Ashin Varanin
Professional Enabler
This is an older guide, one that I whipped up when I was running the Empire. Thought you might like a look at it.
This is a guide, not a set of rules.
Apprentices and new Knights:
The Force can, in theory, do anything. However, you can't.
A Sith Apprentice has a number of options. Specifically, it is often best for Apprentices and Knights to confine themselves to the Force powers used in the films. If you must be creative with the Force, do so in ways that reflect the power and control of an Apprentice or new Knight (Anakin Skywalker counts as neither; a better example would be film-era Luke Skywalker or Ahsoka Tano). Some good examples for Knight-level characters are Darth Maul and Qui-Gon Jinn. Some good examples for Master-level characters are Obi-Wan Kenobi and Count Dooku. Emperor Palpatine and Master Yoda should usually be considered the upper limit of what is possible using the Force.
Although the Force has dozens or hundreds of applications, some of them strange and rare, the scale of these powers should be compared to the scale depicted in the films and television media. Many of the most powerful techniques depicted in other materials have been lost over time, or require too much concentration and power to be used in normal battles, but it may be possible to find teachers willing to train your character.
Category A
Powers in this category are appropriate for Masters and specialized or experienced Knights. New Knights and Apprentices, when using these powers, should keep in mind that the effects will be relatively weak, and/or will often come at great cost (for example, quick exhaustion).
Force Lightning. Killing targets with lightning is very difficult for any Sith below Master rank, and lower ranks' attempts to use this power should reflect that fact.
Similarly, an Apprentice or new Knight should always avoid using any technique that is capable of killing multiple people instantaneously. This would include creative but overpowered uses of telekinesis. If a Force Push or a Force Choke was good enough for Darth Vader, it's good enough for you.
Beast mastery and illusions are specialized fields. If you gain power in these fields as an Apprentice or new Knight, be prepared to make sacrifices in the rest of your skillset. Mind control beyond a simple mind trick is a rare and difficult skill. Communication with, and control over, animals is a sliding scale, but is considerable easier than handling a fully sentient being. Controlling a Rancor, for example, or another semi-sentient lifeform, would be appropriate for a Knight.
Any sort of power blast or force construct should be carefully considered. Melting holes in things with your brain or crafting Spears of Midnight Black can both be considered Master-level skills, or appropriate for experienced Knights.
Sith Alchemy, including both the alteration of metals and the bending of genetics, falls into this category. Apprentices and new Knights may learn the rudiments of this art; for example, the creation of a simple Sith sword would be appropriate for an advanced Apprentice or a new Knight, whereas the manipulation of genetics, barring specialization, would be appropriate for a more experienced Knight. It is never appropriate for anyone but a high-level Master to use alchemy 'on the fly', without time to sit and meditate.
Category B
Powers in this category should probably be learned from other player characters or as the result of dedicated, thorough writing. Use of these powers may potentially provoke concerns and complaints. They are easily abused.
Drain Knowledge is canonically employed only by very powerful Sith. It is a very rare technique. Drain Knowledge will not work between peers unless one is at a severe disadvantage, and in the event that a new Knight is taught this power, it should reflect the wielder's power level, the target's power level, and the strength of the mind of the target. Most profound uses of Drain Knowledge are only appropriate for high Knights or Masters.
Canonically, Force Drain is most frequently used by powerful Masters. Nihilus-scale destruction of entire planets will almost certainly provoke a conversation with RP Judges. At the highest levels, Palpatine was capable of siphoning small amounts of energy from the population of Byss. The vast majority of player-level precedents involve single-target applications. It is advised that any Sith who somehow learns Force Drain should strongly consider the power's potential for abuse.
Using illusion to create full invisibility is a skill for powerful specialists. Although it is canonically possible in at least three Force traditions (Jedi, Disciples of Twilight and Fallanassi), it is a very rare art.
Battle Meditation relies on two canonical examples: Joruus C'baoth (an extremely powerful Dark Jedi Master) and Bastila Shan (a once-in-a-millennium, specialist prodigy with many other weaknesses). Battle Meditation and related effects should be used sparingly and when the character has time and security to meditate.
Teleporting/Fold Space/Force Travel is a skill peculiar to the Aing-Tii Monks and is a lost art among both Jedi and Sith.
Passing through solid objects (Phase) is also a lost art.
So is Darth Vectivus' Force Phantom technique.
The same applies to Force Storms and Creating Supernovas. These are arguably the two most powerful Force techniques in the universe. The number of people capable of them is extremely small. The latter also requires specialized, ancient crystals and a Sith Meditation Sphere.
Malacia and Morichro should not be used except by Masters or experienced healers. Force Healing works according to a sliding scale. An Apprentice should only be able to heal to a certain degree, and with significant focus. Multiple-target healing is out of the question for anyone but a specialist or a Master. Furthermore, permanent healing is extremely difficult for Darksiders.
Transfer Essence, or body-trading, is a rare art.
Shatterpoints are an extremely rare technique that often requires a special, rare gift. Canonically, this power has only been demonstrated by advanced Knights and high-level Masters with special training.
Sith Magic or Sorcery, or the power to bend reality in certain specialized ways, requires both special training and a rare gift. Canonically, approximately 3% of Sith have such a gift, and it requires specialized training to unlock. Use with extreme caution. Specific Sith spells require a trainer, preferably a PC trainer.
Blood Trail and other Nightsister spells require a powerful Nightsister trainer. The same goes for the techniques of the Fallanassi, the Disciples of Twilight, and other Force traditions. Of course, this is less so if these traditions form a major and natural part of a character's background.
Simply because something does not appear on this list does not mean it is rational for an Apprentice or new Knight. Use these as guidelines for the scale of your powers.
INTRODUCTION TO THE LIGHTSABRE
There is no 'best' style.
This guide will address the classic Forms of lightsabre combat, the three New Jedi Order styles, and assorted others, such as Jensaarai combat and Trispzest.
Form I: Shii-Cho. A simple, strong form, the foundation of all lightsabre combat. Kit Fisto was a master of Shii-Cho, and considered one of the greatest duellists of the Jedi Order. Weaknesses: Difficult to adapt in the middle of combat. A particularly strange attack has a higher chance of hitting you.
Form II: Makashi. Fencing. Count Dooku was a master of Makashi. Weaknesses: Its grip lends itself to delicacy, not strength. Its guards can be broken by Djem So or other powerful strikes, so it relies on subtle parries and dancing the blade's point around an enemy's guard.
Form III: Soresu. Pure defense. Obi-Wan Kenobi was a master of Soresu, able to defend against four lightsabre blades at a time. Weaknesses: Very poor on offense.
Form IV: Ataru. Mobility and positioning. Qui-Gon Jinn was a master of Ataru. Weaknesses: Not strong on defense if backed into a corner or tricked into close-quarters combat, where mobility is less useful.
Form V: Djem So. Power, power, power. Anakin Skywalker was a master of Djem So. Weaknesses: It is easy to overcommit to a strike and leave yourself open to a quick counterstrike, especially from Makashi or Ataru.
Form VI: Niman. A blend of all lightsabre styles, and weaker because of it. The 'diplomat's form' is designed to give basic combat skills to negotiators, healers, Sith sorcerers and others who prefer to focus on areas besides lightsabre combat.
Form VIIa: Juyo. Kinetic and bouncy, ferocious and mobile. Darth Sidious was a master of Juyo. Weaknesses: Very tiring.
Form VIIb: Vaapad. The same as Juyo, but with specific mental connotations that make it less suitable for Sith; frequently a gateway from the Light Side to the Dark. A Vaapad user enters the edges of the Dark Side by focusing on battle lust and the will to win. Vaapad is exceedingly rare. Mace Windu and Darron Wraith were masters of Vaapad.
Sokan. Ataru, taken to the next level. Sokan is a set of principles involving very high mobility and use of the environment. Yoda was a master of Sokan. Weaknesses: Very tiring.
Jar'Kai. Two-blade combat. Anakin Skywalker was a master of Jar'Kai. Weaknesses: One-handed grips are easier to break with Djem So or Vaapad. The off-hand blade can often be disengaged, forced out of position, or incapacitated with subtle maneuvers, as with Makashi.
Trispzest. Aerial lightstabre combat in which the attacker is capable of flight, either through wings, repulsors or telekinetic levitation. Weaknesses: Very tiring, vulnerable to strikes from below.
Trakata. Combat with lightsabre deactivated until a critical moment. Relies on avoiding enemy strikes. Requires high mobility (such as with Ataru or Sokan) and perfect timing (such as with Makashi). Weaknesses: It is very, very easy to die.
Jensaarai combat. Lightsabre is reversed, in a two-handed grip with one hand on the pommel. Most maneuvers rely on a triangle of potential positions.
Strong Style. A simplified, versatile style, trading speed for strength.
Medium Style. A simplified, versatile style, balancing speed and strength.
Fast Style. A simplified, versatile style, trading strength for speed.
This is a guide, not a set of rules.
Apprentices and new Knights:
The Force can, in theory, do anything. However, you can't.
A Sith Apprentice has a number of options. Specifically, it is often best for Apprentices and Knights to confine themselves to the Force powers used in the films. If you must be creative with the Force, do so in ways that reflect the power and control of an Apprentice or new Knight (Anakin Skywalker counts as neither; a better example would be film-era Luke Skywalker or Ahsoka Tano). Some good examples for Knight-level characters are Darth Maul and Qui-Gon Jinn. Some good examples for Master-level characters are Obi-Wan Kenobi and Count Dooku. Emperor Palpatine and Master Yoda should usually be considered the upper limit of what is possible using the Force.
Although the Force has dozens or hundreds of applications, some of them strange and rare, the scale of these powers should be compared to the scale depicted in the films and television media. Many of the most powerful techniques depicted in other materials have been lost over time, or require too much concentration and power to be used in normal battles, but it may be possible to find teachers willing to train your character.
Category A
Powers in this category are appropriate for Masters and specialized or experienced Knights. New Knights and Apprentices, when using these powers, should keep in mind that the effects will be relatively weak, and/or will often come at great cost (for example, quick exhaustion).
Force Lightning. Killing targets with lightning is very difficult for any Sith below Master rank, and lower ranks' attempts to use this power should reflect that fact.
Similarly, an Apprentice or new Knight should always avoid using any technique that is capable of killing multiple people instantaneously. This would include creative but overpowered uses of telekinesis. If a Force Push or a Force Choke was good enough for Darth Vader, it's good enough for you.
Beast mastery and illusions are specialized fields. If you gain power in these fields as an Apprentice or new Knight, be prepared to make sacrifices in the rest of your skillset. Mind control beyond a simple mind trick is a rare and difficult skill. Communication with, and control over, animals is a sliding scale, but is considerable easier than handling a fully sentient being. Controlling a Rancor, for example, or another semi-sentient lifeform, would be appropriate for a Knight.
Any sort of power blast or force construct should be carefully considered. Melting holes in things with your brain or crafting Spears of Midnight Black can both be considered Master-level skills, or appropriate for experienced Knights.
Sith Alchemy, including both the alteration of metals and the bending of genetics, falls into this category. Apprentices and new Knights may learn the rudiments of this art; for example, the creation of a simple Sith sword would be appropriate for an advanced Apprentice or a new Knight, whereas the manipulation of genetics, barring specialization, would be appropriate for a more experienced Knight. It is never appropriate for anyone but a high-level Master to use alchemy 'on the fly', without time to sit and meditate.
Category B
Powers in this category should probably be learned from other player characters or as the result of dedicated, thorough writing. Use of these powers may potentially provoke concerns and complaints. They are easily abused.
Drain Knowledge is canonically employed only by very powerful Sith. It is a very rare technique. Drain Knowledge will not work between peers unless one is at a severe disadvantage, and in the event that a new Knight is taught this power, it should reflect the wielder's power level, the target's power level, and the strength of the mind of the target. Most profound uses of Drain Knowledge are only appropriate for high Knights or Masters.
Canonically, Force Drain is most frequently used by powerful Masters. Nihilus-scale destruction of entire planets will almost certainly provoke a conversation with RP Judges. At the highest levels, Palpatine was capable of siphoning small amounts of energy from the population of Byss. The vast majority of player-level precedents involve single-target applications. It is advised that any Sith who somehow learns Force Drain should strongly consider the power's potential for abuse.
Using illusion to create full invisibility is a skill for powerful specialists. Although it is canonically possible in at least three Force traditions (Jedi, Disciples of Twilight and Fallanassi), it is a very rare art.
Battle Meditation relies on two canonical examples: Joruus C'baoth (an extremely powerful Dark Jedi Master) and Bastila Shan (a once-in-a-millennium, specialist prodigy with many other weaknesses). Battle Meditation and related effects should be used sparingly and when the character has time and security to meditate.
Teleporting/Fold Space/Force Travel is a skill peculiar to the Aing-Tii Monks and is a lost art among both Jedi and Sith.
Passing through solid objects (Phase) is also a lost art.
So is Darth Vectivus' Force Phantom technique.
The same applies to Force Storms and Creating Supernovas. These are arguably the two most powerful Force techniques in the universe. The number of people capable of them is extremely small. The latter also requires specialized, ancient crystals and a Sith Meditation Sphere.
Malacia and Morichro should not be used except by Masters or experienced healers. Force Healing works according to a sliding scale. An Apprentice should only be able to heal to a certain degree, and with significant focus. Multiple-target healing is out of the question for anyone but a specialist or a Master. Furthermore, permanent healing is extremely difficult for Darksiders.
Transfer Essence, or body-trading, is a rare art.
Shatterpoints are an extremely rare technique that often requires a special, rare gift. Canonically, this power has only been demonstrated by advanced Knights and high-level Masters with special training.
Sith Magic or Sorcery, or the power to bend reality in certain specialized ways, requires both special training and a rare gift. Canonically, approximately 3% of Sith have such a gift, and it requires specialized training to unlock. Use with extreme caution. Specific Sith spells require a trainer, preferably a PC trainer.
Blood Trail and other Nightsister spells require a powerful Nightsister trainer. The same goes for the techniques of the Fallanassi, the Disciples of Twilight, and other Force traditions. Of course, this is less so if these traditions form a major and natural part of a character's background.
Simply because something does not appear on this list does not mean it is rational for an Apprentice or new Knight. Use these as guidelines for the scale of your powers.
INTRODUCTION TO THE LIGHTSABRE
There is no 'best' style.
This guide will address the classic Forms of lightsabre combat, the three New Jedi Order styles, and assorted others, such as Jensaarai combat and Trispzest.
Form I: Shii-Cho. A simple, strong form, the foundation of all lightsabre combat. Kit Fisto was a master of Shii-Cho, and considered one of the greatest duellists of the Jedi Order. Weaknesses: Difficult to adapt in the middle of combat. A particularly strange attack has a higher chance of hitting you.
Form II: Makashi. Fencing. Count Dooku was a master of Makashi. Weaknesses: Its grip lends itself to delicacy, not strength. Its guards can be broken by Djem So or other powerful strikes, so it relies on subtle parries and dancing the blade's point around an enemy's guard.
Form III: Soresu. Pure defense. Obi-Wan Kenobi was a master of Soresu, able to defend against four lightsabre blades at a time. Weaknesses: Very poor on offense.
Form IV: Ataru. Mobility and positioning. Qui-Gon Jinn was a master of Ataru. Weaknesses: Not strong on defense if backed into a corner or tricked into close-quarters combat, where mobility is less useful.
Form V: Djem So. Power, power, power. Anakin Skywalker was a master of Djem So. Weaknesses: It is easy to overcommit to a strike and leave yourself open to a quick counterstrike, especially from Makashi or Ataru.
Form VI: Niman. A blend of all lightsabre styles, and weaker because of it. The 'diplomat's form' is designed to give basic combat skills to negotiators, healers, Sith sorcerers and others who prefer to focus on areas besides lightsabre combat.
Form VIIa: Juyo. Kinetic and bouncy, ferocious and mobile. Darth Sidious was a master of Juyo. Weaknesses: Very tiring.
Form VIIb: Vaapad. The same as Juyo, but with specific mental connotations that make it less suitable for Sith; frequently a gateway from the Light Side to the Dark. A Vaapad user enters the edges of the Dark Side by focusing on battle lust and the will to win. Vaapad is exceedingly rare. Mace Windu and Darron Wraith were masters of Vaapad.
Sokan. Ataru, taken to the next level. Sokan is a set of principles involving very high mobility and use of the environment. Yoda was a master of Sokan. Weaknesses: Very tiring.
Jar'Kai. Two-blade combat. Anakin Skywalker was a master of Jar'Kai. Weaknesses: One-handed grips are easier to break with Djem So or Vaapad. The off-hand blade can often be disengaged, forced out of position, or incapacitated with subtle maneuvers, as with Makashi.
Trispzest. Aerial lightstabre combat in which the attacker is capable of flight, either through wings, repulsors or telekinetic levitation. Weaknesses: Very tiring, vulnerable to strikes from below.
Trakata. Combat with lightsabre deactivated until a critical moment. Relies on avoiding enemy strikes. Requires high mobility (such as with Ataru or Sokan) and perfect timing (such as with Makashi). Weaknesses: It is very, very easy to die.
Jensaarai combat. Lightsabre is reversed, in a two-handed grip with one hand on the pommel. Most maneuvers rely on a triangle of potential positions.
Strong Style. A simplified, versatile style, trading speed for strength.
Medium Style. A simplified, versatile style, balancing speed and strength.
Fast Style. A simplified, versatile style, trading strength for speed.