Neutral Powers
Control Powers

Absorb/Dissipate Energy
This power allows the Jedi to absorb or dissipate energy, including light, heat, radiation, and blaster bolts. This power may be used to ward off sunburn, heat-stroke and radiation exposure, as well as withstanding intense heat.
This power may also be used to absorb blaster bolts, as Darth Vader did on Cloud City.

Accelerate Healing
The Jedi uses this power to speed up their natural healing process. Adepts can only aid in accelerating the healing time of small cuts although it does not heal them immediately. The higher the level of force user the quicker the healing. This can not be used to heal fatal injuries and no force user can heal themselves fully in only one day.

Adrenaline Adjustment
This power allows a Force user who is in control of his body to push himself to new lengths by forcing adrenaline into his system by methods other than the "fight or flight" reflex. Common reactions to using this power include the shakiness associated with coming down from an adrenaline rush.

Biocombustion
This power is most often used during any sort of brawling or hand-to-hand combat by Jedi who wish to add a little extra heat to their offense. By controlling the blood and tissue temperatures in various parts of her body, a Jedi can concentrate energy and cause a certain area of her flesh to become incredibly hot, to the point of burning like hot metal. This skill can, however, hurt the user if it goes wrong.

Channel Energy
Some Jedi are exceptionally talented with Force powers that allow them to absorb and deflect energy. Those that are often find themselves able to accomplish amazing things using the Force for a short time thereafter. Jedi Knight Corran Horn is talented enough with absorbing energy that he can actually channel the energy and dissipate it by using another power - telekinesis, perhaps. Other Jedi have managed this by learning the force power of Channel Energy, which allows a Jedi to use the energy absorbed by other powers to boost their own Force skills.

Contort/Escape
The character escapes his bonds by contorting in painful and difficult, but physically possible ways. For example, it is possible to escape from hand binders by dislocating the thumb and "pinky" to reduce the width of the hand.This is painful, but a trained Jedi can resist pain and damage to musculature and ligaments with proper body control.

Control Disease
Control Disease allows the force user to direct and control the antibodies and healing resources of her own body to throw off an infection or to resist diseases within the body. Using this power requires the force user to meditate for at least half and hour.

Control Energy
This was the second half of the absorb/dissipate energy force power which was forgotten long ago. New developments have turned it up. A Jedi may use this power to direct the energy elsewhere or use it to add to his own power. A Jedi may use this to move the energy elsewhere along lines it would be able to travel (example: Corran Horn is being jabbed by a stun baton. he usses absorb/dissipate and sends the current through the metal decikng. a bothan walking by has his fur stand on end for a second) Or they may use it to power another force skil. they get a bonus to the next force power they use (example: Corran Horn is in the middle of an intense explosion and uses absorb/dissipate energy to stop the fire's effects. He sucessfuly controls the fire's energy and uses it to send an image out to everyone in the area of him walking from the flames.

Control Pain
Essentially, you can ignore the pain while using this ability. Then your adrenaline runs out after the fight, and you pass out. If you are injured again after using this power then you must attempt using it again so as to ignore the new pain caused.

Detoxify Poison
Detoxify or eject a poison that has entered your body in a much shorter time than would be normally possible.

Enhance Attribute
Use this ability to increase an attribute for a short period of time. Attributes refer to things like intelligence, strength, and agility. For instance, you could use this power to increase the distance of your jumping ability.

Force Charged Strike
A strange Force power which has not been seen for centuries is the power Force Charge Strike. The last recorded incident where this power was used was by a Sith Lord who died centuries ago. This power allows the user to channel the Force into a physical attack, such as punching, kicking, or using a melee weapon (other than a Lightsaber).
When this power is used, and the user strikes the target, there is an accompanying red glow at the area of Force charge. It takes a small ammount of time to charge up anything although, once charged, it causes considerabley more damage.

Force Dodge
While using this technique you are adept at using the Force to avoid attacks when piloting a starfighter or space transport.

Force Jump
The power is a specialised form of Enhanced Attribute where the Jedi attunes himself with the Force, concentrating on enhancing his physical limits beyond the normal limits. This power allows the Jedi to leap great distances in any direction. The speed at which the jump is performed at is double the speed of a normal jump for the Force user.

Force of Will
This power is the ability to use your strength of will to defend against hostile Force powers, such as telekinetic and mental attacks. This power does not work against Force Lightning or Force Storms.

Force Speed
The power is a specialised form of Enhanced Attribute where the Jedi attunes himself with the Force, concentrating on enhancing his physical limits beyond what is normally possible so as to increase the speed that he performs physical actions.
The use of this ability has many different applications. The Jedi can run at an increased speed to move quickly from one place to the next, or can perform actions such as climbing, swimming or any other physical action at an increased speed.
The physical limitations of the power are dependant on the situation and the environment. The power can only be used with physical actions, not actions such as use of vehicles, etc.
When used in conjunction with Force Jump, it increases the speed of the jump.

Hibernation Trance
This power allows a Jedi to place himself into a deep trance, remarkably slowing all body functions. The Jedi's heartbeat slows, his breathing drops to barely perceivable levels, and he fall unconscious.
When a Jedi enters a hibernation trance, the character must declare under what circumstances the character will awaken: after a specific amount of time, or what stimuli needs to be present (noise, someone touching them). A Jedi can heal while in a hibernation trance, but the character may not use skills or Jedi powers while in a trance.
Hibernation trance serves two purposes. It allows a Jedi to "play dead." It can be used to survive when food or air supplies are low. A character in hibernation uses only about a tenth as much air as someone who is sleeping - he can hibernate for a week in a dry climate of for up to a month in a wet climate before dying from lack of water. An intravenous sugar solution drip extends this period to one year.
Anyone who comes across a Jedi in hibernation trance assumes that the Jedi is dead unless he makes a point of testing him. Another Jedi with the sense skill or the life detection power will be able to detect the Force within the hibernating character and realise that he is alive.
As previously mentioned, a Jedi can use the power as a reactionary skill. This may be to avoid detection after a fight, or to allow his body to be captured.

Instinctive Astrogation Control
Instinctive astrogation control is far more difficult than the standard sense-based instinctive astrogation power because instead of trying to "feel" the correct solutions to the hyperspace equations, the Jedi calculates them in his head. As a result, the Jedi must still have access to stellar charts and astrological data. The ability to calculate these large formula in one's head is quite possible, and is often done as a training excercise by Padawans in their early training. The figures generated though are rarely utilised because it is so easy, even for a Jedi, to make a mistake.

Reduce Injury
Similar to Control Pain, but with this power, you literally control how much damage happens to your body. Each time you use this power however you get slightly weaker in the Force.

Remain Conscious
Allows the character to remain conscious even after he has sustained injuries that should have knocked him out.

Remove Fatigue
The character uses this power to combat the effects of strenuous work. The Jedi manipulates the Force, causing bodily toxins to be ejected much more efficiently, thus allowing for greater stamina. The character still has to eat and drink normally. Please note that this power cannot be used for lifting. (The Force power enhance attribute would be used in this case.)

Repel Force Lightning
Though typically only known by Dark Jedi, Sith, and other evil Force users, the power Force Lightning also has a defensive application as well. Those who do know how to use the power can also dispel it without suffering any ill effects. Kyp Durron, Jedi Master during the Yuuzhan Vong invasion, displayed his ability to counter Force Lightning when his apprentice Jaina Solo attacked him with the evil energy.

Resist Stun
This allows the Jedi to prepare his body to resist the effects of stun damage. The character must be prepared before the damage is done.

Short-Term Memory Enhancement
When the Jedi uses this power, he or she can replay recent events in order to more carefully examine images and peripheral occurrences. Using the power, a Jedi can freeze images and even scan memory tracks to recall details that are seen but did not register consciously at the time of observation.

Sense Powers

Beast Languages
This power allows the Jedi to translate a beast-language and speak it in kind. As creatures rarely have "true" languages, the Jedi is actually reading the differances in surface emotions within grunts and growls and other cues of body language.

Combat Sense
Combat sense helps a Jedi focus on the battle at hand. Everything else becomes dulled and muted as the Jedi's senses are all tuned to the combat happening around him. All targets become mentally highlighted in the Jedi's mind, focusing his attention on his opponents, a Jedi gains certain important advantages.

Danger Sense
Danger sense allows a Jedi to extend his senses around himself like a ship has protective sensors, thus creating an early warning system for as long as the power is in effect. It is active all the time and can not be turned off.

Direction Orientation
A Jedi using this power connects with the Force surrounding the planet he is on. By probing various aspects of the planet's rotation and magnetic fields, he is able to determine not only which direction he is facing (North, South, East, West, etc.), but also create a sort of internal compass that he may use at any time. As long as the power is kept up, the Jedi is able to tell exactly which direction he is moving in relation to the planet's poles. This power is often used in underground or urban situations, where the more natural signs of direction are frequently unavailable. This power only functions on planets or space platforms which have significant rotation and magnetic fields; it does not function in outer space, or aboard non-stationary space vessels.

Force Shot
This power is used to increase a character's accuracy with missile weapons against hidden or concealed targets. If successful, the Force-user may use his sense powers to aid his shots against an organic/living target that is either fully or partially concealed, be it behind a wall, through smoke, or in darkness or shadow. At least some portion of the target must be concealed by some degree of cover to be effective.

Force Track
The Force surrounds and binds all living things, and as they shift their placement in the Galaxy, so shift the subtle currents in the Force. Darth Sidious once described the Force as a mist, constantly surrounding and penetrating all living things, and visible to only those with a special kind of sense; using this analogy, when a being moves through the mist, it stirs up clouds and leaves a trail. Force users can tap into this special view and use it to follow the movements of a target. By shifting her senses to a certain kind of Force attunement, a Force-user can see the path left by her target, effectively using that being's presence in the Force as a means of pathfinding or tracking. When using this power, the target's path is illuminated by a bright white glow (for Light Side Force users), an inky black trail (for Dark Side Force users) or a dull grey trail (for being of neither light nor dark). This power does not, however, work with droids or beings which have no presence in the Force, such as the Yuuzhan Vong.

Guided Shot
By successfully using this power and studying a single opponent for two full minutes, a character can anticipate that opponent's reactions in combat. This effectively reduces the chance of missing a target when using a ranged weapon.

Instinctive Astrogation
This is the more well known ability of the Jedi to calculate astrogation routes without the use of a nav computer. The Jedi uses his senses to "feel" through the myriad of hyperspace routes to determine the safest path. This skill may also be used the navigate through nebulae and black hole clusters.

Instinctive Navigation
Similar to the Instinctive Astrogation power, but instead of calculating a course between the stars, the Jedi can use their sense skill to navigate between terrestrial based locations. Instinctive navigation is literally letting the Force be your guide, and following its "currents" to your destination. This skill is useful while lost in cave systems, mine shafts and other maze-like networks.

Kin Sense
This power allows a Jedi to sense a family member's presence. Because the power is automatically kept up at all times, it allows the Jedi to sense family members even as they approach. This power may only be used on blood relatives of the Jedi, or those with whom the Jedi shares a Life Bond (as per the Jedi power). It is possible, however very hard, to hide yourself from this power.

Life Detection
The character can detect live sentient beings who would otherwise stay hidden from their normal senses.

Life Sense
This power may be used in two ways. The first is after a Jedi has used Life Detection to feel the presence of a particular target. If the user wishes to identify the targets which have been detected, each target must be checked separately.
The second way that this power may be used is in the attempt of a user to locate someone. This second usage is normally only attempted when the Jedi is out of his or her Sense Range. The difficulty is modified by both Relationship, Species and Proximity.

Life Web
This power is used to detect large concentrations of members of a specific species, such as Humans, Rodians, or Ssi-ruuk, for example. When the power is used successfully, the user senses the general direction that leads to the population. If the user is extremely powerful (or very lucky), the user also knows the approximate distance (hundreds or thousand of kilometers, or single tens, hundreds or thousands of light years, for example.). It must be a race that the character has encountered before.

Magnify Senses
This power allows a Jedi to increase the effectiveness of his normal senses to perceive things that would otherwise be impossible without artificial aids. He can hear noises beyond his normal hearing due to distance or softness - he can't hear beyond normal frequences. Likewise, he can see normally visible things over distances that would normally require the use of macrobinoculars, and identifty scents and odours that are normally too faint for Human olfactory senses.

Merge Senses
This power allows a Force user to perceive things through the senses of another creature, one with animal intelligence or less. He can see through the eyes of the selected creature, enjoying the benefits or being bound by the restrictions of the creatures vision. He can hear through the creatures ears; smell what the creature smells; and physically feel whatever the creature is feeling. The force user does not control the creature, but can make suggestions. The simpler or less threatening the request, the more likely it will be agreed to. If a suggestion goes against the nature of the creature or would put it in an obviously hazardous situation, the Force user will likely fail and the suggested will be ignored.
While the Force users senses are merged with a creatures, the Force users body is motionless, its senses unable to function until, of course, the meld is broken. The link with the creature is also broken by the death of either the creature of the Force user. If the creature suffers damage or dies during a meld, the Force user suffers one-half the amount of damage.

Poison Sense
Related to Danger Sense, but not dependant upon that power, Poison Sense allows the user to sense, in advace, any contaminants or other factors that could make a substance dangerous to ingest.

Postcognition
The character can visualize the events regarding a particular location or object. He must be in physical contact with the object, or he must be at the location, for the power to work. The Jedi can determine who has handled or touched the object and what events have transpired around it. The Jedi may "search" for specific incidents or simply review past events, somewhat like viewing a hologram.

Predict Natural Disaster
This power allows the Jedi to sense local meteorological and geological conditions and predict imminent disasters, such as quakes, volcanic eruptions, floods, landslides, avalanches, cave-ins, mine subsidence, large scale conflagrations (such as forest fires) and even dangerous storms, tornadoes and hurricanes (which can also be predicted with weather sense). By opening his or her senses to the environment, the Jedi can predict these disturbances, much as animals can seemingly sense a quake hours or even days before it happens.
Like weather sense, this power does not lend itself to quick predictions. It customarily takes weeks for a Jedi to acclimatise to local weather patterns and topography.

Psychometry
This ability to use the Force seemed to be unique to the Kiffar race, and allowed an individual to discern past events by coming in contact with inanimate objects. A Jedi using psychometry would be able to view events from the viewpoint of the object's holder, as well as to feel the holder's emotions. While the Jedi Council did not prohibit the use of psychometry, it expressed frobade the use of psychometry on a dead body. Can work on the dead, but not the living.

Receptive Telepathy
Jedi can attempt to read the surface thoughts of a target. The Jedi "hears" what the target is thinking, but cannot probe for deeper information.
A Jedi can read the minds of more than one person at a time, but each additional person but it increases it's difficulty for each additional person. This power may be used on creatures and other sentient species, although it cannot be used on Droids.

Sense Force
This power is used to sense the ambient Force within a place. It cannot be used to detect sentient beings, but there are many forms of life and many areas of the galaxy intertwined with the Force which can be sensed with this power.

Sense Force Potential
This power allows a Jedi to probe the mind of a target, and determine whether that person has the potential to be strong in the Force.
The deep subconscious of a Force-sensitive person is shielded by a protective barrier which prevents another Force wielder from penetrating his or her inner mind. This shield pushes violently back at an intruder, sending him or her stumbling back. This "shield" is an involuntary defence mechanism maintained by every Force-sensitive person. It is one reliable way to determine which people might have the potential to become Jedi.
The magnitude of the backlash generated by the shield depends on the character's strength in the Force. A person who is merely Force-sensitive will shove the intruder back several feet. Someone with actual Force skills will produce a more intense reaction. Those with little training will send the intruder reeling back across the room. Someone who is well-trained, or who has a great deal of raw talent in the Force, might actually hurl an intruder across the room.

Sense Path
This power tells a character what "path" he is on: whether his current actions are likely to lead him to the Dark Side, and whether any specified future actions are likely to do so. (This power may be thought of as far-seeing without control). Bear in mind that without control, the Jedi has no control over whether he sees the past, present or a possible future. The visions he receives are more likely to be allegorical in nature; to receive specific details, the far-seeing power must be used. When giving the results of this power, be honest but obscure: if the character has been tainted by the Dark side and is attempting to atone, this power will tell him how successful he is being.

Sense Surroundings
Sense surroundings allows a Force-user to extend his senses through the Force, permitting him to fight and sense things despite darkness or obstruction. This power doesn't duplicate the Magnify Senses power, but it does allow a character to perceive things normally through the Force instead of through a normal sense. This power can only be used to counter either blindness or deafness. In order to counteract both lack of sight and sound, the power would need to be used twice.

Shift Sense
The character may shift his senses so as to detect phenomena of a different type than normal; shifting the spectrum of vision into the infra-red or even radio waves, setting olfactory nerves to detect specific chemical combinations which are not normally perceived, or improving hearing to frequencies above or below that which can usually be heard.
Please note that this power is exceptionally useful in some aspects, but fairly limited in others. For example, a Jedi may detect communication frequencies, but that does not mean the Jedi can listen in on the transmission. The Jedi will be able to detect that a transmission is present, but may not necessarily be able to locate the signal's source, and certainly will not be able to decode the information carried by the transmission.

Translation
This power allows the character to translate a language and speak it in kind. The Jedi may decipher body language, explore the spoken word, or translate ancient Sith texts. In order for this power to work, the character must first hear the target speak, or see the words in written form (such as an ancient text or document). This power has many advantages. First, it takes only one application of this power to "understand" a language.
Because they also "speak" using beeps and whistles, droids may be communicated with using this power. Finally, the Jedi can translate ancient texts, even if the language has long since vanished from the galaxy.
Note that the character does not really know the language. Once this power is no longer in use, the Jedi is once again unable to decipher the target language.

Weather Sense
This power allows the Jedi to attune himself to the workings of local weather patterns. By sensing he movements of clouds, winds, tides, and solar bodies, someone using this power can discern patterns in the weather, and so make limited predictions regarding the behaviour of atmospheric phenomenon.
The power does not lend itself to quick predictions, however. It usually takes weeks for a Jedi to become accustomed to local weather patterns and become familiar with unique features of the local topography that it is possible to obtain accurate readings.

Alter Powers

Cold/Fire
The Jedi uses telekinesis to slow (cool) or speed (heat) the movement of molecules. Jaina used this for a fireball (for light), but it could also be used to melt things, or for freezing attacks

Force Pilot
The Force helps you fly starships more than it helps you with anything else while using this power.

Force Push
This power is used to push or throw one or a number of objects across a room to cause damage, similar to the effect that Obi-Wan gave in Episode 1 where he forced 3 Battle Droids across the hallway aboard the Trade Federation Control Ship.

Kinetite
The kinetite is a glowing ball-lightning manifestation of telekinetic energy that can batter down anything in its path. Powerful Jedi have been known to flatten ferrocrete bunkers with these. The kinetite can be "caught" or reflected back by the same power, but the other Jedi absorbs a fraction of the energy and can be thrown several feet in the process.

Levitation
This power involves using Telekinesis to lift the Force user using the power up above the ground. This skill varies according to level. Adepts may be able to slightly slow a short fall decreasing injury but not avoiding injury. Knights may be able to slightly increase the effectiveness of a jump or turn a fall backwards into a flip. A Master may be able to levitate himself with much concentration upward but never very far. A powerful Master may be able to levitate himself fairly high with much concentration but small heights very easily. Never can a Force User levitate himself when falling a very great distance.

Projectile Deflection
Some Force Adepts and Jedi learn to use the Force to alter the trajectory of incoming projectiles, sending them off course slightly to impact behind them. Jedi Master Ikrit used this power to deflect the blaster bolts fired by the Peace Brigade on Yavin 4, however use of the power is taxing and ultimately caused him to fall in battle.

Strengthen Object
This power strengthens and reinforces the structure of an object. Some Jedi have discovered that is can also be used to weaken objects in a similar manner. Using the Force, the Jedi reinforces the inter and intramolecular bonds in the object through amplification of the strong and weak nuclear forces. The object has the same density (more or less), volume, and mass as before, but it takes more energy to break the bonds holding the object together. This is a relatively basic skill and is usually taught early in a Jedi's studies. This reinforcement strengthens the object versus shearing forces, stress, or disintegration/disassociation by high energies. Some Force users have even managed to make an object strong enough to deflect Lightsabers. It must be noted that this does not effect the object's ability to do damage, but increases its resistance to breakage or destruction. It also severely limits chemical reactions (such as oxidation).
This Force Power may be used on living matter. However, because the various enzymatic and chemical reactions, and protein interactions in living tissue are strongly inhibited, use of this Force Power on living tissue is very damaging. For example: Oxygen (or other vital gases) no longer disassociates from carrier molecules, causing oxygen starvation. Hormones and Neuro-transmitters will not disassociate from receptor proteins. Blood cells will coagulate on the blood vessel walls. DNA strands cannot be separated for transcription to RNA thus halting protein synthesis. There are very few organisms that can withstand such inhibition of chemical reactions. Use of this power on living beings is considered the dark side.

Telekinesis
This power allows the Jedi to move and levitate objects in anyway or anywhere he desires. He can levitate several objects simultaneously. He can also use this power to levitate himself or others. If levitated objects are used to attack other characters, the Jedi has opened himself up to the Dark Side, and may be consumed by it.

Warp Matter
This power allows the Jedi to mould a volume of matter to a new shape. The Jedi must be able to touch some part of the object to be moulded. This power does not destroy the matter, it merely changes its shape or position (much like a very advanced telekinesis). The effect is permanent.
This Jedi is literally changing the world around them. This power coaxes millions of atoms and molecules to move controlling each particle. The fact that it is easier for the Jedi to affect the volume of matter as a whole rather than as distinct particles is reflected in the harder difficulty of managing gases with this power as opposed to some solids or liquids.
This power is best suited for the imaginative Jedi. You can do so much with this power, even if it's only 1&#8209;3 cubic cm. Some examples include: peep holes, picking locks, sealing doors, parting rivers, repair work on anything mechanical, even `breathing' in space/water for short times.
This power does not work on living tissue however.

Control and Sense Powers

Battle Meld
This power may be used to include any other Force-sensitive characters in a telepathic link. A person involved in this link can heighten any of their senses and can also see/hear/smell whatever the other people on the link can. The more people in the link the more the people in it can heighten their senses.

Farseeing
The user sees the place or person he wishes to see in his mind, as it currently exists. This power can also be used to see the past or the future. He also sees the immediate surroundings, and so can know, for example, when a friend is in danger, or what has happened to his home planet in his absence, etc.
Farseeing requires calm conditions and some time, usually a few minutes. Farseeing cannot be done in the face of danger, although at certain times, a character may have a flashback to keep himself on the right track, or to pass information on to the character in a subtle way.
The Jedi's visions may not be entirely accurate because always in motion is the future.

Hide Force Sensitivity
This power allows a character to hide his or her Force-sensitivity from other Force users in the area. By masking one's connection to the Force, a character could stand right beside a Jedi Master without being discovered. Dark Side characters often use this power in Jedi-rich areas.

Life Bond
A Jedi character may choose the life bond power to permanently form a mental link with one other individual, normally a mate (although sometimes siblings, parent and child, or even very close friends chose to life bond).
Detailed information can be learned by activating the power. The following benefits are only in effect when the characters are actively using the life bond power.
The Force-user is aware of the other's general location and general emotional state: whether the person is frightened, in pain, injured, happy or experiencing some other strong emotion.
the Force-user experiences the other's senses: he or she sees through the other's eyes, hears what the other hears, and smells, tastes and feels what the other person is experiencing. However, at this level, the characters are affected by each others' experiences - both characters share pain, and if one character is injured, the other character suffers an injury with slightly less severity (i.e., if one character is mortally wounded, the life-bonded character is incapacitated).
The Force-user is considered telepathically-linked to the life bond partner and can read the surface thoughts of the other if the other is willing to share those thoughts (as per the receptive telepathy power).
the Force-user can send thoughts to the life-bonded partner (as per the projective telepathy power), allowing the characters to carry on a telepathic conversation.
As an added benefit, the two characters can sense "premonitions" about each other: for example, if one character is severely injured, his or her life bond partner will sense that something "bad" has happened.
Sensing premonitions is automatic if within 1,000 kilometres of each other. If on the same planet but more than 1,000 kilometres from each other, it is slightly harder to sense premonitions. If not on the same planet but in the same star system, it is harder again to sense premonitions. If not in the same star system but within 10 light-years, it is relatively difficult to sense premonitions. If more than 10 light-years away but less than 100 light years distant, it is very hard to sense premonitions. If more that 100 light years away from each other, it is nearly impossible to sense premontions.

Lightsaber Combat
To use a lightsaber most effectively, a Jedi learns this power. The Jedi uses this power both to wield this elegant but difficult-to-control weapon while also sensing his opponent's actions through his connection to the Force.
When a character wishes to use a lightsaber, the power automatically activates.
The Jedi may use lightsaber combat to parry blaster bolts. The Jedi may also attempt to control where deflected blaster bolts go, although this is a harder feat to perform.

Natural Navigation
This power prevents the user from becoming lost, as long as the person has a map or some sense of appropriate direction. If the individual has no idea of the surroundings, they can still discern the magnetic north using this ability.

Projective Telepathy
If the Jedi successfully projects his thoughts, the target "hears" his thoughts and "feels" his emotions. The target understands that the thoughts and feelings he is experiencing are not his own and that they belong to the user of the power. If the Jedi doesn't "verbally" identify himself, the target doesn't know who is projecting thoughts to him. This power can only be used to communicate with other minds, not control them.

Control and Alter Powers

Alter Programming
Derived from the Sith study of electronic manipulation, this power allows a Jedi to focus his senses to alter a droid or computer's programming to suit his needs by reprogramming it's physical and electrical components. The reprogramming can only restore original programming which has been altered, not actually rewrite a computer's programming.

Control Another's Pain
A Jedi who controls anothers pain on another person can cause that person to act as if he or she has not been wounded starting with the round after the power roll has been made. The wound is not healed, but the character does not suffer the penalties of being wounded; an incapacitated character can still act normally, as can a mortally wounded character. This power can also be used to shrug off any stun results.
However the character is still injured, and thus is prone to getting worse, even if the character does not feel the pain. For example, a wounded character who is wounded again would still become incapacitated.

Control Breathing
Can be used to breath "selectively" (in an oxygen/methane/ammonia atmosphere, the Jedi could breath only oxygen), or to slow breathing or make oxygenation more efficient (in low-pressure environments). He could effectively breathe underwater, by bringing the necessary element (oxygen for humans) through his skin rather than through his lungs. This will not work in Space, for obvious reasons. This is what Qui-Gon and Obi-Wan did in Ep 1 when the Federation tried to gas them.

Dreamscape
This Force projection placed an opponent in a world created in the mind of the wielder. The illusion is often broken when the opponent tries to break through it, but until that time, it appears to be entirely real.

Electric Judgement
This was the name used by Jedi Master Plo Koon to describe his light-side version of Force lightning. The Electric Judgement power is dangerous for a Jedi to use due to its nearness to an attack. Few Jedi ever mastered the power, but those who did could wield it with expertise. Plo Koon, a Jedi Master on the Jedi Council around the time of the Naboo conflict was known to use this power. By drawing Force energy into himself (frighteningly similar to the way Force Lightning is manifested), the user is able to create a solid lance of Force energy which extends roughly 5 meters in front of the Jedi's outstretched hand, remaining for roughly 3-5 seconds before dissipating. This power is often used to sweep an arc clear of enemies.

Force Knock-out
Allows the Jedi to knock someone out with a mental command and brief/light physical contact. This happened when Qui-gon tried to "calm" Jar Jar.

Force Pummel
This Force power allows the user to select a specific item or person into becoming the target of any loose object that might be lying around such as knives, wrenches, rocks etc. Damage delt may vary depending on what actually strikes the target.

Force Transduction
Using this power, the Jedi can charge energy cells using the Force. Only one power cell can be charged at a time. This power may also be used in reverse to drain power cells in half the time of powering them up. It does, however, take a considerable time to power up a cell, about twice as long as it normally would to power them up.

Increase Another's Fatigue
Not a power particularly favored by Jedi, healers often learned this power to keep rulers off their feet when they were ill. The opposite of the Jedi power Remove Another's Fatigue, Increase Another's Fatigue allows a Jedi to make a target feel as though he has spent weeks walking through the mountains, even before he has left the building.

Kinetic Combat
With this power you can remotely manipulate a weapon, fighting with it at a distance as though it werein your hands. (Swing a sword.lightsaber, fire a blaster etc.).

Lesser Force Storm
This is what Vader used against Luke in Cloud City. If the storm is too big, the victim can hide in the "eye," if the vortex is too small, the storm will collapse as debris hits the target straight on. The trick is to get the vortex just slightly smaller than the victim so that the debris will ricochet, but still keep moving.

Lightsaber Throw
When used in conjunction with lightsaber combat this can truly be a deadly maneuver. The saber seems to take a life of its own, flying out to strike as much as 10 targets (depending on distance and the force users ability) in a single attack and then returning to the weilder.

Mortichro
Mortichro is an ancient art known only to a small number of Force users that can be potentially fatal to even the most vigorous person. The power takes control of the vital functions of a person and slows them eventually, paralyzing them and killing them after a few moments. The power is forbidden Jedi knowledge, only known to a very few in the Order at a time.

Phase Shift
While using this power, a Force user can actually shift her existence such that she no longer interacts with solid matter. This enables her to walk through walls, escape binders and chains, and any manner of other things which can affect a character physically. There are many dangers to using this power, though. A character can become trapped while passing through an object, reverting back to standard phase and suffering great physical harm.

Place Another in Hibernation Trance
The Jedi can place someone else into a hibernation trance. The affected character must consent to the "shut down." This power can not be used to knock out an opponent. The Jedi must be in contact with the person they are trying to affect.

Plant Surge
When used, this power causes plants (grasses, weeds, bushes, trees, etc.) to entangle target creatures, holding them fast or slowing them down. The distance at which this power is used affects how difficult it is to control.

Projectile Deflection
Some Force Adepts and Jedi learn to use the Force to alter the trajectory of incoming projectiles, sending them off course slightly to impact behind them. Jedi Master Ikrit used this power to deflect the blaster bolts fired by the Peace Brigade on Yavin 4, however use of the power is taxing and ultimately caused him to fall in battle.

Return Another to Consciousness
The Jedi can use the Force to return a target to consciousness. The Jedi must be in contact with the person they are trying to affect.

Short Term Memory Enhancement On Another
When a Jedi uses this power, she/he allows another to replay recent events in order to more carefully examine images and peripheral occurrences. The target may freeze images and even scan their memory to recall details that were seen but not consciously registered at the time of observation.

Sense and Alter Powers

Blinding
By using this power, a Force user can cause one other person to become temporarily blinded, a combination of affecting optic nerves and collecting Force energy in front of that person's eyes. The target perceives a bright, blinding light just beyond the tip of his nose that makes any action nearly impossible.

Control Weather
Can be dangerous if the Jedi is unfamiliar with natural weather patterns; should only be used on a small scale (moving small clouds, summoning lightning to a certain spot during a storm).

Dim Other's Senses
This power can be used by the Jedi to reduce the awareness of a target.

Force Blast
This is the most basic attack a Force wielder will employ. Literally a blast of pure Force energy, used to disorient and stun an opponent.

Force Wave
Also known as the "Force Push," this power generates a wave of telekinetic energy that knocks opponents down with surprising force. The power is often used in order to clear a path or deflect away several opponents at the same time, doing minimal damage directly. Qui-Gon Jinn and Obi-Wan Kenobi displayed this power several times during the invasion of Naboo when fighting against Trade Federation Battle Droids.

Greater Force Shield
An advancement over the Lesser Force Shield power, Greater Force Shield functions in a similar manner, though with two powerful side effects. In addition to providing more protection from physical damage, any energy attacks, such as blaster fire, whose damage is absorbed completely by the shield will "bounce" off the shield in a random direction, as though striking against a magnetically-sealed door. Additionally, any time the Greater Force Shield power completely absorbs any damage from Force Lightning, the shield will retain some of the electrical charge.

Group Mind
Allows user to telepathically communicate with all creatures within 30 meters.

Kinetic Release
This power allows a Jedi to release the inherent kinetic energy of an object in a way which transforms it into an explosive force. This power may be used normally on anything smaller than 1 cubic meter.

Lesser Force Shield
The Jedi surrounds himself with a Force-generated shield. The shield repels energy and physical matter. It can block objects down to a molecular level depending on the power of the Force user.

Malacia
This power causes extreme dizziness and nausea in a single target within the user's line of sight. Any target of this power is stunned for roughly 1 minute, and can not do anything in that time.

Remove Force Imprint
This power removes the Force imprint left by a Force user (or the ambient imprint) on an object or area.
This power requires intense meditation and the Jedi must go into a trance to erase all of the imprint over long periods of time. Short breaks may be taken every week to eat and drink, but the power must be "maintained" and the delay must not be more than 10 minutes. While in the Remove Force Imprint trance, the Jedi must not be distracted by any large stimulus (e.g. a loud bang or shout, a slap, an extremely strong smell, etc.). After finishing, the Jedi should leave the vicinity of the object or area, preferably within 24 hours. Contact longer than this increases the probability of a new Force imprint being created. Using the Force near the object or area, after erasing the imprint (convert cubic meters to meters of distance, eg. 100 cubic meters=100 meters from the object or place is considered "near") creates a new imprint.
Removing the Force imprint of a Force Nexus, especially a Dark Side Nexus (like the Dagobah Cave) is extremely dangerous for your mental health.

Control, Sense and Alter Powers

Affect Mind
This is the abiity to affect anothers mind. You can make them think they hear, see, smell or taste things they do not. It can also be used to make people beleive what you want them to beleive and to make them say what you want them to. However, it only works on the weak minded.

Art of the Small
This technique of utilizing the power of the Force was discovered and refined by the Fosh Jedi Knight, Vergere, during her five decades of imprisonment with the Yuuzhan Vong. Vergere's personal study and introspection transcended the traditional definitions of a light side and a dark side to the Force. Instead, she found a wild form of the Force and a more controlled form. This definition, which simply stated the the Force exists and can be controlled, led her to the discovery of the Art of the Small. Using this technique, Vergere could make herself "small", in such a way that she was barely recognizable within the Force. This allowed her to fool her Yuuzhan Vong captors into believing that she was not, in fact, a Jedi Knight. It also allowed her to manipulate individual molecules within her body to affect tiny chemical changes. Thus, Vergere could alter her own tears to become healing fluids or poisons.

Astral Translocation
The final form of teleportation. This makes the users tangible body go limp, while the life essence of a user moves through the astral plain to view things he cannot see. Unlike mental translocation, in the astral plain, a user can interact with others who use this power. This is a good way to fight duels where one side is notorious for pulling a saber, blaster, or other non force attack. If the corporal body is destroyed, the user is forever trapped on the astral plain.

Battle Meditation
Two possible effects. The Jedi can force his adversaries to stop their attack and begin to fight each other. The Jedi can also make his allies' will to win stronger, while weakening the resolve of the enemy. The targets of this power must have initiated combat for the power to work.
Battle Meditation has its limits, however. For a start, the maximum number of people that it is able to affect is 1250 people and this is only if the Force user is extremely powerful. Most people are only able to affect 150 people while less powerful Force users can only affect 40-75 people.

Conduit
This power enables a force user to convert force energy into some other form of energy. This enables the user to fire a blaster or wield a lightsaber which has a dead power pack. Of course if an item is over powered, it could burn out or even explode, under power the item and it may fail to function efficiently. Note that this power is not restricted to electrical energy, any kind of energy can be produced, but this power does not enable the user to do force lightning, project heat from their eyes a la superman or even project a beam of light from an open palm. It can only be used to power some sort of powered item.

Discharge Spirit
User leaves his body and puts his spirit into a Sohn-Ja (or soul jar to the uneducated). The object must have great significance to the user and specifically designed for this action. Materials for the Sohn-Ja usually cost arround 100,000 to 1,000,000 Credits (Sohn-Jae may only be crafted from the finest materials, and even the slightest imperfection could cause damage to the spirit within). While a body is vacant of a soul it will begin to deteriorate as if in a coma. Without proper assistance, the body will shortly die.

Doppelganger
The most powerful Jedi can create body-doubles to move freely and interact with others, leaving the Jedi's actual body safely hidden. These doubles are indistinguishable to all but the most powerful Jedi Masters. When their maker's concentration is lost, or the doppelganger is mortally wounded, they fade into thin air.

Dream
This power is used to alter a target's dreams to allow the viewer to perceive dreams as directed by the Jedi. Jedi healers have used this power in the past to assist those who have been harmed through the dark side of the Force to find their way to sanity, as well as to health. Other Jedi have used this power to warn allies, or even to communicate with others across vast distances.

Enhanced Coordination
The Jedi can coordinate the activities of a group to increase their effectiveness at a given task. The Emperor often used this power to increase the abilities of his troops. This power can only be used on individuals who have agreed to be willing targets for it.

Force Bubble
Developed by the Jedi Knights as a defensive measure, the Force bubble was a kind of shield that protected the individual inside it. When properly formed, the Force bubble provided a complete sphere of protection, deflecting energy and projectile weapons away from the being inside.

Force Link
Symbiosis is one of the major themes that Force philosophers encounter in their deep meditation, and is something that affects all students of both the Light and Dark sides of the Force. Nothing displays the concept of symbiosis better than the ability for several Force users to combine their strength and link together, forming a circle of the Force that flows through one focusing being. The Force Link power allows two or more Force users to join together, effectively increasing both the range and area of effect of a power, and also the potency. However, the actions of the leader reflect upon the entire linked group, and one must be certain that the leader is trusted or else the entire group could collapse.

Illusion
First seen in I, Jedi, This is Corran Horn's trademark. The illusion itself can affect entire groups of people, but droids and cameras won't be affected (since they're not alive), and powerful Jedi Masters can see through it if they know what they're looking for.

Inhabit Object
While it has been shown that a Jedi who has prepared himself for death may still make his presence known in the world of the living, there is an alternative means of doing so besides the "specter" method shown by Obi-Wan Kenobi after his demise on the Death Star. An object, usually no more than a handful in size, can be inhabited by the spiritual essence of a Jedi. This power is dangerous, however, and is seen as impure by most Force users. Most Jedi see it as the natural order of things for death to take the living, and as such frown on this practice as a means of avoiding death. Additionally, the Force is the essence of living things, and to entrench one's spirit inside a nonliving object takes away a little of the purity of the Force, in much the same way that prosthetic replacements do.

Limited Invisibility
A variation of Illusion, meaning it won't affect droids, cameras, or sensors. Also, strong enough Jedi may be able to detect a tell-tale sign (a ghostly image, a rippled outline or something else).

Mental Translocation
This is a form of teleportation that allows the user to have an "out-of-body" experience in which they see in a tunnel vision. They move anywhere and see anything, no barriers stop them, and cannot be sensed. The users body is very vulnerable when this is used however.

Projected Fighting
The Jedi can use this power to strike an opponent without physically touching them. Projected Fighting is a potentially dangerous skill. If you wish to remain with the Light Side, only use it in the defense of others, and only to stun (Never to cause pain and injury).

Release Spirit
Allows user to release a spirit contained in a Sohl-Ja (see Discharge Spirit). Upon release, the spirit may attempt to re-enter its own body or use Transfer Life to take over another body. Failure causes the spirit to dissipate at a gradual rate usually lasting upto a maximum of 10 minutes without being in a body.

Force barrier/Telekinetic wall
Basically using the force to create a barrier that is impassable to anyone of equal or lesser force ability (i.e. anyone at the same level or lower). Low level Knights (those who have not yet completed the training of a padawan), Padawans and non force users will be stopped. Force users who are 1 level/padawan ahead will be slowed as they attempt to pass through the barrier. Force users who are 2 levels/padawans ahead will be slightly slowed as they pass through the barrier. Force users more than 2 levels/padawans ahead will be unaffected. The barrier remains in place for 15 seconds after the relaxation of conscious effort. - Discovered by Nia Gallia

Force Vortex [Neutral Style]
This power is a somewhat odd one. It uses all (read: the person is totally drained afterwards) of the persons remaining energy. This skill sends a small grey ball that travels and tracks the target. When it reaches the target, the ball expands into a vortex and sucks in the target, transporting them away. They arrive completly naked, without any weapons (unless they are built into the person) and a pounding headache. The weapons, clothes, etc are left where the person was vortexed away from. Depending on how drained they already are, the distance the opponent is moved varies. From 1km (running on empty) to 40km (full power). 

Edited by: Labes at: 8/29/03 11:58 pm
 
Labes
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Posts: 105
(8/23/03 11:49 am)
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 Light Force Powers

Control

Concentration
With this ability, a Jedi clears out all negative thoughts from their mind, feeling the Force flowing through the universe and themselves

Crucitorn
This Jedi Knight skill allowed the user to transcend physical pain, giving them the ability to overcome tremendous pain and keep moving.

Emptiness (Master Level)
Empty your mind completely and allow the Force to have its way with you. While in emptiness, a character appears to be in a trance and can not move. While in emptiness, the character may not be sensed through the Force. After the character comes out of emptiness, he is refreshed and is stronger in the Force for a period of time equal to the length of the trance. (The Jedi becomes stronger in one Force attribute.)

Force Lance
By drawing Force energy into himself (frighteningly similar to the way Force Lightning is manifested), the user is able to create a solid lance of Force energy which extends roughly 5 meters in front of the Jedi's outstretched hand, remaining for roughly 3-5 seconds before dissipating. This power is often used to sweep an arc clear of enemies. This power is hard to use without falling to the Darkside, since using the Force to simply damage is not the Jedi way. (The more powerful you are the less likely you are to fall to the darkside.)

Sense

Empathy
This allows the user to experience the emotions of a sapient individual. No actual thoughts can be read.

Guiding Spirit (Must have control of this power to become Master)
This is the power to sense Force Spirits. If this power activates then it means that you have attracted the attention of a Force spirit who sometimes appears to aid you, offering advice and assistance.
A Force spirit you once knew as a living Jedi now protects you after his or her death. The spirit can do little to aid you in a physical sense. The Force spirit can use Force abilities to assit you, but only those that do not require physical contact and do not have a physical effect.

Sense Path
This power tells a character what 'path' he is on: whether his current actions are likely to lead him to the Dark Side, and whether any specified future actions are likely to do so. (The power may be thought of as farseeing without control). Bear in mind that without control, the Jedi has more likely to be allegorical in nature; to receive specific details, the farseeing power must be used. When giving the results of this power, be honest but obscure: if the character has been tainted by the Dark side and is attempting to atone, this power will tell him how successful he is being.

Alter

Battle Influence
With this power you can invision a specific outcome of a combat and help make it a reality through the Force. After you have influenced the outcome of a fight, enemies tend to miss their targets a lot more. If they fall prey to their own anger and hatred, they may turn on one another.

Force Light
With this power you can channel the Force into withering blasts of light that can destroy dark side spirits or purge the taint from a dark side location. When you use this skill, a wave of energy eminates from you 10 meters in every direction.

Inspire
With this power you can fill allies with the conviction that they are going to succeed at their endeavors, despite any odds. Your allied become ,pre dedicated and less likely to give up. With a higher degree of ability, you can inspire more individuals at a greater range.

Sever Force (Council Members Only)
This power is unique among all others in that it has only been used once in the recorded history maintained by the Jedi Temple on Coruscant. In fact, the knowledge of how to use the power seems to have only been granted by the will of the Force itself to the most powerful Jedi Masters through deep meditation and diligent study; as such, it is speculated by philosophers that the power is actually used by the Force to balance itself using a living being as the means for doing so. At the height of the Old Republic, it is recorded that the Jedi Knight Nomi Sunrider, while linked with Jedi Master Vodo Siosk-Baas, was guided by the will of the Force to direct this power at Ulic Qel-Droma, and that even then Jedi Sunrider did not fully understand what had been done. Though no formal study was performed on Qel-Droma, it is reported that he still existed in the Force as far as others were concerned, but he simply was no longer able to touch the Force as other Jedi Knights could. Despite the fact that no scientific analysis was ever performed, Jedi researchers theorize that Quel-Droma's midichlorian count dropped drastically as well, as he no longer heard the Force whispering to him when he meditated

Control and Sense

Prepare Spirit 
This power allows a Jedi to prepare his spirit for death; to become one with the Force. Preparing a spirit takes only a moment, if even that. A body that has been prepared for death vanishes as soon as the prepared spirit leaves. It is as though the body has never existed physically. This is what Obi-Wan did on the first Death Star.

Control and Alter

Accelerate Another's Healing
Speed up the healing of a friend or companion. The Jedi must be in contact with the other person to use this power.

Aura of Ease
This power allows a Jedi to surround himself in an aura of ease, calm, and friendship, which causes non-sentient creatures to show him dis-interest. Sentient creatures and droids are unaffected by this power.

Control Another's Disease
Allows the character to direct and control the antibodies and healing resources of another persons body to throw off an infection or to attack the diseased parts of their body. The character must spend at least half an hour meditating while directing the victims body, and if the disease is life-threatening or long standing, repeated attempts over a period of weeks or months may be required to cure the disease entirely.

Cure Disease
With this technique you can use the light side of the Force to destroy a disease currently afflicting one person (including yourself).

Cure Poison
With this technique you can use the light side of the Force to destroy a poison inflicting one person (including yourself).

Detoxify Poison in Another
This power allows a Jedi to remove or detoxify poison from a patient's body faster than is normally possible. While using this power, the Jedi must remain in physical contact with the patient. As long as the Jedi is in contact with the target, that person is considered immune to the effects of the poison.

Healing Trance
Although the most powerful Jedi healers mainly use the Heal Another skill, some Jedi learn to place other Force-sensitive creatures in simple healing trances to assist their natural healing process.
Any Force-user can attempt to place a willing creature that is Force-sensitive into a healing trance. Doing this slows the target's metabolism, allowing him or her to survive for extended periods with very little air, water, or food. While in a trance, the target's heartbeat slows, their breathing all but ceases, and they appear to be dead.
A character in a healing trance uses only one-tenth as much air as a normal person and needs no food or water for an extended period.
The Jedi must declare the circumstances in which the trance will end, perhaps a time limit or a certain stimulus (such as being touched or hearing a specific phrase). A person in a healing trance is not aware of their surroundings and may not do anything.
A person can remain in a trance for up to one week in a dry climate or up to one month in a wet climate before succumbing to dehydration. If water were somehow supplied (via an intravenous drip, for example), a person could remain in a trance for up to three months before dying of starvation.

Induce Tranquility
With this power, a Jedi can induce a state of enhanced calm in another being, even to the point of inducing near-sleep in another sentient. The user simply reaches out in the Force to the opposing mind, and calms it through waves of almost-dreamlike reassurance. The affected person is generally quieted emotionally, but the Jedi can also intensify use of the power to induce a near-vegetative state that lasts for up to a half-an-hour. Jedi healers have been known to make frequent use of this power when treating casualties in times if war, usually in conjunction with Control Another's Pain. A Jedi can direct this power at up to three characters at once, provided those characters are within 5 meters of one another, and cannot see the Jedi (use of this power on a group is normally only possible from a hiding spot near the targets), hence this is a very useful power for a Jedi attempting to get into a guarded facility with a minimum of attention. Characters "awakening" from the state of induced tranquillity are often somewhat confused, but not usually aware that they have been manipulated in any way.
Qui-Gon Jinn uses this power on Jar Jar Binks during the journey in the Gungan sub in Epsiode 1.

Masquerade
The ability to alter one's own appearance is a valuable resource for any Force user wishing to evade detection by non-Force users. While common disguises work relatively well under normal conditions, sometimes the necessary equipment is not readily available to create a disguise, thus necessitating the use of the Force. Masquerade, as the Force power was known to the members of the Jedi Order, is a useful tool for when the need arises to cloak oneself from recognition. Similar in many ways to the illusion skills practiced by different sects of Force users, the Masquerade power was rarely taught but its existence was not uncommon knowledge. After the Jedi purge, Luke Skywalker rediscovered this power following his encounter with the Fallanassi. Study of their powers led him to develop this simple to use and maintain power which would eventually come in handy to those relatively inexperienced students who found themselves hunted by the Yuuzhan Vong.

Plant Surge
With this technique you are capable of channeling life essence into plants through the Force, causing them to grow suddenly. Although this skill is common among Ithorian ocology priests, few Jedi have mastered it.
With Plant Surge, a Force-user causes grasses, weeds, bushes, and even trees to wrap, twist, and entwine about creatures, entangling them.

Rainbow Storm
This demonstration of the Light Side of the Force is not a martial art, like the Force storm. It is merely a display of the ability of The Force. The rainbow storm is created by taking available light and bending it into its component colors, creating a wild barrage of color. It takes a good deal of power to be able to manipulate the physics of light to produce the storm.

Remove Another's Fatigue
This power allows the Jedi to remove the effects of fatigue in another. However, unlike the basic power, the Jedi must wait until the target is actually fatigued, before offering assistance.

Transfer Force
This power will save a mortally wounded character from dying because the Jedi is transferring his life force to the target. When a character has force transferred to him, he remains mortally wounded, but he will not die provided he isn't injured again. The character is in hibernation, and will stay alive in the state for up to six weeks. The Jedi must be touching the target character when the power is activated.
The recipient of this power must be willing.

Sense and Alter

Malacia
Using the Force technique called Malacia, the Jedi turns the opponents equilibrium against him, causing extreme dizziness and nausea without any lasting effects. Malacia can be powerful when employed properly. Use of this ability is rare, since most Jedi find it easier to employ Affect Mind or Force Push to acheive similar effects. The Jedi Master Oppo Rancisis is a master of Malacia who has taught the technique to a small number of Jedi.

Control, Sense & Alter

Force Harmony
This power allows several willing Jedi to manifest the power of the Light Side. The power is evidenced by a celestial illumination of Light Side energy. It can act as a shield against the Dark Side. It does not cancel out the presence of the Dark Side, but it does confuse the servants of Darkness, making their actions more difficult.

Ion Generation
These ions have a soothing effect on most beings. Ion generation will help calm lost tempers and promote a feeling of good will.

Wall Of Light (Master Level)
A Force user creates a Wall of Light around a Dark Sider and strips him of his ability to use his powers. This power is defensible despite many Jedi's beleif, however, several Force users can team up and use this power making a Dark Sider incapable of defending.

Force Vortex [Light Version]
This is the same as Force Vortex [Neutral Version] except the person arrives at their destination fully healed. The distance they are transported follow the same basic guides the neutral version has. 

Edited by: Labes at: 8/30/03 12:00 am
 
Labes
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 Dark Side Powers

Control

Channel Rage (Must have control of this power to become Master)
This power, when used, channels the characters anger and rage into a berserk fury, which increases his/her prowess in battle. It temporarily increases the users strength while decreasing their ability to defend themselves slightly. Raging characters are unable to perform any Force power that requires patience and/or concentration. When use of Channel Rage ends, the user loses a lot of strength depending on how long the power was kept up.

Rage
This power allows a character to feel the dread influence of the Dark Side. It functions as a counterpart to emptiness.
The character must tense himself completely, and allow the mindless rage of the Dark Side to possess him. When using this power, a character will appear lifeless. They are amplifying the negative aspects of their own personality, leaving the face clenched in a rictus of horror and fear.
A character must determine how long he wishes to be in rage when he enters the trance. Barring an attack or the arrival of a specific person (as explained below), the Jedi will stay in the trance for the chosen duration.
When the Jedi leaves this state, he an increase to all Force skill for a period of time equal to the time spent in rage.
Like emptiness, this power makes characters oblivious to their surroundings; they cannot move. Unlike emptiness, however, characters in this state strongly exude the Dark Side. The internal focusing does provide some protection for the character against others using the Force on them.
Characters dehydrate and hunger twice as fast normally when using rage and are even more susceptible to damage. Characters who plan on an extended trance will need intravenous nourishment.
In rage, the character is less oblivious to her surroundings than a corresponding Jedi in emptiness. For example, any physical contact by a living being may revive them which provokes an instant berserk-like attack, regardless of who the person may be. It is then very difficult for a character to stop before killing the beign that woke them.
A character using rage can choose to anticipate the arrival of a foe. This will allow them to instantly awaken if the expected person comes within five meters of the person in rage. This power may be used in a preparation ritual for the transfer life power. When a raged person uses transfer life, their original body is instantly and totally consumed by the Dark Side, often bursting into unholy blue flames.

Alter

Bolt of Hatred (Must have control of this power to become Master)
The Force user creates in his or her hand a radiant sphere of pure hatred which he or she can hurl at any target within his or her line of sight. The bolt is slower than a normal bolt from a blaster. The stronger the Force user, the more powerful the Bolt of Hatred is. The more powerful it is, the slower the bolt travels towards it's destination. If a character is hit square in the chest or head with a Bolt of Hatred without bringing up a defense, he or she will die instantly.

Dark Side Web (Master Level)
When successfully initiated, this power summons strands of dark side power that wrap arround the Force user's target, ensnaring them in a mesh of brilliance. The lattice of energy severs the connection between the Force and the trapped individual and saps the strength from their body.

Deadly Sight 
Sariss' trademark in Jedi Knight, this is one of the most painful mental attacks. Victims feel their skin and bones burning and their blood boiling within them (an illusion; the actual damage is comparable to a mild sunburn). If the necessary line of sight (or attacker's concentration) is not broken, the victim will die from pain.

Force Bolt
This power was displayed by the Dark Jedi Jerec, who used it to attack a former Jedi Knight. This power allows the Force user to manifest a luminescent sphere of Force energy, covered in tendrils of colored energy, which is fired at an opponent for one of two effects (stunning the opponent, or actually harming them). Many Jedi use this power for the first effect, as it is simpler and more practical than carrying a blaster.

Injure/Kill
The antithesis of Control Pain. The character inflicts pain, injury, or death upon an opponent. He/She must be in physical contact to perform this power.

Control and Alter

Blackness
This power causes people to overlook the user as he or she blends into the surroundings and any smells or sound emanating from them are muffled. However, the user may not use combat oriented Force powers while this power is up. e.g. Lightsaber Combat, Combat Sense, Injure/Kill, Inflict Pain etc. This power does not affect ant electronic sensors.

Drain Energy
This is the ability of a Dark Jedi to use his power to 'rip' the enrgy from something. Accounts of Dark Jedi draining Lightsabers or Blasters have brought fear to many. You can draw energy out of power packs, energy cells, and similar power sources. This effectively renders electronics and powered weaponary useless until the power pack is replaced. It also shuts down items using other power sources (such as energy from generators).

Feed on Dark Side
The Dark Jedi can feed on the fear, hatred, or other negative emotions of those around him/her to make his/herself more powerful. The reason for the emotion does not matter to the Dark Side, the emotion alone is the key. The character will seek to make her foes angry, afraid, or filled with hatred, then she will feed upon those emotions to augment her own strength.

Force Lightning
Truly a corruption of the Force. The Dark Jedi who wields this power can hurl bolts of white, blue or purple energy that take the appearance of lightning from his/her fingertips. The bolts rip through the target causing fantastic damage. Since this power is Force-generated, it can be repelled by using Dissipate Energy depending on the power of the user compared to the target.

Hatred (Must have control of this power to become Master)
With this power you can release all your hatred in a blast of pure Force energy, dealing damage to all those within a 10 meter radius of yourself. Force users may attempt to counteract this power but this can only decrease the damage to half its original power at best. Also, if the user moves while still usnig this power, then the radius moves with him. The effect always stays centered on the user and moves as they move.

Inflict Pain
The character can use this to inflict great agony in her target. The actual physical result of the power is that the target is not able to move for several minutes after the attack. The Dark Jedi can not kill using this power, for it only stuns the target. He/She does not need to be in contact with her target to use this power.

Slow Another's Healing
Typically used by Jedi who had fallen to the dark side of the Force, persistent stories abound regarding a fallen Jedi who returned to the light side and used this power to heal a President who was healing unnaturally quickly, sealing an alien poison in his veins. Whether this is truth or not is not my place to decide, but it is an interesting story. This is the opposite to the power Accelarate Healing...it slows the natural healing process so that it takes twice as long to heal.

Summon Storm
With this power you can manipulate the atmosphere to create rain, winds, and lightning. This can include creating rain that reduces visibility, winds that hinder activities, and intermittent lightning. The rain provides nine-tenths concealment to anyone in the area (in addition to thoroughly soaking anyone that isn't waterproof). The winds are strong enough to cause folliage to whip about violently and hurl loose leaves and paper about, providinf a significant distraction to ordinary activities. The storm is not strong enough to move objects heavier than 1 kg. The lightning strikes are random, as with an ordinary storm; the user cannot direct them. Lightning hits a being rarely, although its presence does provide significant trouble for piots flying vessels through the storm. The storm can only be generated outdoors, and may not be possible in some cases (This power could not be used to generate rain on Tatooine for example). The size of the storm depends greatly on the power of the Force users summoning it.

Waves of Darkness
The user delves into the darkness of his/her own spirit and dredges up the feelings of hatred, jelousy, greed, and rage yhat linger in shadowed reccesses. Using the Force as a power source, he/she expels these vile emotions in waves of dark side energy that radiate outward in an expanding sphere. Anyone caught in the disturbance suffers immediate confusion, and a few seconds later, flees in feer.

Sense and Alter

Drain Knowledge
You can drain specific memories, relating to a single subject, from a victim's mind. This allows temporary access to this knowledge. This is much easier when performed on a sleeping/unconcious being. It will take roughly 5 minutes to take the knowledge from a victim and you must be in contact with them for it to work.

Force Drain
Also from Jedi Knight, this was Jerec's trademark. Simply put, a Jedi can suck up a certain amount of Force energy from a victim, leaving the victim helpless.

Control, Sense and Alter

Control Mind
The Dark Jedi can take control of another person, turning them into a puppet who must obey the character's will. If he/she attempts to take control of another Force sensitive person, he/she can not make them do anything that would cause the target harm, or do anything that would go completely against the Jedi code (if they follow the Light.)

Create Force Creature
Since the dawn of time, the Jedi have ruled the galaxy. It was not until the great Sith War, and the Great Purge, were the ways of the Jedi Knights lost forever. During the Jedis reign however, there were those who despised order, and peace. Those were the individuals of the Dark Side.
For many centuries, those of the Dark Side were shunned and their numbers and subsequent effect on the galaxy dwindled. It was not until a Dark Magician by the name of Kalraan harnessed the ways of the Dark Side to create a living being - laced with the power of the Dark Side. This creature was called the Homonculous. This creature was later to be known as the Scout Homonculous.
It was unknown how Kalraan had come about using this power. It was rumoured that Kalraan had found ancient scrolls belonging to the Great Sith Lords of Old. But this was only rumour. While those of the Jedi council speculated, Kalraan continued his study with this power, and created creatures of terrifying power. Those of the Burden Homonculous, and the Assassin Homonculous. The Assasins were the most feared, and none but the greatest Dark Side adepts created these creatures of horror.
When The Dark Jedi Kalraan was killed over 500 years ago, his secret was thought lost. This however was not the case. In recent times, a number of incidents involving a Dark Magician by the name of Dhar Bullwin, have been reported. It is rumoured that Dhar was able to create a magical construct also rumoured to be called The Homonculous
Creation of these creatures was and still is considered to be nothing but evil, as the user is creating life from the Dark Side itself.
This power creates a Force construct that can be controlled by the Jedi, yet also has some degree of "free will". A Jedi whop uses this power can create one of the following creatures: a) Assassin; b) Scout; or c) Burden
Any life force the creature may seem to have is simply a physical manifestation of the Force and while the Homonculi are capable of limited independent thought, they tend to simply follow the last command given.
When the creature suffers damage greater than a wound, it begins to disintegrate, then fade, and finally returns to the dust its physical form was created from.
When a Jedi creates this creature, he or she must determine what type of creature.
Assassin's have the following attributes: Bat-like wings, sharp teeth and claws, long tail, dark motley green and brown coloured body, poison claw glands. The poison claw glands secrete a poison onto the creatures claws. This poison is strong enough to knock most beings unconcious for roughly 3 hours.
Scout's have the following attributes: Bat-like wings, sharp teeth and claws, long tail, dark motley green and brown coloured body, acute vision, auditory sensitivity.
Finally, Burden's have the following attributes: Flat back, furry, small dull teeth and large climbing claws, muscular, stubby stout legs set low to the ground dark black coloured body, webbed digits.

Create Force Storms
This could be the single most destructive Force power known. With this power, the Dark Jedi can rend the space-time continuum to trigger mighty storms of Force energy. He/She can also control the storms (sort of). The user of this power must focus his/her hate and anger to a nearly palpable degree, which can be dangerous. If he/she loses concentration, the storm could consume him/her.

Dark Familiar
This power allows a character to bind another character to his own will, creating an ever-submissive servant bound by the Dark Side to his master. The use of this power gives the master and familiar certain advantages. They each gain the ability to automatically use the Receptive Telepathy and Projective Telepathy powers only with each other (the familiar need not be Force-sensitive to use this power with his master). Furthermore, the master can locate his familiar at will by direction at any time, from any distance.

Drain Force
With this power you are able to draw life energy from living beings, gradually absorbing it yourself. Draining the Force from other beings in this fashion provides you with additional Force sensitivity, but each time you attempt this, you go over to the dark more and more. For this to work the target(s) must be within 10 meters from the user and this may only be attempted once per week.

Drain Life Essence
The character can draw life energy from the sentient life around him/her and channel the negative effects of the Dark Side into those victims. All living beings are a part of the Force, even if they are not aware of it. Many go through their day to day lives wasting a lot of their energy. This power allows the character to draw the energy that would be wasted from those beings. He/She then uses that energy for his/her own means.

Telekinetic Kill
This power allows the Dark Jedi to telekinetically kill his/her opponent. The exact method varies: crushing a trachea, pure the brain, stop the heart, or a host of other ruthless methods.

Transfer Life (Master Level)
The Dark Jedi can transfer his/her life energy into another body. This is a key to immortality, and one of the most twisted and evil of the Dark Side powers. It is nearly impossible to overcome a body when the original spirit is still residing in it, so this power is nearly useless without the ability to clone. Any Force user who uses this power to escape death immediately loses access to the Light Side of the Force

Force Vortex [Dark Version]
This is the same as the Neutral version of this power basically. During the transportation however, it causes two things. Any wounds the person has while going into the vortex become infected, causing pain. Also, they feel something they can't describe in their stomachs. It is between being punched in the stomach and being constapated for a week.

All Sith and Dark Jedi Masters

Force Scream
Dark Jedi who become enraged can lose control of their emotions. This sometimes triggers ripples in the Force. Actually, "ripple" is a bit of an understatement. Tidal wave is more appropriate. It is sometimes defined as "a wave of hatred amplified and fueled by the Dark Side, that is capable of smashing through mental and physical defenses with ease." The Force Scream is a devastating occurrence. It not only brings harm to the enemies of the Dark Jedi causing it, but to the Dark Jedi himself. It encompases an area of roughly 50 meters. 

