Star Wars Force Within

The Force and Force Powers

View previous topic View next topic Go down

The Force and Force Powers

Post by Kitaro on Fri Nov 13, 2015 10:51 pm

Planets affect Force:
S Korriban: +2 Magnitude +1 Precision DARK -2 Magnitude -1 Precision LIGHT
S Tatooine: -4 Magnitude -4 Precision DARK -4 Magnitude -4 Precision LIGHT
S Belsavis: 0 Change DARK 0 Change LIGHT
S Dak: 0 Change DARK +1 Precision LIGHT
S Drommund Kaas: +1 Magnitude +2 Precision DARK -1 Magnitude -1 Precision LIGHT
S Desevro: 0 Change DARK 0 Change LIGHT
R Hoth: -1 Magnitude DARK -1 Magnitude LIGHT
R Tython: -2 Magnitude -1 Precision DARK +1 Magnitude +2 Precision LIGHT
R Corsucant: 0 Change DARK +1 Precision LIGHT
R Voss: +2 Precision DARK +2 Precision LIGHT
R Quesh: 0 Change DARK 0 Change LIGHT
R Suruja: -1 Magnitude DARK +1 Precision LIGHT
R Yavin 4: +1 Magnitude +2 Precision DARK -2 Magnitude +1 Precision LIGHT
R Makeb: +1 Magnitude DARK +1 Magnitude LIGHT
H Nar Shadda: -1 Magnitude -2 Precision DARK -2 Magnitude -1 Precision LIGHT
H Hutta: -1 Magnitude DARK -1 Precision LIGHT


Precision Required of Each Discipline to use each Force Technique. Additionally (D) represents the technique is exclusive to Dark Side Force-Users while seeing (L) represents that the technique is exclusive only to Light-Side Force Users. (N) is a designation that means it is available to all Force-Users and is used on rank 10 Precision abilities. When one picks the single Rank 10 Precision they are allowed they are allowed both the (N) ability and the (L) or (D) ability best fitting their alignment.

Control
1: Art of Movement, Force Jump
2: Force Speed, Tapas
3: HIbernation Trance, Shared Force
4: Breath Control, Force Stealth
5: Detoxify Poison, Mind Trick
6: Morichro, Curato Salva (L), Force Deflection
7: Force Heal (L), Animal Friendship
8: Flashburn, Dark Body (D), Force Weapon
9: Force Body, Force Cloak
10: Tutaminus(N) Light Presence (L) Dark Synergy(D)

Sense
1: Force Smell
2: Force Listening
3: Telepathy
4: Force Empathy, Comprehend Speech
5: Force Meld, Farsight
6: Force Sense, Tactus Otium
7: Force Sight, Force Illusion
8: Psychometry, Piercing Sight
9: Battle Precognition, Battle Meditation
10: Shatterpoint(N), Planetary Oneness (L), Dark Barrier (D)

Alter
1: Force Bellow, Force Push/pull
2: Force Flash
3: Dampen Presence
4: Alter Damage, Force Subjugate
5: Electric Judgement, Force Blinding (L), Force Fear (D)
6: Ionize, Mind Trick, Force Drain (D), Force Throw
7: Force Lightning (D), Levitation
8: Drain Knowledge (D), Malacia (L)
9: Force Stun (L), Kinitite (D), Plant Surge (L)
10: Alter Environment (N) Crucitorn (L) Force Storm (D)

The following is the detailed Magnitude description. While Precision determines one's ability to use Force Techniques Magnitude determines how effective these Force Techniques are. The following is what each Force Ability does at each level of Magnitude. Note that the number to the left is the required Magnitude to achieve the described effect.

Control Magnitude
Spoiler:


Art of Movement
1: Increased Parkour Abilities
4: When used, increase speed by 1.
8: When used, increase speed by 2.
10: When used, increase speed by 3.

Force Jump
1: The user is capable of increasing their jumping potential to reach heights of 4 meters and distances and 7 meters.
4: The user is capable of increasing their jumping potential to reach heights of 6 meters and distances of 10 meters.
6: The user is capable of increasing their jumping potential to reach heights of 8 meters and distances of 15 meters.
8: The user is capable of increasing their jumping potential to reach heights of 10 meters and distances of 20 meters.
10: The user is capable of increasing their jumping potential to reach heights of 15 meters and distances of 30 meters.

Force Speed
1: Increase speed by 1.
3: Increase speed by 2.
5: Increase speed by 3.
8: Increase speed by 4.
10: Increase speed by 5.

Tapas
1: Control body temprature within 3 Celsius
3: Control body temprature within 6 Celsius
5: Control body temprature within 10 Celsius
8: Control body temprature within 20 Celsius
10: Control body temprature within 35 Celsius

Hibernation Trance
1: Suspend all body functions for 8 hours.
4: Suspend all body functions for 24 hours.
7: Suspend all body functions for 1 week.
10: Suspend all body functions for 2 weeks.

Shared Force
1: Tap in to your own connection to the force to give strength to another up to 50 meters away. Must remain still but can give an ally +1 Precision in Control.
4: Tap in to your own connection to the force to give strength to another. Must remain still but can give an ally +1 Precision in any Discipline.
6: Tap in to your own connection to the force to give strength to another up to 100 meters away. Must remain still but can give any ally +2 Precision in any Discipline.
7: Tap in to your own connection to the force to give strength to another. Give an ally +2 Precision to any discipline at the cost of half of the user's speed while active.
9: Tap in to your own connection to the force to give strength to another. Give an ally +2 Precision to any discipline at no cost to the user while active.
10: Tap in to your own connection to the force to give strength to another up Give an ally +2 Precision to any discipline and +1 magnitude to any discipline.

Breath Control
1: Capable of going 30 minutes without breathing.
3: Capable of going an hour without breathing.
5: Capable of going two hours without breathing.
7: Capable of going four hours without breathing.
9: Capable of going eight hours without breathing.
10: Capable of going twenty four hours without breathing.

Force Stealth
1: Capable of using the force to mask their smell.
4: Capable of using the force to mask their sound from 50 meters and farther.
7: Immune to Sense techniques up to 8 Magnitude.
10: Immune to Sense while active.

Detoxify Poison
1: Able to detoxify non-lethal poisons the user can identify
5: Able to detoxify lethal poisons the user can identify
9: Able to detoxify non-lethal poisons the user can't identify
10: Able to detoxify lethal poisons the user can't identify

Mind Trick
1: Capable of convincing those with will 2 or under of what you are saying.
3: Capable of convincing those with will 2 or under of acting on what you are saying.
6: Capable of convincing those with will 3 or under of what you are saying.
7: Capable of convincing those with will 3 or under of acting on what you are saying.
9: Capable of convincing those with will 4 or under of what you are saying.
10: Capable of convincing those with will 4 or under of acting on what you are saying.

Morichro
1: Enter a Trance State to suspend breathing and heart Rate for up to an hour.
4: Enter a Trance State to suspend breathing and heart rate for up to four hours.
7: Apply a lesser Trance State to another decrasing their Speed by 1.
10: Apply a better lesser Trance State to another decreasing their Speed by 2.

Curato Salva
1: Using the power of the Light the user is capable of closing up open wounds on one's self.
5: Using the power of the Light the user is capable of speeding up the natural healing process to double rate on one's self.
10: Using the power of Light the user is capable of healing Major self injuries in 2 minutes (posts)

Force Deflection
1: The user is able to deflect small masses incoming at them by using their hands to create a force barrier.
2: The user is able to deflect basic electrical or fire surges coming in their direction by the use of their hands creating a force barrier.
4: The user is able to create a force barrier with their hands that is capable of shutting out fire
5: The user is able to create a force barrier with their hands that is capable of shutting out fire and holding back water.
9: The user is able to create a force barrier with their hands that is capable of deflecting low power blaster fire.
10: The user is able to create a force barrier with their hands that is capable of deflecting moderate level blaster fire.

Force Heal
1: Capable of closing up wounds on another being.
5: Capable of doubling the natural rate of healing in a target.
10: Capable of healing Major injuries in others in 2 minutes (posts)

Animal Friendship
1: Animals shorter than 1 meter will respond friendly to you.
4: Animals smaller than you will respond friendly to you.
5: Animals under 10 meters will respond friendly to you and if possible, let you ride them.
7: Animals under 15 meters will respond friendly to you and if possible, let you ride them.
9: Animals under 20 meters will respond friendly to you and if possible, let you ride them.
10: Animals under 25 meters will respond friendly to you and if possible, let you ride them.

Flashburn
1: Shut down one's own mental state to make the user immensely focused and un-distractable. Grants +1 Endurance.
5: Shut down one's mental state to everything except the battle and immediately important information making them unshakable by mental forces. Grants +2 Endurance as well.
10: Focus in it's most absolute form granting a Trance like State for the user granting a state of +1 Speed, +2 Endurance, and +1 Strength.

Dark Body
1: Uses the power of the Dark Side to empower the user's physical form granting +1 Endurance.
4: Uses the power of the Dark Side to empower the user's physical form granting +1 Strength as well as +1 Endurance.
8: Uses the power of the Dark Side to empower the user's physical form granting +1 Speed as well as +1 Strength and Endurance.
10: Uses the power of the Dark Side to empower the user's physical form granting +1 Speed, Strength, Endurance and Force Shield.

Force Body
1: Allows the user to physically ignore pain in their body to a greater degree granting the user +1 Endurance.
9: Allows the user to ignore the pains and problems of their body and sacrifice their future health for the moment. Boosting the user's Endurance to rank 8 if it is not that already.
10: Allows the user to completely ignore all damage and continue fighting for 25 posts regardless of endurance.
(As a side cost to this ability, after use the user will suffer -2 Strength, Speed, and Endurance in the following two topics)

Force Weapon
1: At this level the user is capable of imbuing small force protections to a chosen weapon and make it as durable as a light metal.
4: At this level the user is capable of imbuing some force protections into a chosen weapon and making it as durable as a moderate metal.
7: At this level the user is capable of imbuing strong force protections into a chosen weapon and making it as durable as a dense metal.
10: At this level the user is capable of imbuing extremely powerful force protections into a chosen weapon and making it as durable as extremely dense metal.

Tutaminis (N)
The Neutral Ultimate Control. Allows the user to absorb and redirect raw energy upon making contact with the user up to that of a small artillery's worth and including other force abilities.

Light Presence (L)
The Light Ultimate Control. Allows the user to call upon the Light Side of the Force to shine through their body increasing Force Shield by 2 and decreasing the magnitude of all nearby  Dark Force Powers by 2.

Dark Syngery (D)
The Ultimate Dark Control. Allows the user to call upon the hate and anger within them and channel it through themselves to empower themselves in a chosen way. When activated the user may temporarily add 4 to their stats divided in any way.

Sense Magnitude
Spoiler:

Force Smell
1: Enhance the user's sense of smell to be able to detect scent trails.
4: Enhance the user's sense of smell to be able to detect presence up to 20 meters away.
6: Enhance the user's sense of smell to be able to detect presence up to 50 meters away.
9: Enhance the user's sense of smell to be able to detect presence up to 75 meters away.
10: Enhance the user's sense of smell to be able to detect the presence and determine the, rough, species of anything within 100 meters.

Force Listening
1: Call upon the force to be able to clearly and cleanly hear whispering up to 20 meters.
3: Call upon the force to be able to expand the user's listening ability to hear almost any noise within 30 meters.
5: Call upon the force to be able to expand the user's listening ability to hear almost any noise within 50 meters.
7: Call upon the force to expand the user's listening ability as well as the user's listening understanding to provide a basic understanding of language of excellent hearing up to 60 meters.
9: Call upon the force to expand the user's listening ability and listening understanding to provide a detailed understanding of any language spoken to them as well as near perfect hearing to any sounds within 80 meters.
10: Call upon the force to empower the user's ears to gain a perfect understanding of all languages spoken to them and gain further expanded perfect hearing to 120 meters.

Telepathy
1: Able to communicate a single basic picture into a willing target's mind within the same city.
2: Able to communicate a basic sentence and/or image into a willing target's mind within the same city.
4: Able to communicate a basic sentence and/or image into a willing target's mind within the same region.
6: Able to communicate a message and/or a few images into several willing target's minds within the same region.
7: Able to communicate a message and/or a few images into several willing target's minds within the same planet.
8: Able to communicate a message and/or a few images into a large amount of willing minds within the same planet.
9: Able to communicate any amount of information and/or carry on a conversation mentally with a large amount of willing minds within the same planet.
10: : Able to communicate any amount of information and/or carry on a conversation mentally with any willing one or group across the galaxy.

Force Empathy
1: Able to detect the general emotion of another character or NPC.
3: ble to detect the emotional state of another character or NPC.
5: Able to read hostilities in another character or NPC so that if attacked, the user may be aware of it's coming several seconds before it happens.
8: The user is able to read hostilities to a greater degree and if attacked by someone who has spoken to them already the user will be able to react easily.
10: The user is able to fully experience the emotional state of anyone nearby, becoming able to read/understand their surface level thoughts.

Comprehend Speech
1: Able to understand any civilized language being spoken to them.
5: Able to understand any ancient language being spoken to them.
8: Able to understand any racially unique language being spoken to them.
10: Able to understand any language being spoken to them.

Force Meld
1: Capable of linking up with anyone else capable of doing Force Meld. When the link is active all participants gain +1 Endurance from this user.
4: Capable of linking up with anyone else capable of doing Force Meld. When the link is active all participants gain +1 Endurance and +1 Magnitude from this user.
6: Capable of linking up with anyone else capable of doing Force Meld. When the link is active all participants gain +1 Endurance, +1 Magnitude, and +1 Speed from this user.
9: Capable of linking up with anyone else capable of doing Force Meld. When the link is active all participants gain +2 Endurance, +2 Magnitude, and +2 Speed from this user.
10: Capable of linking up with anyone else capable of doing Force Meld. When the link is active all participants gain +2 Endurance, +2 Magnitude, +2 Speed, and +2 Force Shield from this user.

Farsight
1: Able to feel the death or grevious injury of a loved one or friend from across the galaxy.
2: Able to feel the death or grevious injury of an apprentice or master from across the galaxy.
4: Able to feel the vague impression of any significant event happening with an apprentice or master across the galaxy.
5: Able to feel the impressions of anything significant happening to a friend or loved one across the galaxy.
7: Able to feel the impressions of all events happening to family across the galaxy.
8: Able to feel the impressions of all events happening to a master or an apprentice.
9: Able to feel the impressions of all events happening to friends or loves ones across the galaxy.
10: Able to sense anyone the user has met or had contact with throughout the previous year and locate them to the planet.

Force Sense
1: Able to heighten the user's senses and feel incoming attacks a second before they occur.
3: Able to highten the senses of the user granting +1 Speed
6: Able to heighten the senses of the user granting +1 Speed and +1 Willpower.
8: Able to heighten the senses of the user greatly in the force granting +1 Strength, Endurance, Speed, and Willpower.
10: Able to heighten the user's senses to an extraordinary degree granting them +1 to all stats and gain immediately know of any intent to attack them.

Tactus Otium
1: Able to sense the effects on the force in the area the user is in.
4: Able to identify the way a planet is causing a negative effect and decrease the negative by one.
6: Able to identify the way a planet is causing a negative effect and decrease the negative by one.
8: The user is able to take advantage of the natural effects of the force in the area, removing either the entire negative Precision or entire negative Magnitude Penalty.
10: The user is able to resist the negative effects of the force around them and gains immunity to negative planetary penalties.

Force Sight
1: When the user closes his eyes he can tell if someone within the immediate area (10 meters)
3: By closing their eyes, the user is able to see the presence of other force users within 30 meters.
5: The user is able to see impressions of others at a distance of 50 meters per total magnitude they have.
7: The user is capable of using the force to make up for the loss of any one of their senses.
9: The user is capable of using the force to make up for the loss of any two of their senses.
10: The user is capable of using the force to see the aura of alignment around all beings and also able to use the force to compensate for three senses lost.

Force Illusion
1: Creates vague illusions of the surroundings that effect those with a will of 1 or less.
3: Creates vague illusions of the surroundings that effect those with a will of 2 or less.
6: Creates chosen illusion of darkness or light (depending on alignment) that effect those with a will of 3 or less.
8: Creates chosen illusions that appear real that effect those with a will of 3 or less.
10: Creates powerful Force illusions that compel those with a will of 1 or less and cannot be discerned from by those with a will of 4 or less.

Psychometry
1: The ability to experience a vision of the last time someone was touching or had touched an object.
4: The ability to experience a vision of an object they are touching that occured within the past 24 hours.
6: The ability to experience a vision of an object they are touching that occured within the past year.
8: The ability to experienve a vision of an object they are touching that occured within the past hundred years.
10: The ability to experience a vision of any time within an objects existsing by touching it.

Piercing Sight
1: Grants the user the ability to see the alignment of the force all force users by an aura.
2: Grants the user the ability to see a rough estimate of how strong the force user is by the size of the aura.
6: Grants the user a fairly precise determination of strength by the size and shape of an aura. Can determine magnitude level in their best discipline.
7: Grants the user a more precise determination of strength by the size and shape of the aura. Can determine magnitude level in all disciplines.
10: Grants thte user a precise picture of another force user's power in the force by giving information of their magnitude and precision in all disciplines.

Battle Precognition
1: When focusing on an attacker, the user is capable of seeing the attack coming .5 seconds before the attack takes place.
4: When focusing on an attacker, the user is capable of seeing the attack coming 1 second before the attack takes place.
7: When focusing on an attacker, the user is capable of seeing the attack cominig 2 seconds before the attack takes place.
10: The user is able to passively see attacks coming 2.5 seconds before they would begin to inflict injury. If the user is focusing on an attacker they can see the attack coming 4 seconds before the attack takes place.

Battle Meditation
1: Meditate and empower an ally of yours on the same planet with +1 Endurance and +1 Strength.  
2: Meditate against an enemy of yours on the same planet and give them -1 Endurance.
4: Meditate and empower an ally of yours in the same system with +1 Endurance, Strength, and Speed.
5: Meditate against an enemy of yours on the same planet and give them -1 Endurance and -1 Strength.
7: Meditate and empower an ally of yours anywhere in the Galaxy with +1 to all stats.
8: Meditate against an enemy of yours in the same region and give them -1 Endurance, Strength, and Force Shield.
10: Meditate against an enemy of yours anywhere in the Galaxy and give them -1 Endurance, Strength, Force Shield, and Speed.
(A note of Battle Meditation is that only one application of it's effects can be done on any one person at a time.)

Shatterpoint (N)
The ability to percieve a weakness in a target after five posts of fighting. After five posts of sustained fighting the user gains a bonus of +2 Precision, and a choice of either +2 Strength in regard to that target or +1 Magnitude in regard to that target.

Planetary Oneness (L)
The ability to draw energy naturally from the planet to feed into it's connection to the force. This allows the user to feel use the planet as a whole, through a meditative state, to find anyone on it based on a mental image or an impression in the Force.

Dark Shroud (D)
The ability to draw upon hate and dark energy to create a barrier extending 1 meter around the user. Any being who enters this barrier will experience an immediate effect of -2 Strength, -2 Speed, and -2 Willpower.

Alter Magnitude

Spoiler:

Force Bellow
1: The ability to increase one's voice to allow for ten times amplification of speaking.
4: The ability to increase the volume of any of the user's actions by ten times and twenty five times amplification of speaking.
7: The ability to increase the volume of one's speaking to incredibly loud damaging levels, causing a -1 Speed effect to those within 15 meters.
10: The ability to increase the volume of one's voice in the most extreme of ways causing anyone within 20 meters to suffer -1 Speed and -1 Willpower.

Force Push/Pull
1: The user is capable of pulling and pushing things under 1 pounds and move them up to 5 meters. The user can send these at a speed of .5 meters per second.
2: The user is capable of pulling and pushing things under 5 pounds and move them up to 10 meters.
3: The user is capable of pulling and pushing things under 15 pounds and move them up to 15 meters.
4: The user is capable of pulling and pushing things under 25 pounds and move them up to 20 meters. The user can now move the objects at a speed of 1 meter per second.
5: The user is capable of pulling and pushing things under 50 pounds and move them up to 25 meters.
6: The user is capable of pulling and pushing things under 80 pounds and move them up to 30 meters.
7: The user is capable of pulling and pushing things under 125 poounds and move them up to 45 meters. The user is now able to move the objects at a speed of 2 meters per second and the user can now lift two objects simultaneously.
8: The user is capable of pulling and pushing things under 175 pounds and move them up to 55 meters. The user is now able to life organic life forms if the target remains still for a post.
9: The user is capable of pulling and pushing things under 225 pounds and move them up to 75 meters. The user is now able to move the objects at a speed of 3 meters per second. The user can now life three objects simultaneously.
10: The user is now capable of pulling and pushing things up to 300 pounds and move them up to 100 meters. The user is now able to move objects at a speed of 4 meters per second. The user can now life four objects simultaneously.

Force Flash
1: The user is capable of creating a bright distracting light in their palm capable of blinding in the user is within 1 meter of the target and lasts for a single post.
4: The user is capable of generating a bright ball of light in their hand capable of blinding anyone looking directly at it within 5 meters for a single post.
6: The user is capable of generating an incredibly bright blast of light in their hand capable of blinding anyone looking directly at it within 10 meters for a single post.
8: The user is capable of generating a huge white light in their hand capable of blinding anyone looking in their direction for 2 posts at up to 15 meters.
10: The user is capable of generating a bright flash that covers their entire body capable of blinding all who are looking in their direction within 20 meters for 3 posts.

Dampen Presence
1: The user is capable of dampening the sounds they make causing half as much sound to be made.
5: The user is capable of dampening their presence in the force decreasing the range required to detect them by half.
10: The user is capable of dampening their own perception in the minds of those around them causing them to be unnoticed unless directly interacting with others to those with Willpower below 4.

Alter Damage
1: The user is capable of reducing their lightsaber's damage by shielding it in the force, making it into a blunt instrument.
4: The user is capable of decreasing their lightsaber's burning potential to make it cause only cutting and mild burning.
6: The user is capable of decreasing their lightsaber's burning potential to make it cause only cutting damage.
10: The user is capable of dulling any cutting weapon's potential to a dull/blunted state with the force.

Force Subjugate
1: Inflict dark images on a target's mind. Reducing their speed by 1 if their Will is 3 or under.
4: Inflict dark thoughts into a target's mind. Reducing their speed by 1 if their Will is 5 or under.
7: Inflict dark memories into a target's mind. Reducing their speed by 2 if their Will is 5 or under.
10: Inflict darkness itelf into a target's thoughts. Reducing their speed by 2 and Will by 2 if their will is 6 or Under.

Electric Judgement
1: Causes a small electric spark to erupt from the hands, capable of reviving small machinery.
4: Causes an electric current to run out of the hand and extend 2 meters. Capable of stunning someone with Endurance of 2 or lower.
6: Causes an electric current to run out of the hand and extend 4 meters. Capable of stunning someone with Endurance of 3 or lower.
8: Causes an electric current to run out of the hand and extend 6 meters. Capable of stunning someone with Endurance 4 or lower.
10: Causes an electric current to run out of the hand and extend 10 meters. Capable of stunning someone with Endurance 5 or lower.

Force Blinding
1: If the target remains still for a post, the user can channel the force through their hand to cause them one turn of blindness.
3: If the target remains still for a post, the user can channel the force through their hand to cause them two posts of blindness.
7: If the target remains still for a post, the user can channel the force through their hand to cause them three posts of blindness.
10: If the user is within 10 meters of the target they can cast this ability on the target any time the target isn't moving. Otherwise iIf the target remains still for a post, the user can channel the force through their hand to cause them four posts of blindness via either effect.

Force Fear
1: If the target has a will of two or under Force Fear causes them to lose one speed for two posts.
3: If the target has a will of three or under, Force Fear causes the target to lose two peed for three posts.
5: If the target has a will of three or under, Force Fear causes the target to be immobilized (cannot move legs) for one post and then lose two speed for four posts.
7: If the target has a will of 4 or under, Force Fear causes the target to lose 2 speed for five posts.
9: If the target has a will of 4 or under, the target is immobilized (cannot move legs) for one post.
10: If the target has a will of 5 or under, the target is immobilized (cannot move legs) for two posts.

Ionize
1: Capable of incapacitating basic electrical equipment.
2: Capable of incapacitating basic electrical systems.
3: Capable of incapacitating basic electrical consoles.
4: Capable of shutting down basical electrical systems and consoles.
5: Capable of shutting down basic service droids.
6: Capable of shutting down moderate systems and consoles.
7: Capable of shutting down basic battle droids one at a time.
8: Capable of shutting down basic battle droids in groups of five.
9: Capable of shutting down basic battle droids in groups of ten, and advanced battle droids one by one.
10: Capable of shutting down basic battle droids in groups of fifteen, and advanced battle droids in groups of five. Additionally the user is capable of shutting down advanced electrical systems and consoles.

Force Drain
1: Capable of draining energy from an incapacitated target and increasing either your Strength or Speed by one.
5: Capable of draining energy from a wounded target on target and increasing your Strength and Speed by one.
10: Capable of draining the life from a target on full hand contact if their Endurance is 4 or under. If succesful increase your Strength, Speed, and Endurance by two.

Force Throw
1: Capable of throwing objects up to 10 pounds up to 5 meters and have them return to your hand.
3: Capable of throwing objects up to 20 pounds up to 10 meters and having them return to your hand.
6: Capable of throwing objects up to 30 pounds up to 15 meters and having them return to your hand.
9: Capable of throwing objects up to 40 pounds up to 20 meters and having them return to your hand.
10: Capable of throwing objects up to 50 poundsup to 25 meters and having them return to your hand.

Force Lightning
1: Capable of generating a small current of force traveling 3 meters from the hand and causing mild shocking.
3: Capable of generating a large current inside of the hand and blasting it outward causing a few seconds of stunning.
5: Capable of generating a large current of lightning that travels up to 7 meters from the hand and causes -1 to speed to those hit as well as mild stunning.
7: Capable of generating a large current of lightning that travels up to 7 meters and causes -1 Speed to those it encounters. It is now capable of jumping from one target to any other targets within 1 meter of the original target.
8: Capable of generating a large current of lightning in either hand that travels up to 10 meters and causes -2 Speed if successful in hitting someone as well as a full round of stunning.
9: Causing a large burst of lightning energy to erupt from the hand, dealing fatal damage to those within 10 meters and causing electric ripple effects that mildly stun to those within 20 meters. Any target within the 10 meter front range will have the lightning from them jump to damage others within 2 meters of them.
10: Causing a large burst of lightning energy to erupt from the hand, dealing fatal damage to those within 15 meters and causing electric ripple effects that mildly stun to those within 25 meters. Any target within the 15 meter front range will have the lightning from them jump to damage others within 3 meters of them.

Levitation
1: Able to levitate small objects and keep them in levitation for up to 10 minutes.
5: Able to levitate the self up to 10 meters from the ground and move with a speed equal to 3 in the air.
10: Able to levitate another willing subject up to 10 meters from the ground and move them with a speed equal to 2 in the air.

Drain Knowledge
1: The user is capable of taking the final memories of the recently dead.
3: The user is caable of taking memories up to through the last day of the recently dead.
5: The user is able to read the last day of the dead and drain information from willing subjects.
7: the user is able to read the last week of the dead and drain information from unwilling subjects of will 1.
9: The user is able to read the last two weeks of the dead and drain information from unwilling subjects of will 2.
10: The user is able to read the last month of the dead and drain information from unwilling subjects up to will 3.

Malacia
1: Targets with an Endurance of 1 will suffer diziness and vomit spells and a speed loss of 1.
3: Targets with an Endurance of 1 and Will of 1 will suffer diziness and vomit spells and a speed loss of 1.
5: Targets with an Endurance of 2 or less and a Will of 1 will suffer diziness and vomit spells and a speed loss of 1.
8: Targts with an Endurance of 2 or less and a Will of 2 or less will suffer diziness and vomit spells and a speed loss of 2.
10: Targets with an Endurance of 3 or less and a Will of 2 or less will suffer diziness and vomit spells and a speed loss of 1.

Force Stun
1: Use the Light Side of the Force to lock up the muscles in a body with Endurance of 1 and freeze them for 1 post.
2: Use the Light Side of the Force to lock up the muscles in a body with Endurance of 1 and freeze them for 2 posts.
5: Use the Light Side of the Force to lock up the muscles in a body with Endurance of 2 or less and freeze them for 2 posts.
6: Use the Light Side of the Force to lock up the muscles in a body with Endurance of 2 or less and freeze them for 3 posts.
9: Use the Light Side of the Force to lock up the muscles in a body with Endurance of 3 or less and freeze them for 3 posts.
10: Use the Light Side of the Force to lock up the muscles in a body with Endurance of 3 or less and freeze them for 4 posts.

Kinitite
1: A small ball of Dark Side energy that causes a burning sensation when touched, travels at .5 meters per second at target up to 10 meters.
2: A small ball of Dark Side energy that causes a burning sensation when touched, travels 1 meter per second at target up to 15 meters.
4: A ball half the size of the user that causes an extreme burning pain when touched, travels at 1.5 meters per second at a target up to 20 meters away.
6: A ball the size of the user that causes physical burning of the skin when touched, travels at 2 meters per second at a targt up to 25 meters away.
8: A ball the size of the user that causes burning and almost immediate unconscious state when hit, travels at 2.5 meters per second at a target up to 30 meters away.
10: A ball the size of the user that causes a target to slowly burn to death if nothing is done to move them. The ball travels at 3.5 meters per second and can fly up to 40 meters.

Plant Surge
1: Calling upon the Nature of Light and Nature the user can make plants grow at double their natural rate.
2:  Calling upon the Nature of Light and Nature the user can make plants grow at triple their natural rate.
3: Calling upon the Nature of Light and Nature the user can make plants grow at four times their natural rate.
4: Calling upon the Nature of Light and Nature the user can make plants grow at five times their natural rate.
5: Calling upon the Nature of Light and Nature the user can make plants grow at six  times their natural rate.
6: Calling upon the Nature of Light and Nature the user can make plants grow at seven times their natural rate.
7: Calling upon the Nature of Light and Nature the user can make plants grow at eight times their normal rate.
8: Calling upon the Nature of Light and Nature the user can make plants grow at nine times their natural rate.
9: Calling upon the Nature of Light and Nature the user can make plants grow at ten times their natural rate.
10: Calling upon the Nature of Light and Nature the user can make plants grow at fifteen times their natural rate.

Alter Environment (N)
The user blasts force into the ground and forces the rise of new hills or presses the ground down into waterbeds to create natural rivers and lakes. It's a powerful force technique that allows the user to terraform the land for up to 80 meters around them.

Crucitorn (L)
The ability to absolutely control pain within a target or one's self. Through simple means of contact the Crucitorn could be started on another and their pain could be increased to any level the user wished, alternatively through the use of Crucitorn the use can effectively shut off their own pain receptors.

Force Storm (D)
A powerful Storm spanning 20 meters across and 10 meters wide that sweeps across into that region in about three seconds. After it has begun the area is repeatedly struck by masses of lightning and the force is used to control the winds blowing in a vicious circle to keep those inside trapped until the lightning destroys them.

Different ranks begin with differing amounts of points to choose and put into the following brackets.

Control; Magnitude: (_) Precision (_)
Sense; Magnitude: (_) Precision (_)
Alter; Magnitude: (_) Precision (_)

Force in Posting

Force in Combat

Using the force in combat can usually be done twice per post with some exceptions that will be detailed further along. Techniques of precision 1 and 2 may total three uses per post if no techniques of any higher precision requirement is used as well. These techniques may aslo be used in any post. Techniques requiring precision 3, 4, and 5 may be used as one of two force uses per post if both uses are a different technique; after using a technique of this level it may not be used again until after your following post. Techniques requiring precision 6 and 7 still can be used as one of two force techniques (as long as the same ability is not used twice) during a post though the user must wait for another 2 of their posts to go by before being able to use the ability again. Techniques requiring 8 and 9 precision still count as one of two force techniques during a post as long as both techniques are not the same. Techniques of this level, however, when used prevent any other techniques of the same level of precision across all disciplines for another 3 of their posts in regards to Precision Tier 8 and 4 of their posts in regard to using another Precision Tier 9 technique after using one. Techniques of Precision Tier 10 take up both uses of the force for the post that the technique is used as well as preventing the user from using another Tier 10 technique for another 5 posts. No cooldowns have any effect on any other tier than the one the technique in question belongs to, however Tier cooldowns apply across all disciplines.

Force out of Combat

Cooldown applies in a much more broad sense to force out of combat as, usually, in this case it doesn't involve directly competing against another's speed, will, force shield, etc. Out of combat techniques requiring a Precision of 5 or less may be used three times per post, techniques requiring a Precision of 9 or less may be used two times per post, and again techniques requiring a Precision of 10 may only be used once in a post. Out of combat the same move may be used multiple times in one post provided the amount of uses for the technique are not exceeded.

Force Against Force

This is a pretty simple topic as far as this system is concerned. If the techniques in question are of the same Precision level, the one with the greater magnitude wins out with it's magnitude effect halved. If the techniques are of differing Precision levels, each Precision level higher the technique, a 1 Magnitude bonus should be counted in terms of it's viability against other force moves. In the case of two techniques being of exactly equal in this scale, the two will cancel out in the air. Creating a small shockwave if a technique of the Alter discipline is involved.

Force Durations

Durations of boosts and techniques are limited based on Precision Tier unless somehow stated otherwise. The durations are based upon Precision Tier and are as follows. Durations apply to techniques that do not resolve their effects either instantly or extremely quickly or are used for determining the duration of a trance, or a buff, or an application of the force meant to have a lasting but temporary effect.
1-2: 2 Posts
2-4: 3 Posts
5-6: 4 Posts
7-8: 5 Posts
9: 6 Posts
10: 7 Posts

Kitaro

Posts : 5
Join date : 2015-11-13

View user profile

Back to top Go down

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum