Introduction
Below, you will find the reference guide for the Character Sheet Force Powers. All documentation is based on the Force Powers 2.0 project headed up by the Combat Master, Voice Staff, and Character Sheet Development Team. This reference table aims to give members a better idea of the level of control/power they have of a given Force Power, and how they would write their character utilizing it both in and out of combat.
Force Use
Duration
Force Power usage is draining on a Jedi, moreso when used in the heat of combat. The stronger the display of Force, the more difficult it is to maintain the power. While a master of an ability can generate massive power, they can only do so for a short duration. Most masters are wise enough to apply their power with restraint. By using less strength, they are able to maintain the effect of the power for a longer duration. With limited training, a Jedi may struggle to bring the full effect of a power to bare and maintaining concentration quickly becomes draining, resulting in shorter bursts of Force use.
Downtime
Though the Force gives strength, a Jedi is still limited by flesh and blood. Drawing on such power dwindles the Jedi's reserves of endurance and willpower. Manipulating the Force, especially in combat, requires sharp mental control. While a Jedi may draw on the Force repeatedly, it will usually become more difficult with each successive use. Some powers, of course, are more draining than others. But no Jedi can limitlessly tap into the powers of the light or dark side without exhaustion setting in. Use of great power comes with great fatigue, and Jedi should be aware of the risks of pushing too hard too fast.
Force Powers
Amplification
Amplification |
Amplification allows a Jedi to perform amazing feats of physical prowess. By channeling the Force, a Jedi could run faster, jump higher, hit harder, and even react faster. This ability allows the user to push beyond the normal limits of their physical bodies and perform superhuman feats. |
+1 |
At the most basic level, a Jedi must concentrate for several seconds to augment one of their physical abilities through the Force. The Jedi would feel fatigue after a single use respective to the complexity of the action. |
+2 |
With further study, the Jedi must concentrate for only a second in order to augment one of their physical abilities through the Force. A single use will not cause fatigue, but a subsequent use of Amplification in the next several minutes would. |
+3 |
With consistent study, the Jedi can instantly augment one of their physical abilities through the Force, but still experience fatigue when using Amplification several times over the course of several minutes. |
+4 |
The Jedi can instantly augment one of their physical abilities with the Force but still experience fatigue if they use Amplification many times over the course of several minutes. |
+5 |
Mastery allows a Jedi to not only instantly augment one of their physical abilities with the Force, but the effects of fatigue after use are effectively negligible. |
Duration |
Downtime |
Amplification is a power that pushes the Jedi's body far beyond its normal limits for anywhere up to a minute. |
Amplification is a basic power, meaning it can be used multiple times in the heat of battle. |
Related Feats |
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Barrier
Barrier |
Barrier manifests the Force into a translucent defensive corona that can absorb physical attacks. These Barriers protect only the user, and will shatter after enough impact. Barrier can stop repeated hits from conventional weapons (including blasters), but will shatter on heavy impact with things such as explosions or large projectiles like boulders. |
+1 |
At its most basic level, the Jedi must take several seconds to concentrate and focus their full will to manifest the Force as a protective Barrier. The user’s full concentration is necessary to maintain the barrier. |
+2 |
With further study, the Jedi must still take several seconds of concentration to manifest the Force into a protective Barrier but no longer needs their full concentration to maintain it. |
+3 |
With consistent training, the Jedi is able to summon the Force almost instantaneously to create a protective Barrier and can do so in the middle of combat. |
+4 |
It is no longer a matter of training, but instinct that allows the Jedi to will the Force into a protective Barrier as long as they are not already fatigued or under heavy duress. |
+5 |
A master of conjuring Barriers may summon them at will, even when fatigued or under heavy duress. |
Duration |
Downtime |
Barriers can withstand anything from repeated minor blows from either physical or Force-based attacks (such as blaster pistols, slugs and other thrown projectiles, or lighter strikes from Telekinesis) to one major blow from physical or Force-based attack (such as blaster cannons, explosions, detonations, heavy Telekinesis, and Force Lightning). Massive explosions, fast-moving objects larger than a person or similarly destructive effects will shatter a barrier immediately and still have a reduced impact on the user. |
Barrier is an advanced power, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Jedi possesses. |
Related Feats |
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Battle Meditation
Battle Meditation |
Battle Meditation is a Force Power used to boost the combat effectiveness of allies and reduce the effectiveness of enemies. With further training the Jedi can influence their tactical coordination and teamwork as well. Battle Meditation can generally turn a narrow victory into a rout, a narrow defeat into a narrow victory, or minimize the losses of a significant defeat. |
+1 |
At the most basic level, the Jedi may influence morale in a single confrontation nearby, and in the Jedi’s line of sight. |
+2 |
With some extra study, the Jedi no longer requires a direct line of sight and can affect allies working as a team. |
+3 |
The Jedi can easily affect multiple small sized groups fighting independently, influencing their courage, morale and will to fight, and improving or reducing their coordination with each other. The Jedi will often turn the tide of small battles in their favour. |
+4 |
Through dedicated concentration, the Jedi can simultaneously affect groups of friends and foes across a small area, tipping the scales in any small or medium confrontation. |
+5 |
A master of Battle Meditation may devastate the will of his enemies, while simultaneously amplifying the courage of his allies, across an impressive area. The Jedi can influence the outcome of any medium or large confrontation. |
Duration |
Downtime |
Battle Meditation requires intense concentration, and the Jedi must always be stationary or immobile to maintain a meditative state, leaving them vulnerable while maintaining their influence. Battle Meditation lasts as long as a Jedi can maintain their concentration. |
Battle Meditation is an advanced power that requires significant concentration to maintain. Even at higher levels, affecting larger groups or maintaining focus for more than a moderate period of time will leave the Jedi completely exhausted. |
Related Feats |
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Beast Control
Beast Control |
Beast Control allows a Jedi to reach out with the Force and create an empathic link with animals. With further training, this eventually escalates to full control over those animals, and even allows the user to control multiple animals. |
+1 |
The Jedi can create a basic connection with a single animal. This allows some empathic rapport, such as heightening or lowering aggression, though not to the point of outright control. |
+2 |
Through further study, the Jedi can now create a stronger connection with one animal or a basic connection with a pack. Animals will take suggestions that do not overtly violate the creature’s inherent nature. A predator will consent to attacking someone; a more sedate creature is unlikely to. |
+3 |
With consistent training, the Jedi may influence the instincts of most animals even against their natures, and can begin to influence small groups of simple creatures. |
+4 |
The Jedi may quickly and easily influence small groups of animals, directing their impulses and instincts as they please. |
+5 |
A master of Beast Control can bend entire herds to their will, taking control over any wild creature they encounter for as long as they maintain the connection. |
Duration |
Downtime |
Dependent on the Jedi’s concentration and ability to maintain empathic connection to the animal(s). |
Beast Control is a basic power, meaning it can be used multiple times in the heat of battle. However, it can be draining on the user with quick, successive uses in a short period of time. |
Related Feats |
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Blackness
Blackness |
Blackness uses the Force to create a sphere around a single target in which all light is eliminated. This power is initially draining, able to affect only a small area. As the Jedi’s power increases, they are able to affect a larger area with greater ease. Blackness prevents natural vision and optical technology (such as cameras), but not the use of the power Sense. |
+1 |
At its most basic level, the power Blackness is limited to a sphere roughly two meters in diameter, fixed on the center of the user. It takes about a second for the darkness to descend, and the effect will only last several seconds. |
+2 |
With further study, the Jedi can increase the diameter to about four meters, and anchor it anywhere within two meters of themselves, lingering for several seconds. |
+3 |
With consistent study, the Jedi can increase the diameter to six meters in size and anchor it anywhere within four meters of themselves, lasting for up to a minute. |
+4 |
No longer a matter of study, the Jedi can instinctively snap an eight meter diameter into place, anchoring it anywhere within six meters of themselves, lasting about a minute. |
+5 |
With mastery comes perfection. The Jedi may place a twelve meter diameter shape anywhere within twelve meters of themselves, anchoring it within the same range, lasting about a minute. |
Duration |
Downtime |
Blackness can be sustained as long as the user maintains concentration. Once concentration is broken, the darkness will dissipate gradually based on the Jedi’s proficiency. |
Blackness is an advanced power, that requires significant concentration to maintain. It can be used rarely in the heat of battle. |
Related Feats |
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Blinding
Blinding |
Blinding is a Jedi’s ability to create a flash of blinding white-light with the Force. The effect is instantaneous and leaves opponents disoriented and unable to see as if hit with a flash-bang grenade. This ability can also blind the caster if they are not careful, and requires a hand gesture as a focus. |
+1 |
Initially, the Jedi must commit his full concentration for several seconds in order to create a flash of blinding white-light. |
+2 |
With further training, the Jedi can create a flash of blinding white-light with half of their concentration focused on the task, but requires full focus while in combat. |
+3 |
With consistent training, the Jedi can create a flash of blinding white-light with minimal concentration outside of active combat, and half concentration while engaged in combat. |
+4 |
The Jedi has become adept at creating a flash of blinding white-light with minimal effort in combat or out of combat. |
+5 |
A Master of Blindness can create a flash of blinding white-light at will, without any noticeable effort. |
Duration |
Downtime |
The flash of light created by Blinding is instantaneous, and will cause disorientation lasting several seconds. |
Blinding is a basic power, meaning it can be used multiple times in the heat of battle. However, it can be draining on the user with quick, successive uses in a short period of time. |
Related Feats |
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Concealment
Concealment |
Concealment is the ability for a Jedi to mask their connection and identity with the Force. This goes for hiding a Jedi’s strength in the Force as well as alignment. While Force Cloak renders the Jedi invisible from the eye, Concealment can viel a user invisible to those searching through the Force. The more skilled a Jedi is with this ability, the easier it is to maintain a veil of Concealment. |
+1 |
Initially, the Jedi can hide their signature, strength, and alignment in the Force with their full concentration devoted to the task. |
+2 |
With further training, the Jedi can hide their signature, strength, and alignment in the Force with half of their concentration dedicated to the task as long as they remain out of combat. |
+3 |
With consistent training, the Jedi can hide their signature, strength, and alignment in the Force with minimal concentration out of combat, but a committed effort of concentration while in battle. |
+4 |
The Jedi has become adept at hiding their signature, strength, and alignment in the Force with minimal effort whether in combat or not. |
+5 |
A Master of Concealment is able to effortlessly hide their signature, strength, and alignment in the Force, effortlessly as breathing. |
Duration |
Downtime |
Concealment lasts as long as the Jedi maintains conscious of maintaining the ability, and does not attempt to call upon the Force in another way. |
Concealment is an advanced power that requires concentration to maintain, but can be used frequently, or for a prolonged period without taxing a Jedi’s reserves. |
Related Feats |
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Control Self
Control Self |
Control Self is the ability to manipulate and control one’s bodily functions through the Force. This includes the ability to dull or temporarily ignore pain, regulate body temperature, slow breathing, or even entering a trance-like state of hibernation for survival purposes. |
+1 |
Initially a Jedi is able to, through intense concentration, dull pain and soreness as well as delay the toll that an extreme climate would otherwise take on a member of their species. |
+2 |
With additional training, a Jedi is able to ignore intense pain and shape bodily functions and temperature to their will with less concentration than before. |
+3 |
With consistent study a Jedi can push through excruciating pain, sleep deprivation and radically alter their vital bodily functions with minimal focus. Additionally, the Jedi can place themselves in a hibernation trance for survival, requiring no food or water, and very little oxygen (or other breathing gases) for a period of up to several days. |
+4 |
It is no longer a matter of concentration; the Jedi shapes their pain input and bodily functions by instinct alone. The Jedi can operate for days in a climate much hotter or colder than their physiology would otherwise allow, and can increase the duration of the hibernation state for several weeks. |
+5 |
A Master of Control Self can shrug off pain that would normally cause blackout. They can go long periods of time without needing food or water. The Jedi’s ability to regulate their body’s functions is so great that their hibernation trance can be indistinguishable from death without a medical examination or sensing through the Force, and this state can be maintained indefinitely. |
Duration |
Downtime |
Control Self initially requires significant concentration to maintain but as training in the power increases the amount of focus requires decreases. |
Control Self is a basic power, meaning it can be used multiple times in the heat of battle. However, it can be draining on the user with quick, successive uses in a short period of time. |
Related Feats |
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Deflection
Deflection |
Deflection allows a Jedi to dissolve or absorb energy from both Force based sources and energy-based weapon sources such as blasters or Force Lightning. With an additional Feat, it can be used to redirect the absorbed energy as well. |
+1 |
At its most basic level, the Jedi must take several seconds to concentrate and focus their will to absorb or dissolve an incoming energy-based attack. |
+2 |
With further study, the Jedi can absorb or dissolve multiple attacks from the same source that are fired in quick succession. They still require several seconds to prepare, though. |
+3 |
With consistent training, the Jedi no longer needs time to prepare, and can dissolve or absorb an energy attack, although they can still be overwhelmed if they find themselves under constant fire, or from multiple sources. |
+4 |
With consistent training, the Jedi can dissolve or absorb multiple energy attacks from multiple sources. |
+5 |
With Mastery, the Jedi is able to effortlessly draw on the Force to dissolve or absorb incoming energy-based attacks from multiple sources at will. |
Duration |
Downtime |
Deflection is an instantaneous ability and functions as a one-off against an incoming energy attacks. |
Deflection is an advanced power, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Jedi possesses, but with greater training can be used more frequently. |
Related Feats |
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Farsight
Farsight |
Farsight is the ability to gain vague impressions of events happening in other places or times using the Force, typically achieved through long meditation sessions. These visions focus on strong imagery and emotions. The future is always in motion, however, and is thus subject to change. |
+1 |
At its most basic level, a user will feel emotions about events several days before they transpire, but is unable to extract meaningful information or images through the Force. |
+2 |
With further study and training, the Jedi can now “see” vague images taking place several weeks in advance that are symbolic of what the future may hold with a slight degree of accuracy, though they will have difficulty interpreting these images before events unfold. |
+3 |
Through focused meditation, the Jedi may now “see” clearer symbolic images of possible futures several months before they occur, and can even glimpse fragments of important events in the future. The user will have an easier time interpreting these with moderate accuracy, but will likely miss details leading to the crucial event. |
+4 |
The user can now “watch” events before they transpire as if experiencing a vague dream, and with the proper study and meditation, can interpret the meaning of important moments with a fair degree of accuracy a year before they transpire. |
+5 |
The Jedi’s mind sees with surprising clarity, with their visions being inseparable from having a vivid dream. Not only can they identify major key moments in the possible future, but also events that surround them, giving them a far more complete interpretation of what may transpire within years of these events occurring. |
Duration |
Downtime |
Meditation sessions are lengthy. While the vision itself will last for up to half a minute, a large amount of time must be spent focusing on what the images could mean, and how they relate to possible futures. |
Farsight is an advanced power, that requires significant concentration to maintain. |
Related Feats |
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Force Cloak
Force Cloak |
By manipulating light and shadows with the Force, the Jedi can use Force Cloak to vanish from view and become invisible. A Jedi cloaked in the Force in such a manner is undetectable to the naked eye or even by more technologic scanners such as infrared or night vision, but still able to be detected by another Jedi’s Sense or Precognition feats. The Jedi must also remain immobile. |
+1 |
Initially, a Jedi must devote their full concentration in order to vanish from view, and the process moves slowly from the feet upward over the course of about half a minute. |
+2 |
With further study, the Jedi requires less concentration to maintain Force Cloak and can chose which part of their body the cloak starts at. |
+3 |
With consistent training and discipline, the Jedi can vanish from view in the space of a few seconds. |
+4 |
A Jedi can vanish from view almost instantaneously and remain shrouded with minimal concentration. |
+5 |
Mastery allows a Jedi to instantly vanish from view in the blink of the eye and at will. |
Duration |
Downtime |
Force Cloak can be maintained for as long as the Jedi can concentrate and remain immobile. |
Force Cloak is an advanced power, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Jedi possesses. |
Related Feats |
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Force Lightning
Force Lightning |
Force Lighting is the ability to manifest the Force into violent energy from the user’s own body in the form of electricity directed at a single target. Force Lightning can fry sensitive electronics and will cause extreme pain in the recipient. |
+1 |
Initially, Force Lightning takes several seconds and powerful immediate emotional stimulus to harness. At this rank, a single use will leave the user feeling winded, physically, and emotionally taxed. |
+2 |
After some practice, the Jedi can call upon past emotional experiences for several seconds to provide fuel for Force Lightning. The aftereffects are still present. |
+3 |
With consistent training, a Jedi is able to lessen the aftereffects, and can use Force Lightning multiple times over several minutes. |
+4 |
Jedi can put themselves into the required mindset almost instantaneously and can call on Force Lightning repeatedly before being drained. |
+5 |
A Master of the power can produce Force Lightning at will, with but a thought. The Jedi can use the ability multiple times in quick succession with little effort. |
Duration |
Downtime |
At all ranks, Force Lightning can never be sustained for more than several seconds. |
Force Lightning is an advanced power that requires significant concentration to maintain. Even at higher levels, repeated use of the power over a short time period can leave the Jedi physically drained. |
Related Feats |
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Healing
Healing |
Healing is the Jedi’s ability to use the Force to cure their own physical injuries or those of others. Both Dark and Light side applications have the ability to set broken bones, close open wounds, and restore bodily functions and various systems that keep a body from perishing. The more talented a Jedi is with Healing, the easier and less taxing the ability becomes. Healing will only accelerate the process that the body would normally undergo. The power cannot allow a Jedi to regrow lost limbs, for example. |
+1 |
Initially, the Jedi can set their own broken bones, close open wounds, and restore bodily function. This requires the Jedi to remain stationary and their full concentration dedicated to the task. Serious injuries can take up to a day to fully heal. |
+2 |
With further study, the Jedi can set their own broken bones, close open wounds, and restore bodily function. The Jedi no longer needs to remain completely stationary, but they cannot attempt to perform any moderately strenuous physical activity, and must devote a portion of their concentration for the duration. Serious injuries can take up to a day to fully heal. |
+3 |
With consistent training, the Jedi can heal others as well as themselves. At this level, Healing others requires the Jedi to remain stationary and their full concentration dedicated to the task. Healing others’ serious injuries can take up to a full day |
+4 |
A Jedi adept at Healing can heal injuries more quickly. Serious injuries can now be healed in several hours instead of days, and minor wounds can be healed with less concentration, under duress, or during battle. |
+5 |
A Master of Healing may call upon the power without needing to dedicate hardly any concentration to the task. The power may be used to treat the Jedi’s own injuries during combat, though serious injuries will still take several hours to fully heal. |
Duration |
Downtime |
Healing can be maintained so long as the Jedi remains focused on the task, and has the energy to maintain. The length of time required to heal a given wound varies by the severity. Superficial cuts and bruises can be healed in a matter of seconds, open wounds require minutes, and broken bones can still take hours depending on the Jedi’s mastery over the power. |
Healing is an advanced power, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Jedi possesses. |
Related Feats |
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Illusion
Illusion |
Illusion allows a Jedi the ability to use the Force to trick the five senses (sight, hearing, taste, smell, and touch) of a sentient being into perceiving something other than reality. The more accomplished a Jedi is with Illusions, the easier it is to affect the mind of other sentients. |
+1 |
Initially, a Jedi must devote their full concentration to conjuring an Illusion against their target. |
+2 |
With further study, the Jedi can conjure an Illusion with partial concentration, if not engaged in direct combat or under too much duress. |
+3 |
Through consistent training, the Jedi can manifest an Illusion with minimal concentration even while engaged in battle. |
+4 |
The Jedi can create Illusions with ease, with only a few moments of concentration required, even in the midst of battle. |
+5 |
A Master of Illusions can cast them at will, even in the midst of battle, as effortlessly as breathing. |
Duration |
Downtime |
Illusions is an active ability, and once created takes on a duration of its own that is often related to a target's Perception and Resolve skill, or a specific Feat that combats Illusion. |
Illusion is an advanced power that requires significant exertion of willpower to cast. It can be used sparingly in the heat of battle, and is less effective when already used once on the same target. |
Related Feats |
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Mind Trick
Mind Trick |
The Mind Trick is one of the most famous uses of the Force in that it gives the Jedi the ability to directly affect the mind of another sentient being. This can range from altering a target's opinions on a matter, causing a target to temporarily rethink standing orders, or to make a target forget that they saw a Jedi to begin with. Unlike Manipulation or Interrogation, this ability is instantaneous and thus can be useful in combat or other real-time scenarios. With greater training it becomes easier for a Jedi to influence a target, but even Jedi Master Obi Wan Kenobi used a hand gesture as a focus to execute the Mind Trick. |
+1 |
Initially, a Jedi can influence the mind of a target with their full concentration. |
+2 |
With further training, the Jedi can influence the mind of a target with partial concentration. |
+3 |
With consistent training, the Jedi can more easily influence their target with minimal concentration against those of lesser Resolve. |
+4 |
The Jedi can influence the minds of their target with only a few moments of concentration, even in the midst of battle and against those of lesser Resolve. |
+5 |
A Master of the Jedi Mind Trick can effortlessly influence the will of those with lesser Resolve as easily as breathing. |
Duration |
Downtime |
Absent outside influences, the effect of a Mind Trick typically lingers for at least a few minutes until the subject begins to question why that that idea in the first place. If directly confronted about idea implanted by Mind Trick, though, the subject may ‘snap out of it’ sooner. |
Mind Trick is an advanced power in that it requires concentration and an exertion of the Jedi’s willpower to be effective. If unsuccessful, will become aware of the attempt and prevent the ability from being used on them again. |
Related Feats |
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Precognition
Precognition |
Precognition is the Jedi’s ability to perceive and anticipate danger through the Force that enters their sphere of awareness--which is a fancy way of saying the space around immediate person. This power often manifests itself in the form of gut intuition to dodge an incoming attack from behind, or a slight nudge or “voice” advising you to duck under a blaster bolt that would have otherwise split their forehead. |
+1 |
The Jedi is able to anticipate imminent danger to their person, but often not quick enough to do anything but get out of harm's way and could still get clipped by the attack. |
+2 |
As the Jedi learns to trust their instincts, they can sense danger several heartbeats before it happens and effectively get out of the path of danger. |
+3 |
With further training, the Jedi may anticipate danger several seconds in advance and can not only avoid harm but start to formulate a plan of action to avoid further harm. |
+4 |
The instincts of a fully trained Jedi are sharp and focused, allowing the user to anticipate danger in the space of a second, giving them time to not only dodge effectively, but figure out a counter measure. |
+5 |
A Master of Precognition can not only detect imminent danger, but with enough time to formulate and execute a countermeasure. |
Duration |
Downtime |
Precognition provides instantaneous, momentary feelings and impressions of dangers that threaten their sphere of awareness. |
Precognition is a basic power that works passively in the background of a Jedi’s conscious, and therefore can’t be actively harness like Sense can. |
Related Feats |
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Rage
Rage |
Light or Dark, all Jedi can will their entire being toward a single purpose. When letting their Rage fuel their body, a Jedi can run faster, hit harder, and jump higher, beyond even Amplification would allow. When the adrenaline subsides, however, the Jedi often feels a heavy tax on their body and needs significant time to recuperate. |
+1 |
Initially, when a Jedi enters Rage they will be completely single-minded in pursuit of their goal, ignoring even self-preservation. At this rank, if the Jedi is unable to complete their goal, their Rage will only end with the Jedi’s death or exhaustion at the end of the power’s duration. |
+2 |
With further study, a Jedi entering Rage will retain their self-preservation instinct, able to change their course of action if continuing to do so would likely cause them grave physical harm. |
+3 |
With consistent training, a Jedi is capable of basic tactical thinking during Rage. They may give and take commands from allies, and are more aware of their surroundings. |
+4 |
A Jedi adept at Rage is capable of maintaining discipline and a mostly clear head during combat. The Jedi’s situational awareness is only slightly diminished, and they remain capable of complex tactical maneuvers. |
+5 |
A master of harnessing their Rage can harness the ability with a perfectly clear head. For all outward appearances, the Jedi is in complete control of their actions, emotions, and able to dispassionately change course of action if they desire. |
Duration |
Downtime |
At all ranks, Rage lasts about a minute, though if the Jedi accomplishes their goal, the Rage may dissipate sooner. |
Rage is an advanced power in that unlike Amplification, it pushes the entire body beyond its limits and has withdrawl-type side effects as consequences to using the power. As such, it can not be used at any level without several hours of rest in between uses. |
Related Feats |
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Sense
Sense |
One of the most rudimentary powers of the Jedi, Sense is the ability to open one's mind to the omniscient awareness of the Force and to use it to detect the presence, feelings, emotions, and intentions of other beings. As the Jedi grows more connected with the Force, they can decipher the heightened awareness with greater clarity and less effort of will. All Jedi have the basic ability to feel the Force, but training is required to make any kind of use out of it. |
+1 |
Initially, the Jedi can close their eyes and focus solely on connecting with the Force to detect the proximity, presence, feelings, and emotions of sentient beings around them. The details can be overwhelming, though. |
+2 |
With further study, the Jedi can more easily connect with the Force to detect the proximity, presence, feelings, and emotions of sentient beings around them. The details become more clear, and can be used to paint a basic picture of understanding of the details presented. |
+3 |
With consistent training, the Jedi can easily connect with the Force to detect the proximity, presence, feelings, and emotions of sentient beings around them, even while in combat or under light duress. The details are fairly clear, but may be clouded if under duress. |
+4 |
With only a moment’s concentration, the Jedi can connect with the Force to detect the proximity, presence, feelings and emotions of sentient beings around them, even while in combat or under duress. The details are clear enough to paint a picture of what is happening, unless the Jedi is under heavy duress. |
+5 |
A fully trained Jedi, with the Force as their ally, can connect to the Force at will and with no concentration required, sensing the proximity, presence, feelings and emotions of sentient beings around them. The details are sharp and clear. |
Duration |
Downtime |
Sense requires the user to concentrate to activate, and lasts as long as the user’s concentration allows. |
Sense is a basic power, meaning it can be used multiple times in the heat of battle. However, it can be draining on the Jedi as it shifts their attention from the material world to the ethereal view of the Force. |
Related Feats |
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Slow
Slow |
Slow allows a Jedi to fog the senses of a target through the Force, hindering their movement and with more advanced training (Feats), stun them in place or bring them to a complete halt. |
+1 |
Initially, a Jedi can slow or hinder the movement of a target with their full attention set to the task. |
+2 |
With further study, the Jedi can slow or hinder a target with less than full attention, as long as they are concentrating on the task. |
+3 |
With consistent training, the Jedi can slow or hinder the movement of a target with half their attention and minimal concentration. |
+4 |
The Jedi can slow or hinder the movement of a target with minimal attention and only slight concentration. |
+5 |
A master of Slow can effortlessly slow or hinder the movements of a target at will. |
Duration |
Downtime |
This effect lasts as long as the casters concentration is maintained. |
Slow is an advanced power, that requires significant concentration to maintain. It can be used sparingly in the heat of battle. |
Related Feats |
{{{feats}}} |
Suppression
Suppression |
Perhaps the most sinister power in a Force user’s repertoire, Suppression allows the user to disrupt an opponent’s ability to draw and utilize the Force, reducing and negating several of the crucial Force enhancements many Force users rely upon. With special training (Feats), Force users can even affect small areas, or temporarily sever someone’s connection to the Force entirely. |
+1 |
At early stages, a Jedi must devote their full concentration in order to reduce their target’s ability to call upon the Force. |
+2 |
With further study, a Jedi can reduce their target’s ability to use the Force with less than their full attention, as long as they are concentrating on the task. |
+3 |
With consistent training, a Jedi may reduce their target’s connection to the Force, with half their attention and minimal concentration. |
+4 |
A Jedi may reduce their target’s connection to the Force with minimal attention and only slight concentration. |
+5 |
A Master of Suppression can effortlessly reduce their target’s connection to the Force at will, with minimal concentration required. |
Duration |
Downtime |
This effect lasts as long as the caster concentration is maintained. |
Suppression is an advanced power, that requires significant concentration to maintain. It can be used sparingly in the heat of battle. |
Related Feats |
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Telekinesis
Telekinesis |
Telekinesis is the Jedi’s ability to move and manipulate physical objects with nothing but the Force. This power has both utilitarian applications as well as combative and encompasses pushing, pulling, gripping, lifting or throwing. Special training (Feats) allow for more advanced combat techniques. As the mind is tasked with guiding the Force to execute the Jedi’s desire, this power requires a hand gesture to serve as a focus for the mind. |
+1 |
At an early stage, the Jedi must put his full concentration for several seconds on a single object to will it to move. The intended object must be nearby and at this level, the Jedi could not lift something heavier than their normal physical limitations would allow. |
+2 |
With an effort of will, the Jedi can concentrate for a second to freely manipulate multiple objects of varying shapes and sizes when not under duress. |
+3 |
Allied with the Force, the Jedi can wield Telekinesis in the heat of battle. Small to medium size objects can be moved instantaneously, though heavy objects will still take a few seconds of concentration. |
+4 |
The Jedi can now finely manipulate even intricate objects, such as mechanical locks, with the Force. |
+5 |
A master of Telekinesis can now easily and instantly influence matter of any shape or size with the appropriate concentration. |
Duration |
Downtime |
Telekinesis is a power that requires absolute mental control. As long as the Jedi can maintain his or her focus, the power can be wielded. However, as one gains mastery over Telekinesis, it becomes more difficult to break the Jedi's concentration. |
While arguably the most common power of the Jedi, Telekinesis is an advanced power that requires concentration to maintain; and while short uses of the power come easily to most Jedi, the more effort spent on the power, the longer it will take to recover. |
Related Feats |
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Telepathy
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. |
+1 |
Initially, a Jedi can only communicate using Telepathy with another Force user. At the most basic level, Telepathy requires the Jedi to maintain eye contact to convey a message. |
+2 |
With further study, the Jedi no longer requires direct eye contact with the other Force user to communicate using Telepathy. The effective range of the power is still limited, however, to a few hundred meters. |
+3 |
With consistent training, the Jedi can communicate with non-Force users as well, if they can see or Sense them. The effective range of communication with other Force users is increased to a few kilometers. |
+4 |
A Jedi adept at Telepathy can communicate with Force users anywhere on the same planet, and can use the power even under duress or during combat. |
+5 |
Mastery over Telepathy affords the Jedi the ability to communicate with other Force users across an entire star system. The Jedi can send complex messages using Telepathy much more quickly than the time it would take to speak the same idea using words. |
Duration |
Downtime |
Telepathy starts out conveying singular thoughts and messages, but rapidly increases to the point where entire conversations can be held with ease. |
Telepathy is a basic power, which can be performed indefinitely if the Jedi affords the right amount of concentration to sustain its effects for the duration of its usage. |
Related Feats |
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Terror
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. |
+1 |
At an early stage, the Jedi must devote his full concentration to turn the fears of another being against them. At this rank, it can take up to a minute for the power to cause the target’s fears to fully rise to the surface. |
+2 |
With an effort of will, the Jedi can invoke panic and fear in another being when not in combat or under duress. At this rank, it can take up to a minute for the power to cause the target’s fear to fully rise to the surface. |
+3 |
With consistent training, the Jedi can manipulate a target’s fears with mild concentration, but will become distracted if engaged in combat or under heavy duress. At this rank, it takes several seconds for a target’s fear to fully rise to the surface. |
+4 |
The Jedi can now finely manipulate fear in their target, even during combat, and can even use the power on multiple targets at once At this rank, it will take several seconds for a target’s fears to rise to the surface, and the time roughly doubles for each simultaneous target. |
+5 |
A master of Terror is able to finely manipulate fear, with only the slightest concentration required. They can instantly instill fear in a single target, or cause panic and dread in any creature within their general vicinity after only a few seconds. |
Duration |
Downtime |
The fear caused by Terror will last as long as the user maintains concentration, and typically lingers a few minutes. Individuals with high Resolve may shake off the effects more quickly, while the effects linger on in weak-willed individuals for considerably longer. |
Terror is an advanced power, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Jedi possesses. |
Related Feats |
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