Boli's Unofficial Force Power Handbook

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The Star Wars RP

Force Handbook

(Boli's Unofficial Update)


An update to the SWRP Guide to the Force.


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Introduction

Often in Star Wars-based roleplay sites and groups, or even in amateur writing or fan fiction, usage of the Force is often described as a set specific spell or power - for example in the Knights of the Old Republic series of games - and even the more recent Star Wars: The Old Republic MMORPG - Force Push is treated as a set power with a specific effect and matching cost. Due to the required gameplay mechanics, the Force Push power has set ranged, costs, damage and other effects. And for many years on TheStarWarsRP, we treated the Force fairly similarly.

However, this is not how the Force works - both as a literary mechanic in novels or even the films, or in actual practice within the universe of Star Wars. This kind of gameplay-based attitude is in fact a major hindrance to really writing about the full scope and scale of the mysteries of the Force, opening up new possibilities rather than being confined by the limited scope offered through gameplay and canon examples. Since the start of 2016, TheStarWarsRP has officially adopted a looser, more narrative approach to the Force, rather than defining it by set 'spells', so to speak. The following handbook serves as a guide to site attitudes and expected behaviours. However, due to the loose nature of the way the Force is handled, this can cause confusion or even disputes in some cases. If you have any concerns or queries, please contact one of our staff administrators.


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Fundamentals
Use of the Force, be it Light or Dark in nature, requires intense focus and concentration. While those of the Light Side call upon a sense of stillness and calm to immerse themselves in its power, those who harness the Dark Side forcibly bend it to their will through the focus of raw emotion. The intense amount of concentration required does limit the Force User, however - having to focus solely on the Force, a Force User may only manifest a single effect of the Force at any given time. This is especially true for sustained effects - that is, manifestations of the Force that continue to occur over a period, rather than creating a single effect. While a telekinetic push, for example, is a brief and quick manifestation of the Force that may only require focus for one or two seconds, other effects - such as using the Force to strangle an opponent - require complete concentration for the duration of the effect, which can take considerable time. Such effects are easily disrupted by outside influences, and as such any Force User would be wise to only use such effects in a controlled environment, where the chances of distraction are low. Even a stray blaster bolt may be enough to cause a seasoned Sith Lord to lose their focus.

There are also limitations to one's use of the Force. Drawing on the Force can be incredibly taxing physically, and while the Force can be used to create extraordinary effects, even the most seasoned Jedi Master runs the risk of becoming fatigued if he or she abuse their powers through extreme or extravagant use. While such instances of exhaustion are rare, they all inevitably stem from careless or reckless abuse beyond all reasonable levels of use reason. Such excesses could result in anything from severe exhaustion to being temporarily or even permanently cut off from the Force...or even death. (1)

1 - Exhaustion should only appear for narrative purposes, or if a moderator or administrator consider Force usage in combat excessive enough to warrant it.

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The Light Side of the Force
The essence of life, harmony, benevolence and calm, the Light Side of the Force represents the Force in balance, a positive and healing energy, most notably used by the Knights of the Jedi Order. Heavily associated with positive energy, a sense of calmness, knowledge and wisdom, the Light Side of the Force is considered a rather passive energy and field of study. As a result, many of the applications of the Force associated with the Light Side are focused on the gathering of knowledge, of observation, protecting and healing, and above all, clarity and wisdom. This is not to say that a Jedi Knight is wholely passive, but rather the techniques that strengthen their connection to the Force are often associated with a sense of calm and objectivity. Thus, for the Jedi, the temptation of the Dark Side is incredibly strong - as the temptation to use one's power in the Force for good intentions may be noble and righteous, but even the best of intentions can corrupt even the greatest of Jedi Masters. Any action lacking clarity, considered wisdom, and a sense of calm may in fact be the temptation of the Dark Side, and thus eternal vigilance is key to remaining firmly rooted in the power of the Light. The healing and invigorating nature of the Light Side can also have other beneficial effects - many Jedi Masters live far beyond their natural years, or may age noticeably slower as a result of their bodies being infused with the powerful, life-giving energies.

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The Dark Side of the Force
The Dark Side of the Force is a perversion of the natural order. While the Light Side is associated with compassion, wisdom, and clarity, the Dark Side of the Force draws its power from passion, raw emotions, aggression and, above all else, the corruption of, and destruction of life itself. In direct contrast to the passive nature of the Light Side's influence on a Force User, the Dark Side can have a drastic influence on a practitioner. Even a novice Darksider may exhibit one of many traits of the corrupting influence, ranging from changes in behavior and demeanor such as aggression, paranoia and greed, through to physical changes - and the longer one harnesses such power, the greater these changes become. These may include (but are not limited to) one's skin becoming pale, teeth, eyes and nails yellowing, darkened and visible blood vessels on the skin, unexplained bruising, and in extreme circumstances, atrophy of muscle and flesh, terminal disease and eventually, complete destruction of one's physical form. Such effects may be mitigated for a time, but inevitably the corruption of the Dark Side leaves its mark on practitioners - as a result, many Dark Side sects - such as the Sith - use dark sorceries to maintain their appearance, or cover themselves in frightening tattoos to conceal the corruption eating away at their bodies. Such is the price of the power the Dark Side tempts one with.

Though the price is high, the power the Dark Side offers is unquestionable. Often seen as an easier, or faster path to power, the Dark Side is often associated with more active use of the Force, drawing on it to weaken, cripple or destroy one's adversaries, to empower the self beyond natural means, and to corrupt or alter the natural flow of life, or to sustain oneself unnaturally. The Dark Side demands that one harness their passions and raw emotions to use it - and although Dark Side sects like the Sith are often capable of controlling their visible external emotions, make no mistake that beneath the surface, a bubbling cauldron of rage and greed fuel their power.

Above all else, the Dark Side is notoriously tempting to all in tune with the Force. Even casual use of the Dark Side leaves an impact on the spirit, increasingly tempting the user to give in to its power completely, and practitioners with any notion of being above or beyond the temptation of the Dark Side find themselves inevitably ensnared by it. To underestimate the temptation of the Dark Side of the Force is a truly perilous thing, indeed. (2)

2 - For a deeper explanation of this concept, see this thread.


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Acrobatics
A trained Force User is capable of using the Force to enhance their physical prowess, reflexes, strength and speed. This allows them remarkable dexterity and agility, allowing a Force User to leap higher, react quicker to circumstances around them, and move around the battlefield quickly and nimbly. This can take the form of enhancing their speed, or allowing great leaps, but also to dodge, react and move at near superhuman levels, or also considerable skill with a weapon. This is not to say that a Force User is incapable of being outmaneuvered, or that their acrobatic abilities are unbeatable - like any other person, a Force User does have limits in terms of how rapidly and how well they can adjust to changing conditions and react to them, however, a Force User can be expected to accomplish great feats of speed and agility, including superhuman leaps or speed and stunning dexterity. Their reflexes are especially attuned with the power of the Force, allowing a Jedi to even deflect blaster bolts or projectiles with relative ease.

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Energy Manipulation
The Force, being a universal energy, takes many forms, and such forms can be harnessed or altered by the will of a practised Force User. While some highly advanced Force Users are capable of catching and diffusing weaponized energy - such as that from a blaster bolt or lightsaber - others prefer to create their own energy-based manifestations of the Force for offensive purposes. For many, this is immediately recognizable as the Sith's iconic conjuration of lightning, but this is but one of many manifestations of the Force in such a manner. A Force User might also be expected to be capable of conjuring a blinding light, or instead manifesting an offensive attack as a jet of flames, or raw, unshaped Force energies - such projections are a manifestation of the user's own will upon the Force, and as such can take many forms. Such attacks can be evaded or resisted, however. A Force User may also use such energies to enhance a weapon, enabling it to resist the burning blade of a lightsaber. Other such manifestations can disable and confuse even droids. Defensively, a Force User might be expected to be able to create shields of energy to protect themselves from damage or even an opponent's own Force powers, or to manipulate such powers and turn them back on their opponent. Controlling and redirecting energy is particularly advanced, however, and should both be treated with caution, nor be underestimated - while deflecting a lightsaber with one's bare hands may seem impressive, it is also a risky and dangerous move in practical application, where even the slightest of distractions could potentially be fatal.

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Telekinesis
Perhaps the ability most famous among Force Users, the art of telekinesis - or moving objects with one's mind - is a broad and exceptionally versatile field. Notable examples of use vary greatly - while a Force User is well known for using telekinetic waves of Force energy to topple over one or multiple enemies, this is but one application of an incredibly versatile school or training. A force user might also harness telekinesis to return a disarmed weapon to hand, or to hurl a boulder at an opponent. Exceptionally powerful force users may utilize telekinesis to open sealed doors, or create spheres of condensed energy that detonate on impact. A Force user may even use telekinesis to crush a weapon, or even another living creature. Using the Force to strangle another individual is considered a deeply Dark Side act, and is frowned upon by the Jedi, who prefer to use the Force to harmlessly incapacitate a foe by instead using the Force to lift a being into the air and render them immobile. Such sustained acts require intense concentration, however, and like all applications of the Force, the focus required to create the desired effect is easily disrupted - one cannot simply shrug off a distraction to their focus.
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Healing
The art of healing is, for the most part, a field of study steeped heavily in the Light Side of the Force. Due to the corrupting nature of the Dark Side, certain alternatives are available, but healing is, generally speaking, a field of Light Side studies. The most obvious use of the Force is to apply it to a wound, injury, or disease, using the life-invigorating power of the Light Side to heal either one's self or another. Such use of the Force is not instantaneous, however, and healing techniques can vary in duration depending on the wound or disease involved - while minor injuries may be healed within minutes, a heavily diseased individual - or someone who is injured to near death - may take hours or even days to return to full health. Such an act is incredibly taxing on the healer, as well, and is considered largely impractical unless in the most dire of circumstances. For many Jedi, healing is simply used to stabilize an individual or keep them alive until the individual is able to receive proper medical treatment such as bacta immersion. However, almost all practitioners of the Light Side use the art of healing - even subconsciously, the Light Side may improve one's health over time, lengthening their natural years and providing greater resistance to common ailments. Light Side healing requires close proximity to the individual being healed.

Practitioners of the Dark Side may also heal another or themselves, however, the way in which they draw upon the energies to perform such an act is vastly different. Dark Side healing requires drawing of life energies from another, and targeting it either one the self or another individual. The sacrifice is left in a severely weakened state, and is often killed during the process - such dark methods are far less efficient by nature. Darksiders may also use such transfers offensively - a target opponent may be drained of their life essence to empower the Darksider, healing them or staving off the effects of their Dark Side corruption. However, like healing, such techniques are time consuming, exhausting, and require very close proximity to the sacrifice.​

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Status Effects
Status effects refer to many different ways in which a Force Users may harness their power to augment or alter the state of themselves or those around them, providing strength and protection to allies, or alternatively to weaken and/or disable enemies. The effects vary greatly, however, some known applications of status effects include raising the morale of nearby soldiers, encouraging them to fight harder or rally after being routed, stirring one's self into a frenzied rage allowing them to shrug off the pain of injuries, incite a sense of calm within one another, allowing one to remain centered and focused in the Force, making one's self intangible, allowing them to effectively phase through solid, un-energised objects, or inducing a stasis - like effect, effectively rendering a target immobile for as long as the practitioner maintains focus. These effects almost exclusively require continued focus, disabling the use of other powers for the duration of the effect, and over time can be increasingly taxing on the practitioner, and are generally considered more of a niche, but advanced, field of study in the Force.

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Trances
More commonly associated with Jedi, but also utilised by the Sith, trances are less of a specific field in of themselves and often are a means of harnessing the power of the Force in a more controlled environment. While a Force user may utilise many powers even in the heat of battle, trances allow for greater focus in harnessing such power, and are useful in controlling and channelling the Force to create effects. Many status effect-style powers are utilised using a trance, but this is not a hard rule. Trances are generally used to enhance one's connection with the Force more efficiently for larger, or more long-term effects. The idea of battle meditation, for example - or, in more broad terms, of meditating to influence the morale of allies and enemies in a large battle, where many minds are involved and require subtle influences, is best utilised through a trance. Using trance-like states, a force user can manipulate multiple objects telekinetically, or enhance their own healing. Other effects may include slowing down one's metabolism, or rejuvenating energy after a particularly exhausting battle.

Similar to trances, the state of Oneness is one of sheer focus and concentration, utilising the Force in a moment of total clarity where only those who reach a zen-like state of inner peace can connect body and soul with the Force, resulting in intense physical skill, astonishing reflexes and uncanny fortune.

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Sense
For even the untrained force user, the idea of having supernatural senses is a common manifestation in the Force, and is one of the broader fields of study for Force users. The Force grants users heightened sense in many areas, often subconsciously, but through careful study and practice, even more fascinating and versatile applications may become available. A force user may enhance their sight, hearing, or any of their other senses to supernatural levels, or focus their power to enhance their precognitive sixth sense in the Force. This may grant them startling insights into possible futures, or grant them knowledge about a person, location or item they would not be able to discern otherwise. In turn, they can exert this influence outwards, manipulating the senses of others, concealing their presence or alignment in the Force, mimicking sounds or creating illusions to fool an opponent. Fooling the senses of another is no easy feat, however, and for the strong-willed, easily dispelled. In groups of especially powerful individuals, this influence over sensory powers can even be utilized to sever an individual from the Force entirely.

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Mental Manipulation
The art of influencing, controlling or directing the minds of others, mental manipulation is a style of Force usage that requires incredibly finesse. Mentally influencing another individual is an incredibly difficult task to perform, especially for the strong-willed. It also requires a delicate touch, as clumsy or overbearing use of such powers runs the risk of shattering a mind entirely. While practitioners of the Light Side favour simpler tricks including subtle suggestions, Darksiders tend to prefer sheer mental domination or brute-force, shattering a mind in order to obtain a trivial piece of information or torturing an individual through generating intense sensations of pain.

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Exotic Sects
There are many sects of study beyond the traditional Jedi and Sith orders, each with their own unique interpretation of the Force and of the powers granted, from dedicated monastic orders through to spiritual shamans and primitive covens of witches. While the interpretations of these groups may differ from the traditional views of the Force, they too are in one form or another, bound by the same rules the Force imposes upon all Force users. Some studies of the Force may not require a specific sensitivity to it, and so only the most gifted and dedicated of students may learn to harness its power - for these individuals, however, the power of the Force must come from an external source, and the effects on the practitioner remain consistent with the above descriptions. Such sects may use seemingly wild or exotic powers, but they are inevitably merely variants on the fields described above, and as such are bound by the same rules that govern the Force. Though philosophies may differ, the governing laws that rule all those who dabble in the power of the Force remain consistent.
 
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Using the Force in RP
First of all, please note that the above list is neither exhaustive nor conclusive, and you are free and encouraged to deviate from the list of examples within reason. But when the Force is so loosely defined, how is a writer to know what counts as a reasonable use of power? Obviously the advice of "try to stick to the movies' level of power" is always useful and shouldn't be dismissed, it also doesn't help cover the matter conclusively. Therefore, if you are unsure of whether a use of the Force should be reasonable or not, self evaluating using the following method is advised. The four criteria you want to assess are as follows:

Finesse, Area, Intensity, and Longevity,

Also known as your FAIL score.

Simply put, an excessive FAIL score essentially means that the power you're trying to perform would fail, as it would be considered excessive under site rules. Using this method of self-evaluation, you can quickly and clearly determine the viability of a power before committing to writing it into a post.

The amount of complexity involved in performing a power - whether the Force is being used as a sledgehammer or a scalpel. As examples such a Star Wars: Rebels and The Force Awakens have demonstrated, using the Force is comparatively easy, but applying it with skill, finesse and delicacy are the true challenges of a master-level practitioner. A Force user should have the training and mastery to harness the Force with skill and precision, and complex and sophisticated use is far more challenging. This shouldn't be confused with small-scale powers effectively costing more, but rather more precise, delicate or skillful applications (which by their nature are tougher to defend against) effectively being more difficult compared to more brutish applications (which are generally more straightforward to use, understand and defend against)

Example: A low-level (Finesse 1) telekinetic attack would be a generic, formless 'burst' of telekinetic energy that flies through the air from the Force user to their target. A mid-level (Finesse 3) telekinetic attack would be flattened to sweep the target's legs or perhaps move from a different point of origin, while a high-level (Finesse 5) attack could originate at the point of the target and be shaped in such a way to grip and lift the target off their feet, throw them around, or focus on a particular area to shatter bones or choke an opponent.

This is effectively the range and/or area of effect of the Force, the size of the area which is affected by the power when it is used or the distance from the practitioner to the target. The number of targets involved increases the Areascore as well - however, if an attack discriminates between friend or foe, this would add to the Finesse score, and the overall area should still be considered for the Area score. This is effectively the overall range and area of effect of an attack.

Important reminder: Lacking a direct 'line of sight' so to speak, should be considered as adding significantly to the Area score. To clarify, this means that the Force user should at least have a full and complete knowledge of the location of the target, or otherwise add massive penalty scores to this criteria.

Example: A low area (Area 1) telekinetic attack would be a single target, short range attack of a few meters. A mid-range attack (Area 3) could reach tens of meters and hit nearby, adjacent targets. A large scale attack (Area 5) could hit a large number of targets over a wide area, or reach across far and extreme distances to affect a single target.

This is the strength of the Force power when it is in full effect - for a defensive power, this is the strength of the defence, while for an offensive power, this is effectively the amount of damage and sheer force.

Example: A low magnitude score telekinetic wave (Magnitude 1) may simply sweep an opponent off their feet, a mid-level attempt (Magnitude 3) would slam an opponent into a wall with enough force to knock the air from their lungs or concuss them, while a high enough magnitude power of this nature (Magnitude 5 could send a person through the wall, inflicting massive damage.

This is effectively the duration of time that has elapsed between the power beginning to be used and the end of its effect - the amount of time a power has been actively in play before the user either disengages or switches to a new tactic. This is particularly important for defensive and self-enhancing powers - the longer a player is enhancing or protecting themselves, the more fatigued they should become over that time. However, in certain offensive power situations, longevity also comes into play. Using the Force to choke, or protect from damage, or enhance one's speed, or nauseate an opponent, or fight by telekinetically holding a lightsaber are all examples of where longevity comes into play - as times passes on and the longer the practitioner exerts themselves to maintain the effect, the more tiring it becomes. Having one's concentration broken obviously changed the amount of exertion used, so this should be taken into consideration when evaluating the longevity score.

Example: A low duration telekinetic power (Longevity 1), for example, would be a singular attack or a power with no duration - ie a singular effect that does not need to be sustained. A mid-duration telekinetic power (Longevity 3) would be more like a Force Bellow, a sustained power taking the duration of multiple combat rounds and effectively lasting up to two turns of combat without interruption, while a high-duration telekinetic power (Longevity 5) would continue into the full third round and beyond.

Following the above guidelines, a total self-evaluated FAIL score of 10-13 is about the absolute maximum you should ever have for any time your character uses the Force, and is probably going to exhaust your character if they keep using it at that level, unless you stop using the Force so much, or at the very least significantly lower your following FAIL scores in future rounds. A score of 14-15 would basically be a 'cinematic' power - ie impractical and unusable in actual real combat, but possible as a one-off display in a controlled environment where the character could then find rest and recover immediately after, but either disallowed in combat thread or battles or resulting in immediate exhaustion. A score above 16 pushes beyond all acceptable limits - such a power would simply fail and/or severely injure or damage the user as a result of the Force consuming the user's body, either in part or whole - not to be used under any circumstance you wish your character to live through.

Please also note that FAIL scores are not cumulative over multiple rounds - a FAIL score of 8 in round 1 and a FAIL score of 6 in round 3 do not equal total exhaustion for a thread. Each round should be calculated individually, including for Force usages that span multiple rounds.

The FAIL score is also helpful to track the amount of overall fatigue the player should be feeling as the thread continues on. Obviously this should be weighted against the backstory, role, rank and even amount of tech your character utilises and as such should be treated case-by-case, but it helps reveal patterns of over-exertion rather than using often arbitrary and opinion-based determinations, while still enabling a Force-using player to be able to enjoy the creative freedoms provided for within TheStarWarsRP's rules.



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Staff Notes
While we want to encourage creative use of the Force using the guidelines above, there are certain limitations on Powers that should be factored in to your considerations. For one, excessive use of the Force may result in fatigue or exhaustion per the ruling moderator or administrator's discretion, and the use of multiple effects simultaneously is strongly discouraged. Using sensory powers to metagame information, or especially to obtain information without consent, is strictly prohibited, and certain applications of the Force - for example instantly killing an individual, severing their connection to the Force, reading the mind of another individual, or gaining knowledge of either future events or events that the individual was not present for, require consent from all parties concerned.

Finally, regarding combat vs non-Force users: Please note that while there are no strict bans on specific powers against non-Force users, this is done with an expectation of fair play. As with any other combat scenario, the opponent must have a reasonable opportunity to try to avoid, negate, or disrupt the power used by a Force user. This does not mean that there will always be a way to avoid an attack, but, as always, a simple rule should be followed: no auto-hitting.

The staff of The Star Wars RP reserve the right to intervene on, and rule on, breaches of these guidelines. However, we also understand that not all effects of the Force that you may be interested in are listed here, and that this is a significant learning process for all members involved. If you have any questions, feedback, feel like we have missed something in this list, or are looking for advice on acceptable use of the Force, please do not hesitate to contact one of the staff administrators.


still a WIP, but I needed to post it so I didn't accidentally lose it all
 
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Examples of Acceptable Force Use
REMINDER: These are just examples. You are not required to post your FAIL score within your post.

Example 1:
With a maniacal cackle, the Sith Lord struck aside the Jedi's lightsaber, deflecting the blade away from both of their bodies with a single, overwhelming strike. As he loomed over the Jedi, the Sith Lord's spare hand balled into a fist, which he would proceed to hurl into his opponent's stomach. Regardless of whether or not the gut-punch made contact with the Jedi, however, the Sith Lord would release a powerful ball of charged kinetic energy, hurling it at near point-blank range into his opponent with enough force to lift the man clear off his feet, shatter bones and send him tumbling from the strike.
FAIL Score:
Finesse: 2 - The attack is shaped only loosely.
Area: 1 - Melee range, single target attack.
Intensity: 5 - Brutal, designed to do heavy damage.
Longevity: 1 - No duration.

Total score: 8 - Good.

Example 2:
As the Sith Lord deflected his lightsaber, the Jedi Master deftly backpedalled, disengaging from his opponent before his weapon could drag him into a vulnerable position. With a small skip, he moved out of range just in time for the Sith Lord's brutal punch to pass him by completely, the force attack blasting only the empty space where the Jedi was previously standing. Smirking, the Jedi thrust open his spare hand, clenching his fist as he gestured at the Sith Lord. invisible tendrils wrapped around the Sith's chest like a vice beginning to squeeze all air out of the man's body, starving him of precious oxygen. If the Sith Lord did not break the Jedi's concentration soon, it would all be over.
FAIL Score:
Finesse: 5 - The attack originates at the enemy, effectively making it unblockable.
Area: 2 - Single target attack over a short range.
Intensity: 2 - Enough to strangle the air out of the target, but does no physical damage.
Longevity: 2 - Lasts a full round and will continue into next round.

Total score: 11 - Borderline.


Example 3:
The Sith Lord went to lunge forward but halted mid-step as his chest suddenly constricted, the air vanishing from his lungs within moments. Unable to breath in, he knew he would have to distract his opponent quickly or run the risk of collapsing in exhaustion, starved of air. Summoning up his considerable strength in the Force, the Sith went on the offensive once more, throwing his hands forward as jets of flame spouted out from them. Spraying them in an arc, the Sith Lord's attack melted ice, burned plants and would hopefully catch the Jedi vulnerable. The fool's death would be long and painful, the Sith Lord mused silently. He could take some small solace in that.

FAIL Score:
Finesse: 2 - Shaped loosely. Still a fairly basic attack.
Area: 4 - Cone-shaped attack facing forward.
Intensity: 4 - Fire hot.
Longevity: 2 - Lasts a full round and will continue into next round.

Total score: 12 - Borderline.


Example 4:
As the Sith Lord advanced, fanning flames before him in an attempt to disrupt the Jedi, he continually backpedalled, making sure to stay just out of range, the tongues of flame licking at air barely inches in front of him. Still the Jedi persisted. Still, he focused. But time was no longer on his side. He had to decisively finish this. Focusing even harder now, the grip on the Sith Lord's chest would tighten, squeezing harder than before. Bones would shatter from the pressure the Jedi placed on the Sith Lord, rendering him incapable of continuing - or severely weakened if he could summon up the willpower, as unlikely as that seemed.

FAIL Score:
Finesse: 5 - The attack originates at the enemy, effectively making it unblockable. (same as previous round)
Area: 2 - Single target attack over a short range. (same as previous round)
Intensity: 4 - Has increased - is now trying to deal direct damage by breaking bones internally.
Longevity: 4 - Continuation from last round and still sustaining into next round.

Total score: 15 - Fail. (Let's assume this goes to admin ruling and is ruled as having not worked.)


Example 5:
At last! As the Force abandoned the Jedi, the Sith Lord cried out in victory as the flames disappeared. Helpless and prone, the Jedi was defenceless as the Sith Lord hurled his lightsaber into the man, stabbing him square in the chest with the burning crimson blade before calling the weapon back to him. The Jedi crumpled into the dirt, killed by his own arrogance, as the Sith Lord stood over his body, his laugh echoing out into the silent evening.

FAIL Score:
Finesse: 3 - Requires aiming the lightsaber with the Force at a precise location, as well as recalling it.
Area: 2 - Single target attack over a short range.
Intensity: 2 - Uses momentum of the thrown blade - requires little further energy being put into the attack.
Longevity: 1 - No duration. Attack concludes before end of round.

Total score: 8 - Good.




FINAL NOTE: While the sites official version of the Guide to Force Powers differs slightly to this writeup, I strongly stand behind the updates and system introduced and explained above. Many of the changes to the guidelines on the Force are minor clarifications based on misunderstandings throughout the community over the past year and a half, and the FAIL score proposal was a suggested solution to issues with Force Power abuse. This is simply a resource I want to give to the community to help remedy errors and failings in the initial writeup; as I was primarily responsible for creating the new site approach to Force usage, I feel a certain degree of responsibility in ensuring its working as intended. I hope this acts as a resource to help clarify and resolve any issues relating to the original version.
 
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