Sense
Sense
Prerequisites:
This power is used to survey a user's immediate area for basic information, like the mere presence of individuals. Elders can often perceive far more information in a wider scope of coverage.
Seeing
Prerequisites:
- Second Rite (PRT - DJK)
- Force power: Sense, 5 points
An ability that allows a user to avoid the potential deception of his eyes by seeing through the Force, enhancing his visual and special perception even in darkness or behind walls.
Psychometry
Prerequisites:
- Third Rite (EQ1 - EQ4)
- Force power: Seeing, 5 points
The use of this power results in impressions and traces of information attained through the interaction with objects.
Farseeing
Prerequisites:
- Mastery (DA - DP)
- Force power: Psychometry, 5 points
An advanced version of Psychometry, the presence of objects is not required. Through space and time, a user may gain impressions simply through their connection to the fabric of life.
Clan Naga Sadow possess the Book of Discovery which can aid ones acquisition of this ability.
Flow Walking
Prerequisites:
- Grand Mastery (GM only)
- Force power: Farseeing, 5 points
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.
Defense
Precognition
Prerequisites:
A power which allows one to sense the currents of the Force and anticipate an opponent's moves, increasing reaction time in combat. The power's usefulness is limited to interpreting only the adversary's next immediate course of action.
Dodge
Prerequisites:
- Second Rite (PRT - DJK)
- Force power: Precognition, 5 points
The ability to see an attack in progress and subvert its intent. This power is not static and cannot be used in wait; therefore, the ability of a user to understand the voices of the Force instantly is paramount. The duration of the power's calling is limited rarely lasting a minute for users at this stage.
Barrier
Prerequisites:
- Third Rite (EQ1 - EQ4)
- Force power: Dodge, 5 points
The ability to create a defensive aura that renders the user momentarily invulnerable to physical attacks. Typically, only a few attacks can be withstood before the barrier collapses.
Defend
Prerequisites:
- Mastery (DA - DP)
- Force power: Barrier, 5 points
The ability to create a defensive aura that renders the user momentarily invulnerable to offensive Force powers directed at them. A user at this level can often withstand several strikes before the effect is lost.
Shield of the Final Way
Prerequisites:
- Grand Mastery (GM only)
- Force power: Defend, 5 points
The Grand Master variant of Force Defend and Force Barrier granting him a sustained shield against physical and Force-based attacks. This power is taxing upon the Grand Master and he is incapable of offensive action while sustaining it.
Piloting
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Prerequisites:
This power grants the user focus and improved skill when piloting a spacecraft.
Instinctive Astrogation
Prerequisites:
- Second Rite (PRT - DJK)
- Force power: Instinctive Piloting, 5 points
This power allows the user the ability to discover safe and fast hyperspace routes without the use of a navicomputer or astromech droid.
Shroud Piloting
Prerequisites:
- Third Rite (EQ1 - EQ4)
- Force power: Instinctive Astrogation, 5 points
An advanced form of Instinctive Astrogation, this power allows an Equite the ability to navigate the Shroud in a slow and deliberate process.
Shroud Navigation
Prerequisites:
- Mastery (DA - DP)
- Force power: Shroud Piloting, 5 points
The advanced form of Shroud Piloting allows Elders to navigate the Shroud with ease.
Celestial Navigation
Prerequisites:
- Grand Mastery (GM only)
- Force power: Shroud Navigation, 5 points
The Grand Master variant of Shroud Navigation. This power allows the Grand Master to effortlessly guide others in piloting the Shroud, so that he does not need to be at the Helm.
Sight
Sight
Prerequisites:
Force Sight grants the user the ability to see in the dark, beyond walls, and even when blinded.
Vision
Prerequisites:
- Mastery (DA - DP)
- Force power: Sight, 5 points
Force visions are rare - but powerful - aspects of the Force. When peering deep into the Force, one has the potential to see events that may happen in the future, but he must understand that what is shown may be but one possibility. Seeking a vision is not always successful.
Shatterpoint
Prerequisites:
- Grand Mastery (GM only)
- Force power: Vision, 5 points
This power allows the user the ability to see the connections between events and even those within persons. Using this knowledge, a Grand Master is able to intuit where his next attack will cause the most damage.
Understanding
Primal Sympathy
Prerequisites:
This power grants a natural understanding of the most basic emotions of animals and sentient beings.
Beast Control
Prerequisites:
- Second Rite (PRT - DJK)
- Force power: Primal Sympathy, 5 points
Beast control is the Force technique used to calm an animal. Experienced practitioners of this power can tame wild beasts and use them as mounts or influence their will.
Read/Write Language
Prerequisites:
- Third Rite (EQ1 - EQ4)
- Force power: Beast Control, 5 points
This ability allows a user to understand the written form of unfamiliar languages and create simple documents with the same language.
Understand Speech
Prerequisites:
- Mastery (DA - DP)
- Force power: Read/Write Language, 5 points
This ability enables a user to understand and speak an unfamiliar language.
Comprehension
Prerequisites:
- Grand Mastery (GM only)
- Force power: Understand Speech, 5 points
This ability grants Grand Masters the power of comprehending large quantities of information by increasing the speed of their neural processes.