Control Powers
Absorb/Dissipate Energy
This power allows a force user to absorb energy attacks, and dissipate it.
Difficulty: Any Adept may do this with items such as blasters etc., the higher the level the more powerful attacks a Force user can absorb.
Accelerate Healing
This allows a force user to greatly accelerate their healing process
Difficulty: Adept to start but this only aids in small cuts etc. and does not heal them immediately but improves the speed of the healing that will still take place slowly. The higher the level the quicker the time healing. No one may heal themselves in a day from the Force.
Control Pain
Control pain lets a jedi / dark jedi continue a task despite great pain
Difficulty: Adept for small pains, higher the level the less the pain is reduced and the greater the pain that can be dealt with.
Detoxify Poison
Allows you to detoxify poison in yourself or someone nearby
Difficulty: Adept to start, for very complicated poisons Knights and Masters.
Enhance Attribute
Enhance attribute increases a basic skill, i.e. jumping, running, acrobatics
Difficulty: Knight
Hibernation Trance
Sends a force user into a hibernation where their body needs less attention.
Difficulty: Adept
Instinctive Astrogation Control
Allows a force user to "feel" their way through hyperspace, and to plot courses
Difficulty: Adept
Reduce Injury
Similar to Accelerate healing, except reduces extent of injury, doesn't actually heal
Difficulty: Adept for sprains etc., Knight and above for more serious injuries.
Remain Conscious
Allows you to remain conscious when wounds normally would incapacitate you
Difficulty: Knight
Resist Stun
Allows you to resist a stun blast
Difficulty: Knight
Short-term Memory Enhancement
Very useful tool for remembering the exact details of a recent memory
Difficulty: Adept
Shields of the Force:
The Ability to raise a defensive Force Shield.
Difficulty: Shields can defend against Energy attacks and other physical attacks. It cannot last for very long however. In combat a Force User may raise it as a reflex against Saber attacks. A Knight can block a saber attack but not be able to raise a shield again during combat. Masters would be able to raise their shield again in battle at some point and take another hit from a saber after taking one already, being able to take a total of 2 attacks before they lost their abilities to block saber attacks. Often when this is done, some form of damage is also done to the person raising the shield. A very direct attack with a saber may kill someone regardless of a shield. For instance, a saber attacking a hand or neck or feet will do damage and probably cut the thing in half because the force shield would block the saber but not stop it. An attack aimed at a shoulder would probably be blocked but the shoulder would be cut. Another use of the power, when some other attack is suspected, and a shield is raised to defend against something such as shrapnel etc., a Knight may raise a shield to defend against it. Depending on the type of attack, they will take damage. They cannot raise another shield after this until they rest some way. Another use for a Force Shield is raising a small one to block blaster attacks, a Knight may raise a small force shield the size of a hand to block blaster attacks, A Force User will eventually tire though and cannot defend against blasters for ever.
Sense Powers
Combat Sense
Allows force user to focus on the battle, enhancing combat effectiveness
Difficulty: Adept
Danger Sense
This is power all force users constantly have. Allows to sense immanent danger.
Difficulty: Apprentice
Life Detection
Allows jedi to sense life around him, and who that life is
Difficulty: Apprentice
Magnify Senses
Using this power, a force user can magnify the five senses
Difficulty: Adept
Receptive Telepathy
With this, you can receive emotion and thought of others
Difficulty: Apprentice
Sense Force
Allows you to sense the force in a certain place, and whether it is light or dark
Difficulty: Apprentice
Alter Powers
Injure/Kill
Allows you to injure or kill an opponent through touch, i.e. punches, kicks.
Difficulty: Master
Telekinesis
This very important power involves using the force to pick up and move/ stop solid objects
Difficulty: For very small items, like small rocks and maybe a light saber or blaster an apprentice would have to concentrate. For things a bit larger an Adept would have to concentrate. Things like Blasters and Lightsabers come a bit quicker and concentrations isn't required much and tiny rocks etc. move easily. Knights can bring small items like lightsabers etc. quickly without concentration, large rocks and heavy machines like a droid would require moderate concentration, something several hundred pounds would require concentration. Heavy things can be pushed with the Force much easier now as well. Masters can lift people and large rocks and droids fairly easily, while fairly heavy things would require a great deal of concentration. The most powerful Masters can lift people, large rocks and droids very easily and move things under a thousand pounds with a fair amount of concentration. Heavy things such as Star Fighters may be lifted with great concentration. Note: A Force User cannot levitate another Force User of the same strength unless the other Force User allows him too.
Levitation:
This power involves using Telekinesis to lift the Force user using the power up above the ground.
Difficulty: Varies according to level. Adepts may be able to slightly slow a short fall decreasing injury but not avoiding injury. Knights may be able to slightly increase the effectiveness of a jump or turn a fall backwards into a flip. A Master may be able to levitate himself with much concentration upward but never very far. A powerful Master may be able to levitate himself fairly high with much concentration but small heights very easily. Never can a Force User levitate himself when falling a very great distance.
Control and Sense Powers
Farseeing
Allows a force user to "see" into the future, past, and present.
Lightsaber Combat
Allows you to become one with your saber, making it like an extension of your arm.
Projective Telepathy
This power lets a force user project their thoughts and feelings to someone
receiving them.
Control and Alter Powers
Accelerate Another's Healing
SEE ACCELERATE HEALING
Control Another's Pain
SEE CONTROL PAIN
Return Another To Consciousness
SEE RETURN TO CONSCIOUSNESS
Sense and Alter Powers
Dim Other's Senses
This allows a user to dim another's perception
Control, Sense, and Alter
Affect Mind
Someone think they are, hear, see, and feel something
they do not.
Enhanced Coordination
Very useful power, makes the coordination of a group better, works especially
well on Imperial Navy crews.
Mental Translocation
This is a form of teleportation that allows the user to have an "out-of-body"
experience in which they see in a tunnel vision. They move anywhere and see
anything, no barriers stop them, and cannot be sensed.
Astral Translocation
The final form of teleportation. This makes the users tangible body go limp, while the life essence of a user moves through the astral plain to view things he cannot see. Unlike mental translocation, in the astral plain, a user can interact with others who use this power. This is a good way to fight duels where one side is notorious for pulling a saber, blaster, or other non force attack. If the corporal body is destroyed, the user is forever trapped on the astral plain...