CS Guide: Force Powers

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Dark Jedi of the Brotherhood

Rights of the Brethren

Lore



"The Force is what gives a Jedi his power."
―Obi-wan Kenobi

Every Dark Jedi has the ability to call upon the Force in order to augment their abilities, preconceive the future, or even volley bolts of lightning, amongst other abilities. These abilities come with practice and, in the Dark Jedi Brotherhood Universe, with higher ranks. Instead of receiving a blanket amount of points which are then assigned to Force Powers as you see fit, you instead have to choose which Powers you wish to be able to use at a higher proficiency.

Each Dark Jedi focuses on a different area of the Force. Some are more focused on manipulation and mind-control, while others specialize in combat related techniques like Force Lightning or Telekinesis. In order to balance this, every Force Power placed at a higher proficiency requires at least one “support” Power in each lower proficiency. For example, if you wanted to have two Force Powers at the Adept Proficiency, you would be required to have at least two skills in Disciple, Studied, and Initiate. Unlike with skills, which can be used untrained, albeit at an extremely low proficiency, Force Powers require the minimum proficiency of Initiate (+1) in order to use.

Force Power Points

There are five different rank tiers which provide access to higher proficiencies as you progress in Brotherhood rank. Moving from one tier to the next gives you a larger boost in total Force Power points from which to draw upon.

Novitiate Journeyman Equite Elder Grand Master
Initiate 11 Protector 20 Equite I 29 Dark Adept 38 Grand Master 46
Apprentice 12 Guardian 21 Equite II 30 Dark Jedi Master 39
Novice 13 Jedi Hunter 22 Equite III 31 Dark Prophet 40
Acolyte 14 Dark Jedi Knight 23 Equite IV 32

The table above is listed for Sith (Sentinels). Obelisk (Guardians) have a Force Power Point Modifier of -3 Points and start at 8 points, and Krath (Consulars) have a Force Power Point Modifier of +3 and start at 14 points.

Force Power Proficiencies Explained

At higher Force Power Levels, an individual may choose to use a force power at a weaker level than his or her maximum ability. This allows for more frequent use, albeit for an ability that is weaker in terms of power or duration or both.

Buying Force Powers

Each level of proficiency in a Force Power can be bought using one (1) point. There are six levels of Force Power proficiency:

Initiate (+1) - Available to all ranks
Studied (+2) - Available to all ranks
Disciple (+3) - Available at Protector
Adept (+4) - Available at Equire I
Master (+5) - Available at Dark Adept
Grand Master (+6) - Available at Grand Master

Initiate (+1) - All Ranks

You have barely scratched the surface in this Force Power. Your command in this Power is very sparse, has limited duration, causes very limited damage, and require a substantial amount of time before reuse.

Example: Using Force Shock, you are able to hit someone for minimal damage in one instantaneous blast of dark side energy, as a distraction or to disrupt electrical equipment, though you only can use it very infrequently and with a lot of focus.

Studied (+2) - All Ranks

You have put practice into this Force Power, though the experience of how to utilize these powers is still beyond you. Their duration, damage, and frequency of use have increased slightly.

Example: Your Force Shock produces a moderately painful, instantaneous blast of dark side energy at close range. You are able to use it a little more often, though have difficulty hitting targets more than ten meters away.

Disciple (+3) - Protector and Above

Your focus on this Force Power allows you to use it far more frequently than before. It’s potential duration has lengthened, though you still feel it slipping away relatively quickly. It has a moderate effectiveness and you can draw on this Power more often than before.

Example: Your Force Shock causes a moderate amount of pain that has the potential to disarm and disorient opponents. You are able to use it much more often and over a longer distance, however your accuracy over longer distances leaves something to be desired.

Adept (+4) - Equite and Above

Your training with this Force Power has strengthened to a level that allows you to use it for longer periods of time and with less cooldown time between uses. You are capable of seeing how powerful it can be, however that expertise still evades you. Its effectiveness can be devastating and sparks awe in those untrained in its ability, though you are able to see the potential that has yet to present itself.

Example: Your Force Shock causes great pain in one instantaneous blast. You are able to call upon it often, though still find yourself a little fatigued after its use. It can cause permanent damage to electronics and can cause blistering and burning of skin. Your accuracy over long distances is improved, though attempting to hit something fifty meters away is very difficult. At close range, however, it can be devastating.

Master (+5) - Elder and Above

You have reached all but the pinnacle of this Force Power. The duration of its usage is seemingly endless and its effectiveness is outstanding. Your ability to draw upon the power is second nature and any fatigue that you used to feel from its extended usage is all but eliminated.

Example: Your Force Shock causes extreme pain. You can always feel its strength just behind your fingertips and you are aware of its deadly accuracy and raw power. All electrical equipment struck by it is rendered completely useless and beyond repair. It’s intense heat and power can cause irreparable bodily damage even at long distances, even causing death in weaker opponents.

Grand Master (+6) - Grand Master Only

Your ability with this Force Power is known throughout the Brotherhood and you are feared for it. There is nearly no limit to its power or duration. You have forgotten any time when you were unable to call upon it as it comes as simple as breathing.

Example: Your Force Lightning is now your ultimate weapon. It is feared as much as your lightsaber and should be, if not more so. You are able to choose between causing death instantly with an incredibly high voltage of Dark Side energy or sustaining the terrific pain that even those who have apparently “mastered” it can only dream of inflicting.

Available Force Powers

The following is a list of Force Powers available to all members of the Dark Jedi Brotherhood. It shows the power name, it's progression, how long it lasts, and how often you can use it. Specific descriptions on what each power is can be found on the power's tool-tip in the character sheet construction tool


Powers List
Name Progression Duration Refractory Period
Amplification (+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.
Force Cloak 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 enviornment, 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. 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.
Sight Sight grants a distorted view of the world, unique to each user, that allows them 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 they concentrate, and may notice larger moving objects. (+5): The user's Sight is impressive indeed, and they 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.
Farsight (+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
Sense (+1): This Force Power allows the user to Sense the presense 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.
Telepathy (+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. (+6): This ability can be use several times per battle.
Telekinesis (+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 Telekeinetic Strike. User can Push and Pull very heavy objects. (+6) User can levitate themselves and can manipulated almost any object with enough concentration. (+1): This effect lasts for one second. (+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.
Battle Meditation (+1): User can improve the morale of one individual. (+3): User can enhance the combat capabilites of a small group of Force Sensatives. (+5): User can increase the morale and combat capabilites of dozens of willing Force Sensatives. (+6) User can strengthen the morale and combat capabilities of an entire army, guiding them at will, and allowing 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
Barrier (+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.
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 dissiptates 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.
Farsight (+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. (+1): This effect lasts for one second. (+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.
Beast Control (+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.
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.
Force 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.
Healing (+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.
Illusion (+1): User can create a small illusion to fool visual perception. (+3): Use can create a mid-sized illusion to fool visual and aural perception. (+4): User can create a mid-sized 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. (+!): The duration of an illusion is only a few seconds. (+3) The illusion can last several seconds. (+4) The illusion can last for several dozen seconds. (+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 five or six times per battle.
Mind Trick (+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.
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
Control Self (+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. (+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 multiple times per battle, but a few seconds must elapse between each use. (+3) Can be used a handful of times per battle. (+5) Can be used very frequently in battle.
Affliction (+1): Slows the target physically, (+3): Slows target mentally and physically, making them respond to situations slightly slower, (+5): Continues to slow the target to the point of incapacitation (+1) Effect lasts for several seconds (+3) Effect lasts for thirty seconds (+5) Effect lasts for three minutes (+1) Can be used once per battle (+3) Can be used a couple times per battle (+5) Can be used several times per battle
Precognition (+1): Allows the user to anticipate only the next immediate action of an opponent currently engaged by the user. (+2): The user can anticipate an immediate danger, even if not directly engaged with that danger. (+4) The user allows the Force to move them out of danger instinctively. (+5): The user can anticipate action or danger several seconds prior to the event occurring. (+1): Instantaneous. (+1): Can be used a couple times per battle. (+3): Can be used several times per battle.
Blinding (+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.
Suppression (+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.
Stasis (+1) Can momentarily stagger an opponents forward movement. (+2) Can immobilize a single joint of the body: wrist, ankle. (+3) Can lock up an entire section of the body: arm, leg, shoulders, waist. (+4) Can halt an entire body in Stasis. (+5) Can hold stasis for long duration. (+1): At this level, the ability lasts for a few seconds. (+2): Able to maintain effects for several seconds. (+4): Able to maintain effects for a few dozen seconds. (+5): Able to maintain effects for a few minutes or longer with concentration. (+1) Can be used once per battle.
Terror (+1) Can instil 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) The effects of this ability last a considerable amount of time. (+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.