Force Powers (NeXT)
Posted: February 15th, 2012, 5:43 am
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.
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
________________________________________________________________________________________________________
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.