Welcome one and all to the final installment of the Prelude to Requiem trilogy - Judgment Day. This thread will serve as a repository and archive for the character sheets of all player characters and certain NPCs. This initial post will also serve as a guide for creating these character sheets, as we will be playing in a different system than what you would typically find in places such as the Final Sith Order or New Galactic Empire Facebook groups.
Before we begin, I would like to thank @Darth Dreadwar, @corinthia, @Drakul_Xarxes, and @Darth Sedicious for their contributions to the Force Powers lists we will be using in this game and future games within this timeline.
RANKS AND LEVELS
Since the second installment of the Prelude to Requiem games, we have operated under the True Sith Trials style 50-level system. We will continue to do so here in Judgment Day. There will be some stark differences from what he had in the last game, however. For instance, we will be introducing the TST style Attributes system as well to help influence all dice rolls, especially in the case of non-Force Power dice rolls. On top of that, we will also be including new bonus systems created by Lords Drakul Xarxes and Sedicious. With these new bonus systems, I will be retiring the brief-lived Skill Specializations that we had in The Lost Jedi.
There are also two separate lists for both Classes and Skills, separated by whether or not you’re a Jedi or Sith. If you are technically neither, then base your sheet off the Jedi side if you’re more Light-side aligned, or base it off the Sith side if you’re more Dark-side aligned. If you try to claim you’re equally light as you are dark then I will personally kill you in the opening post.
Level Chart
LEVEL 1 [Acolyte/Initiate] - Equivalent to Level 1 (8 Skill Points, 60 Attribute points)
LEVEL 2 (9 Skill Points, 60 Attribute points)
LEVEL 3 (10 Skill Points, 60 Attribute points)
LEVEL 4 (11 Skill Points, 60 Attribute points)
LEVEL 5 [Apprentice/Padawan] - Equivalent to Level 2 (12 Skill Points, 66 Attribute points)
LEVEL 6 (13 Skill Points, 66 Attribute points)
LEVEL 7 (14 Skill Points, 66 Attribute points)
LEVEL 8 (15 Skill Points, 66 Attribute points)
LEVEL 9 (16 Skill Points, 66 Attribute points)
LEVEL 10 [Apprentice/Padawan] - Equivalent to Level 3 (17 Skill Points, 72 Attribute points)
LEVEL 11 (18 Skill Points, 72 Attribute points)
LEVEL 12 (19 Skill Points, 72 Attribute points)
LEVEL 13 (20 Skill Points, 72 Attribute points)
LEVEL 14 (21 Skill Points, 72 Attribute points)
LEVEL 15 [Knight] - Equivalent to Level 4 (22 Skill Points, 78 Attribute points)
LEVEL 16 (23 Skill Points, 78 Attribute points)
LEVEL 17 (24 Skill Points, 78 Attribute points)
LEVEL 18 (25 Skill Points, 78 Attribute points)
LEVEL 19 (26 Skill Points, 78 Attribute points)
LEVEL 20 [Knight] - Equivalent to Level 5 (36 Skill Points, 84 Attribute points)
LEVEL 21 (38 Skill Points, 84 Attribute points)
LEVEL 22 (40 Skill Points, 84 Attribute points)
LEVEL 23 (42 Skill Points, 84 Attribute points)
LEVEL 24 (44 Skill Points, 84 Attribute points)
LEVEL 25 [Master] - Equivalent to Level 6 (50 Skill Points, 90 Attribute points, 1 Godlike/Paragon)
LEVEL 26 (55 Skill Points, 90 Attribute points, 1 Godlike/Paragon)
LEVEL 27 (60 Skill Points, 90 Attribute points, 1 Godlike/Paragon)
LEVEL 28 (65 Skill Points, 90 Attribute points, 1 Godlike/Paragon)
LEVEL 29 (70 Skill Points, 90 Attribute points, 1 Godlike/Paragon)
LEVEL 30 [Master] - Equivalent to Level 7 (75 Skill Points, 96 Attribute points, 2 Godlikes/Paragons)
LEVEL 31 (80 Skill Points, 96 Attribute points, 2 Godlikes/Paragons)
LEVEL 32 (85 Skill Points, 96 Attribute points, 2 Godlikes/Paragons)
LEVEL 33 (90 Skill Points, 96 Attribute points, 2 Godlikes/Paragons)
LEVEL 34 (95 Skill Points, 96 Attribute points, 2 Godlikes/Paragons)
LEVEL 35 [Sith Lord/Council Member] - Equivalent to Level 8 (100 Skill Points, 102 Attribute points, 3 Godlikes/Paragons)
LEVEL 36 (110 Skill Points, 102 Attribute points, 3 Godlikes/Paragons)
LEVEL 37 (120 Skill Points, 102 Attribute points, 3 Godlikes/Paragons)
LEVEL 38 (130 Skill Points, 102 Attribute points, 3 Godlikes/Paragons)
LEVEL 39 (140 Skill Points, 102 Attribute points, 3 Godlikes/Paragons)
LEVEL 40 [Dark Lord/Council Member] - Equivalent to Level 9 (150 Skill Points, 108 Attribute points, 4 Godlikes/Paragons)
LEVEL 41 (170 Skill Points, 108 Attribute points, 4 Godlikes/Paragons)
LEVEL 42 (190 Skill Points, 108 Attribute points, 4 Godlikes/Paragons)
LEVEL 43 (210 Skill Points, 108 Attribute points, 4 Godlikes/Paragons)
LEVEL 44 (230 Skill Points, 108 Attribute points, 4 Godlikes/Paragons)
LEVEL 45 [Imperatrix/Grandmaster] - Equivalent to Level 10 (250 Skill Points, 114 Attribute points, 5 Godlikes/Paragons)
LEVEL 46 (300 Skill Points, 114 Attribute points, 5 Godlikes/Paragons)
LEVEL 47 (350 Skill Points, 114 Attribute points, 5 Godlikes/Paragons)
LEVEL 48 (400 Skill Points, 114 Attribute points, 6 Godlikes/Paragons)
LEVEL 49 (450 Skill Points, 114 Attribute points, 6 Godlikes/Paragons)
LEVEL 50 - Level Cap (500 Skill Points, 120 Attribute points, 7 Godlikes/Paragons)
ATTRIBUTES
At Level 1, you may spend 60 points to buy your preferred attribute ratings. 10 points in an attribute reflect an average rating (for example, a character with 10 points in Strength is a moderately strong individual). Less than 10 points reflect a below-average rating (for example, a character with 5 points in Dexterity is a particularly clumsy individual). More than 10 points reflect an above-average rating (for example, a character with 15 points in Manipulation is a particularly persuasive individual), with 20 points representing the maximum possible (for example, a character with 20 points in Intelligence is an unparalleled genius).
Attributes may not be increased to 14 until the character is Level 10.
Attributes may not be increased to 16 until the character is Level 20.
Attributes may not be increased to 18 until the character is Level 30.
Attributes may not be increased to 20 until the character is Level 40.
STRENGTH
Strength refers to one’s raw physical prowess. In characters belonging to most organic races, particularly of humanoid configuration, this results from intensive and strenuous daily training, such as running obstacle courses and performing kata in training rooms, and the innate and unnatural augmentation of the Force. Some exotic species, such as Celegians, may have very little strength, while others, such as Shards, may have essentially no strength of their own, but can utilize droid bodies with pistons capable of overpowering any organic muscle. Cybernetic limbs, in the case of cyborg characters, also bestow greater strength than the organic baseline, as do the phenomenal musculatures of certain exceptionally large or brawny races, such as Houks.
A more martially oriented character, such as a warrior or marauder, stands the most to benefit from inculcating greater strength; the stronger a character is, the more powerful and effective their lightsaber strikes and other melee attacks are, useful for most lightsaber forms and martial arts.
FORCE POWER
Force Power refers to one’s innate strength in the Force; the extent of their natural Force-sensitivity; their luminous presence in that great energy that binds together all life and matter. It is often measured by a simple blood test that counts the number of midichlorians within one’s cells. Force Power is not inflexible; traumatic injury and the replacement of body parts with cybernetics can result in a reduction of one’s natural potential, such as the fate that befell Darth Vader and Lumiya, and, according to the theories of Darth Plagueis, Force Drain may affect one’s innate Force strength by triggering a mass die-off of midichlorians.
A higher Force Power score not only allows for greater willpower when it comes to defending oneself against hostile uses of the Force and other spiritual rigors, but directly correlates with the effectiveness and strength of one’s own utilization of most Force abilities, from telekinesis to Force Lightning.
DEXTERITY
Dexterity encompasses general deftness, nimbleness, agility, finesse, speed and adroitness of reflexes, and precision in performing tasks, especially with the hands. Many characters hone their dexterity through physical training, running obstacle courses, and assembling and disassembling weapons; others nurture agility through habitual acrobatics, often enhanced by the unnatural augmentation of the Force.
A clumsy character is likely to lack dexterity; a Sith who eschews conventional weapons in favor of becoming an expert sharpshooter, on the other hand, is likely to benefit from their dexterous use of a blaster or other ranged weapon, and dexterity is of particular benefit to lightsaber wielders specializing in either Makashi, which requires precision and finesse, or Ataru, which requires great agility and speed. Certain Force powers, such as Force Speed, often require phenomenal reaction time.
INTELLECT
Intellect encompasses all attributes of the mind, from raw intelligence to reasoning ability, knowledge, and familiarity with various academic disciplines and fields of interest. A brainy character is often the opposite of a brawny one, although there are exceptions who excel at both. Scholarly characters often dedicate their time to reading books rather than physical training, honing their intellect as they pour over scrolls of ancient lore, chronicles of galactic history, and compendiums of science.
Intellectual characters are not only more generally knowledgeable and intelligent than their rivals, but better able to learn the arcane arts of ancient Sith sorcery from tomes and spellbooks, and practice the Sith alchemical arts of creating genetic aberrations if they are so darkly inclined.
CONSTITUTION
Constitution refers to one’s endurance, stamina, and overall vitality. Whether it be through the innate healthiness of their bodies, the intense physical exercise they have put themselves through, or a tough-as-nails habituation to injury, disease, hunger, and thirst built up through years of rigorous experience and battle, a character with greater constitution than his rivals is a difficult one to kill.
MANIPULATION
Manipulation refers to one’s skill in manipulating and persuading others, one’s guile, glib, charm, deceptive ability, acting ability, oratorical skill and other tools of the trade in navigating hierarchies, bending social situations to one’s will, and rising to the top of the pack. Whether one be a sly, oozing deceiver adept at knowing the time to treacherously strike, or an honorable nobleman swathed in natural charisma, a character with the ability to work the masses and one’s peers alike is a character with a weapon like no other, a weapon as smooth as frill syrup and as sweet as Githany’s poisoned kiss.
A character with potent manipulative ability is often more adept at seduction—whether it be tempting a Jedi to the dark side or seducing a lover to bed—and the arts of psychological warfare known as Dun Möch, as well as Force-fuelled hypnotism, suggestion, and mental domination.
PERCEPTION
Perception refers to one’s general awareness of their surroundings, prescience, alertness, and ability to utilize mundane senses, from eyesight to hearing, to their maximum. While a Force-sensitive character’s ability to perceive their surroundings is often augmented by extrasensory perception, one’s innate awareness and ability to filter signals from the noise is vital in terms of interpreting and analyzing one’s circumstances or surroundings.
A character more perceptive than another may be more likely to notice important details, whether it be an inscription that stands out from a wall of hieroglyphs and allows them to diffuse a deadly snare, or notice potential danger creeping around the corner. It can also be useful when using powers of clairvoyance or farsight.
DESTINY
Destiny refers to how in-tune one is with the will of the Force, that mystical energy field that some believe controls all destiny. While not all believe in such a concept, seeing the Force as subservient to the will of the individual and seeking naturalistic explanations such as instinctual precognition, it is undeniable that some Force-users appear luckier than others, as if guided by the invisible hand of fate.
A character with a powerful destiny is seemingly supernaturally fortunate, and is deeply immersed in the Cosmic Force, allowing greater power of foresight and prophecy. There might be no such thing as luck - but there is the Force.
SKILL POINTS
0 – Ability not known. The player cannot use this Skill and does not need to list this Skill in the Skills section of their Character Sheet.
1 – Novice. The player can use the Skill at a low degree of proficiency, approximately equivalent to that of a Sith Acolyte or Jedi Padawan just beginning their training.
2 – Intermediate. The player can use the Skill with some degree of proficiency, approximately equivalent to that of a Sith Apprentice or Jedi with moderate training, such as Kylo Ren from the new canon or Luke Skywalker as he appears in The Empire Strikes Back.
3 – Advanced. The player can use the Skill with advanced proficiency, approximately equivalent to the proficiency of Darth Vader and Darth Tyranus within the films and the Legends Expanded Universe in most of their preferred feats.
4 – Master. The player can use the Skill with masterful proficiency, approximately equivalent to the proficiency of Emperor Palpatine and Grandmaster Luke Skywalker within the Legends Expanded Universe in most feats.
5 – Grand Master. The player can use the Skill with ultimate proficiency, approximately representing a gestalt of the most powerful and extreme examples of the feat in Legends Expanded Universe lore.
Skills may not be increased to 2 until a character is at Level 10. Skills may not be increased to 3 until a character is Level 20. Skills may not be increased to 4 until a character is Level 30. Skills may not be increased to 5 until a character is Level 40.
All Godlike powers/Paragon powers are level-locked, and all cost 10 points.
LEVEL BONUSES
As characters advance in their accumulation of power and increased individuality and distinction from their peers, some abilities become second nature to them, while others become a more obscure, rarer, and focused power. As such, when leveling up, a character may attain from the list below certain powers when they reach the requisite levels.
All free points, whether purely from leveling up or granted by a class choice, terminate at rank 3. Any increase beyond that point requires investment from the point total for a character’s level.
Level 1: At Level 1, as soon as an Acolyte or Padawan begins making their character sheet, they may choose from Telepathy, Telekinesis, and Force Sense to add to their character sheet for free, as these are three of the most basic abilities of a Force user. They may increase the rank of this power for free as they level up, once they hit the milestone levels for rank increases, up to rank 3 at level 20.
Level 20: Upon becoming a Sith Knight, a Sith may choose between Sith Lightning, Force Wound (assuming they have Telekinesis), and Sutta Chwituskak (assuming they are a Sorcerer) to add to their character sheet for free, up to rank 3 at level 20, as these powers are more aggressive and further help to distinguish the characterization and focus of a Force user from their peers.
Upon becoming a Jedi Knight, a Jedi may choose between Mind Trick (assuming they have Telepathy), Force Push/Pull (assuming they have Telekinesis), and Force Resistance to add to their character sheet for free, up to rank 3 at level 20, as these powers are mainstays of a Jedi’s arsenal and further help to distinguish them among their peers.
Level 30: When promoted to Sith Master, all Sith Warriors gain Force Rage, all Sith Assassins gain Shadowstrike, and all Sith Sorcerers gain a basic sorcery (between Sutta Chwituskak, Qâzoi Kyantuska, Dwomutsiqsa, Waves of Darkness, Aura of Uneasiness, and Sith Illusions) to add to their character sheets for free, up to rank 3. This allows Sith Masters to devote points to other abilities that will help distinguish them from others without detracting from abilities core to the essence of their class.
When promoted to Jedi Master, all Jedi Guardians gain Battlemind, all Jedi Sentinels gain Force Cloak, and all Jedi Consulars gain Battle Meditation (assuming they have Force Bond) to add to their character sheets for free, up to rank 3. This allows Jedi Masters to devote points to other abilities that will help distinguish them from others without detracting from abilities core to the essence of their class.
Level 35: Sith Lords and Jedi Council Masters are naturally assumed to possess the knowledge of storing knowledge, that is, to create a Holocron for themselves with which to deposit their esoteric knowledge or life experiences to help teach future generations, or else to hoard for themselves. This process is a RITUAL, regardless of the class of the Sith or Jedi. They receive 3 points in this power, and may invest further points into it if they so desire, as there is a clear distinction in the quality of holocrons from various Sith Lords and Jedi Masters of the past.
POWER TAGS
As you read through the list below, you may notice some of the listed powers have certain tags in bold next to them. These showcase something special that anyone desiring to take the power should be aware of.
–RITUAL: Powers with this tag cannot simply be performed at will. Instead, they require preparation, sometimes taking hours or days, and will require intense roleplay to be used. Often, these will require the use of special materials as well that may be special enough that the user will not have easy access to them and will therefore need to quest for them. The use of these powers generally has to be GMed or approved by the GM to ensure they are used properly.
–INNATE: Powers with this tag are extraordinarily rare in the established EU continuity. As such, this should be reflected in how many people can take these powers. These tend to be powers that most Force users cannot learn but are already present in the user and must be developed by study and regular use (such as Psychometry, Flashburn, and Shatterpoint). Acquisition of these powers should take place early on, generally before Knighthood, and will require GM approval.
–UNIQUE: Powers with this tag require someone wishing to take it to either be taught the power by someone who already has it OR it must be quested for (which would be GMed). Starting with a UNIQUE power will require GM approval.
–FREE: Powers with this tag do not require point investment to attain, only prerequisites, such as point investment in another power, which the FREE power is either rolled into or which the FREE power changes if chosen (such as in the case of the Reanimate Undead sub-abilities).
Base Classes are available to all. Subclasses are available at Level 10. Prestige Classes are strictly optional classes, specializing in obscure niches with unique prerequisites, available at varying levels.
Sith Warrior
Warriors are the martial element of the Sith, training rigorously for combat with a particular focus paid to the exquisite art of the lightsaber. Darth Vader and Darth Malgus are among history’s most famous Sith Warriors. Sith Warriors are masters of physicality and receive free points in Augmentation up to the rank available for their level, up to rank 3 at level 20.
Sith Assassin
Assassins seek to learn the art of stealth and espionage, and they train in many non-Force-related skills to be more versatile. Darth Talon and Darth Maul are among history’s most famous Sith Assassins. The most elusive of Sith, they receive free points in Force Stealth up to the rank available for their level, up to rank 3 at level 20.
Sith Sorcerer
Sorcerers concern themselves primarily with the academic study of the Force and understanding its properties, as well as studying and chronicling the history of the Sith. Darth Sidious and Darth Naga Sadow are among history’s most famous Sith Sorcerers. Focused entirely on the esoteric, including occult rituals known only to their caste, Sorcerers receive free points in Sith Runes up to the rank available for their level, up to rank 3 at level 20.
Subclasses (Available at Level 10+)
Sorcerer Subclasses:
Sith Thaumaturge
Taking after the Sorcerers of Tund and the Naddists of Onderon, Thaumaturges are pure mages, dedicating themselves to reciting and casting ancient Sith spells gleaned from the dusty pages of forgotten grimoires. Sith Thaumaturges receive one basic sorcery of their choice between Sutta Chwituskak, Qâzoi Kyantuska, Dwomutsiqsa, and Odojinya for free up to the rank available for their level, up to rank 3 at level 20.
Sith Alchemist
Taking after the eldritch artisans of the Ninûshwodzakut and the master beast-summoners of the Hundred-Year Darkness, Alchemists dedicate themselves to the manipulation of inanimate matter and the twisting of life into new forms. Sith Alchemists receive two free points each in Imbue Item and Mutate Life.
Sith Elementalist
Taking after the Shapers of Kro Var and the Sith Sorcerers of Vitiate’s Empire, Elementalists are storms of nature, foregoing finer arcane mastery in favor of sheer elemental power over the Force, from lightning and fire to earth and water. Elementalists may choose two abilities to receive two free points from between Pyrokinesis, Cryokinesis, Sith Lightning, Plant Surge, and Alter Environment.
Sith Prophet
Taking after the Prophets of the Dark Side, Sith Prophets or Prophetesses are sinister seers and reclusive hermits, peeling back layers of reality to see realms and places far away - and far in the future. Sith Prophets receive Precognition, the basis of their perceptive abilities, for free up to the rank available at their level (though they must put one point at minimum into Force Sense to receive this benefit), up to rank 3 at level 20.
Sith Inquisitor
Taking after the fanatical Inquisitorius of Palpatine’s regime, Sith Inquisitors serve the Empire with almost religious fervor, specializing in mentally probing their victims for traces of disloyalty, indoctrinating the weak, and torturing the unfaithful. Sith Inquisitors receive two free points each in Probe Mind and Mind Shard, abilities which are foundational in breaking insurgent morale.
Sith Illusionist
Taking after the ancient Sith sorcerers of the Golden Age and the Krath magicians of Empress Teta, Sith Illusionists impose their imagination upon the universe, conjuring mind-pulverizing illusions that verge on astral creations of raw reality. Illusionists receive Sith Illusions, the basis of their esoteric abilities, for free up to the rank available at their level, up to rank 3 at level 20.
Warrior Subclasses:
Sith Marauder
Taking after the Sith Marauders of the Sith Triumvirate, Sith Marauders are violent, bloodthirsty dark side warriors who use their rage, the dark side, and an arsenal of weapons to eviscerate their enemies swiftly; many dual-wield lightsabers or use more exotic lightsaber variants such as double-bladed lightsabers and lightwhips. Marauders, who relish in the heat of battle and shrug off injury with ease, receive two points each in Feed on the Dark Side and Control Pain.
Sith Juggernaut
Taking after the Sith Juggernauts of Vitiate’s Empire and the various cyborg Jedi-Killers of Palpatine’s era, Sith Juggernauts are hulks of muscle, flesh, and even metal, able to overpower their foes through brute strength and power through incredible injury. Sith Juggernauts may choose to receive either Reduce Injury or, if they are a cyborg, Mechu-Deru, for free up to the rank available for their level, up to rank 3 at level 20.
Sith Conqueror
Taking after the Sith Conquerors of Vitiate’s Empire and the Sith officers of Revan’s regime, Sith Conquerors are the sharp military minds that conceive of the most cunning war strategies and battle tactics. Sith Conquerors receive two free points each in Force Bond and Force Meld.
Sith Saber
Taking after the Sith Sabers of the Lost Tribe of Sith and the Sith Duelists of Vitiate’s Empire, Sith Sabers are dueling champions dedicated to the art of the lightsaber above all else. Sith sabers receive two free points in two lightsaber styles of their choice, so long as they have at least one point in Shii-Cho.
Sith Paladin (Requires Lawful Alignment)
Taking after the Paladins of Naddist Onderon, the noble Sith Knights of the Mecrosa and the Krath Holy Crusaders, Sith Paladins are dark knights who serve the Empire with religious conviction and unbreakable loyalty; like the Knights of Zakuul, their zealotry is rewarded with unique power in the Force that makes them difficult to beat on the field of battle and can choose up to three light side powers, one of which they receive for free up to the rank available at their level, up to rank 3 at level 20.
Sith Mauler
Taking after the Sith Brutes of Vitiate’s Empire and the thuggish Sith cult known as the Maulers, Sith Maulers use their fists, feet, and body to overpower their enemies, mastering brutal hand-to-hand combat or martial arts such as Teräs Käsi. Maulers receive two free points each in Force Punch and Force Kick.
Assassin Subclasses:
Sith Stalker
Taking after the Sith Assassins of the Sith Triumvirate and the Sith Shadow Stalkers of Vitiate’s Empire, Sith Stalkers are masters of stealth and subtlety, cloaking themselves from the Force and the senses as they pursue their prey. Stalkers receive two points each in Conceal Essence and Dim Other’s Senses, allowing them to pass not only in the Force but visibly as well.
Sith Watcher
Taking after the Sith Watchers of Vitiate’s Empire and the political masterminds of Bane’s line, Sith Watchers are infiltrators and double agents who use guile, subterfuge, and manipulation to subvert enemy governments from within. Watchers receive two free points each in Affect Mind and Conceal Essence so as best to infiltrate enemy territory and influence their opponents without drawing undue attention.
Sith Brawler
Taking after the infamous Hands of Emperor Palpatine, Sith Brawlers are unscrupulous agents and dirty fighters who use anything they can get their hands on to kill their targets, from blasters to vibroshivs to lightsabers. Brawlers receive two free points each in Force Punch OR Force Kick from the Warrior list and in Force Reflex to enhance their martial arts capabilities.
Sith Slayer
Taking after the Sith Slayers of Vitiate’s Empire and the various infamous Jedi hunters throughout history, Sith Slayers are highly trained executioners adept at one singular goal: finding and killing Jedi in one-on-one combat. Sith Slayers are proficient with suppressing the power of their opponents, weakening them before engaging for the kill, and as such, receive points in Force Suppression up to the rank available for their level (so long as they have at least one point in Telepathy), up to rank 3 at level 20, and can take this ability before reaching Level 20.
Sith Poisoner
Taking after the infamous poisoners of the Sith Mecrosa Order, Sith Poisoners are specialists who combine alchemy, science, and assassination to kill their foes without ever needing to lay hands on a lightsaber. Sith Poisoners gain access to Brew Sith Poison, which allows for the creation of Sith poisons for free up to the rank available for their level, up to rank 3 at level 20, and gain access to Mutate Life and Sutta Chwituskak from the Sith Magic tree.
Sith Spy
Taking after the Sith spies of the Brotherhood of Darkness and Sith Intelligence & Assassination in Krayt’s Empire, Sith Spies are secret agents who retrieve intelligence, sabotage enemies, and kill their foes through cunning preparation, exotic tactics and advanced technology. Sith Spies receive two points each in Theran Force-Listening and Probe Mind, the latter from the Sith Inquisitor tree.
Prestige Classes
Sith Necromancer (Requires Level 20+, Sith Alchemist OR Sith Thaumaturge)
Through blending spellcasting and alchemy, Sith Necromancers tap into the powers of death and dying, invoking the spirits of ancient Sith Lords and raising the corpses of the fallen. Necromancers gain one Necromancer-exclusive ability for free up to the rank available for their level (excepting Godlikes), up to rank 3 at level 20, as well as access to several exclusive powers built around pure necromancy and the invocation of dark spirits.
Sith Warlock (Requires Level 20+, Sith Sorcerer, At least 4 Lightsaber Forms)
Battle mages who bend the Force to martial ends, Sith Warlocks can learn up to five skills from the Warrior path. They may choose one of these abilities for free up to the rank available for their level, up to rank 3 at level 20.
Sith Wizard (Requires Level 20+, Sith Elementalist or Sith Thaumaturge)
Druidic mages who have mastered the Living Force, Sith Wizards can learn up to four skills from either the Elementalist or Thaumaturge paths (whichever their subclass isn't), as well as one skill from the Necromancer path, including Godlikes. They receive one of these powers (but not a Godlike) for free up to rank 3.
Sith Witch (Requires Level 20+, Sith Elementalist or Sith Alchemist)
Herbs and potions are powerful tools in the hands of Nightsister Sith witches, whose mastery of the natural world allow them to learn up to three skills from either the Elementalist or Alchemist paths (whichever their subclass isn't), as well as up to two skills from the Necromancer path, excepting Godlikes. They receive one of these powers for free up to rank 3.
Sith Technomage (Requires Level 20+, Sith Alchemist, Cyborg)
More machine than man, Sith cyborgs can understand the relationship between the organic and the synthetic more than any other; some become powerful Technomages able to manipulate machinery with the Force. Technomages learn Mechu-Deru for free up to the rank available for their level, up to rank 3 at level 20, and receive access to powers only one so aligned with machinery could.
Sith Sharpshooter (Requires Level 20+, a Ranged Weapon)
Whether gunslingers or snipers, Sith Sharpshooters specialize in the mastery of the blaster or other ranged weapons (such as bowcasters and energy bows), using the Force to achieve supernatural accuracy and speed. Sharpshooters receive two free points each in Force Direction and Ballistakinesis to aid their shots in striking their targets with ultimate precision and to shoot without a gun, respectively.
Sith Archon (Requires Level 20+, Alignment Good or Neutral, Sith Sorcerer)
Taking after the Sith Archons of Vitiate's Empire, these religious fanatics are either former Jedi who pursued the light so fanatically they became malevolent or bizarrely selfless servants of the dark side, able to call upon the unique divine powers of the mythological Immortal Gods of the Sith and/or up to five light side powers, and can receive one of these powers for free up to the rank available for their level, up to rank 3 at level 20.
Sith Masterblade (Requires Level 20+, Sith Warrior, No Lightsaber or Lightsaber Forms)
Taking after the Bladeborn cult of old, a Sith Masterblade eschews lightsabers in favor of bladed melee weapons such as Sith Tremor Swords. The Masterblade possesses unique powers over the blade, can learn how to forge ancient Sith weapons from the Sith Alchemist tree, and receive Energy Blade up to the rank available for their level, up to rank 3 at level 20. Blades forged by a Masterblade are regarded as one rank higher than the rank they possess in the skill.
Sith Artificer (Requires Level 25+, Sith Alchemist)
Alchemists dedicated to the forgery of artifacts and weapons above all else, Artificers receive three free Skill Points each in Forge Sith Weapon and Forge Sith Artifact. When using a “Forge” ability, an Artificer may treat any resulting item as one rank greater than the rank they possess in the skill.
Sith Shadow Mage (Requires Level 25+, Sith Assassin, no Wookiees)
Taking after the Sith Shadows cult of Dathomir under Nightbrother Mellichae and the Shadow Magic coven of Nightsister Gethzerion, Shadow Mages are assassins who tap so fully into the darkness that they are capable of manipulating it beyond their peers. Shadow Mages receive two free Skill Points each in the Sith spells Waves of Darkness and Spell of Concealment. They can learn three additional abilities from the Sith Magic tree.
Sith Shadow Guard (Requires Level 25+, Sith Assassin, Six Lightsaber Forms)
Taking after the legendary Shadow Guard of Palpatine's Empire, these black-robed Jedi-killers are well-trained in the usage of lightsabers and lightsaber variations, such as the lightsaber pike. Shadow Guards can learn up to five skills from the Warrior path, except Godlikes, and receive two free points each in Force Shadow and Battlemind.
Sith Magus (Requires Level 25+, Sith Warrior, At Least Three Lightsaber Forms)
Taking after individuals proficient in dueling who dabble in the dark arts, such as Darth Tyranus and Darth Zannah, these arcane warriors delve into the more potent and esoteric abilities of the Sorcerer to grant them diversity in their arsenal. Sith Magi are able to learn up to five skills from the Sith Magic tree, and receive two points each in Sutta Chwituskak and Aura of Uneasiness.
Sith Nightwitch (Requires Level 20+, Sith Stalker OR Sith Watcher OR Sith Poisoner)
Taking after the esoteric Nightsister witches of Dathomir, the Sith Nightwitch is one who has delved into the sorceric harnessing of magical ichor, bolstering their powers of stealth with Nightsister spells. The Sith Nightwitch can choose up to two abilities from the Sith Sorcery tree and three abilities from the Dathomiri Magicks sub-tree, and receive three free points in an ability from this latter category.
Sith Ranger (Requires Level 25+, Sith Assassin)
Taking after the fabled Beast Lords of Onderon, Sith Rangers are the natural beastmasters of the Sith. Studying the summoning and alchemical rituals of the Sith Sorcerers, Rangers are able to access Create Tuk’ata, Create Hssiss, and Summon Terentatek, and receive two points each in Beast Trick and Beast Language to help them control their companions.
Sith Borg (Requires Level 25+, Sith Warrior, Cyborg)
Like the cerebral Technomages, Sith Borg are warriors dedicated to the melding of flesh with metal and wiring. These hulking monstrosities sacrifice their Midichlorian-filled flesh for limbs and organs of artificial make. Sith Borg receive access to Mechu Deru Vitae to augment their cybernetic enhancements, and receive two points each in standard Mechu Deru and Electrical Manipulation.
Sith Hermit (Requires Level 40+, Sith Sorcerer or Sith Assassin, Male, insanity or mental illness)
Insane anchorites, mad monks and solitary wanderers, Hermits are reclusive Sith, often of exalted prior rank, skulking on the periphery of society; they can often be found in the tombs of the Valley of the Dark Lords, driven mad by the energies of the dark side, the heat of Korriban's wilds, or simply the isolation of exile. The mad prophet Spindrall and former Academy Headmaster Jorak Uln are examples of the Hermit class. Hermits gain up to four powers from any of the following categories: whichever their base class isn't (Sith Sorcerer if base class is Assassin, Sith Assassin if base class is Sorcerer), the Prophet or Necromancer subclasses (with the exception of Godlikes), as well as unique abilities specific to their class.
SKILLS - THE POWERS OF THE SITH
LIGHTSABER FORMS AND AUGMENTING FORCE TECHNIQUES
LIGHTSABER FORMS AND AUGMENTING FORCE TECHNIQUES
—Form I, Shii-Cho: Simple and relentless. Bold and kinetic. Somewhat slow at lower levels, but more skilled users become a waterfall of fluid slashes. Masters of this martial art release themselves into the Force, channeling it deeply and possibly endangering their spirit, but becoming an unpredictable hurricane of lightsaber strikes.
At least basic skill in this martial art is necessary to learn to use a lightsaber efficiently without injury.
—Form II, Makashi (Requires Form I, Shii-Cho): Quick and precise. Elegant and efficient, emphasizing leverage through footwork and positioning. Lacking in strength, however, so one should choose their foes wisely.
Martial artists of lower levels have an excellent and very active defense against lightsabers, but lack the precision to mount an effective offense. More skilled users are dreadful to face in lightsaber duels, utilizing expert precision and speed to slip beneath an opponent's defense and swat aside an opponent's offense.
This form relies the least on one's connection to the Force, and relies more on the user's intellect and skill than physical ability, though taller users will have advantage in reach.
This form is weak to blasterfire, Form V Djem So, but not Shien, and Form VII Juyo. This form is strong against Form I, Form IV, Form VI, and the lower levels of Form III.
—Form III, Soresu (Requires Form I, Shii-Cho): Subtle and tight. Conservative and economic, prioritizing defense over offense, and thus rarely necessary for the Sith, who stay on the offensive.
Novice users are quite exceptional when defending from blaster bolts and other projectiles, but in heavy fire scenarios and against skilled opponents, they only delay the inevitable. A master of this form can be considered nearly invincible, able to walk through hornet nests of blaster fire unscathed and defeat powerful duelists through patience and masterful timing. This form has no dedicated attack sequence, and the user must rely on the deflecting parries and ripostes, or another form, to defeat an enemy.
The lower levels of this form are weak to Form II and Form VII, but beyond that, it has no weakness to another form. This form is strong against blasterfire.
—Form IV, Ataru (Requires Form I, Shii-Cho): Acrobatic and flowing. Elaborate and aggressive, reliant on the physical agility of the user in conjunction with their strength in the Force. Lacks dedicated defense, relying on agility to dodge attacks.
Beginners may disorient their opponents with spins and flips, but may have trouble closing off all openings in their motion for the enemy to attack. The most proficient users become an offensive omnidirectional dervish of blades, striking more swiftly than any other, evading too quickly for an opponent to catch and overwhelming them.
The user becomes a conduit for the Force, but one can only be a conduit for so long before burning out. Thus, this form is best used on single opponents and to end a fight quickly, or to be supplemented with another style. This form is weak to Form II and Form III. This form is strong to Form V.
—Form V, Shien/Djem So (Requires Form I, Shii-Cho): A dual discipline of two separate forms too similar to teach separately: Shien and Djem So. Most Form V users express a preference for one of these forms like one expresses a preference for a left or right hand when writing. Both forms were created by Soresu masters who felt Form III was insufficient in keeping the peace.
Shien: The Lesser Krayt
Technical and aggressive. Energetic and mildly acrobatic. Utilizes a full 360 degrees of motion. Contains some Ataru inspiration.
The Shien lightsaber form was the original variant of Form V, utilizing a counterstrike-focused fighting style that was technical, quick, and energetic, but still very aggressive. Nowadays, it’s taught more for its deflection capabilities than dueling practicality, as it possesses no other clear advantages over other forms.
Unlike the later Djem So, this form has no mobility weakness, and thus is not weak to Form IV. This form is very strong to blasterfire.
Djem So: The Greater Krayt
Stout and imposing. Strong and domineering, relying on physical strength and powerful counterstrikes following an even stronger defense to defeat an enemy. Advances upon a straight line.
The style is characterized by deflecting oncoming attacks before responding in kind with a harsher counterstrike. Beginners may find their counterattacks to be slow, but will find their defense and general attacks more than adequate for most situations. An advanced user will be fast and fluid in their death dance, deflecting and striking back with incredible strength and fluidity to dominate their opponent. Masterful users become something incredible to view, taking on a Makashi-esque level of precision and finesse while maintaining a monstrous level of dominating, offensive power, betraying its Makashi influence.
One of the most physically demanding of the styles, dependent on the physical strength of the user, but by no means a slow style.
Due to its lack of mobility, this form is weak to Form IV. Due to its emphasis on quick, powerful strikes, this form is strong to Form II.
—Form VI, Niman (Requires Form I, Shii-Cho): Balanced and moderate. Intermixed and relaxed, most often combined with the practiced use of telekinesis to supplement the bladework.
Niman is truly the most balanced of the styles, not being sincerely advantageous anywhere, but lacking drawbacks that other styles hold. It could be incredibly dangerous in the hands of a patient, cunning, and calculating practitioner, something which has earned it the moniker of “Trickster’s Style” in the past. A trainee could keep up with students of other forms fairly well, but would risk being overcome by the clear advantages of another style. A master would take advantage of the lack of Niman’s own drawbacks, pressing their opponent to prevent the advantages the other possesses without letting themselves be taken advantage of, and will often harmonize with the opponent, responding to attacks with the equal and opposite.
One of the least physically demanding styles, but also the one which allows for the most individual creativity from its user, making it a very cerebral style best used when combined with other techniques, whether implementation of telekinetics or other practices like Jar'kai, which can become its own style in combination with this form.
This form is weak to Form II, but with this one exception, it has no clear advantages or disadvantages against other styles.
—Form VII, Juyo (Requires Form I, Shii-Cho AND two other saber forms): What Darth Bane once called “Strong Style,” we more commonly call “Juyo” or “Way of the Vornskr. The most physically and mentally demanding of all lightsaber forms, which makes it ideal for single-opponent dueling, Juyo combines the best traits of both Ataru and Djem So with wild unpredictability. A novice user will wear their passion in this form on their sleeve, while more experienced duelists will maintain a calm external appearance that hides their internal emotional pressures.
The quintessential style of the Sith, according to the powerful Darth Sidious, who both practiced and taught the style, Juyo is aggressive enough to even overwhelm masters of Soresu. Yet, the emphasis on offense leaves one open to counterattacks, particularly from Form III and V practitioners, and especially from multiple opponents using their Force powers in conjunction with their sabers. It is advised that one specializing in this power be well-equipped in other fields of saber combat so as to not be overrun when they inevitably must face a group.
While by no means weak to blasterfire, the techniques used to deflect lasers usually are derived from the other styles the Juyo user has studied. A fledgling user would be able to combat a single opponent fairly well, but would be much more open to retaliation, and likely wouldn’t last long against multiple competent opponents, and would be far more susceptible to the power of their dark rage blinding them to the movements of their foes. A master, on the other hand, could move with such blinding speed and aggression that their opponents may never get a chance to block or counter, all while leaving their passions unpervaded by the Dark Side of the Force.
—Exotic Lightsaber Combat (Requires Form I, Shii-Cho, AND one other lightsaber form): The use of lightsaber variants such as the lightwhip, wrist-mounted saber, tonfas, and the claymore all fall under what is called “exotic” saber combat. Proficiency in this skill is what allows an impractical and more unwieldy saber variant to be used without injuring or killing the user. Given the potential obvious dangers in the aforementioned saber variants, this is a must for those seeking to use such weapons.
—Tripszest (Requires Form I, Shii-Cho, winged species OR Levitation OR flight device)
—Saber Throw (Requires Saber Style, Telekinesis)
—Saber Barrier (Requires Saber Style, Telekinesis)
—Telekinetic Lightsaber Combat (Requires Level 25+, Saber Throw, Saber Barrier, Telekinesis)
—Jar’Kai (Requires Shii-Cho)
—Tràkata (Requires Shii-Cho)
—Mounted Lightsaber Combat (Requires Shii-Cho, appropriate vehicle or pet)
—Focus Discipline (Requires Sith Warrior, Shii-Cho)
—Stance Discipline (Requires Sith Warrior, Shii-Cho)
—Praetoria Vonil (Requires Sith Warrior, Shii-Cho)
—Praetoria Ishu (Requires Sith Warrior, Shii-Cho)
—Alter Damage (Requires Shii-Cho)
CONTROL
—Alchaka
—Augmentation: A basic power in a Force-wielder’s arsenal, and one of the very first taught to initiates, Augmentation is what allows a Sith to overcome their bodily limits, whether by overriding their body’s natural inclination to hold back to avoid hurting itself, or to push past mental barriers inhibiting one’s strength. While in general practice it only allows for one to break those barriers, its further applications are what allow the precise direction of the body’s capabilities. A novice might simply conjure the strength to perform a difficult physical feat, while a master would become practically superhuman.
—Force Speed (Requires Augmentation)
—Force Jump (Requires Augmentation)
—Force Body (Requires Augmentation)
—Enhance Attribute (Requires Augmentation)
—Short Term Memory Enhancement (Requires Enhance Attribute)
—Inertia (Requires Augmentation)
—Reduce Injury (Requires Level 10+, Augmentation)
—Remain Conscious (Requires Sith Warrior, Augmentation)
—Force Stealth (Requires Sith Assassin)—Battlemind (Requires Sith Warrior)
—Force Rage (Requires Sith Warrior)
—Breath Control
—Force Focus
—Force Healing (Requires Level +15, Sith Archon OR Sith Paladin)
—Aura of Healing (Requires Level 30+, Force Healing)
—Art of Movement—Bleed Crystal: The ability taught to many Dark Side adepts and fledgling Sith acolytes when they first construct a lightsaber. Traditionally, the red crystals of a lightsaber were made artificially in a laboratory, but there are those who prefer a more symbolic route which proves their strength. A lightsaber crystal of blue, green, yellow, or other color would be taken from the lightsaber of a slain Jedi foe, and through the Sith would pour their malice and passion into the crystal, infusing it with Dark Side energy and “bleeding” it to turn it the iconic crimson color Sith lightsabers are feared for. The more experienced one is with this power, the greater strength given to the blade. Some crystals bled by particularly passionate individuals can become cracked resulting in a very dangerous, volatile blade that crackles rather than hums. Blades such as this have been known to cause greater wounds, even when the blade only glances the target.
—Feed on the Dark Side: Sometimes called “Consume Essence,” this power is what allows a Sith to replenish his or her Force reserves, permitting them to continue the fight. Sometimes this may come as the result of an arduous ritual or as a grueling combat. A beginner will find the strength to continue on, or to get themselves to a safe place to rest, while a master will forgo the need to rest and ignore the pain of exhaustion, though they may find themselves slipping into greater exhaustion when the excess energy wears off.
—Contort (Requires Sith Assassin)
—Control Disease (Requires Level 10+, Sith Sorcerer)
—Cure Disease (Requires Level 20+, Control Disease)
—Control Pain (Requires Sith Warrior)—Dampen Force
—Dark Side Healing (Requires Level 15+, Sith Sorcerer)
—Dark Spiritual Travel (Requires Transfer Essence)
—Detoxify Poison (Requires Sith Sorcerer OR Sith Assassin)
—Dream Walking
—Serenity (Requires Level 10+)
—Emptiness (Requires Level 15+)
—INNATE Flashburn
—Force Clouding (Requires Level 20+)
—Force Direction (Requires Level 10+)
—Altus Sopor (Requires Sith Sorcerer)
—Force Channel (Requires Sith Sorcerer)
—Force Potency (Requires Sith Sorcerer)
—Force Affinity (Requires Sith Sorcerer)
—Force Mastery (Requires Sith Sorcerer)
—Force Scattering
—Force Sustenance (Requires Level 15+)
—Exceptional Senectitude (Requires Level 30+, Evil Alignment)
—Force Reflex (Requires Level 20+)
—UNIQUE Immerse
—UNIQUE Many Shades of the Force (Requires Level 30+, Lawful or Neutral Alignment)
—Glowball (Requires Level 15+)
—Instinctive Astrogation Control (Requires Level 20+)
—Remove Fatigue
—Tapas
—Transfer Force (Requires Level 25+)
—Waveform (Requires Telekinesis)
—Hibernation Trance
—Palawan Hibernation Trance (Requires Level 25+, Hibernation Trance)
—FREE Dreambubble (Requires Hibernation Trance)
—Mortichro (Requires Level 25+, Hibernation Trance)
—UNIQUE Fold Space (Requires Level 25+): Of the few abilities learned from the reclusive Aing-Tii, this is perhaps the most powerful. Even the great Luke Skywalker, the most powerful Jedi in history, had difficulty in learning it. The ability allows for one to transport an object or oneself through space to another desired point instantaneously. The distance traveled and size of the object are determined by one’s skill in the ability. A learner may only transport small objects, like a lightsaber, small distances, while a more adept user may be able to transport themselves safely over several meters away. The most expert utilization of this ability allows for the movement of very large objects, such as a freighter, or groups of individuals, over the span of several kilometers. But without the power of multiple advanced users, and even technological aid unknown to all but the Aing-Tii, we have no record of planetary travel being possible even to the most accomplished user. Alternative uses of the ability include the Aura of Freedom, which essentially allows a user and their nearby allies to go untouched by telekinesis. It is worth noting that nearly any repeated or strenuous use of this power will leave all but the most powerful Force wielders exhausted. —Teleport (Requires Level 25+): Unlike its more powerful cousin, Fold Space, the power of teleportation is exclusively focused on movement of the self from one place to another. An extremely taxing ability at lower levels, amateur teleporters may need to rest after only teleporting twice across a moderately-sized room, while the most powerful teleporters could teleport as far as the eye could see—for it requires line of sight—seemingly at-will with substantially milder signs of distress.
—Force Travel (Requires Level 20+)
SENSE
—Force Sense: Generally, this is the second power trained into a fledgling Sith. It allows one to sense the presence of Life, the Force, and, at greater proficiency, the Force Potential of another being. With this power also comes an awareness of the death or blossoming of nature around oneself. A novice would begin to passively sense the flow of the Force around them, the presence of unconcealed life forms and plant life, and the presence of powerful Force-sensitives. With training, they can expand their senses in a greater area and probe deeper to see those who wish to remain hidden. A master of this power would be able to sense all but the most powerful assassins sneaking up on them, and would be able to sense the Force Potential of aspiring acolytes, or Jedi opponents, with ease.
—Precognition (Requires Force Sense): One of the key powers for survival, Precognition is what allows a Sith to read the moves of their opponents, or to predict the strategies of an enemy force, before it happens.
—Force Sight (Requires Force Sense)
—Force Track (Requires Force Sense)
—Farsight (Requires Force Sense)
—Mind-Walking (Requires Level 20+, Farsight, Sith Prophet)
—Quicksight (Requires Level 20+, Farsight)
—INNATE Psychometry (Requires Force Sense): A rare power among Force users, its rarity suggests that it is tied to the physiology of the user, and is thus biological. It is not a power to be learned, but to be unlocked. At its lowest levels, one may sense “echoes” in the Force, allowing one to discern mundane and rudimentary information about what has happened to an object or a corpse over the last week or so. At medium proficiency, a user can even “hear” dialogue that may have passed in a certain location. Masterful users can sense whole conversations, and may even receive apparitions of people in conversation or combat, and can uncover precise events which led to the scene they find themselves in over the last couple of months, perhaps a year or so at most. A master is essentially a galaxy-class detective, with very little able to remain hidden once they sense an echo, and it matters very little how much time has passed since these events took place.
—Force Shadow (Requires Force Sense, Level 10+)
—Instinctive Astrogation (Requires Force Sense)
—INNATE Pathfinding (Requires Force Sense, Talortai species)
—Field Sense (Requires Force Sense)
—Ice Image (Requires Force Sense)
—Life Web (Requires Level 20+, Force Sense)
—Theran Force-Listening (Requires Level 10+, Force Sense)
—Restful-Sleep-in-Danger (Requires Force Sense)
—Weather Sense (Requires Force Sense, Sith Elementalist)
—INNATE Daen Nosi (Requires Anzat Species)—INNATE Shatterpoint
—Truth-Sense
—Shift Sense
—Force Bond
—Drain Life (Requires Force Bond, Sith Sorcerer)
—Death Field (Requires Level 20+, Drain Life)
—Drain Force (Requires Force Bond, Sith Sorcerer)
—Merge Senses (Requires Level 10+, Force Bond)
—Force Meld (Requires Force Bond)
—Battle Meditation (Requires Level 20+, Force Bond, Telepathy, Precognition): Also known to the Sith as Sith Battle Coordination, this visualising meditative art allows the user to affect battles.
At lower levels, akin to Master Dowmat, the user must enter a deep meditation and visualise the outcome they want to happen, affecting the outcome of a small skirmish. They utilise Enhanced Coordination, allowing the user to affect a greater number of individuals by strengthening the natural bonds all life shares. For their forces, they can enhance their ability to coordinate, as well as boosting their strength, speed, stamina, and general fighting ability along with their morale. For their enemies, they can degrade all these things, making them less skilled, less capable of fighting, and uncoordinated. These benefits also apply to the user. Intermediate users gain a boost to range roughly the size of a city.
Users of advanced skill, akin to Lord Kaan, have a drastic increase in the range of their Battle Meditation, up to planetary, and may affect up to small fleets with great effort and concentration, and small skirmishes with mild signs of fatigue. At this level of skill, one gains a precognitive awareness of the battle, and may sense battle movements before they happen. They may also use it in combat, though at only half strength, and do not gain benefits outside of affecting oneself and the forces.
Masterful users, akin to Lord Caedus, can affect entire armies and fleets with less of a strain, have an effective distance of within a solar system, and affect morale to such a level that it may raise the will of a defeated army to make them victorious, and utterly crush the wills of an enemy fleet on the verge of victory, throwing smaller forces into complete chaos (and larger ones, over time).
Users of ultimate skill, akin to Darth Sidious, Bastila Shan, and Grandmaster Sunrider, have such an intense influence over the forces of battle that they may turn small forces against one another, and may throw entire enemy fleets, nearly innumerable in size, into total chaos, all the while enhancing the fighting ability, skill, and morale of their forces to such a level that they seem nearly superhuman in comparison.
—Environmental Telepathy (Requires Level 15+, Force Bond, Telepathy, Beast Language, Sith Elementalist)
—UNIQUE Time-DriftingALTER
—Telekinesis
—Force Push/Pull (Requires Telekinesis)
—Force Whirlwind (Requires Level 10+, Force Push/Pull)
—Force Burst (Requires Level 20+, Force Push/Pull)
—Force Shockwave/Pulse (Requires Level 20+, Force Push/Pull)
—Force Wave (Requires Level 30+, Force Push/Pull)
—Force Wound (Requires Level 10+, Telekinesis)
—Force Choke (Requires Force Wound)
—Force Crush (Requires Level 25+, Force Wound)
—Force Rend (Requires Level 25+, Telekinesis)
—Ballistakinesis (Requires Telekinesis)
—Force Orb (Requires Level 15+, Telekinesis)
—Levitation (Requires Telekinesis)
—Flamusfracta (Requires Level 20+, Telekinesis, Pyrokinesis)
—Mental Shield: While many would likely be tempted to place this power under the umbrella of telepathy, they would be mistaken. A mental shield is completely focused on exactly that: shielding the mind. All other abilities relating to telepathy are directed towards reading or affecting the minds of others and are hence classified as separate.—Telepathy
—Affect Mind (Requires Telepathy): One of the more notable abilities those proficient in the Force are capable of, the power to affect the minds of others opens up many possibilities beyond simply evading guard patrols. It can topple empires when used correctly, and though it is more than capable of persuading a patrolman to ignore obviously-illegal activity, the most powerful users are equally capable of swaying entire audiences of powerful individuals to their bidding. It is worth noting, however, that some species, such as the Hutts and Toydarians, are almost wholly immune to this power, and some individuals have undergone substantial-enough training of the will to resist grasping phantasmal hands. A powerful mind that does succumb to this power can potentially be damaged irreparably, making its use, at times, particularly hateful to the Jedi Order. The Sith, however, generally only needs to know that using the power against other Force users, even those weaker than the caster, is far more difficult than performing it on a non-Force user of comparable willpower to the caster, and will most often be shrugged off unless the difference in power level is substantial.
—Beast Control (Requires Telepathy)
—Beast Language (Requires Telepathy)
—Force Fear (Requires Telepathy): More than simple manipulation of emotions to instill fear, Force Fear involves the flooding of a target's mind with sinister psychic energy to fill them with dread, anxiety, and terror. Users of low and intermediate skill utilize Force Fear to terrify and demoralize enemies, making their attacks less potent and skilled, if they choose to still make any. Advanced users utilize an advanced version of Force Fear known as Force Horror, and instill a fear so potent that most will freeze in utter horror, unwilling to move a muscle, save for sometimes curling up and sobbing; they may also target multiple enemies. Masterful users utilize the most powerful version of Force Fear called Force Insanity, and flood their enemies' minds with such potent energy that they may instantly go insane, either collapsing into catanoia, tearing their own eyes out, committing suicide, or any number of other truly horrific things; the user may also target a greater amount of beings.
—Cleanse Mind (Requires Level 20+, Telepathy, Mental Shield): This ability, requiring some skill in shielding one's own mind, allows the user to negate any mind-affecting Force Power affecting a target.
—Force Illusion (Requires Level 10+, Telepathy)
—Dreamscape (Requires Level 30+, Force Illusions)
—Alter Image (Requires Telepathy)
—Comprehend Speech (Requires Level 15+, Telepathy)
—Mnemotherapy (Requires Level 25+, Telepathy)
—Memory Rub (Requires Level 30+, Sith Sorcerer, Telepathy)
—Probe Mind/Drain Knowledge (Requires Level 10+, Sith Inquisitor, Telepathy)
—Mind Shard (Requires Level 10+, Sith Inquisitor, Telepathy)
—Mindspeech (Requires Level 10+)
—Force Subjugate (Requires Level 10+, Sith Inquisitor, Telepathy)
—Memory Walk (Requires Level 10+, Telepathy)
—Neural Storm (Requires Level 10+, Sith Inquisitor, Telepathy)
—Force Suppression (Requires Level 20+, Telepathy)
—Progenitor’s Call (Requires Level 15+, Telepathy)
—Sith Lightning (Requires Force Sense): A staple of the Sith armory for millennia, Sith Lightning, also known as Force Lightning, is the manifestation of the passion of a Sith in a violent display. Yet, lightning must be mastered by the user, for passion fully unleashed may threaten to consume its user, or even to drain them of their own vitality. Particularly pure-hearted Sith, as they have been known to crop up rarely once every few centuries, manifest this power as what the Jedi call Electric Judgment. The most amateur users are capable of emitting a spark of lightning (known as Force Shock) and may be able to manifest a few arcs, but lack the control necessary to channel their passion into greater displays, while the highest echelons of Sith Lightning users have been known to disintegrate enemies immediately, and decimate entire armies simply by extending their hands and willing it be so.—Chain Lightning (Requires Level 15+, Sith Lightning)
—Lightning Saber (Requires Level 15+, Melee Weapon or Lightsaber AND Shii-Cho, Sith Lightning)
—Lightning Grenade (Requires Level 15+, Sith Lightning, Telekinesis)
—Kinetite (Requires Level 15+, Sith Lightning): Another variant of Force Lightning, this power allows its user to manifest lightning away from their body, unattached to their physical form. This is especially useful for those reliant on life-support apparati or cyborgs whose internal wiring is not resistant to lightning. At the lowest levels, it functions much the same as normal Force lightning, but detached from the body, whereas masterful users can conjure immense, static balls of energy to arc in all directions, like a mine in a minefield.
—Lightning Bomb (Requires Level 15+, Sith Lightning)
—Force Tempest (Requires Level 25+, Sith Lightning)
—Lightning Variant: Force Storm (Requires Level 25+, Sith Lightning): Not to be confused with the ability to consume entire fleets with the power of wormholes, the Force Storm which involves Sith Lightning is still a very powerful ability indeed. One must merely raise their hands upwards, and many bolts of energy will arc into their opponents surrounding them. At the lowest levels of proficiency, a Sith may target a handful of individuals surrounding them. Proficient users have been known to incapacitate or kill small platoons with this power. The most accomplished users can not only eliminate thousands at a whim, but may be incredibly selective with their targets, as was implied by reports from a historic battle over Exegol, though those accounts are no doubt fallacious, since they mention that enemy vessels were merely disabled, and not destroyed, when someone able to accomplish such a feat would certainly have the power to incinerate all enemies at will.
—Sith Barrage (Requires Level 25+, Sith Lightning)
—Lightning Shield (Requires Level 20+, Sith Lightning, Force Resistance)
—Lightning Aura (Requires Level 25+, Sith Lightning)
—Lightning Empowerment (Requires Level 20+, Sith Lightning, Tutaminis)
—Force Maelstrom (Requires Level 25+, Telekinesis, Force Wave, Lightning Bomb, AND Protection Bubble OR Lightning Shield)
—Dark Aura (Requires Level 25+, Sith Lightning)
—Summon Storm (Requires Level 30+, Sith Lightning, Force Whirlwind)
—UNIQUE Aing-Tii Fighting Sight—UNIQUE Image (Requires Sith Sorcerer)
—UNIQUE Mirror Illusion (Requires Image)
—Force Resistance—Adiabatic Shield (Requires Level 10+, Force Resistance, Telekinesis)
—Tutaminis (Requires Level 10+, Force Resistance)
—Force Barrier (Requires Level 10+, Force Resistance)
—Protection Bubble (Requires Level 25+, Force Barrier, Adiabatic Shield)
—Energy Resistance (Requires Force Resistance)
—Pyrokinesis: Also known as Flame Control and Combustion, Pyrokinesis is the practice of creating and controlling fire. More powerful sorceric users are able to perform this ability as a ritual to create blue flames–called Fiery Energy–that can travel across the galaxy to pursue their victims, though these flames being harmed by a lightsaber or by the Force will cause substantial harm to the user.—Fireball Belch (Requires Level 10+, Pyrokinesis)
—Flame Aura (Requires Level 25+, Pyrokinesis)
—Fire Tornado (Requires Level 25+, Pyrokinesis, Force Whirlwind, Sith Elementalist)
—RITUAL Fiery Energy (Requires Level 30+, Pyrokinesis, Sith Sorcerer)
—Cryokinesis—Cold Aura (Requires Level 25+, Cryokinesis)
—Alter Environment (Requires Level 15+, Sith Elementalist)—UNIQUE Darkshear (Requires Level 25+): A horrifying power borne of the Sorcerers of Rhand and common among them, it is more difficult for a Sith to master, especially if one is not wholly committed to the principle of destruction, which all Rhandite arts must obey. At lower levels, a user may cast forth narrow rays of entropy, rotting away at flesh like a parasitic fungus, or rusting armor to brittleness. A proficient user is able to command waves of this power, extending the effect in a larger cone to a larger distance and allowing for the entropy to cause serious malfunctions in machinery and debilitating effects of aging in organic beings. The most powerful users have been known to extend this power over a whole city region, withering away at even the most potent artifacts and beings considered immortal, causing instant rot and decay in the vast majority of strikes, often leading to an immediate, painful death. They can even wither away entire starships, turning them instantly into relics of the Hundred Years Darkness. It should be noted, however, that even the smallest use of the power withers away at the user’s own flesh, and the effect becomes more pronounced the more proficient one becomes. Eventually, this can become severely crippling, and only a few powers, such as Exceptional Senectitude and Eternal Hatred, have been known to allow the user to persist despite the withering of their flesh.
—Attune Armor (Requires Sith Artificer)
—Imbue Item
—Electronic Manipulation (Requires Level 10+, Tutaminis, Affect Mind)
—RITUAL Enhance Force Sensitivity (Requires Level 30+, Sith Sorcerer)
—Alter Form (Requires Level 20+, Sith Wizard OR Sith Witch): The ability to change one’s actual bodily shape at will is a painful process, and one which does not always guarantee a safe return to how things once were. A fledgling user of this power will find themselves able to sprout mandibles or grow claws, perhaps even Loth cat eyes, imitating animals as they please, though the sensation is not desirable. They also will not yet have the power to meld their clothes and possessions into their form, and so these things will be discarded or destroyed when they shift, depending on the type of transformation. A middling user is able to shift their entire form, though only to that of simple creatures, such as the Loth wolf or Wampa, though they can meld clothing and simple items, such as a rebreather or capsule of nutritional tablets, into their shape without breaking or dropping them. The most powerful users of this power have been known to transform into large, complicated beasts, such as the Wyyyschokk and Drexl, and even to take on forms from their imagination, though they are still limited in the complexity of such imaginations. They are, however, able to meld their possessions, regardless of complexity, into their form, and are much freer and quicker in their transformations. The more complex the transformation, the more pain they inflict on the user, and the more they are pushed towards the more bestial nature of the taken form. Additionally, such abilities cannot be used to cheat death, as the users are still bound metaphysically to their true form, and any injuries they suffer as a beast will be placed back onto them when they assume their natural form once more, which would possibly result in an instant death upon transforming into their weaker natural form.
—Force Light (Requires Level 30+, Sith Archon OR Sith Paladin, Good/Neutral Alignment): Many users of Force Light together can generate a Wall of Light. The amount it takes and their individual potency needed to create such an event is determined by the GM.
—FREE Force Harmony (Requires Force Light, Sith Archon)
—Aura of Light (Requires Level 35+, Force Light, Sith Archon OR Sith Paladin)—Force Blinding
—Force Call (Requires Level 35+)
—Force in Balance (Requires Sith Archon)
—Force Stun (Requires Level 10+)
—Force Stasis (Requires Level 20+, Force Stun)
—Golden Flash (Requires Sith Archon OR Sith Paladin)—Force Kick (Requires Sith Warrior)
—Force Punch (Requires Sith Warrior)
—Force Bellow
—Force Blast (Requires Level 10+)
—Sickening Blast (Requires Level 20+)
—Force Cloak (Requires Sith Assassin)—Brew Sith Poison (Requires Sith Poisoner)
—Force Plague (Requires Level 20+)
—Force Net (Requires Level 10+)
—Dark Plague (Requires Level 25+)
—Deadly Sight (Requires Level 10+): A dreaded power once used by the Dark Jedi Sariss in her battle with Kyle Katarn, it has since been experimented on. Though horribly inefficient to use in the midst of battle given its tiring nature, especially considering its blast cannot be refined, the power of Deadly Sight allows a user to afflict pain and suffering on an opponent at varying levels, refining the user’s passion and fury into an invisible burst from their eyes. At lower levels, the sensation is that of a very hot burning, enough to induce shock in weak opponents, though it typically will only affect one or two individuals at a time. More powerful users can expand their gaze to capture several individuals at once, frying their bodies horribly. The most powerful users will be left drained by the effort, but are capable of simply evaporating their enemies in an instant, and can do so to dozens of opponents and allies alike simultaneously.
—Dim Other’s Senses (Requires Sith Assassin)
—Conceal Essence (Requires Sith Assassin): A power practiced by those who walk in anonymity, this ability allows one to hide their Force presence from others, either disappearing in the Force or appearing as unaligned, or even alternatively aligned. While novices can disappear in the Force to prevent reconnaissance by those they are trying to sneak around, more proficient users can disguise their Force alignment, sneaking by Jedi even while conversing with them. The most powerful users are able to perform what is called Qey-Tek meditation, which allows them to appear as the kindest and most benevolent individuals to even the most perceptive of Jedi Masters.
—Corruption (Requires Level 15+)
—Create Force Wraith (Requires Level 15+)
—RITUAL Create Sith Holocron (Requires Level 30+)
—Crucitorn (Requires Level 10+, Telepathy, Telekinesis): The pain power, able to increase or decrease the pain of others or the self at the user’s will. Either the cruelest or most benevolent power of the Sith, depending on how it is used. Beginners focus telepathically on themselves or a target, causing their wounds to feel less painful than they actually are, or increasing the pain twofold. More proficient users are able to endure torture through sheer force of will, and can telekinetically irritate the wounds, causing greater injury to their opponent. The most skilled users are able to shrug off deep cuts or broken bones, even punctured lungs and traumatized hearts, or can save others from shock, or induce it in them.
—Crush Opposition/Malicious Fury
—Energy Blade (Requires Level 20+, Sith Illusionist OR Sith Masterblade)
—Shadow Armor
—Shadowstrike (Requires Sith Assassin, Force Sense, Telekinesis)
—Dimension Shift (Requires Level 30+)
—Force Familiar (Requires Level 10+)
—Force Flash
—Force Scream
—Force Destruction (Requires Level 20+, Sith Elementalist)
—Doppelgänger (Requires level 20+, Telepathy, Telekinesis)
—Force Phantom (Requires Level 30+, Doppelgänger, Sith Sorcerer)
—Mechu Deru—Mechu Macture
—Technometry
—Technopathy
—Inflict Pain (Requires Level 15+)
—Malacia (Requires Level 10+)
—Sand Levitation (Requires Telekinesis)
—UNIQUE Scribe
—Sound Mimicry
—Soft-to-Solid
—Spear of Midnight Black (Requires Level 15+)
—Noise-Dampening Bubble
—Phase (Requires Level 25+)
—Plant Surge (Requires Level 10+, Sith Elementalist)
—Revitalize
—Hassat-Durr/Ayna-Seff
—Force Weapon
—Waves of Hatred
—Words of Banishment (Requires Level 25+)
SITH MAGIC (SITH SORCERER CLASS ONLY)
—Sutta Chwituskak
—Qâzoi Kyantuska
—RITUAL Dwomutsiqsa
—Odojinya (Requires Sith Thaumaturge)
—Dark Energy Trap
—Waves of Darkness
—Aura of Uneasiness (Requires Level 15+)
—Mask
—RITUAL Forge Sith Artifact (Requires Sith Alchemist, Sith Runes)
—RITUAL Forge Sith Weapon (Requires Sith Alchemist OR Sith Masterblade, Imbue Item, Sith Runes)
—RITUAL Forge Sith Armor (Requires Sith Alchemist, Imbue Item, Sith Runes)
—Mutate Life
—RITUAL Create Chrysalide (Requires Sith Alchemist, Mutate Life)
—RITUAL Create Tuk’ata (Requires Sith Alchemist OR Sith Ranger)
—RITUAL Create Hssiss (Requires Sith Alchemist OR Sith Ranger)
—RITUAL Create Underwalker (Requires Sith Alchemist)
—RITUAL Summon Monolith (Requires Level 30+, Sith Alchemist)
—RITUAL Create Leviathan (Requires Level 35+, Sith Alchemist, Sith Runes)
—RITUAL Create Technobeast (Requires Level 30+, Sith Technomage, Mechu Deru Vitae)
—Animate Golem (Requires Level 15+, Telekinesis)
—Animate Sith Statue (Requires Level 30+, Animate Golem)
—Invoke Spirits (Requires Level 20+, Sith Necromancer)—Corpse Vision (Requires Invoke Spirits)
—Reanimate Dead (Requires Level 25+, Sith Necromancer)—Reanimate Sith Undead (Requires Level 30+, Reanimate Dead, Invoke Spirits)
—FREE Infernal Dead (Requires Reanimate Dead, Pyrokinesis)
—FREE Reanimate Carrion (Requires Reanimate Dead, Plant Surge)
—FREE Fossilised Dead (Requires Reanimate Dead)
—FREE Electrified Dead (Requires Reanimate Dead, Sith Lightning)
—FREE Reanimate Sith Shadow-Ghouls (Requires Level 35+, Reanimate Sith Undead)
—FREE Spectral Dead (Requires Level 35+, Reanimate Dead, Invoke Spirits)
—Create Rakghoul (Requires Level 25+, Sith Alchemist, Specific Sith Artifact, Sith Runes)—Mechu Deru Vitae (Requires Level 25+, Sith Technomage, Mechu Deru)
—RITUAL Summon Terentatek (Requires Level 25+)
—Create Jumper (Requires Level 20+, Sith Alchemist)
—Sith Illusions (Requires Level 10+): One of the more terrifying abilities of a Sith Sorcerer, this ability contrasts sharply to Force Illusions in that it actually manifests shapes as physical beings. The term “illusion” is, truthfully, a misnomer. So long as the appeared image is believable to opponents, the effects of its presence are real. Novices are able to conjure up small, inanimate objects, such as barricades or walls to disguise themselves or protect themselves from harm, while powerful users can be more complex in their summonings, manifesting storm clouds, packs of wild beasts, or even grand weapons. The most accomplished users of this power have been known to create horrifying entities from their imaginations, commanding nightmares to attack their foes, or conjuring the presence of the ancient gods of the Sith to fight for them. Should a foe see through such an illusion, however, it becomes just that, and it loses power in the physical realm.
—Create Object (Requires Level 25+, Sith Illusionist)
—Sith Emperor’s Ritual (Requires Thought Bomb)
—Sith Fire Ritual
—Sith Plague
—Sith Runes
—Sith Stone Ritual
—UNIQUE Stygian Art (Requires Mechu-Deru)
—Summon Fear
—False Light Side Aura (Requires Level 20+, Evil or Neutral Alignment)
DATHOMIRI MAGICKS (SITH SORCERERS AND NIGHTWITCHES ONLY)
—Spirit Blade (Requires Level 30+, Sith Illusionist OR Sith Necromancer OR Sith Witch OR Sith Nightwitch)
—Blood Magic (Requires Level 20+)
—Dark Illusion (Requires Level 25+, Blood Magic, Force Lightning OR Spell of Lightning, Sith Illusions)
—Blood Trail (Requires Blood Magic)
—Heartshadow (Requires Level 25+, Precognition)—Chant of Resurrection
—Control Web
—Ears of the Chiroptix
—Living Fire (Requires Level 20+)
—Mesmerism
—Revitalization of the Whuffa
—Scream of the Ssurian
—Seeking Spell
—Sense of the Veshet
—Speed of the Toocha
—Spell of Assistance
—Spell of Awareness
—Spell of Comfort
—Spell of Concealment
—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
—Surge of the Brier
—Touch of the Kiin’Dray (Requires Sith Witch OR Nightwitch)
GODLIKES
Godlike abilities are reserved for the upper echelons of Sith, with some taking lifetimes to master. Through hard work, dedication and much time spent within the Order, a Sith may come to obtain powers many, even the Jedi, could not stand to comprehend. All Godlike abilities require 10 points of investment and may require prerequisites based on level, class, subclass/prestige class, or requisite abilities.
Godlike abilities are reserved for the upper echelons of Sith, with some taking lifetimes to master. Through hard work, dedication and much time spent within the Order, a Sith may come to obtain powers many, even the Jedi, could not stand to comprehend. All Godlike abilities require 10 points of investment and may require prerequisites based on level, class, subclass/prestige class, or requisite abilities.
—Sever Force (Requires Level 40+): A power once thought unique to the Light Side of the Force, the ability to cut another off from the Force is one that should not be taken lightly. Generally speaking, this power was meant only to cut off a single target at once, as the power itself is incredibly draining. Not to be confused with Wall of Light, a power exclusive to Jedi, Sever Force functions in a variety of ways. First, it can be used temporarily to cut a user off from the Force, though they can recover from this after a time, oftentimes through the ignition of passion, as was the case of Jacen Solo. It could also be used to suppress one’s own presence or abilities in the Force, though such an event was normally associated with some form of mental trauma. Alternatively, it could be used to kill the midichlorians in an organism, disabling and crippling them in the Force, though not severely enough so that the victim couldn’t still manifest as a Force Ghost in death, as was discovered by Darth Plagueis in his studies. In some instances, where the continued life of an individual depended on the Force, such a power could instantly kill them.
—UNIQUE Art of the Small (Requires Level 30+): Known also as Transmogrification to the esoteric Sorcerers of Tund, the Art of the Small allows the user to shrink their presence in the Force to the sub-microscopic level to influence cells and quarks to levels of precision nearly incomprehensible. It can be used to hide one’s presence in the Force, to transform organic and inorganic substances and beings, to extend one’s own life exponentially, or even to create horrifying plagues from seemingly harmless materials. It is one of the most powerful uses of the Force, and yet very few have unlocked its fullest potential.
—UNIQUE Midichlorian Manipulation (Requires Level 35+, Art of the Small, Sith Sorcerer OR Sith Assassin)
—UNIQUE Maxichlorian Transference (Requires Level 40+, Sith Sorcerer, Midichlorian Manipulation)
—Wall of Light (Requires Level 40+, Force Light): A detestable power to all but the zealous Sith Archons and some Paladins, a Wall of Light is deadly to most Dark Side practitioners, capable of not only separating them from the Force, but violently shattering their spirits and shunting them into Chaos. This power, most often, is performed by several Jedi at once, but the most powerful of Jedi Force users, when properly aligned in spirit, can conjure it alone. It is, essentially, a version of Force Light that can affect individuals in a much larger area, or be concentrated to a single target, to eliminate their Force abilities. Additionally, the Wall acts as a barrier which darkness cannot pass through. Unlike Sever Force, this power is only effective against those practiced and immersed in the Dark Side of the Force and has no effect on Jedi or other benevolent Force wielders. —Oneness (Requires [REDACTED], Impossible to obtain without GM intervention)
— Celestial Ressurection (Requires Level 45+, Celestial/Old One Species)
—Dark Transfer (Requires Level 30+, Shatterpoint)
—UNIQUE, RITUAL Gravemind (Requires Level 40+, Sith Sorcerer, Sith Runes, Dark Side Spirit OR Force Ghost): A horrifying power with unspeakable ramifications. Sith runes carved into a body allow one to protect themselves from death so long as another remembers them. When a Sith has made a name for themselves, this power allows for nearly infinite immortality, quite possibly the most effective means of such. It depends upon the persistence of metaphysical parasites embedded into the mindscapes of sentient beings, who are linked between the mortal plane and beyond for the Graveminded being. So long as that parasite is not cleansed (as with the genetic Flashburn power, or the powerful Memory Rub) an individual could continue to return from the dead.
—Dark Side Spirit (Requires Level 25+): When a powerful Sith perishes, their spirit is often able to cling to the material world with all their passion intact, manifesting as a furious or forlorn spirit imprinted at the place of their death. Oftentimes, this spirit is only a fragment of the full personality of the Sith in life, and does not have the same “autonomy,” if it can be called that, that the Jedi power of Force Ghost allows. While they may interact with others calling upon them, their mode of travel is nearly non-existent, and their being is fragmented without further powers. Of all the Sith spirits encountered, only Freedon Nadd and Marka Ragnos are known to have been capable of manifesting beyond their grave and site of death, but these Sith were anything but normal.
—Transfer Essence (Requires Level 30+, Dark Side Spirit OR Force Ghost, Sith Sorcerer)
—RITUAL Transfer Essence [Object] (Requires Level 35+, Dark Side Spirit OR Force Ghost, Drain Force, Drain Life, Alchemical Apparatus, Sith Sorcerer)
—RITUAL Transfer Essence [Computer] (Requires Level 30+, Dark Side Spirit OR Force Ghost, Sith Technomage OR Sith Borg, Mechu Deru OR Electrical Manipulation)
—Force Ghost (Requires Level 30+, Sith Archon OR Sith Paladin OR Good/Neutral alignment AND GM Approval): Very few Sith have been known throughout the ages to be able to enter into communion with the Force after their passing. Rather than merely an imprint on the material plane, a Force Ghost is the whole of who the Sith was in life and is able to move and act with autonomy, even transmaterializing across the galaxy. The only notable Sith user of this power was Darth Marr, whose noble spirit and dedication to a cause greater than the Sith Order allowed him to achieve such matrimony with the Force.—UNIQUE Postmortem Influence (Requires Level 40+, Force Ghost)
—UNIQUE Flow-Walking (Requires Level 35+)—Dark Side Tendrils (Requires Level 25+, Sith Sorcerer, Evil Alignment)
—UNIQUE Scintillation (Requires Level 40+, Sith Thaumaturge OR Sith Alchemist)
—Eternal Hatred (Requires Level 30+, Evil Alignment)
—Force Walk (Requires Level 30+, Sith Necromancer, Invoke Spirits, Drain Force)
—RITUAL Supernova (Requires Level 40+, Sith Thaumaturge, Sith Crystals)
—RITUAL Thought Bomb (Requires Level 30+)
—UNIQUE Hunger (Requires Level 40+, Transforming into A Wound in the Force, Death Field, Evil Alignment)
—Wormhole: Force Storm (Requires Level 40+, Force Maelstrom, Instinctive Astrogation OR Instinctive Astrogation Control)
—FREE Wormhole: Force Fire Storm (Requires Level 40+, Pyrokinesis, Wormhole: Force Storm)
—UNIQUE Darksight (Requires Level 40+, Sith Prophet, Battle Meditation, Precognition, Evil Alignment): One of the most dreaded dark abilities used by the nefarious Sorcerers of Rhand, the power Darksight allows one to peer into the future and select the course of events they wish to happen, influencing the Force towards this path. There are, however, a few stipulations, for though it would seem too good to be true, this is precisely the case. The infamous Cronal, himself as Sorcerer of Rhand, once claimed that he had used this power to bring the Galactic Empire to its most grandiose state. This, however, is not necessarily true, for Darksight is not a foolproof power, and has been known to betray its user, or to utterly fail in its usage. The more one uses it, the less likely it is to work, and the closer to insanity the user grows before they are violently pushed over the edge. Furthermore, the use of this power is synonymous with evil and darkness, and while a Sith may use it, it should be noted that it only pushes for destruction. Any attempt to use it to create, protect, or fortify will most assuredly fail, for such is the nature of the powers borne of Rhand. I wouldn’t wish this power unto anyone, for it sounds the most agonizing torment.—RITUAL Sith Battlelord Ritual (Requires Level 25+, Force Bond, Telepathy)
Base Classes are available to all. Subclasses are available at Level 10. Prestige Classes are strictly optional classes, specializing in obscure niches with unique prerequisites, available at varying levels.
Jedi Guardian
Jedi Guardians are the martial foundation of the Jedi Order; disciplined and athletic, they place their focus on the physical aspects of Jedi life, training in the art of lightsaber combat and martial arts, and honing their Force abilities for use in battle or protection. Guardians are staunch defenders of the Light and will fight with every fiber for the triumph of justice. Many, but not all, Guardians were traditionally outfitted with blue lightsabers. Jedi Guardians are masters of physicality and receive free points in Force Valor up to the rank available for their level, up to rank 3 at level 20.
Jedi Consular
Jedi Consulars are healers, historians, diplomats, and seers. Consulars place their focus on the more cerebral aspects of the Force, preferring to leave their lightsabers unignited and placing faith and trust in the power of the Light to guide and sharpen their abilities through meditation and study. Compassionate and studious, Consulars excel in using nonviolent means to uphold the tenets of Jedi philosophy. Most Consulars were traditionally outfitted with emerald lightsabers, but this was not always the case. As their connection to the Force and all that surrounds them tends to be far greater than the average Jedi, Consulars receive free points in Force Bond up to the rank available for their level, up to rank 3 at level 20.
Jedi Sentinel
Jedi Sentinels strike a balance between Guardians and Consulars; they are practical in their approach to the Force and its myriad applications, blending combat and non-combat abilities. Sentinels often lean towards a civilian-style life, putting their skills to use in protecting citizens. They are adept in a wide variety of non-Force skills, using their Jedi schooling to augment their chosen field of expertise. Sentinels generally carried whatever lightsaber color that was bestowed on them, though a substantial portion in the Old Republic carried yellow lightsabers. The most elusive of Jedi, they receive free points in Force Stealth up to the rank available for their level, up to rank 3 at level 20.
Subclasses (Available at level 10+)
Guardian Subclasses
Jedi Warrior
Jedi Warriors are almost antithetical to the order itself, used as soldiers and brutal combatants on the bloody field of honor. They are extremely physically fit and skilled in martial arts and other techniques of warfare. Due to their extreme combative focus, warriors gain access to two Approaching the Dark skills (not whole trees).
Jedi Peacekeepers
Peacekeepers are the protectors of justice and harmony in the galaxy. Peacekeepers are law enforcers, sentries, ambassadors, and negotiators with well-balanced skills in both combat and non-combat areas. Jedi Peacekeepers get two free points in Force Stun, regardless of rank, and two free points in Alter Damage.
Jedi Starfighter
Members of the Jedi Starfighter Corps use the Force in perfect harmony with their piloting. Their unrivaled reaction time and precision in starfighter combat make them the finest force multipliers in aerial combat, and when melded with other starfighters, they can apply significant force to an entire fleet. Jedi Starfighters gain two free points in Force Meld and Force Direction, regardless of rank, and also are given a starfighter to use and customize.
Exotic Weapon Specialist
Exotic Weapons Specialists are Jedi Guardians who have chosen to either forgo lightsabers or use it alongside other weaponry, such as a quarterstaff, electrostaff, flail, force pike, and so on. In the past, this term also applied to those who mastered unusual lightsaber variants, but this is no longer the case. Exotic Weapon Specialists gain access to Force Weapon, enhancing their weapons through the Force to resist lightsabers, deflect blaster bolts, and shatter stone; given that some specialize in use of blasters and slugthrowers, access to Force Direction is also gained.
Consular Subclasses
Jedi Healer
Jedi Healers are valuable members of the Jedi order and invaluable during war, keeping the wounded alive and rejuvenating them. Jedi Healers can heal and energize allies fast enough to put allies back into combat soon after they are disabled, ensuring a heavy reduction in loss of life. Jedi Healers get one free point in both Force Heal and Revitalization.
Jedi Seer
Jedi Seers cross space and time with aetherial vision, viewing places worlds away, in the past, and far in the future. All Jedi Seers are capable of using Psychometry, and thus gain access to it, and have one free point each in Precognition and Farsight.
Jedi Sage
Jedi Sages are the polymaths of the order, typically serving as wise teachers and erudite lore keepers, and many even become Jedi Diplomats, working with governing bodies, monarchs, senators, committees, and so on to establish peace through the pen. Such cerebrally focused Jedi have exceptional talents with mind-affecting abilities, having honed such through constant use, and thus have access to a wider array of mind-affecting Force powers, including one dark mental power of their choice.
Jedi Druid
Jedi Druids are rare among the Order, but those who do decide to immerse themselves in nature embody, in many ways, the principles of peace, serenity, and union with the Force present in the Jedi Order. Druids tend to present themselves humbly, and their work is usually associated with tending to younglings who are misled before arrival. Through their understanding and interactions with nature, they bring a sense of calm to those in spiritual turmoil. Druids are particularly adept, more so than others, at controlling the elements, and receive maximum proficiency for their level in either cryokinesis, pyrokinesis, or plant surge. Druids are also known for their healthy relationships with animals, and often create a Life Bond with one who acts as their friend and guide in nature. In addition to their elemental proficiency, a Jedi Druid receives two points in Force Bond for free, so long as that bond is used to create a life bond with an animal.
Upon attaining Master rank, a Druid’s communion with their Familiar and chosen element is so powerful that the Familiar can channel the elemental abilities that the Druid wills (albeit at half strength). Additionally, the Druid gains three points for free in one of the two elemental skills not previously chosen.
Sentinel Subclasses
Jedi Slicer
Jedi Slicers have an odd affinity for machines, whether it be computers, droids, security systems, or something else entirely, they dedicate themselves to the mastery of technology in an increasingly technological age. Jedi Slicers gain two free points in Electronic Manipulation and their choice of either Technopathy or Technometry.
Jedi Investigator
The Jedi Investigator spends more time “on call” than most, and historically spent more time on Coruscant but out of the temple than any other Jedi. The Investigator acted on behalf of the local and regional police forces, assisting in the capture of dangerous criminals and the finer riddance of crime than the more martial Jedi Guardian. As such, a Jedi Investigator was required to be quiet and observant in all aspects of their jobs. Jedi Investigators receive two free points in Force in both Force Stealth and Force Track in order to both hide themselves and find those who are hidden.
Jedi Shadows
Jedi Shadows are the dedicated enemies of the Dark Side, hunting down darksiders and their artifacts. Skilled in deception and subterfuge, Jedi Shadows often, but not always, view the universe in shades of gray, allowing them to make the most unpleasant moral compromises necessary, as well as allowing them to take one skill from Approaching the Dark at its highest available points for free (i.e. 3 points at Level 20, 4 points at Level 30, etc.). They also gain the power of False Dark Side Aura at the highest available level for their rank, allowing their subterfuge to go unnoticed and unsuspected.
Jedi Rogue
Jedi Rogues are a type of Sentinel, most often, whose occupation as a Jedi generally goes unnoticed. Of all of the Jedi, they blend in with their surroundings most easily. Rogues are experts in falsifying their identities, both physically and legally, and in addition to being more easily able to forge documents and come up with stories about themselves on the fly, and to assist with this, they receive Alter Image/Masquerade at the highest available level for their rank for free. Jedi Rogues also generally train in the use of a weapon outside of the lightsaber to maintain secrecy, and so gain proficiency in the use of one such weapon (a blaster, electrostaff, vibrosword, bowcaster, etc.) when they take this subclass. Lastly, Rogues are often well-acquainted with the criminal Underworld, and many will obtain a dossier on numerous criminal individuals on their adventures.
Prestige Classes
Jedi Aces (Requires Level 20+, Jedi Starfighter)
Jedi Aces are the highest-ranking pilots of the Jedi naval effort and are often the leaders and teachers of the Jedi Starfighter Corp. Jedi Aces weave through hornet nests of turbolaser fire and missile barrages to deliver their explosive payload with bombs guided perfectly through the Force. Jedi Aces have become so attuned to the usage of Force Meld and Force Direction that it is as innate to them as breathing, gaining both at their highest level for their rank, for free, and gaining access to the Talortai ability of Pathfinding.
Jedi Battlemasters (Requires level 30+, Jedi Warrior or Peacekeeper, Six Classical Lightsaber Forms)
Utter nightmares to face in single combat, Jedi Battlemasters are the greatest lightsaber duelists in the Jedi Order, and teach other Jedi in the martial art of which they have no equal. So perfectly attuned to the Force and how it harmonizes with saber techniques, Jedi Battlemasters enjoy maximum proficiency in one classical lightsaber form of their choice, and one free point in every other classical form.
Jedi Weapon Master (Requires Level 20+, Exotic Weapons Specialist)
When an Exotic Weapon Specialist of the Jedi Order gains master rank and attains true mastery of their chosen weapon and impressive skill with several others, they gain the honorific title of Jedi Weapon Master. Depending on whether they specialized in a melee or ranged weapon, Weapon Masters enjoy four free points, regardless of rank, in either Force Weapon (melee) or Force Direction (ranged).
Jedi Tech Expert (Requires Level 20+, Jedi Slicer)
Tech Experts went beyond the simple manipulations that Slicers focused on, instead preferring complete mastery of technology. Among these abilities are the skills of Hassat-Durr and Mechu-Deru, which they gain free three points in.
Sith Hunter (Requires Level 25+, Fitting Personality and/or Story [Seek GM Approval])
Based upon the Jedi Shadows, the Sixth Line, and the Jedi Covenant, these Jedi are the most unorthodox when it comes to the manner of hunting Sith. Often bearing purple lightsabers and occasionally bearing red lightsabers as their enemies do, they are well-equipped to slip into the enemy’s ranks to assassinate their top dogs or tap into the other side of the Force to grant an edge in a bloody, desperate battle. A Sith Hunter is able, more so than any other class, to dip into the powers of Darkness without succumbing to the temptation to turn completely, for their adherence to the ideology of the Jedi Order is too strong to allow such surrender. Sith Hunters may access two skill trees from the Approaching the Dark category, in addition to any offered by their base class or subclass.
Jedi Coordinator (Requires Level 25+, Jedi Sage)
Jedi Coordinators are Jedi Sages who chose to maintain a focus on the most cerebral Force skills, and are the most powerful support unit on the battlefield, orchestrating strategies and providing mental artillery. Jedi Coordinators gain three free points in Battle Meditation and Force Meld.
Jedi Prophet (Requires level 30+, Jedi Seer)
Responsible for the Prophecy of the Chosen One, Jedi Prophets are Jedi Seers with extraordinary foreknowledge, and instantly gain the maximum proficiency in Precognition possible and gain at the highest level for their rank one other power from the Force Sense tree of their choice.
Jedi Specialist (Requires level 20+, Jedi Sentinel [except Jedi Shadow])
These Jedi Sentinels specialize in whatever area they see fit, and often do so in more than one area, arranging for themselves a wide array of skills for any situation. Jedi Sentinels who choose the path of the specialist may acquire access to three skills from whatever subclasses they choose (only one skill may be learned each subclass).
Jedi Temple Guard (Requires Level 20+, Jedi Sentinel or Jedi Peacekeeper)
Upon attaining sufficient skill as a Jedi Knight, a Sentinel or Peacekeeper may choose to become security for the Jedi temple. Unlike previous iterations, this position is permanent. Sentinels become the gold-white masked legion of guardians ever patrolling the halls and yards of the various Jedi temples and are given special lightsaber-resistant armor and phrik saberstaffs. Physically imposing Jedi Peacekeepers become Jedi Brutes and guard the entrances, warding off aggression through intimidation, and are given Force-imbued phrik armor and lightsaber-resistant saberstaffs. Less physically imposing Jedi Peacekeepers become Jedi Snipers, patrolling the heights of temples and striking farther and more accurately than any other, and are endowed with their choice of Force Focus or Saber Throw at maximum proficiency for their rank, depending on whether they are exceptional with their sabers, or elect to use actual rifles.
SKILLS - THE POWERS OF THE JEDI
LIGHTSABER FORMS AND AUGMENTING FORCE TECHNIQUES
LIGHTSABER FORMS AND AUGMENTING FORCE TECHNIQUES
— Form I, Shii-Cho: Simple and relentless. Bold and kinetic. Somewhat slow at lower levels, but more skilled users become a waterfall of fluid slashes. Masters of this martial art release themselves into the Force, channeling it deeply and possibly endangering their spirit, but becoming an unpredictable hurricane of lightsaber strikes.
At least basic skill in this martial art is necessary to learn to use a lightsaber efficiently without injury.
— Form II, Makashi (Requires Form I - Shii-Cho): Quick and precise. Elegant and efficient, emphasizing leverage through footwork and positioning. Lacking in strength.
Martial artists of lower levels have an excellent and very active defense against lightsabers, but lack the precision to mount an effective offense. More skilled users are dreadful to face in lightsaber duels, utilizing expert precision and speed to slip beneath an opponent's defense and swat aside an opponent's offense.
This form relies the least on one's connection to the Force, and relies more on the user's intellect and skill than physical ability, though taller user's will have advantage in reach.
This form is weak to blasterfire, Form V Djem So, but not Shien, and Form VII Juyo, but not Vaapad. This form is strong against Form I, Form IV, Form VI, and the lower levels of Form III.
— Form III, Soresu (Requires Form I - Shii-Cho): Subtle and tight. Conservative and economic, prioritizing defense over offense in the ultimate philosophical showcase of Jedi non-aggression.
Novice users are quite exceptional when defending from blaster bolts and other projectiles, but in heavy fire scenarios and against skilled opponents, they only delay the inevitable. A master of this form can be considered nearly invincible, able to walk through hornet nests of blaster fire unscathed and defeat powerful duelists through patience and masterful timing.
This form has no dedicated attack sequence, and the user must rely on the deflecting parries and ripostes, or another form, to defeat an enemy.
The lower levels of this form are weak to Form II and Form VII, but beyond that, it has no weakness to another form. This form is strong against blasterfire.
— Form IV, Ataru (Requires Form I - Shii-Cho): Acrobatic and flowing. Elaborate and aggressive, reliant on the physical agility of the user in conjunction with their strength in the Force. Lacks dedicated defense, relying on agility to dodge attacks.
Beginners may disorient their opponents with spins and flips, but may have trouble closing off all openings in their motion for the enemy to attack. The most proficient users become an offensive omnidirectional dervish of blades, striking more swiftly than any other, evading too quickly for an opponent to catch and overwhelming them.
The user becomes a conduit for the Force, but one can only be a conduit for so long before burning out. Thus, this form is best used on single opponents and to end a fight quickly, or to be supplemented with another style.
This form is weak to Form II and Form III. This form is strong to Form V.
— Form V, Shien/Djem So (Requires Form I - Shii-Cho): A dual discipline of two separate forms too similar to teach separately: Shien and Djem So.Most Form V users express a preference for one of these forms like one expresses a preference for a left or right hand when writing. Both forms were created by Soresu masters who felt Form III was insufficient in keeping the peace.
Shien: The Lesser Krayt
Technical and aggressive. Energetic and mildly acrobatic. Utilizes a full 360 degrees of motion. Contains some Ataru inspiration.
The Shien lightsaber form was the original variant of Form V, utilizing a counterstrike-focused fighting style that was technical, quick, and energetic, but still very aggressive. Nowadays, it’s taught more for its deflection capabilities than dueling practicality, as it possesses no other clear advantages over other forms.
Unlike the later Djem So, this form has no mobility weakness, and thus is not weak to Form IV.
This form is strong to blasterfire.
Djem So: The Greater Krayt
Stout and imposing. Strong and domineering, relying on physical strength and powerful counterstrikes following an even stronger defense to defeat an enemy. Advances upon a straight line.
The style is characterized by deflecting oncoming attacks before responding in kind with a harsher counter strike. Beginners may find their counterattacks to be slow, but will find their defense and general attacks more than adequate for most situations. An advanced user will be fast and fluid in their death dance, deflecting and striking back with incredible strength and fluidity to dominate their opponent. Masterful users become something incredible to view, taking on a Makashi-esque level of precision and finesse while maintaining a monstrous level of dominating, offensive power, betraying its Makashi influence.
One of the most physically demanding of the styles, dependent on the physical strength of the user, but by no means a slow style.
Due to its lack of mobility, this form is weak to Form IV. Due to its emphasis on quick, powerful strikes, this form is strong to Form II.
— Form VI, Niman (Requires Form I - Shii-Cho): Balanced and moderate. Intermixed and relaxed, most often combined with the practiced use of telekinesis to supplement the bladework.
Niman is truly the most balanced of the styles, not being sincerely advantageous anywhere, but lacking drawbacks that other styles hold. It could be incredibly dangerous in the hands of a patient, cunning, and calculating practitioner, a trait which gained it the moniker of “the Trickster’s Form” among Jedi Battlemasters. A trainee could keep up with students of other forms fairly well, but would risk being overcome by the clear advantages of another style. A master would take advantage of the lack of Niman’s own drawbacks, pressing their opponent to prevent the advantages the other possesses without letting themselves be taken advantage of, and will often harmonize with the opponent, responding to attacks with the equal and opposite.
One of the least physically demanding styles, but also the one which allows for the most individual creativity from its user, making it a very cerebral style best used when combined with other techniques, whether implementation of telekinetics or other practices like Jar'kai, which can become its own style in combination with this form.
This form is weak to Form II.
— Form VII - Vaapad (Requires Form I - Shii-Cho, Level 35+, Jedi Guardian & Approaching the Dark or Level 30+ and Jedi Battlemaster)
— Jar’Kai (Requires Form I - Shii-Cho)
— Fast Style
— Medium Style
— Strong Style
— Three Rings of Defense
— Praetoria Vonil (Requires Jedi Guardian OR Jedi Temple Guard, Form I - Shii-Cho)
— Praetoria Ishu (Requires Jedi Guardian OR Jedi Temple Guard, Form I - Shii-Cho)
— Tràkata (Requires Form I - Shii-Cho)
— Tripszest (Requires Form I - Shii-Cho, winged species, Force flight, or flight device)
— Saber Throw (Requires Saber Style, Telekinesis)
— Saber Barrier (Requires Saber Style, Telekinesis)
— Telekinetic Lightsaber Combat (Requires Level 25+, Saber Throw, Saber Barrier)
— Focus Discipline (Requires Jedi Guardian, Form I - Shii-Cho)
— Stance Discipline (Requires Jedi Guardian, Form I - Shii-Cho)
— Alter Damage (Requires Form I - Shii-Cho)
CONTROL
— Alchaka
— Force Valor
— Force Speed (Requires Force Valor)
— Force Jump (Requires Force Valor)
— Force Body (Requires Force Valor)
— Enhance Attribute (Requires Force Valor)
— Short Term Memory Enhancement (Requires Enhance Attribute)
— Inertia (Requires Force Valor)
— Reduce Injury (Requires Level 10+, Force Valor)
— Force Stealth— Battlemind (Requires Jedi Guardian)
— Breath Control
— Force Focus
— Force Healing (Requires Level 15+, Jedi Healer)
— Aura of Healing (Requires Level 30+, Force Healing)
— Control Disease (Requires Jedi Healer)
— Cure Disease (Requires Level 20+, Control Disease)
— Control Pain
— Dampen Force
— Detoxify Poison
— Dream Walking
— Serenity (Requires Level 10+)
— Emptiness (Requires Level 15+)
— Flashburn
— Altus Sopor (Requires Jedi Consular)
— Force Channel (Requires Jedi Consular)
— Force Potency (Requires Jedi Consular)
— Force Affinity (Requires Jedi Consular)
— Force Mastery (Requires Jedi Consular)
— Force Scattering
— Force Sustenance (Requires Level 30+)
— Force Reflex (Requires Level 20+)
— UNIQUE Immerse
— UNIQUE Many Shades of the Force (Requires Level 30+)
— Instinctive Astrogation Control (Requires Level 20+, Instinctive Astrogation)
— Remove Fatigue
— Tapas
— Transfer Force (Requires Level 30+)
— Waveform (Requires Telekinesis)
— Hibernation Trance
— Palawan Hibernation Trance (Requires Level 30+, Hibernation Trance)
— FREE Dreambubble (Requires Hibernation Trance)
— Mortichro (Requires Level 30+, Hibernation Trance)
— Teleport (Requires Level 25+)— UNIQUE Fold Space (Requires Level 25+)
SENSE
— Force Sense
— Precognition (Requires Force Sense)
— Farsight (Requires Force Sense)
— Mind-Walking (Requires Level 20+ Farsight)
— Quicksight (Requires Level 20+, Farsight)
— Force Sight (Requires Force Sense)
— Force Track (Requires Force Sense)
— INNATE Psychometry (Requires Force Sense)
— Instinctive Astrogation (Requires Force Sense)
— Pathfinding (Requires Force Sense, Jedi Ace or Jedi Seer)
— Field Sense (Requires Force Sense)
— Ice Image (Requires Force Sense)
— Life Web (Requires Level 20+, Force Sense)
— Theran Force-Listening (Requires Level 20+, Force Sense)
— Restful-Sleep-in-Danger (Requires Force Sense)
— Weather Sense (Requires Force Sense)
— INNATE Shatterpoint— Truth-Sense
— Force Bond
— Battle Meditation (Requires Level 20+, Force Bond, Telepathy, Precognition)
— Merge Senses (Requires Level 10+, Force Bond)
— Environmental Telepathy (Requires Level 15+, Force Bond, Telepathy, Beast Language)
— Force Meld— UNIQUE Time-Drifting
ALTER
— Telekinesis
— Force Push/Pull (Requires Telekinesis)
— Force Whirlwind (Requires Level 10+, Force Push/Pull)
— Force Burst (Requires Level 20+, Force Push/Pull)
— Force Shockwave (Requires Level 20+, Force Push/Pull)
— Force Wave (Requires Level 30+, Force Push/Pull)
— Ballistakinesis (Requires Level 20+, Telekinesis)
— Force Orb (Requires Level 20+, Telekinesis)
— Levitation (Requires Telekinesis)
— Flamusfructa (Requires Level 20+, Telekinesis, Pyrokinesis)
— Mental Shield— Telepathy
— Cleanse Mind (Requires Level 15+, Mental Shield)
— Mind Trick (Requires Telepathy)
— Beast Trick (Requires Telepathy)
— Beast Language (Requires Telepathy)
— Force Illusion (Requires Level 15+, Telepathy)
— Dreamscape (Requires Level 30+, Force Illusions)
— Alter Image (Requires Telepathy)
— Comprehend Speech (Requires Level 4+, Telepathy)
— Mnemotherapy (Requires Level 25+, Telepathy)
— Memory Rub (Requires Level 30+, Telepathy, Jedi Sage or Jedi Shadow)
— Mind Shard (Requires Level 10+, Jedi Sage, Telepathy)
— Neural Storm (Requires Level 10+, Telepathy)
— Force Suppression (Requires Level 20+, Telepathy)
— Progenitor’s Call (Requires Level 15+, Telepathy)
— UNIQUE Aing-Tii Fighting Sight— UNIQUE Image
— UNIQUE Mirror Illusion (Requires Image)
— Force Resistance— Adiabatic Shield (Requires Level 10+, Force Resistance, Telekinesis)
— Tutaminis (Requires Level 10+, Force Resistance)
— Force Barrier (Requires Level 10+, Force Resistance)
— Protection Bubble (Requires Level 30+, Force Barrier, Adiabatic Shield)
— Energy Resistance (Requires Level 10+, Force Resistance)
— Pyrokinesis— Fire Tornado (Requires Level 30+, Pyrokinesis, Force Whirlwind, Jedi Druid)
— Cryokinesis— Alter Environment (Requires level 15+, Jedi Druid)
— Force Light (Requires Level 30+): Many users of Force Light together can generate a Wall of Light. The amount it takes and their individual potency needed to create such an event is determined by the GM.
— FREE Force Harmony (Requires Force Light)
— Aura of Light (Requires Level 35+, Force Light)— Force Blinding
— Force Call (Requires Level 35+)
— Force in Balance (Requires Jedi Sage or Jedi Shadow)
— Force Stun (Requires Level 10+)
— Force Stasis (Requires Level 20+, Force Stun)
— Golden Flash (Requires Level 20+)— Force Kick (Requires Jedi Guardian)
— Force Punch (Requires Jedi Guardian)
— Force Bellow
— Force Cloak (Requires Jedi Sentinel)
— Dim Other’s Senses (Requires Jedi Sentinel or Jedi Ace)
— Conceal Essence (Requires Jedi Sentinel)
— Dimension Shift (Requires Level 30+)
— Force Flash
— Electric Judgment (Requires Level 25+)
— Lightning Variant: Chain Lightning (Requires Level 25+, Electric Judgment)
— Lightning Saber (Requires Level 25+, Melee Weapon or Lightsaber AND Shii-Cho, Electric Judgment)
— Lightning Variant: Force Storm (Requires Level 30+, Electric Judgment)
— Summon Storm (Requires Level 35+, Electric Judgement, Force Whirlwind)
— Doppelgänger (Requires level 25+, Telepathy, Telekinesis)— Mechu Deru (Requires Jedi Tech Expert)
— Mechu Macture
— Technometry
— Technopathy
— Malacia (Requires Level 10+)
— Sand Levitation (Requires Telekinesis)
— UNIQUE Scribe
— Sound Mimicry
— Soft-to-Solid
— Spear of Midnight Black
— Noise-Dampening Bubble
— Phase (Requires Level 25+)
— Plant Surge
— Revitalize (Requires Jedi Healer)
— Hassat-Durr/Ayna-Seff
— Force Weapon (Requires Exotic Weapons Specialist)
— Words of Banishment (Requires Level 25+)
PARAGONS
Paragon abilities are reserved for the upper echelons of Jedi, with some taking lifetimes to master. Through hard work, dedication and much time spent within the Order, a Jedi may come to obtain powers many, even the Sith, could not stand to comprehend. All Paragon abilities cost 10 points and may require prerequisites based on level, Class, Subclass/Prestige class, or requisite abilities.
Paragon abilities are reserved for the upper echelons of Jedi, with some taking lifetimes to master. Through hard work, dedication and much time spent within the Order, a Jedi may come to obtain powers many, even the Sith, could not stand to comprehend. All Paragon abilities cost 10 points and may require prerequisites based on level, Class, Subclass/Prestige class, or requisite abilities.
— Sever Force (Requires Level 40+)
— Art of the Small (Requires Level 35+, Jedi Consular)
— Wall of Light (Requires Level 40+, Force Light)
— Oneness (Requires [REDACTED], Impossible to obtain without GM intervention)
— Celestial Ressurection (Requires Level 45+, Celestial/Old One Species)
— Dark Transfer (Requires Level 35+, Shatterpoint, Prestige class with allowed access to Approaching the Dark powers)
— Force Ghost (Requires Level 35+)
— UNIQUE Postmortem Influence (Requires Level 40+, Force Ghost)
— UNIQUE Flow-Walking (Requires Level 35+)
APPROACHING THE DARK
Powers under this category require a certain Subclass or Prestige class, and most often a requisite level as well, since Dark Side powers, or powers traditionally associated with the Dark Side, are not easily accessed by Jedi Force users.
Powers under this category require a certain Subclass or Prestige class, and most often a requisite level as well, since Dark Side powers, or powers traditionally associated with the Dark Side, are not easily accessed by Jedi Force users.
— Crush Opposition
— Inflict Pain (Requires Level 20+)
— Electronic Manipulation (Requires Level 15+)
— Force Rage (Requires Level 15+, Jedi Warrior)
— Force Phantom (Requires Level 35+, Doppelgänger)
— Force Travel (Requires Level 30+)
— False Dark Side Aura
Tree: Brutal Telekinesis
— Force Wound (Requires Telekinesis)
— Force Choke (Requires Force Wound)
— Force Crush (Requires Level 30+, Force Choke)
— Force Rend (Requires Level 25+, Telekinesis)
Tree: Dark Mental Prowess
— Probe Mind (Requires Level 15+, Telepathy)
— Memory Walk (Requires Level 20+, Telepathy)
— Force Fear (Requires Level 10+, Telepathy)
CHARACTER SHEET TEMPLATE
Character Illustration (optional)
Theme Music (optional)
Audio Sample of Character Voice (optional)
Name/Title:
Nicknames/Aliases:
Age:
Sex:
Species:
Orientation (optional):
Homeworld:
Occupation:
Height:
Weight:
Physical Description:
Clothing:
Weapons:
Equipment:
Vehicles:
Pets (if applicable):
Languages:
Combat Skills (brief summary of general combat strengths, including non-Force-based skills not reflected in Skills statistics section):
Other Strengths (brief summary of general strengths, including non-Force-based strengths not reflected in Skills statistics section):
Flaws (brief summary of general weaknesses, including non-Force-based weaknesses not reflected in Skills statistics section):
Alignment (Lawful/Neutral/Chaotic, Good/Neutral/Evil):
Personality:
Fears:
Likes:
Dislikes:
Habits:
Relationships/Love Interests (if applicable):
Friendships (if applicable):
Masters (if applicable):
Apprentices (if applicable):
Reputation:
Biography:
STR (Strength):
FPR (Force Power):
DEX (Dexterity):
INT (Intellect):
CON (Constitution):
MAN (Manipulation):
PER (Perception):
DES (Destiny):
Rank/Level (e.g. Level 40 Dark Lord of the Sith)
Base Class:
Subclass (if applicable):
Prestige Class (optional):
Skills (game mechanics only; listing all chosen Skills and Skill Points therein):
Character Illustration (optional)
Theme Music (optional)
Audio Sample of Character Voice (optional)
Name/Title:
Nicknames/Aliases:
Age:
Sex:
Species:
Orientation (optional):
Homeworld:
Occupation:
Height:
Weight:
Physical Description:
Clothing:
Weapons:
Equipment:
Vehicles:
Pets (if applicable):
Languages:
Combat Skills (brief summary of general combat strengths, including non-Force-based skills not reflected in Skills statistics section):
Other Strengths (brief summary of general strengths, including non-Force-based strengths not reflected in Skills statistics section):
Flaws (brief summary of general weaknesses, including non-Force-based weaknesses not reflected in Skills statistics section):
Alignment (Lawful/Neutral/Chaotic, Good/Neutral/Evil):
Personality:
Fears:
Likes:
Dislikes:
Habits:
Relationships/Love Interests (if applicable):
Friendships (if applicable):
Masters (if applicable):
Apprentices (if applicable):
Reputation:
Biography:
STR (Strength):
FPR (Force Power):
DEX (Dexterity):
INT (Intellect):
CON (Constitution):
MAN (Manipulation):
PER (Perception):
DES (Destiny):
Rank/Level (e.g. Level 40 Dark Lord of the Sith)
Base Class:
Subclass (if applicable):
Prestige Class (optional):
Skills (game mechanics only; listing all chosen Skills and Skill Points therein):
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