Post by Darth Xaos on Apr 29, 2015 23:33:59 GMT
Force Powers are the archetypal abilities of the Sith and Jedi. Other than the Lightsaber, these are perhaps the aspects of Force Orders that spring readily to mind.
In order to learn a Force Power you must know its Key Power. There are three key powers in total; key powers have only one rank each. The key powers are Sense, which allows a character to learn Force powers that deal with extra-sensory awareness, Control, which allows a character to learn Force Powers that bolster his own abilities, and Alter, which allows the character to learn Force Powers that affect others.
You cannot spend Force proficiency points to learn Key Powers, you receive them for free at different levels depending on your Basic Path. Just like Skills you can use some Force Powers untrained, albeit less effectively than someone who is trained in said Power. However, there are additional provisos when using Force Powers untrained. Firstly, you can’t use a Force Power untrained that you’re too low rank to learn; second, you can’t use a Force Power untrained without knowing its Key Power.
Purchasing Force Powers as a Knight or Master:
A Sith Knight who spends a Force Power point on an Apprentice Power gains two Ranks per point. A Sith Master receives two Ranks per point spent in Knight Powers and three per point in Apprentice Powers. Remember that Force Powers have a three Rank maximum and you may not ‘roll over’ any Ranks above three gained this way into another Power, they are simply lost. Note that if you can use Knight or Master Powers at a lower level due to a high Spirit stat these benefits do still apply to your character. These benefits do not apply to Force Magic (see Advanced Paths).
The following is a list of Force Powers, they are divided into Master, Knight and Apprentice Powers and by their Key Power. If a power is marked with an asterisk then it may be used untrained
Note: a number of these powers exhibit slightly different, unique, or more situationally creative uses than what is listed on this page. For a complete list of the applications of said powers, rather than their most common and practical uses, please see said power's Wookieepedia page.
If a power is marked with an asterisk then it may be used untrained. A Sith apprentice may manifest an apprentice power untrained even if they do not possess the requisite Key power. Under moments of extreme duress or emotional turmoil, a Sith apprentice may also manifest marked Knight powers untrained under appropriate circumstances at the GM's discretion. A Force Power used untrained is weaker than the same power at rank 1, but is treated as equivalent to rank 1 for purposes such as duration or mechanically-defined effect (ie. Force Speed, Rage, Leap etc).
The following is a list of Force Powers, they are divided into Master, Knight and Apprentice Powers and by their Key Power.
APPRENTICE FORCE POWERS
ALTER:
Beast Control:
The mind of a beast is like putty to a Sith's will. Beast Control allows a Sith domination over the minds of weak-minded beasts and animals. The extent ranges from emotional incitement and control at lower levels, to fine command and implacable obedience at higher levels.
Crucitorn:*
Pain is a tool that the Sith are well acquainted with. Through the use of Crucitorn, a Sith may bolster their own natural resistance to pain, and diminish the pain resistance of other beings (causing their pain to seemingly magnify).
Force Barrier:
Common among novices and near-universal among masters of the Force, Barriers allow Sith to defend themselves against a myriad of external threats. These range from projectiles, to forms of energy, to gasses, and even some Alter powers. A Barrier's appearance depends on its user, ranging from opaque colours to transparent.
Force Blinding:*
Removing an opponent's most valuable sense makes them easy prey for a Sith's blade. Force Blinding allows a Sith to generate a bright flash of light in their palms, which may be unleashed immediately or fired short distances like a large projectile. This light is bright enough to temporarily blind nearby individuals - including the Sith and their allies, if they aren't careful. Blindness lasts for a number of turns equal to the Sith's rank in the power.
Force Harm:
The Sith use the Force to dominate and destroy, and there is no purer use of their philosophy than Force Harm. This power allows a Sith to inflict raw, physical damage on a target's body, ripping open cuts and causing bruises and bleeding. Masters of this power are rumoured to be capable of simply shattering the bones of the weak and unprepared.
Force Push/Pull:*
One of the quintessential Force powers, widely employed by all Force Users. Push allows a Sith to generate waves of raw, kinetic energy to hurl objects away from them; Pull, its counterpart, allows a Sith to do the opposite, yanking enemies off of their feet and drawing objects towards them. More powerful Sith can not only generate greater waves and draw more and heavier objects, but can finely select their targets and the strength of their waves.
Plant Surge:
For a Sith with command over the organics around him, command over simple plant life is an almost trivial matter. Plant Suge allows a Sith to rapidly spur the growth of nearby flora and vegetation. Clever Sith utilize this for improvised uses such as the ensnarement of enemies within newly-grown roots or vines, or the creation of handholds in natural environments.
Telekinesis:*
The goals of the Sith are to control and command the world around them, and no use of the Force brings them closer to that goal than Telekinesis. Through Telekinesis, Sith can lift, move, and control objects around them. Applications include hurling a table at an opponent, guiding a saber through a group of mercenaries, or depressing levers and switches. The greater their skill in Telekinesis, greater their control and precision, and the greater the scale they can affect; Masters are as capable of precisely manipulating intricate components of a machine as they are lifting a shuttle or starfighter.
Stabilization: The drawback to Telekinesis is that its users cannot levitate themselves - but they may still control their body's actions. Stabilization allows a Sith to keep themselves balanced and steady on uneven or slippery surfaces, in shifting terrain or footing, or in moving environments such as a bucking beast. But it is no substitute for natural agility, and it cannot keep you standing on a swaying tightrope. Your rank in Stabilization is determined by your rank in Telekinesis.[/ul]
SENSE:
Beast Language:
Some Sith seek control through understanding and command, rather than sheer force of will. Through this power, a Sith may communicate with animals, and communicate their desires and commands to them. This is not a translation of specific sounds and movements into words - rather, it is an intuitive understanding of their message. Unlike Beast Control, the animal is not compelled by your will to follow the order.
Force Empathy:*
A common mistake is that Sith have no concern for the emotions of those around them - a mistake a cunning Sith is happy to exploit. Through the use of Force Empathy, a Sith can sense and perceive these emotions - and, in turn, they may broadcast their own emotions, and transfer them to others. Clever Sith may use this to incite people to anger, or calm them down and placate them.
Sense Force:*
The currents of the Force flow through all quarters of the galaxy - through places, events, and people. By knowing of and detecting these currents and their sources, a Sith may exploit them. The more accurately they can sense the Force, the more they are aware of its presence in the world around them, allowing them to detect Force users, Force sensitives, and even, potentially, specific individuals, via the signatures they leave in the Force.
Telepathy:*
Most Force users have the ability to read surface thoughts and images from another's mind - but to the Sith, Telepathy is a finely honed art, a symbol of their philosophy of domination. A Sith may use Telepathy to implant their thoughts within the minds of others - and forcibly read the thoughts of others in turn. To masters of Telepathy, an unprotected mind is an unlocked datacard waiting to be read.
CONTROL:
Breath Control:
In their travels, a Sith may find themselves in all manner of poisonous environments, and must be accordingly prepared. By drastically slowing their metabolism, they may utilize traces of air in their lungs to sustain themselves without breathing for extended periods of time. This allows them to not be affected by inhaled poisons and toxins for the duration of this power, and even survive in airless environments.
Burst of Speed/Force Speed:*
A simple and common, but always practical, implementation of the Force, Force Speed accelerates a Sith's movements to a potentially tremendous degree. Similarly, a Sith's reflexes, and tactical/snap-decision making cognitive abilities are increased to keep pace with their increased speed of movement; it does not, however, increase regular thinking speed. A Sith's rank in this power determines the magnitude of their acceleration, and provides a bonus to their AP (this bonus should be applied last when determining AP totals):
At rank one, movement speed is doubled and their AP increases by 25%;
At rank two, movement speed is quadrupled and their AP increases by 50%;
At rank three, movement speed is increased sixfold, and their AP increases by 75%.
And at rank four, a Sith's speed is increased eightfold, and their AP increases by 100%, doubling it.
Detoxify Poison:
A Sith cannot allow their body to fall prey to something so mundane as poison and toxins. Through the Force, they may rapidly neutralise and purge foreign chemicals in their bloodstream. Greater proficiency results in greater speed, and greater potencies that may be detoxified. It is also capable of purging alcohol and, thus, preventing hangovers - making it popular along Sith Row.
Dissipate Energy:
By using their body as a conduit, a Sith may safely disperse, though not absorb, low-level, conventional energy sources they come into contact with. This includes low power blaster bolts and electricity, but not natural energy sources such as heat, or high-level energy weapons such as a lightsaber or heavy blaster.
Enhance Senses:*
Awareness of the world around them is as important to a Sith's success as mastery of the lightsaber. A Sith may use the Force to sharpen any of their five (or more/less, depending on the species) natural senses, to a degree determined by their rank in the power. This power has no effect on Force Sight.
Force Leap:*
By gathering the Force around them, a Sith may use it to leap beyond their natural limits. At rank one, they may jump twice as high as their natural height; at rank two, four times; at rank three, eight times; and at rank four, sixteen times.
Tapas*:
Sith must be capable of surviving in inhospitable environments - after all, they cannot master them if they are killed by them. By drawing on the Force, a Sith may remain warm even in cold environments, such as depressurized space facilities or in a blizzard.
KNIGHT FORCE POWERS
ALTER:
Alter Image:
Deception and scheming are bywords for many Sith throughout history. Through the use of this technique, a Sith may manipulate the minds of others to disguise their physical appearance, including physique, sex, voice, and facial characteristics. It is related to, though distinct from, the Force Illusion and Mind-Trick powers.
Alter Environment:
To a creative Sith, the very environment around them is a potential weapon against their foes. Alter Environment allows a Sith to harness and manipulate the environment around them. Applications of this technique include redirecting natural lightning or generating it during a rainstorm, rapidly changing temperature, controlling air pressure, or voiding an area of air.
Mind-Trick/Affect Mind:*
Jedi and Sith alike know the value of influencing and manipulating minds. The mind-trick is an invaluable weapon in a Sith's arsenal. Through exertion of the Force, a Sith may influence the mind of a target in a vast array of ways, including fooling their senses, forcing them to comply with commands, and convincing them a blatant lie is true. This Power is most effective against the weak-willed; normally, only Masters of this power can entirely override the mind of a strong-willed person.
Deadly Sight:
For a well-trained Sith, even looks can kill. By focusing the Dark Side into a deadly beam originating from the eyes, a Sith may manifest a severe burns on their target. This power only affects organic matter, and thus cannot ignite flammable or combustible materials. Naturally, those without eyes cannot use this power.
Drain Life:*
The ultimate Sith is ruthless in the pursuit of their victory, unclouded by conscience, remorse, or delusions of morality. With the terrible power of the Dark Side, they can leech and consume the very life energy of another being. This heals and rejuvenates them at the expense of the target's life; if the Sith so desires, this can drain them of life utterly, and leave them an empty husk.
Drain Force:
A Sith's domination over the Force is not limited merely to themselves - so too may a Sith gain domination over the Force inside others. Through this technique, they may temporarily drain the Force out of another Force user and use it to bolster their own abilities. A successful use of this technique grants a Sith an additional Force Power usage, unaffected by existing cooldowns or sustained powers, for a number of turns equal to their rank in the power; their opponent loses a Force Power usage for the same length of time.
Force Blast:
By crushing and compressing the air around him, a Sith may form it into a ball and infuse it with Force energy. This ball can potentially gather loose debris, and be launched at an opponent at high velocities for a deadly kinetic impact.
Force Deflection:*
Many beings have made the mistake of assuming a Lightsaber-less Sith helpless against blasterfire. These beings rarely live to warn others of their mistake. Deflection allows a Sith to divert projectiles away from their bodies, shielding them from blaster fire - as well as kinetic wave-based Alter powers, such as a Force Push or Shockwave.
Force Disease:
The Dark Side yields many secrets about the bodies of living beings. Through a terrifyingly subtle power, a Sith may temporarily fool the body of a target into believing it has been afflicted by a terrible malady. The unfortunate victim's body will then damage and decay as if it truly had been. The potency of this affliction is determined by a Sith's skill in this technique.
Force Fear:*
Fear is one of a Sith's greatest allies, a source of great strength and terrible power. A Sith who has mastered fear can instill it deep within the hearts of their enemies, causing them to cower, break, and flee. The greater a Sith's mastery of this technique, the deeper and more primal the fear they may inflict in their victims.
Force Grip/Force Choke:*
The signature power of the Dark Side, a simple and subtle, but devastatingly effective demonstration of its power. With a simple gesture, a Sith can close the airways of a target and allow them to suffocate. A master of this power can simply snap the neck of their target outright, if they wish to save time; masters of this power can also lift their targets from afar and throw them around as if they were ragdolls. Distance is no issue - a Sith needs merely to be able to see a target to end their life.
Force Hatred:*
Emotions are weapons to a Sith, and no emotion burns hotter than hatred. Drawing on that hatred, a Sith may armor themselves in it, and use it to deadly effect against the world around him. The slow release of this hatred can destabilize an enemy's connection to the Force and break the resolve of great men - but a Sith may choose to let his hatred erupt, and release it in raw, damaging shockwaves.
Force Healing:*
As it is often associated with the Light Side, many find it unbelievable that a Sith would be skilled in the arts of healing. But a Sith is a practical creature, with a desire for knowledge and power that is second to none - only a fool would truly believe they would constrain themselves from learning how to heal their own wounds. Force Healing allows a Sith to heal minor (such as cuts and bruises) to moderate (such as broken bones or severe burns) using only the Force. However, a Sith must be wary of using the Dark Side to fuel their healing - in such circumstances, the effects are only temporary, and require constant concentration or renewed application lest the wounds return. Heavy injuries require the use of a Healing trance to mend, but even in such cases Force Healing can help mitigate the pain and replenish a Sith's energy.
Force Lightning:*
The raw, destructive power of the Dark Side made manifest. From their palms, a Sith can hurl arcing tendrils of Lightning at their foes, burning and charring their targets and causing untold agony. At weaker levels, these tendrils are little more than shocking, burning bolts - but masters of this power can conjure multi-pronged arcs and veritable storms of electricity.
Pioneered by masters of Force Lightning centuries ago, Kinetite is a powerful variation of Force Lightning, demanding utmost control of the Lightning technique. Learned when a Sith achieves three ranks in Force Lightning, Kinetite allows a Sith to shape lightning into a ball and utilize it as a devastating projectile weapon, or in extreme cases, a siege weapon, able to level small structures.[/ul]
Force Orb:
When in underwater or incredibly humid environments, a Sith can call upon the Force to generate an extremely dense ball of air. This ball can be used both as a weapon when hurled at targets, or be used as a source of oxygen, such as providing a swimmer with air.
Force Scream:*
Emotions are weapons that come in a multitude of forms; to the well-trained Sith, even the most uncontrolled releases of emotion can be turned to their advantage. Force Scream allows a Sith to create a high-pitched, destructive wave of sound using only their voice - similar to a powerful sonic discharge. But a Sith must be wary - uncontrolled screams of grief and rage can manifest this technique unintentionally, even in those untrained in its use.
Force Slow:*
Sith are masters of betrayal - to their teachers, allies, and so-called friends. So too can a Sith inflict betrayal in the bodies of their opponents, inciting rebellion against their owners. By clouding both the mind and body of their enemies, a Sith may cause their entire body to literally slow - physically, and mentally. This inflicts an AP penalty equal to however many unresisted ranks affect your opponent.
Force Stasis:
It is one thing to incite betrayal in the body of an opponent - it is another thing to rob their body of agency entirely. Many civilized sentients would abhor such an idea - but to a Sith, any tool they may use against their foes is a welcome one. Through the Force, a Sith may temporarily suspend a target's thought processes and induce rigidity and paralysis in their body. The target temporarily enters a near-catatonic state of total helplessness - but instinctively, their mind and body fight hard against the outside influence to restore control. This stasis only lasts for a number of turns equal to how many unresisted ranks of this power are inflicted upon them.
Force Storm:
Force Lightning can be called raw destruction, a Sith's anger and power coalesced into terrible strength and ferocity. If this is the case, then a Force Storm is the Force unleashed, sacrificing control and precision for an unrivalled maelstrom of destructive power. This technique allows a Sith to generate a fully-fledged lightning storm, complete with gale force winds, sleeting rain, and, most importantly, devastatingly destructive lightning strikes. But for this power, a Sith trades control; they cannot direct the actions of this storm, merely dissipate it. Further, a Force Storm can only form if conditions are right; whilst even an underground cave can play host to a storm if humid enough, forming a storm within a dry desert is beyond a Sith's capabilities.
Force Stun:*
A Sith appreciates the subtleties offered to them by the Dark Side, and, through wisdom, learns when to employ them. This technique allows a Sith to temporarily deaden the senses and perceptions of a target, inducing stupor. A master of this power can simply render a target outright unconscious with little effort.
Force Subjugate:*
To dominate is in a Sith's nature; to destroy, an instinct. Though this technique affects the minds of others, it is wholly distinct from the Mind-Trick and its aims. There is no subtlety or manipulation here; instead, Force Subjugate allows a Sith to cause uncontrolled psychological damage to their target's mind. Not even masters can control this damage; they can merely attempt to restrain it, in the hopes that the psyches of their targets do not accidentally break completely.
Force Wound:*
Lacking mercy or remorse, a willing Sith can attack some of the most delicate organs in an opponent's body. With this technique, they may trigger potentially fatal spasms in the lungs of their opponents - or, once they have attained mastery over this power, simply order their collapse.
Force Whirlwind:
As a Sith's power grows, so do they discover new uses of techniques already learned. Whirlwind allows a Sith to use telekinesis to alter the currents of air themselves, using then to encircle an opponent and yank them aloft in a small whirlwind. This whirlwind is small and stationary, but more than sufficient to temporarily incapacitate an opponent.
Illusion:
There are many ways to influence a mind. Some are subtle; others, such as Illusion, are more overt. This technique allows a Sith to override the mind of targets and fool them with incredibly vivid illusions. These illusions can affect all five senses, and, as they influence a target's mind directly, cannot be countered through simple technology; a ship's sensors will seem to tell their operator that there is an entire fleet approaching them, even when they display no such thing. Masters of this power can fool great groups of individuals into observing enormous illusions, such as creating entire phantom fleets.
Malacia:*
The subtle senses of the body are easy prey for a capable Sith. Using the Force, a Sith can manipulate a target's equilibrium to induce feelings of extreme dizziness and nausea. An effective, but messy, method of potentially incapacitating a target.
Protection Bubble:
Many Sith can be expected to be skilled in the creation of a Barrier - but to call a Protection Bubble merely an evolution is a gross understatement. This technique allows a Sith to use the Force to generate almost impenetrable bubbles, capable of blocking heavy projectile or blaster fire, gasses, Lightsaber strikes, a wide array of Force Powers, and even sound. Masters of this power can even sustain a bubble against hard vacuum, preserving atmospheric conditions.
Prerequisites: Force Barrier 2
Stun Droid:*
The experienced Sith is prepared to face any enemy they may encounter on their path to power - and the wise Sith knows there are more threats than organics in the galaxy. This technique allows a Sith to send a surge of energy through the circuits of a droid, temporarily overloading and incapacitating it. The incapacitation lasts for a number of turns equal to their rank in this power.
Spear of Midnight Black:
The Dark Side is a weapon, one which comes in many forms. A practitioner of the Dark Side may manifest its energies into an invisible spear and hurl it at his opponents, piercing them through. Though silent, and undetectable to non Force-sensitives, this technique relies upon its users strength in the Force and skill with the technique to gain much of its deadly power.
Torture by Chagrin:
A Sith walks with pain as their friend and ally - and knows that the greatest pains come from deep within one's own mind. Known alternatively as Memory Walk, the Torture by Chagrin technique uses deep mental invasion to drag all of a target's worst memories to the surface and force them to relieve them, over and over again. The emotional pain and psychological strain the target endures can potentially break their mind.
SENSE:
Battle Precognition:
The Echani have long since learned how to predict the flow of battle; over time, so too have the Sith gained this technique, enhancing it with their mastery of the Force to a level the Echani never imagined. Users of Battle Precognition can predict an enemy's actions and movements before they make them; skilled Masters of this technique are said to be able to predict the flow of entire battles, and even wars. Unlike Farsight, this power manifests more in the form of instinct than in prescient visions.
Comprehend Speech:
When a Sith travels the galaxy, they tend to pick up a few things. This technique allows them to understand the speech of other races, regardless of whether or not they speak it. Whilst the Sith does not understand the word, through the Force they are able to comprehend the meaning those words are trying to convey. Skilled users of this power may use it to assist others, and Masters of this power are rumoured to be able to permanently alter a target's mind to give them understanding of languages the Master speaks themselves. However, extreme cultural isolationism or xenophobia may negate this power's effect.
Farsight:
The ability to sense the future is one of the greatest benefit's the Force can offer. With this power, a Sith may gleam knowledge of possible futures - though none of these visions are a certainty, as the future is always in motion. These visions may not always come on demand; with meditation, a Sith may receive them, but in turn the Force may offer them randomly and without apparent reason. These sudden visions are of great importance, and should not be discarded or taken lightly. This power may manifest in smaller, subtler ways; a vision predicting the probable outcome of a course of action, sensing future danger (as opposed to the immediate danger of Danger Sense) to close friends or the Sith in person, and even combat usages, such as realising an ambush or receiving advanced warning of a volley of blasterfire.
Force Track:
A simple, but dangerously effective Force technique, used by primitive Force users since before the first starship broached the stars. This technique allows a Sith to track the path of a quarry they are chasing - animal, or sentient.
Psychometry:
Objects hold traces of their history, lingering in the Force like the smell of burned bread. A perceptive Sith may may use of these traces, gathering mental impressions and traces of information from seemingly innocuous objects. They may, for instance, use a footprint to gain information about an animal, or use a weapon to determine information about its user and a battle that it was used in.
CONTROL:
Absorb Energy:
The novice Sith protects himself from harm; the experienced Sith turns an opponent's own weapons to their own ends. Rather than mere dissipation, Absorb Energy allows a Sith to directly absorb powerful sources of energy (such as electricity, heavy blaster fire, or even the plasma of a lightsaber blade) they come into contact with and channel it to their own ends.
Battlemind:*
A Sith's will to win is as crucial to victory as his ability to kill. Sheer fighting spirit, incredible drive, and raw determination can manifest themselves through the Force, and allow a Sith to fight through even the hardest of conflicts. Using this technique, a Sith may add part of their Intellect Core Stat to their physical Core Stats. Their Intellect is not diminished by using this power. At Rank one a quarter of the difference between one physical Stat of the user's choice and their Intellect stat is added to that physical stat. At Rank two, two physical Stats are buffed up half of their difference with Intellect in this manner, for the duration of the Power's effect. At Rank 3 each physical stat is raised by the whole of its difference with the user's Intellect for Battlemind's duration. Calculate each Stat's difference with Intellect separately, round up sums that are not whole numbers.
Force Absorb:
The Force is a Sith's trusted and capable ally - but only a delusion Sith believes it serves them alone. Only the Force can counter the Force; woe betide the Sith lacking techniques to counter the attacks of others. Force Absorb allows a Sith to absorb Alter Force Powers that manifest as some form of energy, such as Lightning, the various Drain Powers, Deadly Sight, and Force Hatred. This energy can then be channeled to the Sith's own end, fueling their own Force reserves. Their effective rank in Absorb must equal or surpass their opponent's rank in the power they are using in order to successfully absorb it and avoid its effects.
Force Armor:
Sith are unconstrained in their thinking; unlike a Dark Acolyte, they know that the Force can serve as both unstoppable sword and impenetrable shield. The Force-based armor created by this technique shields a Sith against all sources of damage, even Lightsabers, and increases their DR by a number of points equal to their rank in this power. This power is negated by wearing conventional armor. Additionally, a Master of this power can solidify this armor to serve as an airtight, mobile Force Barrier (which aesthetically manifests the same as their Barriers), effectively sealing them off from the outside world. Naturally, this comes at the cost of preventing them from breathing the air around them; the clever Sith already has a method to counter this.
Force Camouflage:
To walk unseen is a powerful tool indeed. Also known as Force Cloak, this technique allows a Sith to manipulate light around their body and effectively become invisible to both the naked eye, and all light-based scanning devices. However, sound-based detectors and lifeform scanners can still detect may still detect a Camoflauged Sith.
Force Rage:*
Anger, pain, hate, fear, grief. Through the Dark Side, a Sith may draw on their innermost emotions, converting them into an intense rage. This rage is then used to fuel their body, tremendously enhancing their physical capabilities. However, this power comes at a price; as a body is not meant to handle the levels of unstoppable rage for extended periods of time, use of this power results in a Sith's body becoming temporarily weakened once this power subsides. This manifests in a two point penalty to all physical stats for half the power's duration once it ends, rounded up. Whilst a Sith may possess both Force Rage and Valor, they may not use them both simultaneously. The effects of this power depend on its rank;
At rank one, a two-point bonus to the Core stats Strength and Toughness is granted;
At rank two, a three-point bonus to the Core stats Strength and Toughness is granted;
At rank three, a five-point bonus to the Core stats Strength and Toughness is granted;
And at rank four, gained through the use of the Force Power Focus perk, a Sith receives a six-point bonus in the Core Stats Strength and Toughness.
Force Resistance:*
There are many offensive applications of the Force - and to counter them, a Sith requires more than one defensive technique. While Force Absorb provides protection against energy-based powers, Force Resistance allows a Sith to defend against attacks that attempt to assault the body directly. These include various mind-altering powers, and physical-alteration powers such as Force Grip/Choke, Force Harm, Force Disease, Force Scream, and similar such powers. However, Resistance is automatically one rank less effective against Master-rank powers, and can only be sustained against a limited number of powers (equal to the number of Force Powers you may use in a turn) at once.
Force Stealth/Qey’Tek:
There are many ways to fool the eye - but there are few that allow a Sith to fool another Force user’s senses. Knowledge of such techniques are therefore very useful indeed. By shrinking their presence in the Force to microscopic levels and suppressing it, a Sith may conceal themselves against detection by other Force Users. It is distinct from Force Camouflage in that this power does not prevent visual detection, only Force-based detection. For a Sith to permanently elude detection by an actively searching opponent, their rank in Force Stealth must equal or exceed the searcher’s Sense Force score, and it must do so for equal to or longer than amount of time the searcher can sustain Sense Force.
Force Valor:*
For millennia the Sith have staunchly opposed the Jedi and the Light Side - but a modern Sith has learned the folly of their predecessors, and asked themselves a simple question: what greater humiliation than to defeat an opponent using their own weapon? By drawing on the Light Side, a Sith may greatly enhance all of their physical abilities without risk of harm or exhaustion. Whilst a Sith may possess both Force Valor and Rage, they may not use them both simultaneously. The effects of this power depend on its rank;
At rank one, a Sith receives a one-point bonus in the Core Stats Strength, Agility, and Toughness;
At rank two, a Sith receives a two-point bonus in the Core Stats Strength, Agility, and Toughness;
At rank three, a Sith receives a four-point bonus in the Core Stats Strength, Agility, and Toughness;
And at rank four, gained through the use of the Force Power Focus perk, a Sith receives a five-point bonus in the Core Stats Strength, Agility, and Toughness.
Healing Trance:
There are limits to the effects of Force Healing; whilst minor injuries are a trifle and moderate injuries may be healed with time, major injuries can still claim an unprepared Sith’s life. The Healing Trance is a Sith’s answer. By effectively inducing a comatose state, a Sith may direct all of their emotions towards healing their body. This can safely heal them of nearly all major wounds - broken bones, internal damage, and severe burns. Entry into a healing trance may even allow a Sith to provide fatal wounds. However, not even a Healing Trance can heal repair catastrophic injuries such as amputation, major brain damage, shattering of the spine, or major or complete destruction of an internal organ.
MASTER FORCE POWERS:
ALTER:
Awaken:
There are few greater demonstrations of power than giving back what a Sith can take away. As a Sith may impede a target’s mind and body, so too may they undo these effects. The Awaken technique allows a Sith to undo the effects of powers that physically slow the body or mind, such as Force Stun, Stasis, Slow, or Morichro. They may also be used to wake a target from more natural occurrences such as sleep and unconsciousness - but this carries its own dangers.
Battle Meditation:
Half of any victory comes from the pure, unflinching will to succeed. The users of Battle Meditation recognize and exploit this fact. An ancient, crucial technique, Battle Meditation can be used to bolster the morale, stamina, and fighting spirit of comrades - and sap those of enemies. Proper usage of this power can turn the tide of battle. Masters of this power affect not only their immediate allies and enemies in the local vicinity, but whole fleets and armies as well. However, usage on this scale requires a Sith's full concentration.
Drain Knowledge:
Every Sith apprentice knows how to read the thoughts of others - but the mind reading powers of Telepathy are child’s play compared to this technique. Drain Knowledge allows a Sith to forcibly extract huge volumes of information from the mind of a target - and, if they so choose, ripping it out entirely to remove it from the target’s memory. Further unlike Telepathy, Drain Knowledge allows a Sith almost unrestricted access to knowledge within a target’s mind, including repressed or heavily guarded knowledge and memories.
Prerequisites: Telepathy 2
Force Crush:
Violent, painful, and destructive - but these are drawbacks to very few Sith. Utilising this technique, a Sith may lift their target off of the ground and literally crush their body as if it were clamped in a vice. The colossal bone and organ damage can simply kill many targets outright from shock, pain, or sheer damage. Skilled practitioners of Force Crush are able to apply it to individual parts of the body such as the extremities, and the most powerful wielders of this power are capable of Crushing multiple targets at once.
Prerequisites: Force Grip 2
Force Destruction:
Heavy concentration and absolute dominion over the Dark Side grants its masters command over destruction in its purest form. Drawing a colossal amount of energy from the Force, a Sith may use their body as a conduit to channel its destructive release. The awesome power of this energy can easily cause enormous damage to structures around it, vaporise beings caught in the immediate blast radius, and hurl away those outside of it. Completely countering such an devastating attack requires a Force-based DR (provided by Dark or Force Armor) totaling equal to or greater than double that of the attacker's rank in Force Destruction.
Though tremendously powerful, usage of this power is incredibly draining to a Sith's body. An average Sith can only use this power twice; the first usage induces fatigue and dizziness, but the second robs the Sith of consciousness entirely. However, for every two ranks above ten they possess in their Toughness Core Stat, a Sith may utilise this power one additional time before fainting, up to a maximum of four additional times. This bonus is not affected by Force Valor, Force Rage, or Battlemind.
Force Dominate/Control Mind:
The ultimate exertion of a Sith's will on another. Through the use of this technique, a Sith surpasses far the typical limitations of the Mind-trick and gains unrestricted access to a target’s mind and psyche. In this manner they may, for example, directly alter - or even remove - senses, destroy or implant memories, permanently alter another person's perceptions, or cause the onset of various mental afflictions such as Dissociative Identity Disorder, Bipolar Disorder, or Amnesia. Whilst the effects of this power are normally permanent, they may be undone; powerful Force Users, or users similarly skilled in this technique, are capable of reversing its effects.
Prerequisites: Mind-trick/Affect Mind 2
Force Kill:
Sith spend their lives lusting after power over life and death - and now they have achieved part of that goal. Through telekinetic exertions, a Sith may target and instantly destroy specific organs within a target’s body. The proper organ - such as the heart - can cause their target to die immediately. This technique is limited to organs; harder parts of the body, such as the spine, bones or skull, are generally too dense to be destroyed in this manner.
Force Net:
Sith aspire to ensare the galaxy in an unescapable dark net of their own creation - so there is a certain poetic irony involved in the use of this technique. Through the Dark Side, a Sith may generate a net woven of nearly unbreakable Dark Side tendrils and fling it at their opponent. An ensnared opponent quickly finds themselves cut off from the Force at the net saps their strength and constricts to slice them apart.
Force Repulse:
The world around the Sith is fragile, and easily broken. Repulse allows a Sith to generate waves of destructive kinetic-and-Force energy, blasting away nearby loose objects and individuals. The telekinetic ripples generates are easily capable of disintegrating nearby objects and people, and acceleration loose debris to lethal velocities. Those fortunate to be on the outer edge of the blast radius are merely thrown bodily away.
Force Wave:
For all the power and techniques they have learned to wield, there are few Sith who would disregard the power and utility of a simple Force Push. The final evolution of the most basic apprentice technique, Force Wave teaches a Sith how to release a wave of Force energy, comparable to a telekentic explosion, which flings away all nearby loose objects and individuals. Masters of this power can uproot trees and tear buildings off of their foundations. Unlike Force Repulse, this power is not inherently lethal, as it is essentially an incredibly powerful Force Push.
Morichro:
Suppressing life is now as simple for a Sith as destroying it. Using the Morichro technique, a Sith is capable of slowing - and even outright suspending - the biological functions of themselves or their target. This allows them to both survive without food, water, or air for extended periods of time, or non-lethally subdue an opponent, and can also be used to induce comatose states.
Sever Force:
Throughout history, purposefully cutting an individual off from the Force has been a technique known only be the Jedi, requiring a wall of Light to block their connection. But the modern Sith have understood the value of such a technique, and have determined how to substitute the Dark Side for the Light. Though non-lethal, this power is capable of causing immense psychological trauma to its target. Though permanent, this power may be reversed - with painful effects, as the target becomes once again aware of the galaxy around them.
Prerequisites: Drain Force 2
Stasis Field:
A Master of the Dark Side has long surpassed many of their limitations. Refinement of their technique with Stasis can lead them to vast magnification of its effects, allowing a Sith to easily apply the power to almost whole fields of targets at once. A Sith may inflict Stasis upon a number of targets equal to maximum their number of Force Power Usages per turn, plus their rank in Stasis Field, and have it count as only a single Force Power usage.
Prerequisites: Force Stasis 2
SENSE:
Shatterpoint:
A complex and rare phenomenon, Shatterpoint allows a Sith to, in abstract terms, view faultlines. These faultlines are, in essence, the weaknesses within the galaxy, be they of beings, structures, or even constructs such as concepts, battles, and wars. Perception of Shatterpoints requires immense concentration, and exploitation of them allows a Sith to easily shatter physical objects or even people - or, in rare cases, influence events by exploiting the Shatterpoints within them, such as ending a war by killing one person.
Shadow Vision:
The ability to see in the the dark is a trifle - but there is far more that a Sith can command the Force to show him. Shadow Vision allows a Sith not only to see clearly in any level of light, but also penetrate through attempts at physical concealment (such as a stealth field generator or the effects of Force Camouflage).
CONTROL:
Force Immunity:
The Force is under a Sith’s absolute command - it is borderline heretical to think that they would allow their own servant to be used against them. A vastly more powerful evolution of Force Resistance, Immunity grants a Sith almost unparalleled protection against the same types of powers. In addition to unrestricted protection against Master-level powers, Immunity can protect a Sith from any number of Force Powers at once.
Prerequisites: Force Immunity 2
Transfer Essence:
The ultimate achievement of the Dark Side: the ability to cheat death. This technique, mastered by perhaps only one throughout all of history, allows a Sith to leave their body behind and transfer their spirit into another container - namely, another body or a specialized object. However, due to the biology of midichlorians and the function of muscle memory, all other abilities are lost - unless the body transferred into is an exact duplicate of the Sith's own, such as a clone. A Sith still, however, retains all of their memories and personality.
Phase:
Few beings can still pose an obstacle to a Sith - and, poetically, few literal obstacles do either. The Phase technique grants a Sith the ability to literally phase through solid matter. The higher a Sith's rank in this power, the larger the object they can phase through, the more quickly they can move through it, and the less concentration is required to do so. However, whilst utilizing this power a Sith cannot breathe normally, and must hold their breath or utilize Breath Control to pass through particularly large objects.
In order to learn a Force Power you must know its Key Power. There are three key powers in total; key powers have only one rank each. The key powers are Sense, which allows a character to learn Force powers that deal with extra-sensory awareness, Control, which allows a character to learn Force Powers that bolster his own abilities, and Alter, which allows the character to learn Force Powers that affect others.
You cannot spend Force proficiency points to learn Key Powers, you receive them for free at different levels depending on your Basic Path. Just like Skills you can use some Force Powers untrained, albeit less effectively than someone who is trained in said Power. However, there are additional provisos when using Force Powers untrained. Firstly, you can’t use a Force Power untrained that you’re too low rank to learn; second, you can’t use a Force Power untrained without knowing its Key Power.
Purchasing Force Powers as a Knight or Master:
A Sith Knight who spends a Force Power point on an Apprentice Power gains two Ranks per point. A Sith Master receives two Ranks per point spent in Knight Powers and three per point in Apprentice Powers. Remember that Force Powers have a three Rank maximum and you may not ‘roll over’ any Ranks above three gained this way into another Power, they are simply lost. Note that if you can use Knight or Master Powers at a lower level due to a high Spirit stat these benefits do still apply to your character. These benefits do not apply to Force Magic (see Advanced Paths).
The following is a list of Force Powers, they are divided into Master, Knight and Apprentice Powers and by their Key Power. If a power is marked with an asterisk then it may be used untrained
Note: a number of these powers exhibit slightly different, unique, or more situationally creative uses than what is listed on this page. For a complete list of the applications of said powers, rather than their most common and practical uses, please see said power's Wookieepedia page.
If a power is marked with an asterisk then it may be used untrained. A Sith apprentice may manifest an apprentice power untrained even if they do not possess the requisite Key power. Under moments of extreme duress or emotional turmoil, a Sith apprentice may also manifest marked Knight powers untrained under appropriate circumstances at the GM's discretion. A Force Power used untrained is weaker than the same power at rank 1, but is treated as equivalent to rank 1 for purposes such as duration or mechanically-defined effect (ie. Force Speed, Rage, Leap etc).
The following is a list of Force Powers, they are divided into Master, Knight and Apprentice Powers and by their Key Power.
APPRENTICE FORCE POWERS
ALTER:
Beast Control:
The mind of a beast is like putty to a Sith's will. Beast Control allows a Sith domination over the minds of weak-minded beasts and animals. The extent ranges from emotional incitement and control at lower levels, to fine command and implacable obedience at higher levels.
Crucitorn:*
Pain is a tool that the Sith are well acquainted with. Through the use of Crucitorn, a Sith may bolster their own natural resistance to pain, and diminish the pain resistance of other beings (causing their pain to seemingly magnify).
Force Barrier:
Common among novices and near-universal among masters of the Force, Barriers allow Sith to defend themselves against a myriad of external threats. These range from projectiles, to forms of energy, to gasses, and even some Alter powers. A Barrier's appearance depends on its user, ranging from opaque colours to transparent.
Force Blinding:*
Removing an opponent's most valuable sense makes them easy prey for a Sith's blade. Force Blinding allows a Sith to generate a bright flash of light in their palms, which may be unleashed immediately or fired short distances like a large projectile. This light is bright enough to temporarily blind nearby individuals - including the Sith and their allies, if they aren't careful. Blindness lasts for a number of turns equal to the Sith's rank in the power.
Force Harm:
The Sith use the Force to dominate and destroy, and there is no purer use of their philosophy than Force Harm. This power allows a Sith to inflict raw, physical damage on a target's body, ripping open cuts and causing bruises and bleeding. Masters of this power are rumoured to be capable of simply shattering the bones of the weak and unprepared.
Force Push/Pull:*
One of the quintessential Force powers, widely employed by all Force Users. Push allows a Sith to generate waves of raw, kinetic energy to hurl objects away from them; Pull, its counterpart, allows a Sith to do the opposite, yanking enemies off of their feet and drawing objects towards them. More powerful Sith can not only generate greater waves and draw more and heavier objects, but can finely select their targets and the strength of their waves.
Plant Surge:
For a Sith with command over the organics around him, command over simple plant life is an almost trivial matter. Plant Suge allows a Sith to rapidly spur the growth of nearby flora and vegetation. Clever Sith utilize this for improvised uses such as the ensnarement of enemies within newly-grown roots or vines, or the creation of handholds in natural environments.
Telekinesis:*
The goals of the Sith are to control and command the world around them, and no use of the Force brings them closer to that goal than Telekinesis. Through Telekinesis, Sith can lift, move, and control objects around them. Applications include hurling a table at an opponent, guiding a saber through a group of mercenaries, or depressing levers and switches. The greater their skill in Telekinesis, greater their control and precision, and the greater the scale they can affect; Masters are as capable of precisely manipulating intricate components of a machine as they are lifting a shuttle or starfighter.
Stabilization: The drawback to Telekinesis is that its users cannot levitate themselves - but they may still control their body's actions. Stabilization allows a Sith to keep themselves balanced and steady on uneven or slippery surfaces, in shifting terrain or footing, or in moving environments such as a bucking beast. But it is no substitute for natural agility, and it cannot keep you standing on a swaying tightrope. Your rank in Stabilization is determined by your rank in Telekinesis.[/ul]
SENSE:
Beast Language:
Some Sith seek control through understanding and command, rather than sheer force of will. Through this power, a Sith may communicate with animals, and communicate their desires and commands to them. This is not a translation of specific sounds and movements into words - rather, it is an intuitive understanding of their message. Unlike Beast Control, the animal is not compelled by your will to follow the order.
Force Empathy:*
A common mistake is that Sith have no concern for the emotions of those around them - a mistake a cunning Sith is happy to exploit. Through the use of Force Empathy, a Sith can sense and perceive these emotions - and, in turn, they may broadcast their own emotions, and transfer them to others. Clever Sith may use this to incite people to anger, or calm them down and placate them.
Sense Force:*
The currents of the Force flow through all quarters of the galaxy - through places, events, and people. By knowing of and detecting these currents and their sources, a Sith may exploit them. The more accurately they can sense the Force, the more they are aware of its presence in the world around them, allowing them to detect Force users, Force sensitives, and even, potentially, specific individuals, via the signatures they leave in the Force.
Telepathy:*
Most Force users have the ability to read surface thoughts and images from another's mind - but to the Sith, Telepathy is a finely honed art, a symbol of their philosophy of domination. A Sith may use Telepathy to implant their thoughts within the minds of others - and forcibly read the thoughts of others in turn. To masters of Telepathy, an unprotected mind is an unlocked datacard waiting to be read.
CONTROL:
Breath Control:
In their travels, a Sith may find themselves in all manner of poisonous environments, and must be accordingly prepared. By drastically slowing their metabolism, they may utilize traces of air in their lungs to sustain themselves without breathing for extended periods of time. This allows them to not be affected by inhaled poisons and toxins for the duration of this power, and even survive in airless environments.
Burst of Speed/Force Speed:*
A simple and common, but always practical, implementation of the Force, Force Speed accelerates a Sith's movements to a potentially tremendous degree. Similarly, a Sith's reflexes, and tactical/snap-decision making cognitive abilities are increased to keep pace with their increased speed of movement; it does not, however, increase regular thinking speed. A Sith's rank in this power determines the magnitude of their acceleration, and provides a bonus to their AP (this bonus should be applied last when determining AP totals):
At rank one, movement speed is doubled and their AP increases by 25%;
At rank two, movement speed is quadrupled and their AP increases by 50%;
At rank three, movement speed is increased sixfold, and their AP increases by 75%.
And at rank four, a Sith's speed is increased eightfold, and their AP increases by 100%, doubling it.
Detoxify Poison:
A Sith cannot allow their body to fall prey to something so mundane as poison and toxins. Through the Force, they may rapidly neutralise and purge foreign chemicals in their bloodstream. Greater proficiency results in greater speed, and greater potencies that may be detoxified. It is also capable of purging alcohol and, thus, preventing hangovers - making it popular along Sith Row.
Dissipate Energy:
By using their body as a conduit, a Sith may safely disperse, though not absorb, low-level, conventional energy sources they come into contact with. This includes low power blaster bolts and electricity, but not natural energy sources such as heat, or high-level energy weapons such as a lightsaber or heavy blaster.
Enhance Senses:*
Awareness of the world around them is as important to a Sith's success as mastery of the lightsaber. A Sith may use the Force to sharpen any of their five (or more/less, depending on the species) natural senses, to a degree determined by their rank in the power. This power has no effect on Force Sight.
Force Leap:*
By gathering the Force around them, a Sith may use it to leap beyond their natural limits. At rank one, they may jump twice as high as their natural height; at rank two, four times; at rank three, eight times; and at rank four, sixteen times.
Tapas*:
Sith must be capable of surviving in inhospitable environments - after all, they cannot master them if they are killed by them. By drawing on the Force, a Sith may remain warm even in cold environments, such as depressurized space facilities or in a blizzard.
KNIGHT FORCE POWERS
ALTER:
Alter Image:
Deception and scheming are bywords for many Sith throughout history. Through the use of this technique, a Sith may manipulate the minds of others to disguise their physical appearance, including physique, sex, voice, and facial characteristics. It is related to, though distinct from, the Force Illusion and Mind-Trick powers.
Alter Environment:
To a creative Sith, the very environment around them is a potential weapon against their foes. Alter Environment allows a Sith to harness and manipulate the environment around them. Applications of this technique include redirecting natural lightning or generating it during a rainstorm, rapidly changing temperature, controlling air pressure, or voiding an area of air.
Mind-Trick/Affect Mind:*
Jedi and Sith alike know the value of influencing and manipulating minds. The mind-trick is an invaluable weapon in a Sith's arsenal. Through exertion of the Force, a Sith may influence the mind of a target in a vast array of ways, including fooling their senses, forcing them to comply with commands, and convincing them a blatant lie is true. This Power is most effective against the weak-willed; normally, only Masters of this power can entirely override the mind of a strong-willed person.
Deadly Sight:
For a well-trained Sith, even looks can kill. By focusing the Dark Side into a deadly beam originating from the eyes, a Sith may manifest a severe burns on their target. This power only affects organic matter, and thus cannot ignite flammable or combustible materials. Naturally, those without eyes cannot use this power.
Drain Life:*
The ultimate Sith is ruthless in the pursuit of their victory, unclouded by conscience, remorse, or delusions of morality. With the terrible power of the Dark Side, they can leech and consume the very life energy of another being. This heals and rejuvenates them at the expense of the target's life; if the Sith so desires, this can drain them of life utterly, and leave them an empty husk.
Drain Force:
A Sith's domination over the Force is not limited merely to themselves - so too may a Sith gain domination over the Force inside others. Through this technique, they may temporarily drain the Force out of another Force user and use it to bolster their own abilities. A successful use of this technique grants a Sith an additional Force Power usage, unaffected by existing cooldowns or sustained powers, for a number of turns equal to their rank in the power; their opponent loses a Force Power usage for the same length of time.
Force Blast:
By crushing and compressing the air around him, a Sith may form it into a ball and infuse it with Force energy. This ball can potentially gather loose debris, and be launched at an opponent at high velocities for a deadly kinetic impact.
Force Deflection:*
Many beings have made the mistake of assuming a Lightsaber-less Sith helpless against blasterfire. These beings rarely live to warn others of their mistake. Deflection allows a Sith to divert projectiles away from their bodies, shielding them from blaster fire - as well as kinetic wave-based Alter powers, such as a Force Push or Shockwave.
Force Disease:
The Dark Side yields many secrets about the bodies of living beings. Through a terrifyingly subtle power, a Sith may temporarily fool the body of a target into believing it has been afflicted by a terrible malady. The unfortunate victim's body will then damage and decay as if it truly had been. The potency of this affliction is determined by a Sith's skill in this technique.
Force Fear:*
Fear is one of a Sith's greatest allies, a source of great strength and terrible power. A Sith who has mastered fear can instill it deep within the hearts of their enemies, causing them to cower, break, and flee. The greater a Sith's mastery of this technique, the deeper and more primal the fear they may inflict in their victims.
Force Grip/Force Choke:*
The signature power of the Dark Side, a simple and subtle, but devastatingly effective demonstration of its power. With a simple gesture, a Sith can close the airways of a target and allow them to suffocate. A master of this power can simply snap the neck of their target outright, if they wish to save time; masters of this power can also lift their targets from afar and throw them around as if they were ragdolls. Distance is no issue - a Sith needs merely to be able to see a target to end their life.
Force Hatred:*
Emotions are weapons to a Sith, and no emotion burns hotter than hatred. Drawing on that hatred, a Sith may armor themselves in it, and use it to deadly effect against the world around him. The slow release of this hatred can destabilize an enemy's connection to the Force and break the resolve of great men - but a Sith may choose to let his hatred erupt, and release it in raw, damaging shockwaves.
Force Healing:*
As it is often associated with the Light Side, many find it unbelievable that a Sith would be skilled in the arts of healing. But a Sith is a practical creature, with a desire for knowledge and power that is second to none - only a fool would truly believe they would constrain themselves from learning how to heal their own wounds. Force Healing allows a Sith to heal minor (such as cuts and bruises) to moderate (such as broken bones or severe burns) using only the Force. However, a Sith must be wary of using the Dark Side to fuel their healing - in such circumstances, the effects are only temporary, and require constant concentration or renewed application lest the wounds return. Heavy injuries require the use of a Healing trance to mend, but even in such cases Force Healing can help mitigate the pain and replenish a Sith's energy.
Force Lightning:*
The raw, destructive power of the Dark Side made manifest. From their palms, a Sith can hurl arcing tendrils of Lightning at their foes, burning and charring their targets and causing untold agony. At weaker levels, these tendrils are little more than shocking, burning bolts - but masters of this power can conjure multi-pronged arcs and veritable storms of electricity.
Pioneered by masters of Force Lightning centuries ago, Kinetite is a powerful variation of Force Lightning, demanding utmost control of the Lightning technique. Learned when a Sith achieves three ranks in Force Lightning, Kinetite allows a Sith to shape lightning into a ball and utilize it as a devastating projectile weapon, or in extreme cases, a siege weapon, able to level small structures.[/ul]
Force Orb:
When in underwater or incredibly humid environments, a Sith can call upon the Force to generate an extremely dense ball of air. This ball can be used both as a weapon when hurled at targets, or be used as a source of oxygen, such as providing a swimmer with air.
Force Scream:*
Emotions are weapons that come in a multitude of forms; to the well-trained Sith, even the most uncontrolled releases of emotion can be turned to their advantage. Force Scream allows a Sith to create a high-pitched, destructive wave of sound using only their voice - similar to a powerful sonic discharge. But a Sith must be wary - uncontrolled screams of grief and rage can manifest this technique unintentionally, even in those untrained in its use.
Force Slow:*
Sith are masters of betrayal - to their teachers, allies, and so-called friends. So too can a Sith inflict betrayal in the bodies of their opponents, inciting rebellion against their owners. By clouding both the mind and body of their enemies, a Sith may cause their entire body to literally slow - physically, and mentally. This inflicts an AP penalty equal to however many unresisted ranks affect your opponent.
Force Stasis:
It is one thing to incite betrayal in the body of an opponent - it is another thing to rob their body of agency entirely. Many civilized sentients would abhor such an idea - but to a Sith, any tool they may use against their foes is a welcome one. Through the Force, a Sith may temporarily suspend a target's thought processes and induce rigidity and paralysis in their body. The target temporarily enters a near-catatonic state of total helplessness - but instinctively, their mind and body fight hard against the outside influence to restore control. This stasis only lasts for a number of turns equal to how many unresisted ranks of this power are inflicted upon them.
Force Storm:
Force Lightning can be called raw destruction, a Sith's anger and power coalesced into terrible strength and ferocity. If this is the case, then a Force Storm is the Force unleashed, sacrificing control and precision for an unrivalled maelstrom of destructive power. This technique allows a Sith to generate a fully-fledged lightning storm, complete with gale force winds, sleeting rain, and, most importantly, devastatingly destructive lightning strikes. But for this power, a Sith trades control; they cannot direct the actions of this storm, merely dissipate it. Further, a Force Storm can only form if conditions are right; whilst even an underground cave can play host to a storm if humid enough, forming a storm within a dry desert is beyond a Sith's capabilities.
Force Stun:*
A Sith appreciates the subtleties offered to them by the Dark Side, and, through wisdom, learns when to employ them. This technique allows a Sith to temporarily deaden the senses and perceptions of a target, inducing stupor. A master of this power can simply render a target outright unconscious with little effort.
Force Subjugate:*
To dominate is in a Sith's nature; to destroy, an instinct. Though this technique affects the minds of others, it is wholly distinct from the Mind-Trick and its aims. There is no subtlety or manipulation here; instead, Force Subjugate allows a Sith to cause uncontrolled psychological damage to their target's mind. Not even masters can control this damage; they can merely attempt to restrain it, in the hopes that the psyches of their targets do not accidentally break completely.
Force Wound:*
Lacking mercy or remorse, a willing Sith can attack some of the most delicate organs in an opponent's body. With this technique, they may trigger potentially fatal spasms in the lungs of their opponents - or, once they have attained mastery over this power, simply order their collapse.
Force Whirlwind:
As a Sith's power grows, so do they discover new uses of techniques already learned. Whirlwind allows a Sith to use telekinesis to alter the currents of air themselves, using then to encircle an opponent and yank them aloft in a small whirlwind. This whirlwind is small and stationary, but more than sufficient to temporarily incapacitate an opponent.
Illusion:
There are many ways to influence a mind. Some are subtle; others, such as Illusion, are more overt. This technique allows a Sith to override the mind of targets and fool them with incredibly vivid illusions. These illusions can affect all five senses, and, as they influence a target's mind directly, cannot be countered through simple technology; a ship's sensors will seem to tell their operator that there is an entire fleet approaching them, even when they display no such thing. Masters of this power can fool great groups of individuals into observing enormous illusions, such as creating entire phantom fleets.
Malacia:*
The subtle senses of the body are easy prey for a capable Sith. Using the Force, a Sith can manipulate a target's equilibrium to induce feelings of extreme dizziness and nausea. An effective, but messy, method of potentially incapacitating a target.
Protection Bubble:
Many Sith can be expected to be skilled in the creation of a Barrier - but to call a Protection Bubble merely an evolution is a gross understatement. This technique allows a Sith to use the Force to generate almost impenetrable bubbles, capable of blocking heavy projectile or blaster fire, gasses, Lightsaber strikes, a wide array of Force Powers, and even sound. Masters of this power can even sustain a bubble against hard vacuum, preserving atmospheric conditions.
Prerequisites: Force Barrier 2
Stun Droid:*
The experienced Sith is prepared to face any enemy they may encounter on their path to power - and the wise Sith knows there are more threats than organics in the galaxy. This technique allows a Sith to send a surge of energy through the circuits of a droid, temporarily overloading and incapacitating it. The incapacitation lasts for a number of turns equal to their rank in this power.
Spear of Midnight Black:
The Dark Side is a weapon, one which comes in many forms. A practitioner of the Dark Side may manifest its energies into an invisible spear and hurl it at his opponents, piercing them through. Though silent, and undetectable to non Force-sensitives, this technique relies upon its users strength in the Force and skill with the technique to gain much of its deadly power.
Torture by Chagrin:
A Sith walks with pain as their friend and ally - and knows that the greatest pains come from deep within one's own mind. Known alternatively as Memory Walk, the Torture by Chagrin technique uses deep mental invasion to drag all of a target's worst memories to the surface and force them to relieve them, over and over again. The emotional pain and psychological strain the target endures can potentially break their mind.
SENSE:
Battle Precognition:
The Echani have long since learned how to predict the flow of battle; over time, so too have the Sith gained this technique, enhancing it with their mastery of the Force to a level the Echani never imagined. Users of Battle Precognition can predict an enemy's actions and movements before they make them; skilled Masters of this technique are said to be able to predict the flow of entire battles, and even wars. Unlike Farsight, this power manifests more in the form of instinct than in prescient visions.
Comprehend Speech:
When a Sith travels the galaxy, they tend to pick up a few things. This technique allows them to understand the speech of other races, regardless of whether or not they speak it. Whilst the Sith does not understand the word, through the Force they are able to comprehend the meaning those words are trying to convey. Skilled users of this power may use it to assist others, and Masters of this power are rumoured to be able to permanently alter a target's mind to give them understanding of languages the Master speaks themselves. However, extreme cultural isolationism or xenophobia may negate this power's effect.
Farsight:
The ability to sense the future is one of the greatest benefit's the Force can offer. With this power, a Sith may gleam knowledge of possible futures - though none of these visions are a certainty, as the future is always in motion. These visions may not always come on demand; with meditation, a Sith may receive them, but in turn the Force may offer them randomly and without apparent reason. These sudden visions are of great importance, and should not be discarded or taken lightly. This power may manifest in smaller, subtler ways; a vision predicting the probable outcome of a course of action, sensing future danger (as opposed to the immediate danger of Danger Sense) to close friends or the Sith in person, and even combat usages, such as realising an ambush or receiving advanced warning of a volley of blasterfire.
Force Track:
A simple, but dangerously effective Force technique, used by primitive Force users since before the first starship broached the stars. This technique allows a Sith to track the path of a quarry they are chasing - animal, or sentient.
Psychometry:
Objects hold traces of their history, lingering in the Force like the smell of burned bread. A perceptive Sith may may use of these traces, gathering mental impressions and traces of information from seemingly innocuous objects. They may, for instance, use a footprint to gain information about an animal, or use a weapon to determine information about its user and a battle that it was used in.
CONTROL:
Absorb Energy:
The novice Sith protects himself from harm; the experienced Sith turns an opponent's own weapons to their own ends. Rather than mere dissipation, Absorb Energy allows a Sith to directly absorb powerful sources of energy (such as electricity, heavy blaster fire, or even the plasma of a lightsaber blade) they come into contact with and channel it to their own ends.
Battlemind:*
A Sith's will to win is as crucial to victory as his ability to kill. Sheer fighting spirit, incredible drive, and raw determination can manifest themselves through the Force, and allow a Sith to fight through even the hardest of conflicts. Using this technique, a Sith may add part of their Intellect Core Stat to their physical Core Stats. Their Intellect is not diminished by using this power. At Rank one a quarter of the difference between one physical Stat of the user's choice and their Intellect stat is added to that physical stat. At Rank two, two physical Stats are buffed up half of their difference with Intellect in this manner, for the duration of the Power's effect. At Rank 3 each physical stat is raised by the whole of its difference with the user's Intellect for Battlemind's duration. Calculate each Stat's difference with Intellect separately, round up sums that are not whole numbers.
Force Absorb:
The Force is a Sith's trusted and capable ally - but only a delusion Sith believes it serves them alone. Only the Force can counter the Force; woe betide the Sith lacking techniques to counter the attacks of others. Force Absorb allows a Sith to absorb Alter Force Powers that manifest as some form of energy, such as Lightning, the various Drain Powers, Deadly Sight, and Force Hatred. This energy can then be channeled to the Sith's own end, fueling their own Force reserves. Their effective rank in Absorb must equal or surpass their opponent's rank in the power they are using in order to successfully absorb it and avoid its effects.
Force Armor:
Sith are unconstrained in their thinking; unlike a Dark Acolyte, they know that the Force can serve as both unstoppable sword and impenetrable shield. The Force-based armor created by this technique shields a Sith against all sources of damage, even Lightsabers, and increases their DR by a number of points equal to their rank in this power. This power is negated by wearing conventional armor. Additionally, a Master of this power can solidify this armor to serve as an airtight, mobile Force Barrier (which aesthetically manifests the same as their Barriers), effectively sealing them off from the outside world. Naturally, this comes at the cost of preventing them from breathing the air around them; the clever Sith already has a method to counter this.
Force Camouflage:
To walk unseen is a powerful tool indeed. Also known as Force Cloak, this technique allows a Sith to manipulate light around their body and effectively become invisible to both the naked eye, and all light-based scanning devices. However, sound-based detectors and lifeform scanners can still detect may still detect a Camoflauged Sith.
Force Rage:*
Anger, pain, hate, fear, grief. Through the Dark Side, a Sith may draw on their innermost emotions, converting them into an intense rage. This rage is then used to fuel their body, tremendously enhancing their physical capabilities. However, this power comes at a price; as a body is not meant to handle the levels of unstoppable rage for extended periods of time, use of this power results in a Sith's body becoming temporarily weakened once this power subsides. This manifests in a two point penalty to all physical stats for half the power's duration once it ends, rounded up. Whilst a Sith may possess both Force Rage and Valor, they may not use them both simultaneously. The effects of this power depend on its rank;
At rank one, a two-point bonus to the Core stats Strength and Toughness is granted;
At rank two, a three-point bonus to the Core stats Strength and Toughness is granted;
At rank three, a five-point bonus to the Core stats Strength and Toughness is granted;
And at rank four, gained through the use of the Force Power Focus perk, a Sith receives a six-point bonus in the Core Stats Strength and Toughness.
Force Resistance:*
There are many offensive applications of the Force - and to counter them, a Sith requires more than one defensive technique. While Force Absorb provides protection against energy-based powers, Force Resistance allows a Sith to defend against attacks that attempt to assault the body directly. These include various mind-altering powers, and physical-alteration powers such as Force Grip/Choke, Force Harm, Force Disease, Force Scream, and similar such powers. However, Resistance is automatically one rank less effective against Master-rank powers, and can only be sustained against a limited number of powers (equal to the number of Force Powers you may use in a turn) at once.
Force Stealth/Qey’Tek:
There are many ways to fool the eye - but there are few that allow a Sith to fool another Force user’s senses. Knowledge of such techniques are therefore very useful indeed. By shrinking their presence in the Force to microscopic levels and suppressing it, a Sith may conceal themselves against detection by other Force Users. It is distinct from Force Camouflage in that this power does not prevent visual detection, only Force-based detection. For a Sith to permanently elude detection by an actively searching opponent, their rank in Force Stealth must equal or exceed the searcher’s Sense Force score, and it must do so for equal to or longer than amount of time the searcher can sustain Sense Force.
Force Valor:*
For millennia the Sith have staunchly opposed the Jedi and the Light Side - but a modern Sith has learned the folly of their predecessors, and asked themselves a simple question: what greater humiliation than to defeat an opponent using their own weapon? By drawing on the Light Side, a Sith may greatly enhance all of their physical abilities without risk of harm or exhaustion. Whilst a Sith may possess both Force Valor and Rage, they may not use them both simultaneously. The effects of this power depend on its rank;
At rank one, a Sith receives a one-point bonus in the Core Stats Strength, Agility, and Toughness;
At rank two, a Sith receives a two-point bonus in the Core Stats Strength, Agility, and Toughness;
At rank three, a Sith receives a four-point bonus in the Core Stats Strength, Agility, and Toughness;
And at rank four, gained through the use of the Force Power Focus perk, a Sith receives a five-point bonus in the Core Stats Strength, Agility, and Toughness.
Healing Trance:
There are limits to the effects of Force Healing; whilst minor injuries are a trifle and moderate injuries may be healed with time, major injuries can still claim an unprepared Sith’s life. The Healing Trance is a Sith’s answer. By effectively inducing a comatose state, a Sith may direct all of their emotions towards healing their body. This can safely heal them of nearly all major wounds - broken bones, internal damage, and severe burns. Entry into a healing trance may even allow a Sith to provide fatal wounds. However, not even a Healing Trance can heal repair catastrophic injuries such as amputation, major brain damage, shattering of the spine, or major or complete destruction of an internal organ.
MASTER FORCE POWERS:
ALTER:
Awaken:
There are few greater demonstrations of power than giving back what a Sith can take away. As a Sith may impede a target’s mind and body, so too may they undo these effects. The Awaken technique allows a Sith to undo the effects of powers that physically slow the body or mind, such as Force Stun, Stasis, Slow, or Morichro. They may also be used to wake a target from more natural occurrences such as sleep and unconsciousness - but this carries its own dangers.
Battle Meditation:
Half of any victory comes from the pure, unflinching will to succeed. The users of Battle Meditation recognize and exploit this fact. An ancient, crucial technique, Battle Meditation can be used to bolster the morale, stamina, and fighting spirit of comrades - and sap those of enemies. Proper usage of this power can turn the tide of battle. Masters of this power affect not only their immediate allies and enemies in the local vicinity, but whole fleets and armies as well. However, usage on this scale requires a Sith's full concentration.
Drain Knowledge:
Every Sith apprentice knows how to read the thoughts of others - but the mind reading powers of Telepathy are child’s play compared to this technique. Drain Knowledge allows a Sith to forcibly extract huge volumes of information from the mind of a target - and, if they so choose, ripping it out entirely to remove it from the target’s memory. Further unlike Telepathy, Drain Knowledge allows a Sith almost unrestricted access to knowledge within a target’s mind, including repressed or heavily guarded knowledge and memories.
Prerequisites: Telepathy 2
Force Crush:
Violent, painful, and destructive - but these are drawbacks to very few Sith. Utilising this technique, a Sith may lift their target off of the ground and literally crush their body as if it were clamped in a vice. The colossal bone and organ damage can simply kill many targets outright from shock, pain, or sheer damage. Skilled practitioners of Force Crush are able to apply it to individual parts of the body such as the extremities, and the most powerful wielders of this power are capable of Crushing multiple targets at once.
Prerequisites: Force Grip 2
Force Destruction:
Heavy concentration and absolute dominion over the Dark Side grants its masters command over destruction in its purest form. Drawing a colossal amount of energy from the Force, a Sith may use their body as a conduit to channel its destructive release. The awesome power of this energy can easily cause enormous damage to structures around it, vaporise beings caught in the immediate blast radius, and hurl away those outside of it. Completely countering such an devastating attack requires a Force-based DR (provided by Dark or Force Armor) totaling equal to or greater than double that of the attacker's rank in Force Destruction.
Though tremendously powerful, usage of this power is incredibly draining to a Sith's body. An average Sith can only use this power twice; the first usage induces fatigue and dizziness, but the second robs the Sith of consciousness entirely. However, for every two ranks above ten they possess in their Toughness Core Stat, a Sith may utilise this power one additional time before fainting, up to a maximum of four additional times. This bonus is not affected by Force Valor, Force Rage, or Battlemind.
Force Dominate/Control Mind:
The ultimate exertion of a Sith's will on another. Through the use of this technique, a Sith surpasses far the typical limitations of the Mind-trick and gains unrestricted access to a target’s mind and psyche. In this manner they may, for example, directly alter - or even remove - senses, destroy or implant memories, permanently alter another person's perceptions, or cause the onset of various mental afflictions such as Dissociative Identity Disorder, Bipolar Disorder, or Amnesia. Whilst the effects of this power are normally permanent, they may be undone; powerful Force Users, or users similarly skilled in this technique, are capable of reversing its effects.
Prerequisites: Mind-trick/Affect Mind 2
Force Kill:
Sith spend their lives lusting after power over life and death - and now they have achieved part of that goal. Through telekinetic exertions, a Sith may target and instantly destroy specific organs within a target’s body. The proper organ - such as the heart - can cause their target to die immediately. This technique is limited to organs; harder parts of the body, such as the spine, bones or skull, are generally too dense to be destroyed in this manner.
Force Net:
Sith aspire to ensare the galaxy in an unescapable dark net of their own creation - so there is a certain poetic irony involved in the use of this technique. Through the Dark Side, a Sith may generate a net woven of nearly unbreakable Dark Side tendrils and fling it at their opponent. An ensnared opponent quickly finds themselves cut off from the Force at the net saps their strength and constricts to slice them apart.
Force Repulse:
The world around the Sith is fragile, and easily broken. Repulse allows a Sith to generate waves of destructive kinetic-and-Force energy, blasting away nearby loose objects and individuals. The telekinetic ripples generates are easily capable of disintegrating nearby objects and people, and acceleration loose debris to lethal velocities. Those fortunate to be on the outer edge of the blast radius are merely thrown bodily away.
Force Wave:
For all the power and techniques they have learned to wield, there are few Sith who would disregard the power and utility of a simple Force Push. The final evolution of the most basic apprentice technique, Force Wave teaches a Sith how to release a wave of Force energy, comparable to a telekentic explosion, which flings away all nearby loose objects and individuals. Masters of this power can uproot trees and tear buildings off of their foundations. Unlike Force Repulse, this power is not inherently lethal, as it is essentially an incredibly powerful Force Push.
Morichro:
Suppressing life is now as simple for a Sith as destroying it. Using the Morichro technique, a Sith is capable of slowing - and even outright suspending - the biological functions of themselves or their target. This allows them to both survive without food, water, or air for extended periods of time, or non-lethally subdue an opponent, and can also be used to induce comatose states.
Sever Force:
Throughout history, purposefully cutting an individual off from the Force has been a technique known only be the Jedi, requiring a wall of Light to block their connection. But the modern Sith have understood the value of such a technique, and have determined how to substitute the Dark Side for the Light. Though non-lethal, this power is capable of causing immense psychological trauma to its target. Though permanent, this power may be reversed - with painful effects, as the target becomes once again aware of the galaxy around them.
Prerequisites: Drain Force 2
Stasis Field:
A Master of the Dark Side has long surpassed many of their limitations. Refinement of their technique with Stasis can lead them to vast magnification of its effects, allowing a Sith to easily apply the power to almost whole fields of targets at once. A Sith may inflict Stasis upon a number of targets equal to maximum their number of Force Power Usages per turn, plus their rank in Stasis Field, and have it count as only a single Force Power usage.
Prerequisites: Force Stasis 2
SENSE:
Shatterpoint:
A complex and rare phenomenon, Shatterpoint allows a Sith to, in abstract terms, view faultlines. These faultlines are, in essence, the weaknesses within the galaxy, be they of beings, structures, or even constructs such as concepts, battles, and wars. Perception of Shatterpoints requires immense concentration, and exploitation of them allows a Sith to easily shatter physical objects or even people - or, in rare cases, influence events by exploiting the Shatterpoints within them, such as ending a war by killing one person.
Shadow Vision:
The ability to see in the the dark is a trifle - but there is far more that a Sith can command the Force to show him. Shadow Vision allows a Sith not only to see clearly in any level of light, but also penetrate through attempts at physical concealment (such as a stealth field generator or the effects of Force Camouflage).
CONTROL:
Force Immunity:
The Force is under a Sith’s absolute command - it is borderline heretical to think that they would allow their own servant to be used against them. A vastly more powerful evolution of Force Resistance, Immunity grants a Sith almost unparalleled protection against the same types of powers. In addition to unrestricted protection against Master-level powers, Immunity can protect a Sith from any number of Force Powers at once.
Prerequisites: Force Immunity 2
Transfer Essence:
The ultimate achievement of the Dark Side: the ability to cheat death. This technique, mastered by perhaps only one throughout all of history, allows a Sith to leave their body behind and transfer their spirit into another container - namely, another body or a specialized object. However, due to the biology of midichlorians and the function of muscle memory, all other abilities are lost - unless the body transferred into is an exact duplicate of the Sith's own, such as a clone. A Sith still, however, retains all of their memories and personality.
Phase:
Few beings can still pose an obstacle to a Sith - and, poetically, few literal obstacles do either. The Phase technique grants a Sith the ability to literally phase through solid matter. The higher a Sith's rank in this power, the larger the object they can phase through, the more quickly they can move through it, and the less concentration is required to do so. However, whilst utilizing this power a Sith cannot breathe normally, and must hold their breath or utilize Breath Control to pass through particularly large objects.