| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 1 | I1 | Force Lift | 5 act | 5 actions. You use the Force to lift a Tiny size target within 10 spaces into the air. While lifting it, you may hover the target 1 space per 3 actions. You may continue lifting the target for as long as you concentrate, spending 3 actions per turn. Spirituality vs Will. Upgrades:
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| 2 | E2 | Force Sight | 4 act | 4 actions. You reach out into the Force, receiving +3 to Reflex, Will, and all attacks. Lasts 5 turns. Spirituality. |
| 2 | F2 | Suggestion | 1 act | 1 action. You may add your Spirituality to your next Persuasion roll. This can only be used while speaking to 1 target. Persuasion vs Will. Upgrades:
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| 2 | H2 | Lifting Rocks | Passive | Passive. Your Force Lift can now affect up to +2 targets at once. Upgrades:
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| 2 | I2 | Force Throw | Passive | Passive. Your Force Lift ability costs 3 actions, and can now move your target at 1 space per action. If it collides with anything, they both take 1d4 impact damage (per size type of your target), bypassing armor. Upgrades:
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| 2 | J2 | Size Matters Not | Passive | Passive. You Force Lift can now affect up to Medium size targets. Upgrades:
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| 2 | L2 | Instinctive Defense | 1 act | 1 action. You add your Spirituality to your Reflex until your next turn. Any successful dodges cost you 1 action on your next turn. If you successfully dodge a laser-based missile, you may deflect it back to your attacker for 1 extra action. Reflex vs Reflex. |
| 2 | M2 | Force Leap | 1 act | 1 action. For the rest of this turn, you may add your Spirituality to your Acrobatics while jumping. Acrobatics. Upgrades:
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| 3 | E3 | Force Listening | 2 act | 2 actions. You may add half your Spirituality to all Detection and Linguistics rolls. Lasts 3 turns. |
| 3 | F3 | Force Meld | 5 act | 5 actions. You meld your mind with willing targets to speak telepathically with them. For each subsequent turn, you must spend 1 action to concentrate. As long as you keep casting, you and your targets do not require actions to communicate with each other. Insight vs Will. |
| 3 | H3 | Extension | Passive | Passive. The range of your Force Lift is now +10 spaces. Upgrades:
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| 3 | I3 | Force Catch | Passive | Passive. Once per battle, you may use Force Lift as a Reaction. Upgrades:
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| 3 | J3 | Saber Throw | X | Requires Force Throw.
X actions. You hurl your weapon at a target within 15 spaces, dealing 1W damage to them, and use the Force to instantly guide it back to you. 3 of your Spirituality points may be added to the attack roll. Ranged Attack vs Reflex. Requires: Force Throw Upgrades:
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| 3 | L3 | Force Kick | 2 act | 2 actions. You access the Force to flow through an Unarmed attack. You may use Light Attack on a target up to 6 spaces away. If successful, this attack also pushes your target back 1 space. Light Attack vs Fortitude. |
| 3 | M3 | Force Stealth | Passive | Passive. You may use your Spirituality skill instead of Stealth. Stealth. |
| 4 | E4 | Force Speed | 3 act | 3 actions. You meditate on speed, giving you +2 Acrobatics and +1 Move action each turn. Lasts 5 turns. Spirituality. |
| 4 | F4 | Control Pain | 3 act | 3 actions. You meditate on pain control, reducing damage taken from all attacks by 3 and making you immune to extra effects. Lasts 5 turns. After this time, any reduced damage will be taken all at once. Spirituality. Upgrades:
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| 4 | L4 | Tapas | 5 act | 5 actions. You condition your body to resist hostile environments for 10 minutes or 10 turns. During this time, you are not affected by freezing or molten temperatures and can survive deep sea and vacuum settings. You also gain +3 Armor against elemental attacks. Fortitude. |
| 4 | M4 | Crucitorn | 3 act | 3 actions. You convince a target that the damage they receive is far more significant than it is. Lasts 5 turns. Insight vs Will. |
| 5 | I5 | Mechu Deru | 6 act | 6 actions. Add your Spirituality to your Software to power down an electronic device within 5 spaces. If the total roll is 23+, you may reprogram the device to function in your favor. The device cannot do anything outside its original function. Lasts 1 hour. Software vs Will. Upgrades:
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| 6 | H6 | Force Bubble | 6 act | 6 actions. The Force coalesces into a Force field that extends within 2 spaces of you. This field is impassable by anything inside or outside, and has HP equal to 3x your Spirituality. Lasts for as long as you concentrate or until it runs out of HP. Upgrades:
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| 6 | I6 | Force Wave | 4 act | 4 actions. The Force blasts out of you like a bomb, dealing 3d4 bludgeoning damage to everyone within 4 spaces and pushing them back 3 spaces away from you. Spirituality vs Fortitude. |
| 6 | J6 | Force Choke | 6 act | 6 actions. You hold a target within 5 spaces in place. This target cannot use Move actions and takes 1d4 impact damage (bypassing armor) each turn. After three turns, this become 2d6 impact damage. Lasts for as long as you concentrate. Spirituality vs Fortitude. Upgrades:
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| 9 | F9 | Flow Walk | 30 act | 30 actions. Through meditation, you witness events that take place in your vicinity in the past or the future up to 100 years away. While viewing these events, you have no effect on what is happening. Lasts for as long as you concentrate, not using any Attack or Speaking actions. Must roll 25+ Spirituality. |
| 9 | L9 | Shatterpoint | 4 act | 4 actions. You sense the Shatterpoint of a target. If successful, your next attacks all go against that target's lowest Defense. Lasts 10 turns. Insight vs Will. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 11 | A11 | Force Sense | Passive | Passive. You gain +10 Insight against all targets within 1 space, and +5 Insight against all targets within 2 spaces. Insight vs Will. |
| 11 | B11 | Force Cure | 6 act | 6 actions. You heal an ally within 5 spaces for 1d4 HP each turn. Lasts for as long as you concentrate, not using Move or attack actions. Spirituality vs Will. Upgrades:
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| 11 | C11 | Force Light | 6 act | 6 actions. Grant 1 effect of your choice on a target within 5 spaces: - The target can see through complete darkness as if it was daylight. - The target is inspired to make choices to the best of their moral ability. Lasts 5 turns or until dismissed. Spirituality vs Will. |
| 12 | A12 | Force Valor | 3 act | 3 actions. You may make an Aggression roll for every attack you make. Also, you gain +3 Temp HP and +1 Will each turn. Lasts for 5 turns. Spirituality. |
| 12 | B12 | Force Heal | 9 act | 9 actions. You channel the Force through an ally within 10 spaces to expunge all poisons, diseases, curses, and arcane effects currently on them. Spirituality vs Will. |
| 12 | C12 | Kinetite | 3 act | 3 actions. You create a ball of pure Force energy. You may launch this ball at a target within 10 spaces to deal 1d4 impact damage. You may also choose to concentrate, spending 3 actions each turn, to hold the ball. During this time, you may direct all ranged attacks against you to the ball, which absorbs their damage and adds it to its impact damage instead. Lasts until launched or 30 damage absorbed. Spirituality vs Reflex. Upgrades:
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| 13 | A13 | Force Clap | 4 act | Requires Force Wave.
4 actions. You initiate Force Wave. Instead of its original effects, you deal 1d4 sonic damage to all targets within 4 spaces and stun them. This stun lasts 2 turns or until they take damage. Spirituality vs Fortitude. Requires: Force Wave |
| 13 | B13 | Flashburn | 9 act | 9 actions. You channel the Force through an ally within 10 spaces. That ally is no longer affected by fear, charm, aggression, or any other mind-altering effects. Spirituality vs Will. |
| 13 | C13 | Morichro | 6 act | 6 actions. You steadily slow a target within 5 spaces, reducing their actions by -1 each turn. Must concentrate while casting this, spending 6 actions each turn. If you cannot surpass an unwilling target's Will for a turn, you must begin the casting from the beginning. If they reach 0 actions, they enter Morichro, a stun-based stasis. This prevents them from making any actions while simultaneously extending their lifespan up to several times. Lasts until recast on them. Spirituality vs Will. |
| 21 | B21 | Force Ghost | Passive | Requires 20 Spirituality.
Passive. Your body is now immune to Undeath after your passing. When you die, you may choose for your body to vanish. Upon death, your spirit takes 6 actions to coalesce, allowing you to become a disembodied voice, free to speak and be heard by any targets you select. After 1 day has passed, you may also take on the visual form of yourself at some point in your lifetime. This form, though immaterial, can only be seen and heard by those you previously knew. Spirituality. Requires: 20+ Spirituality |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 15 | E15 | Shii-Cho | Passive | Passive. Form I. Only 1 Form may be used at a time, and switching between Forms costs 1 action. Upon learning this Ability, you must wait 5 Levels before learning another Form. While in combat, you are limited to 3 Move actions per turn. However, you may make an Athletics check to disarm your target with every melee attack at no additional action cost. Finesse Attack vs Fortitude. |
| 15 | F15 | Makashi | Passive | Passive. Form II. Only 1 Form may be used at a time, and switching between Forms costs 1 action. Upon learning this Ability, you must wait 5 Levels before learning another Form. While in combat, your Reflex is halved. However, you gain +10 Fortitude against Disarms and your melee attacks limit your target to 1 Move action on their next turn. Finesse Attack vs Fortitude. |
| 15 | G15 | Soresu | Passive | Passive. Form III. Only 1 Form may be used at a time, and switching between Forms costs 1 action. Upon learning this Ability, you must wait 5 Levels before learning another Form. While in combat, you have -2 actions. However, you may add half your Spirituality to your Reflex and Fortitude. Spirituality. |
| 15 | H15 | Ataru | Passive | Passive. Form IV. Only 1 Form may be used at a time, and switching between Forms costs 1 action. Upon learning this Ability, you must wait 5 Levels before learning another Form. While in combat, you lose -1 Reflex and Fortitude per turn. However, you gain +5 Acrobatics and may move 2 spaces before each melee attack, free of action costs. Finesse Attack vs Fortitude. |
| 15 | I15 | Shien | Passive | Passive. Form V. Only 1 Form may be used at a time, and switching between Forms costs 1 action. Upon learning this Ability, you must wait 5 Levels before learning another Form. While in combat, you lose -2 Will per turn. However, if you successfully dodge a ranged attack, you may deflect it to a target other than the attacker. The deflected attack is a guaranteed hit. Reflex. |
| 15 | J15 | Djem So | Passive | Passive. Form V. Only 1 Form may be used at a time, and switching between Forms costs 1 action. Upon learning this Ability, you must wait 5 Levels before learning another Form. While in combat, you suffer -5 Acrobatics. However, you may choose for your melee attacks to either trip your target or hit 2 targets within range. Heavy Attack vs Fortitude. |
| 15 | K15 | Niman | Passive | Passive. Form VI. Only 1 Form may be used at a time, and switching between Forms costs 1 action. Upon learning this Ability, you must wait 5 Levels before learning another Form. While in combat, you are required to make an Insight or Persuasion roll each turn. However, your melee attacks cost -1 action, down to a minimum of 1. Insight vs Will. |
| 15 | L15 | Juyo | Passive | Passive. Form VII. Only 1 Form may be used at a time, and switching between Forms costs 1 action. Upon learning this Ability, you must wait 5 Levels before learning another Form. While in combat, you are unable to use any Wisdom or Intelligence-based skills. However, you gain +1 Finesse Attack and +1 Damage to melee attacks each turn. Finesse Attack vs Fortitude. |
| 15 | M15 | Vaapad | Passive | Passive. Form VII. Only 1 Form may be used at a time, and switching between Forms costs 1 action. Upon learning this Ability, you must wait 5 Levels before learning another Form. While in combat, you are limited to 1 successful block/dodge per turn - all subsequent attacks will automatically succeed against you. However, you gain +2 actions per turn. Finesse Attack vs Fortitude. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 11 | O11 | Force Clouding | Passive | Requires Force Stealth.
Passive. You may use your Spirituality skill instead of Deception. Requires: Force Stealth |
| 11 | P11 | Fear Aura | 1 act | 1 action. You gain +1 Intimidate each turn. Lasts until the end of battle. Insight vs Will. |
| 11 | Q11 | Force Lightning | 5 act | 5 actions. You blast lightning at a target within 5 spaces, dealing 1d10 damage (doubled if 7+ Armor) to them each turn. Lasts for as long as you concentrate, making no other attacks. Spirituality vs Fortitude. Upgrades:
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| 12 | O12 | Mind Control | 1 act | Requires Suggestion.
1 action. Add your Spirituality to your next Persuasion roll. If the result is greater than 25, you may control your target's actions instead of your own. Lasts for as long as you concentrate, up to 10 turns. Afterward, the target will know what happened. Persuasion vs Will. Requires: Suggestion Upgrades:
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| 12 | P12 | Force Rage | 4 act | 4 actions. You gain +1 Armor, +2 Finesse Attack, +2 Aggression and +2 Intimidate. Lasts 5 turns. Aggression. |
| 12 | Q12 | Force Scream | 6 act | 6 actions. Can only be used upon taking damage or heartbreak. You unleash a scream that deals 1d6 Sonic damage (bypassing armor) to everyone within 5 spaces. This can break objects over time, depending on their structure. You may keep casting this for up to 10 turns. Intimidate vs Fortitude. |
| 13 | O13 | Force Drain | 5 act | 5 actions. You transfer 1d4 HP from one target within 10 spaces to another target within 10 spaces. You may keep casting this for as long as you concentrate, making no other attacks. Spirituality vs Will. Upgrades:
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| 13 | P13 | Death Sight | 12 act | 12 actions. You concentrate your energy to inflict pain on a target you can see. This target must also be focusing on you. This deals 2d10 psychic damage (bypassing armor) to the target each turn. Lasts up to 3 turns, as long as your focus stays on each other. Aggression vs Will. |
| 13 | Q13 | Force Crush | Passive | Requires Force Choke.
Passive. Force Choke now stuns your target. After 3 turns, your target will instead take 3d8 impact damage each turn. Spirituality vs Fortitude. Requires: Force Choke |
| 21 | P21 | Maelstrom | 6 act | Requires Force Bubble and Force Lightning.
6 actions. You activate your Force Bubble. At the same time, you Force Lift all possible targets within the Bubble and activate Force Lightning between them all. Lasts for as long as you concentrate. Spirituality vs Will and Fortitude. Requires: Force Bubble and Force Lightning |