic" that focuses on manipulating the energy field that binds the multiverse together, Force powers utilize a person's connection to the Force element to affect the world around them. They walk a fine line between traditional magic and psionic powers, since they are mentally focused and do not require physical components, words of power, or a true spiritual connection.

There are as many ways to use the Force as there are people who can use it, but for thousands of years there have been two primary schools of philosophy on using the Force -- the light and the dark, the Jedi or the Sith. As such, the use of some Force powers is frowned upon depending upon a user's ideological alignment, though some uses of the Dark Side of the Force can have true physical, mental, and spiritual side-effects due to the strain it puts on a user's body.

Using Force Powers requires the Force Sensitivity skill and the Elemental Affinity: Force feat. Techniques are either learned from NPCs or Holocrons that can be purchased or found throughout the multiverse.

Level 1: DC to Learn: 20; +500 spell damage; 10 MP cost; 10 SpP cost
Level 2: DC to Learn: 40; +1000 spell damage; 40 MP cost; 15 SpP cost
Level 3: DC to Learn: 60; +1200 spell damage; 90 MP cost; 20 SpP cost
Level 4: DC to Learn: 80; +2000 spell damage; 160 MP cost; 30 SpP cost
Level 5: DC to Learn: 100; +3500 spell damage; 250 MP cost; 40 SpP cost
Level 6: DC to Learn: 120; +4500 spell damage; 360 MP cost; 60 SpP cost
Level 7: DC to Learn: 150; +7000 spell damage; 490 MP cost; 75 SpP cost
Level 8: DC to Learn: 180; +10000 spell damage; 640 MP cost; 100 SpP cost
Level 9: DC to Learn: 210; +12000 spell level damage; 810 MP cost; 125 SpP cost
Level 10: DC to Learn: 400; +20000 spell damage; 1000 MP cost; 200 SpP cost
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Neutral Force Powers

Level 1
Force Empathy - A honed, general Force sensing technique that allow a user to pick up on and interpret people's emotions.

Force Healing I - This Force technique allows a user to use the Force to replenish one's energy and mend minor wounds on the body on the spot.

Force Push - One of the most basic Force Sensitive techniques known, Force Push is simply a burst of Force energy at a target. Deals damage and Knockdown status to one target.

Tapas - A general Force technique learned by beginners that allows them to manipulate the Force into maintaining homeostasis in uncomfortable temperatures.

Level 2
Force Barrier - This Force Sensitive technique erects a shield of Force energy around a target, halving all physical damage for 1d5 rounds.

Force Bellow - A Force-Sensitive technique that allows a user to magnify their voice using the Force. This technique, if used in combat, inflicts the 'Stun' status for 1d3 rounds due to the intensity of the sound.

Force Healing II - This Force technique allows a user to use the Force to replenish one's energy and mend light wounds on the body on the spot.

Force Jump - This Force-Sensitive technique uses the Force to assist a user's body, granting a +10 to Jump checks when used.

Force Pull - This Force Sensitive technique, akin to telekinesis, allows a user to interact at distance with the physical world. It should be noted that this is the passive, blanket form of Force telekinesis, and allows for simple movement of inanimate objects.

Force Push II - One of the most basic Force Sensitive techniques known, Force Push is simply a burst of Force energy at a target. Deals damage and Knockdown status to one target.

Force Speed I - This general technique allows a user to increase a target's moving and perception speed with the Force, granting them the ability to move at rates quicker than their normal fashion. Imbues 'Haste' effect.

Force Speed II - This general technique imbues a user's body with the Force, enhancing speed and stamina while performing strenuous athletic activities. This technique grants the user a +10 bonus to Running, Jumping, Climbing, Swimming, and Rolling (non-dodge) Checks.

Force Weapon - a Force Sensitive technique that imbues a weapon with the Force, allowing it to deflect energy weapons in the same manner as a lightsaber. This imbues a +*1 multiplier to the weapon imbued and treats it as a spirit weapon for 1d5 rounds.

Saber Boomerang throw - An offensive use of the lightsaber, this Force Sensitive technique allows for long-distance lightsaber combat. The user may throw the lightsaber across great distances to strike at up to x enemies, where x = the user's Force Sensitivity level. This attack deals only the user's physical lightsaber damage before returning to the user's hand.

Level 3
Breath Control - Using the Force, the user numbs the body's instinct to shut itself down after oxygen deprivation, allowing the user to reserve the amounts of air in the lungs. Additionally, an invisible bubble is erected around the user to keep poisonous gases out. This effect lasts for 1d3+x hours, where x = the user's Force Power level. (i.e., a Level 3 Force Sensitivity user rolls 1d3+3 while a Level 6 user rolls 1d3+6.)

Cure Disease - A variant of Force Healing that cures diseases afflicting living things. The power requires extended concentration by the user, normally lasting an hour or more. It is not completely unheard of for a user to spend as many as 20 hours focusing with this ability to remove the most persistent of diseases. The power is limited to only removing the present and future effects of the diseases in one's system; past effects are not healed. Requires at least 2 hours of IC time to perform completely, and may require more time at GM discretion depending on severity of the disease. Costs 90 MP to begin, then 45 MP per hour spent.

Cure Poison - A variant of Force Healing that cures poisons and toxins afflicting living things. The power requires extended concentration by the user, normally lasting an hour or more. It is not completely unheard of for a user to spend as many as 20 hours focusing with this ability to remove the most persistent of poisons. The power is limited to only removing the present and future effects of the toxins in one's system; past effects are not healed. Requires at least 2 hours of IC time to perform completely, and may require more time at GM discretion depending on severity of the poison. Costs 90 MP to begin, then 45 MP per hour spent.

Force Body - A technique that allows a Force-sensitive individual to imbue their body with the Force, allowing it to be pushed further than its normal, safe limits. This technique restores a character's HP and grants +1000 maximum HP on top of that, as well as a +10 Endurance bonus (+400 HP physical damage soak) for 1d5 rounds, but after that, the user is rendered mentally and physically exhausted (1 HP, 0 MP).

Force Enlightenment - This technique allows a character to revert to the highest degree of defensive power that they had previously mastered during routine training. This incurs a -10 penalty to attacking, but a +10 bonus to defending for the next 1d5 rounds.

Force Healing III - This Force technique allows a user to use the Force to replenish one's energy and mend moderate wounds on the body on the spot.

Force Listening I - Greatly enhances a user's listening abilities, making the Force around the user pick up and enhance sound waves. This grants the user a +10 to Listen checks for 1d5 rounds.

Force Pull II - This Force Sensitive technique is a different representation of Force Pull, and allows a user to manipulate animate targets with a Force Sensitivity vs. Dodge/Mental Defense roll. This technique does not deal damage.

Force Push III - One of the most basic Force Sensitive techniques known, Force Push is simply a burst of Force energy at a target. Deals damage and Knockdown status to one target.

Force Throw - A variation on Force Pull, Force Throw allows a user to use inanimate objects as projectiles. Deals spirit damage with a multiplier applied by the GM at the time of use depending on what the projectile is. Multiplier determines MP cost.

Force Sight - Enhances a user's sight through the Force, removing low-light penalties, through thin walls, and across great distances. This also grants a +10 to Spot and Search rolls. Effect lasts 1d5 rounds.

Force Wave - A refinement of Force Push, this operates off of the same principle, but rather than a single focused burst, this spreads out the technique across more targets. Strikes up to 3 targets for *1 spell level damage and Knockdown, and causes minor collateral damage.

Sever Force - A Force Sensitive technique that interrupts and blocks a target's access to the spiritual. Inflicts the 'Silence' status for 1d5 rounds.

Level 4
Alchaka - A rigorous personal training technique that combines intense exercises that are very difficult to perfect. This type of technique exhausts a character's body through repetition and is intended to clear the mind and reattune the body with the strength of the Force. This technique incurs a -20 Dexterity, -20 Strength penalty, but grants +10 to all Force-related rolls, all for the next 24 hours.

Doppelganger - This technique allows the user to create a perfect illusion of the user through the Force that lasts for 1d5 rounds in combat or up to 30 minutes out of combat.

Farsight - A meditative technique that allows a user to sense and view events happening in other places or times using the Force. These visions are focused mainly on strong imagery and emotions, but allow a user to view such things as when friends or others are in danger, probable outcomes of an action, or examining details of past events. This technique requires actual meditation to be used.

Force Cloak - This Force-Sensitive ability uses the Force to bend and warp light and sound around their bodies to hide them from view. Unlike other Force stealth techniques, this one is able to deceive beings immune to other Force-based illusions, including droids and sensors. Lasts as long as can be maintained. 160 MP + 80 MP/round or 160 MP + 80 MP/minute

Force Confusion - This Force-Sensitive technique is a form of mind trick that influences a person's control over their knowledge of friend or foe. This inflicts the 'Confuse' status on a target for 1d5 rounds.

Force Deflection - This rare Force-Sensitive technique creates a barrier of Force in front of a user's hand that intercepts energy weapons, completely nulling their effects. This technique allows a user to react defensively to an energy weapon attack with a Dexterity + Force Sensitivity roll, and will ONLY nullify weapon damage below a user's threshold, which is determined by a user's Force Sensitivity level. Every 5 Force Sensitivity levels = +1000 damage that can be nulled. If the damage is over this threshold, the power is completely nulled, and DOES NOT reduce damage. It's all or none, and is on a per-hit basis rather than 'total damage.'

Force Healing IV - This Force technique allows a user to use the Force to replenish one's energy and mend serious wounds on the body on the spot.

Force Push IV - One of the most basic Force Sensitive techniques known, Force Push is simply a burst of Force energy at a target. Deals damage and Knockdown status to one target.

Force Wave II - A refinement of Force Push, this operates off of the same principle, but rather than a single focused burst, this spreads out the technique across more targets. Strikes up to 5 targets for *2 spell level damage and Knockdown, and causes moderate collateral damage.

Saber Javelin Throw - Another offensive use of the lightsaber, this Force Sensitive technique allows for long distance lightsaber combat. The user may throw the lightsaber across great distances to strike at a single enemy, using the weapon like a javelin before manipulating it in the air for x hits, where x = the user's Force Sensitivity level/10. This attack deals only the user's physical lightsaber damage per hit before returning to the user's hand.

Level 5
Force Comprehension - The ability to absorb and interpret great quantities of information rapidly by speeding up the user's neural processes. Force Comprehension requires that the user possess at least a basic knowledge of the topic he was comprehending. Without this knowledge the user would simply speed up his neural processes and exhaust himself. Many Force users are wary of this ability, since on occasion knowledge learned at such a fast pace elicits strong emotions in the user. In order to use this ability, the user must possess Level 10 Gather Information as well as Level 5 Knowledge in the topic that is being researched, but its use grants the user's Force Sensitivity level to the Gather Information roll, UP TO twice the user's Knowledge level, not to exceed +25. That is, a character with Level 10 Knowledge may add +20 of their Force Sensitivity bonus to their roll, but a character with Level 20 Knowledge may only add +25. Requires two hours of IC concentration to prepare before rolling.

Force Concealment - A more advanced technique that allows Force users to mask their ability to use the Force completely from other users. This effect lasts for up to 8 hours after casting. This gives a Force user the appearance of a normal non-Force Sensitive individual.

Force Healing V - This Force technique allows a user to use the Force to replenish one's energy and mend severe wounds on the body on the spot.

Force Immersion - A specialized technique developed by the Fallanassi, a skilled user immerses his/her presence in the Force, rendering themselves undetectable by any means -- organic, artificial, Force-based, or otherwise. Only careful scrutiny could pierce the Immersion technique, and even then the weak-minded would remain oblivious to their presence. This form of illusion can only be breached via a Willpower + Psionic Mastery/Arcane Arts vs. Magic Affinity + Force Sensitivity roll once active and lasts for 1d8 hours.

Force Listening II - The Force grants comprehension of different languages to the user, allowing them to understand a multitude of spoken languages for 1d5 hours.

Force Push V - One of the most basic Force Sensitive techniques known, Force Push is simply a burst of Force energy at a target. Deals damage and Knockdown status to one target. At this point, minimal collateral damage begins to apply.

Force Repulse - An extremely powerful telekinetic Force power, this Force Sensitive technique creates sharp, visible kinetic ripples in space that expand outward rapidly in a 360 degree sphere from the user, launching nearby objects and enemies away at high velocity. This technique deals *3 spell level damage, Knockback 2 Areas, and Knockdown status. This spell causes sizable collateral damage.

Force Wave III - A refinement of Force Push, this operates off of the same principle, but rather than a single focused burst, this spreads out the technique across more targets. Strikes up to 10 targets for *3 spell level damage and Knockdown, and causes severe collateral damage.

Level 6
Force Body II - An alternate form of the original Force Body technique, this technique allows a character to push the body through sheer willpower, ignoring an dpossibly sacrificing the health and well-being of the character to sustain the connection to the Force. This technique renders a character immune to the Knockout (KO) status for 1d3 rounds. However, the character IS able to be killed, and in order to drop a user of this technique, they must be. That is, a user of this skill must be brought to the death threshold before any effect can be felt. (Negative twice the user's maximum HP. That is, a user with 2000 HP can be brought to -4000 HP without going KO.) If this effect wears off while the character is in the negative HPs, the user is rendered instantly KOd.

Force Persuasion - Described as the use of the Force to exert influence over a target, this Force Sensitive power is different from Jedi Mind Trick in that it attempts to completely persuade or sway a target's opinion rather than the temporary lapse that the Mind Trick utilizes. This is rolled against a target's Mental Defense.

Force Push VI - One of the most basic Force Sensitive techniques known, Force Push is simply a burst of Force energy at a target. Deals damage and Knockdown status to one target. At this point, moderate collateral damage applies.

Force Wave IV - A refinement of Force Push, this operates off of the same principle, but rather than a single focused burst, this spreads out the technique across more targets. Strikes up to 10 targets for *4 spell level damage and Knockdown, and causes devastating collateral damage.

Level 7
Force Push VII - One of the most basic Force Sensitive techniques known, Force Push is simply a burst of Force energy at a target. Deals damage and Knockdown status to one target. At this level, heavy collateral damage is sustained.

Force Wave V - A refinement of Force Push, this operates off of the same principle, but rather than a single focused burst, this spreads out the technique across more targets. Strikes up to 20 targets for *4 spell level damage and Knockdown, and causes outrageous collateral damage.

Level 8
Force Push VIII - One of the most basic Force Sensitive techniques known, Force Push is simply a burst of Force energy at a target. Deals damage and Knockdown status to one target. At this level, severe collateral damage is sustained.

Level 9
Force Push IX - One of the most basic Force Sensitive techniques known, Force Push is simply a burst of Force energy at a target. Deals damage and Knockdown status to one target. When applied at this level, the environment is severely disturbed by the heavy application of Force.

Level 10
Force Push Ultimate - One of the most basic Force Sensitive techniques known, Force Push is simply a burst of Force energy at a target. Deals damage and Knockdown status to one target. Use of this is strongly advised against, as it will almost guarantee complete environmental rupture.
Last edited by BlazingStarX on October 9th, 2023, 5:00 am, edited 7 times in total.
Hal_Emmerich
Master of Games
Posts: 355
Joined: October 9th, 2008, 4:50 am

Jedi Force Powers

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Post by BlazingStarX »

Jedi Force Powers

Level 1
Force Ionize I - This basic Jedi technique allows a user to electrify, overload, and damage electronic systems such as droids, robots, or machinery. This level of the skill only deals minor damage and may only cause temporary overloading of the target.

Level 2
Battlemind - A Jedi technique where one's morale and fighting spirit are augmented through sheer focus and attunement to the Force. Grants a +5 bonus to physical attack/dodging for the next 1d5 rounds.

Force Blinding - A Jedi technique that creates an intensely bright flare of light from the user's hand, inflicting the 'Blind' status against a target for 1d5 rounds.

Force Ionize II - This basic Jedi technique allows a user to electrify, overload, and damage electronic systems such as droids, robots, or machinery. This level of the skill deals more damage and may cause slightly more severe internal damage to the target.

Force Projection - A Jedi technique used to distract or lure enemies, this ability creates an inanimate 'mannequin' of the user that is able to intercept interactions from the physical world (attacks). It is often referred to as the first level of Illusory training, but is a Jedi technique alone. The mannequin has the same stats as the user, but may take absolutely no action at all. It will last for as long as it will hold out against attack, or up to 1d5 rounds/1d5 minutes.

Force Regeneration I - This Force technique allows a Jedi to accelerate the body's natural healing process rapidly. This grants +250 HP/round for 1d5 rounds or 1d5 hours out of combat.

Force Resistance - A Jedi technique that allows a user to greatly reduce the effect that the Force and spiritual energy has on their bodies or others'. This halves all magical/psionic damage dealt to the target for 1d5 rounds.

Force Stun - A Jedi technique that renders a target paralyzed for a short amount of time with the Force, overloading the target's senses. Inflicts the 'Stun' status effect for 1d5 rounds.

Level 3
Battle Precognition - A Jedi technique that gave the user a greater sense of the flowing Force during combat, granting a +10 to Reaction Checks and Blocks. This lasts for 1d5 rounds.

Beast Control - This Jedi ability uses the Force to influence and calm the mind of a wild creature, pacifying and sometimes humbling them. This ability also grants the user a passive bonus to Monster Training, allowing for the addition of +10 to all MT checks if this power is present.

Force Armor - This Jedi technique enhances a character's ability to deflect offensive Force powers, granting a +10 to Willpower resistance rolls for 1d5 rounds.

Force Ionize III - This basic Jedi technique allows a user to electrify, overload, and damage electronic systems such as droids, robots, or machinery. This level of the skill deals moderate damage to the target and specifically attempts to shut down the target without destroying it.

Force Regeneration 2 - This Force technique allows a Jedi to accelerate the body's natural healing process rapidly. This grants +500 HP/round for 1d7 rounds or 1d7 hours outside of combat.

Jedi Mind Trick - The highly regarded Mind Trick is a Jedi technique that influences the surface thoughts only of sentient, weak-minded individuals, coercing them into agreement through suggestion rather than flipping their opinions entirely. This is used to garner information, resolve matters, and form distractions.

Revitalize - a Jedi technique that uses the Force to rejuvenate a wounded, unconscious target. Raises a KO target to 1/3rd maximum HP.

Level 4
Electric Judgement - A Jedi technique that has only found one use throughout the Order, but was recorded by Jedi Master Plo Koon, its creator. This technique blasts a barrage of yellow and green electricity from the user's hand, and while its similarities to more notorious Sith powers is obvious, this technique instead focused on rendering a target unconscious rather than killing them. There is only one level of this technique. 1d3 strikes.

Force Ionize IV - This basic Jedi technique allows a user to electrify, overload, and damage electronic systems such as droids, robots, or machinery. This level of the skill deals severe damage to the target, and at this stage the target may be quite sizeable, extending to small vehicles or small turrets.

Force Regeneration 3 - This Force technique allows a Jedi to accelerate the body's natural healing process rapidly. This grants +1000 HP/round for 1d10 rounds or 1d10 hours outside of combat.

Force Scream - A Dark Jedi power that acts as both a vent for negative emotions and a weapon, this allows the user to let out an amplified cry of frustration, rage, or grief, that emits actual shockwaves through the area, damaging any within 2 areas of the user for normal spell damage.

Force Stasis - A more advanced form of Force Stun, this Jedi technique renders a target completely immobile, placing them in a form of 'stasis' temporarily. Inflicts the 'Stop' status effect for 1d5 rounds.

Malacia - a Jedi technique used to suppress and incapacitate enemies. This technique disturbs a target's inner equilibrium, rendering the target almost completely helpless. While under this effect, the target suffers from the 'Flu' and 'Confuse' status effects.

Level 5
Force Ionize V - This basic Jedi technique allows a user to electrify, overload, and damage electronic systems such as droids, robots, or machinery. This level of the skill will outright destroy smaller electronic/mechanical devices, cause severe internal damage and disable medium-sized targets, and cause extenuating systemic damage to larger targets, including larger vehicles and small building-sized emplacements, focusing on disabling them from activity.

Force Light - One of the Jedi's most devastating offenses versus Sith and other Dark Side opponents, this technique literally weakened a target's connection to the Force through multiple blasts of Force energy that struck manifestations or nexus points of the Dark Side, whether places, spirits, or even living beings, though this sometimes had negative side effects. This technique uses 3 blasts of Force energy against a target, and each successful strike reduces the target's Force Sensitivity level by 5. Once a target's Force Sensitivity has been nulled, the target's Force Elemental Affinity will then be targetted, at a ratio of 3 blasts per level of Affinity. This attack deals no actual damage.

Force Valor: Force Valor was a light side Force power that increased the resolve, accuracy, and speed of one's self and one's allies. Tapping into the Force, a Jedi could increase the rate at which one's capacities functioned, allowing the body to move more quickly, strike more powerfully, and fight with improved accuracy. The more wise, charismatic, and skilled the caster was, the more profound the effects of Force Valor were.
Force Valor - A Jedi technique that allows a character to surround itself and its allies in the Force, using the user's own resolve to enhance its and the others' bodies and spirits, granting them improved capabilities. This grants up to 5 characters +500 maximum HP (this does not restore HP), +50 Dexterity, +50 Strength, +50 Magic Affinity, +50 Spirit, and +50 Willpower.

Level 6
Force Absorb - A very rare Jedi technique that allows a user to merge with the Force enough to use it to intercept and absorb types of harmful energy around them. This effect allows a Jedi to reduce the damage inflicted by energy-based weapons to 1/10th its normal damage. Lasts for 1d5 rounds.

Level 7
Force Stasis Field - The most advanced form of Force Stun, this Jedi technique is able to inflict the same stasis effect over a wide area. Inflicts the 'Stop' effect on up to 5 targets for 1d10 rounds.

Level 8

Level 9
Force Immunity - An ultimately rare Jedi technique, this reduces all Force and spiritually influenced effects on the user only by 90%. This effect only lasts for 1d5 rounds.

Force Protection - An equally rare Jedi technique that allows the user to use the Force as a manner of personal physical defense, forming a near impenetrable barrier around the user. This technique forms a barrier around a Jedi with HP equivalent to (Force Damage * 9). Any physical attacks that are targeted at the user strike this omnidirectional barrier instead, reducing its HP by the damage incurred. This barrier will fall regardless of damage after ten rounds of use.

Level 10

Special
Force Ghost - A unique and very rare Force technique that Jedi used to betray the will of the Force, allowing their spirit and soul to stay in and interact with the physical world, albeit not physically themselves.
Last edited by Tony on April 29th, 2023, 11:06 pm, edited 2 times in total.
BlazingStarX
Posts: 40
Joined: January 15th, 2013, 4:13 am

Sith Force Powers

Quote

Post by BlazingStarX »

Sith Force Powers

Level 1
Drain Life - This basic Sith technique uses the Dark Side of the Force to drain a target of health while replenishing the user's at a 1:1 ratio, but only deals *0.5 damage regardless of anything else.

Force Lightning - the most notorious Sith technique, this ability creates a burst of electricity that lances out at a target. Single hit, single target.

Force Shock - This Sith Apprentice technique uses a 'tracking' burst of Force to stun a target. +5 to hit, inflicts 'Stun' status for 1d3 rounds.

Level 2
Drain Life II - This basic Sith technique uses the Dark Side of the Force to drain a target of health severely while replenishing the user's at a 1:1 ratio, but only deals *1 damage regardless of anything else.

Force Affliction - A Sith technique that poisons and clouds the mind and body of a target with the Dark Side. Inflicts the 'Poison (-250 HP/round)' status on a target for 1d5 rounds.

Force Lightning II - the most notorious Sith technique, this ability creates a burst of electricity that lances out at a target. Single hit, single target.

Force Slow - A Sith technique that clouds and slows a target's mind. Inflicts the 'Slow' status effect for 1d5 rounds.

Level 3
Drain Life III - This basic Sith technique uses the Dark Side of the Force to drain a target of health radically while replenishing the user's at a 1:1 ratio, but only deals *2 damage regardless of anything else.

Force Affliction II - A Sith technique that poisons and clouds the mind and body of a target with the Dark Side. Inflicts the 'Poison (-500 HP/round)' status on a target for 1d5 rounds.

Force Chain Lightning - A devastating refinement of Force Lightning, this Sith technique creates a wider array of lightning to strike out at multiple targets. Single hit, 2 targets.

Force Drain - This Sith technique allows a user to drain the spiritual energy of a target using the Dark Side of the Force while replenishing the user's at a 1:1 ratio. This technique only deals *0.5 damage to MP regardless of anything else.

Force Lightning III - the most notorious Sith technique, this ability creates a burst of electricity that lances out at a target. Single hit, single target.

Level 4
Force Affliction III - A Sith technique that poisons and clouds the mind and body of a target with the Dark Side. Inflicts the 'Poison (-1000 HP/round)' status on a target for 1d5 rounds.

Force Chain Lightning II - A devastating refinement of Force Lightning, this Sith technique creates a wider array of lightning to strike out at multiple targets. Single hit, 3 targets.

Force Choke - A notorious Sith technique that a user would employ to seize the larynx of a target with the Force, then applying pressure would constrict and tighten it, giving the user the feeling of choking. When under this effect, the user is considered under the 'Stun' effect and suffers -250 Current HP/round. Costs MP each round it is sustained.

Force Destruction - This Sith technique formed a field of destructive energy around the user, whose body is then used as a conduit to blast the energy forward. This is an area of effect attack, striking 1d5 targets, and will cause collateral damage. Anyone in the target area, even after dodging the attack, must make a Balance check, DC40, or be put into 'Knockdown' status due to the blast's aftershock.

Force Drain II - This Sith technique allows a user to drain the spiritual energy of a target using the Dark Side of the Force while replenishing the user's at a 1:1 ratio. This technique only deals *1 damage to MP regardless of anything else.

Force Fear - This Sith technique was a variant on the Jedi Mind Trick, using the Force to bring out a target's innermost fears and terrors, inflicting the 'Fear' status on a target for 1d5 rounds.

Force Lightning IV - the most notorious Sith technique, this ability creates a burst of electricity that lances out at a target. 1d2 hits, single target, target rolls 1d100, 1-25 - 'Stun' status for 1 round.

Force Rage - This Sith technique taps into the user's innermost fears, pain, and hate, converting it all into intense anger which allows the user to channel into strength, speed, an ferocity. However, this stress on a user through the Dark Side has debilitating effects. Grants 'Berserk' and 'Haste' statuses, as well as granting +50 Strength and +50 Dexterity. Lasts for 1d8+2 rounds, but at the end of the effect, the user is immediately reduced to 1 HP, 0 MP, and suffers from -50 Strength and -50 Dexterity penalties.

Mind Control - The Sith application of the Mind Trick, this technique seizes control of a target's mind entirely. Like the Mind Trick, however, this ability only works on weak-minded individuals. Effect lasts for 1d5 rounds/minutes.

Level 5
Force Destruction II - This Sith technique formed a field of destructive energy around the user, whose body is then used as a conduit to blast the energy forward. This is a sizeable area of effect attack, striking 1d10 targets, and will cause severe collateral damage. Anyone in the target area, even after dodging the attack, must make a Balance check, DC60, or be put into 'Knockdown' status due to the blast's aftershock.

Force Drain III - This Sith technique allows a user to drain the spiritual energy of a target using the Dark Side of the Force while replenishing the user's at a 1:1 ratio. This technique only deals *2 damage to MP regardless of anything else.

Force Chain Lightning III - A devastating refinement of Force Lightning, this Sith technique creates a wider array of lightning to strike out at multiple targets. Single hit, 5 targets.

Force Flight - A Sith technique that used extreme levitation to propel the user through the air akin to flight, and allows a character to cross up to 5 'Areas' in a single round. 250 MP + 125 MP/area covered to use.

Force Grip - A crushing application of Force Choke, this Sith technique was notoriously used to seize a target and lift into the air, suspending them while at the same time applying pressure to internal organs. The target is considered under the 'Stun' effect and suffers -1000 Current HP/round. Costs MP each round it is sustained.

Force Horror - This Sith technique, refined of Force Fear, brings out the most terrifying aspects of reality from a group of targets' minds, inflicting the 'Fear' status on up to 3 targets for 1d10 rounds.

Force Lightning V - the most notorious Sith technique, this ability creates a storm of electricity that lances out at a target. 1d3 hits, single target, target rolls 1d100, 1-50 - 'Stun' effect for 1d3 rounds.

Force Resuscitation - The fabled Sith technique that allows for a person to be brought back from the brink of death via the Dark Side of the Force, Only applicable when a character is rolling against survival. DC is determined by GM at the time. Success keeps a character alive, but at only +1 HP from their Death Threshold.

Force Subjugate - A Sith technique that puts pressure directly on a target's mind, inhibiting concentration. This is also used to enrage wild creatures to cause them to attack. Incurs -50 Magic Affinity, -50 Spirit, -50 Willpower for 1d5 rounds.

Level 6
Force Chain Lightning IV - A devastating refinement of Force Lightning, this Sith technique creates a wider array of lightning to strike out at multiple targets. 1d2 hits, 5 targets.

Force Destruction III - This Sith technique formed a field of destructive energy around the user, whose body is then used as a conduit to blast the energy forward. This is a massive area of effect attack, striking 1d20 targets, and will cause maximum collateral damage. Anyone in the target area, even after dodging the attack, must make a Balance check, DC100, or be put into 'Knockdown' status due to the blast's powerful aftershock.

Force Lightning Ultimate - the most notorious Sith technique, this ability creates an overwhelming maelstrom of electricity that lances out at a target. 1d5 hits, single target, target rolls 1d100, 1-50 - 'Stun' effect for 1d5 rounds.

Force Maelstrom - A devastating combination of Sith techniques. Creates a bubble of Force around the user that sucks in loose debris/objects in the environment into orbit around the user, only to be exploded outwards with Force Lightning. This technique deals damage to all targets in an entire area, including collateral damage.

Force Phantom - A Sith power that allows the user to create illusions that manifest a specific person's specific fears and dreads, allowing the Sith to astrally create a corporeal being that may interact with the physical world and engage in combat. This projection lasts for 1d10 rounds in combat, or 1d5 hours outside of it.

Force Suppression - This Force Sensitive technique is used to put down and hinder a target's ability to use the Force or magic, and will deny use of all Level 1 - 3 Spells for 1d5 rounds.

Spear of Midnight Black - an infamous, ancient Sith technique that manifests the Dark Side into javelins of pure energy that the user hurls at foes. This form forms 3 spears to be thrown at a single enemy.

Spear of Midnight Black II - an infamous, ancient Sith technique that manifests the Dark Side into javelins of pure energy that the user hurls at foes. This form forms 3 spears to be thrown one each at up to 3 enemies.

Level 7
Force Chain Lightning V - A devastating refinement of Force Lightning, this Sith technique creates a wider array of lightning to strike out at multiple targets. 1d3 hits, 5 targets.

Force Plague - The Dark Side acts as a severe debilitating agent to all factors of a being's body, inflicting massive amounts of pain and suffering on the target as time goes on. Inflicts the 'Virus' status effect for 1d10 rounds.

Level 8
Force Chain Lightning Ultimate - A devastating refinement of Force Lightning, this Sith technique creates a wider array of lightning to strike out at multiple targets. 1d5 hits, 10 targets.

Force Insanity - This Sith technique, the most refined form of Force Fear, uses a group of targets' most inner fears and intensifies them to remarkable proportions, reducing the target to an utter state of hopeless mania. The targets struck must roll 1d100: 75-100 - 'Fear' status, 50-74 - 'Fear,' 'Confuse' statuses, 25-49 - 'Confuse,' 'Berserk' statuses, 6-24: 'Confuse,' 'Berserk,' 'Haste' statuses, 1-5 - Knockout status.

Level 9

Level 10
Force Storm - The most devastating growth of Force Lightning, the user raises his palm upward and creates, through the Force, an explosion of electrical energy directed at all foes within 3 areas regardless of number. This technique causes mass destruction.
Last edited by Tony on April 29th, 2023, 11:09 pm, edited 1 time in total.
BlazingStarX
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Joined: January 15th, 2013, 4:13 am

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