Force Power | Description | Created / Updated |
---|---|---|
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 |
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 |
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 |
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 |
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: Force-Link, Mechu-deru I, Mechu-deru II, Mechu-deru III, Memory Meld, and Static Feedback Prerequisites: |
2013/07/20 / 2025/05/05 |
Telekinesis |
Telekinesis is the ability to lift, move and otherwise manipulate objects using the power of the Force — the energy that connects all things together — by directing it to enact their will. The result is a tangible manipulation of the Force as an energy that can be applied towards utilitarian uses as well as combative ones. This encompasses pushing, pulling, gripping, lifting, or even throwing physical objects, though the laws of physics still apply. Because of this, it is far easier to move something within a vacuum than an object in motion, where the user is working against gravity. Special training (Feats) allows for more advanced combat techniques. Telekinesis +0: N/A Telekinesis +1: At an early stage, the Force User must put their full concentration for several seconds on a single object to will it to move. While it is difficult to lift something heavier than their physical limitations would allow, it is still possible with enough uninterrupted application of focus and effort. A hand gesture is required to help focus the mind. Telekinesis +2: With an effort of will, the Force User can concentrate for a second to freely manipulate multiple objects while not under duress and can exceed their physical limitations. A hand gesture is required to help focus the mind. The more objects being affected makes it more difficult to have careful movement. Telekinesis +3: Allied with the Force, the Force User can wield Telekinesis in the heat of battle. Most objects can be moved instantaneously, so long as no opposing force is applied, and sizable objects take a few seconds of concentration. Telekinesis +4: The Force User can now control the world around them with a fine-grain, even intricate objects such as mechanical locks, with the Force. It is well beyond merely a power to lift rocks. Multiple objects can be moved around at will with a reasonable degree of accuracy. Telekinesis +5: A master of Telekinesis can now easily and instantly influence any number of physical objects of any shape or size with the appropriate concentration. Related Feats: Force Crush I, Force Crush II, Hammer Time, Hexing I, Hexing II, Hexing III, Ichor Bolt, Matter Bender I, Matter Bender II, Plasma Manipulation I, Plasma Manipulation II, Primed I, Primed II, Primed III, Telekinetic Combat I, Telekinetic Combat II, Telekinetic Strike I, Telekinetic Strike II, Telekinetic Strike III, Use The Force, Luke I, and Use The Force, Luke II Prerequisites: |
2013/07/20 / 2018/01/16 |
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 |
Slow |
Slow allows a Force User to hinder the movement of a target through the Force. With more advanced training (feats) a Force User can also stun a target in place, or bring them to a complete halt. This ability affects both organic and non-organic targets. Slow +0: N/A Slow +1: Initially, a Force User can slow or hinder the movement of a target with their full attention set to the task. Slow +2: With further study, the Force User can slow or hinder a target with less than full attention, as long as they are concentrating on the task. Slow +3: With consistent training, the Force User can slow or hinder the movement of a target with half their attention and minimal concentration. Slow +4: The Force User can slow or hinder the movement of a target with minimal attention and only slight concentration. Slow +5: A master of Slow can effortlessly slow or hinder the movements of a target at will. Related Feats: Primed I, Primed II, Primed III, Singularity, Stun I, and Stun II Prerequisites: |
2013/07/20 / 2020/01/22 |
Sense |
One of the most rudimentary powers of the Force User, Sense is the ability to open one's mind to the omniscient awareness of the Force and to use it to detect the presence, feelings, emotions, intentions, alignment, and Force strength of other beings. As the Force User grows more connected with the Force, they can decipher the heightened awareness with greater clarity and less effort of will. All Force Users have the basic ability to feel the Force, but training is required to make any kind of use out of it. Sense +0: N/A Sense +1: Initially, the Force User can close their eyes and focus solely on connecting with the Force to detect the proximity, presence, feelings, intentions, and emotions of sentient beings around them. The details can be overwhelming, though, while only the vaguest sense of alignment can be felt. Sense +2: With further study, the Force User can more easily connect with the Force to detect the proximity, presence, feelings, emotions, intentions, and alignment of sentient beings around them. Even a rough measure of an individual's Force strength can be felt. The details become more clear, and can be used to paint a basic picture of understanding of the details presented. Sense +3: With consistent training, the Force User can easily connect with the Force to detect the proximity, presence, feelings, emotions, intentions, alignment, and Force strength of sentient beings around them, even while in combat or under light duress. The details are fairly clear, but may be clouded if under duress. Sense +4: With only a moment’s concentration, the Force User can connect with the Force to detect the proximity, presence, feelings, emotions, intentions, alignment, and Force strength of sentient beings around them, even while in combat or under duress. The details are clear enough to paint a picture of what is happening, unless the Force User is under heavy duress. Sense +5: A fully trained Force User, with the Force as their ally, can connect to the Force at will and with no concentration required, sensing the proximity, presence, feelings, emotions, intentions, alignment, and Force strength of sentient beings around them. The details are sharp and clear. Related Feats: Battlefield Awareness I, Battlefield Awareness II, Battlefield Awareness III, Creature Sense I, Creature Sense II, Creature Sense III, Dowsing I, Dowsing II, Dowsing III, Elementary, Eyes Wide Shut, I Know That Feel, Bro, Psychometry I, Psychometry II, and The Force is With Me Prerequisites: |
2013/07/20 / 2020/01/20 |
Rage |
Light or Dark, all Force Users can will their entire being toward a single purpose. When letting their Rage fuel their body, a Force User can run faster, hit harder, and jump higher, beyond even Amplification would allow. When the adrenaline subsides, however, the Force User often feels a heavy tax on their body and needs significant time to recuperate. Rage +0: N/A Rage +1: Initially, when a Force User enters Rage they will be completely single-minded in pursuit of their goal, ignoring even self-preservation. At this rank, if the Force User is unable to complete their goal, their Rage will only end with the Force User's death or exhaustion at the end of the power’s duration. Rage +2: With further study, a Force User entering Rage will retain their self-preservation instinct, able to change their course of action if continuing to do so would likely cause them grave physical harm. Rage +3: With consistent training, a Force User is capable of basic tactical thinking during Rage. They may give and take commands from allies, and are more aware of their surroundings. Rage +4: A Force User adept at Rage is capable of maintaining discipline and a mostly clear head during combat. The Force User' situational awareness is only slightly diminished, and they remain capable of complex tactical maneuvers. Rage +5: A master of harnessing their Rage can harness the ability with a perfectly clear head. For all outward appearances, the Force User is in complete control of their actions, emotions, and able to dispassionately change course of action if they desire. Related Feats: Rage Against The Machine, Rampage I, Rampage II, and Rampage III Prerequisites: |
2013/07/20 / 2020/01/20 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |