Character Sheet Reference

Displaying Force Powers 21 - 31 of 31 in total
Force Power Description Created / Updated
Telepathy

Telepathy is the ability to instantly receive or read the thoughts and intentions of others. This power is more suited to utilitarian applications but can still be applied to combative scenarios. With training, it becomes easier to send more complex messages while tapping into the passive thoughts and intentions of others. A skilled practitioner can tap multiple minds at once, and even project mental images as part of that communication. While it is possible to communicate over great distances with those the user has forged a strong bond with, generally the practitioner must be near the individual. This can be contested by the target's Intellect.

Telepathy +0: N/A

Telepathy +1: At an early stage, the Force User must apply their full concentration for several seconds to affect a single mind. It is a struggle to convey anything beyond a simple concept, such as a call for help, and the Force User cannot touch on the passive thoughts or intentions of others.

Telepathy +2: With further study, the Force User can more easily convey full messages to a single mind but still requires several seconds of concentration to do so. They can convey simple concepts easily when not under duress and even pick up vague intentions and a general idea of another's passive thoughts.

Telepathy +3: With consistent training, the Force User can communicate easily with a single mind, but still requires several seconds of concentration to tap into multiple individuals. At this level, the user can glimpse passive thoughts of a single target while actively concentrating and can pick up on their intentions.

Telepathy +4: A Force User adept at Telepathy can communicate with multiple individuals easily. When not under duress, they can glimpse the passive thoughts and intentions of multiple minds while actively concentrating. They can even apply mental messages and images in more invasive ways, such as to create confusion or harm in disrupting thought patterns. These instances are subject to resistance from the target, and still require concentration.

Telepathy +5: Mastery over Telepathy affords the Force User the ability to communicate with others effortlessly. It is almost quicker to communicate mentally as opposed to using actual words. They can glimpse the passive thoughts and intentions of multiple minds while actively concentrating. Confusing thoughts and distracting focus can be done with partial concentration, but is still subject to resistance.

Related Feats: False Echoes, Force-Link, Mechu-deru I, Mechu-deru II, Mechu-deru III, Memory Meld, and Static Feedback

Prerequisites:

2013/07/20 / 2025/05/05
Concealment

Concealment is the ability for a Force User to mask their connection and identity with the Force. This goes for hiding a Force User's strength in the Force as well as alignment. While Force Cloak renders the Force User invisible from the eye, Concealment can veil a user invisible to those searching through the Force. The more skilled a Force User is with this ability, the easier it is to maintain a veil of Concealment.

Concealment +0: N/A

Concealment +1: Initially, the Force User can hide their signature, strength, and alignment in the Force with their full concentration devoted to the task.

Concealment +2: With further training, the Force User can hide their signature, strength, and alignment in the Force with half of their concentration dedicated to the task as long as they remain out of combat.

Concealment +3: With consistent training, the Force User can hide their signature, strength, and alignment in the Force with minimal concentration out of combat, but a committed effort of concentration while in battle.

Concealment +4: The Force User has become adept at hiding their signature, strength, and alignment in the Force with minimal effort whether in combat or not.

Concealment +5: A Master of Concealment is able to effortlessly hide their signature, strength, and alignment in the Force, effortlessly as breathing.

Related Feats: Haze I, Haze II, Haze III, Quey'tek Meditation, Synergy I, Synergy II, and Synergy III

Prerequisites:

2014/01/25 / 2020/01/20
Gravitation

Gravitation is the ability to alter the pull of gravity on yourself or inanimate objects. This is commonly seen while in deep Force meditation as “floating”, but those who train in it can find alternative applications of controlling gravity itself.

Gravitation +0: N/A

Gravitation +1: With concentration, the user can weaken gravity’s effect on their body, making them weigh up to one-third of their current weight.

Gravitation +2: With more training in Gravitation, the Force user can slightly counter gravity, allowing them to fall at a slower rate than they would otherwise.

Gravitation +3: Not only can the user float in place, but they can orient their gravitational pull to other surfaces, allowing them to move along walls and ceilings as if it were the ground. They can now also affect the gravity of inanimate objects, removing a third of the object's weight, making them easier to carry.

Gravitation +4: An adept in Gravitation can now counter gravity on inanimate objects to make them fall more slowly.

Gravitation +5: A master of Gravitation not only changes their own gravitational orientation and that of inanimate objects but can also now weaken the gravitational pull on other living beings.

Related Feats: Free Fall and Rather Weighty, This

Prerequisites:

2025/05/02 / 2025/05/15
Ichor

Ichor is the ability to channel the Force into liquids, which can be consumed at a later time. These reserves can be used to help heal the body, restore energy, or provide greater strength and endurance.

Ichor +0: N/A

Ichor +1: The most basic of Ichor users can create and carry a single weak ichor potion. This potion can heal minor bodily damage, provide a small boost of stamina, or give a little more Force essence for the drinker to pull from.

Ichor +2: With further training, the Force user can create and carry a single moderate ichor potion. This can heal non-life-threatening injuries, provide a good boost of stamina, or give a useful boost of Force essence for the drinker.

Ichor +3: The Ichor user can now create and carry a single strong ichor potion. This potion can heal even life-threatening injuries, restore stamina from total fatigue, or completely replenish the drinker’s Force reserves.

Ichor +4: With advanced training, the Force user can now carry a single strong ichor potion and a single moderate ichor potion. In addition to healing, stamina, or Force restoration, it can also increase physical strength and endurance.

Ichor +5: A master of Ichor can create and carry two strong ichor potions, which can have up to two effects at the same time. These include healing, stamina, Force, and increased strength or endurance.

Related Feats: Chem Dealer I, Chem Dealer II, Ichor Grenades I, Ichor Grenades II, and Ichor Grenades III

Prerequisites:

2025/05/02 / 2025/05/02
Item Conjuring

Item Conjuring allows a Force user to lock away an item they own in the ether and summon it to them elsewhere. These objects remain in the ether indefinitely until summoned. Items can be stored and removed as many times as the Force user wants. Once stored, no one can take the object from the user while it is there. These objects cannot be living organisms. This item must be owned as a possession by the user. Items not in your loadout must still be noted in the loadout description.

Item Conjuring +0: N/A

Item Conjuring +1: With fifteen minutes of intense focus, a Force user can store or summon a single small object that isn't a weapon. Only one object can be stored at a time.

Item Conjuring +2: With training, in the span of ten minutes, a Force user can store or summon a single small object, including small weapons. Only one object can be stored at a time.

Item Conjuring +3: Item Conjuring can now be done within five minutes and can be used to store or summon a single item the Force user can physically carry. Only one object can be stored at a time.

Item Conjuring +4: With one minute of focus, the Force user can store or summon a single small item they can physically carry. They can now store two objects at a time.

Item Conjuring +5: A master of Item Conjuring can store or summon an item with only thirty seconds of focus. This item must be one they can physically carry. They can have up to three objects stored at a time.

Related Feats: Locker Space I, Locker Space II, and Quick Storage

Prerequisites:

2025/05/02 / 2025/05/02
Necromancy

Necromancy is the ability to pull the soul of the deceased into the mortal plane. While these souls cannot be tethered to their former bodies, with practice, they can take on more solid forms with the ability to manipulate objects in the world around them. These souls are commonly referred to as ’Wraiths’.

Wraiths are incredibly fragile, and their tether to the physical plane can be severed with a single weapon strike. Stronger Wraiths can wear armor or wield weapons, which must be provided to them. All Wraiths rely on the knowledge of their summoner to function, be that how they handle weapons or how they move.

Necromancy +0: N/A

Necromancy +1: Initially, Necromancy takes a minute of intense focus to pull a soul into the mortal plane. This Wraith is a hazy outline roughly similar in size to what it was in life. It can make indistinct noises and weakly push on objects to move them, but it cannot directly manipulate physical objects with control. The user must actively concentrate on maintaining and controlling the Wraith.

Necromancy +2: With training, a user of Necromancy can create a single Wraith that is a smokey visage of its former self, roughly the same size and shape it was in life. This Wraith can speak single words in a low, pained moan. It can push and pull objects to move them. The user must actively concentrate to maintain and control the Wraith.

Necromancy +3: At this level, the user can create a single fully formed Wraith. This is a dense cloud of dark particles that perfectly matches its shape and size from life. It can speak in haunting low tones and move objects with a poor level of control. The Wraith can follow simple tasks autonomously once ordered.

Necromancy +4: With advanced training, you can create a single, fully formed Wraith, which is capable of wearing clothing and armor and wielding weapons, but lacks fine control in using them. The Wraith can follow simple tasks autonomously, including simple combat actions in battle. This requires an active concentration on maintaining and controlling the Wraith.

Necromancy +5: A master of Necromancy can generate a single powerful Wraith. It can wear clothing and armor and utilize weapons at one skill point lower than its summoner. They can behave completely autonomously while the user only needs to maintain concentration on keeping them in the mortal plane.

Related Feats: Unseen Servant

Prerequisites:

2025/05/02 / 2025/05/02
Possession

Possession allows the user to assume direct control of another body. They experience physical fatigue in their own body for each action taken. The user loses the ability to control their own body while using this power, leaving it behind in a vegetative state. The difficulty of control is not only dictated by the user's skill, but the willingness of the target to be possessed. This power does not grant access to knowledge or memories of the possessed individual, additionally, you cannot make the target purposely injure themselves or engage in combat. This can be contested by the target's Resolve.

Possession +0: N/A

Possession +1: The most novice of Possession users can possess a non-sapient domesticated creature and control it with perfect precision.

Possession +2: With further training, the user can possess a non-sapient domesticated or tameable creature and control it with perfect precision.

Possession +3: With consistent training, the Force user can now control a willing person’s body. This is with an unrefined level of control, leading to very jerky movements. The user’s body is drained of energy twice as much as if they would be doing the action themself.

Possession +4: A well-trained Possession user can now have perfect control of a willing person’s body and jerky control of a non-willing person. The user’s body is drained of energy at the same rate as doing the actions themselves.

Possession +5: A master of Possession can pilot another willing person’s body with perfect control. The user’s body is physically drained only at half the amount it would be if they were doing the movements themselves.

Related Feats: Preservation Override and Strings for Thee

Prerequisites:

2025/05/02 / 2025/05/05
Pyrokinesis

Pyrokinesis is the ability to manipulate fire. With practice this becomes capable of creating fire out of thin air. The flames can often present as green in color for those utilizing Magick.

Pyrokinesis +0: N/A

Pyrokinesis +1: A novice of Pyrokinesis can manipulate fire around them. This manipulation is an unrefined, poor control of movement and shape. They cannot generate more of the flame than what is present around them. The user must put their full concentration for several seconds to will the fire to move and change.

Pyrokinesis +2: With more training, Pyrokinesis can have control over the movement and shape of fire around them. They cannot generate more of the fire, only use what is around them presently. This requires full concentration for several seconds to will the flames to move and change.

Pyrokinesis +3: Not only can the user control where and how fire moves and is shaped, but they can use the spark of fire around them as a source to create even more flames. This requires full concentration but can happen instantly for the user.

Pyrokinesis +4: A adept of fire control, not only can the user manipulate fire around them at a whim, with a moment of focus they can create flames out of thin air, even with no source fire around them.

Pyrokinesis +5: Master of the flames, not only can the user move and shape fire, but you can easily generate it on a whim out of thin air with little more than a thought.

Related Feats: Fire Armor and Fire Weapons

Prerequisites:

2025/05/02 / 2025/05/02
Teleportation

Teleportation is the ability to move an object from one point to another instantaneously without having to pass through the physical space between those points. This ability starts with small inanimate objects, but with training can advance to even moving living beings.

Teleportation +0: N/A

Teleportation +1: A beginner of Teleportation can move a single small handheld object from one place to another within sight and 10 meters of its present location. This requires intense focus and thirty seconds to accomplish.

Teleportation +2: With more training, a user can easily move a single handheld object from one place to another within sight and 50 meters of its present location. While this needs an undistracted environment, it can now occur with only ten seconds of focus.

Teleportation +3: With several seconds of focus, you can move a single object up to the size of a speeder, including living beings and yourself, to a point within sight and 50 meters of its present location.

Teleportation +4: A trained Teleportation user can instantly transport multiple objects up to the size of a speeder, including living beings, to a point within sight and 50 meters of its present location.

Teleportation +5: A master of Teleportation can instantly transport multiple objects up to the size of a speeder, including living beings, to a point within sight and 100 meters of its present location.

Related Feats: Blind Shot and Long Shot

Prerequisites:

2025/05/02 / 2025/05/02
Transformation

Transformation is the ability to turn a living being into a different living being for a period of time. These start off as small creatures, but with mastery, can turn beings into monstrous forms of great strength and endurance. Only a master of this power can turn other sapient species into different creatures. This power requires active focus to maintain. The transformed target retains its mental capacities but is limited by what its changed physical form is capable of and cannot focus on utilizing the Force itself beyond maintaining the transformation. This includes their instincts and actions, meaning the user cannot control the transformed being, and it retains its autonomy.

Transformation +0: N/A

Transformation +1: With a minute of concentration and focus, a user can turn one small non-sapient creature into a different small creature (such as a cat into a dog).

Transformation +2: With maintained focus, a Force User can instantly transform any non-sapient creature into a different non-sapient creature (such as a cat into a Wampa).

Transformation +3: Further training in Transformation allows the user to transform themself into a non-sapient small creature (such as a cat or a dog).

Transformation +4: The Force User can now transform themself into any non-sapient creature.

Transformation +5: A master of Transformation can transform themselves into any non-sapient creature as well as monstrous forms of great strength and endurance.

Related Feats: Metamorphosis I, Metamorphosis II, Metamorphosis III, and Yzma’s Cabinet

Prerequisites:

2025/05/02 / 2025/05/02
Weather Control

Weather Control allows the user to change the weather and climate of their present location. The climate can change from freezing to sweltering heat. This weather must be feasible for the location, meaning no hurricanes on Tatooine.

Weather Control +0: N/A

Weather Control +1: The most novice of Weather Control users can change the temperature/humidity in a circle around them by a few degrees over the span of fifteen minutes. The maximum size of the circle is up to twenty meters away from them.

Weather Control +2: With more training, the user can not only change the temperature/humidity of their immediate location, now by a larger degree, but they can create and calm winds from average storm levels, all within twenty meters away from them.

Weather Control +3: After ten minutes of focus, a Force user can also dictate the direction of how the winds blow around them, and drastically alter the temperature and humidity of an area within fifty meters.

Weather Control +4: With advanced training and focus, a user can now generate and disperse entire storm systems out to a distance of one-hundred meters.

Weather Control +5: A master of Weather Control can now, with five minutes of focus, change the weather, temperature, humidity, and storm systems to the most extreme the environment is capable of with a distance of two-hundred meters away.

Related Feats: Like a Hurricane

Prerequisites:

2025/05/02 / 2025/05/02