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== Force Abilities == Since West End Game's [[Star Wars RPG]], Force abilities have fallen into three primary disciplines: Control, Sense and Alter. ===Control=== Control powers focus on controlling the user's body (and the body of others for more skilled users). It's largely buffs. *<u>Meditation/Trance</u>: More a Jedi thing. Sends the user into a deep sleep that boosts the speed they recover from wounds and fatigue while also using less food and air than normal waking or sleeping. On the downside, it's a really deep sleep, so the user will only be woken by physical stimulus, a code word that terminates the trance is heard or a pre-selected amount of time elapsing. *<u>Force Speed</u>: Speeds the user up and/or greatly slows their perception of time. Combined with foresight it allows blocking blaster bolts. Combined with telekinesis it allows the user to make very large leaps. *<u>Mind Trick</u>: One of the skubbier powers, morally speaking. Conceptually similar to hypnosis or [[Dune|the voice from Dune]]. The force can be used to overpower the focus of individuals with fairly weak wills, rendering them receptive to suggestion and deceit. The simpler and less demanding the suggestion, the easier it is to project. Jedi generally limit their use of this to obfuscation and persuasion (ie "you didn't see anything unusual"). But the extra power of the Dark Side can push this to the point of mental domination, turning people into unwitting puppets even on the battlefield; but this requires both exceptional power and concentration. Some races have natural mental defenses against force persuasion techniques. ===Sense=== As you'd expect, Sense holds all the divination powers. Also Telepathy. *<u>Foresight</u>: The most common force power, and only one that is used unconsciously by untrained users. It gives the user glimpses into the future, which at the lowest level gives the very practical ability to react to things before they happen. At the highest level it gives visions of the long term future, though these visions tend to be pretty useless since they're vague and attempts to prevent them nearly always result in them coming true. *<u>Farsight</u>: Allows the user to see things happening elsewhere. This sometimes translates to feeling major fluctuations in The Force, especially when it involves mass-genocide of entire planets or of the Jedi Order. *<u>Psychometry</u>: A rare ability that allows the user to sense sights, sounds, and emotions when touching an object with a "force echo" attached to it. Jedi with psychometry are very useful as trackers and scouts, but you wouldn't want them handling anything connected to the Dark Side as they'd basically be far more exposed than your average force user. ===Alter=== Alter is the broadest category and holds powers that alter the world around the user. In practice this works out to anything not covered by the above two schools. *<u>Telekinesis</u>: Control stuff with your mind! Easily the force power with the most variants. In addition to the many abilities to move specific things in specific ways, it's also the basis of some odd-ball powers like starting fires by agitating particles enough till a fire starts. Used on the user, it allows them to leap great distances. Used on the enemy, it can crush their vital organs, throw them into pits or throw heavy stuff at them. In virtually everything ''except'' the original WEG material, using telekinesis offensively (outside of force choke) is not considered a dark side act. *<u>Energy Projection</u>: Most commonly encountered in Force Lightning, this power allows the user to fire off energy as an attack. Generally dark side when used against living things, except for Force Judgement, a power used exclusively by Plo Koon. A handful of sources feature a different variant that pulls the energy of an opponent away from them, disabling them non-lethally and thus not a dark side power, but it's often considered [[Skub]]. Another non-dark variant occasionally seen in RPGs is a variant that only works on droids, but nobody really care about this (outside of maybe Clone Wars campaigns) because it's completely useless when fighting anything other than droids. *<u>Immortality</u>: aka "Force Ghosts." Only a select number of Jedi have ever learned the secret of retaining their souls upon death so they can communicate with the living, rather than simply return to the Force. Qui-Gon Jinn discovered the technique, then posthumously passed it on to Yoda, then to Obi-Wan, and then the Skywalkers. As Obi-Wan put it, death, quite the opposite of setback, makes one "more powerful than you could possibly imagine." This ability is limited only those who commit themselves to the Light Side; while the Sith have also sought out immortality, they're limited to transferring their souls from one vessel to another, or else living a more wraith-like existence, bound to a place or object by their malice and hatred. Occasionally, powerful force users who died with one ore more outstanding concerns can keep themselves in a force ghost like state capable of regularly interacting with the world, like Darth Marr who hanged out for at least five years in this state so that he could see the Sith Emperor dead. The most extreme example is Revan, who essentially split into dark and light halves to survive before reunifying and kept his soul going in this state longer than Marr to see the same Sith Emperor dead.
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