Force Power | Description | Created / Updated |
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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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |