The Midi-chlorian Path

The Midi-chlorian Path

The following Force Powers can be learned alongside regular Force powers, although Traits (like Gifted Learner, for instance), do NOT apply. Once learned, the MFP is rolled in accordance with the Force Attribute it falls under. All the other pertinent information has been listed below - but should you have any further questions, please contact the HGM or the SGM - thank you.
[. . .] - refers to the required Midichlorian count
[7,300] Alchaka (neutral) - CONTROL
Time to Use: N/A
Focus: All
Difficulty: Moderate if the Jedi is relaxed and at peace, Difficult during stressful situations.

Description:
The Alchaka meditations were a rigorous series of highly personal, highly repetitive exercises using both physical and Force skills. Consisting of a high number of repetitions performed in complex positions and dizzying movements spaced between the positions, completing the meditations correctly typically left the practitioner on the brink of exhaustion. The purpose of the Alchaka technique was to clear the mind and attune the body to the strength of the Force, and was considered an advanced form of Moving Meditation.

Effect: Must be done in complete privacy and meet required difficulty. If successful, the player will gain a +1D bonus to his or her next Concentration roll, even if it is in the next sim. However, for the rest of the duration of the sim in which an Alchaka roll has been performed, the PC takes a blanket -1D Fatigue penalty to all rolls.

Learning Required: Yes (Initiate-level)
Rank Required: Initiate+
See Also: Control (Concentration)

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[7,500] Flashburn (neutral) - CONTROL
Time to Use: Maintained (validated by the character's personal story, as approved by the SGM/HGM)
Focus: All
Difficulty: Varies*

Description:
Flashburn was a term used by the Jedi Order to describe the reaction in which certain Jedi or Force-sensitives shutdown areas of their minds in reaction to emotional trauma. With sections of their memory seemingly ceasing to exist, those who used the technique were unable to remember details about the event at the center of the trauma.

Effect: Character RP Embellishment

NOTE: Healing from a Flashburn - may be attempted by a Knight+ with a DP of 120 or higher (who also possesses knowledge of Farseeing and Short-Term Memory Enhancement.) A VD Reduce Injury check must be met for Flashburn to be negated. May be Opposed by a Control, Force of Will, or Willpower roll from the target.

Learning Required: No
Rank Required: Initiate+
See Also: Willpower

*DC to be established by the HGM - taking into account the character's story up to this point, type of trauma or memory that is to be 'erased' and the end result of the roll as desired by the player.

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[9,000] Force Body (neutral) - CONTROL
Time to Use: N/A
Focus: 1 (maintained)
Difficulty: Easy

Description:
Force Body was a type of Force technique which allowed any Force-sensitive to push their body's endurance past a safe limit, ignoring and sacrificing their health and well-being in order to sustain their connection to the Force. Very powerful connection to the Force was required for this ability's use. With this, Jedi could live through what would otherwise kill them. This ability could also be used to prevent the user from being severed from the Force.

Effect: It allows the PC to use ADV. Final Stand untrained, without dying afterward. User takes a permanent -10 HP reduction to your MAX. HP. You may re-upgrade the HP at the next available upgrade sim.

Learning Required: Yes (Initiate-level)
Rank Required: Initiate+
See Also: Stamina, Willpower, ADV. Final Stand

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[11,500] Commune With Force Ghosts (light) - SENSE
Time to Use: 1 round
Focus: All (maintained)
Difficulty: Moderate for peaceful conditions; Difficult for combat situations

Prerequisites:
  • SENSE at 6D
  • Life Sense 9D
  • Lightside Morality: 90+
  • Rank: Jedi Knight at 90 DP or higher
  • Must be learned from a HGM-approved Source (Holocron, Force Ghost, etc.) ONLY
  • DC Required for (automatic) Success: 35+ (may be bolstered via Concentration). Any Rcomp that falls below 50 is an automatic fail. Favored trait does not apply.
NOTE: This Force power may NOT be used during combat. Force amulets and other alchemized trinkets which add to either Sense or Life Sense do NOT apply to the minimum Dice required to be able to manifest the power.

Description:
The Jedi finds a tranquil spot where he or she can gather his or her thoughts, then rolls the power. Upon success, he or she is able to commune with the spirit of a Jedi that has passed into the Netherworld of the Force but has attain a mastery of self in life, to learn to retain their identity – their pneuma or consciousness – in the Nether of the Force, and thus be able to manifest it in the physical plane.

ADDENDUM

The Living Force: one aspect of the Force; an energy that exists in all living things and necessary for life to exist. It might be described as the 'physical' aspect of the Force, with every tangible Force ability being derived and dependent on this aspect. Plagueis, in his study of midi-chlorians, broke this power down further into anima and pneuma. Anima relating to "animals, plants and other living beings", and pneuma as "the expression of conscious thought", collectively comprising life.

The Cosmic Force: another aspect of the Force (also known as the unifying Force); described as a "vast cosmic power" it binds the galaxy together, uniting matter to give it shape and cohesion. It concerns the will of the Force, and cosmic flow of the universe. In that respect you might consider it the 'metaphysical' aspect. Plagueis described it as aperion, attributing it to space and time. The cosmic Force is the source of destiny and visions of past and future, and so all powers of foresight are linked to this energy. Plagueis also attributed to it powers that manipulated space such as folding it. (Frank Herbert, are you reading this?)

So how do these two aspects of the Force related? According to Qui-Gon Jinn, the living Force feeds into and sustains the cosmic Force - that in turn keeps and binds the galaxy together, allowing life to flourish. Hence when a living thing dies, it becomes one with the cosmic Force:

"All energy from the Living Force, from all things that have ever lived, feeds into the Cosmic Force, binding everything and communicating to us through the midi-chlorians. Because of this, I can speak to you now."

~ The spirit of Qui-Gon Jinn communing with Yoda

Understanding the Difference: While the Living and the Cosmic (Unifying) Force they are fundamentally the same, their natures are not the same. The cosmic Force is static - a fabric that binds everything together. It can be folded or stretched, it can be felt and listened to, but it cannot be torn away from one's own purposes. In contrast, the living Force is a flowing current, and so can be manipulated and channeled much more profoundly and easily, bent to the Force user's will.

The Netherworld of the Force: the Netherworld or the Nether was a realm believed by the Jedi to be beyond the physical, a space were all living things transcend to upon death. Whether the Netherworld exists as an actual space is uncertain. Perhaps it is a metaphor for the process of transforming into cosmic energy and becoming a part of the cosmic flow of the universe, or rather the Force.

What are the Midi-chlorians? They are intelligent life forms endowed with an unusually strong connection to the Force in all its forms. They inhabit living cells. Those with a particularly high concentration of midi-chlorians are able to use these organisms to draw on that connection, and thus feel and call upon the living and cosmic Force. Midi-chlorians, as connected to both the living Force and the cosmic Force, act as a bridge between them, facilitating the passage of the living Force energy into the cosmic Force. By extension, they also allow the living to commune with the cosmic Force and its inhabitants. Furthermore, as conduits of Force energy, they are responsible for inducing and sustaining living Force energy, anima and pneuma, life and consciousness, in all living things. They are effectively responsible and necessary for the existence of life in every form.

Effect: The PC declares which Force Ghost s/he wishes to commune with, then makes a Sense Check. Upon a successful check, the Force Ghost manifests until such time as the GM deems it time for the Force Ghost to vanish. It is a purely voluntary action (on the part of the Force Ghost); they can appear and leave whenever they wish.

Learning Required: Yes (Knight-level)
Rank Required: Knight+
See Also: Telepathy, Force Vision

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[7,300] Force Scream (Dark; -35 or more) - ALTER
Time to Use: Immediate
Focus: 1
Difficulty: Easy

Description:
A Force scream was an involuntary Force exertion manifested by those whose alignment was with the dark side of the Force. It was a scream, of strong frustration, rage, or grief, emitted through the Force.

Effect: If successful, the player will gain the result divided by 5 in pips as a bonus to his or her next DARK SIDE FORCE POWER. This power may NOT be used in conjunction with any other buffing powers or abilities (Concentration, Enhance Attribute, Enhance Skill, Alchaka). Using this ability immediately awards 1 DSP, even if the roll fails.

Learning Required: No
Rank Required: Apprentice+
See Also: Rage

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[13,500] Sever Force (Light; 80+) - CONTROL
Time to Use: N/A
Focus: All
Difficulty: Heroic, for Temporary Effect (HGM's prerogative); Epic for Permanent sever

Description:
Sever Force was a non-lethal Force power by which a being's connection to the Force was interrupted, or blocked from them with a wall of light side energy. According to the ancient Jedi scholar Odan-Urr, severing an individual's Force connection was the most powerful attack a Jedi could perform.

Effect: Depending on the difficulty achieved, the target may be either temporarily or permanently rendered incapable of accessing Force powers or abilities. Can be opposed by a Force Body roll. For a temporary sever, the effects will wear off after a number of days equal to the roll result. Permanent Severs are irreversible.

Learning Required: Yes (Knight-level)
Rank Required: Knight+
See Also: Aura of Peace, Force Harmony

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[12,000] Force Harmony (Light; 90+) - CONTROL
Time to Use: 1 action, comes into effect on the target's next turn.
Focus: 2 (maintained)
Difficulty: Difficult

Description:
Force harmony was a light side Force power that allowed several Force-users to join their Force energies together in a pure and powerful manifestation of the light side. Bathing them in light side energies, the ability protected users from dark side powers and could sever opponents from the dark side entirely.

Effect: This power allows several Force-users to manifest the power of the Light Side. As long as this power is held up it acts as a shield against the powers of the Dark Side, giving an extra 5D for each Force-user involved to resist the effects of powers called upon by Dark Side servants. One can only link as many Force-users as the initiator has Control dice. When acting as a shield against the Dark Side if the Control roll exceeds the success roll of the Dark Side power used, then the Dark Side power is interrupted. All 'up' powers are interrupted as if the user were stunned. This does not cancel out the presence of the Dark Side, but the result is added to the difficulty of all Force rolls made by darksiders for as long as Force Harmony is maintained.

NOTE: Joiners must be of morality of 30+

Learning Required: Yes (Padawan-level)
Rank Required: Padawan+
See Also: Aura of Peace; Sever Force

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[7,000] Tapas (neutral) - ALTER
Time to Use: N/A
Focus: 1 (maintained)
Difficulty: Easy; varies based on magnitude of change (i.e., depending on the planet or location within the said planet).

Description:
Tapas was a Force technique that allowed its user to draw on the power of the Force to remain warm in a cold environment.

NOTE: This power cannot raise temperature of the body beyond beyond a 'normal' body temperature (but not beyond a mild fever).

Effect: The user's body temperature is maintained, regardless of the harsh conditions of a cold climate.
Learning Required: Yes (Thermalkinesis)
Rank Required: Knight+
See Also: Thermalkinesis

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[8,000] Force Vision (neutral) - SENSE
Time to Use: 1 minute (minimum)
Focus: ALL (maintained)
Difficulty: Moderate; activated ONLY upon rolling a Bonus

Description:
Force visions were rare—but powerful—aspects of the Force, and considered the cornerstone of the Unifying Force. They were among the greatest of Force powers.

Effect: GM discretion; based upon the user's full description of the use of the power (the more specific and detailed, the greater the chance of a desired result.) The power cannot be used more than once per 4 hours of sim. Rolling an R-comp forfeits negates any future attempts during that same sim session.

Learning Required: Yes (Padawan-level)
Rank Required: Padawan+
See Also: Sense, Postcognition, Farseeing

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[7,300] Plant Surge (neutral; Naturalist ONLY) - ALTER
Time to Use: 1 round (minimum)
Focus: 2 (maintained)
Difficulty: Moderate for peaceful conditions; Difficult for Combat situations

Description:
Plant Surge, or Consitor Sato, was a light side Force power which allowed the user to improve the plant's rate of growth and even affect the manner in which it grows. In battle, the ability to control a plant's growth with the Force could be used to cause plants to grow with incredible speed directly under the user's control, causing plant life to grow and twist around opponents, ensnaring anyone who wasn't quick enough to avoid it. Once ensnared, the victim would find it difficult to dodge and fight, and nearly impossible to move unless they escaped through force or finesse.

Effect:
Plants grow and/or move, according to the user's direction. When used on living beings, it may be opposed by the appropriate reaction roll.

Learning Required: Yes (Padawan-level)
Rank Required: Padawan+
See Also: Life Detection, Distort Matter

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[9,000] Force Light (light; 70+) - CONTROL
Time to Use:
Focus: 1 (maintained)
Difficulty: Very Difficult (Temporary), Heroic (Long Term), Epic (Non-Living; Permanent), Legendary (Living; Permanent), Opposed (Living Target)

Description:
Force light was a light side Force power used by the Jedi. When used against a Darksider, Force light would weaken the Darksider's connection to the Force. With the light of the Force, a Jedi could either purge or contain dark side manifestations or nexus points, whether in places, spirits, or even living persons, though sometimes to detrimental effect. By channeling the Force into withering blasts of light-side energy, the darkness can then be diminished or destroyed permanently. Force light could also be used to sever the bond between a Sith battlelord and his or her followers.

Effect: If used against a dark side entity, a successful roll will disrupt that entity's connection to the Darkside of the Force, for as long as the power is maintained. If the user of Force Light beats the DC by 10 or more, the effect lasts for a number of hours equivalent to their roll.

NOTE: Permanent containment of a dark side presence in a non-living target requires an Epic roll. Further, you may expend a FP to permanently banish the dark side from a non-living target.

Learning Required: Yes (Initiate-level)
Rank Required: Initiate+
See Also: Aura of Peace, Force Harmony, Sever Force

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[8,000] Cleanse Mind (neutral; Factotum, Naturalist, Meditative ONLY) - CONTROL
Time to Use: 1 round
Focus: 1 for themselves, 2 for someone else (maintained)
Difficulty: Opposed (GM's) roll

Description:
Cleanse Mind was a crucial Force power that was employed by Jedi Consulars of the Jedi Order. It allowed the Jedi to negate an on-going mind-affecting Force power from themselves or an ally within their line of sight.

Effect:
Used as a reaction roll against Mind-affecting Force powers (on themselves or their allies within the line of sight.) Must be maintained for at least 1 full round after activation. While maintained, the difficulty of future mental attacks against the target is increased by the result.

Learning Required: Yes (Padawan-level)
Rank Required: Padawan+
PREREQUISITE: Force of Will

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[15,000] Create Force Storms (dark; -50) - ALTER
Time to Use: 1 round
Focus: All
Difficulty: Heroic; Modified by proximity and the diameter of the storm desired: +5 for 100m or less, +10 for 100m to 1km, +15 for a base of 1km and +2 for every additional km. Modified by Damage: +5 per 1D of damage. Must make Heroic rolls each successive round to control the storm. Must make Very Difficult roll to dissipate the storm.

PREREQUISITES:
  • Hibernation Trance
  • Life Detection
  • Life Sense
  • Telepathy
  • Farseeing
  • Instinctive Astrogation
  • Rage
Description:
This is perhaps the single most destructive Force power known. This power allows the Jedi to twist the space-time continuum to create vast storms of force. The power also allows limited control of these storms. Capable of creating annihilating vortice, the storms can swallow whole fleets of spaceships or tear the surfaces off worlds. Use of this power requires the focusing of hate and anger to an almost palpable degree and there is considerable danger involved. Some are able to create Force storms, but fail at harnessing what they have foolishly unleashed. Often, those who fail to control the storm are themselves consumed and destroyed. If the user is destroyed, the storm dissipates within minutes.

Effect:
When the Force user attempts to create a Force storm, the Jedi must determine the diameter and the amount of damage (the damage dice are capital scale). If the Jedi fails any of the rolls, the storm is summoned with the desired damage, but it attempts to consume the summoner. The summoner can attempt unusual maneuvers with the storm, such as to create a vortex to draw unwary victims to a specified point, at a +10 to difficulty.

NOTE: Force Storms are immensely destructive and violate the laws of nature. A Jedi using this power automatically receives 2 DSP.

Learning Required: Yes (Knight-level)
Rank Required: Sith Lord+
See Also: Rage, Force Lightning

NOTE: These may be upgraded as any REGULAR Force Power.
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