Character Sheet Reference

Displaying Force Powers 1 - 20 of 31 in total
Force Power Description Created / Updated
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
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
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
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
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
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
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
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
Farsight

Farsight is the ability to gain vague impressions of events happening in other places or times using the Force, typically achieved through long meditation sessions. These visions focus on strong imagery and emotions. The future is always in motion, however, and is thus subject to change.

Farsight +0: N/A

Farsight +1: At its most basic level, a user will feel emotions about events several days before they transpire, but is unable to extract meaningful information or images through the Force.

Farsight +2: With further study and training, the Force User can now “see” vague images taking place several weeks in advance that are symbolic of what the future may hold with a slight degree of accuracy, though they will have difficulty interpreting these images before events unfold.

Farsight +3: Through focused meditation, the Force User may now “see” clearer symbolic images of possible futures several months before they occur, and can even glimpse fragments of important events in the future. The user will have an easier time interpreting these with moderate accuracy, but will likely miss details leading to the crucial event.

Farsight +4: The user can now “watch” events before they transpire as if experiencing a vague dream, and with the proper study and meditation, can interpret the meaning of important moments with a fair degree of accuracy a year before they transpire.

Farsight +5: The Force User's mind sees with surprising clarity, with their visions being inseparable from having a vivid dream. Not only can they identify major key moments in the possible future, but also events that surround them, giving them a far more complete interpretation of what may transpire within years of these events occurring.

Related Feats: Clairvoyance I, Clairvoyance II, Clairvoyance III, Don’t Stop Believin’, More Than A Feeling, Presentiment I, Presentiment II, and Presentiment III

Prerequisites:

2013/07/20 / 2017/11/29
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
Force Lightning

Force Lightning is the ability to manifest the Force into violent energy from the user’s own body in the form of electricity directed at a single target in a burst. Force Lightning can fry sensitive electronics and will cause extreme pain in the recipient. With more advanced training (Feats), this ability can be augmented into a sustained attack or even hit multiple targets.

Force Lightning +0: N/A

Force Lightning +1: Initially, Force Lightning takes several seconds and powerful immediate emotional stimulus to harness. At this rank, a single use will leave the user feeling winded, physically, and emotionally taxed.

Force Lightning +2: After some practice, the Force User can call upon past emotional experiences for several seconds to provide fuel for Force Lightning. The aftereffects are still present.

Force Lightning +3: With consistent training, a Force User is able to lessen the after effects, and can use Force Lightning multiple times over several minutes.

Force Lightning +4: Force User can put themselves into the required mindset almost instantaneously and can call on Force Lightning repeatedly before being drained.

Force Lightning +5: A Master of the power can produce Force Lightning at will, with but a thought. The Force User can use the ability multiple times in quick succession with little effort.

Related Feats: Arcane Shield I, Arcane Shield II, Arcane Shield III, Bounce It, Force Shockboxing I, Force Shockboxing II, Force Shockboxing III, Lightning Deflection I, Lightning Deflection II, Lightning Deflection III, Primed I, Primed II, Primed III, Static Shock I, Static Shock II, Static Shock III, Static Shock IV, and Tempest

Prerequisites:

2013/07/20 / 2018/01/20
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
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
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
Illusion

Allows a Force User the ability to use the Force to trick the five senses (sight, hearing, taste, smell, and touch) of a sentient being into perceiving something other than reality. Complex sensations — such as pain, odors and flavors — are more demanding on both the user and the believability of the Illusion, and the mind will reject the most severe instances. The more accomplished a Force User is with Illusions, the easier it is to affect the mind of other sentient beings. This can be contested by the target's Perception.

Illusion +0: N/A

Illusion +1: Initially, a Force User must devote their full concentration to conjuring an Illusion against their target.

Illusion +2: With further study, the Force User can conjure an Illusion with partial concentration, if not engaged in direct combat or under too much duress.

Illusion +3: Through consistent training, the Force User can manifest an Illusion with minimal concentration even while engaged in battle.

Illusion +4: The Force User can create Illusions with ease, with only a few moments of concentration required, even in the midst of battle.

Illusion +5: A Master of Illusions can cast them at will, even in the midst of battle, as effortlessly as breathing.

Related Feats: Faceless I, Faceless II, Faceless III, Force Projection, Loop it, Pay No Attention To The Man Behind The Curtain, and Prestidigitation

Prerequisites:

2013/07/20 / 2025/05/05
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
Mind Trick

The Mind Trick is one of the most famous uses of the Force in that it gives the Force User the ability to directly affect the mind of another sentient being. The memories, thoughts, and opinions of a target are left open to the user's machinations and can be manipulated temporarily. This allows for the target to be more easily swayed or nudged in the direction the user desires, even forcing them into unconsciousness if strong enough. It also allows for memories to be probed and even implanted, or opinions to be altered. Unlike Manipulation or Interrogation, this ability is instantaneous and thus can be useful in combat or other real-time scenarios. This can be contested by the target's Resolve.

Mind Trick +0: N/A

Mind Trick +1: Initially, a Force User can influence the mind of a target with their full concentration. A hand gesture is required to help focus the mind.

Mind Trick +2: With further training, the Force User can influence the mind of a target with partial concentration. A hand gesture is required to help focus the mind.

Mind Trick +3: With consistent training, the Force User can more easily influence their target with minimal concentration against those of lesser Resolve.

Mind Trick +4: The Force User can influence the mind of their target with only a few moments of concentration, even in the midst of battle and against those of lesser Resolve.

Mind Trick +5: A Master of the Force User Mind Trick can effortlessly influence the will of those with lesser Resolve as easily as breathing.

Related Feats: Dominate Mind, Force Interrogation I, Force Interrogation II, Force Interrogation III, Inceptioned, Manchurian Candidate, Moving The Masses, Puppet Master, and Your Weapons... You Will Not Need Them

Prerequisites:

2013/07/20 / 2025/05/05
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
Precognition

Precognition is the Force User's ability to perceive immediate and intentional danger to themself through the Force as it enters their sphere of awareness — which is a fancy way of saying the space around the immediate person. This power often manifests itself in the form of gut intuition to dodge an incoming attack, like a slight nudge or “voice” advising them to duck under a blaster bolt that would have otherwise split their forehead.

Precognition +0: N/A

Precognition +1: The Force User is able to sense imminent danger to their person, but often only a heartbeat or two before it occurs.

Precognition +2: As the Force User learns to trust their instincts, they can sense danger within two or three heartbeats before it happens, affording them the opportunity to react.

Precognition +3: With further training, the Force User may perceive danger several heartbeats in advance and, if able, can not only avoid harm but start to formulate a plan of action to avoid further harm from follow up attacks.

Precognition +4: The instincts of a fully trained Force User are sharp and focused, allowing the user to perceive danger several heartbeats in advance and even as intentions shift in a single moment, giving them time to not only dodge effectively if able, but figure out a countermeasure.

Precognition +5: A master of Precognition can not only perceive imminent danger, but with enough time to formulate and, if able, execute a countermeasure preemptively.

Related Feats: Jedi Ace I, Jedi Ace II, Jedi Ace III, Leaf On The Wind, and Reflexive Counter

Prerequisites:

2013/07/20 / 2020/01/20