Welcome to the Shado Athenaeum of Nabibr Oriya! Nabibr Oriya ~ Here in the Athenaeum, we store all forms of knowledge for pertinent perusal on behalf of the Shado Varmiri. Civilian and Official. As I have official business to attend to elsewhere on Odessen, I now turn you over to the Assistant Archivist of the Athenaeum. Seraphim. Seraphim, could you please show our new arrivals around and instruct them on proper initiation protocols or anything else they require? Certainly! Greetings, I am Seraphim and am the Assistant Archivist of the Shado Athenaeum here on Odessen. It is an honor to show such an esteemed arrival with such high potential as yourself, around. All character sheets are to be posted here after GM approval as well as the main game thread. There is no edit time limit here in the RPR Forum, so please remember to edit information as events progress and your characters increase in strength. If you wish to know the general rules of the game, please refer back to the main thread: Here. Now, let us begin with character creation, shall we? Character Sheet Picture: [If you use one] Name: Race: Gender: Age: Hair Color: Eye Color: Height & Build: Other Physical Attributes: [If applicable] Force Sensitivity: [Yes or No?] Companion: [Your bound animal companion if applicable] Personal Ship: [Do note that the Shado Varmiri have strict rules regarding space ventures at this time] Family: [Just names and ages will do for now] Birthplanet: Bio: Class: [If Learner or Potential Rank, choose only a base class] Phase: [Will learn in PM along with Stats] Saber Form: [If applicable] Powers & Abilities: [Will discuss how many Points you have in PM] Most of these particular specifics are of a basic foundational grasp, I suspect? Do recall the statement about personal ships. While they are most certainly allowed, do not expect to be permitted to fly just anywhere on a whim. Due to recent events, we, the Shado Varmiri, must be ever vigilant and not allow any potential enemies to know of our whereabouts at this time due to our still low numbers. Also, remember if you have a bound companion to register them appropriately! They are one of the distinct pride and joys of being a Shado Varmiri but they must be taken care of and known to all within the Order so there are no misunderstandings. We will get back to this very topic in more detail, as with others, soon. I wish I could have a bound companion, but alas, it is not in my programming. Of course, we must never forget the Code of the Varmiri. For your remembrance and future instruction of other new arrivals, here it is. Code I am the Protector of Justice. I know no Emotions in Battle, I know the Truth of the Force. I am the Wielder of the True Force. I am the Defender of the True Way. I pledge myself to the Shado Varmiri For I have found True Life, in the Protection of the People I care for. Truly inspirational and an ideal worth defending. But what do I know? I'm only an archival droid with war-time guardian subset routines. Alas, we move on. If you look to your left, no…that's too far left. Back to the screen then. Yes, here. Now, as you can see, here are the official ranks within the Order of the Shado Varmiri from where you will start to where you may one day ascend to. How exciting! Ranks Learner Potential Adherent Wielder Defender Mentor Prime Potentate The Varmiri (Technical Rank only, Potentate is the highest In-World Rank) Do note the color coding of those ranks, it will come in handy later on. What is next on our path of essential information…Oh! Of course. Very important. These are your Statistics, with proper explanations next to each. They should be posted with your character sheet only here in the Athenaeum after approval. Stats Strength: [Physical Strength] Dexterity: [Ability to Handle Objects, Important for Dual Wielders as an example] Agility: [Speed and ability to maneuver in motion expertly] Constitution: [Health and Endurance] Intelligence: [Your mental acumen] Wisdom: [Ability to divine truths from everything around you, perception, Important for Seers] Will: [Mental fortitude and personal drive] Navigation: [Ability with directions and mechanical acumen toward vehicles, Important for Pilots] Focus: [Used mainly to see if one can accomplish certain Force powers and related feats of skill] One will receive 5 Ability Points Every Other Phase. Ability Points (AP) can be spent when a Phase/Level or Rank up occurs or reserved. Those points that are reserved can be held as long as the player wishes and can even be spent during a Phase/Level or Rank Up that doesn't gift any new AP should they wish. You will be discussing this in detail with the GM. When you receive attribute points, note that 'Focus' will be updated separately and automatically at each phase, or level if you prefer, up. Though one can feel free to spend their attribute points there to increase it a little more than normal for that phase if one wishes. The GM wishes everyone to be advised that statistical mechanics will be much lighter than it appears. Unlike a plethora of rolls, checks, saving throws, etcetera…These stats will simply be used as easy references for when characters clash against each other potentially (whether in friendly fashion or otherwise), they have something to compare. Who is stronger? Who is faster? Level of affinity and knowledge with machines? ….I do like an individual with knowledge of droid maintenance myself…. In any event, do not fret if you are not a heavy fan of statistics. They only play a background reference role. And there is only one type of difficulty check. Focus, which we will be going to soon. It looks like we have an important section coming up. The Beginning of a Shado Varmiri. This will explain the fundamental Four Traditions that explain about bound companions, armor, lightsabers, and discblades! Required information to at least be aware of! Step this way and I'll begin the information feedback. What do you mean that's what I'm for as it is? I'll have you know--Oh! It's starting. The Beginning The beginning of the Order typically starts young, or so the grand vision goes as they are still less than a decade old. One is trained when they are brought in by the Baran Do sages initially till deemed ready to choose their specialized path. However, for those born into this new Force Culture and the Order, they begin training with those who know them best. Their family. Such an ideal descends from the teachings of the Zeison Sha. They oversee such basic training for the first ten years of a force sensitive child's life, beginning as soon as sensitivity is discovered. At the age of seven, they are instructed in the creation of the famed disc blades, another blessing from the Zeison Sha teachings. Though they first begin to use basic training discs at age three. This is for them to study the intricacies of the Force in action physically and expedite their control and mental focus as they progress forward. While they may refine their disc blades as they age, the ones they create are theirs alone to forever keep and use as they see fit. It is one of 'The Four Traditions.' They also begin learning to use a lightsaber anywhere from age six to eight depending on when the parents, respectably aged older sibling, or other guardian feels the individual is ready. At age ten, they leave the formal instruction of their family (though most likely they keep learning from them as well) and begin tutoring under one of the Sages to get increased teachings and awareness while also opening up to the rest of their order and society as a whole, they will intimately begin to learn the various paths in which one can take as they mature, dabbling a little in each under watchful eyes. At age fifteen, to keep with the traditional apprentice-ready age of the Seyugi Dervish, they are instructed in the creation of their own unique lightsaber. The second of 'The Four Traditions' and the most common among Force-based groups. Upon successful completion of a lightsaber, they are considered ready for advancement and they are allowed to specify which path they wish to take amongst their kin. When chosen, they leave the training of the Sages and instead progress into the common master-apprentice role of one of their chosen path, taking their first steps into the greater galaxy to gain the best understanding and experience. While doing so, at age sixteen, they are to meditate and locate their bound companion. An animal to which they share a connection with in the Force using a beast-mind technique taught from the Witches of Dathomir. This is the third of 'The Four Traditions.' At age seventeen they are instructed to begin creation of their armor (or weaving robes in the case of Sages) and continue work on it over time, with them having their full armor or robe finished and refined till they are content with it fully and completely and at no younger than twenty years of age. The fourth and final of 'The Four Traditions.' When such a point is reached at each individual's own pace, the armor or robe is given a final 'inspection' from their master. Should they accept it, they then progress to a final trial given by masters of the Order. Victory gains them full rank and officially accepted as a Wielder, formally known as a Wielder of Strength. The real adventures begin there as one ascends the ranks within the Order. It is so nice to see upcoming young Varmiri, but we are still relatively new to the galactic scene. Even if we are now in the Unknown Regions. As such, not all of our beginning students (like yourself possibly?) are so young and from within our burgeoning society. But come from without, invited by others. Also quite possible. And another note, this focused heavily on the Order with Force Sensitives. The Shado Varmiri are known for their inclusiveness. "One from many." Non-Forcefuls are also allowed in the ranks and serve a critical role, even attaining similar ranks within. They can be Wielders, Defenders, and Mentors just as well! In this, we are different than any other Force Faction out there. Now it is time for more crucial information. The classes themselves! They are listed by base class with specializations in brackets next to them. You do not have to specialize, but remain in the more balanced base class if you wish. Indeed, there are bonuses for doing this just as much as specializing! Phalanx [Protector & Ravager] The bulk of the order and the army of the order. This path descends from the Jensaarai teachings and has its followers construct great heavy armor based off that of an animal in the galaxy that they respect and wish to invoke. Usually fierce and powerful predators. They march relentlessly into any combat zone required of them and do not stop till objectives are completed, with none left behind. Masters of the Blade. Phalanx - The balanced warrior class and the most common of the Order's bulk. Protector - The heaviest armored fighter that is the very front lines, taking damage on behalf of all else. Can withstand the most and thus the most defensive of warriors. Ravager - The highly offensive warrior, forsaking most if not all defense for the pure damaging potential. Often noted as berserkers, destroying everyone in their path. Spellcaster [Forcemancer & Thaumaturge] Those who wish to dabble in the Force and discovers its truths and feel empowered by its possibilities. This path descends from the teachings of the Witches of Dathomir. As influenced by the Jensaarai's presence, they adopt constructed light armor reflecting an animal in the galaxy that they respect and wish to invoke. Usually crafty and durable creatures. They wield potent sorcery in just about any situation either for destruction of obstacles, enhancing allies around them, or healing the fallen. Masters of the Force. Spellcaster - The balanced Force type class that practices various kinds of base powers, with a slight touch of healing capability possible. Forcemancer - The spell warrior, the angry mage, etc. Offensive and pure Force oriented, they forsake anything defensive for the sake of destroying foes with the power that is central to the universe. Thaumaturge - The inverse. The defensive mage type, but primarily known as the healers. Able to heal, shield, or enhance their allies. Dervish [Spectre & Avenger] They are the ones who stalk the shadows and watch potential trouble before it reaches those under their protection. Spies, saboteurs, killers. This path descends from the teachings of the Seyugi Dervish. As influenced by the Jensaarai's presence, they adopt constructed light or medium armor reflecting an animal in the galaxy that they respect and wish to invoke. Usually silent and swift predators. Red is often largely favored among them as well. They are the first ones to arrive at any conflict and should diplomacy fail, the first ones to attempt a permanent and swift solution to the problem. While in possession of their disc blade and lightsaber as well as any other weapon they choose to maintain, they are taught to mostly rely on devastating Force martial arts skills and to preferably complete their jobs with the Force and their hand-to-hand skills predominantly and are well known for their speed and confusing, whirling movements oft described as a "beautiful dance of death." They do not create helms like most of the other paths of training, as they have Seyugi Masks with various designs already created by professional artisans that a new follower must select through feeling which felt suited to them. Masters of Stealth. Dervish - The balanced assassin class, who are well suited to sabotage more than the others if kept to. Spectre - The assassin that is most about subtlety and espionage, able to slip in and out of even the most impenetrable places undetected as if they were ghosts. Avenger - The true assassin, pure and unbridled. Slip in, assassinate and sow chaos, then slip out. Also quite able to stand toe to toe with duelists and warriors due to their high speed and precision, so long as they can finish it fairly quick. Sage [Diviner & Archon] The diviners of the Force and counselors to the rest of the Order, they seek to understand the truth of the Force as completely as possible and predict events in order to ensure peace and prosperity for all the people under their care. This path descends from the teachings of the Baran Do. The only route that does not adopt the Jensaarai's armor construction and are unified in their brown and orange robes that signify them for who they are. They are also among those sent to raise morale, govern the political realm, and teach the young adherents of the Order in their middle training period. Masters of Divination. Sage - A Priest/Shaman type class where one focuses heavily on the Force in a defensive manner with no offensive powers, though minor saber skills. They inspire and protect those around them, nothing more if it can be helped. Often aid in meditations of foresight as well. Diviner - The true seers of precognition and visions, typically eschewing combat entirely. Pure defensive if confronted with battle and otherwise try to impart their visions, wisdom, and purity to their allies. Archon - The leaders and politicians, using their force visions as a central core. The most offensive specialization here, but thats not saying much. Slightly upgraded saber skills and only a few aggressive powers, but they have the ability to inspire, rally, and meld with their comrades for superior coordination and strength. Alchemist [Shaper & Atmokinetic] The alchemical and natural elemental savants of the order. This path descends from the teachings of the Shapers of Kro Var. Dabbling in the originally Sith-only field of alchemy, though more restrained in their approach (usually), and manipulators of the elements through the Force, they are a force to be reckoned with in their own right. As influenced by the Jensaarai's presence, they adopt constructed medium armor reflecting an animal in the galaxy that they respect and wish to invoke. Usually more intelligent animals, though they vary more wildly than the other paths in their choices overall. They also are commonly seen as a support role to other groups of the Order as their abilities tended to be well rounded. Many also specialize in warfare tactics like the Phalanx and as such are often deployed as military leaders in addition. Masters of Alchemy & Tactics. Alchemist - A balanced class of seeking out biological and elemental manipulation and also usually balanced in battle as well. At higher points, they begin to specialize a little more than the other two in one area. Potions & other liquid alchemical reagents. Tactics and strategy are still important to them. Shaper - More focused on the manipulation of the biological plane of the universe through the Force and more defensive in battle. Only put a minor to mild emphasis on tactics and strategy as they instead concentrate on their bio-constructs and their strategy tends to lean on how to best employ that which they create. Atmokinetic - The manipulators of the elemental level of the universe through the Force and more aggressive in battle. They can further specialize or balance out their abilities among each of the basic elements. A strong focus on tactics & strategy is also seen here typically as they view it lends to their specific abilities. Proteus [Ace & Seeker] The relic hunters, galactic explorers, and specialized force using pilots of the Order. This path descends from the teachings of the Blackguard. As influenced by the Jensaarai's presence, they adopt a constructed medium armor reflecting an animal in the galaxy that they respect and wish to invoke. Usually inquisitive or flying creatures. They wear the old black garment from their descended sect over it. Their old practices of hunting for artifacts and searching the galaxy are kept and put to good use, reporting back all they find and this time they hunt for relics of any origin, not just the Dark Side. Due to the renovated ideals and visions of this now merged group, they were viewed as the ones best suited to piloting amongst them and such a specialized force was viewed as critical for their future growth. They stepped up to take the duty and now they are feared ace pilots, battling any enemies in air and space while securely shuttling their comrades anywhere they need to go. In force or in secrecy. Masters of Space Combat. Proteus - The most balanced of all classes. A Jack of All Trades as they can do a little bit of everything, not specializing in anything. Therefore they have no strengths to call their own in comparison to others, but their advantage comes in that they have no weaknesses by comparison either. Oft used as bodyguards to important individuals. Ace - Now specializing, they focus highly on their piloting and navigation skills, become the capital ship bridge crew, naval commanders, and unstoppable starfighter pilots. Seeker - Now specializing, they focus on searching and locating artifacts and occasionally people or other objectives for the Order before anyone else is sent in. Keeping to a still staunch balance in battle with emphasis on knowledge, they are the best suited to clearing any relic's tests or traps set to guard them. Emissary [Manipulator & Artificer] The power of the Force lies beyond the physical, yet makes it manifestations in its ripples throughout it. This path is the best way to show that as it descends from the teachings of the Jal Shey. Forgoing physical training for the most part aside from the basics demanded by the Order, they focus on that which they view as most important. The power of words. Spoken from the lips, yet not physically manifested, and still has the power to move mountains. Form armies, fell kingdoms, bind friendships. Or create enemies. Love, fear, and everything else come from that which they excel at. They are the diplomats, the negotiators, the interrogators, the subtle manipulators with nothing more than their observation and persuasion yet with that edge of the Force and any basic combat training should they require it. As influenced by the Jensaarai's presence, they still construct very light armor to showcase unity though often forsake helms due to their impracticality of their use in their field. Lest they wish to have them inspire a specific emotion in those they are sent to negotiate with. Masters of Wordcraft. Emissary - The diplomat and negotiator class that is considered the base class. Focus on pure charisma and using the Force to add weight to their own words. Mind Tricks are the extent of deviousness on their part. Manipulator - The more aggressive diplomat and negotiator, wielding threatening words and stances like an art form. As their name implies, they are the manipulators behind the scenes. The puppet masters. Great at political infiltration as well to get an idea of other factions. Artificer - Keeping up on their diplomatic training as reserve ambassadors or representatives to smaller communities, they instead focus on Force enhancement and imbuement of items and weapons therefore also putting a little more emphasis on their combat training as well as to keep up with others of the Order to put their true expertise to work at any time. Non-Force Sensitives [Various] The Order finds itself more than just an order, more than just a faction. It views itself as a newly evolved culture built for mutual survival and that has come to include even those who do not demonstrate a talent for touching the Force. Yet they are viewed as one of them nonetheless and given the option to rise to any path they wish as well, sans lightsaber and given optional animal bonding (most forgo it, but plenty do). Discblades are still required of military leaning individuals, though clearly they will be enhanced with technology to return to their wielders. Able to do anything otherwise, they help form a strong unity (after the initial idea managed not to push away some of the founders) and show the Order's resolve in the idea: "All are our people. An attack on one is an attack on all." So many choices! Any path is available for you to explore and grow in. All you need is dedication and loyalty to the Shado Varmiri way. And now with everything we have currently discussed, there is only one more crucial detail to go over before you are ready to meet with the GM. Mainly for Force-Sensitives, but highly important. The list of known and practiced Force powers and abilities! You will be able to spend your Ability Points (AP) on this selection, but note the Tier Levels and when they become available to you! It is rather lengthy, but may be critical in understanding for your growth! Try not to be overwhelmed. No, I was not sniggering! Honest! Let me just pull it up before we go any further... List of 173 Powers & Abilities! Saber Forms: Form I Shii-Cho, Form II Makashi, Form III Soresu, Form IV Ataru, Form V Shien, Form VI Niman, Form VII Vaapad For the Varmiri, they have begun to make distinctions from alternative names into being completely different forms from the way they view it. Form VIII Juyo. For the best idea, consider how Darth Sidious fights in Revenge of the Sith. A lot of his moves are very 'rounded' and rarely utilize straight lines or chops. Lots of spinning or attempting to 'round the blade' around the opponent's own weapon. Like Makashi, this would then be seen as a technique highly centered on Saber vs. Saber. Form IX Djem So. Considered a power form to the Varmiri, but mostly a heavy psychological style used to intimidate opponents. Very few can master it to its fullest potential. Still using much of Form V's style, but the more aggressive of the two, yet there is a key trait that separates them. Varmiri Djem So practitioners only use one handed fighting, freeing up the other for Force attacks or defenses. Though often they only focus on the lightsaber fighting. Effortlessly using one hand against an opponent tends to get in their head, striking fear or doubt and thus giving reckless openings to the Form IX user. Both hands are used, but only for brief spurts and are always strong blows meant to batter down the opponent who may not suspect it otherwise after all the one handed fighting. Form X Jar'Kai. Like its namesake, it is all about dual saber fighting. Now this can be applied to any form, but Form X specifically requires dual weapons and has created a style that can only be applied with such an arsenal. One weapon is always utilized for offense and the other for defense, with both being used offensively only at moments when the Form X user feels confident they can quickly overpower the enemy. Form XI Chii-Bai. Jokingly referred as the 'throw away style,' its potential effectiveness is nothing to be disregarded however. Its central tenant is one basic philosophy. Unorthodox. It is said that no two Chii-Bai practitioners are the same as anything outside the norm is considered Form XI. What separates it is the fact that Form XI does that consistently. Vaapad is Chaos with Form. Chii-Bai is unrestrained chaos, or so it is implied. Those highly skilled in its use are among the deadliest of fighters, but it is notoriously difficult to master. Form XII Naetekii: The technique of telekinetic saber fighting…and shaped into a pure saber form in its own right. The Naetekii practioner fights exclusively with the blade in this way, not as a momentary or distraction technique. Thus it is reserved for those who endeavor to master telekinesis and as such, often are found with those who favor The Force over lightsabers in general. Other Lightsaber Skills: Staff Handling (prerequisite to using a Lightstaff…costs 1 Point), Exotic Weapon (prerequisite to Cross Sabers and any other Light Weapon…costs 1 Point) From the beginning at Learner Rank, you are at Novice Level in saber fighting for free. And your chosen form is also given for free. To progress higher in skill level, you must buy each level separately. Amateur Level skill is available at Adherent Rank and then costs 1 point. Proficient Level is also available at Adherent Rank and then costs 2 points. Expert Level is available at Wielder Rank and then costs 3 points. Master Level is available at Defender Rank and then costs 4 points. Revered Level is available at Mentor Rank and then costs 2 points. You may purchase a skill level one rank earlier than described if you are willing to pay double the price. One may also choose to learn additional Saber Forms aside from their original as well, but can only be bought during a phase/level up and each new Form, starting at Novice Level, costs 1 point. Lightsaber Skill Reward Powers Aside from leveling up one's skill in the Art of the Blade, each level (aside from Novice) gives one skill reward for free. From here on the numbers in brackets are the Focus requirements per rank to be able to successfully use, from the lowest rank to the highest. They are color coded to further aid in discerning Focus by Rank requirements. They are as follows: Center of Being: Amateur Lightsaber Skill. The ability to drop into a relaxed stance, holding one’s lightsaber horizontally and slipping into a near-meditative trance. Here they can unconsciously defend against even the most random of strikes and feints for one minute. An additional minute per Lightsaber Skill Rank from here on. [18 - 9 - 6 - 3 - 1 - 0 - 0 - 0 - 0] Force Flash: Proficient Lightsaber Skill. The ability to use the Force on their lightsaber blade to create an immensely bright flash of light (in the color of their weapon) and temporarily blind enemies. Lasts up to fifteen seconds, with each additional Lightsaber Skill Rank adding an extra fifteen seconds. [47 - 35 - 25 - 17 - 9 - 3 - 1 - 0 - 0] Ten X Strike: Expert Lightsaber Skill. The technique and ability to make this single melee strike feel exactly like the strength of ten strikes in rapid succession. All in one blow. [190 - 140 - 95 - 60 - 41 - 29 - 16 - 8 - 4] Blade Stream: Master Lightsaber Skill. The ability to use the Force in tandem with the wielder’s weapon. Upon slamming the blade vertically down into the ground, a large fissure opens up and rapidly races toward any enemies glowing with the luminescent light of the wielder’s blade color. [220 - 185 - 163 - 110 - 92 - 70 - 48 - 27 - 16] Tier 1 Powers [Available at Learner Rank] These are all free at Learner Rank and given by the GM when appropriate. Sense Emotion: The ability to use the Force to accurately gauge the emotions of another. [3 - 2.5 - 2 - 1 - 0 - 0 - 0 - 0 - 0] Force Smell: Uses the Force to enhance one's Sense of Smell. [3 - 2.5 - 2 - 1 - 0 - 0 - 0 - 0 - 0] Force Listening: Uses the Force to enhance one's Sense of Hearing. [3 - 2.5 - 2 - 1 - 0 - 0 - 0 - 0 - 0] Force Sense: The general and universal ability to use the Force to sense one's surroundings without having to use their other natural senses. [3 - 2.5 - 2 - 1 - 0 - 0 - 0 - 0 - 0] Force Jump: The ability to use the Force to strengthen one's leg muscles and enhance any hopping, jumping, or leaping an individual does. [3 - 2.5 - 2 - 1 - 0 - 0 - 0 - 0 - 0] Rudimentary Telekinesis: The ability to use the Force to push or pull objects in direct relation to the individual, either toward or away. This is the basic form and is thus weak and not always reliable, but is the necessary foundation to greater understanding and control. [3 - 2.5 - 2 - 1 - 0 - 0 - 0 - 0 - 0] Force Speed: The ability to enhance one's speed and reaction time. [3 - 2.5 - 2 - 1 - 0 - 0 - 0 - 0 - 0] Force Sight: Uses the Force to enhance one's Sense of Sight in various ways. [3 - 2.5 - 2 - 1 - 0 - 0 - 0 - 0 - 0] Force Strength: The ability to enhance one's physical strength. [3 - 2.5 - 2 - 1 - 0 - 0 - 0 - 0 - 0] Final Tier 1 Powers [Available at Potential Rank] These are also free upon reaching the correct rank, as stated above. Comprehend Speech: The ability to use the Force to instantly understand languages an individual does not otherwise possess knowledge of. At higher levels it also instantly translates one's own words to another person who may not understand their language and does not possess access to this power themselves. [3 - 2.5 - 2 - 1 - 0 - 0 - 0 - 0 - 0] Telepathy: The ability to use the Force to project one's thoughts into another's mind as to converse without verbal words. This does not gift one the ability to peer into and see their thoughts, merely a conveyance of your own. [3 - 2.5 - 2 - 1 - 0 - 0 - 0 - 0 - 0] Animal Bond: The ability to bond with an animal companion, with help through the Force, and become allies whether briefly or permanently. [3 - 2.5 - 2 - 1 - 0 - 0 - 0 - 0 - 0] Tier 2 available at Potential Rank, Tier 3 available at Adherent Rank, Tier 4 & Tier 5 available at Defender Rank (Phases 1 & 4), Tier 6 & Tier 7 available at Mentor Rank (Phases 1 & 3), & Tier 8 available at Prime Rank Universal or 'Grey' Powers Force Illusion: Tier 2 Power. The ability to cast small and minor illusions to fool others. Upgrades to Force Projection. Costs 1 Point. [25 - 15 - 10 - 7 - 4 - 0 - 0 - 0 - 0] Force Projection: Tier 3 Power. Illusions can now be cast in medium and moderate difficulty and size to fool others. At Defender rank (Phase 3), it automatically upgrades to large and major illusions. Upgrades to Force Phantom. Costs 2 Points. [50 - 34 - 27 - 22 - 18 - 15 - 7 - 0 - 0] Force Phantom: Tier 5 Power. Illusions are near perfect and it takes another with this power or someone of at least two ranks higher to see through it. Furthermore, one can now create a Force Phantom of themselves that looks and acts just like them and is able to interact with the world in minor physical ways. Is still controlled by the true individual. Costs 3 Points. [530 - 415 - 300 - 210 - 164 - 128 - 100 - 75 - 50] Tutaminis/Energy Absorption: Tier 3 Power. The ability to stop energy weapons from harming oneself, even with their bare hands. Unable to prevent heavy weapons grade energy attacks however, so don't try it. Upgrades to Force Barrier. Costs 1 Point. [50 - 34 - 25 - 20 - 15 - 10 - 5 - 0 - 0] Force Barrier: Tier 4 Power. Ability to wield the Force into a thin protection around the individual's body, quite like Force Armor, to protect even better against energy weapons. The ability to deflect energy weapons is sacrificed here for greater protection, thus able to defend against even heavy weapons grade energy attacks and up to at least a few lightsaber strikes (good against those up to one rank higher). Full turbolaser level will always be a threat however, better to evade. Upgrade to Channeling. Costs 2 Points. [400 - 250 - 170 - 130 - 87 - 55 - 30 - 15 - 7] Channeling: Tier 5 Power. The ability to take any incoming energy weapon attacks (minus turbolaser level) and energy based Force Powers (if the attacker is at least of the same level) and then redirecting them into a generic energy based attack of their own or temporarily strengthen their ability with another Force power of the channeler so long as they use the incoming charge immediately. Costs 3 Points. [333 - 266 - 230 - 195 - 150 - 120 - 92 - 60 - 30] Enhanced Agility: Tier 2 Power. The individual can use this ability to have the Force enhance not their speed, but their agility and range of maneuverability able to perform both highly dexterous and agile feats. Upgrades to Greater Motion. Costs 1 Point. [10 - 7 - 5 - 3 - 2 - 1 - 0 - 0 - 0] Greater Motion: Tier 3 Power. The individual's Force-enhanced agility is now even greater than before. They are able to do heightened levels of agility and dexterity fluidly despite even being at high speeds. Upgrades to Art of Movement. Costs 2 Points. [40 - 30 - 22 - 18 - 13 - 8 - 3 - 0 - 0] Art of Movement: Tier 4 Power. The individual has now nigh perfected the use of enhancing their agility and dexterity and at virtually any speed. The highest masters of evasion know the Art of Movement. Costs 3 Points. [300 - 220 - 150 - 125 - 85 - 50 - 25 - 18 - 10] Aqua Breath Control: Tier 2 Power. The ability to use the Force to help breathe underwater. Upgrades Full Breath Control. Costs 1 Point. [10 - 7 - 5 - 3 - 2 - 1 - 0 - 0 - 0] Full Breath Control: Tier 3 Power. The ability to use the Force to now help regulate and protect one's breathing even when their minimal oxygen (or whatever form of air the individual needs to breathe) is present. Useful in situations with toxic air to a person. Costs 2 Points. [40 - 30 - 22 - 18 - 13 - 8 - 3 - 0 - 0] Vacuum Breath Control: Tier 4 Power. The ability to use the Force to protect one's ability to breathe is now perfected as it helps one breathe in vacuum conditions where no air is present, even in space (so long as one can protect themselves from the other dangers of space properly). Costs 3 Points. [300 - 220 - 150 - 125 - 85 - 50 - 25 - 18 - 10] Detoxify Poison: Tier 2 Power. The ability to use the Force to purge minor to mild poisons from the body. Can only use on yourself. Upgrades to Force Purification. Costs 1 Point. [10 - 7 - 5 - 3 - 2 - 1 - 0 - 0 - 0] Force Purification: Tier 3 Power. The ability to use the Force to now purge major poisons and even all manners of toxins from the body. Such things as potent neurotoxins will still leave the user exhausted after purging it however. Can now purge all manners of poison from others but not the highest grade toxins nor can damage caused by poisons be healed from this power, only able to get rid of them. Upgrades to Immunity. Costs 2 Points. [40 - 30 - 22 - 18 - 13 - 8 - 3 - 0 - 0] Immunity: Tier 4 Power. The ability to heal the individual's own body of poison and toxin has reached such a level that they are now naturally immune to all such harmful things to their body. Can purge any form of poison or toxin from others now, but still cannot actually heal the resulting damage. Costs 3 Points. [300 - 220 - 150 - 125 - 85 - 50 - 25 - 18 - 10] Force Stealth: Tier 2 Power. The ability to make oneself harder to discern physically and also much quieter. A necessary power for Dervishes and the like. However, those attuned to the Force and at least two ranks higher can still sense them clearly, despite still having difficulty visually piercing the stealth. Those who are at least four ranks higher can have Force Sight effortlessly pierce through the stealth, so precautions may still be necessary. Upgrades to Conceal Essence. Costs 1 Point. [25 - 15 - 10 - 7 - 4 - 0 - 0 - 0 - 0] Conceal Essence: Tier 4 Power. One's ability in Force Stealth is increased significantly and now even their presence in the Force is diminished considerably and thus harder to sense. It now takes an enemy three ranks higher to sense them clearly. It takes an enemy five ranks higher to use Force Sight and Sense to detect them perfectly with mild effort. Upgrades to Art of the Small. Costs 2 Points. [450 - 270 - 180 - 135 - 90 - 65 - 45 - 25 - 10] Art of the Small: Tier 5 Power. Special Condition: Dervishes, Spectres, & Avengers only. One's ability in Force Stealth is at its highest level. Masters of the Shadow. Virtually undetectable by any Force Sensing means, one's Force presence has hit the microscopic level. Physically, it is outrageously difficult to see through the ability. Only the highest rank can sense them.Technological means such as heat scanners may yet work against the user however. Costs 3 Points. [480 - 400 - 330 - 250 - 175 - 125 - 97 - 66 - 40] Force Trance: Tier 2 Power. The ability to go into an extremely deep hibernation state that renders the user unconscious to provide great restorative energy to their energy reserve and mental state as well as heal minor wounds. It is also useful in mimicking death as only Force Sensitives can tell the truth. Able to last up to a week at maximum if absolutely necessary, though able to come out early to a predetermined 'trigger phrase.' When under however, the user is entirely vulnerable. Upgrades to Harmonious Consent. Costs 1 Point. [25 - 15 - 10 - 7 - 4 - 0 - 0 - 0 - 0] Harmonious Consent: Tier 3 Power. The ability to use Force Trance is heightened to the point that it can last up to a month now if absolutely necessary, though able to come out early to a predetermined 'trigger phrase or sound.' Still completely vulnerable when in this state however. Can now put another under the effects of 'Force Trance,' so long as they are willing and can only come out of it with the aid of another with the ability: 'Harmonious Consent.' Upgrades to Morichro. Costs 2 Points. [50 - 34 - 27 - 22 - 18 - 15 - 7 - 1 - 0] Morichro: Tier 5 Power. Able to go into a Force Trance for up to three months at a time and even fool other Force Sensitives, as well as able to come out at will. Like the previous level they are able to turn their power on others or themselves now at the point of literally suspending biological functions, including breathing and heart rate. Those under the throes of morichro at the highest level can survive without food, water, or even air for periods of up to a year. Though it cannot protect against vacuum conditions. The suspended portion of this ability can also solely be targeted on other targets, making it extremely effective in subduing foes. However, failure to monitor a targeted opponent could render them permanently unconscious or cause them to die of dehydration or starvation, so caution is advised. Costs 3 Points. [600 - 500 - 400 - 300 - 200 - 130 - 105 - 70 - 45] Tapas/Force Temperature: Tier 2 Power. In this version, Tapas will be an overall temperature regulatory power rather than just warmth. Can only use on oneself. Able to use the Force to willingly heat up or cool down to combat external temperatures and conditions. This level helps against hot deserts and polar regions, but not to extreme levels. Upgrades to Advanced Tapas. Costs 1 Point. [10 - 7 - 5 - 3 - 2 - 1 - 0 - 0 - 0] Advanced Tapas: Tier 3 Power. Now able to regulate body temperature in even extreme conditions, hot or cold. Only the very hottest and coldest of conditions can thwart this level of ability. Upgrades to Master Tapas. Costs 2 Points. [40 - 30 - 22 - 18 - 13 - 8 - 3 - 0 - 0] Master Tapas: Tier 4 Power. One can now protect themselves against any level of temperature conditions. Even if one were standing within molten lava (assuming an individual had means to survive the actual lava as well) or the cold of space (though it doesn't fully protect against vacuum conditions). Costs 3 Points. [300 - 220 - 150 - 125 - 85 - 50 - 25 - 18 - 10] Force Meld: Tier 3 Power. Can meld with another individual for superior coordination, becoming as if one person during this state with no penalties to the user. Upgrades to Seamless. Costs 1 Point. [55 - 42 - 33 - 25 - 20 - 15 - 8 - 2 - 0] Seamless: Tier 4 Power. Can now meld up to ten individuals for elite coordination, all becoming as one in the state. Though the user has to concentrate so hard some penalties apply to them alone, making them sluggish unlike the rest. Upgrades to Battle Meditation. Costs 2 Points. [500 - 400 - 300 - 200 - 105 - 80 - 50 - 33 - 20] Battle Meditation: Tier 5 Power. Special Condition: Archons, Alchemists, Shapers, & Atmokinetics only. Can meld up to a hundred individuals at once, for the greatest level of coordination and Oneness possible. If revitalized regularly by another or Force enhanced device during its implementation, it has the possibility of increasing its strength to a thousand individuals. At the highest levels it can render entire armies and fleets under its sway for maximum potency. The one down side is it requires utter devotion and concentration. The user becomes vulnerable to attack unless they cut it off to defend themselves if need be. Costs 3 Points. [600 - 500 - 400 - 300 - 200 - 130 - 105 - 70 - 45] Force Vision: Tier 2 Power. No control is given over this power, not truly. But the individual has opened themselves into higher levels of acceptance for visions from the Force so they can see and try to decipher whatever is given to them. Whether images, sensations, or even words. Even then, one can only see up to a year in the future or past. Upgrades to Precognition. Costs 1 Point. [20 - 10 - 8 - 6 - 4 - 1 - 0 - 0 - 0] Precognition: Tier 3 Power. Minor influence over the power is sometimes attainable, with the user able to attempt coaxing incoming visions a certain way or another. It is not guaranteed to succeed however. The knowledge of whats immediately about to happen, especially in personal combat, is well showcased at this stage and aids in battle immensely. Possible to see up to ten years in the future or past. Upgrades to Farsight. Costs 2 Points. [50 - 34 - 27 - 22 - 18 - 15 - 7 - 0 - 0] Farsight: Tier 4 Power. Special Condition: Sages, Diviners, & Archons only. Able to achieve partial control over the force visions one receives, though never more than that. Always seems to know when combat is about to occur moments before it does, even if its due to an ambush from someone they still don't sense. Able to potentially foresee events up to a hundred years in the future or past! Costs 3 Points. [500 - 400 - 300 - 200 - 105 - 80 - 50 - 33 - 20] Stun Droid: Tier 2 Power. The ability of understanding the mechanisms and workings of a droid better than most and thus when confronted within an enemy droid or just a situation that requires it…this ability uses the Force in stunning them briefly, up to five minutes in length. No effect on organic targets. Can only target one at a time. Upgrades to Disable Droid. Costs 1 Point. [10 - 7 - 5 - 3 - 2 - 1 - 0 - 0 - 0] Disable Droid: Tier 3 Power. The ability to target up to three droids at a time and stun them for an even longer time, while also mildly damaging them in some way. While they will need to get the damage repaired, they will be stunned for up to an hour. No effect on organic targets. Upgrades to Destroy Droid. Costs 2 Points. [40 - 30 - 22 - 18 - 13 - 8 - 3 - 0 - 0] Destroy Droid: Tier 4 Power. As is stated in the name, this ability immediately destroys a droid by focusing on its internal workings. Up to five can be targeted at a time. At higher levels, ten can be targeted. No effect on organic targets. Costs 3 Points. [400 - 250 - 170 - 130 - 87 - 55 - 30 - 15 - 7] Force Stun: Tier 2 Power. The ability to use the force to stun a single organic enemy for up to five minutes. At the highest levels, around twenty to twenty-five targets can be stunned at once. Upgrades to Force Stasis. Costs 1 Point. [20 - 10 - 8 - 6 - 4 - 1 - 0 - 0 - 0] Force Stasis: Tier 3 Power. While the target range is again only one person, the ability to stun an organic opponent is now much greater. They are literally frozen in place as if by invisible restraints, not able to budge even the slightest bit. Aware, but unable to do anything about it. Lasts fifteen minutes. Upgrades to Stasis Field. Costs 2 Points. [50 - 34 - 27 - 22 - 18 - 15 - 7 - 0 - 0] Stasis Field: Tier 4 Power. Again organic opponents are restrained by the Force and unable to move at all, however one is now able to target ten targets at once. At higher levels, fifteen may be possible. Lasts a full thirty minutes. Costs 3 Points. [400 - 250 - 170 - 130 - 87 - 55 - 30 - 15 - 7] Cleanse Mind: Tier 2 Power. The ability to use the Force to negate any mind-affecting Force power used against oneself, so long as the opposing power is recognized and is at least the same level in strength. Can also aid an ally if their mind is being assailed through the Force with the same conditions of success being in place. Upgrades to Force Resistance. Costs 1 Point. [18 - 9 - 6 - 3 - 1 - 0 - 0 - 0 - 0] Force Resistance: Tier 3 Power. The ability to harness the Force to resist opposing Force attacks with greater efficiency making one's defensive capabilities in that area significant. An enemy whose one rank above will be slowed, though will likely still overwhelm the user however. An enemy two ranks or higher will break through without much trouble nevertheless. Upgrades to Force Negation. Costs 2 Points. [45 - 32 - 26 - 20 - 16 - 12 - 5 - 0 - 0] Force Negation: Tier 4 Power. The user now has the ability to attempt to absorb or negate an enemy's Force attacks completely. The higher the rank the foe is, the smaller the chance in negation however. Costs 3 Points. [525 - 300 - 190 - 134 - 93 - 65 - 33 - 20 - 10] Force Enhancement: Tier 2 Power. The ability to use the Force to enhance a weapon to be stronger, sharper, or more durable than it already is. A duration of one hour exists and takes the same amount of time to properly enhance. Enhancements can be negated by those with 'Force Negation.' Cannot stack on top of other Force enhanced weapons. Upgrades to Force Augmentation. Costs 1 Point. [25 - 15 - 10 - 7 - 4 - 0 - 0 - 0 - 0] Force Augmentation: Tier 3 Power. The ability to use the Force to empower weapons with even greater skill as well as other objects and items to achieve specific results of moderate strength. Can stack on top of other enhancements or augmentations. A duration of one day exists and it takes a full day or 24 hours spread out in a short span to properly augment. Augmentations cannot be negated, but they can be potentially resisted with those who possess 'Force Resistance'. Upgrades to Force Imbuement. Costs 2 Points. [50 - 34 - 27 - 22 - 18 - 15 - 7 - 1 - 0] Force Imbuement: Tier 4 Power. Special Condition: Emissaries, Manipulators, & Artificers only! The ability to use the Force to imbue an object with the skill of an artisan. Such weapons can not only grant specific results of major strength, they also act as a conduit of Force power, making their wielder even stronger just by holding it. Imbuements cannot be negated, but can be potentially resisted with those who possess 'Force Resistance.' Costs 3 Points. [500 - 400 - 300 - 200 - 105 - 80 - 50 - 33 - 20] Flicker: Tier 2 Power. The user uses the Force to flicker the blade of their lightsaber creating a 'strobing' effect. It has the potential to disorient foes and throw them off balance long enough to create an opening in battle or allow the user to better adjust themselves for defense. If the user is two ranks or higher above the opponents, they can potentially stun them for one minute. Upgrades to Flash Blade. Costs 1 Point. [25 - 15 - 10 - 7 - 4 - 0 - 0 - 0 - 0] Flash Blade: Tier 3 Power. Using the Force to briefly halt and control the after-trail of luminescence of their lightsaber, almost like one is "drawing" in the air with their weapon. The light in mid air gains a semi-physical state and can then be manipulated and flung at opponents at high speeds in a shocking ranged attack with all the power of a lightsaber still in effect. The light can be blocked by opposing blades or other means that are resistant to lightsabers; and the manipulated light will last for only five seconds. Upgrades to Blade Manipulation. Costs 2 Points. [60 - 45 - 33 - 25 - 14 - 7 - 0 - 0 - 0] Blade Manipulation: Tier 5 Power. Special Condition: Phalanxes, Protectors, & Ravagers only. The user can briefly control the blade of their lightsaber for up to ten seconds. They can elongate it past what would be normal, spring out further smaller blades from the main one, and anything else they can think of in relation to the plasma blade of their own weapon in that short span of time for a plethora of advantages. Costs 3 Points. [615 - 500 - 378 - 265 - 150 - 127 - 98 - 64 - 34] Force Defense: Tier 2 Power. Uses the Force to bolster one's defenses in a short range blast mainly meant to intercept and disrupt incoming attacks, especially projectiles. It does not have enough strength to amount to much of an attack however, though it can momentarily rebuff any incoming melee enemies. Upgrades to Force Blast. Costs 1 Point. [10 - 7 - 5 - 3 - 2 - 1 - 0 - 0 - 0] Force Blast: Tier 3 Power. Sometimes the best defense is a good offense. This ability channels the Force in a similar state to the previous power, but more compact, powerful, and with a range of twenty feet it then explodes with force enough to destroy most things in its path. Upgrades to Force Repulse. Costs 2 Points. [50 - 34 - 27 - 22 - 18 - 15 - 7 - 1 - 0] Force Repulse: Tier 4 Power. Taking the power of the Force Blast and combining it once again with the central tenant of defense, the user draws the Force in on himself and then violently ejects in an complete 360 degree omniversal direction to blow anything even remotely close by to the individual away with enough power to make a tank wet its pants. If a tank wore pants that is. Costs 3 Points. [510 - 400 - 295 - 192 - 97 - 67 - 40 - 20 - 9] Light Side Powers Force Numb: Tier 2 Power. Uses the Force to temporarily ‘numb’ another Force User’s senses and ability in the Force, making it hard to feel or tap into. It does not sever any connection, so the target still can, but it’ll feel sluggish and slow, forcing them to require more focus and energy to perform any tasks with it. It increases Focus requirement on the target by 1.5 times the normal amount for two minutes. Can only target one at a time. Upgrades to Force Suppression. Costs 1 Point. [23 - 12 - 8 - 5 - 2 - 0 - 0 - 0 - 0] Force Suppression: Tier 3 Power. The user can now refine their restriction of the Force on a target, making their opponent feel like they nearly cannot touch the Force. An almost drowning like sensation in the back of the mind, yet still able to function physically after initial disorientation which lasts thirty seconds. If used on the target as they are in the middle of drawing the Force however, this disorientation can be devastating. For every point of Focus required on the power they had attempted to use when Suppression was successfully cast against them is a minute they are disoriented. Furthermore, from the moment it takes effect, it now takes 3 times the normal amount of Focus to perform powers for ten minutes. Can only target one at a time and it tires the user from doing it again for a few minutes. Upgrades to Force Light. Costs 2 Points. [66 - 50 - 32 - 20 - 11 - 5 - 1 - 0 - 0] Force Light: Tier 4 Power. The individual draws on the Force to create a small flash of light that blinds enemies for three seconds, but that’s only a bonus effect. The user has cast a brief anomaly in the Force that floats in mid air and glows faintly. All within a hundred feet of this glowing anomaly, minus the caster, suffer the same effects as Force Suppression. This power requires the user to wait at least an hour before doing again due to drain on energy, though they are free to use all other powers so long as they have the focus for it. Costs 3 Points. [490 - 285 - 190 - 140 - 95 - 68 - 49 - 27 - 12] Recharge: Tier 2 Power. The ability to give a small amount of energy and stamina to another through the Force, helping if the target is exhausted or wounded. Note: This does not heal injuries. A second wind, if you will. Can only target one and ineffective on droids. Upgrades to Revitalize. Costs 1 Point. [10 - 7 - 5 - 3 - 2 - 1 - 0 - 0 - 0] Revitalize: Tier 3 Power. The ability to give a moderate boost in energy and stamina to another through the Force. Can also awaken unconscious targets gently, though injuries are still not healed. Can only target one and ineffective on droids. Upgrades to Rejuvenate. Costs 2 Points. [40 - 30 - 22 - 18 - 13 - 8 - 3 - 0 - 0] Rejuvenate: Tier 4 Power. The ability to give a full boost in energy and stamina to another through the Force, completely restoring lost energy. Can awaken unconscious targets and heal minor wounds. Can target up to three individuals and can also work on droids who are powered down. Damage cannot be repaired through this however. Costs 3 Points. [300 - 220 - 150 - 125 - 85 - 50 - 25 - 18 - 10] Ease Pain: Tier 2 Power. The ability to use the Force to dull or ease pain so one can potentially function effectively again. It does not actually heal any wounds, so caution will still be necessary. Upgrades to Self-Healing. Costs 1 Point. [25 - 15 - 10 - 7 - 4 - 0 - 0 - 0 - 0] Self-Healing: Tier 3 Power. Special Condition: Proteus’, Seekers, Spellcasters, and Thaumaturges only. The ability to use the Force to heal one’s own wounds up to moderate level. At higher levels, advanced but still not critical injuries will be possible to heal by oneself. Upgrades to Healing of Light. Costs 2 Points. [50 - 34 - 27 - 22 - 18 - 15 - 7 - 1 - 0] Healing of Light: Tier 4 Power. Special Condition: Thamaturges only. The ability to use the Force to heal wounds on another, even critical injuries at higher levels. Those healed are best advised to still remain resting afterward for optimal results. Costs 3 Points. [500 - 400 - 300 - 200 - 105 - 80 - 50 - 33 - 20] Ease Trauma: Tier 2 Power. The ability to use the Force to ease moderate mental trauma and pain, allowing the target individual to function rationally and normally again. Memories remain, but their impact is dulled for a full day. Upgrades to Soothing Light. Costs 1 Point. [20 - 10 - 8 - 6 - 4 - 1 - 0 - 0 - 0] Soothing Light: Tier 3 Power. The ability to use the Force to ease major mental trauma and pain, allowing the target individual to function rationally and normally again. Memories remain, but their impact is dulled for up to a week. Upgrades to Flashburn. Costs 2 Points. [50 - 34 - 27 - 22 - 18 - 15 - 7 - 0 - 0] Flashburn: Tier 4 Power. The powerful ability to use the Force to handle the greatest of mental trauma and pain in perhaps the only way possible. By initially soothing the target into a relaxed state of sleep, then purging the memories of pain completely and irreversibly. The target wakes up without repercussions immediately after completion. Costs 3 Points. [400 - 250 - 170 - 130 - 87 - 55 - 30 - 15 - 7] Higher Endurance: Tier 2 Power. The ability to use the Force to increase one’s physical endurance and ability to take punishment. The individual can perform for an extra ten minutes longer than they would normally and take moderately more damage than normal before dropping. Any additional pain and damage accrued during will catch up to the caster after it wears off. Only usable on the user themselves. Upgrades to Crucitorn. Costs 1 Point. [18 - 9 - 6 - 3 - 1 - 0 - 0 - 0 - 0] Crucitorn: Tier 3 Power. The ability to use the Force to transcend one’s physical endurance and ability to take punishment even further by altering the target’s sensation and interpretation of pain. The individual can perform for an extra thirty minutes longer than they would normally and take significantly more damage than normal before dropping. Any additional pain and damage accrued during will catch up to the caster after it wears off. There is another, darker, use for this power as well. It can be turned on others potentially to increase their sensation of pain, driving them mad with the sensation from wounds that would not normally be so afflicting. Duration is the same length. Upgrades to Force Body. Costs 2 Points. [58 - 46 - 33 - 25 - 20 - 18 - 9 - 4 - 0] Force Body: Tier 4 Power. The ability to use the Force to transcend one’s physical endurance and ability to take punishment to levels generally unadvisable. Often known to the Shado Varmiri as “The Martyr’s Power.” The individual can perform for an extra hour longer than they would normally and take immensely more damage than normal before dropping, literally able to perform as their body is torn to shreds. Any additional pain and damage accrued during will catch up to the caster after it wears off. Only able to be used by the individual and usually as a last resort. Costs 3 Points. [525 - 300 - 190 - 134 - 93 - 65 - 33 - 20 - 10] Superior Force Jump: Tier 3 Power. The ability to augment one’s Force Jump even further to encompass great distances and heights. Upgrades to Levitation. Costs 1 Point. [10 - 7 - 5 - 3 - 2 - 1 - 0 - 0 - 0] Levitation: Tier 4 Power. The ability to levitate in the air with the use of the Force. One can rise up to ten feet and move in any direction at walking speed. Upgrades to Wings of Ashla. Costs 2 Points. [400 - 250 - 170 - 130 - 87 - 55 - 30 - 15 - 7] Wings of Ashla: Tier 5 Power. The user now seems to grow luminescent, spectral wings of golden light from the Force and can fly through the air with them as if born naturally to it. Lasts thirty minutes. Upon learning, an individual only showcases one golden wing. At each rank up, their power with this grows and they manifest an extra wing. Each wing extends maximum flight duration another thirty minutes. Costs 3 Points. [600 - 500 - 400 - 300 - 200 - 130 - 105 - 70 - 45] Resolve: Tier 3 Power. The user concentrates on the Force to increase their resolve and slightly increase their speed (stacked on top of Force Speed) and accuracy. Caster is only able to use them on themselves. Upgrades to Force Valor. Costs 1 Point. [40 - 30 - 22 - 18 - 13 - 8 - 3 - 0 - 0] Force Valor: Tier 4 Power. The user concentrate on the Force to now considerably increase their and up to three other targets’ resolve, speed (again stacked on Force Speed but not with ‘Resolve’), and accuracy. Upgrades to Spirit Merge. Costs 2 Points. [300 - 220 - 150 - 125 - 85 - 50 - 25 - 18 - 10] Spirit Merge: Tier 5 Power. The user now focuses his or her full willpower into aiding another Force Sensitive ally, transcending spiritual boundaries to boost their full power with their own full strength in the Force. They also temporarily lend one or two powers of their choosing to the target until their task is done or ends in failure. The caster however becomes completely vulnerable after this and cannot move, only able to move and have full range over their Force power again when it is complete. Costs 3 Points. [600 - 500 - 400 - 300 - 200 - 130 - 105 - 70 - 45] Dark Side Powers Deadly Blink: Tier 2 Power. The ability to cause the sensation of burning and excruciating pain by simply looking at the target. Only able to be used on one target, causes a large strain on the user, and lasts for five seconds. Cannot kill. Upgrades to Deadly Sight. Costs 1 Point. [25 - 15 - 10 - 7 - 4 - 0 - 0 - 0 - 0] Deadly Sight: Tier 4 Power. The ability to now kill a single target by simply looking at them, their bodies burning and smoking suddenly while being caught in this power. Still causes a large strain on the user and lasts for up to twelve seconds. Upgrades to Deadly Gaze. Costs 2 Points. [450 - 270 - 180 - 135 - 90 - 65 - 45 - 25 - 10] Deadly Gaze: Tier 5 Power. The ability to now potentially kill anything being looked at, targets burning and smoking…sometimes even completely dissolving as the power is upon them. Still causes a large strain on the user and targeting cannot be controlled. Once underway, this power cannot be controlled and will possibly kill anyone the user looks at, even allies. Can last as long as the user can go without blinking. If the user is a species that doesn't need to blink, it can last for up to a minute. Costs 3 Points. [480 - 400 - 330 - 250 - 175 - 125 - 97 - 66 - 40] Glean Fact: Tier 2 Power. The ability to use the Force to rip a tiny bit of basic facts from a person without consent. It will usually take nothing more than surface thoughts at this stage, but can be devastating if timed well. Works only on those the same level or lower. Upgrades to Drain Knowledge. Cost 1 Point. [20 - 10 - 8 - 6 - 4 - 1 - 0 - 0 - 0] Drain Knowledge: Tier 3 Power. The ability to use the Force to rip more important information from a person without consent, possibly causing psychological damage. Works on targets up to one level higher, if the user's Willpower is greater. Upgrades to Lore Voracity. Costs 2 Points. [55 - 42 - 33 - 25 - 20 - 15 - 8 - 2 - 0] Lore Voracity: Tier 4 Power. The ability to use the Force to potentially delve deep into a target's mind for the most secretive of information they possess without consent, possibly causing damage to both the psyche and the brain. Works on any level so long as Willpower is high enough. Costs 3 Points. [500 - 400 - 300 - 200 - 105 - 80 - 50 - 33 - 20] Force Diminish: Tier 2 Power. The ability to use the Force to weaken a singular target, draining them of energy and resolve for a time. The user does not get that drained energy however. Upgrades to Force Drain. Costs 1 Point. [20 - 10 - 8 - 6 - 4 - 1 - 0 - 0 - 0] Force Drain: Tier 3 Power. The ability to truly drain a singular target, siphoning their energy and strength into the user instead. Upgrades to Force Hunger. Costs 2 Points. [50 - 34 - 27 - 22 - 18 - 15 - 7 - 0 - 0] Force Hunger: Tier 4 Power. The ability to use the Force to drain up to three targets at once, siphoning their energy, strength, and very life force into the user instead to refresh, recharge, and rejuvenate. Targets can be potentially killed with this. Costs 3 Points. [500 - 400 - 300 - 200 - 105 - 80 - 50 - 33 - 20] Force Fear: Tier 2 Power. The ability to use the Force to make an enemy feel fear and cower from the user. Upgrades to Force Horror. Costs 1 Point. [10 - 7 - 5 - 3 - 2 - 1 - 0 - 0 - 0] Force Horror: Tier 3 Power. The ability to use the Force to make up to five targets absolutely horrified of the user, turning them into gibbering fools. Upgrades to Force Insanity. Costs 2 Points. [40 - 30 - 22 - 18 - 13 - 8 - 3 - 0 - 0] Force Insanity: Tier 4 Power. The ability to use the Force to make any individuals within a twenty foot radius go completely insane with terror regarding the user. There will no longer be any reasoning with them if successful while it is in effect and for those of lesser willpower, outright death from fear is possible. Costs 3 Points. [400 - 250 - 170 - 130 - 87 - 55 - 30 - 15 - 7] Consume Pain: Tier 2 Power. The ability to use the Force to consume one's own pain and empower them rather than weaken and keep them going with temporarily greater power. Lasts five minutes. At higher levels, it can last up to potentially fifteen minutes and be turned onto others so that the user can also consume others' pain as a charge as well. Upgrades to Force Scream. Costs 1 Point. [20 - 10 - 8 - 6 - 4 - 1 - 0 - 0 - 0] Force Scream: Tier 3 Power. The ability to use the Force through screaming to cause large amounts of damage.Can also potentially be triggered unconsciously due to stressful and painful events, leading to massive damage to the surrounding area and anyone within range. (This is purely under GM control and decisions) Upgrades to Force Rage. Costs 2 Points. [50 - 34 - 27 - 22 - 18 - 15 - 7 - 0 - 0] Force Rage: Tier 4 Power. One's own rage is now fueled and becomes fuel for and within the Force, greatly enhancing the user's own attributes in all areas for the duration of their anger or until their body literally cannot function any further. Not many can withstand a Force Rage-induced assault for long. Costs 3 Points. [400 - 250 - 170 - 130 - 87 - 55 - 30 - 15 - 7] Force Slow: Tier 2 Power. The ability to use the Force to cloud the target's mind, causing them to slow down both mentally and physically. Upgrades to Force Affliction. Costs 1 Point. [10 - 7 - 5 - 3 - 2 - 1 - 0 - 0 - 0] Force Affliction: Tier 3 Power. The ability to use the Force to more quickly debilitate the target, working much like a fast-acting poison. The effects of affliction worsened over time and may cause death if the user's willpower is high enough in comparison to the target and it lasts for more than twenty minutes. Upgrades to Force Plague. Costs 2 Points. [50 - 34 - 27 - 22 - 18 - 15 - 7 - 1 - 0] Force Plague: Tier 4 Power. The ability to use the Force to act more like a fast-acting toxin, horribly debilitating the target. The effects of plague worsen over time and can easily cause death if the user's willpower is higher than the target's and it lasts for more than eight minutes. Costs 3 Points. [510 - 400 - 295 - 192 - 97 - 67 - 40 - 20 - 9] Force Constrict: Tier 2 Power. The ability to use the Force to increase pressure over a specified area or target, though not to lethal levels. Can induce moderate pain however, and if applied properly can give targets the illusion of actually choking. Upgrades to Force Choke. Costs 1 Point. [18 - 9 - 6 - 3 - 1 - 0 - 0 - 0 - 0] Force Choke: Tier 3 Power. The ability to use the Force to choke a target and potentially crush their windpipe, killing them. Upgrades to Force Crush. Costs 2 Points. [45 - 32 - 26 - 20 - 16 - 12 - 5 - 0 - 0] Force Crush: Tier 4 Power. The ability to use the Force to highly pressurize the target and potentially crush their entire body completely. Willpower will need to be at least double the target's own. When successful, it usually kills rather quickly. Costs 3 Points. [525 - 300 - 190 - 134 - 93 - 65 - 33 - 20 - 10] Force Density: Tier 3 Power. The ability to make the Force around the individual highly dense, enough to become even faintly visible though it appears more shimmery and hard to fully discern a true physical appearance. The user then wraps a bit of this dense Force around their fists or feet, or possibly weapon to deliver highly damaging blows to the target. Duration is one minute. Upgrades to Orbs of Bogan. Costs 1 Point. [55 - 42 - 33 - 25 - 20 - 15 - 8 - 2 - 0] Orbs of Bogan: Tier 4 Power. The ability to again make the Force become highly dense, but now concentrated into floating grayish orbs of spheres about the size of a baseball, that can then be launched from the hands with devastating consequences for any unlucky enough to be struck by them. Can easily puncture holes through steel. No more than three orbs can be manifested as it is heavily taxing for the user. One extra orb per rank above that. Upgrades to Darkshear. Costs 2 Points. [500 - 400 - 300 - 200 - 105 - 80 - 50 - 33 - 20] Darkshear: Tier 5 Power. The ability to forge a heavily dense spear out of the Force itself, it looking like its made of pure darkness. It can then be easily used as a melee weapon that resists lightsabers or anything else, can dispel Force attacks if used to block with, and be launched as a weapon that will literally pierce through anything in its path. Also known as The Spear of Midnight Black.' Costs 3 Points. [600 - 500 - 400 - 300 - 200 - 130 - 105 - 70 - 45] Force Choice Powers Force Telekinesis: Tier 2 Power. The basic ability in the Force to push and pull objects and other targets away or toward the individual. Upgrades to Force Whirlwind. Costs 1 Point. [8 - 5 - 3 - 2 - 1- 0 - 0 - 0 - 0] Force Whirlwind: Tier 3 Power. The ability to use the Force around a target and whip them into a whirlwind like effect, spinning them around in midair as an attack or to buy time. Upgrades either to Force Wave or Force Destruction. Costs 2 Points. [36 - 25 - 20 - 15 - 11 - 6 - 1 - 0 - 0] Force Wave: Tier 4 Power. The ability to use the Force as a massive pushback assault in all directions, like a giant buffeting wind knocking everyone and everything away from the user. Good within a radius of fifty feet. Costs 3 Points. [300 - 220 - 150 - 125 - 85 - 50 - 25 - 18 - 10] Force Destruction: Tier 4 Power. The ability to use the Force to create a large energy field and throw it in any direction, destroying anything directly in its path and literally vaporizing anyone within five feet of it being thrown at them. Good for a fifty foot long path of destruction, those hit by it at thirty-five feet or further from the user escape the worst of the damage but are still violently thrown backward as if hit by a giant invisible fist. Very exhausting power. Costs 3 Points. [300 - 220 - 150 - 125 - 85 - 50 - 25 - 18 - 10] Mind Trick: Tier 2 Power. The ability to use the Force to persuade minor thoughts and ideas into a target's head for a short duration. Mind trick lasts one minute and only one target. Upgrades to Affect Mind. Costs 1 Point. [8 - 5 - 3 - 2 - 1- 0 - 0 - 0 - 0] Affect Mind: Tier 3 Power. The ability to use the Force and persuade the target of moderate level ideas and suggestions, making them believe what the user wishes. Lasts up to five minutes and up to three targets. Upgrades to Force Confusion or Dominate Mind. Costs 2 Points. [36 - 25 - 20 - 15 - 11 - 6 - 1 - 0 - 0] Force Confusion: Tier 4 Power. The ability to completely persuade and overrule the target's mind to major ideas and suggestions, even making them fight for them temporarily if wished. Lasts ten minutes and up to ten targets. Costs 3 Points. [300 - 220 - 150 - 125 - 85 - 50 - 25 - 18 - 10] Dominate Mind: Tier 4 Power. The ability to take complete and utter control of a target's mind, forcing them into a slave-like state for as long as the user wishes or is not distracted. Up to five targets. Costs 3 Points. [300 - 220 - 150 - 125 - 85 - 50 - 25 - 18 - 10] Force Shock: Tier 2 Power. The ability to shoot weak beams of lightning at targets, though they are only able to hurt or briefly incapacitate an unsuspecting foe as they are not strong enough to kill. Upgrades to Force Lightning or Electric Judgement. Costs 1 Point. [20 - 10 - 8 - 6 - 4 - 1 - 0 - 0 - 0] Force Lightning: Tier 3 Power. The powerful ability to shoot lightning created through the Force out of anger and hate, able to greatly hurt and possibly kill an enemy with immense strength. Upgrades to Force Storm. Costs 2 Points. [50 - 34 - 27 - 22 - 18 - 15 - 7 - 0 - 0] Electric Judgement: Tier 3 Power. The light side variant of Force Lightning, able to also create lightning through the Force and injure or possibly kill enemies, though unconsciousness is usually the highest aim of those who use this. Despite its power, the user remains calm and controlled in their emotions when executing the technique unlike its parallel counterpart. Costs 2 Points. [50 - 34 - 27 - 22 - 18 - 15 - 7 - 0 - 0] Force Storm: Tier 4 Power. The force lightning increases into a fairly large storm, capable of electrocuting or even incinerating at higher levels, any enemies in its path. Immensely powerful, but almost impossible to control once it really gets going. Costs 3 Points. [400 - 250 - 170 - 130 - 87 - 55 - 30 - 15 - 7] Lightning Shield: Tier 4 Power. A very powerful shield surrounding the individual made of light side lightning, able to absorb, deflect, and often shock enemies attacking the user. While it maintains any offensive capabilities through its strict defensive usage, it is far more controllable than the more powerful storm variant. Costs 3 Points. [400 - 250 - 170 - 130 - 87 - 55 - 30 - 15 - 7] Multi-Path Alchemy Force Alchemy: Tier 2 Power. The very basics in the field of force alchemy. With the ability to reanimate the corpses of small animals, create the most basic of poisons and healing salves, the ability to comprehend tomes of force alchemy purposefully scrambled to those who do not wish to learn, & able to very subtly shift the various elements of nature in small, minor ways. The foundation block of the path and inherently the most balanced. Upgrades to Reanimation or Poison Concoction or Alteration or Elemental Manipulation. Costs 1 Point. [10 - 7 - 5 - 3 - 2 - 1 - 0 - 0 - 0] Elemental Manipulation: Tier 3 Power. The ability to use the Force to create elemental attacks, but more preferably to direct and manipulate true nature around the individual. Created elemental attacks are less powerful than manipulation of real nature. Able to use each of the elements, but only in minor level techniques as the individual merely becomes familiar with each elemental route. Upgades to Earth Expertise or Wind Expertise or Fire Expertise or Water Expertise or Lightning Expertise. Costs 1 Point. [50 - 34 - 27 - 22 - 18 - 15 - 7 - 1 - 0] Reanimation: Tier 3 Power. The ability to use the Force to reanimate the dead creating skeletal and zombie-like creatures under the individual's control. Only able to reanimate up to ten corpses and/or skeletons at a time. Can be animal, humanoid, or other alien "undead." Upgrades to Raise Dead. Costs 1 Point. [50 - 34 - 27 - 22 - 18 - 15 - 7 - 1 - 0] Poison Concoction: Tier 3 Power. The ability to create, with the use of the Force mixed in, deadly poisons of various types and uses that would be the envy of assassins everywhere. The stronger the poison, the longer concocting time should take. Upgrades to Venom Mixtures & Potions. Costs 1 Point. [50 - 34 - 27 - 22 - 18 - 15 - 7 - 1 - 0] Alteration: Tier 3 Power. The ability to use the Force and academic knowledge to alter minor to moderate features of a specimen, honing them for any intended purpose. Usually on the 'surface.' (Always check in with the GM before completing an alteration as to make sure it does not go beyond your current level of proficiency) Upgrades to Reconstruction. Costs 1 Point. [50 - 34 - 27 - 22 - 18 - 15 - 7 - 1 - 0] Raise Dead: Tier 4 Power. Special Condition: Alchemists, Shapers, & Atmokinetics Only! The ability to use the Force to directly raise the dead's corpses from where they lay and putting them completely under the individual's control. Up to twenty-five corpses can be raised at a time. Upgrades to Deathly Legion. Costs 2 Points. [500 - 400 - 300 - 200 - 105 - 80 - 50 - 33 - 20] Venom Mixtures & Potions: Special Condition: Alchemists Only! Tier 4 Power. The ability to use the Force in aiding in the creation of mixing highly potent venoms and now also the blending of healing potions, droughts, and salves that help with up to moderate wounds and pain. The bitter the better as the old saying goes! Costs 2 Points. [400 - 340 - 266 - 180 - 95 - 64 - 32 - 16 - 10] Reconstruction: Tier 4 Power. Special Condition: Alchemists & Shapers Only! The ability to use the Force and academic knowledge to alter major features of a specimen as well completely reconstruct their innards and bone structure…so long as it retains to within the same 'area' and still remotely resembles the original structure. Can also simply create flesh limbs for those who have lost them and attach them if the individual wishes. Or add new ones, etc. Upgrades to Splicing. Costs 2 Points. [500 - 400 - 300 - 200 - 105 - 80 - 50 - 33 - 20] Deathly Legion: Tier 5 Power. Special Condition: Alchemists Only! Alchemists: Pick Necromantic or Alchemy, no longer both to progress further! The ability to raise and amass a small legion, up to a hundred corpses under the individual's complete control. As usual, they are not particularly strong nor fast, but they are relentless and feel no pain… Upgrades to Colossal Undeath. Costs 3 Points. [600 - 500 - 400 - 300 - 200 - 130 - 105 - 70 - 45] Neurotoxin Creation: Tier 5 Power. Special Condition: Alchemists Only! Special Condition: Alchemists Only! Alchemists: Pick Necromantic or Alchemy, no longer both to progress further! The ability to use the Force in mixing together the greatest of all poisons, venoms, and toxins even to the point of neurotoxins. Nothing is impossible for the Alchemist now! A powerful toxin can take a full week to create however. Upgrades to Panacea. Costs 3 Points. [600 - 500 - 400 - 300 - 200 - 130 - 105 - 70 - 45] Splicing: Tier 5 Power. Special Condition: Shapers Only! The ability to use the Force and academic knowledge to not only reconstruct or alter specimens, but to completely reshape them at will. Give them completely new features or abilities that would have been completely impossible by solely operating on their original form. Mix with other specimens, etc. Upgrades to Monstrosity Birth. Costs 3 Points. [600 - 500 - 400 - 300 - 200 - 130 - 105 - 70 - 45] Colossal Undeath: Tier 6 Power. Special Condition: Necromantic Alchemists Only! The ability to use the Force to its strongest degree through the control of undeath. The individual can now summon and raise the corpse or skeleton of even the largest creatures and species known to the galaxy. From rancors to krayt dragons and beyond! Can only reliably control one at a time, any more spiral out of control and may endanger the user themselves. Costs 3 Points. [634 - 566 - 475 - 350 - 225 - 143 - 120 - 80 - 52] Panacea: Tier 6 Power. Special Condition: 'Pure' Alchemists Only! The ability to use the Force to help mix and concoct the greatest panaceas the galaxy has ever bore witness to! Despite the misleading name, these healing potions, droughts, and salves cannot truly cure everything. But it's close. Can heal up to major wounds and injuries, only the most severe elude the panacea and are best left to healers. The extreme demands on ingredients however make it nearly impossible to own more than one vial (aka use) at a time however unless it is hoarded for a long, long time. Costs 3 Points. [634 - 566 - 475 - 350 - 225 - 143 - 120 - 80 - 52] Monstrosity Birth: Tier 6 Power. Special Condition: Shapers Only! The ability to use the Force and academic knowledge to reach the apex of the craft! Can merge anything together to make anything. And able to create behemoth monstrosities that would shake Jedi Masters and Sith Lords alike in their boots if they ever become enemies. The legendary Sith Leviathians are now in the realm of creation for the individual. Can only control two giant behemoth creatures however, any more tax the individual's focus too greatly and they will lose control of at least two of them (one temporarily) which could lead to fatal consequences even for them. Costs 3 Points. [634 - 566 - 475 - 350 - 225 - 143 - 120 - 80 - 52] Elemental Manipulation Powers Earth Expertise: Tier 4 Power. Special Condition: Atmokinetics Only and also available at Wielder Rank! The individual now uses the Force to concentrate on specializing in the manipulation of the Element of Earth and all it encompasses. More concentrated on dirt, rock, and minerals at this stage. Able to perform moderate to fairly high level feats with it. Upgrades to Plant Surge/Consitor Sato. Costs 2 Points. [500 - 400 - 300 - 200 - 105 - 80 - 50 - 33 - 20] Wind Expertise: Tier 4 Power. Special Condition: Atmokinetics Only and also available at Wielder Rank! The individual now uses the Force to concentrate on specializing in the manipulation of the Element of Air and all it encompasses. Able to perform moderate to fairly high level feats with it. Upgrades to Air Rip/Last Gasp. Costs 2 Points. [500 - 400 - 300 - 200 - 105 - 80 - 50 - 33 - 20] Fire Expertise: Tier 4 Power. Special Condition: Atmokinetics Only and also available at Wielder Rank! The individual now uses the Force to concentrate on specializing in the manipulation of the Element of Fire and all it encompasses. Able to perform moderate to fairly high level feats with it. Upgrades to Lava Eruption. Costs 2 Points. [500 - 400 - 300 - 200 - 105 - 80 - 50 - 33 - 20] Water Expertise: Tier 4 Power. Special Condition: Atmokinetics Only and also available at Wielder Rank! The individual now uses the Force to concentrate on specializing in the manipulation of the Element of Water and all it encompasses. Able to perform moderate to fairly high level feats with it. Upgrades to Glacial Freeze. Costs 2 Points. [500 - 400 - 300 - 200 - 105 - 80 - 50 - 33 - 20] Lightning Expertise: Tier 4 Power. Special Condition: Atmokinetics Only and also available at Wielder Rank! The individual now uses the Force to concentrate on specializing in the manipulation of the Element of Thunder and all it encompasses. All about using true thunder or using the Force to create natural conditions to make lightning to wield rather than the traditional Force Lightning method. Able to perform moderate to fairly high level feats with it. Upgrades to Thunderclap. Costs 2 Points. [500 - 400 - 300 - 200 - 105 - 80 - 50 - 33 - 20] Plant Surge/Consitor Sato: Tier 5 Power. Special Condition: Atmokinetics Only! The individual can now drastically increase the growth time of plants, able to increase their power with plant life now in all areas and use it to devastating effect especially when timed well. Upgrades to Geo Mastery. Costs 3 Points. [600 - 500 - 400 - 300 - 200 - 130 - 105 - 70 - 45] Air Rip/Last Gasp: Tier 5 Power. Special Condition: Atmokinetics Only! The individual can now use the Force to manipulate the air to specifically center around a target's mouth and 'rip' the air right out of their lungs when well-timed. Very difficult, but extremely effective when successful. At the highest levels, this can be an instant kill technique if desired as it takes away the target's air then immediately denies any more and injects poisonous air to their biology instead. This is usually not the aim however. Upgrades to Aero Mastery. Costs 3 Points. [600 - 500 - 400 - 300 - 200 - 130 - 105 - 70 - 45] Lava Eruption: Tier 5 Power. Special Condition: Atmokinetics Only! The individual can now use the Force to more directly control lava and have it erupt upwards from the ground with tremendous force. Upgrades to Pyro Mastery. Costs 3 Points. [600 - 500 - 400 - 300 - 200 - 130 - 105 - 70 - 45] Glacial Freeze: Tier 5 Power. Special Condition: Atmokinetics Only! The individual creates a frozen aura around themselves for up to ten minutes that has the potential to freeze any targets within a twenty foot radius if their willpower has less than the user. Upgrades to Hydro Mastery. Costs 3 Points. [600 - 500 - 400 - 300 - 200 - 130 - 105 - 70 - 45] Thunderclap: Tier 5 Power. Special Condition: Atmokinetics Only! The individual uses the Force to enhance a clap of the hands, creating an incredibly powerful shockwave with the after-effect sound of thunder. The shockwave rapidly expands outward and violently thrusts everything in front of the individual away with great force. Any within seven feet of the user are immediately knocked unconscious or worse. Upgrades to Electro Mastery. Costs 3 Points. [600 - 500 - 400 - 300 - 200 - 130 - 105 - 70 - 45] Geo Mastery: Tier 6 Power. Special Condition: Atmokinetics Only! The individual, through the Force as a conduit, has complete mastery over the Element of Earth and Plants. Costs 3 Points. [634 - 566 - 475 - 350 - 225 - 143 - 120 - 80 - 52] Aero Mastery:Tier 6 Power. Special Condition: Atmokinetics Only! The individual, through the Force as a conduit, has complete mastery over the Element of Wind and Air. Costs 3 Points. [634 - 566 - 475 - 350 - 225 - 143 - 120 - 80 - 52] Pyro Mastery: Tier 6 Power. Special Condition: Atmokinetics Only! The individual, through the Force as a conduit, has complete mastery over the Element of Fire and Lava. Costs 3 Points. [634 - 566 - 475 - 350 - 225 - 143 - 120 - 80 - 52] Hydro Mastery: Tier 6 Power. Special Condition: Atmokinetics Only! The individual, through the Force as a conduit, has complete mastery over the Element of Water and Ice. Costs 3 Points. [634 - 566 - 475 - 350 - 225 - 143 - 120 - 80 - 52] Electro Mastery: Tier 6 Power. Special Condition: Atmokinetics Only! The individual, through the Force as a conduit, has complete mastery over the Element of Thunder and Lightning. Costs 3 Points. [634 - 566 - 475 - 350 - 225 - 143 - 120 - 80 - 52] Holocron Skill Holocron: Tier 6 Power. The ability to create one’s own holocron as to preserve their teachings and experiences. This is just the foundational knowledge of holocron construction and begins a small mini-storyline that will potentially give the rest of the knowledge for holocron creation for the individual. Costs 2 Points. [634 - 566 - 475 - 350 - 225 - 143 - 120 - 80 - 52] Class Ultimates These are awarded for free at the correct rank being reached, no exceptions, and given when the character has learned at least 3 different abilities and maxed them out to to their highest tier level! Shatterpoint: Tier 7 Power. The ability to use the Force to perceive fault lines and the weaknesses in everything around them, from objects to people. Provides the potential to be able to end fights quickly. It takes about a minute before shatterpoints become visible in combat. Ultimate for Phalanx Class Only! [700 - 610 - 530 - 400 - 285 - 150 - 125 - 90 - 66] Protection Bubble/Sphere: Tier 7 Power. The ability to use the Force to create a large shield around themselves and up to twenty-four others that can defend against any attack against it indefinitely (with the exception of orbital bombardments and superlasers) so long as the individual continues to focus on it. Even opposing Force power cannot breach its defenses. No one inside its protection can attack either however. Ultimate for Protector Class Only! [700 - 610 - 530 - 400 - 285 - 150 - 125 - 90 - 66] Saber Form: Tier 7 Power. The individual has become so specialized and masterful in the skill of the lightsaber that they are able to compound their knowledge into creating an all new Saber Form that they will then have to teach to others if they hope to continue its use beyond their lifetime. An incredible achievement! (Once attained, discuss privately with the GM on details before posting results) Ultimate for Ravager Class Only! [700 - 610 - 530 - 400 - 285 - 150 - 125 - 90 - 66] Simulacrum: Tier 7 Power. The ability to use the Force to instantaneously and briefly mimic an enemy’s Force powers that one does not already possess themselves. Only lasts for the duration of the fight and cannot temporarily copy an ability unless it is used against them first at least once. Ultimate for Spellcaster Class Only! [700 - 610 - 530 - 400 - 285 - 150 - 125 - 90 - 66] Thought Bomb: Tier 7 Power. The ability to extract the Force and mentally bind it into an unstable physical shape, with a swirling vortex within. After a chanting of a special phrase, the individual detonates it into a catastrophic epitome of death and destruction rarely rivaled. Can lead others in the chant and creation so long as the individual is the focal point, thereby increasing its power. Just possessing the knowledge of this technique strikes awe, fear, and uncertainty in those around the individual. However, the caster can survive as they have special Force protection if unleashing a thought bomb they alone crafted. If others are involved, the power grows exponentially with how many are brought in…but the power will also likely overwhelm the caster making it a sacrificial last resort. Ultimate for Forcemancer Class Only! [700 - 610 - 530 - 400 - 285 - 150 - 125 - 90 - 66] Wall of Light: Tier 7 Power. The ability to use the Force as a glowing bright light around a target and become extremely concentrated for a brief moment in time. The light completely severs the target’s connection to the Force, the disorientation of such an abrupt and extreme severing leaving the target also immediately vulnerable. (GM decision whether or not it is permanent) Ultimate for Thaumaturge Class Only! [700 - 610 - 530 - 400 - 285 - 150 - 125 - 90 - 66] Shadow Dance: Tier 7 Power. The ability to use the Force to move in unmatched fluidity and speed, moving in a silent whirling dance of death, the body kept in constant motion (and often spinning though not always) that can leave vast trails of corpses behind the individual. Any pain or injuries managed to be accrued during the dance are entirely unfelt and ignored until it is over, though evasion is more likely due to the grace in which the individual moves amidst the technique. (GM decision on exact results, though will often be very favorable) Ultimate for Dervish Class Only! [700 - 610 - 530 - 400 - 285 - 150 - 125 - 90 - 66] Force Cloak: Tier 7 Power. The ability to not only be infinitely hard to sense in the Force, but become literally invisible to the naked eye. No matter the visual range or distance, can also fool electronics easily. The cloak technique dissipates upon the user’s second attack however. Ultimate for Spectre Class Only! [700 - 610 - 530 - 400 - 285 - 150 - 125 - 90 - 66] Force Kill: Tier 7 Power. The ability to use the Force to immediately crush the target’s heart, killing them instantly. Those with high enough Willpower garner enough connection to the Force as to potentially ward off such a technique, though it injures them greatly nevertheless. Highly potent though it can only be done on a singular target. Ultimate for Avenger Class Only! [700 - 610 - 530 - 400 - 285 - 150 - 125 - 90 - 66] Essence Transfer: Tier 7 Power. The very powerful ability to use the Force and escape death. Upon what should be death, the individual’s invisible spirit can instead drift off and find a new host. Growing clones, young children, or otherwise people at a perilous mental state who can be mentally overwhelmed by the individual are all potential hosts. Extremely taxing however and if the individual tries to enter a healthy target’s body, their mutual willpowers inevitably and permanently kill both. Nevertheless, cheating death is possible with this technique. Ultimate for Sage Class Only! [700 - 610 - 530 - 400 - 285 - 150 - 125 - 90 - 66] Force Enlightenment: Tier 7 Power. The ability to harness the Force at any point and upon at least thirty minutes of meditation, temporarily pushes another Force Power to their full potential for the duration of a third of the meditation time. Furthermore, all focus costs are reduced by half for the same duration. Potentially highly potent, but exhausting after the ‘enlightened period’ is over. Ultimate for Diviner Class Only! [700 - 610 - 530 - 400 - 285 - 150 - 125 - 90 - 66] Perfect Force Meld: Tier 7 Power. The ability to use the Force and take Battle Meditation to another level. While only Battle Meditation works for combat situations, this takes the same degree of coordination, efficiency, and resolve outside of battle, giving leave to potentially incredible advantages for the size of whole populations. Ultimate for Archon Class Only! [700 - 610 - 530 - 400 - 285 - 150 - 125 - 90 - 66] Transmutation:Tier 7 Power. The ability to subvert the Force and literally change any physical substance to any other physical substance, such as lead to gold. Flesh to iron. Etc. Extremely taxing on the individual, but the results are beyond worth it. Ultimate for Alchemist Class Only! [700 - 610 - 530 - 400 - 285 - 150 - 125 - 90 - 66] Midi-Chlorian/Force Manipulation: Tier 7 Power. The ability to dominate one’s will over the Force itself very briefly and manipulate its energy to the utmost levels. Thereby erasing diseases and ailments, or more specifically…creating almost anything biological. One must be warned, however, for such power comes with a price. Ultimate for Shaper Class Only! [700 - 610 - 530 - 400 - 285 - 150 - 125 - 90 - 66] Golem of Elemental Wrath: Tier 7 Power. The ability to use the Force to manipulate nature into an elemental golem of one’s highest affinity and placing it completely under their control. Such a creature will last for up to a day and harnesses immense strength. Ultimate for Atmokinetic Class Only! [700 - 610 - 530 - 400 - 285 - 150 - 125 - 90 - 66] Tactus Otium: Tier 7 Power. The ability to sense the links between all living elements within the Force and sense whether an area was healthy or damaged in the Force itself. With this connection, they are able to slowly repair any damage to that region of the Force as well as suffuse themselves temporarily in an extreme power up from the Force itself, whether Light, Dark, or Grey depending on the region. (GM will decide specific effects and results) Ultimate for Proteus Class Only! [700 - 610 - 530 - 400 - 285 - 150 - 125 - 90 - 66] Mechu-deru: Tier 7 Power. The ability to use the Force to gain a distinct and unrivaled clarity on how mechanical and robotic constructs work. Thus able to modify, manipulate, enhance, and completely control them comes through this power seemingly effortlessly. Usually used as a way to modify and enhance starfighters by those who know it. Ultimate for Ace Class Only! [700 - 610 - 530 - 400 - 285 - 150 - 125 - 90 - 66] Psychometry: Tier 7 Power. The ability to use the Force to pick up mental impressions and critical information from a touched object and potentially learn about events that have surrounded it. Instrumental for locating ancient relics! Ultimate for Seeker Class Only! [700 - 610 - 530 - 400 - 285 - 150 - 125 - 90 - 66] Force Empathy: Tier 7 Power. The ability to use the Force to not just pick up a target's feelings and general emotional state, but to pick up motivations, hidden feelings, and even deeply guarded secrets. It is hard to trick one who is looking beyond even your surface thoughts. Even harder to beat them at diplomatic negotiations or transaction dealings…Ultimate for Emissary Class Only! [700 - 610 - 530 - 400 - 285 - 150 - 125 - 90 - 66] Memory Walk: Tier 7 Power. The ability to use the Force to immediately bypass or penetrate a target's mental walls and pick out their most painful and embarrassing memories. Their worst memories of their life being made more vivid. The user can then force the target to relive these memories and these alone, magnifying them to be even worse than they were already…until the point that the targets seem to actually writhe in physical pain. If kept up, depending on the mental fortitude of the target, they can be killed from this mental torture. Ultimate for Manipulator Class Only! [700 - 610 - 530 - 400 - 285 - 150 - 125 - 90 - 66] Force Creation: Tier 7 Power. The ability to use the Force, not to enhance, augment, or imbue an object's performance or with special abilities, weapon or otherwise, but instead to be forged by it. The weapon or item's power and abilities will thus never disappear, there is no official duration. But, they will get weaker over time and can only keep up peak power for a month. Additional rounds of maintenance will be needed after that to restore full power. Maximum potential is reached if maintenance is kept up by the initial forger of the weapon or item in question. It takes a month to complete as well. Ultimate for Artificer Class Only! [700 - 610 - 530 - 400 - 285 - 150 - 125 - 90 - 66] Force Ghost Force Ghost: Tier 8 Power. The ability to, upon death, instead of cheating it…the individual transcend into a Force Spirit aligned with the spectrum of the Force they were in at time of death. No longer able to physically interact with the world, they can still use their Force powers and speak with those of the living to dispense wisdom…or threats, as they choose. In their spectral form, their color reflects their alignment. Blue for Light Side, Red for Dark Side, and Purple for those few who perfectly achieved the Grey State. Costs 5 Points. This opens up a mini-storyline to finish gaining the knowledge to eventually become a Force Ghost. No Focus Requirements. Well, that certainly took a while! I don't fully understand all these abilities and 'powers' in the Force, but I suppose I have registered their use enough to know they exist. Strange things, in my opinion. But amazing! And for the time being, this is enough information to get started, new arrivals. This list of abilities will be continually evolving and expanded as time goes on. Return to the Shado Athenaeum as new information is added in all forms, from a story tracker to updated sheets! Without further ado: I, Sepharim, on behalf of the Shado Varmiri thank you for joining us and wish you good luck! …Error. I mean, May the Force be with you in all its forms!