Darth Ferus
Wanderer
Posted 12 May 2014 - 12:03 PM
Every single fraction across the board has, or at least should if they don't, a guide for any and all FU's. The guide itself is to standardize what each rank can learn, and what is still out of their grasp. The guide is only to point out which powers on which level would be best. Meaning, if your particular FU was a melee oriented fighter, they should learn powers such as Force Speed and Force Jump to assist them. A sorcerer should focus more on Force Telekinesis and the like.
However, this guide is not optional in the sense that there will be powers restricted by rank. An apprentice, and a Knight for that matter, cannot use the ability Art of the Small in combat, or at all without being extremely tired afterwards. This does not mean they can't learn the powers of higher ranks, it simply means they cannot use it without extreme exhaustion or a massive amount of prep time until they reach that rank.
With the above being said, the Guide will have more Force powers added over time as I myself learn them. Post below the Force Powers you want your character to use and I shall put them in the appropriate rank. So for the meantime! This is the guide itself.
Apprentice
Knight
Master
Unique
Not everyone can learn everything. Some powers are just out of a characters grasp. This list will expand. At any point a character can become a 'learner' of one of these powers, and only one. Until they become a Master, the power will be out of their reach. Once they become Master, the power they are working on can be trained in further, actually usable. Once having mastered the power, the character can pick only one more power from this list, making it a total of two unique force powers per character, and only after a master rank and mastery of the first power.
If you think some powers should be in another area, please, comment below. And again, any other powers you can think of, post those as well!
(Ignore the spaces. I'm not sure on how to get rid of them)
*A note on the Alter Elements and Alter Envitornment
Every single fraction across the board has, or at least should if they don't, a guide for any and all FU's. The guide itself is to standardize what each rank can learn, and what is still out of their grasp. The guide is only to point out which powers on which level would be best. Meaning, if your particular FU was a melee oriented fighter, they should learn powers such as Force Speed and Force Jump to assist them. A sorcerer should focus more on Force Telekinesis and the like.
However, this guide is not optional in the sense that there will be powers restricted by rank. An apprentice, and a Knight for that matter, cannot use the ability Art of the Small in combat, or at all without being extremely tired afterwards. This does not mean they can't learn the powers of higher ranks, it simply means they cannot use it without extreme exhaustion or a massive amount of prep time until they reach that rank.
With the above being said, the Guide will have more Force powers added over time as I myself learn them. Post below the Force Powers you want your character to use and I shall put them in the appropriate rank. So for the meantime! This is the guide itself.
Apprentice
- Force Telekenisis
- Force Jump
- Force Sense
- Breath Control
- Alchaka
- Art of Movement
- Force Heal (Meditation)
- Force Listen
- Force empathy
- Force Sight
- Telepathy
- Animal Friendship (Small)
Knight
- Force Speed
- Animal Friendship (Large, small semi sentient)
- Force Reflex
- Alter Elements (Wind, Fire, Water, Earth)*
- Force Lightning (Non Lethal)
- Force Stealth
- Force Body
- Force Heal (Minor)
- Comprehend Speech
- Shadow Vision
- Alter Damage
- Ionize
- Force Bellow
- Force Blinding
Master
- Force Lightning (Lethal)
- Force Heal (Major)
- Precognition
- Farsight
- Alter Image
- Alter Environment (Earth, Fire, Water, Air)*
- Animal Friendship (Large Semi Sentient)
- Doppleganger
- Drain Knowledge
- Electric Judgment
- Force Deflection
- Tutaminis
- Force Destruction
Unique
Not everyone can learn everything. Some powers are just out of a characters grasp. This list will expand. At any point a character can become a 'learner' of one of these powers, and only one. Until they become a Master, the power will be out of their reach. Once they become Master, the power they are working on can be trained in further, actually usable. Once having mastered the power, the character can pick only one more power from this list, making it a total of two unique force powers per character, and only after a master rank and mastery of the first power.
- Art of the Small
- Shatterpoint
- Mechu-Deru
- Battle Precognition
- Psychometry
- Force Vision
- Battle Meditation
- Crucitorn
- Dark transfer
- Force Cloak
If you think some powers should be in another area, please, comment below. And again, any other powers you can think of, post those as well!
(Ignore the spaces. I'm not sure on how to get rid of them)
*A note on the Alter Elements and Alter Envitornment
Alter Elements allows a Force User to alter the elements within their immediate surroundings. At this level, the Force User is limited to work with what they have, and cannot create something out of nothing. For example, the Force User could manipulate the flames of an existing fire, but cannot create fire out of thin air. The four elements are Air, Earth, Fire and Water, and each element must be studied individually.
Air allows the Force User to control the element of the Air, affecting the strength of the winds, the air in one’s lungs or bring on a little air-related storm.
Earth allows the Force User to cause small earthquakes, crack the ground, and sense for existing minerals within the ground.
Fire allows the Force User to manipulate existing flames, using them as a weapon.
Water allows the Force User to manipulate sources of water, bringing down the rain out of clouds, freezing waters into ice, or boiling them.
A Force User who can Alter Enviroment can manipulate nature at its worst, displaying a high level of control, accuracy and intensity with the element they have studied and trained in.
Air elementalists can now create hurricanes and tornadoes, and cause devastating effects.
Earth elementalists can now create golems, earth constructs, reshape the landscape, and alter magnetic fields.
Fire elementalists can now create fire out of air, using it as a destructive weapon.
Water elementalists can now create water orbs out of thin air, cause hail storms and create tsunamis.
Air allows the Force User to control the element of the Air, affecting the strength of the winds, the air in one’s lungs or bring on a little air-related storm.
Earth allows the Force User to cause small earthquakes, crack the ground, and sense for existing minerals within the ground.
Fire allows the Force User to manipulate existing flames, using them as a weapon.
Water allows the Force User to manipulate sources of water, bringing down the rain out of clouds, freezing waters into ice, or boiling them.
A Force User who can Alter Enviroment can manipulate nature at its worst, displaying a high level of control, accuracy and intensity with the element they have studied and trained in.
Air elementalists can now create hurricanes and tornadoes, and cause devastating effects.
Earth elementalists can now create golems, earth constructs, reshape the landscape, and alter magnetic fields.
Fire elementalists can now create fire out of air, using it as a destructive weapon.
Water elementalists can now create water orbs out of thin air, cause hail storms and create tsunamis.