This list is a
general list of force powers used by all Force-Users...
Control Powers
Absorb/Dissipate Energy
This power allows a force user to absorb energy attacks, and dissipate it.
Difficulty: Any Adept may do this with items such as blasters etc., the
higher the level the more powerful attacks a Force user can absorb.
Accelerate Healing
This allows a force user to greatly accelerate their healing process
Difficulty: Adept to start but this only aids in small cuts etc. and does
not heal them immediately but improves the speed of the healing that will
still take place slowly. The higher the level the quicker the time healing.
No one may heal themselves in a day from the Force.
Control Pain
Control pain lets a jedi / dark jedi continue a task despite great pain
Difficulty: Adept for small pains, higher the level the less the pain is
reduced and the greater the pain that can be dealt with.
Detoxify Poison
Allows you to detoxify poison in yourself or someone nearby
Difficulty: Adept to start, for very complicated poisons Knights and Masters.
Enhance Attribute
Enhance attribute increases a basic skill, i.e. jumping, running, acrobatics
Difficulty: Knight
Hibernation Trance
Sends a force user into a hibernation where their body needs less attention.
Difficulty: Adept
Instinctive Astrogation
Control
Allows a force user to "feel" their way through hyperspace, and
to plot courses
Difficulty: Adept
Reduce Injury
Similar to Accelerate healing, except reduces extent of injury, doesn't
actually heal
Difficulty: Adept for sprains etc., Knight and above for more serious injuries.
Remain Conscious
Allows you to remain conscious when wounds normally would incapacitate you
Difficulty: Knight
Resist Stun
Allows you to resist a stun blast
Difficulty: Knight
Short-term Memory Enhancement
Very useful tool for remembering the exact details of a recent memory
Difficulty: Adept
Shields of the Force:
The Ability to raise a defensive Force Shield.
Difficulty: Shields can defend against Energy attacks and other physical
attacks. It cannot last for very long however. In combat a Force User may
raise it as a reflex against Saber attacks. A Knight can block a saber attack
but not be able to raise a shield again during combat. Masters would be
able to raise their shield again in battle at some point and take another
hit from a saber after taking one already, being able to take a total of
2 attacks before they lost their abilities to block saber attacks. Often
when this is done, some form of damage is also done to the person raising
the shield. A very direct attack with a saber may kill someone regardless
of a shield. For instance, a saber attacking a hand or neck or feet will
do damage and probably cut the thing in half because the force shield would
block the saber but not stop it. An attack aimed at a shoulder would probably
be blocked but the shoulder would be cut. Another use of the power, when
some other attack is suspected, and a shield is raised to defend against
something such as shrapnel etc., a Knight may raise a shield to defend against
it. Depending on the type of attack, they will take damage. They cannot
raise another shield after this until they rest some way. Another use for
a Force Shield is raising a small one to block blaster attacks, a Knight
may raise a small force shield the size of a hand to block blaster attacks,
A Force User will eventually tire though and cannot defend against blasters
for ever.
Sense Powers
Combat Sense
Allows force user to focus on the battle, enhancing combat effectiveness
Difficulty: Adept
Danger Sense
This is power all force users constantly have. Allows to sense immanent
danger.
Difficulty: Apprentice
Life Detection
Allows jedi to sense life around him, and who that life is
Difficulty: Apprentice
Magnify Senses
Using this power, a force user can magnify the five senses
Difficulty: Adept
Receptive Telepathy
With this, you can receive emotion and thought of others
Difficulty: Apprentice
Sense Force
Allows you to sense the force in a certain place, and whether it is light
or dark
Difficulty: Apprentice
Alter Powers
Injure/Kill
Allows you to injure or kill an opponent through touch, i.e. punches, kicks.
Difficulty: Master
Telekinesis
This very important power involves using the force to pick up and move/
stop solid objects
Difficulty: For very small items, like small rocks and maybe a light saber
or blaster an apprentice would have to concentrate. For things a bit larger
an Adept would have to concentrate. Things like Blasters and Lightsabers
come a bit quicker and concentrations isn't required much and tiny rocks
etc. move easily. Knights can bring small items like lightsabers etc. quickly
without concentration, large rocks and heavy machines like a droid would
require moderate concentration, something several hundred pounds would require
concentration. Heavy things can be pushed with the Force much easier now
as well. Masters can lift people and large rocks and droids fairly easily,
while fairly heavy things would require a great deal of concentration. The
most powerful Masters can lift people, large rocks and droids very easily
and move things under a thousand pounds with a fair amount of concentration.
Heavy things such as Star Fighters may be lifted with great concentration.
Note: A Force User cannot levitate another Force User of the same strength
unless the other Force User allows him too.
Levitation:
This power involves using Telekinesis to lift the Force user using the power
up above the ground.
Difficulty: Varies according to level. Adepts may be able to slightly slow
a short fall decreasing injury but not avoiding injury. Knights may be able
to slightly increase the effectiveness of a jump or turn a fall backwards
into a flip. A Master may be able to levitate himself with much concentration
upward but never very far. A powerful Master may be able to levitate himself
fairly high with much concentration but small heights very easily. Never
can a Force User levitate himself when falling a very great distance.
Control and
Sense Powers
Farseeing
Allows a force user to "see" into the future, past, and present.
Lightsaber Combat
Allows you to become one with your saber, making it like an extension of
your arm.
Projective Telepathy
This power lets a force user project their thoughts and feelings to someone
receiving them.
Control and
Alter Powers
Accelerate Another's
Healing
SEE ACCELERATE HEALING
Control Another's Pain
SEE CONTROL PAIN
Return Another To Consciousness
SEE RETURN TO CONSCIOUSNESS
Sense and
Alter Powers
Dim Other's Senses
This allows a user to dim another's perception
Control, Sense,
and Alter
Affect Mind
Someone think
they are, hear, see, and feel something
they do not.
Enhanced Coordination
Very useful power, makes the coordination of a group better, works especially
well on Imperial Navy crews.
Mental Translocation
This is a form of teleportation that allows the user to have an "out-of-body"
experience in which they see in a tunnel vision. They move anywhere and
see
anything, no barriers stop them, and cannot be sensed.
Astral Translocation
The final form of teleportation. This makes the users tangible body go limp,
while the life essence of a user moves through the astral plain to view
things he cannot see. Unlike mental translocation, in the astral plain,
a user can interact with others who use this power. This is a good way to
fight duels where one side is notorious for pulling a saber, blaster, or
other non force attack. If the corporal body is destroyed, the user is forever
trapped on the astral plain...