Force Power | Description | Created / Updated |
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Terror |
This Force Power utilizes some of the most twisted methods of drawing upon the Force. Users can utilize Terror to haunt enemies with their own latent fears, making individuals question their motives and morals to crush their morale. This can be contested by the target's Resolve. Terror +0: N/A Terror +1: At an early stage, the Force User must devote their full concentration to turn the fears of another being against them. At this rank, it can take up to a minute for the power to cause the target’s fears to fully rise to the surface. Terror +2: With an effort of will, the Force User can invoke panic and fear in another being when not in combat or under duress. At this rank, it can take up to a minute for the power to cause the target’s fear to fully rise to the surface. Terror +3: With consistent training, the Force User can manipulate a target’s fears with mild concentration, but will become distracted if engaged in combat or under heavy duress. At this rank, it takes several seconds for a target’s fear to fully rise to the surface. Terror +4: The Force User can now finely manipulate fear in their target, even during combat, and can even use the power on multiple targets at once. At this rank, it will take several seconds for a target’s fears to rise to the surface, and the time roughly doubles for each simultaneous target. Terror +5: A master of Terror is able to finely manipulate fear, with only the slightest concentration required. They can instantly instill fear in a single target, or cause panic and dread in any creature within their general vicinity after only a few seconds. Related Feats: Aura Of Fear, Debilitating Fear, Fear Projection, and I'm Rubber, You're Glue Prerequisites: |
2013/07/20 / 2025/05/05 |
Force Cloak |
By manipulating light and shadows with the Force, the Force User can use Force Cloak to vanish from view and become invisible. A Force User cloaked in the Force in such a manner is undetectable to the naked eye or even by technology and scanners such as infrared or night vision, but still able to be detected by another Force User's Sense or Precognition abilities. The Force User must also remain immobile when cloaked. Force Cloak +0: N/A Force Cloak +1: Initially, a Force User must devote their full concentration in order to vanish from view, and the process moves slowly from the feet upward over the course of about half a minute. Force Cloak +2: With further study, the Force User requires less concentration to maintain Force Cloak and can choose which part of their body the cloak starts at. Force Cloak +3: With consistent training and discipline, the Force User can vanish from view in the space of a few seconds. Force Cloak +4: A Force User can vanish from view almost instantaneously and remain shrouded with minimal concentration. Force Cloak +5: Mastery allows a Force User to instantly vanish from view in the blink of the eye and at will. Related Feats: False Cloak, Ghosting I, Ghosting II, Ghosting III, Synergy I, Synergy II, Synergy III, Take My Shimmer I, and Take My Shimmer II Prerequisites: |
2013/07/20 / 2020/01/20 |
Control Self |
The ability to manipulate and control one’s bodily functions through the Force. This includes the ability to dull or temporarily ignore pain, regulate body temperature, slow breathing, or even entering a trance-like state of hibernation for survival purposes. Control Self +0: N/A Control Self +1: Initially a Force User is able to, through intense concentration, dull pain and soreness as well as delay the toll that an extreme climate would otherwise take on a member of their species. Control Self +2: With additional training, a Force User is able to ignore intense pain and shape bodily functions and temperature to their will with less concentration than before. Control Self +3: With consistent study a Force User can push through excruciating pain, sleep deprivation and radically alter their vital bodily functions with minimal focus. Additionally, the Force User can place themselves in a hibernation trance for survival, requiring no food or water, and very little oxygen (or other breathing gases) for a period of up to several days. Control Self +4: It is no longer a matter of concentration; the Force User shapes their pain input and bodily functions by instinct alone. The Force User can operate for days in a climate much hotter or colder than their physiology would otherwise allow, and can increase the duration of the hibernation state for several weeks. Control Self +5: A Master of Control Self can shrug off pain that would normally cause blackout. They can go long periods of time without needing food or water. The Force User's ability to regulate their body’s functions is so great that their hibernation trance can be indistinguishable from death without a medical examination or sensing through the Force, and this state can be maintained indefinitely. Related Feats: Field Triage I, Field Triage II, Field Triage III, I am in Control, Synergy I, Synergy II, Synergy III, and 'Tis But A Scratch Prerequisites: |
2013/07/20 / 2017/11/29 |
Suppression |
Suppression allows the user to hinder a target’s body's ability to draw upon the Force. This power makes it harder for a Force User to focus on their connection to the Force, and at high levels, even weakens the target’s impact of the powers the target is trying to use. This can be contested by the target's Intellect. Suppression +0: N/A Suppression +1: With an intense and full concentration a Force User can hinder an individual target’s ability to draw on the Force, requiring their target to use a minor increase of concentration beyond their norm. Suppression +2: With full focus a Force User can better hinder an individual target’s ability to draw on the Force, requiring their target to use a moderate concentration beyond typical usage. Suppression +3: With moderate concentration, a Force User can hinder an individual target’s ability to draw on the Force, requiring them to use significantly more concentration on even their most basic powers. Suppression +4: With moderate concentration, a Force User can not only force an individual target to use their full concentration on their Force abilities but decrease the effectiveness of those powers. Suppression +5: With minor concentration, a Force User can force an individual target to require full concentration to use any of their abilities and lower those powers’ strength and effectiveness. Related Feats: Dampen I, Dampen II, Force Pulse I, Force Pulse II, and Force Pulse III Prerequisites: |
2013/07/20 / 2025/05/05 |
Blinding |
Blinding is a Force User's ability to create a flash of blinding white-light with the Force. The effect is instantaneous and leaves opponents disoriented and unable to see as if hit with a flash-bang grenade. This ability can also blind the caster if they are not careful, and requires a hand gesture as a focus. Blinding +0: N/A Blinding +1: Initially, the Force User must commit his full concentration for several seconds in order to create a flash of blinding white-light. Blinding +2: With further training, the Force User can create a flash of blinding white-light with half of their concentration focused on the task, but requires full focus while in combat. Blinding +3: With consistent training, the Force User can create a flash of blinding white-light with minimal concentration outside of active combat, and half concentration while engaged in combat. Blinding +4: The Force User has become adept at creating a flash of blinding white-light with minimal effort in combat or out of combat. Blinding +5: A Master of Blindness can create a flash of blinding white-light at will, without any noticeable effort. Related Feats: Blinded By The Light, Primed I, Primed II, Primed III, and Whizz-Bang Prerequisites: |
2013/07/20 / 2020/01/20 |
Darkness |
Darkness uses the Force to create a sphere around a single target in which all light is eliminated. This power is initially draining, able to affect only a small area. As the Force User's power increases, they are able to affect a larger area with greater ease. Darkness prevents natural vision and optical technology (such as cameras), but not the use of the power Sense. Darkness +0: N/A Darkness +1: At its most basic level, Darkness is limited to a sphere roughly two meters in diameter, fixed on the center of the user. It takes about a second for the darkness to descend, and the effect will only last several seconds. Darkness +2: With further study, the Force User can increase the diameter to about four meters, and anchor it anywhere within two meters of themselves, lingering for several seconds. Darkness +3: With consistent study, the Force User can increase the diameter to six meters in size and anchor it anywhere within four meters of themselves, lasting for up to a minute. Darkness +4: No longer a matter of study, the Force User can instinctively snap an eight meter diameter into place, anchoring it anywhere within six meters of themselves, lasting about a minute. Darkness +5: With mastery comes perfection. The Force User may place a twelve meter diameter shape anywhere within twelve meters of themselves, anchoring it within the same range, lasting about a minute. Related Feats: Darksight, Ichor Cloud, Lil' Bit Disco, Primed I, Primed II, and Primed III Prerequisites: |
2013/07/20 / 2024/01/30 |
Creature Control |
The Force connects all living things, and with training, a Force-user can develop the ability to reach out and make a connection with a target creature. Creature Control +0: N/A Creature Control +1: With full concentration, you can connect with a Domesticated creature. Creature Control +2: With half concentration, you can connect with a Domesticated creature, and begin to form a connection with Tameable creatures. Creature Control +3: With minimal effort you can connect with Domesticated or Tameable creatures, and can create a basic connection with an Untameable creature to prevent them from eating you. Creature Control +4: You can effortlessly connect with any creature that is Domesticated and connect with a Tameable creature with minimal effort. With full concentration, you can maintain a connection with untameable creatures. Creature Control +5: You can effortlessly connect with any creature that is Domesticated or Tameable, and with enough focus even those considered Untameable . Related Feats: Beast Mode I, Beast Mode II, Beast Mode III, Creature Sense I, Creature Sense II, Creature Sense III, Deep Bond I, Deep Bond II, Deep Bond III, Obedience School, Primal Bond I, Primal Bond II, Primal Bond III, We Are Legion I, and We Are Legion II Prerequisites: |
2013/07/20 / 2019/05/03 |
Battle Meditation |
Battle Meditation is a Force Power used to boost the combat effectiveness of allies and reduce the effectiveness of enemies. With further training, the Force User can influence their tactical coordination and teamwork as well but does not allow for telepathic communication. The skill starts with affecting the immediate area around the user, growing to affect an entire battlefield, but does not work well on the scale of large space battles. Battle Meditation can generally turn a narrow victory into a rout, a narrow defeat into a narrow victory, or minimize the losses of a significant defeat. Battle Meditation +0: N/A Battle Meditation +1: At the most basic level, the Force User may influence morale in a single confrontation nearby, and in the Force User's line of sight. Battle Meditation +2: With some extra study, the Force User no longer requires a direct line of sight and can affect allies working as a team. Battle Meditation +3: The Force User can easily affect multiple small-sized groups fighting independently, influencing their courage, morale and will to fight, and improving or reducing their coordination with each other. The Force User will often turn the tide of small battles in their favour. Battle Meditation +4: Through dedicated concentration, the Force User can simultaneously affect groups of friends and foes across a small area, tipping the scales in any small or medium confrontation. Battle Meditation +5: A master of Battle Meditation may devastate the will of his enemies, while simultaneously amplifying the courage of his allies, across an impressive area. The Force User can influence the outcome of any medium or large confrontation. Related Feats: Ace Aura, Force Meld I, Force Meld II, Hivemind I, Hivemind II, Hivemind III, Space Battle Meditation I, and Space Battle Meditation II Prerequisites: |
2013/07/20 / 2021/02/10 |
Barrier |
Barrier manifests the Force into a translucent defensive corona that can absorb any kind of physical attacks. These Barriers protect only the user, requiring them to remain stationary, and will shatter after enough impact. Barrier can stop repeated hits from conventional weapons (including blasters and other energy-based weaponry), but will shatter on heavy impact with things such as explosions or large projectiles like boulders. Barrier +0: N/A Barrier +1: At its most basic level, the Force User must take several seconds to concentrate and focus their full will to manifest the Force as a protective Barrier. The user’s full concentration is necessary to maintain the barrier. Barrier +2: With further study, the Force User must still take several seconds of concentration to manifest the Force into a protective Barrier but no longer needs their full concentration to maintain it. Barrier +3: With consistent training, the Force User is able to summon the Force almost instantaneously to create a protective Barrier and can do so in the middle of combat. Barrier +4: It is no longer a matter of training, but instinct that allows the Force User to will the Force into a protective Barrier as long as they are not already fatigued or under heavy duress. Barrier +5: A master of conjuring Barriers may summon them at will, even when fatigued or under heavy duress. Related Feats: Bounce It, Energy Dispersion, Shield Wall I, Shield Wall II, and Shield Wall III Prerequisites: |
2013/07/20 / 2017/11/29 |
Amplification |
Allows a Force User to perform amazing feats of physical prowess. By channeling the Force, a Force User could run faster, jump higher, hit harder, and even react faster. This ability allows the user to push beyond the normal limits of their physical bodies and perform superhuman feats. Amplification +0: N/A Amplification +1: At the most basic level, a Force User must concentrate for several seconds to augment one of their physical abilities through the Force. The Force User would feel fatigue after a single use respective to the complexity of the action. Amplification +2: With further study, the Force User must concentrate for only a second in order to augment one of their physical abilities through the Force. A single-use will not cause fatigue, but subsequent use of Amplification in the next several minutes would. Amplification +3: With consistent study, the Force User can instantly augment one of their physical abilities through the Force, but still experience fatigue when using Amplification several times over the course of several minutes. Amplification +4: The Force User can instantly augment one of their physical abilities with the Force but still experience fatigue if they use Amplification many times over the course of several minutes. Amplification +5: Mastery allows a Force User to not only instantly augment one of their physical abilities with the Force, but the effects of fatigue after use are effectively negligible. Related Feats: Beast Mode I, Beast Mode II, Beast Mode III, Crystal Ascendant: Can't Touch This, Enhanced Sight I, Enhanced Sight II, Escape Artist, Force Scream I, Force Scream II, Hammerhand, and Lightning Reflexes Prerequisites: |
2013/07/20 / 2020/01/20 |
Healing |
Healing is the Force User’s ability to use the Force to cure injuries. This comes at a personal cost of energy and strength. Both dark and light side applications have the same set of ability to heal themselves and others. This ability merely accelerates possible healing a body would normally undergo. For major injuries, this acceleration can mean the difference between life and death, healing the body before it would die from its injuries. For example, this power can heal a serious torso wound by a lightsaber, but cannot allow a limb to be regrown. Physical contact must be maintained for the duration of the healing. Healing +0: N/A Healing +1: A Force User can with full concentration on the task, heal abrasions, set minor bone fractures, and maintain bodily function. This effort is very draining on their energy. Serious injuries can take up to a day to fully heal. Healing +2: A Force User can heal abrasions, seal up open wounds, set bone fractures, and maintain bodily function. This can be done while moving, but without performing any strenuous physical activity. This effort is very draining on the user’s energy. Serious injuries can take up to a day to fully heal. Healing +3: A Force User can heal injuries more quickly. Minor wounds can be healed with less concentration. This effort is only moderately draining on the user’s energy. Serious injuries can be healed in hours instead of days. Healing +4: A Force User can heal injuries even more quickly, even in the heat of battle. This effort is moderately draining on the user’s energy. Serious injuries can be healed in hours instead of days. Healing +5: A Master of Healing can utilize this ability with barely any concentration and can be done while participating in combat. This effort is less draining on the user’s energy. Serious injuries can be healed in a matter of moments. Related Feats: Accelerated Healing I, Accelerated Healing II, A Soul for a Soul, Field Triage I, Field Triage II, Field Triage III, Force Drain I, Force Drain II, Force Drain III, Synergy I, Synergy II, and Synergy III Prerequisites: |
2013/07/20 / 2020/01/23 |