Wyrm Ouroboros
Jun 30th, '03, 02:20 AM
Okay, okay, okay. We've all heard the ruckus before; me, I just want to get a good list of coherent Force powers. Most are obvious; some aren't. Most are easy; some aren't. First, some background.
Star Wars holds there to be three areas of the Force: to Control yourself, to Sense the world around you, and to Alter the world around you. Thus, three 'Power' skills (Control, Sense, Alter) and a set of powers that fit in under each one. However, as the Force user grows more adept, these can be combined; thus there are Control/Sense skills, Sense/Alter, and Control/Alter -- as well as the 'highly adept' abilities that combine all three aspects.
What I'm going to do is start out with the Control powers, move on to Sense, then Alter; after that, we can work on the combination powers. In this first post, I'm going to list what powers I have, from the Star Wars RPG list that I've been able to find, with short definitions for each if it's more complex than the name says. After that, we can get down to brass tacks. If you have additional powers, please please PLEASE list them, including a short blurb on what they do. We'll work them into the study. As we work on powers, I'll edit this post to indicate that they're either finished (to my satisfaction -- hey, it's my thread!!) or being discussed. Once these are finished, I'll put together a web page, and all you happy-go-lucky fun people can download the suckers.
All powers in red are, according to the SW RPG, either Sith/Dark Side powers or else powers that automatically get you a Dark Side point. Some of them ... I question. Surely there is a way to do the same thing without the use of fury/rage/whatever, i.e. the Dark Side.
These abilities are being built by way of a VPP, so there CAN be a range of actual HERO powers for each skill.
Control Skills
Absorb/Dissipate Energy: Ranges from simple protection from sunburn to radiation defense to blocking/deflecting/absorbing blaster bolts and Force Lightning.
Accellerate Healing
Concentration: Enhances the skill of one action only and one action only; must be an exclusive action, though the character can use a Force Point. (See Below.)
Contort/Escape
Control Disease: This controls a disease, but does not cure it -- i.e. it works mostly/only on the symptoms.
Control Pain: Hrm. Essentially, it shunts pain away, enabling the Jedi to not take skill penalties due to wounds.
Detoxify Poison: This actually removes the poison from the system, 'curing' it.
Emptiness: A really, really, really deep meditation -- functionally, a combination of a hibernation trance, a 'conceal self from other Force Users', and a 'enhance future Force Skills'.
Enhance Abilities: All the neat fun physical Jedi tricks, rolled into one package -- the leaping, the acrobatics, enhanced strength and running. Only one at a time, though.
Force of Will: Helps the Jedi resist other Jedi's mental powers, including TK. (This gives credence to the thought that Jedi TK is psychokinetic.)
Hibernation Trance
Instinctive Astrogation Control (Piloting): Making the ship go where you want it to -- pointing it in exactly the right direction. An astrogation computer has two aspects -- computing the right trajectory, and putting the ship ON that trajectory. This is the Force skill that does the latter.
Rage: the Sith/Dark Jedi version of Emptiness. Has a backlash function (can't contact the Dark Side without danger, buddy.)
Reduce Injury
Remain Conscious
Remove Fatigue
Resist Stun: Resistance from being CON-stunned.
Short-Term Memory Enhancement
Sense Skills
Beast Languages: Not 'communciate with animals', but more along the lines of an understanding of what an animal wants; gets the Force user 'in tune' with the animal. Enhances Riding and other animal handling skills.
Combat Sense
Danger Sense
Instinctive Astrogation Sense (Direction): Figuring out where to go. An astrogation computer has two aspects -- computing the right trajectory, and putting the ship ON that trajectory. This is the Force skill that does the former.
Life Detection (Specific Location, ID, Force Sensitive): An AoE detection that can be fine-tuned. Presumably, one could locate a specific individual with this ability. It is more easy to detect a Force user, as they are 'stronger' in life. (Yes, even Dark Jedi/Sith.)
Life Sense (Physical Condition): A specific sense, though this might be merged with 'Life Detection' above. Could possibly enable someone to find weakness on the person.
Life Web (Pick species, find general direction/approx distance): A Megascale detection, both in range and in 'quantity'; according to SW, the Force user cannot detect populations less than 100,000...
Magnify Senses: Increases the effectiveness of a Jedi's senses.
Merge Senses: Perceive through a nearby animal's senses.
Receptive Telepathy: Can read surface thoughts/emotions; can 'dig deeper' for memories no older than 24 hours. Might be able to use this as a 'Sense Truth' ability.
Sense Force: Used on an area or object, not on a person who may be a Force user.
Sense Force Potential
Sense Path: A sort of special precognition, this helps the Force user sense the potentialities of a situation -- essentially, if following a particular course of action will bring them closer to the Dark Side.
Shift Sense: Enhanced and new senses, from thermographic sight to sensing radio frequencies to detailed chemical analysis.
Translation: Translates what the other is saying/writing. Pretty much Universal Translator. Includes machine languages (like R2 units), though those are much more difficult.
Weather Sense: Get an idea what the weather is doing. The longer the Force user has lived in the area, the easier it is.
Alter Skills
Bolt of Hatred: Essentially a Force-based energy blast.
Dark Side Web: This is actually more in the nature of a drain, of the target's Force skills (or powers, in HERO) and their Strength.
Injure/Kill: A touch-based killing attack.
Telekinesis: A very useful skill, this includes (in the SW RPG) fun things like flight -- even propulsion of space vehicles! In HERO, one could acquire flight, fast draw, and other more-or-less 'simple' TK exertions from it. By the SW system, using a TK'd object to attack people with gets the Jedi a Dark Side point, but I dunno ...
That's it. That's the entire extent of the Alter skills that I have. Sad, isn't it?
Control/Sense Skills
Farseeing: The fun one, which includes pre- and post-cognition. Megascale distance advantages on this one, buddy.
Life Bond: A sort of mind link with backlash.
Lightsaber Combat: Jedi butt-kicking for goodness!! This adds the Sense Skill to the to-hit roll, and the Control Skill to the damage done -- which is why Jedi butt-kickers for goodness kick butt so well. Also does the whole MD thing.
Projective Telepathy: Leia, can you hear me? Usually requires the Force user to speak out loud (Incantations?), but it isn't necessary. Also note that this is projective, not receptive -- but if you kick 'Receptive Telepathy' up, you have true 2-way communication...
Control/Alter Skills
Accellerate Another's Healing
Aura of Uneasiness: Projects a field of 'vague discomfort and unease', causing all non-sentient creatures to avoid him. You know, despite the 'unease and discomfort' thing, this -really- doesn't sound like a Dark Side ability. Wouldn't the Sith be all, like, 'Bring 'em on, I'll kill 'em dead'??
Control Another's Disease: As the personal version, usable on someone else.
Control Another's Pain: As the personal version, usable on someone else.
Control Breathing: A sort of 'Breath In Unusual Environment', though it might not work in atmospheres/environments which are mostly hostile. Still, it 'controls the amount of oxygent flowing into his body', so if there's oxygen there, the Jedi can breathe. If there's no oxygen (space, vacuum, in the midst of a halon system going off), this wouldn't work...
Detoxify Poison in Another: As the personal version, usable on someone else.
Electronic Manipulation: 'The Jedi, using this power, can channel his anger into the circuits of a computer, droid, or machine, and reprogram it by manipulating its physical and electrical components.' Why does this have to involve anger?!?
Feed on the Dark Side: Lets the Dark Side user gain power from their opponents' negative emotions. I can see where this is coming from, but shouldn't there be a Light Side version of this?
Force Lightning: Cool blue bolts from the Emperor's hands.
Inflict Pain: Stun damage only. Might be a Light side version of this, a sort of 'sleep' command...
Place Another in Hibernation Trance: As the personal version, usable on someone else.
Remove Another's Fatigue: As the personal version, usable on someone else.
Return Another to Consciousness: As the personal version, usable on someone else.
Transfer Force: A lifesaving device, the Jedi taps themselves and boosts the life of someone else with the Force.
Waves of Darkness 'Aura of Uneasiness', boosted. Targets entering the AoE first become confused, then repulsed, fleeing if at all possible. Light Side version?
Sense/Alter Skills
Dim Other's Senses: Or, How to Sneak Around in Six Easy Lessons. I prefer an 'obfuscation' sort of thing, but ...
Force Wind: Whips up a tornado-level wind. I see other potential Light Side applications of this...
Lesser Force Shield: Force Field/Wall -- but why does it give the Jedi a Dark Side point?!? And where's the Greater Force Shield?
Control/Sense/Alter Skills
Affect Mind: Alters memories, muddles judgements. This is the ''These are not the droids you're looking for' power.
Battle Meditation: Turns opponents against each other or turns the tide of battle by transferring skill from opponents to allies. Useful but difficult, I imagine, even though the two uses are two totally different powers in the Hero system...
Control Mind: Full-bore mind control puppetry.
Create Force Storm: Very very nasty, very very difficult, very very liable to backlash. We're talking hurricane, here.
Distort Perception (Active): Warps the target's perception, making them see things as they aren't.
Doppelganger: Creates a functional duplicate/illusion of the Force user that operates at 1/2 efficiency/skill. Why this gives the user a Dark Side point I'll never know; it certainly doesn't HAVE to be powered by rage, hate, or any other fierce emotions...
Drain Life Energy: Pulls strength from nearby non-sentients in order to keep the Force user going. Much easier to use 'Remove Fatigue', I'd think...
Drain Life Essence: Empowers the Force user at the expense of others; also channels the Dark Side into the victims (willing or not).
Enhance Coordination: Fun ability, combining a subconscious Mind Link with an 'enhance skill use'. (SW Note: it's said that Palpatine uses this to enhance the coordination/skill of the Imperial forces, especially during the expansion period.)
Force Harmony: Major bonuses in resisting powers called forth by the Dark Side.
Memory Wipe: Destroys all knowledge of an event, person, or even skill. Requires physical contact.
Projected Fighting*: TK fighting at range, I guess. Causing more than stun damage gainst the Jedi a Dark Side point, and it says the Jedi should only use this in defense of an innocent. You know, with all these restrictions, no wonder the Jedi got themselves killed off...
Telekinetic Kill: See Vader. See Vader get mad. See various Imperial Army/Navy commanders die. Go, Vader, go!
Transfer Life: Major bad juju. Transfers the Dark Jedi's spirit into a new body, including but not limited to clone bodies and 'live unwilling hosts'. Immortality at the cost of others.
Force Points
These are fun wonderful things that let you do wild, wonderful, fantastic things like shoot down Death Stars and suchlike. In general, it doubles whatever ability you're using at the moment.
That's what I know. Know others? Post!!
Star Wars holds there to be three areas of the Force: to Control yourself, to Sense the world around you, and to Alter the world around you. Thus, three 'Power' skills (Control, Sense, Alter) and a set of powers that fit in under each one. However, as the Force user grows more adept, these can be combined; thus there are Control/Sense skills, Sense/Alter, and Control/Alter -- as well as the 'highly adept' abilities that combine all three aspects.
What I'm going to do is start out with the Control powers, move on to Sense, then Alter; after that, we can work on the combination powers. In this first post, I'm going to list what powers I have, from the Star Wars RPG list that I've been able to find, with short definitions for each if it's more complex than the name says. After that, we can get down to brass tacks. If you have additional powers, please please PLEASE list them, including a short blurb on what they do. We'll work them into the study. As we work on powers, I'll edit this post to indicate that they're either finished (to my satisfaction -- hey, it's my thread!!) or being discussed. Once these are finished, I'll put together a web page, and all you happy-go-lucky fun people can download the suckers.
All powers in red are, according to the SW RPG, either Sith/Dark Side powers or else powers that automatically get you a Dark Side point. Some of them ... I question. Surely there is a way to do the same thing without the use of fury/rage/whatever, i.e. the Dark Side.
These abilities are being built by way of a VPP, so there CAN be a range of actual HERO powers for each skill.
Control Skills
Absorb/Dissipate Energy: Ranges from simple protection from sunburn to radiation defense to blocking/deflecting/absorbing blaster bolts and Force Lightning.
Accellerate Healing
Concentration: Enhances the skill of one action only and one action only; must be an exclusive action, though the character can use a Force Point. (See Below.)
Contort/Escape
Control Disease: This controls a disease, but does not cure it -- i.e. it works mostly/only on the symptoms.
Control Pain: Hrm. Essentially, it shunts pain away, enabling the Jedi to not take skill penalties due to wounds.
Detoxify Poison: This actually removes the poison from the system, 'curing' it.
Emptiness: A really, really, really deep meditation -- functionally, a combination of a hibernation trance, a 'conceal self from other Force Users', and a 'enhance future Force Skills'.
Enhance Abilities: All the neat fun physical Jedi tricks, rolled into one package -- the leaping, the acrobatics, enhanced strength and running. Only one at a time, though.
Force of Will: Helps the Jedi resist other Jedi's mental powers, including TK. (This gives credence to the thought that Jedi TK is psychokinetic.)
Hibernation Trance
Instinctive Astrogation Control (Piloting): Making the ship go where you want it to -- pointing it in exactly the right direction. An astrogation computer has two aspects -- computing the right trajectory, and putting the ship ON that trajectory. This is the Force skill that does the latter.
Rage: the Sith/Dark Jedi version of Emptiness. Has a backlash function (can't contact the Dark Side without danger, buddy.)
Reduce Injury
Remain Conscious
Remove Fatigue
Resist Stun: Resistance from being CON-stunned.
Short-Term Memory Enhancement
Sense Skills
Beast Languages: Not 'communciate with animals', but more along the lines of an understanding of what an animal wants; gets the Force user 'in tune' with the animal. Enhances Riding and other animal handling skills.
Combat Sense
Danger Sense
Instinctive Astrogation Sense (Direction): Figuring out where to go. An astrogation computer has two aspects -- computing the right trajectory, and putting the ship ON that trajectory. This is the Force skill that does the former.
Life Detection (Specific Location, ID, Force Sensitive): An AoE detection that can be fine-tuned. Presumably, one could locate a specific individual with this ability. It is more easy to detect a Force user, as they are 'stronger' in life. (Yes, even Dark Jedi/Sith.)
Life Sense (Physical Condition): A specific sense, though this might be merged with 'Life Detection' above. Could possibly enable someone to find weakness on the person.
Life Web (Pick species, find general direction/approx distance): A Megascale detection, both in range and in 'quantity'; according to SW, the Force user cannot detect populations less than 100,000...
Magnify Senses: Increases the effectiveness of a Jedi's senses.
Merge Senses: Perceive through a nearby animal's senses.
Receptive Telepathy: Can read surface thoughts/emotions; can 'dig deeper' for memories no older than 24 hours. Might be able to use this as a 'Sense Truth' ability.
Sense Force: Used on an area or object, not on a person who may be a Force user.
Sense Force Potential
Sense Path: A sort of special precognition, this helps the Force user sense the potentialities of a situation -- essentially, if following a particular course of action will bring them closer to the Dark Side.
Shift Sense: Enhanced and new senses, from thermographic sight to sensing radio frequencies to detailed chemical analysis.
Translation: Translates what the other is saying/writing. Pretty much Universal Translator. Includes machine languages (like R2 units), though those are much more difficult.
Weather Sense: Get an idea what the weather is doing. The longer the Force user has lived in the area, the easier it is.
Alter Skills
Bolt of Hatred: Essentially a Force-based energy blast.
Dark Side Web: This is actually more in the nature of a drain, of the target's Force skills (or powers, in HERO) and their Strength.
Injure/Kill: A touch-based killing attack.
Telekinesis: A very useful skill, this includes (in the SW RPG) fun things like flight -- even propulsion of space vehicles! In HERO, one could acquire flight, fast draw, and other more-or-less 'simple' TK exertions from it. By the SW system, using a TK'd object to attack people with gets the Jedi a Dark Side point, but I dunno ...
That's it. That's the entire extent of the Alter skills that I have. Sad, isn't it?
Control/Sense Skills
Farseeing: The fun one, which includes pre- and post-cognition. Megascale distance advantages on this one, buddy.
Life Bond: A sort of mind link with backlash.
Lightsaber Combat: Jedi butt-kicking for goodness!! This adds the Sense Skill to the to-hit roll, and the Control Skill to the damage done -- which is why Jedi butt-kickers for goodness kick butt so well. Also does the whole MD thing.
Projective Telepathy: Leia, can you hear me? Usually requires the Force user to speak out loud (Incantations?), but it isn't necessary. Also note that this is projective, not receptive -- but if you kick 'Receptive Telepathy' up, you have true 2-way communication...
Control/Alter Skills
Accellerate Another's Healing
Aura of Uneasiness: Projects a field of 'vague discomfort and unease', causing all non-sentient creatures to avoid him. You know, despite the 'unease and discomfort' thing, this -really- doesn't sound like a Dark Side ability. Wouldn't the Sith be all, like, 'Bring 'em on, I'll kill 'em dead'??
Control Another's Disease: As the personal version, usable on someone else.
Control Another's Pain: As the personal version, usable on someone else.
Control Breathing: A sort of 'Breath In Unusual Environment', though it might not work in atmospheres/environments which are mostly hostile. Still, it 'controls the amount of oxygent flowing into his body', so if there's oxygen there, the Jedi can breathe. If there's no oxygen (space, vacuum, in the midst of a halon system going off), this wouldn't work...
Detoxify Poison in Another: As the personal version, usable on someone else.
Electronic Manipulation: 'The Jedi, using this power, can channel his anger into the circuits of a computer, droid, or machine, and reprogram it by manipulating its physical and electrical components.' Why does this have to involve anger?!?
Feed on the Dark Side: Lets the Dark Side user gain power from their opponents' negative emotions. I can see where this is coming from, but shouldn't there be a Light Side version of this?
Force Lightning: Cool blue bolts from the Emperor's hands.
Inflict Pain: Stun damage only. Might be a Light side version of this, a sort of 'sleep' command...
Place Another in Hibernation Trance: As the personal version, usable on someone else.
Remove Another's Fatigue: As the personal version, usable on someone else.
Return Another to Consciousness: As the personal version, usable on someone else.
Transfer Force: A lifesaving device, the Jedi taps themselves and boosts the life of someone else with the Force.
Waves of Darkness 'Aura of Uneasiness', boosted. Targets entering the AoE first become confused, then repulsed, fleeing if at all possible. Light Side version?
Sense/Alter Skills
Dim Other's Senses: Or, How to Sneak Around in Six Easy Lessons. I prefer an 'obfuscation' sort of thing, but ...
Force Wind: Whips up a tornado-level wind. I see other potential Light Side applications of this...
Lesser Force Shield: Force Field/Wall -- but why does it give the Jedi a Dark Side point?!? And where's the Greater Force Shield?
Control/Sense/Alter Skills
Affect Mind: Alters memories, muddles judgements. This is the ''These are not the droids you're looking for' power.
Battle Meditation: Turns opponents against each other or turns the tide of battle by transferring skill from opponents to allies. Useful but difficult, I imagine, even though the two uses are two totally different powers in the Hero system...
Control Mind: Full-bore mind control puppetry.
Create Force Storm: Very very nasty, very very difficult, very very liable to backlash. We're talking hurricane, here.
Distort Perception (Active): Warps the target's perception, making them see things as they aren't.
Doppelganger: Creates a functional duplicate/illusion of the Force user that operates at 1/2 efficiency/skill. Why this gives the user a Dark Side point I'll never know; it certainly doesn't HAVE to be powered by rage, hate, or any other fierce emotions...
Drain Life Energy: Pulls strength from nearby non-sentients in order to keep the Force user going. Much easier to use 'Remove Fatigue', I'd think...
Drain Life Essence: Empowers the Force user at the expense of others; also channels the Dark Side into the victims (willing or not).
Enhance Coordination: Fun ability, combining a subconscious Mind Link with an 'enhance skill use'. (SW Note: it's said that Palpatine uses this to enhance the coordination/skill of the Imperial forces, especially during the expansion period.)
Force Harmony: Major bonuses in resisting powers called forth by the Dark Side.
Memory Wipe: Destroys all knowledge of an event, person, or even skill. Requires physical contact.
Projected Fighting*: TK fighting at range, I guess. Causing more than stun damage gainst the Jedi a Dark Side point, and it says the Jedi should only use this in defense of an innocent. You know, with all these restrictions, no wonder the Jedi got themselves killed off...
Telekinetic Kill: See Vader. See Vader get mad. See various Imperial Army/Navy commanders die. Go, Vader, go!
Transfer Life: Major bad juju. Transfers the Dark Jedi's spirit into a new body, including but not limited to clone bodies and 'live unwilling hosts'. Immortality at the cost of others.
Force Points
These are fun wonderful things that let you do wild, wonderful, fantastic things like shoot down Death Stars and suchlike. In general, it doubles whatever ability you're using at the moment.
That's what I know. Know others? Post!!