
Welcome, Lords and Ladies of the Sith, to Knights of the Eternal Empire: The True Sith Trials, the long-awaited sequel to The Old Sith Trials (2017-2020), The New Sith Trials (2016-2017), Senate Aflame (2013), Shadow War: Time's End (2011-2017), Shadow Trials (2010-2011), The Sith Wars Saga: Sith Trials II (2006-2008), Passage into Darkness: The Sith Trials (2005-2006), and the many other stories of the ABYverse role-playing and fanfiction continuity.
This is an official Eternal Sith Empire RPG, a formal, epic role-playing game which will advance the Empire's setting forward in time, expand the collaborative storytelling of our Empire, and add another chapter to the episodic saga of the Sith Trials.

- Keep all OOC chatter to a minimum. Only use OOC notes if accompanied by an IC post, and only if it is on-topic to the game. For OOC discussion, use the True Sith Trials OOC chat on Messenger, or the frequent voice & video calls on the Discord server.
- No godmoding. Godmoding encompasses a wide range of unacceptable role-playing behaviours, including creating an invincible or overpowered character, taking control of and writing the overall plot or environment oneself (which is the GM's job), taking control of another player's character without their permission (referred to as godmodding), or otherwise playing the RPG as if one has activated "Cheat mode" or "Godmode" in a video game, exerting excessive power or influence beyond one's own character.
While most forms of godmoding are explicit, there can be more implicit but no less offensive forms, such as describing another player character as weak and cringing when they are actually standing tall and proud, or hurrying through the game at an excessive pace, such as navigating an entire tomb to successfully retrieve an objective in a single post, entirely bypassing the GM's ability to gradually unveil the environment you will be exploring, and its associated puzzles, traps and enemies.
- No autohitting. Autohitting is a form of godmoding wherein a player hits an enemy, whether it be a GM-controlled NPC or another player character, without permission from either the GM or the player. Instead, all attacks against an enemy must be described as attempted attacks, rather than successful attacks. The stats system, associated dice system, GM verdicts and the interplay of writing combat (such as attempting to trap an enemy into being unable to plausibly escape an attack without godmoding) will determine success, not you.
- No metagaming. Metagaming comprises a player character possessing knowledge he or she realistically should not. This includes 'meta' knowledge (out-of-universe knowledge) that the player would know but the character would not, such as knowledge of the role-playing mechanics and its implications for combat, knowledge of obscure Expanded Universe lore or game-related secrets that the character would not plausibly know (for example, the survival of the eponymous True Sith in the Unknown Regions), or knowledge of what another character is thinking, feeling or planning simply because another role-player described it in their post. While most examples are explicit, there can be more implicit forms; a player character who seems to conveniently know things, guess things, deduce things or escape things using what is clearly out-of-universe knowledge will not be long tolerated.
- No powergaming. Also known as munchkinry, powergaming is a form of metagaming wherein one uses one's out-of-universe knowledge of the role-playing system to play with the sole intent to acquire power or artifacts for purposes other than storytelling, exploit or attempt to break the rules of the game or the metaphysics of the Star Wars universe to acquire greater power than is realistic or immersive, or create a character that is solely designed to be the most powerful build possible using one's analysis of the stats system and dice system (called min-maxing). This can also include killing new, less powerful players in ways that do not seem plausible within the story, for the sole purpose of trolling or griefing them, stealing their loot or equipment, increasing one's power, etc.
More subtle but frequent forms of powergaming include the creation of unrealistically excessive equipment inventories designed to give one's character an unfair advantage; such Character Sheets will be rejected during Character Sheet submission. While some degree of in-universe munchkinry, in the form of a genre-savvy or postmodern character liable to deconstruct fictional tropes or cliches, or simply an exceptionally intelligent one liable to pursue the most realistic or rational option, may be tolerated, this type of character must emerge from plausible in-universe origins, and a character who seems to have such traits tacked on purely to powergame may be rejected at Character creation.
- The GM is the ultimate and sole authority in this RPG. The GM is yours truly, the game creator; there may, or may not, be sub-GMs created at a later point. The GM has the final say in everything. That means there is absolutely no arguing with the GM, whether it be over a verdict in combat or other GM call, creative control of the overall story and environment, an element of the game mechanics not to your preference, the level assigned to you at game start, or friendly reminders to post in a timely manner.
It also means you enter this game, and potentially depart this game, at the sole discretion of the GM. If I, and I alone, deem you to be a negative influence on the game, it will be my decision to remove you regardless of your standing in the wider Empire, and there will be no arguing with or appealing that decision. If I deem you to have been a negative influence in the Empire in the past, or otherwise likely to cause problems in the game, it will be solely my decision as to whether or not you join this game, regardless of your standing in the wider Empire, and I will brook no arguments or complaints over my decisions in these areas.
- All Character Sheets must be sent to me via PM (on the forums or Facebook Messenger) for approval. PM me to apply to join the game (alongside a writing sample if you are new to the Trials series and/or have not already received pre-approval to join), to receive your level if approved to join the game, and to receive approval for your Character Sheet upon completing it. Do not post a Character Sheet in this thread without GM approval. When you are approved to post your Character Sheet, post it both within this thread, and the forthcoming Campaign Guide resource thread.
Setting
The reason the Legends continuity is used, rather than the new canon, is primarily due to the Legends continuity being more extensively developed than the new canon at present, the fact that the future of the Legends continuity is no longer being written and thus will not contradict the fanon of the Sith Trials games, and the precedent that official Star Wars role-playing adventure hooks and scenarios from Fantasy Flight Games still predominantly focus on the Legends continuity; thanks to this material, as well as the MMORPG Star Wars: The Old Republic and other works, the Legends continuity continues to be developed, in a diminished capacity, under the Lucasfilm license in the Disney era. Nonetheless, following the example of both The Old Republic and Fantasy Flight Games, lore from the new canon, such as crossguard lightsabers in the style of Kylo Ren, may be freely utilised.
The Legacy era is built upon the Legacy comics by John Ostrander, Jan Duursema, Dan Parsons, Corinna Bechko and Gabriel Hardman, and the official role-playing campaign guide, the Legacy Era Campaign Guide, by Rodney Thompson, Sterling Hershey and Gary Astleford. The end of Legacy: War saw the Galactic Federation Triumvirate, supported by the stalwart Jedi Order, ascend as the dominant galactic government, while the dark acolytes of the New Sith Order, having scattered to the far corners of the Outer Rim following the death of Dread Lord Darth Krayt, infiltrated planetary governments as part of Darth Nihl’s plan to patiently rebuild the defeated Sith Empire, pledging that the Sith would again prevail.
Our game is set 17 years after Legacy Volume II, drawing on loose threads in the Expanse Universe and extrapolating from where Legends left off. Aside from the Legacy material, our games draw heavily on the following Expanded Universe works: Star Wars: Knights of the Old Republic II: The Sith Lords developed by Chris Avellone and Obsidian Entertainment, the Knights of the Old Republic Campaign Guide by Abel G. Peña, Rodney Thompson, Sterling Hershey and John Jackson Miller, Book of Sith: Secrets from the Dark Side by Dan Wallace with contributions from Abel G. Peña, Cult Encounters by Joe Bongiorno & Rich Handley with contributions from Abel G. Peña, and Supernatural Encounters: The Trial and Transformation of Arhul Hextrophon by Joe Bongiorno and edited by Edward Dodds with contributions from Abel G. Peña.
In past games in our fanon continuity, the fleeing Sith encountered an ancient evil beyond the Rim, the spirit of the ancient Sith Lord Ku'ar Danar, who had awakened from temporal stasis in 5 ABY and remained hidden in the Unknown Regions ever since. Proclaiming himself the new Sith Emperor, Darth Dreadwar, the ancient wraith swiftly subjugated the New Sith Order, with the remaining leaders of the Sith, from Darth Talon to Darth Maladi, bending the knee before him.
Under Dreadwar's iron-fisted Rule of One, the Sith succeeded in reestablishing the Sith Empire across the Outer Rim, with Nihl's plan to infiltrate and subvert individual planetary governments succeeding in creating a loose, feudal regime. Signing an armistice with the still-fragile Federation, the Sith reinstituted the Sith Trials at their Temple on Korriban, to replenish their diminished ranks and prepare for the inevitable war. In 155 ABY, the time came to strike, and the Sith launched their invasion of Federation space. Yet despite recapturing Coruscant, slaughtering the Federation Senate and butchering the Jedi, disaster struck the Sith when Emperor Dreadwar vanished at the Battle of Empress Teta. The succeeding reign of Dreadwar's Night Herald, Darth Insipid, lasted only three weeks before he, too, vanished on a mission to find the lost monolith of Mortis.
The New Sith Order, and its fledgling Empire, swiftly split into factions in a cataclysmic civil war that lasted over a year; House turned against House, while splinter factions, from Darth Annihiless' Brotherhood of the Sith to Perkunas Loki's Academy of Thule, tore at the fractured Empire's frayed edges. No sooner had Dreadwar's Hand, Darth Apollyon, secured the loyalty of a plurality as Regent than Kára Volshe emerged from the shadows, using her clout as the newly revealed Empress of Dreadwar to carve out a swathe of territory to restore the New Galactic Empire, ultimately joining forces with Apollyon with the goal of unifying the Sith beneath her as Empress of the Sith.
The civil wars are now coming to an end, and stability is returning to the New Sith Order. Even against a fractured Sith Empire, the Federation remains in retreat. On holy Korriban, the Sith Trials start anew.
While a detailed fanon sits beneath us, familiarity with past games in the continuity is not necessary; neither is familiarity with canonical works of the Expanded Universe. It is typical for Sith Trials RPGs to feature a host of new players, and role-playing is designed with this in mind. However, for those curious about further details on the setting, both fanon and canon, the forthcoming True Sith Trials Campaign Guide will offer a more detailed look at the setting and its history to be perused—or not—at your leisure.
Orientation for New Players
Sith Trials is the formal role-playing counterpart to the Eternal Sith Empire fanclub. Much like role-playing within the Empire, gameplay takes the form of text-based role-playing, specifically called T1 role-playing, with each player advancing the story by posting updates within this thread, describing the thoughts, actions and feelings of their characters as if writing a chapter of a collaborative novel from their character's perspective. Other players contribute their own characters' actions and perspectives with their own posts, and the Gamemaster, or GM, provides the overall environment, direction and moderation of the game, including non-player characters, like the level design and artificial intelligence of a video game. A Sith Trials game can be best described as being akin to role-playing in the Empire, a role-playing video game such as Knights of the Old Republic, or tabletop role-playing games such as Dungeons & Dragons or the various Star Wars role-playing games.
However, Sith Trials is considerably more formal than most role-playing games within the Empire. Updates are expected to be at least two paragraphs in length, with a preference for detail and quality; many players write posts of considerable length, totalling thousands of words. Role-playing, accordingly, tends to be at a slower pace; an update is required every week by the customary deadline of Sunday night, responding to both your fellow players and the GM's weekly updates, which are typically posted at the start of the week.
Sith Trials is also of considerably greater size and length than role-playing games in the Empire. Where a role-playing game in the Empire tends to only last several months (out-of-universe), an episode of Sith Trials can take place over the period of a year to three years (out-of-universe); joining the game is thus a considerable commitment, to write what may often be over a thousand words a week for a period of a year or longer.
Sith Trials is also separated into multiple strands of storyline called “tagsets.” Each tagset is a group of different players, tagged separately from another grouping by the GM (although GM updates tend to include posts, and according tags, for multiple tagsets, each separated by a clear divider), usually correlating with a specific, separate location, adventure or quest. Each tagset is rather like a campaign in Dungeons & Dragons, or a chapter with a radically different point-of-view, location and characters within the same novel or film (such as The Lord of the Rings). However, tagsets are understood to be part of the same overall game, to be largely happening at the same time, and are flexible and fluid; most tagsets evolve and diverge from an initial, larger tagset, and many tagsets meet, combine, exchange players or collapse upon the completion of a quest or plotline.
For example, in The Old Sith Trials, one tagset consisted of a mission to the tomb of Naga Sadow, while another consisted of two assassins journeying to Korriban to assassinate one of the players within the former tagset, another consisted of a Sith acolyte beginning her first day of training at the Sith Academy, and another consisted of a Dark Jedi and his companions travelling to Korriban from Onderon. All four of these tagsets encountered and merged with each other at different times over the period of several months of role-playing, correlating to the passage of approximately one day in-game.
Separating in-character (IC) gameplay from out-of-character (OOC) interaction is absolutely necessary to play this game. From a logistical standpoint, we do so by using different notations. At the top of every post, before the main body of your writing, you should write the following:
IC: Your character's name
Your character's location
All of your writing beneath this header should be entirely in-character; no OOC commentary or explanations, even in parentheses, should be embedded within the text.
You should finish your post by tagging the other players in your tagset (not all players within the entire game; look to the tags within the GM's own update to see which players are in your tagset), as well as the GM, beneath the main body of your post. You do this by typing the @ sign, and the username of the player you wish to tag; their username will appear in a drop-down menu, allowing you to click on the player. This will mean they will receive a notification when you tag them (and vice versa). Use the following format when writing your tags:
TAG: @Another Player, @Another Player, etc
You may write OOC commentary outside the main body of your post, either after the TAGs, or before the IC header. OOC commentary may include a list of abilities used during combat, a note of clarification, or simply a relevant comment. If you do write OOC commentary, use the format of the following example:
OOC: (Powers used: Force Lightning, Tutaminis.) I'm not diving behind Catalyst here, by the way, just hiding behind the rubble!
More importantly, however, in-character and out-of-character interactions must be wholly separated in terms of mindset. Aside from the aforementioned rule barring metagaming, it is important to remember this is just a game, and that all in-character interactions are purely and strictly for storytelling purposes. In the Empire, role-playing is often casual, or merely an in-character overlay for primarily out-of-character dynamics for purposes of fun and immersion, particularly in social threads or chats. In Sith Trials, however, in-character immersion is absolute; players should play their characters entirely realistically and true-to-character, no matter where that takes them; given that all characters are Sith characters, this tends to mean that players should play their characters as the competitive, antagonistic, treacherous and murderous villains that they are.
In the Empire, executions accompany breaking the rules of the Empire, and have out-of-character significance; in Sith Trials, on the other hand, in-game death has no out-of-character meaning. A character might die because they got unlucky with a trap in a tomb, took the risk of fighting a player character of higher or approximately equal level, treated a higher-level player character with disrespect (which is not against the rules, merely suicidal) and that player chose to respond realistically and initiate combat, or simply because they encountered a particularly lethal non-player character or situation and did not flee.
Permanent death is one of the many realistic consequences within this game; the stakes are real, and if your character dies, you will have to reroll with a new character. That said, death is uncommon overall; particularly foolish or risky gameplay tends to be required to incur a lethal outcome, although any kind of combat, whether it be with a player character or a non-player character, does carry the risk of injury and death.
Tonally and stylistically, the game nurtures an atmosphere of brutal, grim maturity and gritty, true-to-life realism; Sith Trials games in recent years have been described as blending Star Wars: Knights of the Old Republic, an open-world RPG such as The Elder Scrolls V: Skyrim, and Game of Thrones. The plot will not be tweaked to save you from death. Story is not prioritised above realism. Every action you take has a consequence; the GM will not metagame to spare you from the most utterly realistic consequences to your actions, no matter how much he likes you out-of-character. Again, the separation between in-character and out-of-character is absolute.
At the same time, the GM will not metagame in favour of being excessively sadistic, either; gameplay is not intrinsically set against you. Rather, the game strives to be as realistic as possible, as if the Star Wars galaxy were a real place, as if you had been whisked from Earth and deposited onto the sands of how Korriban would actually be like rather than Korriban as a convenient plot device within a story, to fight, survive, thrive, love, hate and live as a Sith.
The rating of the game is equivalent to a film rating of R (Restricted), or a video game rating of M (Mature). Mature, dark and/or heavy themes and content, including but not limited to graphic violence, narcotic usage, profanity, sex, and disturbing encounters and backstories, are permitted within the writing, without use of content warnings or the like. That said, use of mature themes should be tasteful and literary in nature; X-rated smut is not the goal, nor is pointlessly offensive writing with the sole goal of being "edgy."
Character Creation
Game Mechanics & Statistics
The True Sith Trials boasts numerous improvements to its statistics system upon previous games. These include restoring several features from the original Sith Trials games, such as popular fanmade Force powers, special powers that can only be taught through training (or through holocrons), and level bottlenecks that may force players to kill players above them in order to advance. These include brand-new changes, such as a 50-level system (rather than a 10-level or 20-level system) for less crowding at higher levels and more rapid level advancement, a far larger pool of abilities to choose from including every canonical Force power in the lore, a far more sophisticated and specialised class system with numerous classes, Prestige Classes, subclasses and skill trees, the potential to combine Force powers to unlock new ones, Attributes in the style of Knights of the Old Republic or Dungeons & Dragons, a Companion system, and a dice system to moderate combat.
This new statistics system is elaborated upon, section-by-section, below. Peruse this section in detail to build your Character Sheet, using the Character Sheet Template provided at the end of the post.
In order to retain the atmosphere of the original Sith Trials games, only Force-sensitive Sith characters will be accepted. Exceptions may be provided only if the character in question is a vital character returning from a previous installation of Trials, with other options exhausted, as such an exception would necessitate the GM to create, and test for balance, an entirely custom class build; such an exception would thus be extremely rare.
All Character Sheets must conform to the new statistics system; with the expansion in the list of abilities, there is no longer any cause to deviate from the template.
In addition, to prevent overcrowding of multiple tagsets and slowing of response times, secondary characters will no longer be allowed; a player's main character (typically one's main character in the Empire) will be a player's only character. For those who enjoy character-building, the equivalent of secondary characters can be found within the new Companions feature. Exceptions to this restriction may be made with extreme rarity, only if the secondary character is deemed a vital or important character returning from a previous installation of Trials, and only if the player has demonstrated the ability to keep up with the weekly update schedule with their main character for a period of several months or longer.
Combat Mechanics & Dice
The True Sith Trials uses a core mechanic to resolve actions that cannot be intuitively or fairly decided by the GM or decided by the player without godmoding or autohitting: the GM rolling a virtual d20 die (an online, entirely random number generator, set between 1 and 20) on behalf of the player. In most cases, the use of dice applies to combat mechanics. Unlike Dungeons & Dragons or Knights of the Old Republic, your (the player’s) ability to persuade an enemy, or a fellow player, will come down to how well you can actually write persuasive dialogue or construct a powerful argument. Similarly, your ability to figure out, say, a puzzle in a tomb will depend on how good you are at actually solving puzzles, and how hard you try to solve it out-of-character, not your character’s arbitrary Intelligence score.
But in combat and other select situations (at the discretion of the GM), where the stakes are high against GM-controlled NPCs and fellow players alike and maximum fairness is appropriate, a roll of a d20 die, performed by the GM in response to a player’s attempted (remember, no godmoding, no autohitting) action, provides a useful pointer—a guideline for the GM, not a dogmatic mechanical rule—to resolve whether your character succeeded or failed at a task (e.g. an attack, the use of a skill or ability, or an attempt to save your character from harm).
The core mechanic works as follows:
- You write your post, as usual, describing your attempted action.
- When the GM writes an update in response (this may take the form of a necessary miniature update, in the case of rapidfire player versus player combat, but will ordinarily be the usual weekly GM update), the GM rolls a virtual d20.
- The GM adds relevant modifiers.
- The GM compares the result to a target number.
- If the result equals or exceeds the target number (set by the GM or given in the rules), your character succeeds at the task at hand; if the result is lower than the target number, you fail.
- The GM will notify you of your roll, and success/failure, in an OOC note attached to his update, as well as write accordingly, of course, in the in-character text of his update.
However, if you are particularly curious about the nitty-gritty of how the dice, game mechanics and number-crunching work behind-the-scenes, you may peruse the elaboration of the system in the forthcoming True Sith Trials Campaign Guide. This is not necessary to begin character creation, however, and numerous elements of the system's mechanics are concealed (known only to myself and one other) in order to prevent powergaming and min-maxing.
Companions
If you so choose, you may make a party of up to six Companion characters to accompany your Player Character. Companion characters serve as analogues to secondary characters or player-created NPCs; however, you are restricted to bringing to only one Companion with you on a tagset at a time, and the Companion must remain within the same tagset as the player (as far as gameplay allows). Non-Force-sensitive Companions do not possess Force powers (or the ability to skillfully use a lightsaber), and thus do not require formal Skills in the True Sith Trials game mechanics, although have health equivalent to a player character of a given Level, so their Level may be specified as if they were a Player Character. Force-sensitive Companions, who do possess formal Skills in the True Sith Trials game mechanics, are possible as well, and Character Creation for these Companions is otherwise identical to building a Player Character. Regardless, a Companion must be of no greater than half level (rounding up to the nearest level) of the Player Character.
Companions may be listed, in simple summary form, in the Companions section of a player's Character Sheet. Alternatively, you can create full Character Sheets for the Companions and post them in the Campaign Guide, and provide links to these Companion Sheets in the Companions section of your Player Character Sheet.
Level Charts
LEVEL 1 - Equivalent to Level 1 (8 Skill Points, 60 Attribute points)
LEVEL 2 (9 Skill Points, 60 Attribute points)
LEVEL 3 (10 Skill Points, 60 Attribute points)
LEVEL 4 (11 Skill Points, 60 Attribute points)
LEVEL 5 - Equivalent to Level 2 (12 Skill Points, 66 Attribute points)
LEVEL 6 (13 Skill Points, 66 Attribute points)
LEVEL 7 (14 Skill Points, 66 Attribute points)
LEVEL 8 (15 Skill Points, 66 Attribute points)
LEVEL 9 (16 Skill Points, 66 Attribute points)
LEVEL 10 - Equivalent to Level 3 (17 Skill Points, 72 Attribute points)
LEVEL 11 (18 Skill Points, 72 Attribute points)
LEVEL 12 (19 Skill Points, 72 Attribute points)
LEVEL 13 (20 Skill Points, 72 Attribute points)
LEVEL 14 (21 Skill Points, 72 Attribute points)
LEVEL 15 - Equivalent to Level 4 (22 Skill Points, 78 Attribute points)
LEVEL 16 (23 Skill Points, 78 Attribute points)
LEVEL 17 (24 Skill Points, 78 Attribute points)
LEVEL 18 (25 Skill Points, 78 Attribute points)
LEVEL 19 (26 Skill Points, 78 Attribute points)
LEVEL 20 - Equivalent to Level 5 (36 Skill Points, 84 Attribute points)
LEVEL 21 (38 Skill Points, 84 Attribute points)
LEVEL 22 (40 Skill Points, 84 Attribute points)
LEVEL 23 (42 Skill Points, 84 Attribute points)
LEVEL 24 (44 Skill Points, 84 Attribute points)
LEVEL 25 - Equivalent to Level 6 (50 Skill Points, 90 Attribute points, 1 Godlike)
LEVEL 26 (55 Skill Points, 90 Attribute points, 1 Godlike)
LEVEL 27 (60 Skill Points, 90 Attribute points, 1 Godlike)
LEVEL 28 (65 Skill Points, 90 Attribute points, 1 Godlike)
LEVEL 29 (70 Skill Points, 90 Attribute points, 1 Godlike)
LEVEL 30 - Equivalent to Level 7 (75 Skill Points, 96 Attribute points, only 5 players may occupy this level, 2 Godlikes)
LEVEL 31 (80 Skill Points, 96 Attribute points, only 5 players may occupy this level, 2 Godlikes)
LEVEL 32 (85 Skill Points, 96 Attribute points, only 5 players may occupy this level, 2 Godlikes)
LEVEL 33 (90 Skill Points, 96 Attribute points, only 5 players may occupy this level, 2 Godlikes)
LEVEL 34 (95 Skill Points, 96 Attribute points, only 5 players may occupy this level, 2 Godlikes)
LEVEL 35 - Equivalent to Level 8 (100 Skill Points, 102 Attribute points, only 4 players may occupy this level, 3 Godlikes)
LEVEL 36 (110 Skill Points, 102 Attribute points, only 3 players may occupy this level, 3 Godlikes)
LEVEL 37 (120 Skill Points, 102 Attribute points, only 3 players may occupy this level, 3 Godlikes)
LEVEL 38 (130 Skill Points, 102 Attribute points, only 3 players may occupy this level, 3 Godlikes)
LEVEL 39 (140 Skill Points, 102 Attribute points, only 2 players may occupy this level, 3 Godlikes)
LEVEL 40 - Equivalent to Level 9 (150 Skill Points, 108 Attribute points, only 2 players may occupy this level, 4 Godlikes)
LEVEL 41 (170 Skill Points, 108 Attribute points, only 1 player may occupy this level, 4 Godlikes)
LEVEL 42 (190 Skill Points, 108 Attribute points, only 1 player may occupy this level, 4 Godlikes)
LEVEL 43 (210 Skill Points, 108 Attribute points, only 1 player may occupy this level, 4 Godlikes)
LEVEL 44 (230 Skill Points, 108 Attribute points, only 1 player may occupy this level, 4 Godlikes)
LEVEL 45 - Equivalent to Level 10 (250 Skill Points, 114 Attribute points, only 1 player may occupy this level, 5 Godlikes)
LEVEL 46 (300 Skill Points, 114 Attribute points, only 1 player may occupy this level, 5 Godlikes)
LEVEL 47 (350 Skill Points, 114 Attribute points, only 1 player may occupy this level, 5 Godlikes)
LEVEL 48 (400 Skill Points, 114 Attribute points, only 1 player may occupy this level, 6 Godlikes)
LEVEL 49 (450 Skill Points, 114 Attribute points, only 1 player may occupy this level, 6 Godlikes)
LEVEL 50 - New Level Cap (500 Skill Points, 120 Attribute points, only 1 player may occupy this level, 7 Godlikes)
Attributes
At Level 1, you may spend 60 points to buy your preferred attribute ratings. 10 points in an attribute reflects an average rating (for example, a character with 10 points in Strength is a moderately strong individual). Less than 10 points reflects a below-average rating (for example, a character with 5 points in Dexterity is a particularly clumsy individual). More than 10 points reflects an above-average rating (for example, a character with 15 points in Manipulation is a particularly persuasive individual), with 20 points representing the maximum possible (for example, a character with 20 points in Intelligence is an unparalleled genius).
Attributes may not be increased to 14 until character is Level 10.
Attributes may not be increased to 16 until character is Level 20.
Attributes may not be increased to 18 until character is Level 30.
Attributes may not be increased to 20 until character is Level 40.
- STRENGTH
Strength refers to one’s raw physical prowess. In Sith belonging to most organic races, particularly of humanoid configuration, this results from intensive and strenuous daily training, such as running obstacle courses and performing kata in training rooms, and the innate and unnatural augmentation of the Force. Some exotic species, such as Celegians, may have very little strength, while others, such as Shards, may have essentially no strength of their own, but can utilise droid bodies with pistons capable of overpowering any organic muscle. Cybernetic limbs, in the case of cyborg characters, also bestow greater strength than the organic baseline, as do the phenomenal musculatures of certain exceptionally large or brawny races, such as Houks.
A more martially oriented character, such as a warrior or marauder, stands the most to benefit from inculcating greater strength; the stronger a character is, the more powerful and effective their lightsaber strikes and other melee attacks are, useful for most lightsaber forms and martial arts.
- FORCE POWER
Force Power refers to one’s innate strength in the Force; the extent of their natural Force-sensitivity; their luminous presence in that great energy that binds together all life and matter. It is often measured by a simple blood test that counts the number of midichlorians within one’s cells. Force Power is not inflexible; traumatic injury and the replacement of body parts with cybernetics can result in a reduction of one’s natural potential, such as the fate that befell Darth Vader and Lumiya, and, according to the theories of Darth Plagueis, Force Drain may affect one’s innate Force strength via triggering a mass die-off of midichlorians.
A higher Force Power score not only allows for greater willpower when it comes to defending oneself against hostile uses of the Force and other spiritual rigours, but directly correlates with the effectiveness and strength of one’s own utilisation of most Force abilities, from telekinesis to Force Lightning.
- DEXTERITY
Dexterity encompasses general deftness, nimbleness, agility, finesse, speed and adroitness of reflexes, and precision in performing tasks, especially with the hands. Many Sith hone their dexterity through physical training, running obstacle courses and assembling and disassembling weapons; others nurture agility through habitual acrobatics, often enhanced by the unnatural augmentation of the Force.
A clumsy character is likely to lack dexterity; a Sith who eschews conventional weapons in favour of becoming an expert sharpshooter, on the other hand, is likely to benefit from their dexterous use of a blaster or other ranged weapon, and dexterity is of particular benefit to lightsaber wielders specialising in either Makashi, which requires precision and finesse, or Ataru, which requires great agility and speed. Certain Force powers, such as Force Speed, often require phenomenal reaction time.
- INTELLECT
Intellect encompasses all attributes of the mind, from raw intelligence to reasoning ability, knowledge, and familiarity with various academic disciplines and fields of interest. A brainy Sith is often the opposite of a brawny one, although there are exceptions who excel at both. Scholarly Sith often dedicate their time to reading books rather than physical training, honing their intellect as they pour over scrolls of ancient lore, chronicles of galactic history, and compendiums of dark science.
Intellectual characters are not only more generally knowledgeable and intelligent than their rivals, but better able to learn the arcane arts of ancient Sith sorcery from tomes and spellbooks, and practice the Sith alchemical arts of creating genetic aberrations.
- CONSTITUTION
Constitution refers to one’s endurance, stamina and overall vitality. Whether it be through the innate healthiness of their bodies, the intense physical exercise they have put themselves through, or a tough-as-nails habituation to injury, disease, hunger and thirst built up through years of rigorous experience and battle, a Sith with greater constitution than his rivals is a difficult one to kill.
- MANIPULATION
Manipulation refers to one’s skill in manipulating and persuading others, one’s guile, glib, charm, deceptive ability, acting ability, oratorical skill and other tools of the trade in navigating hierarchies, bending social situations to one’s will, and rising to the top of the pack. Whether one be a sly, oozing deceiver adept at knowing the time to treacherously strike, or an honourable nobleman swathed in natural charisma, a Sith with the ability to work the masses and one’s peers alike is a Sith with a weapon like no other, a weapon as smooth as frill syrup and as sweet as Githany’s poisoned kiss.
A Sith with potent manipulative ability is often more adept at seduction—whether it be tempting a Jedi to the dark side or seducing a lover to bed—and the arts of psychological warfare known as Dun Möch, as well as Force-fuelled hypnotism, suggestion and mental domination.
- PERCEPTION
Perception refers to one’s general awareness of their surroundings, prescience, alertness, and ability to utilise mundane senses, from eyesight to hearing, to their maximum. While a Sith’s ability to perceive their surroundings is often augmented by extrasensory perception, one’s innate awareness, and ability to filter signals from the noise, is vital in terms of interpreting and analysing one’s circumstances or surroundings.
A Sith more perceptive than another may be more likely to notice important details, whether it be an inscription that stands out from a wall of hierogylphs and allows them to diffuse a deadly snare, or notice potential danger creeping around the corner. It can also be useful when using powers of clairvoyance or farsight.
- DESTINY
Destiny refers to how in-tune one is with the will of the Force, that mystical energy field that some Sith believe controls all destiny. While not all Sith believe in such a concept, seeing the Force as subservient to the will of the individual and seeking naturalistic explanations such as instinctual precognition, it is undeniable that some Force-users appear luckier than others, as if guided by the invisible hand of fate.
A Sith with a powerful destiny is seemingly supernaturally fortunate, and is deeply immersed in the Cosmic Force, allowing greater power of foresight and prophecy. There might be no such thing as luck - but there is the Force.
Skill Points
Degrees of Proficiency:
0 – Ability not known. The player cannot use this Skill, and does not need to list this Skill in the Skills section of their Character Sheet.
1 – Novice. The player is able to use the Skill at a low degree of proficiency, approximately equivalent to that of a Sith Acolyte or Jedi Padawan just beginning their training.
2 – Intermediate. The player is able to use the Skill with some degree of proficiency, approximately equivalent to that of a Sith Apprentice or Dark Jedi with moderate training, such as Kylo Ren from the new canon.
3 – Advanced. The player is able to use the Skill with advanced proficiency, approximately equivalent to the proficiency of Darth Vader and Darth Tyranus within the films and the Legends Expanded Universe in their preferred feats.
4 – Master. The player is able to use the Skill with masterful proficiency, approximately equivalent to the proficiency of Emperor Palpatine within the Legends Expanded Universe in most feats.
5 – Grand Master. The player is able to use the Skill with ultimate proficiency, approximately representing a gestalt of the most powerful and extreme examples of the feat in Legends Expanded Universe lore.
Skill Point Limitations:
Skills may not be increased to 2 until character is Level 10.
Skills may not be increased to 3 until character is Level 20.
Skills may not be increased to 4 until character is Level 30.
Skills may not be increased to 5 until character is Level 40.
Classes
Base Classes are available to all. Subclasses are available at Level 10. Prestige Classes are strictly optional classes, specialising in obscure niches with unique prerequisites, available at varying levels.
Base Classes:
Sith Warrior
Warriors are the martial element of the Sith, training rigorously for combat with a particular focus paid to the exquisite art of the lightsaber. Darth Vader and Darth Malgus are among history’s most famous Sith Warriors. Warriors benefit from a +1 bonus to their Strength and Constitution Attributes.
Sith Assassin
Assassins seek to learn the art of stealth and espionage, and they train in many non-Force related skills in order to be more versatile. Darth Talon and Darth Maul are among history’s most famous Sith Assassins. Assassins benefit from a +1 bonus to their Dexterity and Perception Attributes.
Sith Sorcerer
Sorcerers concern themselves primarily with academic study of the Force and understanding its properties, as well as studying and chronicling the history of the Sith. Darth Sidious and Naga Sadow are among history’s most famous Sith Sorcerers. Sorcerers do not gain any bonuses to their Attributes.
Subclasses (Available at Level 10+):
Sorcerer Subclasses:
Sith Thaumaturge
Taking after the Sorcerers of Tund and the Naddists of Onderon, Thaumaturges are pure mages, dedicating themselves to reciting and casting ancient Sith spells gleaned from the dusty pages of forgotten grimoires.
Sith Alchemist
Taking after the eldritch artisans of the Ninûshwodzakut and the master beast-summoners of the Hundred-Year Darkness, Alchemists dedicate themselves to the manipulation of inanimate matter and the twisting of life into new forms.
Sith Elementalist
Taking after the Shapers of Kro Var and the Sith Sorcerers of Vitiate’s Empire, Elementalists are storms of nature, foregoing finer arcane mastery in favour of sheer elemental power over the Force, from lightning and fire to earth and water.
Sith Prophet
Taking after the Prophets of the Dark Side, Sith Prophets or Prophetesses are sinister seers and reclusive hermits, peeling back layers of reality to see realms and places far away - and far in the future.
Sith Inquisitor
Taking after the fanatical Inquisitorius of Palpatine’s regime, Sith Inquisitors serve the Empire with an almost religious fervour, specialising in mentally probing their victims for traces of disloyalty, indoctrinating the weak, and torturing the unfaithful.
Sith Illusionist
Taking after the ancient Sith sorcerers of the Golden Age and the Krath magicians of Empress Teta, Sith Illusionists impose their imagination upon the universe, conjuring mind-pulverising illusions that verge on astral creations of raw reality.
Warrior Subclasses:
Sith Marauder
Taking after the Sith Marauders of the Sith Triumvirate, Sith Marauders are violent, bloodthirsty dark side warriors who use their rage, the dark side, and an arsenal of weapons to swiftly eviscerate their enemies; many dual-wield lightsabers or use more exotic lightsaber variants such as double-bladed lightsabers and lightwhips.
Sith Juggernaut
Taking after the Sith Juggernauts of Vitiate’s Empire and the various cyborg Jedi-Killers of Palpatine’s era, Sith Juggernauts are hulks of muscle, flesh and even metal, able to overpower their foes through brute strength and power through incredible injury.
Sith Conqueror
Taking after the Sith Conquerors of Vitiate’s Empire and the Sith officers of Revan’s regime, Sith Conquerors are the sharp military minds that conceive of the most cunning war strategies and battle tactics.
Sith Saber
Taking after the Sith Sabers of the Lost Tribe of Sith and the Sith Duelists of Vitiate’s Empire, Sith Sabers are duelling champions dedicated to the art of the lightsaber above all else.
Sith Paladin
Taking after the Paladins of Naddist Onderon, the noble Sith Knights of the Mecrosa and the Krath Holy Crusaders, Sith Paladins are dark knights who serve the Empire with religious conviction and unbreakable loyalty; like the Knights of Zakuul, their zealotry is rewarded with unique power in the Force that makes them difficult to beat on the field of battle, and can choose up to three light side powers.
Sith Mauler
Taking after the Sith Brutes of Vitiate’s Empire and the thuggish Sith cult known as the Maulers, Sith Maulers use their fists, feet and body to overpower their enemies, mastering brutal hand-to-hand combat or martial arts such as Teräs Käsi.
Assassin Subclasses:
Sith Stalker
Taking after the Sith Assassins of the Sith Triumvirate and the Sith Shadow Stalkers of Vitiate’s Empire, Sith Stalkers are masters of stealth and subtlety, cloaking themselves from the Force and the senses as they pursue their prey.
Sith Watcher
Taking after the Sith Watchers of Vitiate’s Empire and the political masterminds of Bane’s line, Sith Watchers are infiltrators and double-agents who use guile, subterfuge and manipulation to subvert enemy governments from within.
Sith Brawler
Taking after the infamous Hands of Emperor Palpatine, Sith Brawlers are unscrupulous agents and dirty fighters who use anything they can get their hands on to kill their targets, from blasters to vibroshivs to lightsabers.
Sith Slayer
Taking after the Sith Slayers of Vitiate’s Empire and the various infamous Jedi hunters throughout history, Sith Slayers are highly trained executioners adept at one singular goal: finding and killing Jedi in one-on-one combat.
Sith Poisoner
Taking after the infamous poisoners of the Sith Mecrosa Order, Sith Poisoners are specialists who combine alchemy, science and assassination to kill their foes without ever needing to lay hands on a lightsaber.
Sith Spy
Taking after the Sith spies of the Brotherhood of Darkness and Sith Intelligence & Assassination in Krayt’s Empire, Sith Spies are secret agents who retrieve intelligence, sabotage enemies, and kill their foes through cunning preparation, exotic tactics and advanced technology.
Prestige Classes:
Sith Necromancer (Requires Level 25+, Sith Alchemist or Sith Thaumaturge)
Through blending spellcasting and alchemy, Sith Necromancers tap into the powers of death and dying, invoking the spirits of ancient Sith Lords and raising the corpses of the fallen.
Sith Warlock (Requires Level 25+, Sith Elementalist, Six Lightsaber Forms)
Battle mages who bend the Force to martial ends, Sith Warlocks are able to learn up to five skills from the Warrior path, as well as their own unique combat-oriented abilities.
Sith Shadow Guard (Requires Level 35+, Sith Assassin, Six Lightsaber Forms)
Taking after the legendary Shadow Guard of Palpatine's Empire, these black-robed Jedi-killers are well-trained in the usage of lightsabers, and receive a +2 Attack bonus and +1 Damage bonus when using a lightsaber pike. Shadow Guard are able to learn up to five skills from the Warrior path, as well as their own unique martial abilities.
Sith Wizard (Requires Level 25+, Sith Elementalist or Sith Thaumaturge, Male)
Druidic mages who have mastered the Living Force, Sith Wizards are able to learn up to five skills from either the Elementalist or Thaumaturge paths (whichever their subclass isn't), as well as one skill from the Necromancer path, as well as their own unique nature-based abilities.
Sith Witch (Requires Level 25+, Sith Elementalist or Sith Alchemist, Female)
Herbs and potions are powerful tools in the hands of Nightsister Sith witches, whose mastery of the natural world allow them to learn up to four skills from either the Elementalist or Alchemist paths (whichever their subclass isn't), as well as up to two skills from the Necromancer path, as well as their own unique nature-based abilities.
Sith Technomage (Requires Level 25+, Sith Alchemist, Cyborg)
More machine than man, Sith cyborgs are able to understand the relationship between the organic and the synthetic more than any other; some become powerful Technomages able to manipulate machinery with the Force.
Sith Sharpshooter (Requires Level 25+, Sith Brawler, or, any class but with No Lightsaber Forms and a Ranged Weapon)
Whether gunslingers or snipers, Sith Sharpshooters specialise in mastery of the blaster or other ranged weapons (such as bowcasters and energy bows), using the Force to achieve supernatural accuracy and speed.
Sith Archon (Requires Level 25+, Alignment Good or Neutral, Sith Sorcerer)
Taking after the Sith Archons of Vitiate's Empire, these religious fanatics are either former Jedi who pursued the light so fanatically they became malevolent or bizarrely selfless servants of the dark side, able to call upon the unique divine powers of the mythological Immortal Gods of the Sith and/or up to five light side powers.
Sith Masterblade (Requires Level 25+, Sith Warrior, No Lightsaber or Lightsaber Forms)
Taking after the Bladeborn cult of old, a Sith Masterblade eschews lightsabers in favour of bladed melee weapons such as Sith Tremor Swords. The Masterblade possesses unique powers over the blade, and can learn how to forge ancient Sith weapons from the Sith Alchemist tree.
Sith Artificer (Requires Level 25+, Sith Alchemist)
Alchemists dedicated to the forgery of artifacts and weapons above all else, Artificers receive three free Skill Points each in Create Sith Weapon and Create Sith Artifact up to their level cap, and can use unique powers specific to their class.
Sith Shadow Mage (Requires Level 25+, Sith Assassin, no more than two Lightsaber Forms, no Wookiees)
Taking after the Sith Shadows cult of Dathomir under Nightbrother Mellichae and the Shadow Magic coven of Nightsister Gethzerion, Shadow Mages are assassins who tap so fully into the darkness that they are capable of manipulating it beyond their peers. Shadow Mages receive three free Skill Points each in the Sith spells Waves of Darkness and Spell of Concealment up to their level cap, and can learn three additional abilities from the Sith Sorcerer path.
Sith Enchantress (Requires Level 35+, Sith Sorcerer, Female, insanity or mental illness)
As beguiling as the cosmos on the outside, as rotten as hoary Abeloth on the inside, Enchantresses are seductive suzeraines of the beyond who can see past the veil of death and dying, and hypnotise their victims with their starry gaze. Chokla, member of the Five, is an example of the Enchantress class. Enchantresses gain up to four powers from either the Necromancer or Prophetess paths (with the exception of Darksight), as well as unique abilities specific to their class.
Sith Hermit (Requires Level 40+, Sith Sorcerer or Sith Assassin, Male, insanity or mental illness)
Insane anchorites, mad monks and solitary wanderers, Hermits are reclusive Sith, often of exalted prior rank, skulking on the periphery of society; they can often be found in the tombs of the Valley of the Dark Lords, driven mad by the energies of the dark side, the heat of Korriban's wilds, or simply the isolation of exile. The mad prophet Spindrall and former Academy Headmaster Jorak Uln are examples of the Hermit class. Hermits gain up to four powers from any of the following categories: whichever their base class isn't (Sith Sorcerer if base class is Assassin, Sith Assassin if base class is Sorcerer), the Prophet or Necromancer subclasses (with the exception of Godlikes), as well as unique abilities specific to their class.
Skills
All Force skills are listed below. Esoteric or obscure skills, without descriptions, are linked to Wookieepedia for further reading about the skill. Skills are divided into three broad categories; Lightsaber Combat, Force Powers and Sith Magic. Skills with the label UNIQUE are special skills that only GM NPCs possess, and can be taught to players through encountering the right NPCs and completing quests for them. Skills with the label FREE are skills that do not require additional points to purchase, such as combination powers that alter or add to pre-existing skills. Skills with the label GODLIKE automatically cost 10 points to purchase at any level. Certain Skills have requirements, such as level requirements, Class requirements, Skill requirements or more niche prerequisites.
Lightsaber Combat
Form I - Shii-Cho
Simple and relentless. Bold and kinetic. Somewhat slow. This skill is necessary to learn to use a lightsaber without injury.
Form II - Makashi (Requires Form I - Shii-Cho)
Quick and precise. Elegant and efficient, emphasizing leverage through footwork and positioning. Lacking in brute strength.
Form III - Soresu (Requires Form I - Shii-Cho)
Tight and efficient. Defensive and quick. Lacking in offense.
Form IV - Ataru (Requires Form I - Shii-Cho)
Aggressive and acrobatic. Fast and strong. Inefficient and tiring.
Form V - Shien/Djem So (Requires Form I - Shii-Cho)
Domination and strength through leverage. Good defense and punishing counterattacks. Less mobile than other forms.
Form VI - Niman (Requires Form I - Shii-Cho)
Balanced and versatile. A combination of each form with no notable strengths and no glaring weaknesses, often used best in conjunction with the Jar'Kai technique.
Form VII - Juyo/Vaapad (Requires Sith Warrior, Form I - Shii-Cho)
Aggressive and unpredictable. Strength through open, kinetic attacks. Less defensively sophisticated than other forms, relying on speed and aggression to ward off counterattacks.
Jar'Kai (Requires Form I - Shii-Cho)
The ability to wield two (or more, if physiology permits) lightsabers at the same time, or use a double-bladed lightsaber. The Jar'Kai tactic becomes its own form when used in conjunction with Niman.
Tràkata (Requires Form I - Shii-Cho)
The skill to use a lightsaber's ability to rapidly deactivate and reactivate in combat, allowing for deadly trickery.
Mounted Lightsaber Combat (Requires Vehicle or appropriate Pet, Companion or similar, Form I - Shii-Cho)
The skill to use a lightsaber while mounted, whether on a vehicle such as a swoop bike or an animal mount such as a Tauntaun.
Trispzest (Requires Flying Species, Jet-pack or Repulsorlift Carriage or similar flight technology, or Force Flight, Form I - Shii-Cho)
Drawing on elements of Ataru, Juyo and traditional S'kytri aerial dueling, Trispzest is a unique form of aerial lightsaber combat used predominantly by flying species.
Praetoria Vonil (Requires Sith Warrior, Form I - Shii-Cho)
Developed by the Imperial Knights, this style focuses on moving quickly and striking hard with one's lightsaber while placing greater emphasis on teamwork than on one's individual prowess.
Praetoria Ishu (Requires Sith Warrior, Form I - Shii-Cho)
Developed by the Imperial Knights, this defensive style focuses on protecting the allies of the wielder so that they might find openings in an opponent's defenses. Like the more aggressive Praetoria Vonil, it places a greater emphasis on teamwork than on one's individual prowess.
Saber Throw (Requires Telekinesis, Form I - Shii-Cho)
The ability to throw one's lightsaber like a boomerang, striking an enemy before telekinetically returning to the hand.
Saber Barrier (Requires Telekinesis, Form I - Shii-Cho)
Typically used by dual-wielders, this technique allows the user to create a deadly barrier of lightsabers telekinetically whirling around them.
Telekinetic Lightsaber Combat (Requires Level 25+, Saber Throw, Saber Barrier)
The ability to telekinetically hold aloft a lightsaber or multiple lightsabers with precision and skill enough to wield them in combat.
Focus Discipline (Requires Sith Warrior, Form I - Shii-Cho)
Through entering a light meditative state during combat, the user is able to deal greater damage during lightsaber combat, hybridising the Force with their chosen lightsaber form.
Stance Discipline (Requires Sith Warrior, Form I - Shii-Cho)
Through entering a light meditative state, the user positions their bodies in such a way as to channel the Force in order to increase defense and decrease the amount of damage taken in combat, making defense and evasion easier. A master of stance discipline can draw out a battle for hours until they find a position to overwhelm the enemy.
Alter Damage (Requires Form I - Shii-Cho)
This technique allows the user to alter the damage inflicted by their lightsaber upon an enemy; through the Force, the user can reduce the damage incurred by an enemy, making the difference between a lethal and a disabling strike against living and non-living opponents alike.
Force Powers
Augmentation
Augmentation entails a wide variety of effects of Force-training upon the body, including enhanced stamina, increased strength and greater speed. While most darksiders are unnaturally physically fit to some degree, the most proficient users of these techniques are veritable superhumans.
Force Jump (Requires Augmentation)
Also known as Force Leap, the user propels themselves with the Force to perform otherwise impossible leaps, both horizontally and vertically, allowing them to easily close the distance in combat or reach high elevations. The most proficient users are able to leap hundreds of feet into the air or jump across city skylines as if skyscrapers were stepping stones.
Force Body (Requires Sith Warrior, Augmentation)
The user pushes their body’s endurance past the safe limit, ignoring and sacrificing their health and wellbeing in order to sustain their connection to the dark side. The ability requires a very powerful connection to the Force, and with this users can survive what would otherwise kill them, as well as survive attempts to sever them from the Force.
Enhance Attribute (Requires Sith Warrior, Augmentation)
Enhance Attribute is an ability that allows the user to increase a physical attribute for a limited amount of time, allowing them to move or react faster, see better, hear better, or similar. However, it can only enhance one attribute at a time.
Force Speed
Also known as Burst of Speed, Force Dash, Force Sprint, Force Run, Force Quickness or Surge, this ability allows the practitioner to attain and maintain excessively fast sprinting speeds via the augmentation of the leg muscles or equivalent. More skilled users perceive their surroundings as slower relative to their speed of thought, allowing them to dodge and attack more accurately and react with the alacrity required for their rapid motion. With greater skill, the practitioner can scale steep inclines, including vertical cliffs, and the most proficient users can run faster than the naked eye can track, as if simply vanishing into thin air, the world around them a blur, easily crossing over 100 meters in less than a second. The ability can also be used to strike and attack the enemy with extreme speed. However, there is a drawback to using this power; using Force Speed has a draining effect on the user's energy and metabolism, and requires a longer recovery period.
Also known as Force Leap, the user propels themselves with the Force to perform otherwise impossible leaps, both horizontally and vertically, allowing them to easily close the distance in combat or reach high elevations. The most proficient users are able to leap hundreds of feet into the air or jump across city skylines as if skyscrapers were stepping stones.
Force Body (Requires Sith Warrior, Augmentation)
The user pushes their body’s endurance past the safe limit, ignoring and sacrificing their health and wellbeing in order to sustain their connection to the dark side. The ability requires a very powerful connection to the Force, and with this users can survive what would otherwise kill them, as well as survive attempts to sever them from the Force.
Enhance Attribute (Requires Sith Warrior, Augmentation)
Enhance Attribute is an ability that allows the user to increase a physical attribute for a limited amount of time, allowing them to move or react faster, see better, hear better, or similar. However, it can only enhance one attribute at a time.
Force Speed
Also known as Burst of Speed, Force Dash, Force Sprint, Force Run, Force Quickness or Surge, this ability allows the practitioner to attain and maintain excessively fast sprinting speeds via the augmentation of the leg muscles or equivalent. More skilled users perceive their surroundings as slower relative to their speed of thought, allowing them to dodge and attack more accurately and react with the alacrity required for their rapid motion. With greater skill, the practitioner can scale steep inclines, including vertical cliffs, and the most proficient users can run faster than the naked eye can track, as if simply vanishing into thin air, the world around them a blur, easily crossing over 100 meters in less than a second. The ability can also be used to strike and attack the enemy with extreme speed. However, there is a drawback to using this power; using Force Speed has a draining effect on the user's energy and metabolism, and requires a longer recovery period.
Force Sense
Among the most basic of Force abilities, Force Sense entails a Force user's ability to perceive through the Force, beyond the limits of the physical senses. The user is typically able to supernaturally sense their immediate surroundings, such as the presence of other beings or the signatures of other Force-sensitives (unless hidden). At lower degrees of proficiency, the user must stretch out with their feelings and extend their awareness into the Force around them. At higher degrees of proficiency, the user's sensing abilities are greatly expanded in size, more sensitive to ripples or shifts in the Force such as those stemming from events occurring far away, and are passively active at all times.
Farsight (Requires Force Sense)
Also known as Clairvoyance or Farseeing, this ability falls into a spectrum of related phenomena known as Force visions, and allows the user to gain vague impressions or visions of events happening in distant places through tapping into the currents of the Cosmic Force. Those skilled in this technique are capable of detecting when allies and apprentices are in danger, examining details of past events, and glimpsing outside forces that might affect battle. At lower degrees of proficiency, visions typically appear without control or intention, in dreams or long meditation, rarely more than once a week. Advanced users are able to actively probe the Force through farsight, hoping for a glimpse of places far away. The most proficient users can project their awareness beyond their body for a short period of time (akin to astral projection) to complete reconnaissance of a foreign or hostile area, and can tap into farsight at will with great degree of precision and control, scrying on individuals parsecs away or even tracking down an elusive quarry across the galaxy simply by concentrating on them.
Precognition (Requires Force Sense)
Also known as Foresight, Premonition, or Danger Sense or Battle Precognition in the context of combat, this ability falls into a spectrum of related phenomena known as Force visions, and allows the user to gain insight into the future. Users of lower proficiency are capable of sensing danger before it occurs, predicting opponents' moves in battle to an uncanny degree, and may involuntarily receive Force visions of possible futures in meditation or dream states or be unconsciously guided by the dark side to the most fortuitous outcomes (frequently mistaken for luck by ordinary sapients). At high degrees of proficiency, users can willingly see into the future by tapping into the Cosmic Force (particularly in meditation), and possess a degree of foresight so remarkable in both time range, detail and accuracy that the outcomes, possibilities or dangers of many events can become apparent to them, allowing them to plan accordingly; the most powerful precognitives are even able to see millennia into the future.
Force Sight (Requires Force Sense)
Also known as Force Seeing, or Combat Sense in the context of combat, this ability falls into a spectrum of related phenomena known as Force visions, and allows the user to see through the Force. The vision achieved through Force Sight is akin to ordinary vision in accuracy, if more hazy and absent ordinary colour, but allows the user to see around corners or through walls into other rooms or locations; the user is able to distinguish life from non-life, and can furthermore see the being's alignment in the Force and emotions, with the dark side and corresponding emotions such as anger, greed, fear and hatred being typically perceived as red, and the light side and corresponding emotions such as serenity, peace and compassion being typically perceived as blue. Those of the highest proficiency possess a Force Sight far beyond ordinary sight, allowing them to see at great distance. Some species, such as the Miraluka, solely see the world through Force Sight; overuse of Force Sight by humans and other species can result in their eyes atrophying through disuse.
Instinctive Astrogation (Requires Force Sense)
This technique permits the user to find a fast, safe route through hyperspace without the help of a navigation computer or astromech droid. The user reaches out with the Force to determine the safest path from the myriad possibilities available.
Also known as Clairvoyance or Farseeing, this ability falls into a spectrum of related phenomena known as Force visions, and allows the user to gain vague impressions or visions of events happening in distant places through tapping into the currents of the Cosmic Force. Those skilled in this technique are capable of detecting when allies and apprentices are in danger, examining details of past events, and glimpsing outside forces that might affect battle. At lower degrees of proficiency, visions typically appear without control or intention, in dreams or long meditation, rarely more than once a week. Advanced users are able to actively probe the Force through farsight, hoping for a glimpse of places far away. The most proficient users can project their awareness beyond their body for a short period of time (akin to astral projection) to complete reconnaissance of a foreign or hostile area, and can tap into farsight at will with great degree of precision and control, scrying on individuals parsecs away or even tracking down an elusive quarry across the galaxy simply by concentrating on them.
Mind Walking (Requires Level 25+, Sith Prophet, Farsight)
Precognition (Requires Force Sense)
Also known as Foresight, Premonition, or Danger Sense or Battle Precognition in the context of combat, this ability falls into a spectrum of related phenomena known as Force visions, and allows the user to gain insight into the future. Users of lower proficiency are capable of sensing danger before it occurs, predicting opponents' moves in battle to an uncanny degree, and may involuntarily receive Force visions of possible futures in meditation or dream states or be unconsciously guided by the dark side to the most fortuitous outcomes (frequently mistaken for luck by ordinary sapients). At high degrees of proficiency, users can willingly see into the future by tapping into the Cosmic Force (particularly in meditation), and possess a degree of foresight so remarkable in both time range, detail and accuracy that the outcomes, possibilities or dangers of many events can become apparent to them, allowing them to plan accordingly; the most powerful precognitives are even able to see millennia into the future.
GODLIKE Darksight (Requires Level 35+, Sith Prophet, Precognition, Battle Meditation)
A terrifying ability mastered by the mysterious sorcerers of Rhand, this technique allows the user to not only see into the future, but to nudge the probabilities of the future in their direction; the user is able to plot a course through time to see their desired outcome to fruition, and impose their will on reality to help make it so. In battle, the user appears to follow a preternatural path to victory; enemies attacking the user find themselves losing the battle, even in unlikely ways, without knowing why. The power has implications far beyond battle, however, allowing the user to see, follow and realise the path to victory or the achievement of their goals on extensive time scales.
A terrifying ability mastered by the mysterious sorcerers of Rhand, this technique allows the user to not only see into the future, but to nudge the probabilities of the future in their direction; the user is able to plot a course through time to see their desired outcome to fruition, and impose their will on reality to help make it so. In battle, the user appears to follow a preternatural path to victory; enemies attacking the user find themselves losing the battle, even in unlikely ways, without knowing why. The power has implications far beyond battle, however, allowing the user to see, follow and realise the path to victory or the achievement of their goals on extensive time scales.
Force Sight (Requires Force Sense)
Also known as Force Seeing, or Combat Sense in the context of combat, this ability falls into a spectrum of related phenomena known as Force visions, and allows the user to see through the Force. The vision achieved through Force Sight is akin to ordinary vision in accuracy, if more hazy and absent ordinary colour, but allows the user to see around corners or through walls into other rooms or locations; the user is able to distinguish life from non-life, and can furthermore see the being's alignment in the Force and emotions, with the dark side and corresponding emotions such as anger, greed, fear and hatred being typically perceived as red, and the light side and corresponding emotions such as serenity, peace and compassion being typically perceived as blue. Those of the highest proficiency possess a Force Sight far beyond ordinary sight, allowing them to see at great distance. Some species, such as the Miraluka, solely see the world through Force Sight; overuse of Force Sight by humans and other species can result in their eyes atrophying through disuse.
Instinctive Astrogation (Requires Force Sense)
This technique permits the user to find a fast, safe route through hyperspace without the help of a navigation computer or astromech droid. The user reaches out with the Force to determine the safest path from the myriad possibilities available.
Instinctive Astrogation Control (Requires Level 20+, Instinctive Astrogation)
Instinctive Astrogation Control is a more complex and esoteric form of Instinctive Astrogation in which the user, rather than sensing a safe course, uses the Force to enhance their cognitive abilities, allowing them to calculate incredibly complex mathematical equations of hyperspace navigation in their heads. It is not used frequently, due to the fact that even the most advanced practitioners are subject to potentially deadly mistakes in their calculations, but the most proficient users are able to chart new hyperspace lanes in ways that instinctive navigators cannot.
Instinctive Astrogation Control is a more complex and esoteric form of Instinctive Astrogation in which the user, rather than sensing a safe course, uses the Force to enhance their cognitive abilities, allowing them to calculate incredibly complex mathematical equations of hyperspace navigation in their heads. It is not used frequently, due to the fact that even the most advanced practitioners are subject to potentially deadly mistakes in their calculations, but the most proficient users are able to chart new hyperspace lanes in ways that instinctive navigators cannot.
Telekinesis
Reaching out with the Force, the user is able to manipulate the movement of objects with the power of the mind. At the lowest degree of proficiency, great concentration is required to pull a lightsaber to the hand (known as Force Pull or Force Tug) or move a small training sphere (known as Move Object or Object Manipulation). Those of advanced ability are able to hurl loose shrapnel or larger objects at enemies (known as Force Throw or Pummel), move and hold enemies themselves (known as Force Lift, Force Grip or Force Slam), or attempt to pull an enemy’s weapons from their grasp (known as Force Disarm). The most powerful telekinetic masters can even pull starships to the ground, and hurl entire battalions of enemies with contemptuous ease.
Force Push (Requires Telekinesis)
Also known as Force Shove or Force Thrust, the user unleashes a blast of telekinetic energy (typically from one hand, in humanoid species) through the air itself, shoving an enemy over or back. Compared to rudimentary telekinesis, the user expends careful manipulation and mental lifting of the target in favour of a less accurate, but more effective (particularly when comparing lower degrees of proficiency) attack that can hurl back any loose object or enemy in a straight line in front of the user.
Force Rend (Requires Level 30+, Telekinesis)
Through balancing their concentration, the user telekinetically manipulates an object or enemy from two different directions simultaneously. At lower degrees of proficiency, the oppositional forces can severely damage the target; at higher degrees of proficiency, enemies can be promptly torn in two.
Force Wound (Requires Telekinesis)
The user telekinetically reaches inside an enemy to squeeze their internal organs. At lower degrees of proficiency, the user can wreak little damage beyond triggering spasms in the lungs or causing pain and discomfort; at higher degrees of proficiency, the user can inflict serious internal damage to the intestines, stomach, lungs and other organs.
Levitation (Requires Telekinesis)
The user is able to levitate themselves into the air, defying inertia, friction and gravity. At lower degrees of proficiency, levitation a few feet off the ground is possible, and falls can be slowed, allowing for a gliding descent to the ground. Advanced practitioners are capable of greater mobility while midair, as well as attaining greater height and for longer periods of time. Those of the highest degrees of proficiency are able to direct their movement at will, attaining true Force Flight, and are able to fly for kilometers or even remain in flight at all times.
Force Orb (Requires Level 20+, Telekinesis)
The user creates a small, airtight orb of telekinetic power that seals the atmosphere within and repulses the surrounding environment. The ability is most useful in creating a pocket of air to breathe, allowing one to breathe underwater. However, it can be directed at an enemy with violent speed, and is particularly useful underwater, serving as a cannonball of air capable of damaging or destroying targets.
Also known as Force Shove or Force Thrust, the user unleashes a blast of telekinetic energy (typically from one hand, in humanoid species) through the air itself, shoving an enemy over or back. Compared to rudimentary telekinesis, the user expends careful manipulation and mental lifting of the target in favour of a less accurate, but more effective (particularly when comparing lower degrees of proficiency) attack that can hurl back any loose object or enemy in a straight line in front of the user.
Force Whirlwind (Requires Level 10+, Force Push)
Also known as Force Wind, the user is able to control the direction of a raw blast of telekinetic energy, manipulating the currents of the very air into a cyclonic pattern. The target is lifted into the air and begins to rapidly rotate, rendered helpless and vulnerable to attack as the whirlwind holds them in its tornadic grasp. At the highest degrees of proficiency, multiple enemies can be engulfed by the whirlwind.
Force Burst (Requires Level 20+, Force Push)
The user gathers and concentrates Force power in their hands, creating a sphere of unstable telekinetic energy, before opening their hands and unleashing the burst of power, shooting towards a target with the utmost accuracy and speed. A Burst’s size and intensity can range anywhere from huge and combustible, to small but relatively deadly. The longer one builds up the power, the stronger the Burst; when sufficiently charged, such telekinetic energy affects the air itself, producing a distinct tinge of a colour unique to each caster.
Force Wave (Requires Level 30+, Force Push)
Also known as Force Shockwave, Force Repulse, Force Pulse or Force Bomb, Force Wave represents one of the most devastating telekinetic abilities in the lore. The user unleashes a blast of telekinetic energy in all directions around them, typically in a circular ring, or, when positioned aloft or combined with Levitation, in a spherical explosion. All enemies or objects around the user are hurled over or backwards. At the very highest degrees of proficiency, the user is able to shove entire armies backwards, unleash telekinetic energy so powerful enemies are atomised, or even level entire cities, disintegrating beings, buildings, objects and materials closer to the user, and shredding those at great distance. The longer one builds up the power, the greater the destruction unleashed; when sufficiently charged, such telekinetic energy affects the air itself, producing a distinct tinge of a colour unique to each caster.
Also known as Force Wind, the user is able to control the direction of a raw blast of telekinetic energy, manipulating the currents of the very air into a cyclonic pattern. The target is lifted into the air and begins to rapidly rotate, rendered helpless and vulnerable to attack as the whirlwind holds them in its tornadic grasp. At the highest degrees of proficiency, multiple enemies can be engulfed by the whirlwind.
Force Burst (Requires Level 20+, Force Push)
The user gathers and concentrates Force power in their hands, creating a sphere of unstable telekinetic energy, before opening their hands and unleashing the burst of power, shooting towards a target with the utmost accuracy and speed. A Burst’s size and intensity can range anywhere from huge and combustible, to small but relatively deadly. The longer one builds up the power, the stronger the Burst; when sufficiently charged, such telekinetic energy affects the air itself, producing a distinct tinge of a colour unique to each caster.
Force Wave (Requires Level 30+, Force Push)
Also known as Force Shockwave, Force Repulse, Force Pulse or Force Bomb, Force Wave represents one of the most devastating telekinetic abilities in the lore. The user unleashes a blast of telekinetic energy in all directions around them, typically in a circular ring, or, when positioned aloft or combined with Levitation, in a spherical explosion. All enemies or objects around the user are hurled over or backwards. At the very highest degrees of proficiency, the user is able to shove entire armies backwards, unleash telekinetic energy so powerful enemies are atomised, or even level entire cities, disintegrating beings, buildings, objects and materials closer to the user, and shredding those at great distance. The longer one builds up the power, the greater the destruction unleashed; when sufficiently charged, such telekinetic energy affects the air itself, producing a distinct tinge of a colour unique to each caster.
Force Rend (Requires Level 30+, Telekinesis)
Through balancing their concentration, the user telekinetically manipulates an object or enemy from two different directions simultaneously. At lower degrees of proficiency, the oppositional forces can severely damage the target; at higher degrees of proficiency, enemies can be promptly torn in two.
Force Wound (Requires Telekinesis)
The user telekinetically reaches inside an enemy to squeeze their internal organs. At lower degrees of proficiency, the user can wreak little damage beyond triggering spasms in the lungs or causing pain and discomfort; at higher degrees of proficiency, the user can inflict serious internal damage to the intestines, stomach, lungs and other organs.
Force Choke (Requires Level 10+, Force Wound)
The user squeezes the exterior of the enemy’s neck, applying pressure to the trachea (an air choke) or carotid arteries (a blood choke). At lower degrees of proficiency, the user’s grip is relatively weak and requires extreme focus, but allows the user to choke a single enemy within line of sight into unconsciousness. At the highest degrees of proficiency, the user may choke multiple enemies to death, and choke at a distance, whether it be an enemy out of sight in the same building or, with great concentration and the means to sense the room (often aided by a Force Bond or the visual of a holographic channel), reach out across time and space to choke an enemy lightyears away. Advanced users can easily deploy Force Choke simultaneously with other telekinetic powers, allowing them to lift, grip or immobilise an enemy while strangling them.
The user squeezes the exterior of the enemy’s neck, applying pressure to the trachea (an air choke) or carotid arteries (a blood choke). At lower degrees of proficiency, the user’s grip is relatively weak and requires extreme focus, but allows the user to choke a single enemy within line of sight into unconsciousness. At the highest degrees of proficiency, the user may choke multiple enemies to death, and choke at a distance, whether it be an enemy out of sight in the same building or, with great concentration and the means to sense the room (often aided by a Force Bond or the visual of a holographic channel), reach out across time and space to choke an enemy lightyears away. Advanced users can easily deploy Force Choke simultaneously with other telekinetic powers, allowing them to lift, grip or immobilise an enemy while strangling them.
Telekinetic Kill (Requires Level 30+, Force Choke)
Also known as Force Kill, the user’s precision in telekinesis allows them to reach inside an enemy and instantly kill them, whether it be through snapping the neck or crushing the lungs, heart or brain.
Force Crush (Requires Level 30+, Force Choke)
The user lifts an enemy or object into the air and applies pressure from all directions, violently crushing them. Enemies’ bodies are severely damaged, ribs shattering, organs imploding. At the highest degrees of proficiency, multiple enemies can be crushed to death with ease, and objects as large as Imperial Walkers can be turned into balls of scrap metal.
Also known as Force Kill, the user’s precision in telekinesis allows them to reach inside an enemy and instantly kill them, whether it be through snapping the neck or crushing the lungs, heart or brain.
Force Crush (Requires Level 30+, Force Choke)
The user lifts an enemy or object into the air and applies pressure from all directions, violently crushing them. Enemies’ bodies are severely damaged, ribs shattering, organs imploding. At the highest degrees of proficiency, multiple enemies can be crushed to death with ease, and objects as large as Imperial Walkers can be turned into balls of scrap metal.
Levitation (Requires Telekinesis)
The user is able to levitate themselves into the air, defying inertia, friction and gravity. At lower degrees of proficiency, levitation a few feet off the ground is possible, and falls can be slowed, allowing for a gliding descent to the ground. Advanced practitioners are capable of greater mobility while midair, as well as attaining greater height and for longer periods of time. Those of the highest degrees of proficiency are able to direct their movement at will, attaining true Force Flight, and are able to fly for kilometers or even remain in flight at all times.
Force Orb (Requires Level 20+, Telekinesis)
The user creates a small, airtight orb of telekinetic power that seals the atmosphere within and repulses the surrounding environment. The ability is most useful in creating a pocket of air to breathe, allowing one to breathe underwater. However, it can be directed at an enemy with violent speed, and is particularly useful underwater, serving as a cannonball of air capable of damaging or destroying targets.
Telepathy
Telepathy allows the user to read sapient and animal minds and mentally communicate with, project the user's thoughts to, and receive telepathic messages from other individuals. At lower degrees of proficiency, only surface thoughts and feelings can be read, and only vague telepathic communication over short distance is possible; at higher degrees of proficiency, the telepath can read a target's mind at a deeper level, and communicate with high fidelity, akin to verbal communication, even over interstellar distances; the latter feat is easier if the user shares a Force Bond with the target.
Mental Shield (Requires Telepathy)
Also known as a thought shield or a mental barrier, this technique provides a form of defense against mental powers wielded by other Force-users, acting as a barrier that shields the thoughts, emotions, and motives of the user from intrusion (such as telepathy) or subversion (such as Mind Trick). At lower degrees of proficiency, the user is able to defend their thoughts against most passive telepathy through mental exercises akin to those taught by the Echani to even non-Force-sensitives, such as counting pazaak cards, repeating mantras, recalling emotionally powerful but irrelevant memories or, even, distracting oneself through imagination and fantasy. At higher degrees of proficiency, the user has a sufficiently strong will to block most passive telepathy from even powerful opponents, and, when concentrating intently, can block most mental attacks or focused intrusions.
Mind Trick (Requires Telepathy)
Also known as Affect Mind, this technique allows the user to subvert the will of a target, imposing their own desires upon the victim. At lower degrees of proficiency, the user is able to supernaturally persuade weak-minded non-Force-sensitives, forcing the target to repeat and act out the user's verbal commands (known as Force Persuasion or Voice Manipulation). Advanced and masterful practitioners are able to trick even enemy combatants into fighting for them or even to kill themselves (known as Force Confusion or Force Corruption), more completely - and subtly - mentally dominate non-Force-sensitives and even less powerful Force-users (known as Dominate Mind or Mind Control), and alter the targets' beliefs or perception of reality (known as Alter Mind or Mind Twist). At the highest degree of proficiency, total and indefinite mental domination of even thousands of Force-users (including powerful Sith Lords) is possible, as well as partial possession of pawns or even entire planets.
Beast Trick (Requires Telepathy)
Also referred to as Animal Friendship, Animal Bond or Beast Control, this technique allows the user to mentally pacify or control an animal or animals. Once calmed and tamed, the animal can be used by the user in various ways, including as a mount or guard beast. Advanced practitioners can control multiple animals, and users of the highest degrees of proficiency can create armies of enthralled beasts and sic the denizens of the forest upon their enemies.
Beast Language (Requires Telepathy)
Probe Mind (Requires Level 20+, Sith Inquisitor, Telepathy)
Also known as Drain Knowledge or Mind Probe, this telepathic dark side ability can be used to extract knowledge out of a sapient without his or her consent. Beyond simple reading of thoughts, the Drain Knowledge ability disrupts the Force to steal deep memories and information in a violent and merciless way. Such a process can cause great pain and damage the subject psychologically.
Force Illusion (Requires Level 20+, Telepathy)
This technique allows the user to project hallucinations into the minds of the target or targets, both auditory and visual, creating mental illusions of sounds, objects or people that are not truly there, useful for distracting, intimidating or deceiving enemies. This is purely a telepathic power, and the illusions cannot innately harm the victim, although they can be used to trick an enemy into a dangerous or deadly action (such as falling off a cliff).
Alter Image (Requires Telepathy)
Also known as Masquerade, this technique allows the user to create an illusory disguise, altering his or her own personal features, such as height, weight, skin color, facial features, sex, voice, and body shape; it is easier to imitate the features of an already-existent person. These changes are maintained so long as the user concentrates, but are dropped if the user loses concentration or falls unconscious. A high Mental Shield score allows another player to see through the disguise.
Comprehend Speech (Requires Level 25+, Telepathy)
Memory Rub (Requires Level 30+, Telepathy)
Also known as Memory Wipe, this technique allows the user to alter or erase the memories, knowledge and learned skills of other beings. The most proficient users can wipe the memories of multiple beings simultaneously, perform more complex alterations such as the creation of false memories, and wipe the memory of powerful Force-users.
Force Subjugate (Requires Level 10+, Sith Inquisitor, Telepathy)
Mind Shard (Requires Level 10+, Sith Inquisitor, Telepathy)
Mindspeech (Requires Level 10+)
Also known as a thought shield or a mental barrier, this technique provides a form of defense against mental powers wielded by other Force-users, acting as a barrier that shields the thoughts, emotions, and motives of the user from intrusion (such as telepathy) or subversion (such as Mind Trick). At lower degrees of proficiency, the user is able to defend their thoughts against most passive telepathy through mental exercises akin to those taught by the Echani to even non-Force-sensitives, such as counting pazaak cards, repeating mantras, recalling emotionally powerful but irrelevant memories or, even, distracting oneself through imagination and fantasy. At higher degrees of proficiency, the user has a sufficiently strong will to block most passive telepathy from even powerful opponents, and, when concentrating intently, can block most mental attacks or focused intrusions.
Cleanse Mind (Requires Level 25+, Mental Shield)
Mind Trick (Requires Telepathy)
Also known as Affect Mind, this technique allows the user to subvert the will of a target, imposing their own desires upon the victim. At lower degrees of proficiency, the user is able to supernaturally persuade weak-minded non-Force-sensitives, forcing the target to repeat and act out the user's verbal commands (known as Force Persuasion or Voice Manipulation). Advanced and masterful practitioners are able to trick even enemy combatants into fighting for them or even to kill themselves (known as Force Confusion or Force Corruption), more completely - and subtly - mentally dominate non-Force-sensitives and even less powerful Force-users (known as Dominate Mind or Mind Control), and alter the targets' beliefs or perception of reality (known as Alter Mind or Mind Twist). At the highest degree of proficiency, total and indefinite mental domination of even thousands of Force-users (including powerful Sith Lords) is possible, as well as partial possession of pawns or even entire planets.
Beast Trick (Requires Telepathy)
Also referred to as Animal Friendship, Animal Bond or Beast Control, this technique allows the user to mentally pacify or control an animal or animals. Once calmed and tamed, the animal can be used by the user in various ways, including as a mount or guard beast. Advanced practitioners can control multiple animals, and users of the highest degrees of proficiency can create armies of enthralled beasts and sic the denizens of the forest upon their enemies.
Beast Language (Requires Telepathy)
Probe Mind (Requires Level 20+, Sith Inquisitor, Telepathy)
Also known as Drain Knowledge or Mind Probe, this telepathic dark side ability can be used to extract knowledge out of a sapient without his or her consent. Beyond simple reading of thoughts, the Drain Knowledge ability disrupts the Force to steal deep memories and information in a violent and merciless way. Such a process can cause great pain and damage the subject psychologically.
Force Illusion (Requires Level 20+, Telepathy)
This technique allows the user to project hallucinations into the minds of the target or targets, both auditory and visual, creating mental illusions of sounds, objects or people that are not truly there, useful for distracting, intimidating or deceiving enemies. This is purely a telepathic power, and the illusions cannot innately harm the victim, although they can be used to trick an enemy into a dangerous or deadly action (such as falling off a cliff).
Alter Image (Requires Telepathy)
Also known as Masquerade, this technique allows the user to create an illusory disguise, altering his or her own personal features, such as height, weight, skin color, facial features, sex, voice, and body shape; it is easier to imitate the features of an already-existent person. These changes are maintained so long as the user concentrates, but are dropped if the user loses concentration or falls unconscious. A high Mental Shield score allows another player to see through the disguise.
Comprehend Speech (Requires Level 25+, Telepathy)
Memory Rub (Requires Level 30+, Telepathy)
Also known as Memory Wipe, this technique allows the user to alter or erase the memories, knowledge and learned skills of other beings. The most proficient users can wipe the memories of multiple beings simultaneously, perform more complex alterations such as the creation of false memories, and wipe the memory of powerful Force-users.
Force Subjugate (Requires Level 10+, Sith Inquisitor, Telepathy)
Mind Shard (Requires Level 10+, Sith Inquisitor, Telepathy)
Mindspeech (Requires Level 10+)
Force Shock
The user flings a spark of dark side energy at an enemy (typically from one hand, in humanoid species), dealing minor electrical damage. The precursor to Force Lightning, Force Shock is rarely employed by powerful Force-users, as the brief burst of energy is not particularly damaging, typically only stunning, interrupting or mildly injuring an enemy; however, at higher degrees of proficiency, the spark can be let loose to follow and track an enemy until it dissipates (typically within five seconds).
Force Lightning (Requires Level 10+, Force Shock)
Also known as Sith Lightning, the user casts a sustained burst of withering bolts of dark side energy towards an enemy (typically from the fingertips or palm of one or both hands in humanoid species), inflicting electrical damage as well as draining their life-force. At lower degrees of proficiency, Force Lightning is typically used to torture an enemy or render them unconscious; at higher degrees of proficiency, it can be an utterly deadly attack, with the most powerful users being able to turn enemies to ash or even down enemy starships. Force Lightning typically manifests in shades of blue, purple or white, but red, green, yellow and black have also been recorded; the colour does not reflect intensity, and any colour can be chosen.
Sith Seeker (Requires Level 20+, Force Shock, Force Push)
The user sends a victim flying using Force Push, and pours electricity into the vacated space, building up into an unstable ball of lightning that then relentlessly pursues the target without dissipating, as if following the telekinetic ripples in the Force. It explodes upon impact, dealing damage equivalent to the user’s Force Push and Force Shock scores in a potentially devastating combination attack.
Also known as Sith Lightning, the user casts a sustained burst of withering bolts of dark side energy towards an enemy (typically from the fingertips or palm of one or both hands in humanoid species), inflicting electrical damage as well as draining their life-force. At lower degrees of proficiency, Force Lightning is typically used to torture an enemy or render them unconscious; at higher degrees of proficiency, it can be an utterly deadly attack, with the most powerful users being able to turn enemies to ash or even down enemy starships. Force Lightning typically manifests in shades of blue, purple or white, but red, green, yellow and black have also been recorded; the colour does not reflect intensity, and any colour can be chosen.
Lightning Saber (Requires Level 20+, Force Lightning, lightsaber or melee weapon, Form I: Shii-Cho)
The user infuses their weapon with Force Lightning, causing the blade to crackle with electricity. A victim struck by the weapon is struck with forks of Force Lightning, dealing additional damage equivalent to the user’s Force Lightning score. Investing additional skill points into this power only determines how long the weapon will keep its lightning charge.
Lightning Variant: Chain Lightning (Requires Level 20+, Force Lightning)
This variant of Force Lightning allows the user to project bolts that leapfrog from one enemy to the next, even changing course to strike at multiple foes in succession. Investing additional skill points into this power only determines how many enemies can be struck; damage is determined by the user’s Force Lightning score.
Lightning Grenade (Requires Level 20+, Force Lightning, Telekinesis)
The user holds an object or a victim aloft with the Force and infuses it with Force Lightning, before hurling it at the ground or wall; the lightning within the object or victim then explodes upon impact. This explosion deals damage to all within its vicinity equal to the user’s Force Lightning score. If a living victim is used as a grenade, the victim receives damage equivalent to that of the user’s Telekinesis score as well as Force Lightning score in a potentially devastating combination attack.
Lightning Bomb (Requires Level 20+, Force Lightning)
The user infuses a victim with Force Lightning, letting the charge built up until the victim virtually - and sometimes literally - explodes, hurling Force Lightning at all enemies unlucky enough to be standing next to the victim. Damage to the victim, and surrounding enemies, is equal to that of the user’s Force Lightning score; proficiency determines for how many rounds the victim can be charged with lightning, potentially allowing for the equivalent of multiple Force Lightning bursts to be unleashed at once.
Lightning Variant: Force Tempest (Requires Level 30+, Force Lightning)
Also known as Lightning Burst, the user projects lightning from all of their limbs or body (typically the hands, feet or even mouth, in humanoid species), creating a whirlwind of dark side energy capable of striking multiple enemies at once. Investing additional skill points into this power only determines how many enemies can be struck; damage is determined by the user’s Force Lightning score.
Lightning Variant: Force Storm (Requires Level 30+, Force Lightning)
Not to be confused with other powers also bearing the name Force Storm, this variant allows the user to project a storm of Force Lightning that is capable of arcing in all directions (typically by raising one’s hand, or hands, towards the sky), striking all enemies in a radius around them. Investing additional skill points into this power only determines how large the attack radius is; damage is determined by the user’s Force Lightning score.
Lightning Variant: Sith Barrage (Requires Level 30+, Force Lightning)
The user channels lightning into the ground or air or summons it directly from the ground or air, allowing bolts to erupt forth from a space above or below a target several meters distant and shower lightning in a radius around that spot, damaging multiple enemies at once. Although some arcane scholars during the reign of Vitiate confusingly referred to this variant as Force Storm, this skill is more usually referred to as Sith Barrage or Lightning Barrage. Investing additional skill points into this power only determines how large and distant the target radius can be; damage is determined by the user’s Force Lightning score.
Lightning Shield (Requires Level 30+, Force Lightning, Force Resistance)
The user ensconces themselves in a writhing bubble of Force Lightning, providing a formidable defense against melee, energy and certain Force attacks. More proficient users can maintain the shield for longer and soak up more powerful attacks; at the highest degrees of proficiency, any opponent striking the shield is repelled with a fork of Force Lightning equal to the user’s Force Lightning score.
Lightning Aura (Requires Level 30+, Force Lightning)
The user is so powerful they crackle with an aura of Force Lightning at all times.
Lightning Empowerment (Requires Level 30+, Force Lightning, Tutaminis)
The user lets themselves be charged with lightning, from the environment (such as an electrical generator or thunderstorm) or an enemy’s Force Lightning, and unleashes it in a blast far more powerful than ordinary Force Lightning. All usage of Force Lightning, or Lightning Variants, is greatly enhanced when used in conjunction with Lightning Empowerment.
Force Maelstrom (Requires Level 30+, Telekinesis, Force Wave, Lightning Bomb, and Protection Bubble or Lightning Shield)
Also known as Force Bombard, this technique allows the user to ensconce themselves in a protective shield while hurling objects or victims around themselves in a telekinetic maelstrom; the user then blasts the objects or victims away with a shockwave of telekinetic energy, accompanied by a blast of Force Lightning, damaging all surrounding enemies with raw telekinetic power, electrical energy, and impacts from the lightning-infused objects or persons.
Summon Storm (Requires Level 30+, Force Lightning, Force Whirlwind)
Dubbed the Spell of Storm by the Witches of Dathomir, also known as Lightning Storm and sometimes, confusingly, Force Storm, this technique, mastered by the Shapers of Kro Var, targets the elements of the atmosphere at an enemy. At lower degrees of proficiency, an enemy is enveloped in gusts of wind, intense vortices and bolts of lightning similar to the Sith ability of Force Maelstrom; at the highest degrees of proficiency, the user possesses almost total control of the weather, allowing the user to summon tornadoes and duststorms, cast bolts of lightning from the heavens, or even generate tropical storms and hurricanes. The cyclones found on Dromund Kaas and the planet-spanning tempests found on Nyriaan are speculated to be creations of atmokinetic dark side rites, and apocryphal works by paleotempestologists have suggested the Senate Building on Coruscant was once destroyed by this power at some point in its history.
The user infuses their weapon with Force Lightning, causing the blade to crackle with electricity. A victim struck by the weapon is struck with forks of Force Lightning, dealing additional damage equivalent to the user’s Force Lightning score. Investing additional skill points into this power only determines how long the weapon will keep its lightning charge.
Lightning Variant: Chain Lightning (Requires Level 20+, Force Lightning)
This variant of Force Lightning allows the user to project bolts that leapfrog from one enemy to the next, even changing course to strike at multiple foes in succession. Investing additional skill points into this power only determines how many enemies can be struck; damage is determined by the user’s Force Lightning score.
Lightning Grenade (Requires Level 20+, Force Lightning, Telekinesis)
The user holds an object or a victim aloft with the Force and infuses it with Force Lightning, before hurling it at the ground or wall; the lightning within the object or victim then explodes upon impact. This explosion deals damage to all within its vicinity equal to the user’s Force Lightning score. If a living victim is used as a grenade, the victim receives damage equivalent to that of the user’s Telekinesis score as well as Force Lightning score in a potentially devastating combination attack.
Lightning Bomb (Requires Level 20+, Force Lightning)
The user infuses a victim with Force Lightning, letting the charge built up until the victim virtually - and sometimes literally - explodes, hurling Force Lightning at all enemies unlucky enough to be standing next to the victim. Damage to the victim, and surrounding enemies, is equal to that of the user’s Force Lightning score; proficiency determines for how many rounds the victim can be charged with lightning, potentially allowing for the equivalent of multiple Force Lightning bursts to be unleashed at once.
Lightning Variant: Force Tempest (Requires Level 30+, Force Lightning)
Also known as Lightning Burst, the user projects lightning from all of their limbs or body (typically the hands, feet or even mouth, in humanoid species), creating a whirlwind of dark side energy capable of striking multiple enemies at once. Investing additional skill points into this power only determines how many enemies can be struck; damage is determined by the user’s Force Lightning score.
Lightning Variant: Force Storm (Requires Level 30+, Force Lightning)
Not to be confused with other powers also bearing the name Force Storm, this variant allows the user to project a storm of Force Lightning that is capable of arcing in all directions (typically by raising one’s hand, or hands, towards the sky), striking all enemies in a radius around them. Investing additional skill points into this power only determines how large the attack radius is; damage is determined by the user’s Force Lightning score.
Lightning Variant: Sith Barrage (Requires Level 30+, Force Lightning)
The user channels lightning into the ground or air or summons it directly from the ground or air, allowing bolts to erupt forth from a space above or below a target several meters distant and shower lightning in a radius around that spot, damaging multiple enemies at once. Although some arcane scholars during the reign of Vitiate confusingly referred to this variant as Force Storm, this skill is more usually referred to as Sith Barrage or Lightning Barrage. Investing additional skill points into this power only determines how large and distant the target radius can be; damage is determined by the user’s Force Lightning score.
Lightning Shield (Requires Level 30+, Force Lightning, Force Resistance)
The user ensconces themselves in a writhing bubble of Force Lightning, providing a formidable defense against melee, energy and certain Force attacks. More proficient users can maintain the shield for longer and soak up more powerful attacks; at the highest degrees of proficiency, any opponent striking the shield is repelled with a fork of Force Lightning equal to the user’s Force Lightning score.
Lightning Aura (Requires Level 30+, Force Lightning)
The user is so powerful they crackle with an aura of Force Lightning at all times.
Lightning Empowerment (Requires Level 30+, Force Lightning, Tutaminis)
The user lets themselves be charged with lightning, from the environment (such as an electrical generator or thunderstorm) or an enemy’s Force Lightning, and unleashes it in a blast far more powerful than ordinary Force Lightning. All usage of Force Lightning, or Lightning Variants, is greatly enhanced when used in conjunction with Lightning Empowerment.
Force Maelstrom (Requires Level 30+, Telekinesis, Force Wave, Lightning Bomb, and Protection Bubble or Lightning Shield)
Also known as Force Bombard, this technique allows the user to ensconce themselves in a protective shield while hurling objects or victims around themselves in a telekinetic maelstrom; the user then blasts the objects or victims away with a shockwave of telekinetic energy, accompanied by a blast of Force Lightning, damaging all surrounding enemies with raw telekinetic power, electrical energy, and impacts from the lightning-infused objects or persons.
GODLIKE Wormhole: Force Storm (Requires Level 40+, Force Maelstrom, Instinctive Astrogation)
Not to be confused with the lightning variant bearing the same name, the power of Force Storm is one of the most apocalyptic feats in the lore. The user rends the fabric of spacetime itself to create a vast hyperspace wormhole, between one hundred meters and one kilometer wide, and projects an annihilating storm of cosmic energy through the rift in space, surrounded by ribbons of dark side lightning. Capable of destroying entire fleets, scourging the surfaces of worlds or plucking targets - including oneself - and flinging them through space or even time, the power of Force Storm is an ability only three users have been confirmed to have wielded throughout history: Emperor Palpatine, Darth Rivan, and Freedon Nadd. Only the most powerful of Sith Lords are capable of controlling the devastating storm, and there is a risk that the storm will devour the caster, particularly if their concentration or Force connection is disrupted.
Not to be confused with the lightning variant bearing the same name, the power of Force Storm is one of the most apocalyptic feats in the lore. The user rends the fabric of spacetime itself to create a vast hyperspace wormhole, between one hundred meters and one kilometer wide, and projects an annihilating storm of cosmic energy through the rift in space, surrounded by ribbons of dark side lightning. Capable of destroying entire fleets, scourging the surfaces of worlds or plucking targets - including oneself - and flinging them through space or even time, the power of Force Storm is an ability only three users have been confirmed to have wielded throughout history: Emperor Palpatine, Darth Rivan, and Freedon Nadd. Only the most powerful of Sith Lords are capable of controlling the devastating storm, and there is a risk that the storm will devour the caster, particularly if their concentration or Force connection is disrupted.
Summon Storm (Requires Level 30+, Force Lightning, Force Whirlwind)
Dubbed the Spell of Storm by the Witches of Dathomir, also known as Lightning Storm and sometimes, confusingly, Force Storm, this technique, mastered by the Shapers of Kro Var, targets the elements of the atmosphere at an enemy. At lower degrees of proficiency, an enemy is enveloped in gusts of wind, intense vortices and bolts of lightning similar to the Sith ability of Force Maelstrom; at the highest degrees of proficiency, the user possesses almost total control of the weather, allowing the user to summon tornadoes and duststorms, cast bolts of lightning from the heavens, or even generate tropical storms and hurricanes. The cyclones found on Dromund Kaas and the planet-spanning tempests found on Nyriaan are speculated to be creations of atmokinetic dark side rites, and apocryphal works by paleotempestologists have suggested the Senate Building on Coruscant was once destroyed by this power at some point in its history.
Sith Seeker (Requires Level 20+, Force Shock, Force Push)
The user sends a victim flying using Force Push, and pours electricity into the vacated space, building up into an unstable ball of lightning that then relentlessly pursues the target without dissipating, as if following the telekinetic ripples in the Force. It explodes upon impact, dealing damage equivalent to the user’s Force Push and Force Shock scores in a potentially devastating combination attack.
Convection
The user places their hands on an enemy and manipulates thermal currents, setting them ablaze even as the user’s hands, remarkably, remain unburnt. Although Convection is often described as the fiery counterpart to Force Lightning, the user is limited by having to touch the target. At lower degrees of proficiency, Convection typically inflicts more minor burn damage; at higher degrees, an enemy can be burnt to cinders in seconds.
Pyrokinesis (Requires Level 10+, Convection)
The user manipulates fire itself, allowing for both telekinetic manipulation of pre-existing fire as well as the spontaneous generation of flames from the hands, jetting out in streams akin to a flamethrower. At lower degrees of proficiency, the enemy is typically burnt by a brief burst of heat; at higher degrees, the user can summon cataclysmic storms of fire capable of turning enemies to ash.
The user manipulates fire itself, allowing for both telekinetic manipulation of pre-existing fire as well as the spontaneous generation of flames from the hands, jetting out in streams akin to a flamethrower. At lower degrees of proficiency, the enemy is typically burnt by a brief burst of heat; at higher degrees, the user can summon cataclysmic storms of fire capable of turning enemies to ash.
Fireball Belch (Requires Level 10+, Pyrokinesis)
The user is able to hurl fireballs or project pyrokinetic blasts from the mouth, hot enough to scorch durasteel at high degrees of proficiency. Otherwise, the power is functionally identical to conventional Pyrokinesis.
Flame Aura (Requires Level 30+, Pyrokinesis)
The user is so powerful they burn with an aura of flame at all times.
Fire Tornado (Requires Level 30+, Sith Elementalist, Pyrokinesis, Force Whirlwind)
Through manipulating the currents of the air, the user unleashes pyrokinetic power that swiftly swirls into a deadly funnel of flame; the user has some control over the path of the fire tornado, but the movement of the vortex, once summoned, can be unpredictable, particularly at lower degrees of proficiency. The tornado devastates anything in its path, and can set ablaze many victims at once.
FREE Wormhole: Force Fire Storm (Requires Level 40+, Pyrokinesis, Wormhole: Force Storm)
A pyromancer opens up a wormhole to a distant lava world; when a Force Storm is targeted against enemies, fire and magma pours forth from the rift in space, and the cosmic energy storm is surrounded by flame, rather than arcs of lightning. Through this technique, entire continents can be set ablaze, burning long after the initial scourge; the disadvantage, however, is that transporting oneself or victims is no longer possible, as targets are incinerated in the heat. If chosen, this power replaces Wormhole: Force Storm in the user’s power list.
The user is able to hurl fireballs or project pyrokinetic blasts from the mouth, hot enough to scorch durasteel at high degrees of proficiency. Otherwise, the power is functionally identical to conventional Pyrokinesis.
Flame Aura (Requires Level 30+, Pyrokinesis)
The user is so powerful they burn with an aura of flame at all times.
Fire Tornado (Requires Level 30+, Sith Elementalist, Pyrokinesis, Force Whirlwind)
Through manipulating the currents of the air, the user unleashes pyrokinetic power that swiftly swirls into a deadly funnel of flame; the user has some control over the path of the fire tornado, but the movement of the vortex, once summoned, can be unpredictable, particularly at lower degrees of proficiency. The tornado devastates anything in its path, and can set ablaze many victims at once.
FREE Wormhole: Force Fire Storm (Requires Level 40+, Pyrokinesis, Wormhole: Force Storm)
A pyromancer opens up a wormhole to a distant lava world; when a Force Storm is targeted against enemies, fire and magma pours forth from the rift in space, and the cosmic energy storm is surrounded by flame, rather than arcs of lightning. Through this technique, entire continents can be set ablaze, burning long after the initial scourge; the disadvantage, however, is that transporting oneself or victims is no longer possible, as targets are incinerated in the heat. If chosen, this power replaces Wormhole: Force Storm in the user’s power list.
Cryokinesis
This ability allows the user to manipulate and generate intense cold. At lower degrees of proficiency, the user is capable of drawing heat away from an object or victim, causing its temperature to drop rapidly; the object becomes cold to the touch and more fragile, and a living victim can die of hypothermia, but it is impossible for the caster to channel the siphoned heat vitality into their own body or manipulate ice at this level. At the highest degrees of proficiency, the user can freeze the air itself over large areas, manipulate ice and snow, and project blasts of intense cold, ice or snow at enemies.
Cold Aura (Requires Level 30+, Cryokinesis)
The user is so powerful they are surrounded by an aura of intense cold at all times.
The user is so powerful they are surrounded by an aura of intense cold at all times.
Force Resistance
Also known as Force Shield, Force Guard, Force Deflection, Block, Rebuke, or Force of Will, Force Resistance is a passive ability that allows the user to absorb or resist most hostile uses of the Force (such as Force Push, Force Stasis or the various techniques of Force Drain) by Force-users who do not possess superior willpower or mastery of the Force. At lower degrees of proficiency, the user is typically able to at least partially resist most physical Force attacks by their peers with a weak resistance (known as Force Aura). At the very highest degree of proficiency, resistance is greatly increased (known as Force Armour), certain powers (such as Force Push) can be deflected back at the enemy, and some Force powers are rendered entirely inert, with an absolute, passive invulnerability to powers that induce fear, disorientation, loss of senses, or paralysis (known as Force Immunity). However, Force Resistance is useless against energy or melee attacks, including hostile Force powers that create such, such as Force Lightning (which would be more appropriately absorbed by Tutaminis or a lightsaber), or a bombardment of telekinetically hurled projectiles (which would be more appropriately countered by telekinesis in kind, or Force Barrier).
Adiabatic Shield (Requires Level 10+, Telekinesis, Force Resistance)
While this shield does not protect the user from blaster fire or impact with solid objects, it can disperse gases and airborne chemicals that could affect the user, such as smoke, poisonous vapors like chlorine, or more subtle chemicals like airborne pheromones.
Force Barrier (Requires Level 10+, Telekinesis, Force Resistance)
Also known as Force War Shield and Force Protection, Force Barrier allows the user to create an invisible barrier of telekinetic power around them, deflecting or shielding them against non-energy-based melee attacks, including slashing, bludgeoning and piercing attacks (such as from vibroswords and flying shrapnel). At lower degrees of proficiency, the Force Barrier is weak, ineffective and brief; at higher degrees of proficiency, the user is increasingly invulnerable to attacks from physical objects, with the capacity to even deflect and redirect bullets.
Tutaminis (Requires Level 10+, Force Resistance)
Also known as Energy Negation, Energy Absorption, Dissipate Energy and Force Absorption, Tutaminis allows the user to absorb or, at higher degrees of proficiency, deflect energy-based attacks, including heat, electricity, plasma and energy-based Force attacks such as Force Lightning. At lower degrees of proficiency, the user is able to channel Force Lightning into their lightsaber in order to dissipate it. Advanced users are able to absorb and even reflect Force Lightning, blaster bolts and other energy with their hands. The most powerful users are able to block or even absorb lightsaber blades with their bare hands, and store absorbed energy within themselves to empower other usages of the Force.
While this shield does not protect the user from blaster fire or impact with solid objects, it can disperse gases and airborne chemicals that could affect the user, such as smoke, poisonous vapors like chlorine, or more subtle chemicals like airborne pheromones.
Force Barrier (Requires Level 10+, Telekinesis, Force Resistance)
Also known as Force War Shield and Force Protection, Force Barrier allows the user to create an invisible barrier of telekinetic power around them, deflecting or shielding them against non-energy-based melee attacks, including slashing, bludgeoning and piercing attacks (such as from vibroswords and flying shrapnel). At lower degrees of proficiency, the Force Barrier is weak, ineffective and brief; at higher degrees of proficiency, the user is increasingly invulnerable to attacks from physical objects, with the capacity to even deflect and redirect bullets.
Protection Bubble (Requires Level 30+, Force Barrier, Adiabatic Shield)
The most powerful defensive ability in the lore, a Protection Bubble, also known as a Force Bubble, Force Sphere or Bubble of Safety, allows the user to envelop themselves in a visible, shimmering globe of semi-transparent Force energy, typically blue in shade (although red, green and other colours are possible), capable of defending against a wide range of attacks, including energy attacks, melee attacks (and other physical objects such as boulders), gases, or even vacuum itself. At lower degrees of proficiency, the user must be immobile to sustain the shield, and the shield requires enormous concentration and power to sustain, lasting only briefly and blinking out upon absorbing sufficient damage. At the highest degrees of proficiency, the user need only be momentarily stationary to enact the bubble, the protection bubble can last almost indefinitely so long as sufficiently powerful attacks do not overcome it, can deflect and redirect attacks (such as Force Lightning) at the enemy, can inflict minor to moderate damage upon contact with the enemy, and can even be projected around the enemy, potentially resulting in the enemy damaging or killing themselves if they are trapped within the destructive radius of their own reflected attack.
The most powerful defensive ability in the lore, a Protection Bubble, also known as a Force Bubble, Force Sphere or Bubble of Safety, allows the user to envelop themselves in a visible, shimmering globe of semi-transparent Force energy, typically blue in shade (although red, green and other colours are possible), capable of defending against a wide range of attacks, including energy attacks, melee attacks (and other physical objects such as boulders), gases, or even vacuum itself. At lower degrees of proficiency, the user must be immobile to sustain the shield, and the shield requires enormous concentration and power to sustain, lasting only briefly and blinking out upon absorbing sufficient damage. At the highest degrees of proficiency, the user need only be momentarily stationary to enact the bubble, the protection bubble can last almost indefinitely so long as sufficiently powerful attacks do not overcome it, can deflect and redirect attacks (such as Force Lightning) at the enemy, can inflict minor to moderate damage upon contact with the enemy, and can even be projected around the enemy, potentially resulting in the enemy damaging or killing themselves if they are trapped within the destructive radius of their own reflected attack.
Tutaminis (Requires Level 10+, Force Resistance)
Also known as Energy Negation, Energy Absorption, Dissipate Energy and Force Absorption, Tutaminis allows the user to absorb or, at higher degrees of proficiency, deflect energy-based attacks, including heat, electricity, plasma and energy-based Force attacks such as Force Lightning. At lower degrees of proficiency, the user is able to channel Force Lightning into their lightsaber in order to dissipate it. Advanced users are able to absorb and even reflect Force Lightning, blaster bolts and other energy with their hands. The most powerful users are able to block or even absorb lightsaber blades with their bare hands, and store absorbed energy within themselves to empower other usages of the Force.
Hibernation Trance
Also known as a healing trance, Force trance or recovery trance, a hibernation trance allows the user to sink into a deep trance that slows the user's metabolism and breathing to a standstill, causing the user to only use one tenth of the air of a normal individual. In this state, the user is able to recover and heal more rapidly, survive torture and other injuries, and can often feign death, with only thorough testing being able to determine their true state. Users are able to hibernate for up to a week without dying of thirst (longer if in a wet climate, or indefinitely with the aid of an intravenous water drip), and up to three months without dying of starvation (up to a year with the aid of an intravenous sugar-solution drip). A predetermined trigger phrase can awaken the user from a hibernation trance; otherwise, the user will hibernate for approximately as long as they choose when they enter the trance. Advanced practitioners can place others in a hibernation trance through placing one's hand on their body; however, it can only be used on a willing participant, as a non-consensual attempt will always fail, and the target must be awoken from the trance by the user, as they cannot awaken themselves.
Mortichro (Requires Level 30+, Hibernation Trance)
Mortichro, also known as Morichro, is an ancient Force technique that can stun or slow down the bodily functions (primarily breathing and heart rate) of another being, enough to put them into catatonia or suspended animation for over a year. Less advanced users must carefully tend victims of mortichro, as they can die of thirst or starvation. Advanced users can use the technique on themselves, and their targets can survive without water, food or air (although the ability cannot defend against vacuum). Jedi scholars mistakenly believe that darksiders are unable to use this power, but the Sith simply employ it under the name Heart Stun; the ability can be used to kill in the hands of advanced users, through stopping the heart of an enemy entirely, or even save a target from imminent death, through slowing their metabolism enough to decrease the effects of injury and blood loss.
Palawan Hibernation Trance (Requires Level 30+, Hibernation Trance)
The Palawan hibernation trance, developed by the ancient Followers of Palawa, is a specific form of hibernation trance that allows for a practitioner to sleep for decades without aging through entering a deep trance state. Certain artifacts, such as the legendary Kashi Mer talisman, allow for the practitioner to sleep for tens of thousands of years. Advanced practitioners are able to use the ability to survive deadly usage of mortichro.
Mortichro, also known as Morichro, is an ancient Force technique that can stun or slow down the bodily functions (primarily breathing and heart rate) of another being, enough to put them into catatonia or suspended animation for over a year. Less advanced users must carefully tend victims of mortichro, as they can die of thirst or starvation. Advanced users can use the technique on themselves, and their targets can survive without water, food or air (although the ability cannot defend against vacuum). Jedi scholars mistakenly believe that darksiders are unable to use this power, but the Sith simply employ it under the name Heart Stun; the ability can be used to kill in the hands of advanced users, through stopping the heart of an enemy entirely, or even save a target from imminent death, through slowing their metabolism enough to decrease the effects of injury and blood loss.
Palawan Hibernation Trance (Requires Level 30+, Hibernation Trance)
The Palawan hibernation trance, developed by the ancient Followers of Palawa, is a specific form of hibernation trance that allows for a practitioner to sleep for decades without aging through entering a deep trance state. Certain artifacts, such as the legendary Kashi Mer talisman, allow for the practitioner to sleep for tens of thousands of years. Advanced practitioners are able to use the ability to survive deadly usage of mortichro.
Dark Side Healing (Requires Level 20+, Sith Sorcerer)
Through drawing on one's pain, hate and anger, the user commands the Force to heal oneself or a target of choice. At lower degrees of proficiency, one may only accelerate the natural healing processes of the body. Intermediate practitioners are able to repair more serious injuries and keep themselves alive despite poison or disease, but only so long as they maintain focus on their anger (which depletes when successful healing ebbs the anger), or so long as they use the power in conjunction with Feed on Dark Side. The most proficient users tap into the lost healing secrets of the ancient Sith, and are able to reknit bone, mend flesh, heal fatal injuries, flush out poisons, cure terminal diseases and rejuvenate fallen allies; they may also heal or rejuvenate multiple allies at once.
Force Bond
Also known as Force Bonding, this phenomenon involves an ethereal link forming between one being and others; some Force-users are innately more attuned to creating Force Bonds than others. A Force Bond allows for the conscious and unconscious communication of feelings, thoughts, images and memories across distances and grants greater coordination in battle. Through such connections the Force easily flows, allowing one to bolster the strengths of the other, or to draw upon their strengths. A Force Bond can form through conscious effort and repeated physical exposure, such as a training bond, or through emotional proximity or a single significant effect, such as one saving another's life. Users particularly proficient at forming bonds may form bonds with their allies and troops, subtly sapping their willpower and subconsciously or consciously influencing them to be more like them, and have the capacity to form uniquely strong Force Bonds such as a Force Chain, wherein pain and potentially even physical damage is transmitted through the bond and the effects of enhancing Force Powers (such as Force Body) are shared, or the extremely rare Force Dyad, wherein a supernatural connection is established allowing for even physical contact across parsecs.
Drain Life (Requires Sith Sorcerer or Assassin, Force Bond)
Also known as Drain Life Essence or Drain Lifeforce, this technique belongs to the spectrum of powers known collectively as Force Drain. Through creating a dark parody of a Force Bond with an unwilling target, the user can leech - rather than shore up - vitality from the victim, restoring their own health at the expense of another. At lower degrees of proficiency, only non-sapient lifeforms, such as small animals or plants, can be fed upon. At higher degrees of proficiency, the drain is potent enough to physically manifest as a snaking tendril of crimson to golden energy emanating from the victim to the user's palm, and a single sapient can be leeched of vitality at a rapid pace, resulting in the victim's death if so desired.
Drain Force (Requires Sith Sorcerer or Assassin, Force Bond)
The counterpart to Drain Life, this technique allows the user to steal Force energy from a target, replenishing their own depleted reservoirs of Force energy at the expense of the victim. This power is more effective on Force-users, as non-Force-sensitives have little Force power to drain.
Battle Meditation (Requires Level 20+, Force Bond)
Through meditation, the user boosts the morale, stamina, and overall combat prowess of their allies while simultaneously reducing the combat effectiveness of the opposition by eroding their skills and their will to fight. At lower degrees of proficiency, only small parties can be affected; the most proficient users can affect entire armies and fleets, filling the enemy with fear and twisting their minds with the dark side, often deciding the outcome of a large-scale battle.
Also known as Drain Life Essence or Drain Lifeforce, this technique belongs to the spectrum of powers known collectively as Force Drain. Through creating a dark parody of a Force Bond with an unwilling target, the user can leech - rather than shore up - vitality from the victim, restoring their own health at the expense of another. At lower degrees of proficiency, only non-sapient lifeforms, such as small animals or plants, can be fed upon. At higher degrees of proficiency, the drain is potent enough to physically manifest as a snaking tendril of crimson to golden energy emanating from the victim to the user's palm, and a single sapient can be leeched of vitality at a rapid pace, resulting in the victim's death if so desired.
Death Field (Requires Level 30+, Drain Life, Drain Force)
Also known as Deadly Field, this technique allows the user to create an invisible field or sphere of pure dark side energy either around them or around a target point; all enemies entering this field are instantly drained of their Force energy and lifeforce, withering away into corpses or skeletons. The power can also be projected at enemies like Force Lightning from the hands, manifesting as a cluster of violet tendrils. Death Field is an extremely taxing power to maintain, and less proficient users are only able to maintain the field for a second; at higher degrees of proficiency, however, the effect of the Force Drain allows the user to rekindle their own Force reserves and maintain or even expand the field for a lengthier period of time.
Also known as Deadly Field, this technique allows the user to create an invisible field or sphere of pure dark side energy either around them or around a target point; all enemies entering this field are instantly drained of their Force energy and lifeforce, withering away into corpses or skeletons. The power can also be projected at enemies like Force Lightning from the hands, manifesting as a cluster of violet tendrils. Death Field is an extremely taxing power to maintain, and less proficient users are only able to maintain the field for a second; at higher degrees of proficiency, however, the effect of the Force Drain allows the user to rekindle their own Force reserves and maintain or even expand the field for a lengthier period of time.
GODLIKE, UNIQUE Hunger (Requires Level 40+, Death Field)
The most powerful variant of Force Drain in the lore, this technique is a lost art of the ancient True Sith, hoarded away in the Trayus Academy of Malachor V before the planet's destruction. Although no usage of the technique has been recorded for millennia, legends speak of Darth Nihilus, a Sith Lord who consumed entire planets with a word, devouring hundreds of Jedi, millions of sapients, and all the fish, fowl, beasts and bacteria alike. Against this technique, there is no defense, and the user may drain at scales ranging from a single sapient to the population of a planet and its surrounding space, draining Force power or life energy or both at will, either instantanteously or gradually, with tendrils of energy extending from the hand or body, a spreading blast of energy, a spoken word, or simply one's presence. This power represents one of the most ultimate forms of destruction in the universe, for its victims are rendered void within the Force, unable to even become one with the Force. It cannot be taught, but must be learned through experience, through suffering its effects first-hand or experiencing a cataclysm that opens up a breach in the Force, and surviving in spite of it. Overuse of the technique results in the user falling prey to an addictive, macerating hunger; their mere presence slowly drains all life, their body begins to disintegrate into the Force, and their very soul becomes warped by primitive intention even as their power and awareness transforms into something beyond humanity. Using the technique on a dead spot within the Force causes the technique to backfire, weakening or consuming the user.
The most powerful variant of Force Drain in the lore, this technique is a lost art of the ancient True Sith, hoarded away in the Trayus Academy of Malachor V before the planet's destruction. Although no usage of the technique has been recorded for millennia, legends speak of Darth Nihilus, a Sith Lord who consumed entire planets with a word, devouring hundreds of Jedi, millions of sapients, and all the fish, fowl, beasts and bacteria alike. Against this technique, there is no defense, and the user may drain at scales ranging from a single sapient to the population of a planet and its surrounding space, draining Force power or life energy or both at will, either instantanteously or gradually, with tendrils of energy extending from the hand or body, a spreading blast of energy, a spoken word, or simply one's presence. This power represents one of the most ultimate forms of destruction in the universe, for its victims are rendered void within the Force, unable to even become one with the Force. It cannot be taught, but must be learned through experience, through suffering its effects first-hand or experiencing a cataclysm that opens up a breach in the Force, and surviving in spite of it. Overuse of the technique results in the user falling prey to an addictive, macerating hunger; their mere presence slowly drains all life, their body begins to disintegrate into the Force, and their very soul becomes warped by primitive intention even as their power and awareness transforms into something beyond humanity. Using the technique on a dead spot within the Force causes the technique to backfire, weakening or consuming the user.
Drain Force (Requires Sith Sorcerer or Assassin, Force Bond)
The counterpart to Drain Life, this technique allows the user to steal Force energy from a target, replenishing their own depleted reservoirs of Force energy at the expense of the victim. This power is more effective on Force-users, as non-Force-sensitives have little Force power to drain.
Battle Meditation (Requires Level 20+, Force Bond)
Through meditation, the user boosts the morale, stamina, and overall combat prowess of their allies while simultaneously reducing the combat effectiveness of the opposition by eroding their skills and their will to fight. At lower degrees of proficiency, only small parties can be affected; the most proficient users can affect entire armies and fleets, filling the enemy with fear and twisting their minds with the dark side, often deciding the outcome of a large-scale battle.
Battlemind (Requires Sith Warrior)
The user's morale and fighting spirit are augmented through sheer focus, giving them the drive to fight through even the hardest of conflicts. Through pure fighting spirit, the Battlemind ability can push the user's physical limits, allowing them to overcome the disabilities of old age and even fading stamina, and fight with fiery passion.
Breath Control
Breath Control allows the user to numb the body’s instinct to shut itself off after long periods without oxygen (or equivalent vital gases for certain non-human species), allowing them to go without breathing for a period of time. It can allow the user to survive underwater or in toxic atmospheres, for a length of time ranging from minutes at lower degrees of proficiency to days at higher degrees.
Concentration
Also known as Force Focus, this technique entails the user clearing their mind of distractions and letting the dark side flow through them, allowing them to focus on a single task while in-tune with the Force. If successful, the task attempted by the user, whether it be making an unlikely shot or making a precise landing, has a better chance of succeeding. However, if the user attempts to do anything else while using this power, the attempt fails.
Feed on Dark Side
Also known as Consume Essence, this technique allows the user to feed on the fear, hatred, or other negative emotions of others in order to empower themselves. The cause of such feelings do not matter, only the feelings themselves.
Contort (Requires Sith Assassin)
Also known as Escape, this ability allows the user to escape from restraints by contorting the body in physically possible but painful ways. This is accomplished by using the Force to suppress the painful effects and potential physical damage of the motion. A common use is to dislocate both the thumb and pinky to slip from binders.
Control Disease (Sith Sorcerer)
Control Disease allows the user to direct their own antibodies to combat a disease. In the case of long-standing or particularly virulent diseases, the user can sometimes require weeks or months of intensive control to successfully combat it. If successful, the individual can prevent themselves from being infectious, even if the disease is not cured. At higher degrees of proficiency, the user can control the spread of disease in another individual (more effectively if the target is emotionally or physically close to the user).
Control Pain (Sith Warrior)
This ability allows the user to reduce the pain suffered due to injury or other physical affliction. However, it does not treat the wound or injury, and the user remains needing treatment. At higher degrees of proficiency, the power can be used to negate a stun blast, and suppress pain in another individual (particularly if the target is emotionally or physically close to the user).
Detoxify Poison (Sith Sorcerer)
This ability allows the user to detoxify poisons or eject them from the body in a much shorter time than would normally be possible. It also allows the user to cleanse their body of alcohol, allowing them to remain sober while consuming vast amounts of alcohol. Advanced practitioners are able to detoxify poisons from another individual (more effectively if the target is emotionally or physically close).
Electronic Manipulation (Requires Level 10+, Tutaminis, Mind Trick)
Electronic manipulation allows the user to manipulate the electrical components of computing devices. It involves the user channeling their inner rage into the device, allowing them to reprogram it to varying extents; only a reset to altered versions of the original programming is possible, not a complete rewrite. At higher degrees of proficiency, even intelligent droids can be reprogrammed, although difficulty increases based on the hostility of the droid, their proximity to the user, and the extent of desired alterations.
Emptiness
The user empties their mind and allows the Force to flow through them, entering a deep meditation and becoming oblivious to their surroundings. They hunger and dehydrate as normal, but they are more difficult to detect in the Force, Force powers directed at them have little or no effect, and their connection to the Force is temporarily strengthened upon leaving the state of emptiness.
Flashburn
Flashburn is an innate ability in which a Force-user shuts down areas of their mind in reaction to emotional trauma, losing memories of the traumatic incident but preserving their sanity or mental wellbeing.
Force Sustenance (Requires Level 30+)
Force Sustenance is a power employed by the Mind Walkers of the Maw. It allows the practitioner to survive sustaining themselves on nothing but the essence of the Force. It even allows an experienced practitioner to float in the vacuum of space unharmed.
Inflict Pain (Requires Level 20+)
Inflict Pain is a cruel, excruciating power allowing the user to inflict pain on the victim with no visible cause or contact. The target experiences great, incapacitating agony, and can be tortured into insanity by the most proficient users.
Reduce Injury (Requires Level 10+, Augmentation)
Neither a shielding power nor a healing power, this ability allows the user to reduce the damage of an attack, including injuries that would likely kill them. The user is still wounded, but to a lesser degree.
Force Reflex (Requires Level 20+)
This ability allows the user to effectively slow their surroundings, as if they are navigating the world in slow motion while retaining full alacrity of thought, heightening their reflexes and perceptions.
Remain Conscious (Requires Sith Warrior)
This ability allows the user to draw on the dark side to remain conscious when incapacitated by an injury or other circumstance. Despite the ability to remain conscious immediately after the trigger event, the user is very limited in what they can do, and sometimes can only complete one or two tasks before falling unconscious despite their resistance. When used in conjunction with Control Pain, some users can continue to remain conscious despite their injury, and can prepare themselves for the effect of a stun weapon, allowing them to remain conscious and unparalysed even when hit (known as Resist Stun). The most proficient users can also swiftly return to consciousness after an injury or other effect has knocked them out (known as Return to Consciousness), and can return others to consciousness as well.
Short-term Memory Enhancement (Requires Enhance Attribute)
This ability allows the user to replay recent memories in their head with extreme accuracy and fidelity, allowing for the recollection of minute details.
Conceal Essence (Requires Sith Assassin)
Also known as Force Concealment or Buried Presence, this technique allows the user to conceal their alignment within the Force, their ability to use the Force, their presence in the Force or other aspects of their Force signature (such as emotions) from other Force-users. Advanced practitioners can perform the Quey'tek meditation, not only masking their dark signatures but appearing entirely benevolent to even the most prescient of Jedi, and can permit certain individuals to sense their Force signature while obscuring it from others.
Force Stealth (Requires Sith Assassin)
The user creates a sound dampening field through the Force, allowing one to sneak or hide more effectively; at higher degrees of proficiency, the user is utterly inaudible to all sensors.
Transfer Force (Requires Level 30+)
This ability allows the user to transfer their life force to a mortally wounded target, to save the recipient's life (sometimes even at the expense of the user's own, if injuries are mutual or serious enough). It is essentially the opposite of Force Drain, and achieves similar effects to Force healing, but is rarely mastered by the Sith due to its selfless nature.
GODLIKE Force Ghost (Requires Level 25+)
When the user dies, they leave a dark side bloodstain upon the Force, imprinting a ghost. Such a ghost is visible or audible only to a Force-user (typically appearing as a translucent blue shade or mirage, or only a voice or whisper in the case of a weak Sith), cannot affect the physical world, and cannot stray beyond the physical locale of its death. The ghost is a tortured echo of its former self and may not even be fully conscious; without a physical anchor or body, it is constantly scrabbling for purchase against the dissolution of Chaos, and will inevitably dissolve into oblivion after several years, decades or centuries. A player choosing this power automatically becomes a Force Ghost upon death, and cannot level up past the point of death, nor reroll a new character so long as the ghost exists.
GODLIKE Transfer Essence (Requires Level 35+, Force Ghost)
The user explodes upon death in a burst of dark side energies, and projects their essence as conscious dark force to another body. Through this technique, the user's spirit is able to live again within a new body, although it cannot level up. However, the ritual is fraught with danger; the user must fight the host for control of the body in a battle of willpower, where the loser is consigned to oblivion. This can be overcome via using cloned bodies or specially prepared vessels created using a Sith alchemical apparatus, but there is still the danger that the user's spirit can be intercepted and dragged down to Chaos mid-transfer. Relatively weaker Sith can only transfer their essence to bodies within a thirty-meter radius; stronger Sith can transmit their consciousness across galactic distances to a waiting vessel or victim.
GODLIKE Transfer Essence: Computer (Requires Level 35+, Sith Technomage, Mechu deru or Electrical Manipulation, Force Ghost)
Otherwise identical to conventional essence transference, this technique projects the user's consciousness into a sufficiently complex substrate capable of supporting consciousness, such as a supercomputer or droid body. This technique evades the requirement for a battle of wills.
GODLIKE Transfer Essence: Object (Requires Level 35+, Force Ghost, Drain Life, Drain Force, Alchemical Apparatus)
Frequently - but mistakenly - conflated with conventional essence transference, this technique is in fact an alchemical ritual of mass sacrifice. Requiring an ancient Sith alchemical apparatus and many willing or unwilling victims, the user performs a vast ritual of consumption, killing and draining the sacrificial victims in order to shed their own body and bind their ethereal spirit to a physical object (such as a temple, tomb, amulet or holocron). With a physical anchor and a Force nexus of the user's own creation, the spirit, typically appearing as an opaque dark wraith, is able to sustain itself indefinitely, however it can only manifest in close proximity to the object or location to which it is bound, and cannot level up; for mobility beyond this phylactery, the user must learn conventional essence transference (to possess an unwary victim who trespasses upon or touches the phylactery, who, if killed, causes the spirit to recoalesce around the phylactery), or some other technique. Both the object and the scale of sacrifice is to the user's choice; the ritual is extremely dangerous, however, and greater power beyond death, ability to affect the physical world or use Force powers, and likelihood of the ritual succeeding depends on the scale of the initial ritual.
Dark Spiritual Travel (Requires Transfer Essence: Object)
Mastered by Freedon Nadd, this rare technique allows a spirit bound to an object to manifest at any dark side nexus in the galaxy.
GODLIKE Art of the Small (Requires Level 35+)
Known as Transfiguration or Transmogrification to the extinct Sith sorcerers of Tund, the user narrows their awareness of the Force to the microscopic scale. This allows the user to shrink their Force signature to an unprecedented degree, masking their presence from other Force-users, or even passing beyond the notice of sapients altogether if so desired; although the user is not truly invisible, their presence, existence and actions will simply be ignored or forgotten as if by magic. Within this state, the user may perform molecular or atomic manipulation, altering the configurations of atoms and molecules to his desire, whether it be to turn tears into healing compounds or sweat into toxins. The only true limit is the user’s knowledge of science, and imagination.
GODLIKE Create Holocron (Requires Level 25+)
The user creates a crystalline device with a complex matrix capable of holding a technological imprint of their consciousness known as a Gatekeeper. Through creating a holocron, the user is able to pass on their knowledge - including Force techniques unique to them - to others, although recovery of knowledge from holocrons requires extensive periods of study and frequently the passage of some sort of trial. Those who have mastered techniques of essence transference can implant a spark of their soul into the device in lieu of an artificial intelligence; these fragments of the user's being, when sufficiently fed with Force energy, can take on identity and power of their own, potentially allowing a long-dead creator to live again after a fashion; these corrupt holocrons can also be smashed, allowing shards of Sith spirits to partially possess the unwary.
GODLIKE, UNIQUE Scintillation (Requires Level 40+)
A recondite ability developed by the bizarre ontology of the Sith pureblooded sorcerers of Tund, the user spontaneously generates a malachite substance of incredible annihilating potency. Small quantities of the luminescent green substance, described as looking like emerald flames, are able to kill all life - and indeed all organic chemistry - on a planet, akin to antimatter reacting with matter.
Alter Environment (Requires Level 20+, Sith Elementalist)
More generalised than the likes of Summon Storm, Alter Environment is an extremely broad and powerful technique whereby the Force-user taps into the pre-existing Force energy of nature around them, expending relatively little energy to manipulate it to their will, whether it be to create a fog to conceal one from enemies, manipulate temperatures (from creating freezing sub-zero temperatures in seconds to blistering, even burning heat), generate electrical discharges over broad expanses of ground, vacate areas of air, increase the barometric pressure of the air to burst eardrums, trigger earthquakes or fissures, gather moisture from the air to create a flash flood, influence already-existent natural occurrences such as cause a thunderstorm to rain or hail or sweep seas into massive storm surge or whirlpools, or accelerate the growth of a forest or nature of a biome. All elements, from earth to air, water, heat and nature, are able to be manipulated by this ability. At higher degrees of proficiency (or with a greater scientific knowledge of physics), changes can be far larger in scale and more precisely under the user's control, and can take effect more rapidly; the user can also sense the presence of elements and gain detailed understanding about the matter or energy they are sensing, including the amount or size of elements and whether they are hidden.
Attune Armour (Requires Sith Artificer)
Less powerful than Sith alchemical methods, this Jensaarai technique allows the user to imbue the armor he or she is constructing with the Force.
Ballistakinesis (Requires Telekinesis)
This Jensaarai technique allows the user to telekinetically accelerate a handful of small objects to lethal velocities. Ballistakinesis is not especially accurate, but when blanketing an area with accelerated debris, accuracy is not essential. Evasion is possible, but difficult.
Force Bellow
This technique allows the user to amplify their voice with the Force to give speeches, intimidate the enemy, or, at high degrees of proficiency, amplify the voice to immense proportions to destroy obstructions or sonically attack an enemy, similar to Force Scream.
Force Blinding
The user lets loose a blinding flash of light from the hand, obfuscating an opponent's sight or overloading their vision and, at higher degrees of proficiency, causing temporary blindness akin to a flash grenade.
Shadow Armour
Also known as Cloak of Shadows, this technique, pioneered by the Disciples of Twilight, allows the user to bend light in order to shroud themselves in shadow. In darkness or dim light, the user is almost imperceptible, although this does not provide true invisibility.
Force Cloak (Requires Sith Assassin)
Also known as Force Camouflage, Force Invisibility, Force Haze, Vanish, Evasion or Force Fade, this technique involves the user photokinetically bending lightwaves around themselves like a cloaking device, becoming almost invisible to the naked eye (although a slight shimmer or disturbance of air can be seen) at lower degrees of proficiency, and becoming entirely invisible to all forms of visual detection at higher degrees of proficiency. Maintaining the cloak is extremely taxing and great concentration is needed to make a convincing shroud, but achieving invisibility in this way is effective against droids, surveillance, sensors and those resistant to the Force such as Yuuzhan Vong, unlike mental methods.
Flamusfracta (Requires Telekinesis, Convection)
Also known as Combustion, this technique allows the user to cause objects - or even people - to explode by sheer force of will; the effects on inanimate objects and people alike is devastating, although difficulty in usage depends on the user's proficiency and on the size, density and vulnerability of the target in question. At higher degrees of proficiency, the intensity of the blast can injure an entire room of enemies, particularly if the affected object is made of flammable material.
Corruption (Requires Level 20+)
The user hurls bolts of pure dark side vileness at a target within line of sight; the energy festers with corruption, damaging the victim upon impact and causing slowly diminishing harm for several seconds afterward.
Crucitorn
This ability allows the user to focus on another's sensation or interpretation of pain, enhancing it mentally so that an injury is perceive to be more painful than it really is, or to alleviate the amount of pain produced. Alternatively, the user can increase the pain of a target through focusing on the wounds themselves, agitating them telekinetically rather than telepathically and causing great pain to course through the body.
Dark Transfer (Requires Level 30+, Shatterpoint, Dark Side Healing)
This rare ability affords the user the most powerful healing in the lore through perceiving the vital weak points within a target's body, akin to Shatterpoint. Through pouring electrical dark side energy into these points, the user can command the Force to heal the victim, bringing them back from the brink of death in a manner akin to resuscitation or even, at the highest degree of proficiency, regenerate the flesh of the newly-dead even from a rotting state, resurrecting them entirely. All wounds and maladies, including diseases, can be healed or cured using this power. Alternatively, the user can explode the weak spots they perceive in a target body, harming or killing them.
Darkshear (Requires Level 30+)
This terrifying ability, developed by the mysterious warlocks of Rhand, allows the user to project invisible waves of pure entropy. Metal rusts, machines malfunction, bulkheads loosen, joints pop, organs fail and skin withers as whatever lies within the path of Darkshear experiences cumulative years of entropy, chaos and degeneration in mere seconds; what can go wrong, does go wrong. At the highest degrees of proficiency, the user can project waves of Darkshear large and damaging enough to destroy entire spaceships.
Spear of Midnight Black
The user summons energy from the Force, creating a seemingly ethereal spear of deadly dark side power. The spear inflicts damage as if it were corporeal, however, and can be used as a melee weapon in the hand or hurled like a javelin at an enemy.
Deadly Sight
The user harnesses their fury and hatred and projects them through an intense glare onto a victim, as long as that victim is in the practitioner's range of vision. At lower degrees of proficiency or intensity, the user's eyes are merely extremely painful to look upon, glowing an unnatural shade of intense yellow with sheer spiritual malevolence; advanced practitioners can flash their eyes to blister the skin and vaporise the extremities of those they look upon; those of the highest degrees of proficiency possess literally lethal sight, causing victims' bodies to burn, smoke or even disintegrate as they die, and allowing the user to damage or kill entire groups of friends or foes alike within their field of vision.
Force Destruction (Requires Sith Elementalist)
A massive amount of energy is stored up within the user, drawn from the dark side of the Force, and with incredible concentration, the energy is discharged using the arm or hand, manifesting as a sparkling ball of crimson or white energy akin to a tiny star that reaches the enemy almost instantaneously. The energy can kill or vaporise the enemy struck directly as the enemy glows with seemingly radioactive power. Casting rays of light in all directions before dissipating after several seconds, this power can vaporise a large radius at higher degrees of proficiency, and even those who escape direct contact with the blast can be pushed asunder by the power's backlash.
Dim Other's Senses (Requires Sith Assassin)
Through this technique, the user reduces a target's perception of their surroundings, including visual and auditory senses. This can be useful in combat, as well as for purposes of stealth.
Dimension Shift (Requires Level 30+)
Use of this recondite power shifts an amount of inanimate matter into an alternate dimension, making it completely vanish. The object can be recalled to its original state, from wherever the user is, to them; alternatively, the object can be recalled to its original location, leaving no evidence it had ever vanished, allowing the user to create fixed storage spaces inaccessible to others (by dimensionally shifting objects such as cupboards and, at higher degrees of proficiency, even rooms, and hiding objects within the space occupied by the shifted matter).
Doppelganger (Requires Level 30+, Telepathy, Telekinesis)
Also known as Similfuturus or Force Projection, this technique allows the user to create a short-lived duplicate of themselves using the Force. The user can perceive the world through the doppelganger's senses as well as use their Force powers through it (but all abilities used by the doppelganger or the caster while the doppelganger exists are at half strength), and to those interacting with it, the doppelganger seems entirely real, with the user even able to create the illusion of full corporeality by moving objects with telekinesis. A doppelganger is no ordinary illusion, as it displays on both visual and audio sensors, but a disruption in the user's concentration, such as injury, causes the doppelganger to fade away; the range of projecting a doppelganger is generally limited to planetary distances, with only the most proficient users being able to project a doppelganger across the galaxy. The ability is highly taxing to use.
Force-flash
Similar to Force blinding, this technique allows the user to temporarily disable a security holocam with a brief flash of static, allowing the user to pass while only alerting security to a minor holocam malfunction. At the highest degree of proficiency, the user can create a Force-flash so powerful that the visuals and sensors of spaceships across an entire star system are affected.
Teleport (Requires Level 25+)
This ability allows the user to teleport themselves, and themselves only. At lower degrees of proficiency, the range of teleportation is no more than four feet, and the technique is extremely exhausting to use; at higher degrees of proficiency, teleportation to anywhere within line-of-sight is possible.
Fold Space (Requires Level 30+)
This esoteric technique, mastered by the Aing-Tii monks, allows the user to fold the fabric of spacetime itself, allowing for the teleportation of any object or even oneself from one place to another. Proficiency determines the range of the ability, the size of the object being teleported, as well as the rate of success; the most proficient users are able to transport entire spaceships across interstellar distances, and, through continuously folding space around oneself or one's allies, are essentially immune to all telekinetic powers (an ability known as Aura of Freedom). This technique is extremely dangerous to wield in the hands of inexperienced Force-users, with the risk of only partially teleporting oneself.
Force Kick (Requires Sith Warrior)
This technique allows the user to enhance the musculature or outward motion of their legs, kicking an enemy with great force, sufficient to send them flying across a room at unnatural speed. The most proficient users can couple the kick with a telekinetic blast, sending victims flying even if physical contact is missed.
Force Punch (Requires Sith Warrior)
Also known as a Force Charged Strike, this technique allows the user to augment their striking strength in hand-to-hand combat, allowing for punches that, at higher degrees of proficiency, can destroy otherwise indestructible walls or armor of even Mandalorian iron, collapse windpipes, snap necks, smash skulls and even punch through armoured torsos or droid chassis in a blinding flurry. Entire armies of attackers can be destroyed in this way.
Glowball (Requires Level 20+)
Invented during the Yuuzhan Vong War, this technique allows the user to gather ambient photons of light into one location. The resulting phenomenon resembles a small star and can be used to hide ships in battle from an enemy.
Waves of Hatred
The user involuntarily succumbs to utter hatred, and the emotion rolls off the user in palpable waves of dark side energy, inflicting physical and psychological damage upon those in the user's vicinity.
Brew Sith Poison (Requires Sith Poisoner)
The user brews a vial of Sith Poison, an ancient toxin capable of enhancing the victim's rage and turning them almost inexorably towards the dark side.
Energy Blade (Requires Level 25+, Sith Illusionist or Sith Masterblade)
Drawing on the bizarre magics of the Yapi shamans, the caster transforms a pre-existing physical weapon into a weapon of astral Force energy, allowing it to parry lightsabers or, when used in conjunction with Battle Mastery, blaster bolts.
Shadowstrike (Requires Force Sense, Telekinesis, Sith Assassin)
Through sensing their location in the Force, the user is able to land blows on a target without physically touching them, as if punching or kicking them. Range increases with proficiency.
Alchaka
Art of Movement
Aspect of the Storm
Ayna-seff
Bleed Crystal
Chant of Resurrection
Control Web
Create Force Wraith (Requires Level 20+)
Crush Opposition
Cure Disease (Requires Control Disease)
Daen nosi
Dampen Force
Dark Aura
Dark Plague
Dark energy trap
Dream-walking
Dreambubble
Ears of the Chiroptix
Energy trap
Enhance Force Sensitivity
Environmental Attunement
GODLIKE Eternal Hatred (Requires Level 35+)
Field Detection
Fiery energy
Fighting-sight
GODLIKE Flow-walking (Requires Level 35+)
Focused rage
Forbidden Ritual
Force Clouding
Force Focus
Force Light
Force Scream
Force Shockwave
Force Plague
Force Stasis
Force Stun
Force Track
Force blast
Force call
Force empathy
Force familiar
Force form
Force generation
Force immersion
Force in Balance
Force meld
Force net
Force phantom (Requires Level 35+)
Force pulse
Force rage
Force scattering
Force scribe
Force shadow
Force smell
Force suppression (Requires Level 30+)
Force travel
Force weapon
Frangawl sacrificial ceremony
Grand Experiment
Hassat-durr
Hatred
Heartshadow
Hyper tunnel
Hypnosis
Ice image
Imbue Item
Inertia
Injure/Kill
Insight
Ionize
Kinetite
Life Bond
Life Detection/Life Sense
Life web
Living Fire (Requires Sith Sorcerer)
Living Sphere
Magical Ichor
Magnify Senses
Malacia
Malicious Fury
Many Shades of the Force
Mask
Mechu-deru
Memory Walk
Memory rub
Mesmerism
Midichlorian manipulation (Requires Level 35+, Sith Sorcerer)
Mind-touch (Requires Species Killik or Joiner)
Mirror illusion
Mnemotherapy
Neural Storm
Noise-Dampening Bubble
Phase (Requires Level 25+)
Plant Surge
Predict Natural Disaster
Progenitor's Call
Psychometry
Remove Fatigue
Restful-sleep-in-danger
Revelation
Revitalization of the Whuffa
Revitalize
Sand levitation
Scream of the Ssurian
Seeking Spell
Sense Force
Sense Force Potential
Sense Path
Sense of the Veshet
Sever Force (Requires Level 25+)
Shadow Vision
Shatterpoint (Requires Level 30+)
Shift Sense
Sickening blast
Soft to Solid
Sound mimicry
Stonepower
Stygian Art
Summon fear
Surge of the Brier
Taint
Tapas
Technometry
Technopathy
Theran Force-listening
Thought wave
Time-drifting
Time-stream
Touch of the Kiin'Dray (Requires Sith Witch)
Truth-sense
Voss purifying ritual
Voss Healing Ritual
Water of Life
Waveform
Weather Sense
Words of banishment
Sith Battlelord ritual (Requires Level 35+
Sith Magic (Requires Sith Sorcerer)
Although ancient Sith magic is a manifestation of what Jedi call the Force, the practices of the extinct Sith species of Korriban are sufficiently different from Jedi - even fallen Jedi - conceptualisations that they are best understood as a separate field of arcane study.
Available only to Sith Sorcerers, Sith magic can be principally divided into spellcasting (or thaumaturgy), ritual magic (involving great preparation and sacrifice), illusions (which involve the power of the mind), alchemy (which can be further broken down into blood magic, weapons forging, artifact crafting, conjuration, necromancy, and the brewing of potions and poisons), and rune magic. However, these divisions are mutable, and there is considerable crossover between certain areas, such as the alchemy of living matter and sacrificial rituals of summoning.
Sith magic works very differently compared to conventional Force usage. Most spells and rituals alike require verbal incantations, which give voice to the power of the Sith sorcerers that went before, as well as complex hand gestures; the incantations or instructions for these abilities are typically found in ancient Sith scrolls and tomes such as the legendary Book of Sith, which warns users that failure to properly recite the spell may result in the ability backfiring. Some abilities require sacrifice as fuel, or ingredients that metaphysically adhere to the principle of sacrifice yielding gain. Unless otherwise stated, all abilities within this section require multiple turns for the player to cast; ritual magic or alchemy may require numerous posts.
Sutta Chwituskak
The caster trails a circle through the air and forms a baleful green bolt of hatred within the hand or hands, and projects it towards an enemy with the incantation "Sutta Chwituskak." The bolt is extremely damaging, usually deadly, if it hits the target. As this spell takes only one turn to cast, it is a mainstay of Sith magicians.
Qâzoi Kyantuska
This spell of enchantment allows the caster to take control of another being with a swaying motion of extended hands and the incantation "Qazoi Kyantuska." It differs from Mind Trick in that the victim is both physically and mentally entirely under the caster's control, like a marionette. At higher degrees of proficiency, the spell can be cast wordlessly, can be used to enthrall thousands simultaneously, and can kill or knock out the victim once control is released. The spell takes two turns to cast; one turn to prepare the spell and begin hand motions, a second turn to incant and take effect.
Dwomutsiqsa
Odojinya (Requires Sith Thaumaturge)
Through a series of short finger slashes and the incantation "Odojinya," the caster creates a web of dark side energy near or around an enemy, which slowly envelops the enemy and cuts off their connection to the Force. The dark side web immobilises the enemy and renders them almost helpless, and allows the caster to temporarily deplete Skill Points from the enemy's list of Skills and add them to his own, even if it exceeds the Skill Point caps of their current level (up to 5 points). The spell takes two turns to cast; one turn to create the web, the second to envelop and take effect, if not dodged.
Waves of Darkness
Aura of Uneasiness
GODLIKE Dark Side tendrils (Requires Level 35+)
Forge Sith Artifact (Requires Sith Alchemist)
The user spends days or months forging a Sith artifact such as a Sith Amulet. At lower degrees of proficiency, only trinkets can be created that cannot affect power within the Force; those of the highest proficiency can forge any artifact they desire.
Forge Sith Weapon (Requires Sith Alchemist, Imbue Item)
The user spends days or months forging a weapon, such as an axe or sword, and imbues it with the dark side, bathing it in blood and performing complex rituals in a smith or laboratory to achieve the desired magical effect. Alchemically forged weapons are resistant to lightsabers, supernaturally sharp and damaging, and can absorb, and even store, Force energy. Alchemists of the highest degrees of proficiency can forge weapons with powerful magical effects akin to Sith artifacts, such as a blade with an aura of cold or a blade of fire.
Forge Sith Armour (Requires Sith Alchemist, Imbue Item)
The user spends days or months forging a suit of armour, and imbues it with the dark side, bathing it in blood and performing complex rituals in a smith or laboratory to achieve the desired magical effect. Alchemically forged armour is resistant to lightsabers and supernaturally tough, and the most proficient users can even create armour that absorbs, or even stores, Force energy, or has other magical effects (such as an aura of cold or fire).
Mutate Life
The sorcerer mutates pre-existing life forms using a blend of dark side science and Sith power in a ritual or laboratory setting, transforming them into monstrous Sithspawn. Both animals and sapients can be transformed in this manner. As the sorcerer is generally experimenting rather than treading the path of their forebears, only minor mutations and alterations (such as enhanced ferocity and strength, longer claws and teeth, and the like) are possible at lower degrees of proficiency, but those of the highest degree of proficiency are able to practically knit flesh to their will, creating altogether new species of Sithspawn with a frightening array of unique abilities.
Create Chrysalide (Requires Sith Alchemist, Mutate Life)
The alchemist transforms an animal into a chrysalide beast, with armour, teeth and claws stronger than metal.
Create Tuk'ata (Requires Sith Alchemist)
The alchemist kills the calf of a herbivorous animal in its mother's blood, and channels the dark side into the grotesque gore. From the blood and offal arises a Sith Hound. At lower degrees of proficiency, the alchemist can only conjure a Tuk'ata pup; advanced practitioners can conjure an adult Tuk'ata; the most proficient users can conjure large or mutant Tuk'ata such as Dire Tuk'ata and Tuk'ata Queens, or multiple ordinary Tuk'ata.
Create Hssiss (Requires Sith Alchemist)
Through channeling the dark side spirits of Lake Natth, or another dark side nexus, into the native reptiles of Ambria, a dark side dragon, or Hssiss, is created. At lower degrees of proficiency, the alchemist can only conjure a Hssiss hatchling; advanced practitioners can conjure an adult; the most proficient users can conjure mutant Hssiss such as the winged Dark Lizards, or multiple ordinary Hssiss.
Create Underwalker (Requires Sith Alchemist)
The alchemist creates an Underwalker in a laboratory using genetic engineering, the sacrifice of ten thousand insects, fire or lava to melt the insects' shattered carapaces into a single chitinous creature, and nourishing it with poisoned mineral water. Alchemical monsters created by the ancient Darth Vitus of Oricon and the Dread Masters that followed, Underwalkers are fearsome subterranean insectoids. At lower degrees of proficiency, the alchemist can only conjure an Underwalker drone; advanced practitioners can conjure an adult Underwalker; the most proficient users can conjure large or mutant Underwalkers such as Underwalker Titans, Vellocs, Shadow Walkers and Shadow Reapers, or multiple ordinary Underwalkers.
Summon Monolith (Requires Level 35+, Sith Alchemist)
Unlike other forms of Sithspawn, Monoliths are simply raw creations of pure dark side energy, seemingly summoned from the aether. Monstrous and gargantuan, Monoliths are fearsome beasts. Proficiency determines how rapidly one can create a Monolith out of dark side energy, and how large the beast is, with less proficient users being solely capable of creating Minor and Lesser Monoliths, and the most proficient users being capable of creating Worldbreaker and Colossal Monoliths.
Animate Golem (Requires Level 20+, Sith Sorcerer, Telekinesis)
The user creates a semi-sapient golem or golems out of inanimate matter, held together via telekinesis and arcane energy. Earth, rocks, fire, water, junk metal and other substances can be used to create golems. The golem is subservient to the caster and can be used to attack enemies.
Animate Sith Statue (Requires Level 30+, Animate Golem)
The caster bestows unnatural life upon a Sith statue or statues, which become mobile guardians or soldiers subservient to the caster. More advanced practitioners are able to create Sith Jedi Statues, which wield lightsabers, and the most proficient magicians are able to create statues that can teleport whenever a sapient is not looking at them.
Invoke Spirits (Requires Level 25+, Sith Necromancer)
The user gives themselves to the dark side and verbally and mentally calls upon the spirit or spirits of dead Sith Lords, akin to a prayer or seance. At lower levels of proficiency, only a weak spirit the user has some sort of personal relationship to (such as by blood or cultural heritage) may be invoked, and only in the spirit's tomb, place of death or similarly relevant site; the spirit's power floods the user, bolstering their own abilities, and the user may be benefited by whispered advice. At the uppermost levels, a spirit may be invoked at great instance at any location (particularly with the aid of a dark side nexus such as the Temple of Korman Lao or a Sith talisman), multiple and strong spirits can be invoked regardless of personal affiliation, and the spirit or spirits can even manifest as ghosts, although they are not under the user's control and may betray the user or otherwise act with autonomy.
Corpse vision (Requires Invoke Spirits)
The user sets macabre Sith spirits against a victim, plaguing them with telepathic visions; under the practitioner's spell, the spectral corpses metamorphose into intimate images from the victim's past that whisper twisted, potentially psychologically damaging messages and erode the victim's will.
GODLIKE Force Walk (Requires Level 35, Sith Necromancer, Invoke Spirits, Drain Force)
Pioneered by Lord Ergast and expounding upon rituals of spiritual summoning and essence consumption developed by Tulak Hord, this baleful ritual allows the user to bind the ghosts of the dead, feeding upon their energy and stealing their powers. Multiple ghosts may be bound at a time, allowing a Sith Lord to achieve meteoric power, but there is a steep cost; even a single ghost can have a sharply degenerative effect on both the physical body and the mind, frequently leading to insanity or death.
The user sets macabre Sith spirits against a victim, plaguing them with telepathic visions; under the practitioner's spell, the spectral corpses metamorphose into intimate images from the victim's past that whisper twisted, potentially psychologically damaging messages and erode the victim's will.
GODLIKE Force Walk (Requires Level 35, Sith Necromancer, Invoke Spirits, Drain Force)
Pioneered by Lord Ergast and expounding upon rituals of spiritual summoning and essence consumption developed by Tulak Hord, this baleful ritual allows the user to bind the ghosts of the dead, feeding upon their energy and stealing their powers. Multiple ghosts may be bound at a time, allowing a Sith Lord to achieve meteoric power, but there is a steep cost; even a single ghost can have a sharply degenerative effect on both the physical body and the mind, frequently leading to insanity or death.
Reanimate Dead (Requires Level 30+, Sith Necromancer)
Known in the Sith tongue as Tsaiwinokka Hoyakut, this dread spell reanimates the corpses and skeletons of the dead. These Sith zombies can only be destroyed by sufficient trauma to the head, where the alchemical elements are concentrated, are faster and stronger than they were in life, have a terrifying presence, and can spread their plight through a necromantic infection via the bite; the zombies of sapients possess a magical semi-sapient intelligence allowing for use of ranged and melee weapons, but they possess no soul and are simply under the general control of the necromancer. 1 point of proficiency allows for the reanimation and control of a single sapient or five small animals; 2 points allows for the reanimation and control of five humanoids, ten small animals or one large beast, 3 points allows for the reanimation and control of ten humanoids, twenty small animals or two large beasts, 4 points allows for the reanimation of fifty humanoids, one hundred small animals as well as five large beasts and the control of thousands of zombies through repeat reanimations or infection, and 5 points allows for the reanimation of thousands of zombies of any type, with a limitless quantity of zombies under the control of the caster at any one time through repeat reanimations or infection.
Reanimate Sith Undead (Requires Level 35+, Reanimate Dead, Invoke Spirits)
The user reanimates the corpses or skeletons of dead Sith, inhabited by their foul spirits. Although the Sith Undead are enthralled by the caster, they possess souls, and can use the Force powers they once used in life, often blasting Force lightning at enemies or attacking with ancient Sith swords and lightsabers. The power otherwise scales up at the same rate as Reanimate Dead (sans the reanimation of animals).
FREE Infernal Dead (Requires Reanimate Dead, Pyrokinesis, Dwomutsiqsa)
Otherwise identical to Reanimate Dead, all zombies reanimated by the caster burn with the flames of mythical hell, and Sith Undead conjured by the caster are instead possessed by ancient demons from Beyond Shadows. This power replaces Reanimate Dead and, if the user possesses the power, Reanimate Sith Undead (which becomes Reanimate Demonic Undead) on the player's statistics sheet.
FREE Spectral Dead (Requires Reanimate Dead, Invoke Spirits)
Otherwise identical to Reanimate Dead, zombies are replaced by the ethereal ghosts of the deceased, and Sith Undead conjured by the caster are instead powerful Sith spirits; such specters are difficult to kill and can generally only be harmed by Force-imbued weapons. This power replaces Reanimate Dead and, if the user possesses the power, Reanimate Sith Undead (which becomes Summon Sith Specters) on the player's statistics sheet.
FREE Reanimate Carrion (Requires Sith Witch or Wizard, Reanimate Dead, Plant Surge)
Otherwise identical to Reanimate Dead, this technique, pioneered by the Nightsisters of Dathomir and ancient Sith witch doctors, magically animates vines and plants to pull bloated carrion from the earth. Twice as many animal corpses can be raised through Reanimate Carrion compared to Reanimate Dead. Sith Undead conjured by the caster can attack enemies with their vines, and can include the corpses of Force-sensitive animals or long-dead inhabited by their unquiet spirits. This power replaces Reanimate Dead and, if the user possesses the power, Reanimate Sith Undead (which becomes Reanimate Undead Sithspawn) on the player's statistics sheet.
FREE Fossilised Dead (Requires Reanimate Dead, Animate Golem)
Otherwise identical to Reanimate Dead, zombies are replaced by the animated fossils of extinct creatures from an earlier age, and Sith Undead conjured by the caster are fossils of powerful creatures possessed by spirits so restless and ferocious they have persisted across aeons. This power replaces Reanimate Dead and, if the user possesses the power, Reanimate Sith Undead (which becomes Reanimate Prehistoric Monsters) on the player's statistics sheet.
FREE Electrified Dead (Requires Reanimate Dead, Lightning Bomb)
Otherwise identical to Reanimate Dead, zombies are electrified with bursts of Force Lightning and crackle with unstable power, and Sith Undead conjured by the caster are instead ghoulish assemblages of different body parts stitched together via dark science to create monstrous new life, lit with a spark of electricity to the dead brain. This power replaces Reanimate Dead and, if the user possesses the power, Reanimate Sith Undead (which becomes Create Monstrous Ghouls) on the player's statistics sheet.
FREE Reanimate Sith Shadow-Ghouls (Requires Sith Enchantress, Reanimate Dead)
The enchantress does not permit the minds of the dead to rest. Silently screaming in horror and driven insane by visions of beyond the veil, the corpses rise with stars in their eyes, attacking all in their path. Otherwise identical to Reanimate Dead, these restless shadow-ghouls can be permanently destroyed not through beheading or a shot to the head, but through their eyes being closed forever.
The user reanimates the corpses or skeletons of dead Sith, inhabited by their foul spirits. Although the Sith Undead are enthralled by the caster, they possess souls, and can use the Force powers they once used in life, often blasting Force lightning at enemies or attacking with ancient Sith swords and lightsabers. The power otherwise scales up at the same rate as Reanimate Dead (sans the reanimation of animals).
FREE Infernal Dead (Requires Reanimate Dead, Pyrokinesis, Dwomutsiqsa)
Otherwise identical to Reanimate Dead, all zombies reanimated by the caster burn with the flames of mythical hell, and Sith Undead conjured by the caster are instead possessed by ancient demons from Beyond Shadows. This power replaces Reanimate Dead and, if the user possesses the power, Reanimate Sith Undead (which becomes Reanimate Demonic Undead) on the player's statistics sheet.
FREE Spectral Dead (Requires Reanimate Dead, Invoke Spirits)
Otherwise identical to Reanimate Dead, zombies are replaced by the ethereal ghosts of the deceased, and Sith Undead conjured by the caster are instead powerful Sith spirits; such specters are difficult to kill and can generally only be harmed by Force-imbued weapons. This power replaces Reanimate Dead and, if the user possesses the power, Reanimate Sith Undead (which becomes Summon Sith Specters) on the player's statistics sheet.
FREE Reanimate Carrion (Requires Sith Witch or Wizard, Reanimate Dead, Plant Surge)
Otherwise identical to Reanimate Dead, this technique, pioneered by the Nightsisters of Dathomir and ancient Sith witch doctors, magically animates vines and plants to pull bloated carrion from the earth. Twice as many animal corpses can be raised through Reanimate Carrion compared to Reanimate Dead. Sith Undead conjured by the caster can attack enemies with their vines, and can include the corpses of Force-sensitive animals or long-dead inhabited by their unquiet spirits. This power replaces Reanimate Dead and, if the user possesses the power, Reanimate Sith Undead (which becomes Reanimate Undead Sithspawn) on the player's statistics sheet.
FREE Fossilised Dead (Requires Reanimate Dead, Animate Golem)
Otherwise identical to Reanimate Dead, zombies are replaced by the animated fossils of extinct creatures from an earlier age, and Sith Undead conjured by the caster are fossils of powerful creatures possessed by spirits so restless and ferocious they have persisted across aeons. This power replaces Reanimate Dead and, if the user possesses the power, Reanimate Sith Undead (which becomes Reanimate Prehistoric Monsters) on the player's statistics sheet.
FREE Electrified Dead (Requires Reanimate Dead, Lightning Bomb)
Otherwise identical to Reanimate Dead, zombies are electrified with bursts of Force Lightning and crackle with unstable power, and Sith Undead conjured by the caster are instead ghoulish assemblages of different body parts stitched together via dark science to create monstrous new life, lit with a spark of electricity to the dead brain. This power replaces Reanimate Dead and, if the user possesses the power, Reanimate Sith Undead (which becomes Create Monstrous Ghouls) on the player's statistics sheet.
FREE Reanimate Sith Shadow-Ghouls (Requires Sith Enchantress, Reanimate Dead)
The enchantress does not permit the minds of the dead to rest. Silently screaming in horror and driven insane by visions of beyond the veil, the corpses rise with stars in their eyes, attacking all in their path. Otherwise identical to Reanimate Dead, these restless shadow-ghouls can be permanently destroyed not through beheading or a shot to the head, but through their eyes being closed forever.
Create Rakghoul (Requires Level 30+, Sith Alchemist)
Through mental domination and Sith alchemy (aided by a talisman), the user is able to rapidly transform any non-Force-sensitive in sight into a monstrous mutant thrall under the control of the caster known as a Rakghoul. Although magic is the vector, Rakghouls carry an alchemical plague which can be spread via the bite or claws, capable of transforming any unvaccinated lifeform - even Force-sensitives and non-sapients - into a Rakghoul over the course of several hours. Rakghouls are not undead, and are also capable of breeding sexually, creating Rakghoul hatchlings, as well as evolving over time into more advanced forms such as Nekghouls. The more proficient the user, the more Rakghouls can be created and controlled at one time (scaling up similarly to Reanimate Dead), the larger and more diverse the Rakghouls are, and the less a talisman is required.
Mechu deru vitae (Requires Level 30+, Mechu deru, Sith Alchemist)
Pioneered by a later-era Sith Lady, the incantation for this ritual is in Basic rather than ancient Sith: "Maggot of metal, dust and rot, Sith life draws breath, old life does not." Blending alchemy and mechu deru, this rite allows for the creation of a technovirus of microscopic nanodroids known as the nanogene spore, which can infect living tissue and convert organics into lobotomised half-cybernetic rotting cyborgs known as Metanecron, or Technobeasts, fully under the control of the caster. The technovirus can then be spread through the Metanecron's bite, claws, stabbing weapons or even ranged weapons grown from its cybernetics in a cloud of airborne spores. The more proficient the user, the more Metanecron can be created and controlled at one time (scaling up similarly to Reanimate Dead), and the more powerful and complex their cybernetics and weaponry.
Summon Terentatek
Through sacrificing a rancor in a torturous ritual lasting many hours, the alchemist conjures a Terentatek of Illathurion. These deadly Jedi-killers have skin hardened by Sith alchemy to be partially resistant to lightsabers, are highly resistant to the Force, can live indefinitely, have venomous claws and teeth, can sense Force-sensitives, and fade into a cloud of noxious gases and vile dark side energy upon death. Although most alchemists believe they are merely transforming rancors using their powers, old Sith myths indicate Terentateks are in fact demons of the ancient world. At low degrees of proficiency, only a small Terentatek hatchling can be conjured, whereas the most proficient users can conjure the largest beasts, as well as elder ancestors of the Terentateks such as the primeval beasts of Belsavis or individual monsters such as Gharj.
Create Jumper (Requires Level 25+, Sith Alchemist)
While some reports of guardian spirits on Sith worlds represent actual spirits or corpses reanimated by Sith magic, many are, in actuality, the corpse-puppets of a carrion worm known as a Zelosian Jumper. These Sithspawn are tiny creatures, invisible to the naked eye, which feed on the dead and puppeteer their motion through what is theorised to be either telekinetic power or electrical stimulation of the brain via enzymes. This power is otherwise identical to Reanimate Dead, but the "guardian spirits" raised by these worms cannot spread their plight via an alchemical plague, nor can skeletons without flesh be reanimated; however, once their current host is destroyed, the worms can jump into new corpses nearby and animate those.
Sith Illusions
The sorcerer conjures astral forms known as Sith Illusions. Unlike Force Illusions, these creations are not merely telepathic projections, but border on imagination made reality; they display as real on sensors, and can send enemies into catatonic shock or harm them (even kill them) as if they were real so long as the victim believes they are real.
Create Object (Requires Level 35+, Sith Illusionist)
Through tapping into a dark side nexus or strange currents of Force energy leaking from rifts in spacetime (such as the spirit ichor of Dathomir or the Ta-Ree of Kathol), the illusionist gives full physical reality to an astral mindform, creating an object out of thin air with a wave of their hand. Only simple objects can be created thus, such as goblets, tables, and knives.
Spirit Blade (Requires Level 35+, Sith Illusionist or Sith Necromancer)
The illusionist summons a glowing blade of hazy Force energy from the aether; the blade is composed of pure dark side power, and can cut materials, absorb blaster bolts and parry lightsabers as if it were a lightsaber. The appearance of the blade is the caster's choice; Mother Talzin's weapon took the form of a sword of glowing green energy.
Blood Magic (Requires Level 25+)
Also known as death magic, this foul art, pioneered by the Presagers of Hakotei, allows the sorcerer to sacrifice innocent victims and view visions of the future in their blood. It can be a potent alternative means to foresight for those obsessed with prophecy or those not gifted in innate precognition.
Dark Illusion (Requires Blood Magic, Sith Illusions)
This complex dark ritual requires several ingredients: a potion cauldron or sacrificial altar basin, a Force-sensitive individual with a Force Bond to the intended victim, and a single drop of blood from that individual. The caster, and their ally if the blood donor is not the caster, channels Force Lightning into the cauldron while chanting the following incantation in the Balc dialect of ancient Sith: "Kintik hadzuska sutta chwituskak! Kintik hadzuska sutta chwituskak! Jiaasjen Jidai, jiaasjen Jidai!" The caster immerses their head in the mist pouring from the cauldron, and the intended victim, even if parsecs away, is then enmeshed in an illusory world impossible to distinguish from reality. Within this dark illusion, the victim can be hurt and killed, and thus be hurt or killed in reality, or be more easily tempted to the dark side.
Blood Trail (Requires Blood Magic)
This technique allows the caster to use their own blood to mark a target (such as a captive or slave) and magically track them through the blood mark in the event of an escape. The shed blood used for a blood trail cannot be removed once the trail is set.
This complex dark ritual requires several ingredients: a potion cauldron or sacrificial altar basin, a Force-sensitive individual with a Force Bond to the intended victim, and a single drop of blood from that individual. The caster, and their ally if the blood donor is not the caster, channels Force Lightning into the cauldron while chanting the following incantation in the Balc dialect of ancient Sith: "Kintik hadzuska sutta chwituskak! Kintik hadzuska sutta chwituskak! Jiaasjen Jidai, jiaasjen Jidai!" The caster immerses their head in the mist pouring from the cauldron, and the intended victim, even if parsecs away, is then enmeshed in an illusory world impossible to distinguish from reality. Within this dark illusion, the victim can be hurt and killed, and thus be hurt or killed in reality, or be more easily tempted to the dark side.
Blood Trail (Requires Blood Magic)
This technique allows the caster to use their own blood to mark a target (such as a captive or slave) and magically track them through the blood mark in the event of an escape. The shed blood used for a blood trail cannot be removed once the trail is set.
GODLIKE Supernova (Requires Level 40+, Sith Thaumaturge)
GODLIKE Thought Bomb (Requires Level 35+, Sith Thaumaturge)
Speed of the Toocha
Spell of Assistance
Spell of Awareness
Spell of Comfort
Spell of Creature Understanding
Spell of Discovery
Spell of Interpretation
Spell of Lightning
Spell of Mimicry
Spell of Open Mind
Spell of Power
Spell of Protection
Spell of Structure
Spell of Thought-Touch
Spell of Concealment
Sith Emperor's ritual (Requires Thought Bomb)
Sith Fire Ritual
Sith plague
Sith runes
Sith stone ritual
False light side aura
Character Sheet Template
Character Illustration (optional)
Theme Music (optional)
Audio Sample of Character Voice (optional)
Name/Title:Character Illustration (optional)
Theme Music (optional)
Audio Sample of Character Voice (optional)
Nicknames/Aliases:
Age:
Sex:
Species:
Orientation (optional):
Homeworld:
Occupation:
Height:
Weight:
Physical Description:
Clothing:
Weapons:
Equipment:
Vehicles:
Pets (if applicable):
Languages:
Combat Skills (brief summary of general combat strengths, including non-Force-based skills not reflected in Skills statistics section):
Other Strengths (brief summary of general strengths, including non-Force-based strengths not reflected in Skills statistics section):
Flaws (brief summary of general weaknesses, including non-Force-based weaknesses not reflected in Skills statistics section):
Alignment (Lawful/Neutral/Chaotic, Good/Neutral/Evil):
Personality:
Fears:
Likes:
Dislikes:
Habits:
Relationships/Love Interests (if applicable):
Companions (optional; may include brief summaries of Companion characters, links to full Character Sheets posted in the Campaign Guide, or both):
Friendships (if applicable):
Masters (if applicable):
Apprentices (if applicable):
Reputation:
Biography:
STR (Strength):
FPR (Force Power):
DEX (Dexterity):
INT (Intellect):
CON (Constitution):
MAN (Manipulation):
PER (Perception):
DES (Destiny):
Rank/Level (e.g. Level 40 Dark Lord of the Sith)
Base Class:
Subclass (if applicable):
Prestige Class (optional):
Skills (game mechanics only; listing all chosen Skills and Skill Points therein):
Acknowledgements
Thank you to Darth Vassago, founder and first Head GM of the Sith Trials series of RPGs, for making this all possible, and for his extensive assistance during brainstorming of the new statistics system.
Thank you to Darth Hesper, for her extensive assistance in creating the game mechanics of the new statistics system.
Thank you to my wonderful Empress, Darth Viscretus, for her extensive assistance in compiling the power list of the new statistics system.
Thank you to Darth Cruor, founder of the New Sith Order, for his role as co-GM of multiple Trials games from Passage into Darkness to The Old Sith Trials.
Thank you as well to Darth Catalyst, Darth Kain, Darth Draconis and Darth Ramage, for co-GMing The Old Sith Trials, and for their assistance, past or present, in this great Sith enterprise.
Acknowledgements are also due Zedd-Vega, for his role in founding the precursor to the Sith Trials RPGs, and Darth Insipid and Darth Haretisch, for serving as my co-GMs in The New Sith Trials.
Above all, thank you to the players, for whom this game is made.
Thank you to Darth Vassago, founder and first Head GM of the Sith Trials series of RPGs, for making this all possible, and for his extensive assistance during brainstorming of the new statistics system.
Thank you to Darth Hesper, for her extensive assistance in creating the game mechanics of the new statistics system.
Thank you to my wonderful Empress, Darth Viscretus, for her extensive assistance in compiling the power list of the new statistics system.
Thank you to Darth Cruor, founder of the New Sith Order, for his role as co-GM of multiple Trials games from Passage into Darkness to The Old Sith Trials.
Thank you as well to Darth Catalyst, Darth Kain, Darth Draconis and Darth Ramage, for co-GMing The Old Sith Trials, and for their assistance, past or present, in this great Sith enterprise.
Acknowledgements are also due Zedd-Vega, for his role in founding the precursor to the Sith Trials RPGs, and Darth Insipid and Darth Haretisch, for serving as my co-GMs in The New Sith Trials.
Above all, thank you to the players, for whom this game is made.
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