1 | Greetings! | |||||||||||
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2 | This is the Release document for the Brotherhood Character System BETA. In this document, you will find the Character System team's completed work on the various Skills, Disciplines, Force Powers, and Feats that will ship at release. In addition to this document, we will have guides and walkthroughs of the system ready and written. I encourage you to primarily use the already-uploaded parts of the Character System at http://darkjedibrotherhood.org/admin/character_sheets, though that, as well as these descriptions, are being proofread and checked for other types of errors. | |||||||||||
3 | Please note that in all cases, what you read on the site takes precedence over this document. It is provided as a reference ONLY! Many of Skill and FP Ranks are being modified and updated even now and will transition to the Wiki. | |||||||||||
4 | ~ The Character System Team | |||||||||||
5 | ||||||||||||
6 | Table Of Contents | |||||||||||
7 | Terms | A list of terms specific to the Character System. | ||||||||||
8 | Aspects | A handful of member submitted aspects. We did not add all of the member submitted Aspects to the system, but we did add the best. Ultimately we decided that were we to add all of them, it was very possibly a bit of a waste of time because members can make custom aspects, and the list will be populated with additional aspects over time. | ||||||||||
9 | Disciplines | This contains all of the feats for Disciplines. Please note that one of these Feats directly improves an existing Power, while the other Feat is based either on SWRPG Canon material, or is a specialized use of an existing DB Force Power. | ||||||||||
10 | Species | We decided to create a unique species feat for each of the different officially supported DB species - or at least the common ones. We plan to add more species in the future, but this is a lengthy list to launch with. If your species is NOT present, please see the Character Guide Express and contact the Voice office. :) | ||||||||||
11 | Skills | Our skill list, as well as the basic tooltips. At release, *most* skills have a complete description for levels 1, 3, and 5 which are meant as basic guidelines for what that Skill Level can confer. This will be an ongoing project after release, but the skill tooltips describe how the skills improve so members have an idea until that point. The end goal will be a complete Wiki document with skills (and Force Powers) progressions. | ||||||||||
12 | Force Powers | Our Force Power List, with basic tooltips AND complete progressions up to Elder. We have not yet completed GM powers, because honestly, some of them are hard to describe. Some may actually become Feats because they do not fit accurately within a FP we have at the moment. | ||||||||||
13 | Feats | Our extensive Feat list for character customization. Not all of these feats are online yet, but most will be tomorrow, and Feats are something we can continue to add once the system has been approved. | ||||||||||
14 |
1 | Term | Description |
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2 | Couple of times, handful, etc | Terms used to describe the number of times an ability can be used are deliberately left vague so that writers need not feel restricted specifically to a set, limited instances of use of a power. These terms occur roughly in degrees to signifity how often powers can be used, typically in relation to one another. Still, it is expected that the general times such a power is used is kept within a reasonable rage for the terms give. A couple of times may be two or three, but unlikely fifteen, for example. |
3 | Disciplines | A Character Class that determines combat style/approach. |
4 | Feats | Specific abilites granting a bonus to a Skill or Force Power |
5 | Force Power | Force based ability a character can allocate points to using the ladder system, or that is received from a Discipline. |
6 | Force Power Level | Current Level of Force Power Level as dictated by point allocation. |
7 | Force Power: Barrier | Barrier is the Force based defense against physical attacks, such as those made with a martial arts form |
8 | Force Power: Deflection | Deflection is the Force based defense against Force based attacks or energy weapon based attacks, such as Force Shock and Blasters. |
9 | Ladder System | A point allocation system in which a character is required to have supporting Skills or Force Powers for each subsequent level. |
10 | per Battle/Comabt | This refers to one ACC match or periods of time in fiction between periods of rest. |
11 | Race Perks and Flaws | Specific bonuses and penalties applied to Skills based on a character's race. |
12 | Rank Tier: Elder | Ranks Dark Adept, Dark Jedi Master, Dark Prophet. Maximum Skill/Force Power level: +5 |
13 | Rank Tier: Equite | Ranks Equite I, Equite II, Equite III, Equite IV. Maximum Skill/Force Power level: +4 |
14 | Rank Tier: Grand Master | Rank of Grand Master. Maximum Skill/Force Power level: +6 |
15 | Rank Tier: Journeyman | Ranks Protector, Guardian, Jedi Hunter, Dark Jedi Knight. Maximum Skill/Force Power level: +3 |
16 | Rank Tier: Novitiate | Ranks Intitiate, Apprentice, Novice, and Acolyte (Disciple). Maximum Skill/Force Power level: +2 |
17 | Skill | Non-Force based ability a character can allocate points to using the ladder system. |
18 | Skill Level | Current Level of Skill Proficiency as dictated by point allocation. |
19 | Skill: Atheltics | Athletics are the skill based defense against Force based attacks and non-Force based attacks that can be dodged or evaded, such as an opponent using Telekinetic Push on an inanimate object that is being used as a projectile. |
20 | Skill: Endurance | Endurance is the skill based defense against Force based attacks and non-Force based attacks of a physical nature, such as Telekinetic Strikes and Might. |
21 | Skill: Resolve | Resolve is the skill based defense against mental Force based attacks, such as Mind Trick and Terror. |
22 | Status: Crippled | Physically incapacitated |
23 | Status: Disoriented | Momentarily incapacitated while remaining conscious. |
24 | Status: Incapacitated | Unable to perform actions |
25 | Status: Slowed | Physcially or Mentally impeded, though not fully incapacitated. |
1 | Name | Type | Text |
---|---|---|---|
2 | Duelist | Combat | Through careful study and dedication to isolated martial-combat,{{member}} has turned the act of dueling into an art form. A keen eye and attention to detail allows {{gender:him,her}} the ability to learn their opponent's idiosyncrasies while fighting.{{member}} then uses {{gender:his,her}} own skills to capitalize on the opponent's weakness. Because of this calculated approach to isolated duels,{{member}} has a harder time taking on multiple opponents at once at higher skill levels. |
3 | Straight Shooter | Personality | {{member}} tells it like {{gender:he,she}} sees it, when {{gender:he,she}} thinks it; and {{gender:he,she}} doesn't try to sugar coat what {{gender:he,she}} says. |
4 | Looking For Trouble | Personality | {{member}} has a very bad attitude. {{gender:He,She}} enjoys picking fights and causing trouble, and as such, {{gender: he,she}} isn't phased by most encounters because, let's face it: {{gender:he,she}} tends to be involved in quite a few of them around here! |
5 | Natural-Born Killer | Personality | Killing has never been a problem for{{member}}; and {{gender:he,she}} kind of enjoys it now, if {{gender:he,she}} is honest. Killing's what{{member}} does, and {{gender:he,she}} likes what {{gender:he,she}} does. |
6 | Technically Legal | Personality | {{member}} prefers to push the rules to the absolute limit. While {{gender:he,she}} is unlikey to actually break rules or disobey orders, {{gender:he,she}} toes the line between what is allowed and what isn't at every opportunity. |
7 | Addictive Personality | Personality | {{member}} has a tendency to get addicted to things, even if those things aren't addictive. |
8 | In Shining Armor? | Personality | {{member}} has a knack for making heroic entrances whenever possible. This is actually something {{gender:he,she}} works at, and one of these days, {{gender:he,she}} might just be a little too late. |
9 | Cowardly Lion | Personality | {{member}} doesn’t like conflict; so {{gender:he,she}} tries to avoid it whenever possible, both in terms of combat, and interpersonal relations. |
10 | Circuit Brained | Personality | {{member}} loves to play with computers and enjoys interacting with them more than {{gender:he,she}} does with people. Some may call {{gender:him,her}} antisocial - and they'd be right. |
11 | Due Diligence | Personality | When {{member}} does things, {{gender:he,she}} makes sure everything is done correctly, no matter how long it takes. |
12 | Child at Heart | Personality | {{member}} is perfectly capable of fulfilling responsibilities and doing {{gender:his,her}} duties. But goofing off and having fun will always have a heavy sway in {{gender:his,her}} decision making. {{gender:he,she}} sometimes ignores orders or finds ways to spend as much time avoiding an assignment as possible. |
13 | Shoot First, Ask Questions Later | Combat | If {{member}} had been in Greedo’s shoes, Han Solo would be pushing up daisies. {{gender:He,She}} almost always acts on instinct, which typically means {{gender:he,she}} can be seen as impulsive and doesn't seem to think {{gender:his,her}} actions through. |
14 | Dead Sprint | Combat | When {{member}} gets in trouble, {{gender:he,she}} finds no fault in bravely turning tail and getting the hell out of dodge. Obviously, this means that {{gender:he,she}} tends to survive even the most deadly encounters... but the same can't always be said for {{gender:his,her}} compatriots. |
15 | He's No Good To Me Dead | Combat | {{member}} doesn't like to kill people; instead {{gender:he,she}} chooses to injure {{gender:his,her}} opponent until that person is unable to fight back or is otherwise incapacitated. |
16 | Oo, shiny! | General/Personality | {{member}} is mesmerized by anything shiny and can easily spot shiny objects from a distance. This makes {{gender:him,her}} good at finding things of importance or value, but {{gender:he,she}} may also be distracted by pretty baubles. |
17 | Minister of War | Personality/Combat | {{member}} is utterly devoted to success in combat, no matter the mission, no matter the cost. {{gender:he,she}} has spent {{gender:his,her}} life building {{gender:him,her}}self in the image of war, utilizing a dogmatic regiment that has lead {{gender:him,her}} to a single-minded obsession with military success and requires intense physical and mental training. This training, however, has come at the cost of anything resembling empathy or concern for others - even {{gender:his,her}} superiors and subordinates. |
18 | Dirty Rotten Scoundrel | General | {{member}} is a master of the 'tricks of the trade' - the cheating and stealing trade, that is. With a certain propensity and natural talent for stealth and thievery,{{member}} is a professional when it comes to committing crimes, from minor to major. While sometimes it is as simple as a few more favorable cards in a hand or a set of sticky fingers, {{gender:his,her}} plays can amount to something as big as a full-scale heist. Either way,{{member}} knows {{gender:his,her}} way around a job. However, everyone is bound to get caught eventually, and reputations have a way of coming back to bite you in the rear. . . not to mention those looking to extract a little vengeance for being scammed. |
19 | Strategist | General | Through a combination of preparing, studying, and analyzing, {{member}} creates detailed battle plans and tries to think two steps ahead of the enemy. At times, however, this can lead to {{member}} creating complicated schemes that can baffle subordinates. |
20 | I Can Fix That | General | If it has an electronic circuit or gears,{{member}} thinks {{gender:he,she}} can fix it; everything from holopads to starships. To{{member}}, even the most random assortment of scraps from a junkyard can be used to create something useful. {{gender:he,she}} has a knack for fixing things that are broken, and {{gender:his,her}} confidence in this ability borders on arrogance, and if {{gender:he,she}} fails to fix something, {{gender:he,she}} is prone to fits of anger and annoyance. |
21 | Lone Wolf | Personality | {{member}} doesn't like to work in groups or teams and feels most comfortable on {{gender:his,her}} own. {{member}} sticks to {{gender:him,her}}SELF, sets {{gender:his,her}} own pace, and doesn't share feelings or emotions with others. While the Lone Wolf can get things done quietly and efficently, {{gender:he,she}} tends to be emotionally cut off and has problems relating to {{gender:his,her}} comrades. |
22 | We Must Protect This House! | Personality | {{member}} is devoutly loyal to {{gender:his,her}} House or Clan and will follow orders unquestionably. {{gender:he,she}} would sacrifice {{gender:his,her}} own life to protect {{gender:his,her}} House or Clan from harm. This attitude, however, often clouds {{gender:his,her}} ability to see things from an arbitrary or objective point of view and {{gender:he,she}} can come off as extremely narrow-minded. |
23 | Once More Unto the Breach | Combat | Born with an intractable will and limitless courage, {{member}} will stand in the face of insurmountable odds and never retreat. Despite the fact that such acts of heedless bravery are inspiring and will sometimes result in victories worthy of song, just as often they result in {{gender:his,her}} allies getting wounded or killed. |
24 | They're Animals, and I Slaughtered Them Like Animals | Personality | {{member}} has a legendary and virulent need for vengeance. Once crossed, {{gender:he,she}} will make it {{gender:his,her}} life’s work to ensure that whatever slight was received is repaid tenfold. This need for vengeance can be all-consuming, and can often lead to short-sighted decisions. |
25 | Tonight, we dine in hell! | Combat | {{member}} possesses a single minded drive for victory, and a deep seeded martyr complex. When presented with a chance to wade into battle versus overwhelming odds,{{member}} does not hesistate, and instead rushes in, relying on skill, fate or chance to let {{gender:him,her}} survive. |
26 | I Need A Drink | Personality | {{member}} is often confused and heavily saddened by the amount of idiocy that constantly surrounds {{gender:him,her}}. It is often much easier for {{member}} to cope with people by ensuring {{gender:he,she}} stays inebriated and dulling {{gender:his,her}} senses. When unable to find alcohol for an extended period of time,{{member}} will devolve into a ravenous, hate-filled monster that is nigh impossible to be around. |
27 | Hokey Religions and Ancient Weapons | Combat | {{member}} may wear a lightsaber at {{gender:his,her}} waist, but {{gender:he,she}} always goes for {{gender:his,her}} trusty blaster instead, preferring to shoot it out from range rather than trying to get in up-close and personal. Only as a last resort will {{gender:he,she}} go for {{gender:his,her}} lightsaber. |
28 | He Told Me Enough, He Told Me You Killed Him. | General | Someone in {{member}}’s past was killed and {{gender:he,she}} has vowed to avenge their death. Should the object of {{gender:his,her}} vengeance be discovered, {{gender:he,she}} is likely to to do whatever {{gender:he,she}} can to exact revenge. |
29 | I'm Getting Too Old for This | General | {{member}} has both been there and done that. {{gender:he,she}} thinks {{gender:he,she}} has seen every imaginable scenario of war and battle and survived it all, and that nothing can phase {{gender:him,her}}. The daily grind has almost become too intolerable for{{member}} and they are prone to lash out at anyone who attempts to coerce them into another adventure. |
30 | Bothans do it from behind | General | {{member}}, as a Bothan, will never go into any situation head-on. Whether it be combat or just strolling down the street, {{gender:he,she}} will stick to the shadows or cloak {{gender:him,her}}SELF in the Force. The less {{gender:he,she}} is seen, the better. If {{gender:he,she}} cannot sneak up on someone, then{{member}} will not bother confronting them. |
31 | On the Run | General | {{member}} is no greenhorn when it comes to dealing with those who wish {{gender:him,her}} ill. At some point, {{gender:he,she}} managed to cross the wrong people, and now they've got a mark on {{gender:his,her}} hide for it. While such experiences have hardened {{gender:him,her}} for adrenaline-filled moments of evading those who seek to make {{gender:him,her}} their quarry, {{gender:he,she}} can never be quite sure if {{gender:he,she}} is truly safe, for promises of wealth or power can turn even the most seemingly stalwart of allies to enemies with knives poised at {{gender:his,her}} back. |
32 | Prideful | General | Despite whatever all {{gender:his,her}} other characteristics may convey, {{member}} retains the air of a person that is confident, if not arrogant. Minor (and often, major) things in {{gender:his,her}} body language - {{gender:his,her}} walk, {{gender:his,her}} stance, {{gender:his,her}} expressions - reveal these feelings. At times, it seems {{gender:he,she}} borders upon narcissism, especially judging from how much {{gender:he,she}} enjoys {{gender:his,her}} own company. |
33 | Resourceful Researcher | General | {{member}}'s life is filled with training and learning for all sorts of situations, from the mind-numbingly normal to the utterly bizarre. As such,{{member}} has developed into a rather resourceful individual, able to quickly gather, decipher, or investigate information and act upon any given situation. However, knowledge and training does not always translate well to the tense environment of the battlefield, and no amount of textbooks can preapre one for reality... |
34 | I'm Gonna Be a Master of Disguise | General | CHARCTER is a master of assimilation and impersonation. There is scarcely a planet in the galaxy where {{gender:he,she}} can't manage to find a way to fit in, be it throwing together a convincing imitation of local guard or pretending to be a regular local. {{member}} is so good at such that {{gender:he,she}} may have seemingly lost all sense of personal style and flair, leaving {{gender:him,her}} as nothing but a copy-cat without true identity. |
35 | How Hard Can It Be! | Personality | {{member}} always seems to underestimate the gravity of important situations or the difficulty of tasks by about a mile or ten.{{member}} is a bit of a slacker, never really thinking things all the way through - and it usually comes back to bite {{gender:him,her}} in a wildly comedic way. However, {{gender:he,she}} also tends to not be detered from things that would often scare others away. |
1 | Feat Name | Discipline | Feat Description | |||||||||
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2 | Faceless I | Assassin | Staying incognito is key for any assassin. {{member}} has the ability to use the Force to alter one or two of {{gender:his,her}} features with a self-illusion. {{member}} can change eye color, the shape of a nose, a jawline, or even the alignment of teeth; all useful in helping {{gender:him,her}} avoid being recognized. The effects can last over the course of half a day, but need to be re-applied before the illusion fizzles out. This Force Power can be used a couple times per combat. {{member}} is Proficient (+3) with this Force Power. | |||||||||
3 | Faceless II | Assassin | {{member}} can now change their entire face to appear as someone else. This counts for simultaneously changing the shape of lips, nose, eyes, ears, chin, and cheek bones, as well as the coloration of things like eyes, skin tone, and teeth. This self-illusion can be maintained for an entire day, and will hold up in combat. This Force Power can be used a few times per combat. {{member}} is Adept (+4) with this Force Power. | |||||||||
4 | Faceless III | Assassin | As an Elder Assassin, {{member}} can not only change their face, but alter the length or shape of hair, its color, and length through self-illusion. This effect can be held for a week’s time and can be maintained effortlessly in and out of combat and even while sleeping. This Force Power can be used a handful of times per combat. {{member}} is a Master (+5) with this Force Power. | |||||||||
5 | Ghosting II | Assassin | {{member}} is now more efficient at using **Force Cloak**. If standing still, {{member}} is nearly undetectable, but when moving a translucent shimmer can be seen in the air for anyone who is looking. While moving, {{member}} has learned to move silently, but can still be detected through thermal vision. Before attacking, {{gender:he,she}} decloaks and can be momentarily vulnerable. | |||||||||
6 | Ghosting III | Assassin | While using **Force Cloak**, {{member}} can now move freely without being detected with the naked-eye, sensors, and even Precognition through the Force. At close range, translucent shimmers can be seen in the air for one looking carefully enough, and {{gender:he,she}} still uncloaks when attacking. | |||||||||
7 | Ghosting I | Assassin | {{member}} knows how to blend into a crowd, using the basics of light, shadow, and color to better utilize the **Force Cloak** power. While moving, albeit very slowly and with concentration, {{member}} blends in perfectly to a crowd and can move unnoticed, though {{gender:he,she}} is still visible on sensors and can still be detected through the Force. | |||||||||
8 | Force Interrogation I | Inquisitor | Unlike a conventional interrogator, {{member}} can utilize the Force in influencing a subject’s mind. Basic emotions such as fear, hate, and anger can be used to get the subject to reveal information they would otherwise be disinclined to share, allowing {{member}} to use {{gender:his,her}} **Mind Trick** at one Force Power Level above its current level, so long as the goal is to force information from a target. | |||||||||
9 | Force Interrogation II | Inquisitor | {{member}} can now influence stronger emotions like love and suffering. {{gender:he,she}} can probe deep into the hearts of their subjects and find hidden love or fears and draw them to surface. {{member}} can either torture a subject with this information, or use it to willingly coerce the information they desire. When using **Mind Trick** to probe for information, {{member}} uses this Force Power at one level higher (to a maximum of +5) and may use any succesful **Mind Trick** to temporarily instill some basic emotion such as agony, ecstasy, desire, or fear in addition to other purposes. | |||||||||
10 | Force Interrogation III | Inquisitor | {{member}} can break even the strongest of wills. Given time alone with a subject, {{gender:his,her}} power of suggestion is powerful enough to manipulate any of the subjects six-senses, as well as their strongest emotions: morality and loyalty. {{member}}’s intrusions can be so subtle that the subject would never even know they had given away information. Or {{gender:he,she}} can be much more violent and obtrusive, leaving the subject’s mind a mess. Not only is {{member}}'s **Mind Trick** usuable at one Skill Level above it's current level (maximum of +6), {{gender:he, she}} may choose to instill such strong emotions that it may leave {{gender: his, her}} target completely helpless for a time after the interrogation. | |||||||||
11 | Inquisition I | Inquisitor | Inquisitors are particularly skilled in combating other Force Users, and are able to temporarily weaken an opponent's strength in Force Powers. Once per combat, {{member}} may reduce his or her opponent's Force Power Level in all Force Powers by one, to a minimum of Initiate (+1). This ability has a short duration. This ability has no effect on Force Powers on the target or that the target has used on others previously, and it also has no effect on any Force Power above Proficient(+3). | |||||||||
12 | Inqusition II | Inquisitor | Inquisitors are particularly skilled in combating other Force Users, and are able to temporarily weaken an opponent's strength in Force Powers. Once per combat, {{member}} may reduce his or her opponent's Force Power Level in all Force Powers by one, to a minimum of Initiate (+1). This ability has a short duration. This ability has no effect on Force Powers on the target or that the target has used on others previously, and it also has no effect on any Force Power above Proficient(+4). | |||||||||
13 | Inquisition III | Inquisitor | Inquisitors are particularly skilled in combating other Force Users, and are able to temporarily weaken an opponent's strength in Force Powers. Once per combat, {{member}} may reduce his or her opponent's Force Power Level in all Force Powers by one, to a minimum of Initiate (+1). This ability has a short duration. This ability has no effect on Force Powers on the target or that the target has used on others previously, and it also has no effect on any Force Power above Proficient(+5). | |||||||||
14 | Reave I | Juggernaught | With every strike of {{gender:his,her}} weapon while under the effects of **Rage**, {{member}}'s adrenaline pulsates, giving {{gender:his,her}} movements an added haste. As {{member}} continues to fight, {{gender:his,her}} swings become faster as well as overall movement. The use of raw emotion takes away from {{member}}'s accuracy the longer {{gender:he,she}} maintains {{gender:his,her}} **Rage**, and when the battle pauses or comes to an end {{gender:he,she}} experiences temporary fatigue coming down from a battle-high. This effect requires **Rage** to be active, and lasts only as long as that Force Power is maintained. | |||||||||
15 | Iron Skin III | Juggernaught | A true Elder Juggernaut cannot be knocked off {{gender:his,her}} feet. Through {{gender:his,her}} mastery of {{gender:his,her}} body and the Force, {{member}} can harden {{gender:his,her}} body like a sheet of Mandalorian Iron, so long as {{gender:he,she}} is not moving. A charging speeder bike would crumple like a ball of paper and crash if it were to collide with {{member}} when bracing for impact. When braced, {{gender:he,she}} can dampen the effects of a detonation or explosion. This Force Power can be used a handful of times per combat. {{member}} is a Master (+5) with this Force Power. | |||||||||
16 | Iron Skin II | Juggernaught | Through training, {{member}} does not need to position {{gender:his,her}} feet to harden {{gender:his,her}} body. At will, {{gender:he,she}} can steel {{gender:him,her}}self against an incoming attack. {{member}} can shrug off multiple hits from blunt impact, falls or trauma. {{gender:he,she}} is immune to being staggered or stunned by any jarring hit. This Force Power can be used a few times per combat. {{member}} is Adept (+4) with this Force Power. | |||||||||
17 | Iron Skin I | Juggernaught | Against a charging foe, or the onslaught of weaponry, {{member}} can dig {{gender:his,her}} heels into the ground and through the Force harden {{gender:his,her}} body against impact. Once {{gender:his,her}} feet are planted as such, {{member}} can shrug off basic attacks such as kicks and punches or any type of bash that would typically stun or stagger, though {{gender:he,she}} would still take physical damage from repeated physical assault. This Force Power can be used a couple times per combat. {{member}} is Proficient (+3) with this Force Power. | |||||||||
18 | Reave II | Juggernaught | The frenzy of blood and death drives {{member}} into a willing fury that {{gender:he,she}} has now learned to control. {{member}}'s rapid, powerful chains of attack no longer receive a penalty to accuracy, but {{gender:he,she}} still suffers from exhaustion following the end to {{gender:his,her}} **Rage**. This effect requires **Rage** to be active, and lasts only as long as that Force Power is maintained. | |||||||||
19 | Reave III | Juggernaught | An Elder Juggernaught on the battlefield is typically a sign of an impending massacre. {{member}}'s alacrity in battle is rivaled by none; {{gender:his,her}} strikes not only fast but now deadly-accurate. As one foe falls, {{gender:he,she}} is already focused on the next kill. {{member}} experiences only very minor fatigue, and has learned to store {{gender:his,her}} haste in reserve to seamlessly accelerate back to peak-form at a moments notice. This effect requires **Rage** to be active, and lasts only as long as that Force Power is maintained. | |||||||||
20 | Battle Fury III | Marauder | Few things are more frightening than the power of an Elder Marauder's movement through the battlefield. {{member}} becomes one with {{gender:his,her}} affinity to the Force, allowing {{gender:him,her}} to fight longer and harder than anyone on the battlefield while {{gender:his,her}} **Amplification** is active. {{gender:His,Her}} **Amplification**s now last three times as long as {{gender:his,her}} Force Power Level would normally allow, as well as restoring {{gender:his,her}} stamina so long as the Force Power is active. Furthermore, {{member}} pulls from the essence of fallen foes to invigorate {{gender:his,her}} own fighting spirit when **Amplification**, healing minor wounds. Further, {{gender:he,she}} maintains a bonus to _Athletics_ (though still at a maximum of +5) while under the effects of **Amplify**. | |||||||||
21 | Battle Fury I | Marauder | Marauders are skilled at moving quickly and relentlessly through combat. {{member}} has honed {{gender:his,her}} ability to **Amplify** {{gender:his,her}} physical skills and abilities, and is able to maintain {{gender:his,her}} **Amplify** for half again as long as {{gender:he,she}} would otherwise. Furthermore, regardless of what physical actions or capabilities {{gender:he,she}} has amplified, {{gender:he,she}} also receives a single Skill Level bonus to _Athletics_ (to a maximum of +4) while **Amplify** is active, . | |||||||||
22 | Battle Fury II | Marauder | {{member}} thrives in the heat of battle. While using {{gender:his,her}} **Amplify**, {{gender:he,she}} now also regains any stamina lost while fighting. Additionally, {{gender:he,she}} still is able to maintain an **Amplification** for twice times as long as {{gender:his,her}} Force Power Level would normally allow, and {{gender:his,her}} _Athletics_ is increased by one Skill Level (to a maximum of +5) while under the effects of **Amplify**. | |||||||||
23 | Gore II | Marauder | {{member}}'s Gore now not only inflicts a persistent wound, it also slows an opponent slightly. {{member}}'s target suffers from a wound that oozes every few seconds, causing light pain and reducing the target's movement speed slightly for about half a minute. This attack can be used at range, though it suffers from the normal penalties of any ranged Force Power. This Force Power can be used a couple times per combat. {{member}} is Adept (+4) with this Force Power. | |||||||||
24 | Gore I | Marauder | {{member}} can unleash a tendril of Dark Side energy. This attack inflicts a persistent, irritating wound on a single opponent. This wound oozes every few seconds, causing light pain and discomfort to the victim for about half a minute. This attack can be used at range, though it suffers from the normal penalties of any ranged Force Power. This Force Power can be used a couple times per combat. {{member}} is Proficient (+3) with this Force Power. | |||||||||
25 | Gore III | Marauder | {{member}}'s Gore is capable of inflicting a festering, Dark Side wound. {{member}}'s target suffers from a wound that not only oozes every few seconds, causing light pain and reduced movement speed, but also makes the target unable to be healed for the duration of the wound. This wound lasts approximatley half a minute. This attack can be used at range, though it suffers from the normal penalties of any ranged Force Power. This Force Power can be used a handful of times per combat. {{member}} is a Master (+5) with this Force Power. | |||||||||
26 | Lance II | Sorcerer | {{member}} can now launch offensive **Force Powers** from a distance that are not only accurate, but also as powerful as if they were used on an opponent at close range. | |||||||||
27 | Lance III | Sorcerer | The Elder Sorcerer is unmatched in {{gender:his,her}} understanding of the Force. {{member}} can not only amplify offensive** Force Powers** at a distance, but can chain {{gender:his,her}}'s attack-effects to strike multiple targets at full strength if those targets are near one another. | |||||||||
28 | Lance I | Sorcerer | Even as a Journeyman, the Sorcerer stands apart from other Force users. Through concentration and willpower, {{member}} can accurately launch an offensive **Force Power** even from a distance but with slightly reduced damage. | |||||||||
29 | Seethe I | Sorcerer | {{member}} channels {{gender:his,her}} hatred inwardly, pulling energy from within to temporarily refill {{gender:his,her}} own power. If {{gender:he,she}} is allowed to maintain this concentration for fifteen seconds or longer, {{gender:he,she}} can reuse **Force Powers** whose refractory periods would otherwise prevent their reuse. This ability can be used a couple times per combat. {{member}} is Proficient (+3) with this Force Power. | |||||||||
30 | Seethe II | Sorcerer | {{member}} can bend the Force to their will, renewing {{gender:him,her}}self from the energy around {{gender:him,her}}. If {{gender:he,she}} is allowed to maintain this concentration for fifteen seconds or logner, {{gender:he,she}} can reuse **Force Powers** whose refractory periods would otherwise prevent their reuse. {{member}} can lend that same rejuvenation-energy with an ally, though this requires concentrating for additional time. This ability can be used a few times per combat. {{member}} is Adept (+4) with this Force Power. | |||||||||
31 | Seethe III | Sorcerer | Through an extension of willpower, {{member}} can draw energy from the world around them and fuse it with {{gender:his,her}} own. With this new energy, {{member}} can revitalize {{gender:his,her}} own spirit and **Force Powers** from the brink of exhaustion almost instanteously with only a few seconds of concentration. {{gender:he,she}} can apply the same energy to an ally without needing much concentrated effort. This Force Power can be used a handful of times per combat. {{member}} is a Master (+5) with this Force Power. |
1 | Added on | Species Name | Species Feat - Perks and Flaws | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | Release | Anzat | {{member}}, being a member of the Anzat race, gains a bonus to _Medicine_. Anzati have higher regenerative capabilities than Humans, {{member}} gains one Skill Level to _Medicine_ when healing {{gender:hiself,herself}}. Anzati are addicted to their 'soup' and are more suceptible to addictive substances, so {{member}} recieves a one Skill Level penalty to _Resolve_ against addictive substances. | |||||||||||
3 | Release | Barabel | {{member}}, being a member of the Barabel race, is immune to stun energy and is naturally resistant to blunt weaponry; however, Barabels do not do well with diplomacy and are cold blooded. {{member}} gains a one Skill Level penalty to _Diplomacy_ in diplomatic negotiations and a one Skill Level penalty to _Survival_ in cold weather. | |||||||||||
4 | Release | Blood Carver | {{member}}, being a Blood Carver, has much different traditional cultural standards than other humanoids, where compliments are offensive and insults are flattery. Because of this, {{gender:he,she}} has difficulty interacting with other races, receiving a penalty to _Diplomacy_ and _Empathy_ when interacting with non-Blood Carvers. However, these same cultural traditions make Blood Carvers extremely difficult to manipulate in many traditional ways, giving them a single Skill Level increase to _Resolve_ when other races attempt to verbally manipulate them. | |||||||||||
5 | Release | Bothan | {{member}}, being a member of the Bothan species, is granted a bonus to Investigation. When {{member}} is performing espionage operations, {{gender:he,she}} gains a one Skill Level bonus to _Investigation_. Bothans have poor relationships with the Human species, and {{member}} suffers a one Skill Level penalty to _Diplomacy_ when dealing with a Human. | |||||||||||
6 | Release | Cathar | {{member}}, being a member of the Cathar species, is granted a bonus to _Might_. When {{member}} is using {{gender:his,her}} retractable claws in combat, they gain one Skill Level to _Might_. Cathar are incredibly loyal and honourable, so {{member}} gains a one Skill Level penalty to _Manipulation_ when attempting to lie or deceive. | |||||||||||
7 | Release | Chiss | {{member}}, being a member of the Chiss, matured quickly as a result of the race's lack of an adolescent period. Combined with {{gender:his,her}}'s culture of focusing on denying emotion in favor of logic, {{member}} can make a calcualted decision even when under emotional duress or in the heat of combat. But Chiss are also xenophobic, and {{member}} gains a one Skill Level penalty to _Diplomacy_ and _Empathy_ when dealing with non-Chiss. | |||||||||||
8 | Release | Dashade | {{member}}, being a member of the Dashade race, is resistant to several forms of energy. {{member}} gains one skill level point to Survival when dealing with heat or radiation for one instance. Because Dashade are and thought to be extint, {{member}} gains a one skill point penalty to Persuasion when dealing with non-Dashade and a one skill point penalty to Subterfuge when trying to blend in. | |||||||||||
9 | Release | Duros | {{member}}, being a member fo the Duros race, has an inate ability as a space explorer and gains a one Skill Level bonus to _Astrogation_ when plotting Hyperspace jumps. The Duros and the Corellians have a terrible history, so {{member}} gains a one Skill Level penalty to_Empathy_ and _Diplomacy_ when dealing with Corellians. | |||||||||||
10 | Release | Elomin | {{member}}, being a member of the Elomin race, strives to find order in everything {{gender:he,she}} does, and to create order where none exists. {{member}} gains a one Skill Level bonus to _Diplomacy_ in heated situations. Elomin are also obsessed with their personal hygiene, and {{member}} suffers a one Skill Level penalty to _Resolve_ at all times while they are dirty or unclean. | |||||||||||
11 | Release | Falleen | {{member}}, being a member of the Falleen race, can use their pheremones to gain one Skill Level to _Manipulation_ against opponents who are unprepared or unfamiliar with {{gender:his,her}} charms. Due to the isolationist attitude of Falleen, {{member}} gives off an arrogant demeanor and receives one negative Skill Level to _Empathy_. | |||||||||||
12 | Release | Hapan | {{member}}, being a member of the near-human Hapan race, is naturally attractive and gains one _Skill Level_ to Manipulation when dealing with members of the Human species and neither {{member}} is under duress. Due to the lack of nighttime in the Hapes Cluster, {{member}} is near-blind in the dark. | |||||||||||
13 | Release | Human | {{member}}, being a member of the Human race, gains a bonus to _Survival_. When adapting to a new climate or home, {{member}} gains a one Skill Level bonus to _Survival_. | |||||||||||
14 | Release | Miraluka | {{member}}, being a member of the Miraluka race, is physically blind and instead sees in a unique spectrum through the Force. As a result, {{member}} is overly sensative and concious to the emotions of those around {{gender:him,her}}. {{member}} receives a one Skill Level penalty to _Resolve_ while under duress and in the presence of several others also under duress, but gains a one Skill Level bonus to _Resolve_ if allies are rallying or in a positive mindset. | |||||||||||
15 | Release | Mon Calamari | {{member}}, being a Mon Calamari, is amphibious and can survive on both land and water. Mon Calamari get +1 to Athletics when in water, but do not fair well in dry conditions. In dry climates, {{gender:he,she}} has a one Skill Level penalty to _Survival_(to a minimum of +0). Mon Calamari get a unique bonus that allows them to sense Traps just as they occur, giving them one Skill Level bonus to _Perception_ (maximum of +2). | |||||||||||
16 | Release | Nautolan | {{member}}, being a Nautolan, is amphibious and can survive on both land and water. Nautolans are able to use the tendrils on their heads to detect pheremones and determine a person's emotional state, but this works better in water. {{member}} gains a one Skill Level bonus to _Empathy_ while in water. Being amphibious, {{gender:he,she}} doesn't do so well when it's dry. In dry climates, {{gender:he,she}} has a one Skill Level penalty to _Survival_ | |||||||||||
17 | Release | Neti | {{member}}, being a Neti, is granted a bonus to their Subterfuge skill. A race of shapshifting trees, they can morph into humanoid solid-treelike masses. When blending in with trees and wooded areas, {{member}} may use _Subterfuge_ at one Skill Level higher. Being made primarly of wood, {{member}} is highly susceptable to fire. | |||||||||||
18 | Release | Noghri | {{member}}, being a member of the Noghri race, is granted a boost to {{gender:his,her}} _Subterfuge_ skill. When blending into {{gender:his,her}} surroundings, {{member}} gains a one Skill Level bonus to _Subterfuge_. Noghri prefer to avoid being deceitful, and suffer -1 Skill Level penalty to _Manipulation_ when lying. | |||||||||||
19 | Release | Omwati | {{member}}, being a member of the Omwati race, {{gender:he,she}} is a natural mechanic. When working with science or creating something, {{member}} gains two Skill Level points to _Engineering_ for a brief period. Omwati, due to their lithe, fragile anatomy recieve a one Skill Level penalty to _Endurance_ (Minimum +0). | |||||||||||
20 | Release | Ongree | {{member}} is an Ongree and is amphibious and can survive on both water and land. In dry climates, {{gender:he,she}} has a one Skill Level penalty to _Survival_ (minimum +0). When in water, {{member}} has a distinct advantage and gains a one Skill Level bonus to _Athletics_. | |||||||||||
21 | Release | Quarren | {{member}} is a Quarren and is amphibious. {{member]] gains +1 to Athletics while in water. If {{member}} is unable to keep {{gender:his,her}} skin moist or damp, then {{gender:he,she}} receives one negative Skill Level to Endurance (minimum of +0). Being amphibious, {{gender:he,she}} fares poorly in dry climates, and {{gender:he,she}} has a one Skill Level penalty to _Survival_. | |||||||||||
22 | Release | Rattataki | {{member}}, being a member of the Rattataki race, has experience in arena situations, and gains +1 to Bladed Weapons while not equiped with a lightsaber. The Rattataki spent centuries at war with one another and as a result {{member}} receives a one Skill Level penalty to _Diplomacy_ when dealing with other Rattataki. | |||||||||||
23 | Release | Rodian | {{member}} is a Rodian and can see in the infrared spectrum. {{member}} can see body heat and other heat signatures while in the dark. Rodians are also known to stink like bantha-fodder, and gain a one Skill Level penalty to _Diplomacy_ at all times. | |||||||||||
24 | Release | Sakiyan | {{member}} is a Sakiyan and is granted a boost to {{gender:his,her}} Survival skill. When tracking something, {{member}} gains one Skill Level to _Survival_. Sakiyans have a bad sense of humor, and {{member}} suffers a one Skill Level penalty to _Empathy_ when relating to individuals with a sense of humor. | |||||||||||
25 | Release | Shard | ||||||||||||
26 | Release | Shi'ido | Still working on what to do with shape shifters; they are more or less "game breaking." We do NOT want this. Pick one at your own peril: Mav may get uppity about it. ;P | |||||||||||
27 | Release | Trandoshan | {{member}} is a Trandoshan and gains a bonus to {{gender:his,her}} _Medicine_ skill. When using {{gender:him,her}} inate ability to regenerate limbs and apendages, {{member}} can use _Medicine_ at one Skill Level higher to aid the process. Trandoshans are cold blooded, and {{member}} suffers a two Skill Level penalty to _Survival_ in cold weather(to a minimum of +0). | |||||||||||
28 | Release | Twi'lek | {{member}}, being a Twi'lek, has two stomachs and a strong disgestive system, allowing {{gender:him,her}} to gain one Skill Level to _Survival_ when eating wild foods. Due to the unmistakable lekku and skin pigmentation of {{gender:his,her}} race, {{member}} receives a one Skill Level penalty to _Subterfuge_ when attempting to blend in. | |||||||||||
29 | Release | Wookiee | {{member}}, being a Wookiee, is granted a boost to {{gender:his,her}} _Might_ skill. When lifting heavy objects, holding doors open, or breaking machinery, {{member}} can use _Might_ at one Skill Level higher for a single instance. Wookiees are also quite large, however, and often have trouble fitting into pilot seats, doorways, and other size-restricted objects typically designed for average-sized humanoids. | |||||||||||
30 | Release | Zabrak | {{member}} is a Zabrak and is resistant to pain. {{member}} gains a one Skill Level bonus to _Resolve_ while being physically tortured. Like other Zabrak, {{member}} can be perceived as having an air of arrogance around {{gender:him,her}} giving {{gender:him,her}} a one Skill Level penalty to _Diplomacy_ when dealing with humans. | |||||||||||
31 | Release | Zelosian | {{member}}, being a member of the Zelosian race, has chlorophyll sap instead of blood and can use it to help heal {{gender:his,her}} own body. {{member}} can use _Medicine_ at one Skill Level higher when healing {{gender:his,her}} own body. Due to the pigmentation in {{gender:his,her}} eyes, {{member}} is completely blind at night. | |||||||||||
32 | 8/26/2013 | Echani | {{member}} is a Echani and thus perceives combat as form of self-expression. {{member}} gains a one Skill Level bonus to _Empathy_ while being involved in combat. Like other Echani, {{member}} can be perceived as having a deep rooted need for fighting, giving {{gender:him,her}} a one Skill Level penalty to _Diplomacy_ when dealing with others. | |||||||||||
33 | 8/29/2013 | Arkanian | {{member}} is a Near-Human Arkanian. Arkanians are incredibly intelligent and adapt researchers, and {{member}} gains a Skill Level in Intellect whenever {{gender:he,she}} is trying to understand or learn something new. However, Arkanians are also aloof and arrogant, and as such, {{member}} often finds compatriots are less likely to be as open with {{gender:him,her}}. {{gender:He,She}} suffers a one Skill Level penalty to _Empathy_ when trying to read someone that {{gender:he,she}} is not already extremely close to. | |||||||||||
34 | 8/29/2013 | Pantoran | Pending | |||||||||||
35 | 8/29/2013 | Epicanthix | Pending |
1 | Name | Tooltip Description | Learned (+1) | Proficient (+3) | Master (+5) | Sovereign (+6) | |||||||||||
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2 | Astrogation | An individual's ability to plot routes through space. Many fore-go this skill in favor of astromech droids, but droids can only serve predefined routes. The ability to observe, analyze, and implement navigation in space can be an invaluable tool. Starting with a basic understanding of how hyperspace routes are determined, as an individual progresses through this skill he or she will gain a stronger understanding of the astronomical anomalies that effect navigation through space and eventually implement new routes through hyperspace to take advantage of this understanding. While using this skill untrained, an individual would have some knowledge of the major hyperspace routes through the galaxy, but that's it. | |||||||||||||||
3 | Athletics | Athletics is an individual's general level of physical fitness, based not just on pure strength (which is more the realm of Might), but also on how dexterous that individual is. An individual with a higher Athletics skill may be able to jump, run, climb, or swim better and for longer than an individual with lower Athletics, as well as to dodge, roll, or otherwise avoid attacks. Essentially, Athletics allows an individual to overcome or avoid physical obstacles and contact through physical movement. When using this skill untrained, an individual can jump small distances, scale small obstacles, and generally avoid tripping over his or her own shoelaces. | You've learned the 5 D's. Duck, Dodge, Dive, Dip...and Dodge. Heightened agility and maneuverability, but still can get winded after complicated maneuvers. Like running and dodging through a crowd at a stop-go-pace. | On par with a professional athlete. You have control over your muscles and how they work with your body, allowing you to plant, pivot, twist and jump with ease. Able to outrun most in a straight line race, but you still need to slow down when cutting or turning too abruptly. | The peak of your species athletic ability. You can sprint through a crowded marketplace without touching a single denizen or slowing your movement. | You're the cover-star of "Mr. Galaxy Holo-zine" | |||||||||||
4 | Beast Riding | An individual's ability to mount an animal as a vehicle. This relates to being able to stay mounted upon an animal that was not specifically designed for a rider. Starting with a true understanding that animals are not always favorable to their riders, as an individual progresses in this skill he or she will be able to comfortably sit upon a variety of creatures and ride them as comfortably as he or she would upon a speeder. When using this skill untrained, an individual may be able to ride an animal as a vehicle if it is extremely well behaved and saddled for such a task already. | |||||||||||||||
5 | Bladed Weapons | A fighter's ability to use a range of bladed melee weapons. This includes: Swords, Knives, Spears, Axes, and vibroweapons of the same types. Starting with an understanding of one type of weapon, as individual progresses, he or she can expand on not just mastery over a single type of bladed weapon, but competency in others. When using this skill untrained, an individual understands the basic principle of using a bladed weapon: stab the target with the pointy end. | You are familiar with the basics of handling one bladed weapon types. You can execute basic maneuvers in a scrap without hurting yourself. | You are highly proficient with a single bladed weapon type and can hold your own against a skilled opponent one-on-one. You could take on more than one at a time, but they would need to be of lesser skill. You are familiar with one other bladed weapon type but favor your primary. | Anything with a point or a sharp edge can be used as a lethal weapon. Regardless of size, shape, weight, your mastery of bladed weaponry spans a vast array of weapon types. | ||||||||||||
6 | Blasters | Blasters covers the understanding and technical application of laser-based firearms, ranging from a hold-out blaster to a Repeater. Knowledge of a varying range of weapons becomes available as you progress, as well as how well an individual can use the weapon effectively in combat situations. With practice, accuracy can be enhanced by expanded knowledge of variables that effect the use of aiming or operating laser-based firearms. When using this skill untrained, an individual knows what end of the weapon to point at an opponent and can pull a trigger, though there are no guarantees that he or she will actually hit anything. | Fundamental actions of reloading, switching a safety, and how the different parts work. Even stationary targets are manageable, but moving targets are difficult. | You have a working knowledge of a select group of blasters, be it Rifles or Pistols. In the right conditions, you can draw a proper bead on a moving target, but headshots would still be tricky. | You can spell out the first letter of your name on a target-board at it's deepest range while holding a conversation and looking away. Even if you are unfamiliar with a blaster-type weapon, you can figure out how to use it effectively. | ||||||||||||
7 | Blunt Weapons | A fighter's ability to use a range of blunted melee weapons in combat. This includes: Quaterstaves, Electrostaves, and Hammers. Starting with an understanding of one type of weapon, as an individual progresses, he or she can expand on not just mastery over a single type of blunt weapon, but competency in others. When using this skill untrained, an individual understands the basic principle of using a blunt weapon: swing hard, and try to hit the soft, squishy areas. | You are familiar with the basic handling of one blunted weapon type. You can execute basic maneuvers in a scrap without hurting yourself. | You are highly proficient with a single blunted weapon type and can hold your own against a skilled opponent one-on-one. You could take on more than one at a time, but they would need to be of lesser skill. You are familiar with one other blunted weapon type as well. | Anything with a dulled or rounded edge can be used as a deadly weapon.. Regardless of size, shape, weight, your mastery of blunted weaponry spans a vast array of weapon types. Able to adapt to a new blunted weapon very quickly without much of a learning curve. | ||||||||||||
8 | Diplomacy | An individual's ability to conduct negotiation between representatives. This relates to maintaining contacts, as well as understanding the nuances of conversational warfare. Starting with a firm understanding of the "power" of words, an individual progresses in this skill to become a fencer of the tongue; a being capable of maintaining a vast network of individuals while able to say exactly the right things in order to facilitate the best outcome for his or her own purposes. When using this skill untrained, an individual might be able to convince someone to do something they were already intending to. Maybe. | |||||||||||||||
9 | Dual-Wielding | The ability to effectively wield multiple weapons at the same time. As rank increases, proficiency increases. When using this skill untrained, an individual's strong hand is bluntly obvious, and doing simple tasks with the weaker hand tends to be clumsy. | You can physically use two weapons at the same time, but the weaker hand would have a harder time keeping pace with the strong hand. | You can effectively fight with two weapons, as long as you're focused and the weapons are of the same shape/type. | Pure ambidexterity. You can do any given action with either hand at equal and/or simultaneous efficiency, without thinking. Weather alternating a single-hand weapon or operating dual-weapons, there is no loss in execution of maneuvers. | ||||||||||||
10 | Empathy | An individual's ability to understand and observe changes in the personality or emotions of others. This relates to how easily an individual can observe changes in state of mind and get an understanding of "who" they are. Starting with a basic understanding of other's emotions, as an individual progresses he or she will be more easily able to notice the subtle nuances within the personalities of others and form a stronger image of the type of person they are. This can be used in both positive and negative situations, to either help resolve another's issues or better exploit them. When used untrained, this skill can help to identify obvious stressors. | |||||||||||||||
11 | Endurance | An individual's ability to withstand physical damage to the body. This relates to how difficult it is to inflict effective physical damage upon an individual, whether damage is inflicted by another person or the environment. Starting with an average "human" level of endurance, as an individual progresses he or she will become more difficult to hurt through physical means, making it less likely to suffer broken bones and internal injuries. When used untrained, this skill can help an individual overcome daily physical exertion. | Able to shrug off basic discomfort when having muscles twisted or strained. You can come out of a barroom brawl with a black eye but no major damage. | You can take being stabbed with a bladed object stoically and shrug off direct hits from ranged weapons if armored. | You can shrug off a blow from Raken's Warhammer when he's angry and defy physics with your ability to stay on your feet without getting knocked over. | I want you to hit me... as hard as you can. | |||||||||||
12 | Explosives | The understanding of explosive devices such as bombs, grenades, missiles, and anting else that goes "boom". You possess the knowledge of their chemical compositions, components, and most importantly, their effects on the world around them. When using this skill untrained, an individual can probably recognize that something looks like it's about to explode. | You know the different types of grenades, and their purposes. You have a basic understanding of how detonations work and how to stay clear of blast radius. | You know an array of explosive devices, how to arm them, and what types of chemicals they are composed of. You can even make your own explosives with the right materials. | You can create a bomb that can be detonated in a crowd of people and kill specifically 11 people. No more, no less. | With enough soap, you could blow up the whole world. | |||||||||||
13 | Intellect | An individual's capacity for deduction and ability to acquire information and put that information to use. The relates directly to ability to use logical reasoning, problem solve, think abstractly, comprehend complex ideas, plan, and learn from experience. Starting with a basic level of reasoning and sparse recollection, as an individual progresses in this skill he or she will be able to reach complex deductions with ease and remember smaller details of people and situations. When used untrained, an individual has a basic grasp of logic and a decent memory, but nothing spectacular. The individual will likely remember information pertinent to his or her daily life from the past without trouble, but may have trouble comprehending complex ideas quickly and may have trouble always learning from mistakes the first time. | I am SHER locked | ||||||||||||||
14 | Interrogation | An individual's ability to gain information from an opponent, with time and effort. This includes common interrogation techniques for a variety of circumstances and is not limited to verbal methods of coercion but includes physical acts such as torturing. Initially, this skill would allow an individual to gain somewhat vague information from mentally weak (Low _Resolve_) targets; additional ranks of this skill allow for extracting increasingly exact information from more and more mentally strong targets. Used untrained, an individual might be able to extract some vague information from someone that is both mentally and physically exhausted. | |||||||||||||||
15 | Intimidation | _Intimidation_ is an individual's ability to bully, frighten, or scare another into a course of action they might otherwise have refused to do. _Intimidation_, unlike _Manipulation_, does not typically cause an individual to actively believe something different, it simply forces that individual into a course of action out of fear of mental or physical harm. Initially, this skill would allow an individual to bully a mentally weak target into an action he or she is hesitant to take, while subsequent levels of the skill allows an intimidator to coerce more unwilling targets into action. Used untrained, this skill allows an individual to yell loudly, stomp around, and maybe convince someone to do something in order to get him or her just to be quiet. | You know how to make your presence in a room known. | ||||||||||||||
16 | Investigation | An individual's ability to spend time to in order to investigate and discover things through active searching. Unlike _Perception_, this skill requires active searching and longer searches can lead to more information. Initially, this skill resembles something closer to rummaging, but with training, it can be used to detect everything from inconsistencies in bank statements to biological samples at a crime scene, and the implications of each. When untrained, an individual might be able to make an educated guess that an Apprentice murdered his Master based on the bloody knife in his hand as he stood over the dead body of his mentor. | |||||||||||||||
17 | Leadership | _Leadership_ measures an individual's ability to inspire anyone in his or her company, ranging from a small team to an entire Clan. It is also the ability to rally others to a cause, to convince them that a course of action is right and without the need for manipulation. Some lead by example, and some by eloquent words. Presence fuses with knowing the right things to say at the right time. When using this skill untrained, people might just follow an individual into doing something if they were already considering it, but that individual better have a pretty strong reason for them to do so. | You can handle command of small units, and know how to motivate your team to fight for you with careful wordplay. | You can make your presence known to those around you. Your subordinates will follow you loyally, but will still question your actions should they seem illogical. If you were to fall or make a critical error, doubt would spread slowly until otherwise addressed. | They can take our lives...but not our Freedom! You are more than just a leader. You are a symbol, an icon. Your name alone draws cheers from soldiers that have never even met you. Every subordinate down to the lowest recruit would jump in front of a sword for you. Even if you were to fall in battle, your troops would carry your banner forward and continue on fighting without you. Your subordinates will follow any command you give, without question. Even if a plan you have is eccentric, your followers will automatically assume it's Thrawn-level genius. | You see old friend? I brought more soldiers than you | |||||||||||
18 | Linguistics | An individual's ability to read, write, and analyze text, speech, and transcriptions from different languages. All characters have a base understanding of their own native language and galactic basic. Linguistics covers the addition of new languages to an individual's repertoire, one for each rank in the skill. When used untrained, this skill grants proficiency in all common languages associated with the individual's species. | You know that an idiom is a colloquial metaphor, and that the letter "u" is only added to words like "armor" by a select group of weird people. You can speak one additional foreign language. | You can speak and read three languages and have an ear for picking up languages that are similar to ones you already know. | You have mastered 5 languages fully but can give C3PO a run for his money in translating foreign dialects. | You can speak to whales. o/ | |||||||||||
19 | Lore | An individual's level of knowledge on one of several unrelated areas of study. Starting with a basic understanding of the area of study's common knowledge, as you progress in this skill you will become more apt in that field learning more than is common knowledge and into more intricate details about it. When untrained in this skill, a Brotherhood member still knows Lore topics such as the recent history of the galaxy (e.g., since the Rebellion era forward), Dark Brotherhood history, and the rough history of each of the orders. | |||||||||||||||
20 | Manipulation | An individual's ability to change the perception or behavior of others through underhanded, deceptive, or abusive tactics. This includes the uses of negative and positive reinforcement, covert intimidation, falsification, seduction, and is generally limited to verbal and social methods of coercion. Unlike _Subterfuge_, it typically involves altering others, as opposed to oneself. Initially, this skill would allow an individual to change the behavior or perception of a mentally weak (Low _Resolve_) target so long as that alteration has minimal impact on the individual; additional ranks of this skill allow an individual to change the behavior or perception of mentally stronger targets and, over time and with exposure, to increase the severity of the change until eventually the manipulator is able to change the behaviour and perception of very strong willed individuals to do or believe something they wouldn't have before, all the while making them think it was their decision the entire time. Used untrained, you might be able to convince a particular naive individual to do something they might not otherwise wish to do. | Basic understanding of how to get others to do your biding. You know that you can buy a lot more with sugar than salt, and can | Hello Clarise. Evem of held captive. You should not be left alone with a single guard. You can completely contort a persons emotions simply through words; to the point of causing them to either break down hysterically in a corner and rocking themselves for comfort, or convince them that they are fighting for the wrong team and that it is in their best interest to let you free. | I want to play a game with you. | ||||||||||||
21 | Mechanic | The ability for an individual to understand the hardware functions and ministrations of computers, droids, and gadgets. The ability to repair, build, deconstruct and re-build machines, to tinker with their designs and functions. Beginning with a basic understanding of what different circuits and functions on a computer, droid, and gadget do, this skill allows an individual to eventually take that knowledge and transform it into repairing and rebuilding machines in increasingly disparate states of repair. Used untrained, this skill allows an individual to identify roughly the operating system of a particular computer and maybe the make of a droid or two. | You understand what pieces might be involved in constructing something... but you have no actual idea how to go about it. | You're a real mechanic! You're able to identify problems in constructions, fix and repair parts, computers, engines, and are able to identify custom droid designs. | When people need something fixed, they don't even bother trying to fix it. They come to you. Why? You're the master mechanic! Sit something broken down in front of you, and you'll fix it lickety split. | If you built it, they will come. | |||||||||||
22 | Medicine | The understanding of an individual's native physiology, anatomy, cell structure and various system (such as nerves, digestive, and vascular). Through experience, one can learn how to treat subjects of multiple races beyond his or her own as well as expand his or her knowledge in how best to treat different types of injuries. Medicine not only grants the ability to heal, but the ability to harm as well- an expert in medicine will know what cures poison, but can use the very same knowledge to accelerate or even create their own poison. Beginning with the ability to treat simple wounds on members of an individual's own species, or create simple poisons that would effect only an individual's own species, this skill advances to the point of being able to treat complex injuries in a variety of species, as well as that same level of skill in creating poisons and other toxins that will effect others. Used untrained, this skill would allow an individual to identify an obvious physical trauma such as a compound fracture. | You not only know everything there is to know about your species anatomy, but can apply it to other species that are similar. You also have an understanding of the more popular races in the Galaxy, but have been stumped by the rarer types . You now have a firm understanding of the chemistry behind mixing either medicine or poison with the right ingredients. | You can treat a patient by distilling your own cure-alls from what ever limited resources are available to you. You support a database of knowledge of varying species anatomy's. Highly adaptable, you can apply your knowledge to unfamiliar races and treat sickness' based on knowing how to treat similar issues from another climate, culture, or race. | It's never Lupis, and you actually understand how a Shi'Do works on an anatomical level. | ||||||||||||
23 | Might | An individual's capacity for raw feats of physical strength. This relates directly to both actual physical strength as well as ability to use that strength effectively to move, throw, or otherwise displace objects. Unlike _Athletics_, this relates to move other things, not oneself. Initially, an individual might be capable of moving a single moderately sized object or easily wearing light armor while fighting, but with training an individual can learn to harness his or her physical strength to move larger and heavier objects as well as wear heavier armor without a problem. When untrained, an individual would be slightly weaker than the average human strength, needing the assistance of others to move anything of significant size. | Typical human strength. Able to wear light armor and operate effectively. Able to wield lightweight weapons such as daggers and blaster pistols without fatigue. | Peak physical condition. Able to wear up to full medium armor without any fatigue and able to wield heavy weapons like repeaters and axe's with limited fatigue. You can hurl an opponent over your shoulder with relative ease and sheer force. With the right torque you could snap someones wrist. | Wookies let you win. | The power, to move you. | |||||||||||
24 | Perception | An individual's ability to instantaneously detect and perceive things in the physical world around them, normally outside the influence of the Force. This begins as an innate ability to detect obvious hints of danger or oddities in his or her natural environment, but with training an individual can even detect traps and other dangers that would be difficult to detect, even with the Force. Unlike _Investigation_, _Perception_ is instantaneous and no additional knowledge can be gained through time spent "perceiving." When untrained, this skill allows an individual to detect obviously dangerous situations, such as fire spraying out of a ruptured pipe line. | You are familiar with the basic handling of one Miscellaneous weapons type. You can execute basic maneuvers in a scrap without hurting yourself. | You are highly proficient with a single miscellaneous weapon. You can hold your own against a skilled opponent one-on-one. You could take on more than one at a time, but they would need to be of lesser skill. You are familiar with at least one other miscellaneous weapon type as well. | You have become one with your miscellaneous weapon of choice. You can split your own arrow from long range, use a whip like a prehensile limb and can pin a robe to a wall with a pair of carefully aimed throwing knives. | ||||||||||||
25 | Pilot (Large Vessels and Vehicles) | The ability to operate a single console on a capital ship or large vehicle. Initially, this grants understanding and proficient usage of one particular aspect of piloting a capital ship; further Skill Levels grant knowledge of additional stations and understanding in their uses. However, no single individual can pilot an entire capital ship alone and an individual will still require other pilots at other stations; this does not allow an individual to operate more than one console at a time. When used untrained, this would allow an individual to recognize roughly what different stations on a capital ship's bridge are for (though he or she wouldn't know how to use them) and the major types of capital ships and large ground vehicles found in the galaxy and in the Brotherhood. | |||||||||||||||
26 | Pilot (Small and Medium Vessels and Vehicles) | The ability to pilot, identify, and operate starfighters, speeder bikes, pod-racers, small freighters, and other space faring vessels or ground vehicles with single pilots. Initially, this skill allows an individual to identify the majority of common vehicles and ships in the galaxy, as well as take off, land, and fly under good conditions. An individual would also have a basic understanding of how to engage and use weaponry on his or her most used craft, though he or she is unlikely to be capable of hitting targets well. With additional training, proficiency in both atmospheric and interstellar combat improves, as well as the ability to fly under increasingly hostile conditions. When used untrained, this skill allows an individual to recognize certain obvious controls on a starfighter or speeder, as well as recognizing some of the more common makes and models of smaller vessels. | You have a basic understanding of how a speeder bike works. You can maneuver one across open space with relative ease, but obstacles and tight turns are tricky to execute. | ||||||||||||||
27 | Primary Lightsaber Form | An individual's Primary Lightsaber Form. This is the individual's preferred Lightsaber Form. It is assumed that an individual engaged in combat with a lightsaber is utilizing this form in combat unless otherwise specified. This initial Form becomes available to members once they become Journeymen and the exact form is chosen later in the sheet. This skill must be trained (minimum of +1) to use. At (+1), an individual would be capable of only the most basic movements using this form. Initially, Protectors and above have access only to Form Zero, which covers the absolute basics in slashing, parrying, flourishes, and athletic combat while wielding a lightsaber. This Skill can not be used untrained. Initially, this skill allows an individual to hold a lightsaber without hurting him or herself. With profiecency, a member can use basic attacks and defensive moves with a lightsaber or training weapon. At the rank of Dark Jedi Knight, a member gains access to more advanced forms, and a Secondary Form will be available to equites. | |||||||||||||||
28 | Primary Martial Arts Form | An individual's Primary Martial Arts Form. It is assumed that an individual engaging in martial arts combat is utilizing this Form unless otherwise specified. This skill must be trained (minimum of +1) to use. At (+1), an individual would be capable of only the most basic movements and attacks using this form. | |||||||||||||||
29 | Resolve | An individual's ability to overcome the stresses placed upon them through physical or Force based methods. This relates to how they handle pain, both mental and physical, and how resistant an individual is to the Force influence of others. Starting with an average "human" level of resolve, as an individual progresses, he or she will become more resistant to tricks of the mind and be able to ignore mental pain that would cause a lesser to give up. This does *not* indicate resistance to pain, only your ability to push past it. This ability is important in resisting various Force-based attacks. When used untrained, this ability can help an individual overcome the daily stress of every-day life. | With deep concentration, you can fend off mental attacks from an opponent that isn't well trained in tricks of the mind | You can have one part of your mind hide a ball in a mansion and set the other part of your mind to find it. This type of mental gymnastics gives a solid resistant to intrusions when focused. | Your focus is like a sheet of mandalorian iron; resistant to all forms of attacks and flexibly enough to handle multiple attacks against the mind. | Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing......Only I will remain. | |||||||||||
30 | Secondary Lightsaber Form | An individual's Secondary Lightsaber Form. It is assumed that an individual engaged in combat with a lightsaber is utilizing his or her Primary Form rather than this form unless otherwise specified. This becomes available to Equites. The exact form is chosen later in the sheet. This skill must be trained (minimum of +1) to use. At (+1), an individual would be capable of only the most basic movements using this form. | |||||||||||||||
31 | Secondary Martial Arts Form | An individual's Secondary Martial Arts Form. It is assumed that an individual engaging in martial arts combat is utilizing his or her Primary Form unless otherwise specified. This skill must be trained (minimum of +1) to use. At (+1), an individual would be capable of only the most basic movements and attacks using this form. | |||||||||||||||
32 | Slicing | An individual's understanding of computer systems, software, the security used to protect them, and the nature of the strings of 0's and 1's that make up the root of computer technology. Beginning with a basic understanding of how, generally, to penetrate secure systems, an individual with a basic training in _Slicing_ can use even slightly complex software, and with advanced training, that individual will be able to gain entrance to increasingly secure systems and electronics. When using this skill untrained, you have basic knowledge of how to use a computer terminal; for instance, you know that pressing ALT+F4 will not save your progress on a computer terminal and is much more likely to cause it to close. | You have a basic understanding of what is required to slice a secured system. You can utilize software to accomplish simple tasks. Tripping a locked door is possible, but would require effort. | You proudly wear the title of "Slicer". You can tap into security systems with relative ease with the proper equipment. You can decipher codes, create your own, and open locked doors efficiently. Even with limited gear, with enough time you can still effectively hack electronics. | What firewall? | All your base are belong to us. | |||||||||||
33 | Slugthrowers | Covers the understanding and technical application of slug-firing firearms. Though primitive, 'slugs' are effective tools against Jedi as they are much harder to deflect than energy-based weapons. When using this skill untrained, an individual know what end of the weapon to point at an opponent and can pull a trigger, though there are no guarantees that he or she will actually hit anything. | Fundamental actions of reloading, switching a safety, and how the different parts work. Even stationary targets are manageable, but moving targets are difficult. | You have a working knowledge of a select group of slugthrowers, be it Rifles or Pistols. You can draw a proper bead on a moving target, but headshots would still be tricky unless taken from a prone firing position. | You can spell out the first letter of your name on a target-board at it's deepest range while holding a conversation and looking away. Even if you are unfamiliar with a slugthrower-type weapon, you can figure out how to use it effectively. | Boom, headshot! | |||||||||||
34 | Subterfuge | The ability to use deception as a means of achieving a goal. An individual's ability to put on an act, pretend to be someone else or to blend into their surroundings. Beginning with the ability to tell convincing lies (albeit mostly only the gullible will be fooled), this skill allows an individual to cover motivations and intentions with deception and deceit. Unlike _Manipulation_, it is primarily about misleading and fooling others through personal changes in behavior, movement, tone, and expression. Used untrained, this skill allows an individual to understand some of the general ideas of avoiding attention, such as not wearing bright colors when trying to sneak around or not wearing a lightsaber into a Cantina when hiding the fact you're a Jedi. | You can tell believable lies with confidence, but can be detected by anyone who probes beyond the first layer of your statements. | You have learned the art of saying something while meaning another. You can tell lies naturally, and have control over your facial expressions when not under duress. | If being a Dark Jedi hadn't worked out, you would be accepting the Galactic Academy Award for Best Lead Actor in the latest Space-Drama on the Holonet. | Lying is like, 95% of what I do, Cyril. You never go full retard. | |||||||||||
35 | Miscellaneous Weapons | A characters ability to make use and utilize weapons that do not fall into a conventional category or school of training. This can be anything as archaic as a bow and arrow, to throwing knives, dart guns, or even whips. When using the skill untrained, basic operation of these weapons is possible, but the chance of hitting anything with them will take a healthy mix of luck and the Force. At the begining, mastery over a single type is possible, with mastery over multiple weapons achievable at higher ranks. | You are highly profecient with a single miscellaneous weapon. You can hold your own agaisnt a skilled opponent one-on-one. You could take on more than one at a time, but they would need to be of lesser skill. You are familiar with at least one other miscellaenous weapon type as well. | You have become one with your miscellaneous weapon of choice. You can split your own arrow from long range, use a whip like a prehensile limb and can pin a robe to a wall with a pair of carefuly aimed throwing knives. | |||||||||||||
36 | Survival | An individual's ability to stay alive in otherwise difficult environments. This relates directly to the arts of scavenging, hunting, and resourcefulness. Starting with a basic understanding of what is required to continue living, as an individual progresses in this skill he or she will become more adept at acquiring the necessities of survival in even the most inhospitable of climates where others would otherwise perish. Used untrained, this skill would allow an individual to know some of the edible plants native to his or her home planet, but little else. | You know enough to avoid being voted off the island. You understand your body's minimum needs to sustain itself, and know to never leave home without a towel. | You can set up camp in the middle of a forest using only what nature provides you. You have a keen understanding of to live off the land, which berries are good to eat and which ones are not. You know which bugs taste best for protein, and which ones to avoid. | Holonet star: Bear Grylls comes to you for advice.. |
1 | Name | Tooltip Description | Encompasses | Power | Duration | Refractory Period | |
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2 | Amplification | **Amplification** (or Amplify) is the ability to augment a user's physical actions in some meaningful way. This Force Power does not directly increase Skill Level, but instead, augments actions taking while under the effect of the Force Power. Initially, this allows for the amplification of a single act such such as a jump, steadying a hand for a shot, running, or moving an object, by roughly a fourth again it's original strength, but this effect lasts only a few seconds. With training, this Force Power can augment multiple physical acts, and can last quite a bit longer. This ability beings with a moderate refractory period and can only be used a couple times per battle, but quickly can be used repeatedly in battle, though a brief delay between uses is required. | Force Speed, Force Jump, Enhance Ability | (+1): This effect can amplify a single action to roughly a fourth again its original strength. (+3): This effect can amplify up to two actions to roughly half again their original strength; e.g., a Dark Jedi may make a Force-aided leap while utilizing speed amplified by the Force. (+4): This effect can amplify up to three actions at roughly half again their original strength. (+5): This effect can now amplify up to three actions for up to three fourths again their original strength | (+1): Amplifying many effects will be instantaneous, but in some cases, such as while running, lifting, etc, the effect may be maintained for a time. This effect can be maintained for only a brief period of time, lasting a handful of seconds. (+2): This effect lasts for roughly a quarter of a minute. (+4): This effect can last nearly half of a minute. | This ability has a moderate refractory period for Initiates (+1) and can be a couple times per battle though each use must be separate by at least a few seconds. Disciples (+3) can use this ability a handful of times per combat. Masters (+5) can use this ability virtually as often as they choose in combat. | |
3 | Force Cloak | Through manipulation of light and sound waves surrounding the user, **Force Cloak** can hide an individual from view. Normal use of this power forbids movement while it is active, and it has a very long refractory period, able to only be used once during battle at it's most powerful strength. When first learning this power, it can be used to momentarily cloak a user from view, though they can be detected should someone actively search for them or use the Force. As experience with this Power grows, it becomes harder to detect the individual, and the Cloak can be maintained for considerable duration. All but Masters of this Force Power can be detected by those searching with adequate power in the Force, though training in this Power makes that substantially more difficult. Furthermore, any action taken will break the user's Cloak and make him or her visible to anyone nearby | Concealment, Camouflage | This power forbids movement while it is activated, and the cloaking is immediately broken if any action is taken. Initiates (+1) may temporarily cloak themselves from view, so long as no-one is searching for them specifically, and they will still be detectable with sufficient power of the Force. Disciples (+3) may cloak themselves even from those specifically looking for them, so long as the cloak was activated before the individual began his or her search. Masters (+5) may cloak themselves entirely, even from those searching through the Force, and may disappear from sight even to those watching them. | Initiates (+1) can only hold this power momentarily, while Disciples (+3) may maintain it for a great deal of time. Masters (+5) can hold this power indefinitely, though they still may not move. | (+1): This ability has a long refractory period and can only be used once per battle. | |
4 | Sight | **Sight** is a Force Power that enhanced the visual perceptions of it's user. It grants a distorted view, unique to each user, that reveals objects, people, or things that were previously hidden from view, even in the dark or behind walls. When initially training in this ability, **Sight** can be used to see large objects and general environment, even around corners, though details and moving objects are nearly impossible to detect. With training, moving objects become easier to see, and at it's highest strength, **Sight** is near perfect vision, able to detect details extremely easily. This ability lasts for only a few seconds initially, but longer with greater training, and initially has a long refractory period that also shortens given training. | Sight, Seeing | Sight grants a distorted view of the world, unique to each user, that allows HIM/HER to see objects or individuals previously hidden from view, even in the dark or behind walls. (+1): While under the effects of Sight, the user an see large objects around corners or otherwise hidden from view, but would be unable to see moving objects or details easily. (+3): The user can now see finer details if HE/SHE concentrates, and may notice larger moving objects. (+5): The user's Sight is impressive indeed, and HE/SHE can now easily see fine details or moving objects without much need to concentrate. | (+1): This effect lasts only a few seconds. (+3): This effect lasts quite some time. | (+1): This ability has a long refractory period and can only be used once per battle. (+2): This ability can be used a couple times per battle. (+4): This ability can be used a handful of times per battle. | |
5 | 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. When first learning this Force Power, it might grant extremely vague and almost impossible to understand visions, though sometimes after events, the visions may make sense. With further training, visions become steeped in symbolism, and may become easier to interpret before the actions come to pass. A Master of this Force Power is capable of receiving visions of future events with surprising clarity, though often it is not clear when or where these visions take place. The future is always in motion, however, and is thus subject to change. | (+1): Vague impressions can be gained for the distant future, though making sense of these impressions may be completely impossible in the present; only once they have come to pass do they typically make sense. (+3): Vague, heavily symbolic visions and impressions of the future can be gained of people and places extremely close to the user. (+5): Visions of future events, sometimes with surprising clarity, occur. These visions are typically of events or individuals important to the user, but the user may not realize this at the time. | This ability requires intense concentration and the length of time spent depends on the vision being received. | This ability has a long refractory period and can only be used once per battle | ||
6 | Sense | Through use of the power **Sense**, a Force user can reach out through the streams of the Force to detect other beings presence, feelings, emotions, motivations, as well as imprints they leave on the world around them. When first training with this ability, a user can detect anyone in close proximity to them, even if they had not previously known that person was present. It also allows for the identification of individuals very familiar to the user from close proximity alone. Further, vague impressions of emotional state can be gained from touching objects recently handled by others. As training increases, it grants an increasingly clear picture of the emotional state of others - first in the immediate presence of the user or recently having handled an object, but as strength in this power grows, later to great distances. Furthermore, this power makes the user aware of great disturbances in the Force. | Force Empathy, | (+1): This Force Power allows the user to Sense the presence of an individual through the force that they might not have otherwise known was in close proximity. (+2): This ability now allows for the user to Sense the emotions of an individual that they are within close proximity to, though deeper emotions, such as motivations and hidden loyalties may still be impossible to detect. They gain a vague sense of the general emotional state of an object frequently used by another, such as a weapon. (+3): This Force Power can now be used to sense some deeper emotions in a target or that are left behind on an object, or emotions from targets not in close proximity to the user. Furthermore, the individual would now be in tune with large disturbances in the Force, and can sometimes locate an individual not deliberately hiding themselves from the Force, even if they are not nearby. (+5): An Elder's Sense is able to feel or detect the emotional state of someone across a star system or even the galaxy itself, and is in tune with the even small disturbances in the Force, no matter the distance. | (+1): An instantaneous understanding or recognition (or lack thereof) of an individual and potentially his/her mental state. | (+1): This ability has a long refractory period and can only be used once per battle. (+2): This ability can be used a couple times per battle. (+4): This ability can be used a handful of times per battle. | |
7 | Telepathy | **Telepathy** is the ability to instantly receive or read the thoughts and intentions of others. When first learning this power, an individual can convey simple symbols or images to the minds of others, and may only read the active thoughts of another in a very vague, general manner. Quickly, though, an individual can convey simple statements, and with additional training, the user can grasp the intentions of an individual, and eventually even read the passive thoughts or intentions of an individual. Furthermore, as one increases in proficiency with this power, communicating with more than one individual becomes possible. | Speak, Talk, Hear | (+1): User can convey simple images or symbols to the minds of others. User can read only the immediate, active thoughts of an individual in a vague manner. (+2): User can convey simple statements to the minds of others. (+3) User can grasp the immediate, active intentions of an individual. (+4): User can convey a complex statements to the minds of others. (+5): User can read passive thoughts and intentions of an individual, or the immediate, active intentions of multiple individuals. (+6): User can convey multiple complex sentences to the minds of multiple people. User can read passive thoughts and intentions from an individual's past. | (+1): Instantaneous | (+1): This ability has a long refractory period and can only be used once per battle. (+2): This ability can be used a couple times per battle. (+4): This ability can be used a handful of times per battle. | |
8 | Telekinesis | **Telekinesis** is the ability of the Jedi to move objects using the Force. Initially, this power allows minor pushes or pulls; but with training, this Force Power can be used to manipulate multiple objects or larger objects, including forcing opponents either towards or away from the Jedi. As with all ranged Force Powers, the greater the distance at which this power is used, the lower the accuracy and damage. | Push, Pull, Throw, Lift, Whirelind, Wave, Repulse, Levitation | (+1) User can Pull a small inanimate object to them or Grab an object from a short distance away. User can use one Push to immediately move something away from them, without any control of its flight after the initial push. (+2) User can Strike an opponent using their own physical Might at range and has better control over the trajectory of a Pushed object and can Push and Pull larger objects. (+3) User can hit an opponent with Force energy that can be used either to repel them with one shot or deal moderate damage. (+4) Increased control over the trajectory of a Pushed opponent. (+5) User has incredible control over trajectories of Pushed objects or opponents and can deal increased damage with a Telekinetic Strike. User can Push and Pull very heavy objects. (+6) User can levitate themselves and can manipulated almost any object with enough concentration. | (+1): Momentarily. (+3) This effect can be held for several seconds. (+5) This effect can be used, with concentration, for a long period of time. | (+1): This ability can be used a couple times per battle. (+3) This ability can be used a handful of times per battle. (+5) This ability can be used several times per battle. | |
9 | Battle Meditation | **Battle Meditation** is a Force Power used to boost the power of allies or reduce the power of enemies. Depending on the amount of concentration invested and the number of individuals involved, **Battle Meditation** can be used at its most basic Force Power Level to instill a sense of morale on a single individual, or a small group for a short period; or drain the morale of a similar group. With even basic training, a small group of Force Sensitives may use **Battle Meditation** together to coordinate one another's strikes and increase their overall effectiveness for a short period, or to decrease the effectiveness of their opponents. Furthermore, a single Elder that is a Master of **Battle Meditation** may dedicate him or herself completely to a **Battle Meditation**, concentrating fully on enhancing the morale and abilities of his or her allies while simultaneously weakening his or her opponents' in an area for as long a period as he or she wishes. | Force Meld | (+1): User can improve the morale of one individual. (+3): User can enhance the combat capabilities of a small group of Force Sensitives. (+5): User can increase the morale and combat capabilities of dozens of willing Force Sensitives. (+6) User can strengthen the morale and combat capabilities of an entire army, guiding them at {{gender:his,her}} will, and allowing {{gender:him,her}} the ability to see the cause and effect of battle decisions that may occur. | (+1): This effect lasts for several seconds. (+2): This effect lasts for approximately one minute. (+3): This affect lasts for several minutes. (+5): This affect can last for dozens of minutes. (+6): This affect can last for hours when the user is concentrating. | This ability has a long refractory period and can only be used once per battle. | |
10 | Affliction | This Force Power allows the user to inflict a target with a Force based disease or illness, slowing them or incapacitating them. The Dark Side invades the body of the target and attacks the nervous system. The infection starts slowly, initially limiting movement, but this effect spreads to the mind as well, slowing a target's actions and thoughts. The most powerful **Afflictions** even incapacitate a target for a short time following initial infection. | Affliction, Slow, Plague | (+1): Slows the target physically, (+3): Slows target physically at first, then gradually mentally, making them make decisions and take actions slower (+5): Continues to slow the target, and causes momentary incapacitation after several seconds | (+1) Effect lasts for several seconds (+3) Overall, lasts for a fourth of a minute, but the mental slowness takes place near the end of the effect, and for a shorter duration (+5) Effect can last for nearly half a minute; in the first half of the effect, the target is initially physically slowed, then mentally; for the last couple seconds of the overall effect, the target is incapacitated | (+1) Can be used once per battle (+3) Can be used a couple times per battle | |
11 | Precognition | This Force Power allows the user to sense imminent danger through the Force. **Precognition** is a Power this is always active though training with the ability allows for it to trigger more reliably. Initially, it allows the user to anticipate immediate danger, though with higher levels, the user is able to anticipate danger several seconds before danger even presents itself. Of course, being able to sense that danger and being able to avoid it are two very different things... **Precognition** can allow a user to avoid danger earlier, but this is no guarantee of escaping unscathed. | Force Dodge, Precognition, | (+1): Allows the user to anticipate only the next immediate action of an opponent currently engaged by the user. (+3): The user can anticipate an immediate danger, even if not directly engaged with that danger. (+5): The user can anticipate action or danger several seconds prior to the event occurring. | (+1): Instantaneous. | (+1): Can be used once per battle. (+2): Can be used a couple times per battle. (+4): Can be used several times per battle. | |
12 | Barrier | The Force power **Barrier** manifests a physical barrier that can absorb physical and Force-based attacks, though it will shatter if too much damage is dealt to it. This barrier protects only the user, and has a long refractory period. When first learning this power, it can be used to call forth a barrier that will partially defend against a single Force-based or physical attack, and the barrier lasts only a few seconds. With additional proficiency in the power, not only does the amount of damage absorbed increase, but so too does the duration of the barrier itself. | Barrier, Defend | (+1): Manifests a physical barrier that can be used to partially defend against a single Force-based or physical attack. (+3): The temporary barrier can absorb a few attacks before collapsing, or completely negate a single attack. (+5): The barrier can absorb a handful of attacks before collapsing, and may negate a few attacks completely before collapsing. | (+1): This ability lasts only a few seconds. (+2): This ability can be maintained with only minor concentration for quite some time. | (+1): This ability is useful only once per battle. (+2): This ability is usable a couple times per battle. | |
13 | Deflection | This Force Power allows the use to deflect or absorb energy from both Force based sources and mundane weapon sources, such as a blaster. The amount that can be absorbed is dependent on Force Power level. Initially, the user can only randomly deflect an incoming blaster bolt, but at higher levels, a user can deflect multiple bolts or even absorb the energy and dissipate it. With further training, a user is able to not just absorb such energy, but redirect it at a chosen target. This ability has a relatively low refractory period, and by even those with only a minor amount of training, it can be used a few times per battle. | Dissipate energy, Deflection | (+1): Deflects the energy from an incoming blaster or Force-based attack; this deflection is not targeted and causes the energy-based attack to travel in a random direction. (+3): Absorbs and harmlessly dissipates the energy of any energy-based attack. (+5): Not only absorbs the energy, but can now absorb, then redirect the energy back at an opponent. | For Initiates (+1), this ability is virtually instantaneous, able to effect only a single volley of blaster fire or dark side energy. For Disciples (+3), this ability can absorb several seconds of blaster fire, while for a Master (+5), they would be able to maintain absorbing such fire for virtually the entire duration of a fight, though HE/SHE could not take any other actions. | (+1): This ability may only be used once per battle. (+2): This ability may be used a few times per battle. | |
14 | Beast Control | This Force Power allows the user to pass empathic thoughts onto animals and eventually be able to control those animals. Initially, it allows the user to sooth or calm wild animals. As training in **Beast Control** increases, the power can eventually be used to affect and control multiple animals and even affect them to the point that leaves a lasting empathic imprint on their mind. | Primal Sympathy | (+1): This ability allows for the ability to empathize with a single beast or creature, potentially soothing, calming - or enraging it. (+3): This ability can now be used to provide basic control over a beast or creature, though specific instructions may not always be followed. Alternatively, multiple beasts may be soothed or enraged. (+5): This ability allows the user to use the Force to dominate the will of a beast or creature, bending the beast to the user's desires in any way he or she sees fit. Actual commands require concentration, though a creature or best dominated in this way will remain so even when the Elder is not focusing on doing so. Instead, basic control may be exerted over a large number of beasts or creatures, though specific directions will likely be difficult to convey. | (+1): The duration of the effect on the beast or creature is short, though the results of the action taken may not be. (+2): The duration of the effect now lasts for quite a bit of time. (+4): This ability now leaves a lasting imprint on beasts and creatures on which it is used, potentially impacting them for days, depending on the strength of the effect itself. | (+1): This ability may be used several times per battle. | |
15 | Blinding | This Force Power creates a burst of light to blind opponents. It uses the electrical currents within the user to create a flash of light to disorient anyone looking at the user. Initially, it isn't very efficient with the usage of electrical currents and can only make a small, instantaneous flash, disorienting opponents for a short period of time, but with experience and higher levels allows the user to be much more efficient, drawing energy from the surrounding room to create a larger and longer burst of light. This power has a long refractory period and can only be used rarely in combat. | Blinding, Flash | (+1): Creates a Force generated burst of light which disorients opponents for a few seconds. (+3): The burst of light is brighter, can incapacitate an opponent for a longer period of time, and can flash out security cameras. (+5): The burst of light is extremely bright and large, making it able to incapacitate multiple opponents for a longer period of time. | (+1): Instantaneous. (+5): Can be sustained for several seconds. | (+1): This ability may be used once per battle. (+3) This ability may be used a couple times per battle. | |
16 | Blackness | This Force Power uses the Force to create a sphere of complete darkness around a single target. It doesn't actually create darkness, instead it pushes all light particles away from the point of origin. Initially, the darkness has a small radius and can only be used on the user for a short period of time. With higher levels, the area of effect can be projected elsewhere and expand up to an entire room for a much longer period of time. This ability can be very draining to activate, and is usable only rarely in combat. | Twilight, Void, Blackness | (+1): Surrounds the caster with pitch darkness by pushing light away from the user. It is darkest immediately surrounding the caster, though the darkness fades over a short distance. The caster is affected by Blackness. (+3): Pushes the light out further, encompassing roughly a small room. Can cast it on a target with a much smaller effect radius. (+5): Extends the darkness to a much larger radius, bringing everything in the caster's immediate sight to pitch black. | (+1): The duration of the effect is quite short and will benefit the user for one action. (+3): The user will be able to perform a few actions before the darkness fades. (+5): The user will be able to perform several actions before the light returns to normal. | (+1): This ability may be used once per battle. (+2) This ability is usable a couple times per battle. | |
17 | Suppression | This Force Power is perhaps the most sinister of the repertoire of a Force user. This technique allows the user to disrupt and nullify an opponent's ability to draw and utilize the Force, negating several of the crucial Force enhancements many Force users rely upon. At early stages of mastery, this power prevents the application of Force-related boons for a short period, growing to allow the disruption of the benefits of Force Powers already upon the target. A true master of this ability, however, is a force to be reckoned with, able to completely nullify the benefits of the Force upon a target. | Suppression, Sever | (+1) Prevents the application of new beneficial Force-based effects to the target. (+3): Reduces the effectiveness of any Force Power effecting the target by one third (both in duration and in power). (+4): Completely disables a single Force Power effecting the target. | (+1): Lasts only a few seconds. (+3): Lasts a dozen or so seconds. (+5): This effect can last half a minute or more | (+1) This ability may be used once per battle (+2) This ability may be used a couple of times per battle. | |
18 | Force Shock | The ability to manifest the Force into violent energy in the form of insant bursts of electricity. Initially a minor shock with a long refractory period capable of merely annoying an opponent or perhaps momentarily distracting them, with higher Force Power Level, the shock created is more powerful and this Power is usable more frequently. As with all ranged Force Powers, the accuracy and damage of this power decreases with the distance away from an opponent. Note that "Lightning" itself is a Feat, not this power. | Shock | (+1): Cause a minor shock that inflicts only minor discomfort, but may also overload unshielded electric systems. As with any Force Power used at range, the further away a target is, the lower the accuracy and damage of the attack. (+3): Causes a moderately painful shock that may disorient or disarm weaker opponents. (+4): Causes a painful shock that can cause blistering and burning of the skin, and can cause permanent damage to electronics. (+5) The pain caused by your Force Shock is immense, and can disorient even moderately powerful opponents. | (+1): An instantaneous shock. | (+1): A long refractory period, usable only once per battle. (+2): Moderate refractory period, usable a few of times per battle. (+4): A shorter refractory period, now usable a handful of times per battle. | |
19 | Healing | Using the Force, a user may heal personal wounds or the wounds on others. Use of this ability does not necessarily immediately dull pain; and especially initially, it takes great concentration for a significant amount of time. Initially, this Force Power can heal only minor cuts and scrapes or sickness, with a great deal of concentration, and only once per battle. With additional Levels in this Force Power, users are able to spend less time healing minor wounds, as well as heal more difficult wounds, and utilize the power more frequently. | Cure, Heal, Heal Others, Cure Poison | (+1): Allows the user to heal minor scrapes, cuts, and, bruises. (+2) Allows the user to seal burst blood vessels. (+4) Allows the user to set and repair broken bones and ligaments. This does not assist with the pain involved with repairing injuries, such as setting a broken bone. | (+1): The duration is lengthy, taking a lot of concentration, particularly to heal the wounds of others. (+3): The duration is reduced in length to a few seconds for smaller wounds. (+4): Small wounds close quickly. Serious wounds and damage requires much longer to heal and repair. (+5): Even broken bones can be reset fairly quickly, though the pain is no less excruciating for doing so. | (+1): Can be used one per battle. (+2): Can be used a few times per battle. (+4): Can be used several times per battle. | |
20 | Illusion | This Force Power allows a user to create false figments in order to distract, confused, or mislead an opponent. Initially, the illusion only affects the visual sense, is rather small, and lasts a short time, but in higher levels a user can create illusions that last much longer and convince other senses until eventually even the opponent's sixth sense is affected by the illusion. Initially, this ability has a long refractory period, but with training, it can be used multiple times per combat. | Illusion, Projection, Doppleganger | (+1): User can create a small illusion to fool visual perception. (+3): Use can create a midsized illusion to fool visual and aural perception. (+4): User can create a midsized illusion to fool visual, aural, and tactile perception. (+5) User can create a larger illusion to fool all five base senses. (+6): User can create an illusion affecting all six senses of a Force User. | (+1): The duration of an illusion is only a few seconds. (+3) The illusion can last several seconds. (+4) The illusion can last for around half a minute. (+5) The illusion can last for minutes. (+6) The illusion can last for hours, or, if the user is focusing on it, even longer. | (+1): Can be used once per battle. (+3): Can be used a few times per battle. (+5) Can be used a handful of times per battle | |
21 | Mind Trick | Using the Force, a user may implant suggestions into a target's mind in order for them to say or do something which they would not normally. Initially, this **Mind Trick** can cause a target to simply ignore the user. With additional training in this Force Power, users are able to force a target to divulge information, take actions, and can eventually force them to perform several tasks long after the user has left the area. Unlike _Manipulation_ or _Interrogation_, this ability is instantaneous and thus more useful in combat itself. **Mind Trick's** effects initially have a very short duration that increase with training in the power. This power has a very long refractory period and is useful at most a couple of times per battle. | Persuasion, Mind trick, Dominate Mind | (+1): Can attempt to cause a target to ignore the user (+3) Can attempt to to make a target think something (+4): Can attempt to make a target do a single, simple task, in the presence of the user. (+5) Can attempt to force a target to complete multiple tasks, or an extremely complex task, and the user does not need to be present for the completion of those tasks. | (+1) Instantaneous. Lasts for several seconds. (+2): Lasts for about a fourth of a minute. (+5) Lasts for several minutes, longer if the user remains present. | (+1): Can be used once per battle. (+3) Can be used a couple times per battle. | |
22 | Rage | Uses the Force to enhance primal adrenaline, allowing the user to accomplish super-human feats beyond even what **Amplification** could offer. After use, the user would need time to recuperate and would be winded or exhausted depending on the rank, slowing movement and actions by roughly half the rate they would otherwise. Initially, it provides a small boost to might, intimidation, and endurance for a short time, but a Dark Jedi trained in channeling his or her **Rage** can move faster and deal more damage. In higher levels a user can use **Rage** for longer and can even lessen the exhaustion after the Rage has faded. Rage is usable multiple times per combat, though the fatigue it generates will often prevent repeated use in practical situations. | Rage | (+1) Might, Intimidation, and Endurance gets a temporary boost +1 boost (max +2), fatigue when runs out for some time. (+2) Might, Intimidation, Endurance, (max +3) slight movement speed increase, roughly one fourth again of speed. Fatigue (+3) Might, intim, endurance +1 (max+4), slight speed increase of roughly one fourth, slight damage increase to any attack (physical or Force Power so long as personally executed by user), fatigue when finished slightly reduced. (+5) Might, intim, endurance +1 (max +6) get a longer boost, fourth again speed boost, slight damage increase to any attack fatigue is lessened when completed but still present. | (+1): Lasts only a few seconds initially, enough to complete a few actions. (+3): Can last a handful of seconds, up to a fourth of a minute. (+4): Can last nearly half a minute. | Following the effects of Rage, an individual is fatigued and moves and takes actions at roughly half the rate they would otherwise. (+1): Usable once per combat, fatigue lasts twice as long as the Rage itself. (+2): Can be used a handful of times per combat, fatigue lasts as long as the Rage itself, (+3) Can be used a handful of times per combat, fatigue lasts half as long as the rage itself (+5): Can be used a handful of times per combat, fatigue lasts one fourth the time of Rage itself | |
23 | Stasis | This Force Power allows the user to place various parts of an opponent's body in a Force **Stasis**, hindering their movements. A novice starts only able to halt an enemy's movement, but with increased skill a Force user can learn to lock up joints or whole appendages for a very short amount of time. Once mastered, this skill can allow the user to put the entire body in stasis for a sustained duration, with concentration. However, even for the most skilled user of **Stasis**, the power is incredibly draining, limiting how often it can be drawn upon. | Stun, Stasis | (+1) Can momentarily halt an opponents forward movement. (+2) Can immobilize a single joint in the extremities of the body, such as a wrist or ankle.. (+3) Can lock up an entire appendage at a time. (+4) Can halt an entire body in Stasis. | (+1): At this level, the ability lasts for only a couple seconds. (+4): Able to maintain effects for a few dozen seconds, but only if concentration is maintained. (+5): Able to maintain effects for a few minutes or longer, but requires concentration. | (+1) Can be used once per battle. | |
24 | Control Self | **Control Self** is the ability to manipulate and control ones bodily functions through the Force. **Control Self** is usable frequently during battle, but initially lasts only a few seconds, though proficiency increases the duration and complexity of bodily functions that can be suppressed. Initially, this relates primarily to the ability to dull or temporarily ignore pain, but with training, can lead to regulation of body temperature, slowing of breathing, or even entering a trance-like state of hibernation for survival purposes. | Control Pain, Hibernation Trance, Tapas, Breathe Control | (+1) Can dull body to basic pain and soreness like cuts, bruises and dislocation. (+2) Able to control some basic body functions, such as breathing, body temperature, or need for sleep. (+3) Can ignore more severe pain, such as that from injuries. (+5) Can ignore even extreme pain, such as that from losing a limb. | (+1) Maintain effects for a short period of time, a few seconds. (+3) Able to ignore pain for a longer time, or control basic body functions for a moderate time period. (+4) Able to control body functions and pain for extended periods of time. Duration of control expanded over a body typically will increase the refractory period. | (+1) Can be used a couple of times per battle, but a few seconds must elapse between each use. (+3) Can be used a handful of times per battle, but a few seconds must elapse between each use.. (+5) Can be used very frequently, but a few seconds must elapse between each use. | |
25 | 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. An expert in this power can take the latent fears in a person much further, but a true master can manipulate a person's mind to absolutely crush them with fear, causing them to cower from things they would typically have no reason to fear, disorienting them, or they can even tap into a known fear to completely debilitate an individual. A Force user powerful in the Force Power can inflict this fear for longer durations and more frequently. | Fear, Terror | (+1) Can instill doubt in targets morality by touching the corners of their fears, causing an individual to be less willing or sure of a course of action. (+3) Can touch on a targets deeper fears and bring them to the surface to disorient and haunt; individuals can either be disoriented by this, or have morale significantly weakened. (+4) Can make target fear something they are not even afraid of, disorienting a target, or if a fear is known, it can be exploited to completely debilitate a target momentarily | Though the action of instilling fear is typically instant, the duration of that fear varies with Force Power Level. (+1) This effect lasts for a handful of seconds. (+3) This ability can last for roughly half a minute (+5) Terrors last a considerable amount of time, though victims rarely remained debilitated for longer than a few seconds between bouts of incredible fear. | (+1) This ability has a long refractory period and can only be used once per battle (+3) This ability can be used a couple of times during battle (+5) This ability can be used several times during battle (+6) This ability may be used very frequently in battle. |
1 | Feat Name | Related Skill or FP | Rank Tier? | Basic description | |
---|---|---|---|---|---|
2 | Fear Will Keep Them In Line | Intimidation and Diplomacy | {{member}} has become adept at using fear and threats in diplomatic discussions. {{gender:he,she}} may replace HIS/HER Diplomacy skill with {{gender:his,her}} Intimidation skill when in diplomatic negotiations, but at one Skill Level below {{gender:his,her}} Intimidation skill (to a minimum of +1). | ||
3 | Just a Flesh Wound | Survival and Medicine | {{member}} is almost completely self-sufficient, and may use {{gender:his,her}} Survival skill in place of Medicine to treat {{gender:his,her}} injuries. | ||
4 | Your Feeble Skills are No Match for the Power of the Dark Side | Force Shock, TK, etc | PRT+ | {{member}} is adept at Force Attacks from range and may now suffers no penalty to accuracy when using Force Attacks from a distance; however, the penalty to damage still applies. | |
5 | Accelerated Healing | Healing | {{member}}'s gift for Healing allows {{gender:him,her}} to quickly and efficiently heal minor wounds in mere moments and with no real concentration needed. | ||
6 | Pain Thresholds | Healing, Endurance | Using the principles of Healing, {{member}} is able to force {{gender:his,her}} body to ignore physical trauma for a period of time, regardless of {{gender:his,her}} Endurance Skill Level. This feat does not heal {{member}} or prevent damage from worsening, but is rather a conscious choice to ignore injury for long enough to complete a task. | ||
7 | Active Defenses | {{member}} may use | |||
8 | Force Storm | Force Shock | GM | {{member}}'s Force Lightning is capable of spreading into a massive storm, with the only bounds to it's incredible power being the mad will of the Grand Master employing the fearsome destructive power. | |
9 | Saber Throw | Telekensis | PRT+ | {{member}} is able to use {{gender:his,her}} Telekensis in order to throw {{gender:his,her}} melee weapon at a distance, but this requires concentration. The distance travelled and control exerted over the weapon while moving is based upon {{member}}'s Telekensis Force Power. | |
10 | Let Them Hate, So Long as They Fear | Intimidation and leadership | {{member}} has become adept at using fear to motivate {{gender:his,her}} subordinates. {{gender:he,she}} may replace {{gender:his,her}} Leadership skill with {{gender:his,her}} Intimidation skill whenever leading others, but at one Skill Level below {{gender:his,her}} Intimidation skill (to a minimum of +1). | ||
11 | Shatterpoint | Sense | GM | {{member}} can see the ebb and flow of the Force and can determine the cause and effect of any action taken, from physical trauma to political action. This ability requires a few seconds for {{member}} to center {{gender:him,her}}self. Shatterpoints are akin to fault lines; similar to different pathways of actions. {{member}} is able to perceive these faults through the Force, and influence them. | |
12 | I've Got a Bad Feeling About This | Perception and Athletics | {{member}} has an uncanny ability to avoid danger, able to almost sense it coming. Once per combat, {{gender:he,she}} may replace {{gender:his,her}} Athletics skill with {{gender:his,her}} Perception skill expressly for the purpose of dodging an incoming attack. | ||
13 | Telekenetic Combat | Telekensis | DA+ | Your Telekenesis can now be used not only to move objects, but also to *grasp* them tightly. Beyond just throwing your weapons, you may now use them to engage in combat at range. Thrown weapons may now be used to duel at range, and {{member}} may use {{gender:his,her}} weapon proficiencies and Lightsaber Forms to duel at range, but at a penalty of -1 Skill Level. | |
14 | Flow Walking | Farsight | GM | Everything is proceeding as I have foreseen. {{member}}'s Farsight now allows {{gender:him,her}} to Flow Walk. This ability allows Grand Masters to not only view the past and future, but also leave an imprint there capable of affecting unfolding events. It is in effect a method of time travel; however, it is extremely dangerous if the user becomes too involved in the events themselves. The user can be pulled apart in the fabric of time and space becoming lost to the Force | |
15 | Your Weapons... You Will Not Need Them | Mind Trick | PRT+ | So long as {{member}} is completely unarmed, {{gender:he,she}} may use {{gender:his,her}} Mind Trick to disarm an opponent at one one Force Power Level above {{gender:his,her}} current Mind Trick level. | |
16 | Voluntold | Mind Trick | |||
17 | Telekenetic Wave | Telekenesis | EQ1+ | {{member}}'s Telekensis is adept at forcing opponents away from {{gender:him,her}}. {{gender:he,she}} is no longer able to use Telekenesis at ranges greater than five meters, but now, when {{gender:he,she}} uses Telekenesis to throw opponents backwards, {{gender:his,her}} TK creates a powerful Force Wave that knocks back and temporarily disorients opponents within melee range of {{gender:him,her}}. | |
18 | Hammer Time | Telekenesis | PRT+ | {{member}} can turn {{gender:his,her}} Telekenesis into a powerful blunt weapon, capable of smashing foes as a blunt weapon would. Normal restrictions to ranged accuracy and damage apply. | |
19 | Lighning Reflexes | Precognition | PRT+ | {{member}} has become highly specialized at sensing incoming attacks through the Force. Once per combat, when an attack is aimed at {{gender:him,her}} specifically, {{gender:he,she}} instinctively begins to dodge the attack before {{gender:his,her}} opponent even begins the attack; this is not a response to an incoming attack but actually avoiding being in the place the attack was aimed. | |
20 | Obfuscation | Force Cloak | DA+ | {{member}} may move while under the effects of {{gender:his,her}} Force Cloak, but at a greatly reduced speed, and under an increased risk of being detected. | |
21 | Disjunction | **Amplify** | When {{member}} uses {{gender:his,her}} **Amplify** in order to increase {{gender:his,her}} speed, this also frees {{gender:him,her}} of any effects that might otherwise slow {{gender:him,her}} down. | ||
22 | Wither | Affliction | PRT+ | {{member}}'s **Affliction** can now effect multiple opponents at the same time, though the Force Power Level of the effect is reduced by one per additional target. | |
23 | Static Barrier | Barrier, Deflection | PRT+ | {{member}} is able to focus completely on a defensive Force Power, extending {{gender:his,her}} ability with the power to nearby allies. However, {{gender:he,she}} can take no other action, including moving, during this period. | |
24 | Moving the Masses | Mind Trick | EQ1+ | {{member}} is able to spread {{gender:his,her}} Mind Trick force power to additional targets. For every additional target {{gender:his,her}} Mind Trick force power level is reduced by one. | |
25 | Wars Not Make One Great. | Empathy and Diplomacy | INI+ | {{member}} has become adept at using Empathy during diplomatic negotiations. {{gender:he,she}} may replace {{gender:his,her}} Diplomacy skill with {{gender:his,her}} Empathy skill when in diplomatic negotiations, but at one Skill Level below {{gender:his,her}} Empathy skill (to a minimum of +1) | |
26 | Leaf on the Wind | Precognition, Piloting | DJK+ | {{member}} can become a leaf in the wind, calming {{gender:his,her}} mind and increasing {{gender:his,her}} ability to dodge obstacles while flying a ship or vehicle; when piloting {{member}} can use {{gender:his,her}} Precognition at one Force Power Level above {{gender:his,her}} current Precognition level. This bonus does not apply to piloting a capital ship. | |
27 | You've Got The Touch! | Force Shock, TK, etc | PRT+ | {{member}} has the unique ability to amplify the point-blank-impact damage of {{gender:his,her}} Force attacks. Doing so, however, decreases the range of said attacks to melee range only, and their ranges can not be increased in any meaningful way. | |
28 | Force Lightning | Force Shock | DA+ | And now, young Skywalker, you will die! {{member}} NAME can now channel {{gender:his,her}} Force Shock into a devestating Force Lightning. This ability will cripple and slow most opponents and can outright kill the vast majority of weaker enemies of channeled for any duration. Channeling Force Lightning in this way exhausts the user, however, and {{gender:he,she}} can not call upon Force Shock in combat again. | |
29 | There Are Many Like It, But This One Is Mine | Bladed Weapons, Blunted Weapons, and Dual Wielding | EQ1+ | {{member}} has been training with {{gender:his,her}} sacramental blade to the point that it seems like an extension of {{gender:his,her}} hand. When wielding {{gender:his,her}} sacramental blade in {{gender:his,her}} off hand, {{member}} can use {{gender:his,her}} Bladed Weapons or Blunted Weapons skill in place of {{gender:his,her}} Dual Wielding skill. | |
30 | Classic Misdirection | Leadership and Investigation | EQ1+ | {{member}} spends a great deal of time observing those under {{gender:his,her}} command. {{gender:He,She}} is capable of motivating those under {{gender:his,her}} command with just the right word or phrase based on {{gender:his,her}} observations as opposed to simply being charismatic. If {{member}} has equal ranks in Leadership and Investigation, then {{gender:he,she}} can use Leadership at one level above {{gender:his,her}} current Leadership Skill Level (maximum +5). | |
31 | Her Resistance to the Mind Probe is Considerable | Interrogation and Resolve | PRT+ | {{member}} is so adept at _Interrogation_ that {{gender:he,she}} is often able understand and cope with many interrogation methods that would be used against {{gender:him,her}}. When being physically or mentally tortured for information, {{member}} can replace {{gender:his,her}} _Resolve_ skill with {{gender:his,her}} _Interrogation_ Skill Level, but at one level below {{gender:his,her}} current _Interrogation_ skill. | |
32 | I Bet You Have | Blasters | INI+ | {{member}} is a known duelist and is very quick on the draw. When {{gender:his,her}} weapon is in {{gender:his,her}} holster and {{gender:he,she}} is facing an opponent, {{member}} can use {{gender:his,her}} Blaster skill at one Skill Level above {{gender:his,her}} current Blaster Skill Level, but only with the first shot taken. After the first shot is taken, {{member}} can only use {{gender:his,her}} Blaster skill at one Skill Level below {{gender:his,her}} current Blaster Skill Level until {{gender:his,her}} original target is dead or incapacitated. | |
33 | Cry No More | Empathy and Manipulation | INI+ | {{member}} has an innate ability to understand how individuals react in different situations. When attempting to illicit an emotional response, {{member}} may replace {{gender:his,her}} Manipulation skill with {{gender:his,her}} Empathy skill. | |
34 | A Presence I Haven't Felt Since... | Sense | INI+ | {{member}} has a very strong connection with one individual. When attempting to find this person, {{gender:he,she}} can use {{gender:his,her}} Sense force power at one Skill Level above {{gender:his,her}} current Sense force power level. | |
35 | Rampage | **Rage** | EQ1+ | When {{member}} lets {{gender:his,her}} rage take control, {{gender:he,she}} embarks on a rampage. While rampaging, any disoriented effects such as nausea, stun, or fatigue are cast aside until the rampage has run its course. | |
36 | Different Shades of Black | Blackness | DJK+ | {{member}} has spent so long in the darkness that {{gender:he,she}} knows its varying levels, and just how deep it can be. When {{gender:he,she}} uses Blackness, {{gender:he,she}} can still navigate the darkness without suffering a penalty. | |
37 | More Than A Feeling | Farsight | PRT + | {{member}} can pull more concrete details from complicated visions. While not able to fully read the messages, they can extract key words, phrases, or feelings and interpret them into true foresight. | |
38 | B-B-Blinded By The Light | Blinding | INI+ | {{member}} has a keen understanding of {{gender:his,her}} Blinding and can use the power without having to sheild their own eyes or look away. | |
39 | Pay No Attention To The Man Behind The Curtain | Illusions | Ini+ | {{member}} knows how to put on a dramatic flare on {{gender:his,her}} projections. When using illusion, {{gender:he,she}} can expand {{gender:his,her}} influence to a broader audiences than normal, making it easier to distract small crowds. | |
40 | Dances With Wolves | Beast Control | PRT+ | {{member}} has always felt more attuned to the creatures and animals of the Galaxy at large. {{gender:he,she}} can communicate with animals and creatures in a conversational manner, forming bonds with **Beast Control** through empathy, rather than coercion. {{member}} can maintain one permanent bond with a creature by drawing on fierce loyalty, but this prevents {{gender:him,her}} from completely dominating the will of any other creature using **Beast Control**, though {{gender:he,she}} can still influence other animals. | |
41 | You Killed My Father, Prepare To Die | Control Self | EQ1+ | {{member}} is able to overcome a painful injury in the face of adversity through an advanced form of **Control Self**. When activated, {{gender:his,her}} focus is locked into finishing a fight, ignoring {{gender:his,her}} pain from injury conditions (but not any physical impairments) until {{gender:he,she}} is either cut down or successful in {{gender:his,her}} attempt. While this is active, no other form of **Control Self** may be activated. | |
42 | Tis But A Scratch | Control Self | DA+ | {{member}} can continue fighting even if one or more of {{gender:his,her}} appendages is severed. Of course, {{gender:he,she}} can't swing a sword {{gender:he,she}} can no longer wield. This is an advanced application of **Control Self** and lasts only as long as that Force Power would do so as per {{gender:his,her}} Force Power Level. | |
43 | I Know That Feel, Bro | Sense + Empathy | PRT+ | {{member}} can use {{gender:his,her}} Sense power to augment {{gender:his,her}} _Empathy_ skill. By reading their targets thoughts and aligning with their emotions, {{gender:he,she}} can easily relate to anyone, regardless of stark conflict in personality or sense of justice. | |
44 | Divine Intervention | Sense + Precognition | DJK+ | Some might call it luck. Others would argue that there are higher powers at work. {{member}} can, one per fight, avoid a potentially lethal strike by an act of either luck or skill. | |
45 | I Will Follow You Into the Dark | Sight+ Healing | DJK+ | {{member}} need not fear sightlessness as others would when {{gender:his,her}} allies are in jeopardy. {{gender:he,she}} can venture into the shadows to guide {{gender:his,her}} brethren to safety or lend them aid safely undercover. While this is a form of **Sight**, so long as movement is taken directly to aid allies in some form, it does not trigger **Sight's** refractory period. | |
46 | I Know Your Tricks | Lightsaber Form and Perception | DJK+ | Member can make use of some very unusual materials to get systems up and running again, often using parts of completely different machines or simple object to replace typically complicated parts. These jury riggings don't last long, but come in handy in a pinch. | |
47 | Don't Hit Me, I'll Hit Me (I'm Crazy) | Subterfuge + Intimidate | INI+ | {{member}} can launch into a crazed charade or act that is convincing enough, at least for a short time. {{member}} can replace {{gender:his,her}} _Intimidate_ Skill Level with _Subterfuge_, so long as the situation at hand isn't going to require a lengthy act. | |
48 | To The Pain | Subterfuge + Resolve | EQ1+ | {{member}} has the ability to, even while crippled or fatigued, use {{gender:his,her}} _Subterfuge_ skill to mask {{gender:his,her}}s injuries for a short period of time and deliver an appropriate bluff, hiding {{gender:his,her}} injured or debilitated area. | |
49 | Byakugan | Sight | ini | {{member}} can perceive {{gender: his,her}} surroundings in a 360-degree sphere of awareness. While {{gender:his,her}} **Sight** is activated, {{member}} can defend from attacks from any angle while focused. | |
50 | Survival of The Smartest | Survival, Lore | ini | {{member}} may replace {{gender: his, her}} _Survival_ skill with {{gender: his, her}} Major Planets of the Known Galaxy) Skill Level when scavenging for food. | |
51 | I'm On A Rancor | Beast Control | DJK+ | {{member}} can assert their will through the Force and dominate the mind of a wild creature or animal through **Beast Control**. This allows {{member}} the ability to control the beast as long as {{gender:he,she}} wishes, and even ride it if it was large enough to support the weight of a rider, without concentration. Higher Skill Levels in **Beast Control** allow larger and/or more intelligent beasts to be controlled. | |
52 | Trick Shots | Ranged weapon skills | ini | When wielding explosive or _Slugthrowers_ such as grenades or projectile weapons, {{member}} can swiftly use their spatial awareness to make an on the fly guestimation of angles and trajectories, allowing for various trick shots, including firing around corners and at targets that {{member}} can't see - though {{gender:he,she}} needs to know that target is, in fact, present before attempting the shot. | |
53 | Linguistic Liar | Lore | ? | {{member}} may add half {{gender:his,her}} Linguistics Skill Level, rounded down, to any use of _Subterfuge_ or _Manipulation_ designed to deceive using a language foreign to the target. | |
54 | Access the Situation | Perception, Investigation | ? | {{member}} is extremely skilled at scanning an area for information. {{member}} can replace {{gender:his,her}} _Perception_ Skill Level with {{gender:his,her}} _Investigation_ Skill Level for the purposes of quickly gathering information on a situation, but at a one Skill Level penalty (minimum +1). | |
55 | Paging Dr. Tam | Medicine, Lore | {{member}} can make use of their vast knowledge to effectively treat even the most alien of physiologies. {{gender:He,She}} may add half {{gender:his,her}} _Lore (Races and Species of the Known Galaxy)_ Skill Level, rounded down, to any use of _Medicine_. | ||
56 | Blending In | Subterfuge, Lore | {{member}} may add half {{gender:his,her}} _Lore_ (Planets of the Known Galaxy) Level, rounded down, to any use of _Subterfuge_ to blend in on any major planet in the galaxy. | ||
57 | Elusive Prey | Survival | {{member}} may use {{gender:his,her}} _Survival_ Skill Level to attempt to cover {{gender:his,her}} tracks. The higher the Skill Level, the better a job {{gender:he,she}} does at masking {{gender:his,her}} trail. {{gender:He,She}} won't know if {{gender:he,she}} was successful until someone attempts to use _Perception_ or _Investigation_ to find {{member}}'s tracks. | ||
58 | Run and Gun | Ranged Weapon Skill, Athletics | {{member}} is adept at using {{gender:his,her}} _Ranged Weapon Skills_ while on the move. {{gender:He,She}} not only no longer receives any penalty while on the move and using a _Ranged Weapon Skill_, {{gender:he,she}} actually benefits from it, receiving a (+1) Skill Level Bonus to the _Ranged Weapon Skill_ {{gender:he,she}} is using. The downside is that {{gender:he,she}} just isn't so good at sitting still and aiming anymore, and receives a (-1) penalty to _Ranged Weapon Skills_ when standing still, though {{gender:he,she}} can overcome this by taking great time and care to aim carefully, as a sniper might. | ||
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60 | Reflexive Counter | Precognition | EQ1+ | Use **Precognition** to counter-attack moments after an opponent initiates a lethal blow--once per combat. | |
61 | Beast of Burden | Might | {member}} can perform strenuous activities while burdened by a heavy weight, such as swim, run, or perform combat maneuvers. | ||
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63 | Unsettling Presence | Interogation, Manipulation | EQ1+ | {{member}} has an unsettling presence that causes discomfort for many to be around {{gender:him, her}}; it's not so much intimidating as much as simply uncomfortable. {{gender:He,She}} unsettles individuals within close proximity to {{gender:him,her}}, gaining a one Skill Level bonus to _Interrogation_ and _Manipulation_ of those individuals, but this same presence makes {{gender:him,her}} seem extremely untrustworthy. {{gender:He,She}} receives a substantial two Skill Level penalty to _Diplomacy_ and _Empathy_. | |
64 | Elementary | Sense | PRT+ | {{member}} can use {{gender:his,her}} **Sense** to pick up on subtle marks and cues that others would overlook. Through these divinations, {{member}} can sense a Force-user’s presence even if they have long since left a given spot, and can follow their trail like a bloodhound over a distance to the rough area that individual is located, possibly even if that individual is currently cloaked through the Force. The effectiveness of this Force Power, and the distance covered, is related to the user's Force Power Level in **Sense**. Using this ability counts as a use of the **Sense** Force Power. | |
65 | Learned Liar | Lore, Subterfuge, Manipulation, Diplomacy | {{member}} may add half {{gender:his,her}} Lore (Species of the Galaxy) Level, rounded down, to any use of _Subterfuge_, _Manipulation_, or _Diplomacy_ when deceiving another about a foreign culture or species in some way. | ||
66 | It Belongs in a Museum! | Investigation, Lore | {{member}} is skillful at divining how to use, manipulate, and/or identify ancient artifacts, tapping upon {{gender:his,her}} knowledge and keen ability to observe and investigate an object. {{member}} adds half {{gender:his,her}} _Lore_ Skill Level, rounded down, to {{gender:his,her}} _Investigation_ when tinkering with artifacts related to that particular _Lore_ skill. | ||
67 | Kneecapper | Blunt Weapons | {{member}}'s proficiency with blunt weapons has enabled them to use their weapon's crushing capabilities to its full extent. With a well aimed blow, member can cripple a foe, slowing their movements one per combat with a succesful melee swing. | ||
68 | The System, Is Down | Slicing | Once per combat, {{member}} can near instantly hack into a droid, turret, computer, or similar construct that {{gender:he,she}} would normally need to spend some time to hack into based on {{gender:his,her}} _Slicing_ skill. | ||
69 | You Can't Stop The Signal | Slicing | For the purposes of gaining information from a terminal, {{member}} can treat {{gender:his,her}} _Slicing_ as one Skill Level higher than it is. | ||
70 | Manchurian Candidate | Mind Trick | DJK | {{member}} may delay a **Mind Trick** from taking effect for a pre-determined amount of time, or a specific trigger event. The more distant in the future, or the more complex the trigger, the less powerful the **Mind Trick** must be to compensate. | |
71 | Jury-rig | Mechanic | {{member}} is such an able _Mechanic_ {{gender:he,she}} can make use of some very unusual materials to get systems up and running again, often using parts of completely different machines or simple object to replace typically complicated parts. These jury riggings don't last long, but come in handy in a pinch. |