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Info Creating A Character

Admiral Volshe

Legendary Member
NGE Empress
~CREATING A CHARACTER~

Important note, before we dive in....

All NSO/FSO characters of knight and above will be grandfathered in. If you have a character in the sister group, you will be allowed to transfer it in. However, it is strongly suggested that you also have a non-FS character. Any characters below knight will be case by case.

~Before you start a character, please read the Handbook.~


Step 1: Determining your level, rank, and FS (Force-sensitivity) status.

All new and returning players must PM the PROXY holodroid page. This is the modmin page run by the team here. You will inquire about your rank, level, and FS status.

RANK: Rank will be decided separately from level. Level is capability. Rank is responsibility, and it represents your standing in the hierarchy. Ranks are attached below in a graphic.

LEVEL: This is your capability. Levels are from 1-25. You will be given an adjusted level based on your history and your character’s history. Levelling up and ranking up are NOT identical.

FORCE SENSITIVITY: This will be decided by a d60.

Not sensitive: 1-20

Mildly sensitive: 21-45

Moderately sensitive: 46-53

Strongly sensitive: 54-60

*If you are not Force Sensitive, there are ways to become so.* But you need to prepare it in a lore friendly fashion. This is entirely subject to admin or moderator approval and will not be taken lightly.

Once you have all three, move on to the next step: character creation.


Step 2: Character Creation

This is the meat of the lesson - you will create a character sheet using the above information. For now, we won’t worry about factions or branches - just worry about who your character is, where they are from, and their traits.

The character sheet template is at the end of this section, and is also in the Handbook as well as the files section of the Facebook group.

The breakdown of points is in the post below. NOT ALL POWERS ARE INCLUDED. You may use any power, provided you can justify it to the moderation staff or assimilation officer you are working with, and you use it fairly and intelligently.

Please fill everything in to the best of your ability - if you are struggling, please contact a Government Assimilation officer. If you have a question for moderation staff, please contact PROXY.

Once you have completed your CS and gotten approval, please post it in the requisite thread.



CHARACTER SHEET TEMPLATE:

***character image (optional)***

***character theme music (optional)***

Name/Title:

Age:

Sex:

Species:

Homeworld:

Occupation:

Rank:

House:

Faction:

Height:

Weight:

Physical Description:

Clothing:

Weapons:

Equipment:

Personality:

Biography:

**LEVEL - (*contact moderation staff for level*)

Traits:

Non-Force Based Skills:

Force-Sensitive: Yes/No (*contact moderation staff for Force-Sensitivity*)

Force Based Skills:
 
NEW GALACTIC EMPIRE - LEVELS AND POWERS

Powers and skills may be added as necessary - please request a power that is not present.

BOTH FS AND NON FORCE SENSITIVES:

At level one, you are allowed only 10 points in Traits and 10 points in Skills - this will augment a dice roll. Each level up grants 3 points for skills and 1 point in traits. See below for conversion.

DICE ROLLS:

D30 or D20 can be used depending on character augmentation.

1-7 - failure
8-15 - mild success (with complication)
16-20 - moderate success (with minor complication)
23-30 - success without issue

OR

1-3 - utter failure
4-6 - barest success
7-12 - moderate success
12-20 - success

TRAITS
Traits will be a maximum of 20 points per trait.

Intelligence -
Wisdom -
Dexterity -
Charisma -
Constitution -

SKILLS
Use the skill allocation to pick skills for your non-FS character.

Computer/Security
Stealth
Awareness
Repair/Crafting
Combat - Ground
Combat - Space
Capital Ship Command
Diplomacy/Persuasion
Medicine/Treat Injury
Heavy Armor
Medium Armor
Light Armor
Melee Weapons
Blaster Use
Hand to Hand Combat
Demolitions

For FS Only

Alchemy
Crafting
Force-Augmented Persuasion
Other Magic (non combat)
Art of the Small (for level 17 or higher)

---

SKILL and TRAIT CONVERSION CHARTS

TRAITS

Level 1 - 41 points
Level 2 - 42 points
Level 3 - 43 points
Level 4 - 44 points
Level 5 - 45 points
Level 6 - 46 points
Level 7 - 47 points
Level 8 - 48 points
Level 9 - 49 points
Level 10 - 50 points
Level 11 - 51 points
Level 12 - 52 points
Level 13 - 53 points
Level 14 - 54 points
Level 15 - 55 points
Level 16 - 56 points
Level 17 - 57 points
Level 18 - 58 points
Level 19 - 59 points
Level 20 - 60 points
Level 21 - 62 points
Level 22 - 64 points
Level 23 - 66 points
Level 24 - 68 points
Level 25 - 70 points

SKILLS

Level 1 - 10 points
Level 2 - 11 points
Level 3 - 12 points
Level 4 - 13 points
Level 5 - 14 points
Level 6 - 15 points
Level 7 - 16 points
Level 8 - 18 points
Level 9 - 20 points
Level 10 - 22 points
Level 11 - 24 points
Level 12 - 26 points
Level 13 - 28 points
Level 14 - 30 points
Level 15 - 33 points
Level 16 - 36 points
Level 17 - 39 points
Level 18 - 42 points
Level 19 - 45 points
Level 20 - 48 points
Level 21 - 51 points
Level 22 - 55 points
Level 23 - 59 points
Level 24 - 64 points
Level 25 - 68 points

(Etc, etc.)

FORCE SENSITIVITY:

Dice use on these is decided at the beginning of RP. They do not have to use dice. Dice roll will be augmented by the charted factor, if chosen.

Power Level and Augmentation on d30:

1 - no change
2 - 1+
3 - 2+
4 - 4+
5 - 6+

LEVEL CHARTS

Points per Level:
These powers are in addition to your skills.

Level 1 - 10
Level 2 - 11
Level 3 - 12
Level 4 - 13
Level 5 - 14
Level 6 - 15
Level 7 - 16
Level 8 - 18
Level 9 - 20
Level 10 - 22
Level 11 - 24
Level 12 - 26
Level 13 - 28
Level 14 - 30
Level 15 - 33
Level 16 - 36
Level 17 - 39
Level 18 - 42
Level 19 - 45
Level 20 - 48
Level 21 - 51
Level 22 - 55
Level 23 - 59
Level 24 - 64
Level 25 - 68

Character levels:

SITH:

Classes: Warrior, Sorcerer, Assassin

Acolyte: Level 1-2
Apprentice: Level 3-8
Knight: Level 9-14
Master: Level 15-19
Dark Lord of the Sith: Level 20-24 (only thirteen non-NPC Dark Lords at any given time, one must retire or die to make a spot)
Sith'ari: Level 25

JEDI:

Classes: Guardian, Consular, Sentinel
Youngling: Level 1-2
Padawan: Level 3-8
Knight: Level 9-14
Master: Level 15-19
Grand Master: Level 20-24

FEBRAYASI:
Classes: Dwellers, Defenders, Wanderers
Pupili: Level 1-2
Pupili Graduate: Level 3-8
Febrayasi: Level 9-14
Mentor: Level 15-19
Sage: Level 20-24

GREY/UNDECIDED:
Neophyte: Level 1-2
Apprentice: Level 3-8
Knight: Level 9-14
Master: Level 15-19
Sage: Level 20-24

Skill levels:

0 – Ability not known
1 – Novice
2 – Intermediate
3 – Advanced
4 – Master
5 – Grand Master

---

Limitations:

Skills may not be increased to 2 until character is lv5. Skills may not be increased to 3 until character is lv10. Skills may not be increased to 4 until character is lv15. Skills may not be increased to 5 until character is lv20.

SKILLS

Core Abilities:

THESE CORE POWERS ARE HERE. YOU DO NOT NEED TO ADD ADDITIONAL POINTS FOR POWERS IN THOSE CATEGORIES, BUT YOU MUST RP OR WRITE WITH GM APPROVAL TO ACQUIRE POWERS FROM THE COMPLETE LIST IN RESOURCE, AND LIST THE POWERS YOU HAVE LEARNED. IF YOU DO NOT LEARN POWERS WITHIN THE CATEGORY, YOU WILL ONLY HAVE THE STARTING POWER.

LIGHTSABER COMBAT - Use a lightsaber. At the barest level, Shii-cho is your go to. At higher levels, you can perfect a more challenging form, or even multiple forms. Starting power: Shii-Cho

TELEKINESIS - Use the Force to manipulate physical surroundings or energy. This includes powers such as simple push/pull or at stronger levels, powers such as avalanche. Starting power: Push/Pull

WOUND - Use the Force to damage another living thing. The most common use of this power is the famous Force Choke. However, other, stronger variations such as Rend also exist. Starting power: Force Choke

ENHANCE - Use the Force to augment your physical capabilities. Run faster, jump higher, see farther, hear farther. Eventually, you can resist poisons, environment, or other environmental effects. Starting power: Force Speed

SENSE - Augment your awareness with the Force, enabling you to delve into supernatural senses such as sensing emotion, perceiving danger, or improving your reflexes. Starting power: Force Sense

LIGHTNING - Augmenting the electricity that surrounds us all to summon anything from a bolt of lightning to a Force Storm. Starting power: Force Shock

PYROKINESIS - Manipulation of heat and fire, from summoning a small flame to a storm of fire. Starting power: Force Flame

CRYOKINESIS - Manipulation of the cold and ice, from freezing small amounts of water to freezing large areas of water. Starting power: Chill

MAGIC - (Sorcerer or specialised factions only) - Utilize the arcane and esoteric side of the Force for a wide variety of uses. From the secrets of blood, to summoning leviathans. Starting power: Aura of Uneasiness

RESISTANCE - The ability to diffuse Force attacks (Force push, Force choke, and Force avalanche) or resist physical or energy attacks, such as lightning, lightsabers, or blasters. Enables the use of Tutaminis. Starting power: Resistance/Starting power: Force Defense

HEAL - The ability to cure and diagnose injury or illness, level increases the complexity and severity of illnesses able to be treated. Starting power: Force Heal

TELEPATHY - Influence the weak minded with a wave of the hand. Generally does not work on other trained force users unless of lower mind trick level. Starting power: Search Mind (cannot work on strong willed or powerful individuals, and does not change their beliefs).
 
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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
Quick and precise. Elegant and efficient, emphasizing leverage through footwork and positioning. Lacking in brute strength.

Form III - Soresu
Tight and efficient. Defensive and quick. Lacking in offense.

Form IV - Ataru
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.

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.
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.

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.

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 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 15+, Telekinesis)
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 15+, Force Wound and 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
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 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.
Telekinetic Kill (Requires Level 15+, Force Wound)
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 15+, Force Choke, Telekinesis)
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 10+, 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.
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 10+, 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 13+, Telepathy)

Memory Rub (Requires Level 15+, 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 5+, Inquisitor, Telepathy)

Mind Shard (Requires Level 5+, Inquisitor, Telepathy)

Mindspeech (Requires Level 5+)

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 5+, Lightning)
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 10+, Force Lightning, lightsaber or melee weapon)
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 10+, Force Shock)
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 10+, Force Shock, 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 10+, Force Shock)
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 15+, 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 15+, 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 15+, 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 15+, 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 15+, Force Lightning)
The user is so powerful they crackle with an aura of Force Lightning at all times.

Lightning Empowerment (Requires Level 15+, 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 15+, 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 20+, 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.

Summon Storm (Requires Level 15+, 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 10+, 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 5+, 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.
Fireball Belch (Requires Level 5+, 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 15+, Pyrokinesis)
The user is so powerful they burn with an aura of flame at all times.

Fire Tornado (Requires Level 15+, 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 10+, 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 15+, Cryokinesis)
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 5+, 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 5+, 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 15+, 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.

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.

Dark Side Healing (Requires Level 10+, 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.

Dark Transfer (Requires Level 15+, 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.

Transfer Force (Requires Level 15+)
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.



A La Carte Powers - Each of these powers requires at least one point to use. They are outside of the above, and must have lore reason to be known/used.

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.

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.
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.
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.

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.

GODLIKE Force Ghost (Requires Level 13+)
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 20+, 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 17+, 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 17+, 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 Create Holocron (Requires Level 13+)
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 20+)
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 10+, 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 10+)
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.

Darkshear (Requires Level 15+)
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 15+)
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 15+, 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 13+)
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 15+)
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 10+)
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 13+, 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 10+)

Crush Opposition

Cure Disease (Requires Control Disease)

Daen nosi

Dampen Force

Dark Aura

Dark Plague

Dark energy trap

GODLIKE Dark Side tendrils (Requires Level 20+)

Dream-walking

Dreambubble

Ears of the Chiroptix

Energy trap

Enhance Force Sensitivity

Environmental Attunement

GODLIKE Eternal Hatred (Requires Level 17+)

Field Detection

Fiery energy

Fighting-sight

GODLIKE Flow-walking (Requires Level 17+)

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 15+)

Force travel

Force weapon

Frangawl sacrificial ceremony

Grand Experiment

Hassat-durr

Hatred

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

Magnify Senses

Malacia

Malicious Fury

Many Shades of the Force

Mask

Mechu-deru

Memory Walk

Memory rub

Mesmerism

Midichlorian manipulation (Requires Level 20+, 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

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

Truth-sense

Waveform

Weather Sense

Words of banishment

MAGIC
These powers are available to all students of various magic sects - Nightsisters, Shamanistic religions, and Sorcerers of other persuasions. Dark Side magic sects may also use Sith Magic, but must request such.

Heartshadow

Magical Ichor

Sense of the Veshet

Touch of the Kiin'Dray

Voss purifying ritual

Voss Healing Ritual

Water of Life



Magic (Requires Sith or Omnus Ceterii)

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.

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.

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 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 (Requires Sith/DS)
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 (Requires Sith/DS)
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 (Requires Sith/DS)

Odojinya (Requires Sith/DS)

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

Forge Sith Artifact (Requires Sith)

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, 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, 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, Mutate Life)
The alchemist transforms an animal into a chrysalide beast, with armour, teeth and claws stronger than metal.

Create Tuk'ata (Requires Sith)
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)
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)
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 17+)
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 10+, 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 15+, 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 13+)
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 17, 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 15+)
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 17+, 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 Sorcerer/Sorceress, 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 Sorceress, 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 15+, Sith)
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)
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 13+)
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 17+)
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 17+)
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 13+)
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.

GODLIKE Supernova (Requires Level 20+)

GODLIKE Thought Bomb (Requires Level 17+)

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




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SKILLS:

GODLIKE Art of the Small (Requires Level 17+)
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.
 
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