LEVEL CHARTS
Points per Level:
Level 1 - 10 points
Level 2 - 12 points
Level 3 - 14 points
Level 4 - 16 points
Level 5 - 18 points
Level 6 - 28 points
Level 7 - 32 points
Level 8 - 34 points
Level 9 - 42 points
Level 10 - 55 points
Character levels:
SITH:
Classes: Warrior, Sorcerer, Assassin
Apprentice: Level 1-5
Master: Level 6-8
Shadow Council Underlord: Level 9
Dark Lord of the Sith: Level 10
JEDI:
Classes: Guardian, Consular, Sentinel
Padawan: Level 1-4
Knight: Level 5-8
Master: Level 9
Grand Master: Level 10
FEBRAYASI:
Classes: Dwellers, Defenders, Wanderers
Pupili: Level 1-2
Pupili Graduate: Level 3-4
Febrayasi: Level 5-7
Mentor: Level 8-9
Sage: Level 10
GREY/UNDECIDED:
Apprentice: Level 1-4
Knight: Level 5-7
Master: Level 8-9
Sage: Level 10
Skill levels:
0 – Ability not known
1 – Novice
2 – Intermediate
3 – Advanced
4 – Master
5 – Grand Master
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Limitations:
Skills may not be increased to 2 until character is lv3.
Skills may not be increased to 3 until character is lv5.
Skills may not be increased to 4 until character is lv7.
Skills may not be increased to 5 until character is lv9.
SKILLS
Core Abilities:
Force Push/Pull – Control the force energy around an object or person to push, pull, or otherwise physically manipulate.
Force Choke – Collapse the energy around a target’s throat, cutting off the ability to breathe. At level 4 and above, the user may squeeze with enough force to crush an enemy’s windpipe.
Force Jump – The user propels themselves with the force to perform otherwise impossible leaps and acrobatics.
Force Avalanche – Use a structure or material above or around an enemy as a weapon, collapsing or propelling it toward the target.
Force Lightning - Unleash a burst of lightning at one's enemies. Short bursts at beginner levels progressing to longer sustained usage at intermediate, and the ability to fan out or concentrate into a single bolt at advanced levels.
Force Stun - Disrupt the target's nervous system, temporarily stunning them or, at higher levels, inducing paralysing stasis - even on groups.
Disable Droid - The ability to unleash ribbons of Force energy to disrupt or even disable the circuitry of a droid (or droids, as level progresses).
Force Defense – The ability to absorb, diffuse and negate Force lightning and telekinetic attacks (Force push, Force choke and Force avalanche).
Heal - The ability to cure and diagnose injury or illness, level increases the complexity and severity of illnesses able to be treated.
Mind Trick - Influence the weak minded with a wave of the hand. Generally does not work on other trained force users unless of much lower power level.
Battle Meld - A technique where a number of Jedi join their minds together through the Force, drawing strength from each other, sharing thoughts and even acting like one entity. A weak, localised effect at lower levels, yet able to influence the outcome of entire fleet or planetary battles at level 5.
Form I - Shii-Cho. Simple and relentless. Bold and kinetic. Somewhat slow.
Form II - Makashi. Quick and precise. Elegant and efficient, emphasizing leverage through footwork and positioning. Lacking in brute strength.
Form III - Soresu. Tight and efficient. Defensive and quick. Lacking in offense.
Form IV - Ataru. Aggressive and acrobatic. Fast and strong. Inefficient and tiring.
Form V - Djem So. Domination and strength through leverage. Good defense and punishing counterattacks. Less mobile than other forms.
Form VI - Niman. Balanced and versatile. A combination of each form with no notable strengths and no glaring weaknesses.
FEBRAYASI LIGHTSABER FORMS:
Febrayasi may pick one along with a regular form above at no extra point cost. Any after that, along with levelling up, will cost the usual amount.
Yavonali (the way of the brave) - This system was introduced by Yanjon and is one of the oldest forms, it relies on not relying on the force to control your reflexes and is about the hreat of combat, it uses powerful and swift strokes, you must be pretty confident with the blade to use this form
Harbá (the way of the focused mind) - Yanjon introduced this system, it focuses mainly on harmony and is very similar to of the Jedi's form III, it's the form that never attacks, only defends and takes a lot of patience to use it
Tanderlyon (the way of the quicksilver) - One of the hardest to master, this form in the most acrobatic, and uses heavily on the force to do advance flips, leaps, and jumps, it takes a lot of energy and you must be physically be able to do it.
Cavance (the way of the refined) - This style is for the fencer, uses quick parrying techniques as well as swift movements of the wrist, it's elegant to look at and is very fluid, created by Braata
Kalv (the way of the insidious) - The most controversial form, the practioner of this form creats a false impression that they aren't as good as they appear, bring their opponent to a false sense of security, before subtly beating them, users of this form must be careful not to fall to the dark side, Feya created this
Felinto (the way of the Acklay) - This form involves using 2 lightsabers, and is very quick in style, due to it's dangerous tendancy to chop off the users limbs, acrobatics are not done in this form.
Pheuto (the way of the hurricane) - This form is aggressive and uses powerful strokes to knock the opponent off balance
Charnello (the way of the Charn) - This form is a combination of Tanderlyon and Cavance, but less on the acrobatics, it was created by Sistros.
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Specific Abilities:
Each class may put points into the matching RED option from level 1. One of the BLUE options is available to level 5 or above players.
Both Febrayasi and Grey can choose one power class as any other Force user.
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(Sith Warrior) Form VII - Juyo. Aggressive and unpredictable. Strength through open, kinetic attacks. Less defensively sophisticated than other forms, relying on speed and aggression to ward off counterattacks.
(Sith Warrior) Force Rage - An injured user may draw upon their pain to channel the dark side more deeply, increasing speed and power temporarily.
(Sith Warrior) Inspire - The user becomes a conduit for the dark side, empowering nearby allies to fight with increased vigor and conviction.
(Sith Sorcerer) Force Drain - Drain the life energy and force reserves of an opponent to energize and empower the user.
(Sith Sorcerer) Probe Mind - Plumb the depths of a target's mind to extract information or induce fearful visions.
(Sith Sorcerer) Dark Side Healing - Draw upon the ancient secrets of Sith alchemy and the dark side of the force to heal and rejuvenate an ally. May not be used in battle.
(Sith Assassin) Force Cloak - Enhance and darken existing shadows around the user, decreasing visibility.
(Jedi Sentinel) Force Immunity - Allows the Sentinel to protect themselves more readily against powers of the Force, especially those of the Dark Side.
(Sith Assassin / Jedi Sentinel) Force Stealth - Create a sound dampening field through the force, allowing one to sneak more effectively.
(Sith Assassin / Jedi Sentinel) Conceal Essence - Hide one's force signature from other force users.
(Jedi Consular) Force Empathy - Allows the user to communicate with greater diplomacy through heightened awareness of emotions and intentions.
(Jedi Consular) Force Aura - Increases the defence and resolution of those around you, to both physical and mental attacks.
(Jedi Consular) Psychometry - Gain insight into one's surroundings through the senses, mostly touch.
(Jedi Guardian) Form VII - Juyo. Aggressive and unpredictable. Strength through open, kinetic attacks. Less defensively sophisticated than other forms, relying on speed and aggression to ward off counterattacks.
(Jedi Guardian) Force Valour - Tap into the Force to increase the skill, accuracy, energy, and resolve of fellow Force Users.
(Jedi Guardian) Electric Judgement - Purely an electrical attack, this power deals powerful damage without draining the opponent as Force Lightning does.
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God Tier Abilities:
Available at level 8 or above, 10 point cost
Force Storm - Summon a vast elemental storm in the form of a hyperspace wormhole, capable of ravaging entire fleets... and the caster, should their concentration slip for but a second.
Essence Transfer - The user projects their spirit beyond their body, binding their spirit to an appropriate receptacle or possessing a target. However, the rite destroys the original body, and if the user loses the ensuing battle of wills with the victim, their soul is consigned to Chaos forever.
Hunger - To Force Drain as Force Storm is to Force Lightning. A technique favoured by the Sith Assassins of Malachor and the fearsome Darth Nihilus, Hunger allows one to sever multiple targets from the Force, siphon their Force power or physical vitality, or even instantly drain them unto death outright. However, using this power often or on great scales swiftly destroys the body and mind, turning the user into a mindless spiritual embodiment of primitive, hungering intent.
Pain - The technique of Pain, favoured by Darth Sion, allows one to attain a state of undeath, keeping one's body animate and holding together the shattered, rotting shell through the perpetual agony inflicted by such a state. Any physical damage, even bisection by a lightsaber, can be recovered from, allowing the Sith Lord to rise again. Use of this ability came at the cost of sanity, with each would-be lethal injury fracturing the user's mind further.
Tutaminis - To Force Defense as Hunger is to Force Drain, full mastery of the art of Tutaminis furthers one's defensive capability against Force-based and energy-based attacks, allowing for the deflection of blaster bolts or even a lightsaber blade.
Wall of Light - The Jedi's greatest weapon is the art of focusing the light side in a barrier around a darksider, disrupting or, at this level, cutting off their connection to the dark side.
Oneness - A complete union with the Force, the user experiences perfect serenity and thus becomes an extension of the Force, allowing them extraordinary power.
Battle Meditation - The ability to influence the outcome of a battle through meditation, shoring up the willpower of allies through a powerful Force Meld, sapping the resistance of enemies and inducing confusion, and seemingly manipulating the probability of victory itself. Able to reliably determine the outcome of entire fleet or planetary battles.