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Force Powers, Abilities, Techniques, and Lightsabre/Force(Sith) Weapon forms

Manifestations of the Force, which were mentally-based abilities and tapped through the practitioner's willpower, could take all forms, and included telepathy, psychokinesis, and enhanced physical and metaphysical perception. It can allow people to affect and some control over momentum and fundamental forces such as kinetic energy, friction, pressure and even gravity, allowing them to be able to slightly defy both of these and enhance force and momentum they create, with a variety of different effects and range. Such things allowed users of the Force to be almost undamaged by high impact and only be stunned by the impact, with examples of falling from great heights or being struck with great force or at high speed. It should be noted that anticipating the impact lessened its effects, allowing some users of the Force to not be stunned or even land on their feet with ease. This effectively enhanced the physical durability and recovery capability of a Force-user. Power over physical forces and momentum also allowed force users to partially defy gravity and other weight, allowing them to move and jump at unnatural speed and distance in seconds, though the speed only worked for limited times and was not constant while jumping could be done repeatedly to those who have mastered this ability. This effectively enhanced the agility of those who used it, giving the user acrobatic capabilities at unnatural levels. The Force could be used to bend the will of weak-minded beings and guide an adept's body. Users who were very good at using the Force could cease merely reacting to their surroundings and actually predict events in the very near future, such as the next blow in a duel. Guidance like this enabled Luke Skywalker to launch a proton torpedo into an extremely difficult target on the Death Star in the Battle of Yavin. The Force could also be used to sedate. Qui-Gon Jinn used this power on Jar Jar Binks when traveling the dangerous underwater path to Theed. Qui-Gon placed a hand on Jar Jar's shoulder and asked him to relax causing the Gungan to almost lose consciousness. Obi-wan, observing the extreme change in Jar Jar's behavior, told Jinn, his master, "You overdid it."

In addition to enhancing their own skill, Force users were capable of channeling the energy of The Force directly into the world around them. The Sith were infamous for making heavy use of this ability to conjure Force-lightning, or Force-choke enemies by constricting their windpipes. The Jedi preferred to use their abilities to heal and protect; closing wounds and shielding others with barriers of Force energy. Jedi Master Qui-Gon Jinn discovered that Jedi could achieve near-immortality through the Force by existing as a Force ghost after death.1

Some Force users even learned how to transfer their spirit into another body. Palpatine used this technique in order to prolong his life, and evidence suggests the legendary Dark Jedi Set Harth, who fell to the dark side in the aftermath of the New Sith Wars, used this power to leapfrog his essence between hundreds of clone bodies, lingering in the physical realm up until the Yuuzhan Vong invasion and beyond. Later Callista Ming transferred herself to the body of a dying friend so that she could stay alive. Callista, unlike Harth and Palpatine, lost her ability to touch the Force in the process of transference.

Others, such as Darth Nihilus and the Jedi Exile, could use the Force to feed off other Force users. Nihilus' power could encompass entire planets and drain them of life, like the Miraluka colony world of Katarr. Some dark side users could use a different and weaker form of this technique to drain the strength of others into themselves, occasionally to fatal results. Darth Nihilus' ability to do this originated from a "wound in the Force", which is essentially a rip in the fabric of the Force itself.

Palpatine mentioned that the Force could help one cheat death, or create life, a secret mastered only by Darth Plagueis. Another Sith Lord, Darth Sion, used a more indirect method to cheat death. As he could call upon his pain to strengthen his will and allow him to rise up again as strong as he was beforehand, he was arguably immortal.

The Force played a major part in the Jedi use of a lightsaber, in that their heightened awareness kept them from accidentally injuring themselves while using the weapon in combat, as the blade had no relative weight, making it difficult to judge its position. Similarly, the Force allowed a Jedi to use his/her lightsaber to deflect incoming blaster bolts. The Force also came into play during the construction of a lightsaber, both in assembling its intricate innards, and the initial charging of the power cell.

Manipulating the Force entailed significant risks, however. When a person used the Force beyond their body's ability to sustain it, the individual could suffer physical damage, accelerated aging, or in an extreme case, certain death by burning their own body cells from the inside out. Palpatine, and Dorsk 81 are prime examples of excessive Force usage and the consequences.

(Source - Wookieepedia)


Powers

Some powers may have level or class restrictions. Some may also have prerequisites.


Affect mind
Alchemy (dark side)
Battle influence (light side)
Battle meditation (min abberant alignment required)
Battle mind
Beast language
Burst of speed
--Force/Knight speed
--Master speed
Control mind (dark side)
Cure disease (min unprincipled alignment required)
Cure poison (min unprincipled alignment required)
Dissipate energy
Drain energy (dark side)
Drain knowledge (dark side)
Electric Judgement (Light side)
Empathy
Enhance ability
Enhance senses
Farseeing
Fear (dark side)
Friendship
Force defense
Force light (light side)
Force lightning (dark side)
Force mind
--Improved force mind
--Knight mind
--Master mind
Force stealth
Hatred (dark side)
Heal another (light side)
Heal self
Illusion
Inspire (light side)
Malachia (light side)
Mecha-duru
Morichro (min unprincipled alignment required)
Plant surge (light side)
See force
Sever force (light side)
Sith sorcery (dark side)
Summon storm
Telekinesis (Lift, Push, Leap, Injure, Strike, Whirlwind)
Telepathy
Transfer essence (dark side)


Abilities

Some abilities may have level or class restrictions. Some may also have prerequisites.


Attuned
Aware
Compassion
Drain force (dark side)
Focus
Force dodge
Force pilot
Force mastery
--High force mastery
Guiding spirit
Lightweapon/Force(Sith) Weapon defense
--Lightweapon/Force(Sith) Weapon Expert Defense
--Lightweapon/Force(Sith) Weapon Master Defense
Link
Malevolent (dark side)
Mettle
Mind trick
Psychometry
Rage (dark side)



Techniques

May or may not cost force points

Force trance
Healing trance
Sense surroundings



Force Powers


Affect mind


Force Point Cost - 2 (Affect Perception), 4 (Suggestion)

Time to activate - 2 actions

Duration - Instant

Range - 10m

Effect - (Affect Perception) this allows you to "distract" a target in order to get them to look away etc. Targets are a +2 to save for every person beyond one that you want to affect. (Suggestion) Allows you to make a suggestion that would normally seem unreasonable to the target. The suggestion cannot threaten the target. Later the target will not realize he had been tricked.


Alchemy (dark side)


Requirements - appropriate chemicals, medicines, materials in order to facilitate any changes being made. (Gorwth hormones, alternate genetics/dna) as well as the apparatus to implement/input these materials.

Force Point Cost - 5

Time to activate - 4 melees

Duration - permanent

Effect - the use of this power will cause a dramatic change in a creature (and possible sentient beings). Typically usues 10 000 credits in materials +5000 per additional change sought. Base skill success is 80% with penalties based on the actual changes desired. (Will add a table of changes later)


Battle influence (light side)


Force Point Cost - 8

Time to activate - 1 action

Duration - 4 melees

Effect - -4/-20% to all opponents combat/skill rolls and saves. A fail by 10 or more and opponents turn on their allies at the same -4/20%. Failure with a natural one and opponents turn on their allies without any penalties applied. Range 20m per level of experience.


Battle meditation (min abberant alignment required)


Force Point Cost - 2 +1 per person affected

Time to activate - 1 action

Duration - 1 melee per level of experience

Effect - +1 on all combat rolls and to sv vs darkside powers


Battle mind


Force Point Cost - 2 + 1 per bonus point

Time to activate - no action cost

Duration - 4 melees

Effect - +1 strike/parry/dodge at level 1. May increase by +1 every 3 levels after that (maximum +5 at 13th level of power)


Beast language


Force Point Cost - 2

Time to activate - 1 action

Duration - 1 hour

Effect - grants the user the ability to listen, understand and speak to animals


Burst of speed


Force Point Cost - 5

Time to activate - 2 actions

Duration - 1 melee

Effect - Spd x10, Jump x5


--Force speed/Knight Speed


requirement - Minimum level of 5 of force user or Jedi class, must also have the power burst of speed

Force Point Cost - 8

Time to activate - 2 attacks

Duration - 1 melee

Effect - SPD x 20, Jumping x10


--Master speed


Requirements - minimum level of 10 in force user or jedi class, must also have the burst of speed and force/knight speed powers

Force Point Cost - 12

Time to activate - 2 actions

Duration - 1 melee

Effect - SPD x 30, jumping x15


Control mind (dark side)


Force Point Cost - 5 +1-15

Time to activate - 2 actions

Duration - 1 minute per FP spent

Effect - +1/5% to all combat/skill rolls per 3 levels of experience


Cure disease (min unprincipled alignment required)


Force Point Cost - 5

Time to activate - 1 hour

Duration - instant

Effect - gives the target a +10 to sv vs disease and +100% to save vs coma/death (Fail on a 99-00)


Cure poison (min unprincipled alignment required)


Force Point Cost - 5

Time to activate - 1 hour

Duration - instant

Effect - gives the target a +10 to sv vs poisons of all types


Dissipate energy


Force Point Cost - 1 for every 3d6 of sd energy absorbed. 5 for every 1d6 of md energy absorbed (or lightsabre attacks)

Time to activate - free

Duration - instant

Effect - dissipates energy based attacks and sources


Drain energy (dark side)


Force Point Cost - 2 (Datapad/comlink), 4 (Blaster), 8 (Lightsabre), 12 (Repeating Blasters/Droids)

Time to activate - 2 action

Duration - instant

Effect - power completely drained from target.

Items in brackets are example of devices that can be drained


Drain knowledge (dark side)


Force Point Cost - 8

Time to activate - 5 minutes

Duration - instant

Effect - unconscous targets cannot save unless they are a force user and then they are -5. Allows the force user to sift through the targets mind for a specific skill. Successful use of the skill allows the force user to use that skill untrained (at base skill percentage no bonuses of any kind, this includes IQ bonuses). Targets IQ will drop by 4 points and will regain 1 point per day of rest. This could cause the target to not be as efficient/effective with skills as it could drop them below the IQ level needed to gain skill bonuses.


Electric Judgement (Light side)


Requirements - Minimum level of 10

Force Point Cost - 4

Time to activate - 1 action

Duration - instat

Effect - 2d6 damage (sd only) and stuns target halving all combat bonuses and skill levels. Range 10m


Empathy


Force Point Cost - 2

Time to activate - 1 action

Duration - 4 melees

Effect - Read targets mood and emotional state, gives a bonus of +5% per 3 levels of experience (minimum +5%) to all charm/impress and trust/intimidate rolls


Enhance ability


Force Point Cost - 3

Time to activate - 1 action

Duration - 4 melees

Effect - +1 to strike/parry dodge or +1d4 to melee attacks @ Level 1, 5, 7, 9, 11, 13, 15. At higher levels the bonuses can be split. Example at 9th level you could split it to be +2 to combat rolls and +2d4 to damage rolls.


Enhance senses


Force Point Cost - 3

Time to activate - 1 action

Duration - 10 minutes

Effect - +1 to perception checks @level 1, 3, 5, 7, 9, 11, 13, 15


Farseeing


Force Point Cost - 3 (Person), 6 (Past), 9 (Future)

Time to activate - 1 hour

Duration - not applicable

Effect - Roll percentile for Accuracy

1-10 - nothing 11-30 - vague details (places and general sense of what might be happening) 31-60 - vague details (places and people involved) 61-90 - general details of events and people involved 91-00 - details of people and wha they are doing, as well as emotional/physical state.


Fear (dark side)


Force Point Cost - 2

Time to activate - 1 action

Duration - 4 melees

Effect - -2 to all opponents combat rolls or -10% to all opponents skill rolls at levels 1, 4, 7, 10, 13


Friednship


Force Point Cost - 2

Time to activate - 2 actions

Duration - upto an hour

Effect - will cause targets that are hostile to become merely unfriendly, unfriendly to become indifferent, indifferent to become friendly, and friendly to be come helpful. Conversely already hostile or unfriendly targets that save vs this power may become more hostile or aggressive. If those targets save with a natural 20 an unfriendly target becomes hostile and aggressive while an already hostile target becomes combative and will attack the characters.


Force defense


Force Point Cost - 3

Time to activate - 2 actions

Duration - 4 melees

Effect - +1 sv versus force powers @ level 1, 2, 3, 4, 5, 7, 9, 11, 13, 15


Force light (light side)


Force Point Cost - 8

Time to activate - 1 action

Duration - instant

Effect - 3d6 damage to dark side creatures, 5d6 damage to dark side spirits


Force lightning (dark side)


Force Point Cost - 6

Time to activate - 1 action

Duration - instant

Effect - 4d6 to a range of 10m



Force mind


Force Point Cost - 4 + 1 per target

Time to activate - 2 actions

Duration - 1 melee per level of experience

Effect - +2/+10% to all combat/skill rolls and saves


--Improved force mind


Requirements - must have the force mind power and be a minimum of level 4 in a non jedi force user class

Force Point Cost - 8 +1 per target

Time to activate - 2 actions

Duration - 1 melee per level of experience

Effect - +4/+20% on all combat/skill rolls and saves


--Knight mind


Requirements - must have force mind and be minimum level 5 in a Jedi class

Force Point Cost - 12 +1 per target

Time to activate - 2 actions

Duration - 1 melee per level of experience

Effect - +6/30% to all combat/skill rolls and saves


--Master mind


Requirements - must have improved force mind or knight mind and be a minimum of level 10 in a force user class

Force Point Cost - 16 +1 per target

Time to activate - 2 actions

Duration - 1 melee per level of experience

Effect - +8/40% to all combat/skill rolls and saves


Force stealth


Force Point Cost - 2

Time to activate - 2 actions

Duration - 10 minutes

Effect - masks your presence to other force users. IN game terms other force users trying to use see force get no bonus to save vs Force Stealth and See Force checks automatically fail if the force user fails their s versus Force Stealth. The sv fo force stealth checks is to be done by the gm.


Hatred (dark side)


Force Point Cost - 4

Time to activate - 1 action

Duration - 1 melee

Effect - 2d6 damage to opponents follwoed with -2/10% to all opponents combat/skill rolls and saves


Heal another (light side)


Force Point Cost - 1-6

Time to activate - 2 actions

Duration - instant

Effect - 1 (Stabilize and heal target of 1d6 sdc), 2 (stabilize and heal target of 2d4 sdc and 1d4 hp), 4 (stabillize and heal 2d6 sdc and 2d4 hp), 6 (stabilize and heal target of 3d6 sdc and 2d6 hp)


Heal self


Force Point Cost - 0-4

Time to activate - 2 actions

Duration - instant

Effect - 0 (Stabilize and heal target of 1d6 sdc), 1 (stabilize and heal target of 2d4 sdc and 1d4 hp), 2 (stabillize and heal 2d6 sdc and 2d4 hp), 4 (stabilize and heal target of 3d6 sdc and 2d6 hp)


Illusion


Force Point Cost - 3-10

Time to activate - 1 action

Duration - 1 melee per 3 levels of experience

Effect - illusion seems real unless sv vs ME+level/3 of user. Minimum 14. 3 (100m range), 5 (10km range), 8 (100km range), 10 (1000km range)


Inspire (light side)


Force Point Cost - 6 +3-18

Time to activate - 2 actions

Duration - 4 melees per FP spent

Effect - +1/5% to all combat/skills rolls and saves per 4 levels of experience


Malachia (light side)


Force Point Cost - 6

Time to activate - 1 action

Duration - 1d4+1 melees

Effect - stuns target. Half all combat bonuses and skill levels


Mecha-duru

Requiremnts - Minimum level of 4 in a force user class

Force Point Cost - 6

Time to activate - 1 action

Duration - 1 melee per level of experience

Effect - +4/+20% to all combat/skill rolls involving machines


Morichro


Requirements - min unprincipled alignment required and force user level of 7

Force Point Cost - 16

Time to activate - 2 actions

Duration - Special

Effect - Target is placed in an unconscious state until they are attacks or a force power is used on them. If the target fails with a natural 1 they die adn the force user gets a dark side strike against them. If the target should die while in the unconscious state (due to not be tended to during it's unconscious state, ie dehydration etc) the force user also gains a dark side strike against them. This power can be used to also extend a force trance indefinitely. Targets can last 1 day per point of ME before dehydration/starvation will start to take effect. A force user can last 1 month per point of ME.


Plant surge (light side)


Force Point Cost - 1

Time to activate - 1 action

Duration - instant

Effect - causes plant life to surge in growth by 1m per levels of experience


See force


Force Point Cost - 3

Time to activate - 2 action

Duration - 1 melee

Effect - Allows the character to sense force users within 100m per level of experience. You can also focus on a single individual in the same manner to determine if they are of lesser, equal, or higher power than you are.


Sever force (light side)


Force Point Cost - 20. Opponents are -5 to sv versus this power

Time to activate - 2 actions

Duration - permanent

Effect - successful use of this power will permanently sever willing access to the force by the targeted force user. They MAY still be able to access the force on instinct when under duress. 50% chance. In Game terms it is up to the GM as to if and/or when the targets pwoers will work. The target can no longer conscously use their force powers or abilities.


Sith sorcery (dark side)


Force Point Cost - 4

Time to activate - free

Duration - 1 minute

Effect - +1/5% to all combat/skill rolls and save per 2 levels of experience


Summon storm


Force Point Cost - 10 for first 10 minutes +5 per 10 minutes afterwards

Time to activate - 2 actions, mainting the storm is free after the initial use

Duration - see above

Effect - the use of this power causes a storm to arise in a radius of 100m per level of experience. The force user may make the storm as small or large as they wish in 100m increments as they increase in level as long as it is within the radius they can create. (IE a 15th level force user could creat a storm 100m in radius or a storm as large 1.5km in radius). In normal or wet environments this means windsm rain and lightning come crashing down causing disctractions and random lightning strikes. All withint he storm will have visibility reduced and may be struck by lightning. -2/10% to all combat rolls, perception and skill checks due ot teh winds and rains distracting them. In an arid environment this would mean sandstorms etc. In a frozen environment this would mean a blizzard. In these two instances double the penalites. Random lightning strike are still possible in arid and frozen environments.


Telekinesis


Force Point Cost - 1 +1-32 depending on weight involved (see below)

Time to activate - special see below

Duration - 1 melee

Effect - object is lifted and moved. This power can also be used to shove someone, increase the distance of a leap, to strike a target (like punching them),injur a target (damage too hit points), or create a whirlwind


---Lift

Weight FP Cost

0-5kg 1 1 action + 1 action per 6m of movement 5.1-50kg 2 1 action + 1 action per 6m of movement 50.1-500kg 4 1 action + 1 action per 6m of movement 500.1-5000kg 8 2 action + 1 action per 6m of movement 5000.1-50,000kg 16 3 action + 1 action per 6m of movement 50,000.1-500,000kg 32 4 action + 1 action per 6m of movement


---Push


Force Point Cost - depends on weight

Time to activate - 1 action

Duration - Instant

Effect - Target is shoved back 2d4 feet. Living targets get to save vs this power. Success still moves target bback 2d4 feet but no loss of initiative or actions. Failed save, initiative is lost as is the targets next action to recover.


---Leap

Increase distance of leap by 3m per FP spent (3FP equals 9m)


---injure (dark side)


Force Point Cost - 4

Time to activate - 1 action

Duration - instant

Effect - 3d6 damage direct to hit points power action the power is in use.


---strike (possibly dark side)


Force Point Cost - 2

Time to activate - 1 action

Duration - instant

Effect - 2d6 damage. Using this on living targets is a dark side use.


---Whirlwind


Force POint Cost - 6

Time to activate - 2 actions

Duration - 1 melee per level of experience

Effect - creates a spinning whirlwind that may cause lights/loose objects to take flight around the force user. being struck by these objects can and will do damage to those struck. -2 to avoid being struck (but avoiding is a free action). Light objects will do 1d6 per strike.


Telepathy


Force Point Cost - 3

Time to activate - free action to contact a closely related force user (Parent/sibling). 1 action to contact a closely related non force user (parent/Sibling) or any force user. 2 actions to contact a non force user.

Duration - instant

Effect - two way communication can be had between the force user and one other. Communication is limited to single words or ideas. Range is 1000m per level of experience when trying to contact a non force user and 1000km per level of experience when tryng to contact another force user.


Transfer essence (dark side)


Force Point Cost - half of fp remaining

Time to activate - 2 actions

Duration - Permanent

Effect - the force user transfers his essence/soul into a target body. If this into a prepared empty body (IE clone) then there is no effect beyond the force user now residing in a new host body. When trying to inhabit a sentient being then a battle of wills ensues. Both must roll a d20 and add their ME/2. Highest roll wins. A natural 20 by the "defender" automatically wins regardless of totals unless the "attacker" also rolls a natural 20 just as a natural 20 by the "attacker" automatically wins regardless of totals unless the "defender" also rolls a natural 20. A succesful use of this skill them overwrites the IQ, MA, and ME scores of the target with those of the force user while the remaining attributes remain the same. Failure means you can never attempt to occupy that body again and must find another target to occupy as your original body is burned up in the attempt. You may repeatedly attempt to occupy a body within 10m per level of experience as long as you still have force points to do so. If there is no other bodies to occupy then you are lost to the force.



Force Abilities


Attuned


Time to activate - not applicable

Duration - not applicable

Effect - +2 to all bonuses given by enhance ability. +2/4/6/8 HP/SDC to heal self uses


Aware


Time to activate - not applicable

Duration - not applicable

Effect - +2 on all bonuses given by enhance senses. Opponents are -2 to sv vs see force use.


Compassion


Time to activate - not applicable

Duration - not applicable

Effect - +2/4/6/8 HP/SDC to all heal another uses.


Drain force (dark side)


Time to activate - 1 action

Duration - instant

Effect - temporarily gains 1d6 force points for 1d6 melee rounds by draining them from the target


Focus


Time to activate - not applicable

Duration - not applicable

Effect - +2 to strike with force strike. opponents are -2 to sv vs force stealth


Force pilot


Time to activate - not applicable

Duration - not applicable

Effect - +20% to all piloting skills, +2 to dodge while piloting a vehicle


Force mastery


Requirement - minimum level of 5 in a force using class

Time to activate - not applicable

Duration - equal to power being used

Effect - allows the force user to use a 1 action power for free.


--High force mastery


Requirements - Must have force mastery and a minimum level of 10 in a force using class

Time to activate - not applicable

Duration - equal to power being used

Effect - allows the force user to use a 2 action power for 1 action


Guiding spirit


Time to activate - 1 melee

Duration - 3d4 melees or until the conversation/encounter is over

Effect - if successful (roll percentile, 1-40 spirit appears, 41-00 spirit does not appear) a force user of close relationship (parent, master) to the character will appear to give advice when needed. Note if the character is acting out of anger or has fallen to the darkside (evil alignment) this ability can noot be used.


Lightweapon/Force(Sith) Weapon defense


Time to activate - free

Duration - not applicable

Effect - +2 to parry with a lightsabre/force/sith weapon


--Lightweapon/Force(Sith) Weapon Expert Defense


Requirements - Lightweapon/Force(Sith) Weapon defense

Time to activate - free

Duration - not appllicable

Effect - additonal +2 to parry with a lightsabre/force/sith weapon (+4 total)


--Lightweapon/Force(Sith) Weapon Master Defense


Requirements - Lightweapon/Force(Sith) Weapon defense, Lightweapon/Force(Sith) Weapon Expert Defense

Time to activate - free

Duration - not applicable

Effect - +2 to parry with a lightsabre/force/sith weapon (+6 total)


Link


Time to activate - not applicable

Duration - not applicable

Effect - +10% to all farseeing uses


Malevolent (dark side)


Time to activate - free

Duration - not applaicable

Effect - opponents are -2 to save vs the force power of fear and tk (injure)


Mettle


Time to activate - not applicable

Duration - not applicable

Effect - additional +2 to all combat rolls if using Battlemind, +2 to sv vs force powers


Mind trick


Time to activate - not applicable

Duration - not applicable

Effect - opponents are -2 to sv against the force powers of affect mind and illusion


Psychometry


Time to activate - 1 action

Duration - instant

Effect - user gets a vision (1d4 seconds of time) of the item in use by it's owner an the state of mind of the owner. Roll percentile

1-10 - vision of the last moments of it's possession 11-30 - vision of an important moment it was present 31-50 - visions of two important moments it was present 51-80 - visions of multiple (1d6) important moments it was present 81-98 - vision of one significantly imortant moment it was present (1d6 minutes) 99-00 - vision of two significantly imortant moment it was present (1d6 minutes each)

Perspective of the vision is that of the person in possession of hte object at the time the vision takes place


Rage (dark side)


Time to activate - 1 action

Duration - 2 melees + 1 per 3 levels of experience

Effect - +4 to hth damage, +2d6sdc, +2 strike, -2 parry/dodge. Once elapsed half all attacks and combat bonuses for 1 hour.



Force Techniques


Force trance


Force POint Cost - 1

Time to activate - 4 melees

Duration - Minimum 20 melees (5 minutes) until the character comes out of the trance

Effect - +20% on farseeing uses, also allows the character to get the equivalent of 1 hour of rest every 20 melees (5 minutes)


Healing trance


Force Point Cost - 1

Time to activate - 4 melees

Duration - Minimum 40 melees (10 minutes) until the character decides to come out of the trance

Effect - doubles the characters healing


Sense surroundings


Force Point Cost - 2

Time to activate - automatic (danger sense), or focussed (purposeful sensing)

Duration - instant

Effect - Danger sense - cannot be surprised attacked even from behind, +6 initiative during first melee of combat, +8 parry/dodge the first attack against the character. Focussed - Allowws the characer to sense all life forms in a 10m radius per level of experience.



Lightsabre/Force Weapon Forms


Lightsaber/Force Weapon combat referred to several schools of martial arts specialized in, though not limited to, fighting with a lightsaber. Such fighting forms were required to compensate for or take advantage of the unique attributes of lightsabers, notably the odd balance of the weapon, all of the weight being in the hilt, and the omni-directional cutting edge. The most prominent lightsaber-oriented combat styles were the seven forms of the Jedi Order, though other organizations were known to have developed their own styles and the Sith styles were essentially the same as the Jedi.

The various combat forms owed their unique focuses and methods to the eras in which they were created, as they were oftentimes developed to answer a new generation of weapons technology. For example, the dueling-centric Form II form was created during a time when Dark Jedi and rogue Force-wielders ran rampant through the galaxy, and Lightsaber duels became a common occurrence, whereas Form III was developed when such confrontations were rare, and Jedi were more likely to confront Blaster-wielding opponents and gunslingers rather than lightsaber duelists. (Source - Wookieepedia)

Note - Forms II-VI (VII is treated differently from the other forms) all stack with each other as well as on to Form I (WP) bonuses. Forms are increased like skills however so that if you Choose Form III at level 5 it starts at level one proficiency while your other forms (I plus whatever other form you chose to start with) would be at 5th level proficiency. The exceptions are Multiple Forms Is do not stack on each other as they are your basic WP for that class of weapon.


--Form I--


This is the basic proficiency taught in order to use a Lightsabre/weapon. This is WP Lightsabre (which includes standard Lightsabre, Shoto, Dual-phase Lightsabre, Great Lightsabre/Lightclub, and Long Handle Lightsabre). Conversely, the character may choose to take Form I in WP Dual Bladed Lightsabre/staff, WP Guard Shoto, WP Lightsabre Pike/Polearm, or WP Lightwhip. Special note, Lightwhip essentially restricts the use of additional forms in their traditional methods. Reduce bonuses by half if using a lightwhip.

Conversely, depending on the era and the Jedi (or Jedi Weapon Masters and possible non Jedi/Sith FOrce users like the Force Warrior), this form can also teach basic proficiency in older weapons such as WP Force(Sith) Sword, WP Force(Sith) Staff, Force(Sith) Guard Blade, Force(Sith) Polearm, and Force(Sith) Whip. These weapons were specially made and are more traditional melee weapons of a physical nature but are also imbued with the force and as such are capable of doing just about everything a lightweapon can including parrying a lightweapon as well as blasters etc.

This form MUST be taken to learn and properly utilize each WP you may wish to have. IE WP Lightsabre is Form I. If you wish to learn another weapon you essentially take Form I again though in this case it only counts against a skill selection not a later form selection. This allows the character to use all his/her forms with all FOrm I's known. All subsequent form selections however are chosen as a specific form selection at the appropriate levels.


WP Lightsabre/Force(Sith) Sword - See WP Sword Rifts GMG Page 81

WP Dual Bladed Lightsabre/staff/Force(sith) Staff - See WP Staff Rifts GMG Page 81

WP Guard Shoto/Force(Sith) Guard Blade - +1 strike at level 2, 4, 8, 12. +1 parry at level 1, 3, 7, 11, 15.

WP Lightsabre Pike/Polearm/Force(Sith) Polearm - See WP Polearm Rifts GMG Page 80

WP Lightwhip/Force(sith) Whip - See WP Whip Rifts GMG Page 81

WP Jar-Kai - See WP Paired Weapons Rifts GMG page 80

Note - Jar-Kai is taught as an offshoot of Form VI but it is not necessary to choose that form to learn it. Jar-Kai is chosen as regular "skill"


--Form II--


Form II, also known as Makashi, The Way of the Ysalamiri, or The Contention Form, was the second of the seven classic forms of lightsaber combat. Developed for the purpose of lightsaber-to-lightsaber combat, to address the failings of Form I, Makashi was the most dueling-centric of the seven classical forms. Relying on precision and efficiency over Shii-Cho's wild, sweeping motions, Form II allowed an initiate to defend himself against an opponent with minimal effort, while placing a heavy focus on avoiding disarmament. (Source - Wookieepedia)

Minimum IQ 16 required to learn this form

Parry + 1 at level 1, 5, 9, 13

Strike +1 at level 3, 7, 11, 15

Critical hit on a natural 19+ at level 1, 18+ at level 6, 17+ at level 10, 16+ at level 14

Reduce penalties on called strikes by 1 at level 4, 8, 12


--Form III--


Form III, also known as Soresu, the Way of the Mynock, or the Resilience Form, was the third of the seven classic forms of lightsaber combat that was recognized by the Jedi Council prior to and during the Clone Wars. Soresu was developed during the widespread emergence of blasters as an offensive weapon. Essentially a development on Form I blast-deflect training, Soresu relied on tight bladework and subtle dodges to provide maximum defensive coverage, minimizing exposure to ranged weaponry. Over time, Soresu transcended this basic origin, and came to be considered the ultimate expression of non-aggressive Jedi philosophy. (source - Wookieepedia)

No requirements needed to learn this form

Parry +1 at level 1, 5, 9, 13

Strike +1 at level 3, 7, 11, 15

Reduce penalty to deflect/parry ranged weapons by at at level 2, 6, 10, 14

ReDirect energy blasts at another target on a successful parry d20 +1 at level 4, 8, 12


--Form IV--


Form IV, also known as Ataru, the Way of the Hawk-Bat, or The Aggression Form, was the fourth of the seven forms of lightsaber combat. The history of Ataru stretched back through the Old Republic, to at least as early as the Mandalorian Wars, where it was commonly employed by Jedi of that day. Ataru continued to be a common form among the Jedi in the latter stages of the Republic, and was also known to be employed by the Sith.

An aggressive style, Form IV was fast-paced and effective against single opponents, though weaker in prolonged combat and confined spaces. Also, it was not recommended for use against opponents wielding blasters. Ataru was characterized by Force-assisted acrobatics, such as somersaults and leaping strikes, both for attack and defense. (Source - Wookieepedia)

Minimum PP 16 and the acrobatics skill are required to learn this form

Parry +1 at level 1, 5, 9, 13

Strike +1 at level 3, 7, 11, 15

For every 2 levels of the acrobatic skill the Jedi gets a +1 to strike or parry. The total bonus must be divided appropriately atthe start of each melee round. IE a Jedi with 6th level acrobatics gets a total of an additional +3 to strike or parry. This can be split +3 strike/0 Parry, +2 strike/+1 parry, +1 strike/+2 parry, or 0 strike/+3 parry but it must be declared at the beginning of each melee round.


--Form V--


Form V, also known by its two primary disciplines of Shien and Djem So, as well as The Way of the Krayt Dragon or The Perseverance Form, was the fifth of seven forms recognized as canon by the last Jedi Council for lightsaber combat. It was developed by practitioners of Form III who felt that the defensively-minded form would unnecessarily extend time spent in combat by forcing its users to wait for an opportunity to strike rather than create their own openings. Form V combat was characterized by power attacks and defense immediately followed by a counter-strike.

Shien, considered the classical variant of Form V, was more adept at blocking blaster bolts than for blade-to-blade combat, whereas Djem So was developed later and was specifically intended for use in lightsaber combat. Both Shien and Djem So were designed to use an opponent's attack against them, as evidenced by Shien's focus on returning blaster bolts to their origin and Djem So's emphasis on immediate counter-attacks. Although some Jedi felt that Form V encouraged aggression and domination, that sentiment did not stop many Jedi from practicing the form. (Source - Wookieepedia)

Minimum PS 16 is required to learn this form

Parry +1 at level 1, 5, 9, 13

Strike +1 at level 3, 7, 11, 15

-1 to strike on your oppoents next attack if they successfully parry your attack at level 2, 6, 10, 14

+1 to strike on your next attack if you successfully parry your opponents attack ay level 4, 8, 12


--Form VI--


Form VI, also known as Niman, the Way of the Rancor, the Moderation Form, and the diplomat's form, was the sixth form of the seven forms of lightsaber combat. This fighting style was a hybrid martial art created by effectively combining elements of the preceding lightsaber forms into a single, generalized form. Niman balanced out between the various specializations of the other forms, covering many of the basic moves, but focusing on overall moderation. This resulted in a fighting style that lacked a significant advantage, but also lacking any serious drawbacks, and thereby not leaving adherents as exposed as some of the more aggressive or specialized forms. Overall, Niman had a fairly relaxed focus on bladework, designed as a simple, easily mastered fighting form for Jedi who preferred to devote most of their time to study and diplomacy. Despite this, it could be absolutely deadly in the hands of a skilled practitioner, as demonstrated by such notables as Exar Kun. (Source - Wookieepedia)

No requirements needed to learn this form

Parry +1 at level 1, 5, 9, 13

Strike +1 at level 3, 7, 11, 15

Reduce penalty to deflect/parry ranged weapons by 1 at at level 2, 8

For every 3 levels of the acrobatic skill the Jedi gets a +1 to strike or parry. The total bonus must be divided appropriately at the start of each melee round. IE a Jedi with 6th level acrobatics gets a total of an additional +2 to strike or parry. This can be split +2 strike/0 Parry, +1 strike/+1 parry, or 0 strike/+2 parry but it must be declared at the beginning of each melee round. (acrobatic skill required to get this bonus)


--Form VII-- (Only allowed at GMs discretion)


Form VII, also known as Juyo, the Way of the Vornskr, or the Ferocity Form, was the seventh of seven forms recognized as canon for lightsaber combat by the last Jedi Council of the Old Jedi Order. In use millennia prior to the Battle of Yavin, the Juyo incarnation of Form VII was described as the most vicious form of lightsaber combat and was said to involve significant internal focus on the part of the user. Juyo had many practitioners throughout the years, including Jedi Masters Kavar, Zez-Kai Ell, and Vrook Lamar. As time passed, knowledge of Form VII became restricted among the Jedi Order, whose members were worried that its precepts would lead practitioners toward the dark side. In contrast, members of the Sith, such as Darth Maul, employed Juyo without reservation, as did Dark Jedi such as Galen Marek.

In the later days of the Old Republic, a new variation of Form VII, dubbed Vaapad after a creature native to the planet Sarapin, was created by Jedi Masters Mace Windu and Sora Bulq. Vaapad was explained as being a state of mind rather than just a fighting style, allowing the wielder to channel his own inner darkness into the duel, and accept the fury of the opponent. Windu, Bulq, and Windu's Padawan Depa Billaba were three notable practitioners of the Vaapad variant. Records of both Juyo and Vaapad survived the Great Jedi Purge and were recovered by the New Jedi Order, who preserved the records of Form VII into the Sith–Imperial War. (Source - Wookieepedia)

Minimum IQ/PS/ME 16 is required to learn this form

Parry + 1 at level 1, 5, 9, 13

Strike +1 at level 3, 7, 11, 15

Critical hit on a natural 19+ at level 1, 18+ at level 6, 17+ at level 10, 16+ at level 14

Reduce penalties on called strikes by 1 at level 4, 8, 12

Reduce penalty to deflect/parry ranged weapons by at at level 2, 6, 10, 14

Redirect energy blasts at another target on a successful parry. Roll d20 +1 at level 4, 8, 12

-1 to strike on your oppoents next attack if they successfully parry your attack at level 2, 6, 10, 14

+1 to strike on your next attack if you successfully parry your opponents attack ay level 4, 8, 12

Special Note 1 - This form is special in that once it is acquired the bonuses available are equal to the characters level. In other words once acquired (usually at minimum levle 10) the character get all bonuses given from level 1-10. However gaining this Form also negates all previously known forms except for Form I, Form VII is now THE form you know. It is in essence equal to 3 forms in one. That is the sacrifice made to learn this form. The one notable exception to this is The Weapon Master who can learn more than the 3 forms a typical Jedi can learn. In this instance the Weapon master ust choose 3 forms to lose.

Special Note 2 - Lightside Characters using this form can "fall" towards the darkside more easily due to the use on ones emotions being required to make this form so effective. Reduce the number of strikes needed to drop an alignment level.

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