Star Wars Roleplay: Chaos

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Basic Powers Guidelines

These are just guidelines. We wouldn't want to limit anyone's creativity, but at the same time if you're looking for some roleplay guidance, by all means have a read.

A few notes:
  1. We do not require training threads to use Force powers;
  2. You may use an NPC Master, or find a holocron;
  3. You do not need to ask "permission" to use a Force power;
  4. You do not have to use pronouns (I use Force Push!). You may describe the Force in a manner appropriate to your character
  5. We would still encourage you to seek out a PC master, or at least work with your Network and do some backstory on your training with the Order.

Core Force Powers

Based on a well-balanced Jedi who spends their time studying all aspects equally.

Telekinesis
  • A new Knight could throw one to a few people to the ground with the Force.
  • An experienced Knight would be able to hold someone in the air and then have the skills to crush their throat with the Force.
  • A Master can lift and hurl huge objects, or manipulate the inner working of a tiny device.
Lightning
  • A new Knight has no ability to use Force Lightning
  • An experienced Knight could throw a few sparks that could potentially incapacitate someone for a few moments.
  • A Master can control sustained and lethal bursts of lightning
Foresight
  • A new Knight has a vague sense of danger through foresight.
  • An experienced Knight can not only discern the source and nature of danger about to happen, but can get a vague sense of important events in the future.
  • A Master has a much stronger emotional connection to future events, and may even be able to understand events outside of the immediate future.
Mind reading
  • A new Knight can skim surface thoughts, particularly emotions from the untrained. With time they can pull out deeper thoughts and memories.
  • An experienced Knight can dig into people's thoughts more easily and attack the defences of a trained and strong willed mind.
  • A Master can break down the defences of a powerful Jedi given time.
Mind Tricks
  • A New Jedi Knight can conjure simple illusions and convince an untrained individual of an easily swallowed fact. With time they can more subtly alter perceptions and plant thoughts and feelings.
  • A experienced Knight is able to – in favourable circumstances - completely change someone's feelings or opinions on a matter. They can hide themselves from someone's perceptions.
  • A Master is able to utterly dominate the mind of a weak willed individual with time.
Sabers
  • A Knight is competent with a single saber. They can defend themselves from blaster bolts from several directions and deflect some bolts back at their attackers. Concerted fire from a whole squad of troopers could easily overwhelm their defences.
  • A experienced Knight can train with more advanced weaponry: light staffs, multiple sabers, whips. It would take a torrent of blaster fire to bring them down. A experienced Knight could hold off two Knights, but would need particular circumstance in their favour to defeat them.
  • A Master will have years of combat experience. They will be a master duellist able to hold their own against several Jedi at once.


Specialist Powers

These powers are likely only available to an experienced Knight, and should be learned from another Jedi or Holocron. They must come with significant training and with a detriment to other/core powers

(Illusions, Force Conceal, Absorb, etc)

Advanced Powers

These powers are likely only available to experienced Master. They require a huge amount of effort and training, and there may only be a few Force Users who can train these abilities.

(Force Blaster/other physical manifestations, Battle meditation, Tutanamis)

Exceptionally Rare Powers

These are powers that have appeared in canon in some form - likely D20 based material - but are not well defined, or are exceptionally rare on the board.

(White Current, Phase, Shatterpoint, Force Storm, Force Cloak)
 

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