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The Force Powers that may be used in the Roleplay. Updated 24/10/15.

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Force Combat

The theory here is that it needs to be balanced, simple and effective. There is a predetermined list of Force Powers which can be extended with new player-created Force Powers as approved by the GameMasters. The Force Powers will be split into several tiers which will correspond with Force Manipulation/Force Insight levels.

Additionally you cannot use Force Powers as extensively as before. As a general rule of thumb each and every Force Power is used in one turn and has a cooldown of one turn. This can stack up to four times.

For example:
Turn 1 Force Push
Turn 2 Force Pull
Turn 3 Force Speed
Turn 4 Cooldown
Turn 5 Cooldown
Turn 6 Cooldown

Because three Force Powers were used in a row the character has to wait three turns in a row. Had the character stopped at one then the cooldown is one, if the character uses two in a row he waits two turn. As stated before four turns are the maximum.

The cooldowns may be affected by your mastery of Force Manipulation/Force Insight in the future.





Force Powers

Light Side

Martial Form
Pick 2

Telepathy
Force Sight
Force Blinding
Force Grip
Force Stun

Force Insight I
Pick 1

Telepathy
Force Sight
Force Blinding
Force Grip
Force Stun
Breath Control
Ionize

Force Insight II
Pick 2

Force Speed
Force Heal
Mind Trick
Hibernation Trance

Force Insight III
Pick 1

Force Stasis Field
Force Bubble
Force Repulse
Tutaminis

Force Insight IV
Pick 1

Sever Force
Revitalize
Emerald Judgement
Battle Meditation



Dark Side

Martial Form
Pick 2

Telepathy
Force Sight
Force Blinding
Force Grip
Force Stun

Force Manipulation I
Pick 1

Telepathy
Force Sight
Force Blinding
Force Grip
Force Stun
Breath Control
Ionize

Force Manipulation II
Pick 2

Force Speed
Force Repulse
Force Choke
Hibernation Trance

Force Manipulation III
Pick 1

Force Shadow
Mind Dominate
Force Lightning
Force Drain Life

Force Manipulation IV
Pick 1

Force Wraith
Force Insanity
Force Plague
Force Maelstrom



Forbidden Insight I
Pick 1

Telepathy
Force Sight
Force Blinding
Force Grip
Force Stun
Breath Control
Ionize

Forbidden Insight II
Pick 2

Force Speed
Force Repulse
Force Choke
Hibernation Trance

Forbidden Insight III
Pick 1

Force Shadow
Mind Dominate
Force Lightning
Force Drain Life



Fanon Force Powers

Created either by GameMaster or Roleplayer the following Force Powers are approved. Using them requires the proper alignment (Light or Dark) and acquiring it either from a hidden Holocron or someone who already knows the power.

If you wish to create a Force Power you must consult the GameMasters.

All Force Powers listed below require Tier IV, to master them you must use them a specified amount of times. You may only have two Fanon Force Powers.



Force Slice (Neutral Alignment, Unknown Acquisition)
Launch an ultra-thin Force wave capable of cutting through almost all conventional materials. Can be blocked by an opposing Force energy or dense materials.

Force Freeze (Neutral Alignment, Arbiters of Ossus)
Manipulate the vapours in the air to create objects of ice such as spears or walls.

Force Blizzard (Neutral Alignment, Arbiters of Ossus)
Conjure a storm of ice and snow particles to slow and blind your opponent.

Force Inferno (Neutral Alignment, Brotherhood of Thule)
Cloak yourself in fire to repel organic, melee enemies and lessen the effect of heat-based weaponry.

Force Black Lightning (Dark Side Alignment, Brotherhood of Thule)
A powered form of Force Lightning capable of disintegration, melting starship-grade armour and short-circuit lightsabers, when mastered the caster may use Force Black Storm. For each turn of use two turns of cooldown will occur.

Force Red Lightning (Dark Side Alignment, Hidden Holocron)
A form of Force Lightning combining the original effect of Lightning with fire-based pyrokinesis causing burns and possibly leaving lingering effects, when mastered the caster may use Force Red Storm. For each turn of use two turns of cooldown will occur.

Force Link (Light Side Alignment, Hidden Datacron)
Forge a bond between yourself and another, sharing similar states of being of both strength and weakness including death. Can be used to reconnect one who has been severed from the Force.

Force Alliance (Neutral Alignment, Hidden Datacron)
Request control of another and combine your powers. Two beings to share and command a single body. For three turns you and the other character make your actions jointly, including abilities of both characters (Force powers included only with other Force users). Be warned as the caster will be left defenceless.

Spirit Sword (Neutral Alignment, Unknown Acquisition)
Through intense concentration a powerful Force-based longsword can be created which has increased chance to break through defences. lasts for three turns and afterwards you must wait six turns before using Force Powers again.
The colour of the Spirit Sword reflects the user's alignment.

Spirit Song (Neutral Alignment, Hidden Datacron)
Manifests multiple Force-based bolts of energy similar in vain to blaster shots. Can be charged up to three turns to increase the quantity of the energy bolts.
The colour of the Spirit Song reflects the user's alignment.

Spirit Release (Neutral Alignment, Unknown Acquisition)
Concentrate the Force from yourself and the surrounding area, charge and unleash a concentrated directional blast of energy. Available only when using Force Kai, takes one turn to charge and is nearly unblockable. Be warned as it has limited range of 4 meters. Can be used outside Force Kai if mastered but takes two turns to charge and does significantly less damage.
The colour of Spirit Release reflects the user’s alignment.

Force Storm Wave (Light Side Alignment, Unknown Acquisition)
A combination of Force Shock and Force Push, manifesting itself as a bright blue wave and leaving behind lingering electrical currents on its path.

Force Kai (Neutral Alignment, Unknown Acquisition)
Empowers the user with the Force and, though draining, allows for untold potential. For three turns the user enters a hypothetical VI Ultimate-class giving you the edge over other opponents. After three turns you cannot use Force Powers for six turns and leaves you physically drained unless the form is mastered.
Engulfs the user in a fiery gold aura.

Form IX Arcos (Neutral Alignment, Hidden Datacron)
By halving all your Skills (rounded up) you may summon two Force Illusions that look exactly like you and are able to inflict damage. This lasts only for three turns and you may not use Force Powers for six turns afterwards.



Gadgets and Technologies

Created either by GameMaster or Roleplayer the following Gadgets and Technologies are approved. Using them requires the proper skills and acquiring it either from a datapad or someone who already knows how to create it.

Motion Tracker (Tier III Relevant Skill, Rare)
Balancing between advanced and primitive this kind of sensor actively scans the surrounding area with specialized sonar equipment in order to reveal movement. Due to the unpredictable and crude nature of the tracker it cannot distinguish entities smaller than flora.

Iso-Grenade (Tier II Relevant Skill, Unknown Acquisition)
It emits a non-lethal radioactive isotope that "paints" targets in the immediate area. If you have the right kind of helmet, you can see everything that is "painted". Invisible or not.

Interceptor Grid (Any Tier, Military Grade)
An advanced point-defence system where a several rapid-fire lasers are fired at incoming lasers and turbolasers to destabilize and neutralize the attack.

Modular Turbolaser (Any Tier, Military Grade)
A system that allows an advanced turbolaser to switch from a high-power pulse for medium-range to lower-energy sustained beam for long ranges.

Comments
Headhunter128 Creator
Headhunter128

*Force Alliance/Rule (Light Side/Dark Side Alignment, Hidden Datacron)
Request/Takeover control of another and combine your powers. For three turns you may use another character including its powers in addition to your own (Force powers included only with Force users). Be warned as the caster will be left quite defenceless.*

- Only takes one turn to get someone to commit suicide.

Reply Good karma+1 vote
Ori`verda Author
Ori`verda

Jedi, request permission. I can understand the same thing does not always apply for Sith but that doesn't mean that a humble Acolyte can step up to the Supreme Chancellor and takeover his mind. There is such a thing as willpower after all.

The idea here isn't taking over total control but sharing and combining abilities.

It also comes at the expense of making the caster immobilized. A prime target to take out.

Reply Good karma+1 vote
Headhunter128 Creator
Headhunter128

Doesn't make sense, either you are in control or not. How can you make someone use forcepowers or attack the enemy but not pick up a gun and shoot themselves?

And yes, I doubt a Jedi would use it against someones will. But they still could, just because someone is roleplaying a Jedi doesn't mean they would ask permission.

Reply Good karma+1 vote
Ori`verda Author
Ori`verda

How does it not make sense exactly? Shared control and all that is similar to two people occupying the same room and watching the same TV show.

Like I've said; there is such a thing as willpower involved. A Jedi requesting permission allows them to bypass willpower but it still doesn't mean that you can make someone shoot themselves as, like mentioned before, it is shared control and therefore they would use their own willpower to prevent suicide.

Reply Good karma+1 vote
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