1. Absorb/Dissapate/Repel/Redirect
Energy: ((All))
This power is the summation of defending
one's self against a Force or non-Force generated energy attack. By Absorbing
the energy, you add its power to your own, by Dissapating it you use the
Force to redistribute the energy into the living things all around. By
Repelling it, you force the energy away from your body in random directions.
By Redirecting the energy you can target any particular being or object
and send the energy back at it, but usually not with quite as much power
as the original attack.
Median Level
2. Accelerate
Healing: ((All))
A Force weilder using this power can use
the Force to begin healing the wounds the character has sufferred at a
much quicker rate of healing than the nornal healing methods. This can
be nearly as qucik as Bacta. But it is a constant drain on you, and if
you do this in combat, it will leave you seriously drained.
Median Level
3. Blackness:
((Sith, DJ, N))
This power veils a Dark Jedi in a veil
of the Dark Side. Unless they are great in the Force themselves, people
cannot see the user, as he or she blends into the surroundings, and anything
he does is likely to be over looked.
Advanced Level, 4 Preps Required
4. Control
Body Temperature: ((All))
By using this power a Force weilder can
raise or lower his own temperature to be able to survive harsh environs
better than normal.
Median Level
5. Contort
Escape: ((Jedi, Sith, DJ))
Using this power, a member of the above
orders can compact his own body, ignoring the pain and hurt of snapping
and destroying his own bones, in order to escape when all other options
have failed. But this power drains a Jedi immensely, and the Jedi, on gaining
escape, is likely to fall instantaneously into a Jedi Healing Trance.
Ultimate Level, 8 Preps Required, -1 Prep for one day IRL
6. Control
Disease/Poison ((Jedi, Sith, DJ ))
Using this power, a Jedi, Sith, or Dark
Jedi can neutralize the effects of a Disease or Poison through careul meditation.
Advanced Level, 5 Preps Required
7. Control
Pain. ((Jedi, Sith, DJ))
Again, using the Force a Jedi can control
their pain. But this takes a toll on their overall powers, and after a
time, will wear them down. It is also not exclusive. Sometimes the pain
will be to great to control, such as the complete loss of a limb or a body
part, or extensive over all injuries.
Median Level
8: Hibernation
Trance: ((Jedi, Dark Jedi ))
Allows a Jedi or Dark Jedi to slip into
a hibernation-like sleep, so that the user does not need to eat or drink
for some time, and the rate of breathing is lowered. This allows the user
to survive long periods of time alone in an inhospitable environ.
Median Level
9: Instinctive
Astrogation Control: ((All))
Using this power, the mightiest Force
users are able to calculate the equations for a hyperspace jump in their
head.
Ultimate Level, 8 Preps Required.
10. Rage: ((DJ,
Sith))
The Dark Side version of Emptiness, when
a Dark Sider feels rage, he can allow it free reign, or even try to amplify
it, and thus increase his connectivity to the Force, and his power in the
Dark Side. This adds one prep to the users attack.
Advanced Level, 6 Preps Required.
12: Remain
Conscious: ((Jedi, Sith, DJ))
A Force user who is batterred to a point
where he would normally become unconcious can use this power to keep his
mind and body conciouss. This also applies to extreme weariness. However,
the longer this is used, the more the Jedi grows weakened.
Advanced Level, 6 Preps Required.
13. Remove
Fatigue: ((Jedi, Sith, DJ))
A Force user who is excessively tired
or weary can use this power to wipe his mind of his fatigue. But remember,
sooner or later there will come a time when this power has drained you
so much that you cannot keep it up, and you will drop in exhaustion.
Median Level
14. Resist
Stun: ((Jedi, Sith, DJ))
A Force user who has a stun blast fired
at him can use the Force to resist the effects of the stun blast, but the
side effect is that it leaves you sluggish for a few seconds (1or 2 turns).
Median Level
15. Short Term
Memory Enhancement: ((Jedi, Sith, DJ))
A Force user who uses this can have an
almost perfect copy of what happenned in the environment around him play
through his head. This can go back as long as you want within the last
several hours, but the farther back you go the more dim and confused the
memory becomes.
Median Level
16. Channel Energy: ((Jedi, Sith, DJ))
Ultimate Level 10 preps
Using this power, A Force User can absorb whatever energy touches him, and then redirect or channel that energy out through his body at his foe. However, this only applies to certain amounts of energy, and only energy that physically touches the Jedi. For instance, I would heavily wager that absorbing and redirecting a turbolaser battery blast from a Star Destroyer, while perhaps not impossible, would probably severely injure the Jedi, and this energy cannot then be directed to healing, it must remain energy and be expended in another way. And I assert that NO JEDI or SITH could absorb the blast of the Death Star and survive.
Also, if you are struck by a lightsaber in a mortal wound. You must allow the blade to hit in order to absorb and channel the energy, and if you ARE hit, you take full damage. IE -- If a Jedi is stabbed by a lightsaber, he could absorb/redirect the blades energy in an attack that would fry and destroy the lightsaber, possibly killing the foe, but he would also die. And this only affects a wound that does not kill on contact. For instance, if I behead you, or stab it clean through your heart, vaporizing it, you can't live through that.
Advanced Level, 6
Preps, if a killing blow, 7 Preps Required.