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  Force Power Compendium

This extensive library of Force powers is an essential, vital component to the Academy's Holo-Archive.  The information here in the Force Power Compendium has been collected over millennia by diligent Masters and Scholars to present the known powers and abilities available and present in the ethereal Light of the Force.  You will find that those powers used by evil, used by the Sith and equivalent cultists, are not present here.  This is not to keep trainees in ignorance, it is rather to protect students from the perverted powers of the dark side, to make this place clean, to keep the Compendium untainted.  Information on the dark side powers is available directly through the Chu'unthor mainframe, but only for learning and practicing purposes only.

Relationship & Proximity Tables: Essential data on difficulties concerning the use of the various powers.

Control & Sense Powers: Powers with a combination of inner harmony and projected awareness.

   

Control Powers: Control over the Force in ones own self may well be the foundation of all Force understanding.

Control & Alter Powers: The ability to project the mastered harmony of ones own Force potential in others.

   

Sense Powers: The essence of Force hyper-awareness - the projection of the enlightened mind's eye.

Control, Sense, & Alter Powers: Powers ranging across the entire spectrum often prove the most difficult.

   

Alter Powers: Manipulation of the Force outside of ones own self.

Sense & Alter Powers: A combination of projected awareness and manipulation.

   
Force Power Description Key

Required Powers: The Jedi must know all powers listed before being able to learn this power.

This Power May Be Kept "Up": Jedi may keep some powers "up" - operating constantly without having to make new Force skill rolls every round.

If the power can be kept "up," the power description will state this; otherwise the power drops at the end of the round in which it was activated.

If a player wishes to keep a power "up," it must be announced when the power is activated. If the power roll is successful, the power operates continuously until the character drops the power.

If a character is stunned, wounded, or worse, all "up" powers are automatically dropped.

A character who is keeping a power "up" is using the power's Force skills as long as the power is operating, and loses die codes as if taking actions.

Warning: Some powers are inherently evil and automatically cause a character to receive a Dark Side Point whenever they are used. ( of course, characters receive a Dark Side Point if any powers are used for evil.)

Time to Use: The "Time to Use" listing indicates how long it takes for the effect to occur. If there is no "Time to Use" listin, the power requires one round to take effect.

Effect: This is a description of how the power works.

-all non-original compendium content is owned by West End Games


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