The Old Republic RP

3, 639 BBY / 14 ATC - The Sith Empire and Galactic Republic are engaged in a furious cold war 14 years after the Treaty of Coruscant. How will you affect the galaxy?
 
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 Force Power sheet

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Kolban
Mercenary Warlord
Mercenary Warlord
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Posts : 92
Join date : 2010-06-24
Location : Hutta

PostSubject: Force Power sheet    Mon Feb 21, 2011 1:10 am

The Force powers used here in The Old Republic RP are unique in that your IC faction rank counts for very little in battle. A character is assigned a "level" -indicated by the number of symbols below your avatar- based on their writing skills, which determines how many powers you may have. IC faction ranks carry much less weight in terms of Force powers. Simply put, if you don't write well, you don't advance in power even if you do advance in IC faction standing. If you do write good, you will advance in power and perhaps even do so before you advance in IC faction standing. Everyone in the galaxy has the potential to be great so be wary of the enemies around you.

*********

Physical Powers
In order to keep balance between Force-Users and non Force-Users, Jedi/Sith are given a number of points per Character level which they may spend on physical attributes for their character.

Points awarded per Character level:
Lvl. 1: 2
Lvl. 2: 4
Lvl. 3: 5
Lvl. 4: 6
Lvl. 5: 7
Lvl. 6: 8
Lvl. 7: 9

PHYSICAL POWERS:

Hand-to-Hand Combat I
--Hand-to-Hand Combat II
---Hand-to-Hand Combat III
----Hand-to-Hand Combat IV
-----Hand-to-Hand Combat V

Blaster Pistol Accuracy I
--Blaster Pistol Accuracy II
---Blaster Pistol Accuracy III

Blaster Rifle Accuracy I
--Blaster Rifle Accuracy II
---Blaster Rifle Accuracy III


Force Powers
Powers that are red are Sith only and may only be used by those in the dark side. Powers that are blue are Jedi only and may only be used by those in the light side. Some powers require other powers to use. These will be underlined at the end of the description for that power. Make sure you have the precedes it before you try to learn that power. Also, some powers are accompanied by a number enclosed in parentheses, ex. (3). Your character's skill level must equal to or greater than that number before you may use it.

Note: "conventional" Force powers like Telekenesis, Force Speed and Force Leap are known to every Force-user. Their potency depends on your character’s level.

*The Battle Meditation Force powers are known to be extremely rare among Force-Users of the galaxy. The Jedi and Sith can each only have one living practitioner of Battle Meditation at a time.
Sith Practitioner: Darth Corvus
Jedi Practitioner: none

The number of powers you start with is based off your rank.
Rank 1: 7
Rank 2: 14
Rank 3: 19
Rank 4: 24
Rank 5: 30
Rank 6: 38
Rank 7: 45

Force Power List

Morichro: Breathe in any environment.
-->Trained Morichro: Suspend the need for food, water, lowering heart rate on self for several days (air for several hours). You seem dead. (3)

Force Stealth: Disguises your face.(2)
-->Trained Stealth: Disguises your body and removes Force presence. (3)
---->Force Mantle: Allows your Force sensitivity to be concealed regardless to sense abilities, cannot be penetrated unless you use the Force. (5)

Absorb Energy: Allows you to dissipate one or two blaster shots. (2)
-->Trained Absorb Energy: Allows you to dissipate five or six blaster shots or Force lightning. (3)

Force Barrier: Protects yourself for 3-5 seconds from attacks.
-->Trained Force Barrier: Protects yourself for 5-10 seconds from attacks. (2)
---->Proficient Force Barrier: A small protective bubble surrounds a group for 20-30 seconds. (4)

Drain Life: Drain some of another's life force and leaves target weakened. (2)
-->Trained Drain Life: Drain a living being's life force to replenish your own, must be touching, can be lethal. (4)

Force Lightning: Can cast a single bolt of potentially lethal lightning.
-->Trained Lightning: Multiple bolts of lethal dark side tainted lightning at one target. (2)
---->Proficient Lightning: Multiple bolts of lethal dark side tainted lightning at up to three targets. (4)
------>Mastered Lightning: Multiple bolts of potentially lethal dark side tainted lightning at up to five targets. (5)

Ionize: Overload the electronic systems and disable one droid. Cannot be used on ships. (2)
-->Trained Ionize: Overload the electronic systems and disable up to three droids. Requires more time for larger machines. Cannot be used on ships larger than starfighters. (4)
---->Proficient Ionize: Overload the electronic systems and disable up to five droids. Requires more time for larger machines. Cannot be used on ships larger than starfighters. (5)

Force Cure: Can cure natural diseases in self. Requires Force Heal.
-->Trained Cure: Can cure natural diseases in others. Requires Force Heal. (2)

Force Heal: Can heal yourself from basic injuries or go into a healing trance.
-->Trained Heal: Can heal others from basic injuries or put them into a healing trance. (2)
---->Proficient Heal: Can heal self and others from serious injuries. (4)

Necromancy: You can bring back dead non-sentients. Note: if wounded, must have and use appropriate healing powers to make revival permanent. All powers in this branch require time,energy, and Mod approval. (2)
-->Trained Necromancy: You can bring back dead non-Force user sentients. (4)

Create Force Wraith: You can summon Force Wraiths to do your bidding. Requires Necromancy (7)

Affect Mind: The power of suggestion on an individual.
-->Trained Affect Mind: The power of suggestion on a small group. (3)
---->Proficient Affect Mind: Can overwhelm someone's decision making for a short time. (4)

Sense Life: Can detect the presence of people around you.
-->Trained Sense Life: You can track an individual through the Force within a city, must first be familiar with their presence. (2)
---->Proficient Sense Life: You see if someone has Force-potential unless they are employing Force Mantle. (5)

Sever Force: Sever the Force from a user cutting them off from the Force. Requires Mod approval. Requires Proficient Sense Life (7)

Fury: Places you in a fury that increases your attack strength at a small expense to your defense.

Force Illusion: Can only show objects and limited images. Requires Affect Mind. (2)
-->Trained Illusion: Can show larger, more complex images. (4)

Beast Control: The temporary control of docile animals.
-->Trained Beast Control: The temporary control of all animals, docile and hostile. (3)
---->Proficient Beast Control: The ability to communicate and gain basic information from animals. (4)

Battlemind: Increases your combat prowess, focus, and stamina. (2)
-->Trained Battlemind: Increases your defense against Force-based attacks. (3)
---->Proficient Battlemind: Boosts your courage in the face of Fear. (4)

Force Fear: Causes your nearby enemies to fear and tremble, weakens resolve and courage. (2)

Force Light: Creates a brief, bright flash of light that temporarily blinds opponents. (2)
-->Trained Light: Bright light covers an area 5 meters around you. (3)

Force Darkness: Draws darkness around you, concealing you. Works best in darker areas. (2)
-->Trained Darkness: You can expand the darkness around you within a 5 meter radius. (3)

Battle Meditation*: Increases allies efficiency x2 on a small scale such as a single ship or small group of soldiers. Requires Affect Mind.
-->Trained Battle Meditation*: Increases allies efficiency x2 for a few ships or company sized army. Cannot be used while fighting personally.
---->Proficient Battle Meditation*: Increases allies efficiency x3 on a small fleet or battalion sized army.
------>Mastered Battle Mediation*: Increases allies efficiency x5 on a large fleet or army.

Commune: If you die, you may still communicate with the living though you may not use any Force powers/abilities. (3)
-->Transcend Death: Though your body may die, you spirit will not. You are not affected by the physical and can still use the Force. (5)

Force Resuscitation: Revives the dead with healed injuries. Requires time, energy, and Mod approval. (7)

Dark Incantation: Revives the dead with healed injuries. Requires time, energy, and Mod approval. (7)

ENHANCING POWERS:
Attuned: Increases the effectiveness of Force Heal.
Force Enlightenment: Enhances one of your own Force abilities.
Malevolent: Increases the effectiveness of Force Fear.
Battery: Increases the effectiveness of Drain Life and Absorb Energy.
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