Force Users

Each group of Force users needs to be limited enough that none of them could make a decent stand against the Sith, but better at some specialty than a Jedi.

The Sith are the best-developed group of beings that use the Force; they call it the Power, and command the widest variety of abilities. There are a number of small, secretive groups who have each developed particular ways to relate to what the Jedi will refer to as the Force.

Being a member of a tradition requires taking an aspect; the given invoke and compel examples are what will work on a normal member of that tradition. Someone who deviates from this significantly may wind up adding Renegade to their aspect.

These groups may possess powers beyond those listed among canonical Force powers. The advantage beyond what a Jedi could do are specific to the school in which you originally trained; no one from outside the school could learn those without years of study. The limitation is where you start, and will be transcended over the course of the game.

All traditions have some form of meditation activity by which they keep themselves centered.

Members of a given tradition will only know the trappings from their own tradition. When the player characters begin sharing trappings, you can learn in a week of down time when there is no pressure; if there is a time crunch where you really need the technique, you can be talked through it by someone who knows the trapping, and be able to do it on your own assuming you’ve had a week to assimilate it. (You can pick up several techniques in a week this way if you’re in the crucible of field experience.)

All of these groups are survivors of over a thousand years of staying off the radar of the Sith. Force users who Sith see as a challenge are seen as worthy of one of two things: apprenticeship or blood sacrifice. Either way, anyone who comes to the attention of the Sith ceases to be a functioning member of their tradition. All of the traditions are good at keeping a low profile when the Sith are around.

Martial Artists: The Eluwai

A school of humanoid martial artists who practice an art called Eluwaiha (similar to T’ai Chi Ch’üan), with a philosophy that has a number of similarities to Taoism. They refer to the mystic essence as Breath, a concept much the same as qi. They command internal-style force powers; they can leap through the air, punch through walls and armor, resist damage, exhibit inhuman strength, and ignore injuries like characters in wūxiá films. Their healing skills resemble acupuncture, and they are able to speed natural healing to an uncanny level. They have not developed telekinesis, chi blasts, or other external abilities, though their soft styles have been known to make throws work that should have failed based strictly on mass, and their powers of immobility can let them stay standing when sheer momentum should knock them off their feet. Their Insight runs toward blind-fighting using Force Sight, not visions. Their talents lie in the ways of internal energy.

The masters of the school usually camouflage themselves as normal martial arts instructors, who do brisk business with people expecting to participate in the struggles of Sith-dominated culture. Promising students who do well with the normal physical discipline are given special instruction, and those who develop some of the basic Breath abilities are introduced to the school.

Eluwai emphasize chur in their teachings, and instruct their students in diplomatic resolution to conflict, treating violence as a last resort. They practice discipline through meditation and austere living. Occasional Eluwai who retain or develop strength in skran become overly fond of the power that they wield; those with petty ambitions become arena fighters and bodyguards for criminal leaders; those with greater ambitions become gang leaders and sometimes even battle their way into the Sith hierarchy.

The school has a presence on numerous worlds throughout the galaxy, with a particular concentration on Palawa. (A Silat-like offshoot of their art will become Teräs Käsi, wielded by the Followers of Palawa, and some descendant of their teachings may eventually be incorporated into the Matukai.)

This is a good choice for players who are fans of martial arts films. I expect to be cribbing from Hong Kong Action Theater.

Eluwai Training

Requires Force-sensitive.

Eluwai powers: Battle Precognition, Force Speed, Iron Skin, Force Blow, Force Fling, Breaking Blow, Shattering Blow, Extended Aura, Force Tread.

Technomages: The Hidden Academy

A tradition of scientists and technicians who have developed an intuitive understanding of the fundamental forces of nature and their expression in technology. They refer to the mystic essence as the Metaforce, a power that can alter the function of other forces, and they emphasize the importance of understanding how things work. They are able to affect the functioning of existing technology, and to modify it to exceed normal parameters by using what they refer to as Metaforce-patterned crystals. They are fairly helpless when stuck in the wilderness without any manufactured devices to work with, but are deadly in a city with access to power conduits or when facing people holding devices with power cells that can suddenly malfunction. They are limited to meddling with things they can visualize; an Academician can trigger the reset line on a computer, cause a transistor to suddenly shunt current to open a door (if they know where the appropriate component is physically located), but they cannot bypass encryption or program computers. They can sense the flow of energy, the presence of flaws in uniform structures, and strain on materials, and can bring out the flaws they find. The notion of hurling lightning bolts and chucking large objects around without a power cell or graviton beam to work with is alien to their mindset. Their talents lie in the manipulation of the exterior world through understanding of its scientific principles.

Common Academician tricks include putting hidden switches in devices that are utterly inaccessible without the ability to reach through a closed enclosure with the Metaforce.

Academicians usually camouflage themselves as expert technicians or instructors in technical schools. Students who show both technical aptitude and intuition are watched carefully for signs of talent— a student whose percussive maintenance actually fixes problems is usually a good candidate.

Academicians are quite comfortable with chur, but also have a skran tradition where they nurture the thirst for knowledge, the thrill of discovery, and pride in excellent work. They caution those in the latter tradition about becoming overly obsessed with changing the world through their technology. These can fall into the mad scientist archetype, building unique machines that do incredible things. Such things cannot be mass produced, since they need regular maintenance from their inventors, but even one large-scale device that’s meant to change a world is usually enough to cause a great deal of trouble. Discipline is maintained through peer review and scientific rigor; writing down experimental protocols and carefully analyzing technical papers is, for them, a concentration activity as potent as the meditative techniques taught by the School of the Breath of Light. Since mad-scientist types tend to lose perspective and attract the attention of the Sith, Academicians have a strong incentive to take care to avoid that path.

The Academy is distributed throughout the galaxy, though they have a particular concentration on Ossus, where they have access to the Metaforce-patterned crystals that they use in their technology.

This is a good choice for players who have a good understanding of science and technology and want to take the time to read up on the physics in use in the campaign. The name is based on the Invisible College.

Metaforce Gadgets

When Academicians create gadgets based on Metaforce-patterned crystals, they are able to exceed the limitations of available technology. Such gadgets cannot be mass-produced, and require regular tuning by someone with Academician training. You might have a closet or even a warehouse full of them; it takes an afternoon to change slots, or a few hours if you roll Good (3) on Energy.

Things you can do with one slot:


The Academicians have gleaned enough hints about the holocrons used by the Sith that they can manufacture their own. (Another inspirational image for how a holocron’s frame could look.)

While holocrons are technically information technology, they are more properly a knowledge technology; they can only be operated by a Force-sensitive being, and they cannot be backed up. The personality of the gatekeeper, which acts as a tutor for the knowledge represented in the holocron, is an imprint of the original creator’s. If the gatekeeper evaluates a user as worthy, it can assimilate knowledge taught it by the user, and will pick up personality details from the user as well. One of the best ways to get access to the deepest secrets of a holocron is to teach it things it doesn’t know.

Programming holocrons takes a long time; most Academicians find it wearying to attempt to teach more than one at a time. The easiest way is to turn it on while teaching someone else; developed holocrons can even assimilate information while the user is being taught. One can also sit and explain things to the gatekeeper, either as a direct tutorial or as a running commentary while doing work as if an apprentice were present. It is most common for an Academician to keep one as a lifelong lab notebook, and pass it on to their apprentice when they retire or if the apprentice is leaving on a difficult task. Holocrons can store data that is more intricate than the use can hold in their head at one time, but that data is usually in a format more as it is in the mind (e.g. lines and curves) rather than in a computer (pixels).

Academician Training

Requires Force-sensitive.

The scientists of the Hidden Academy have a deeper understanding of matter and energy than other Force traditions: years of work in the lab has given them the ability to focus on phenomena too subtle for most Force users, down to the energy in circuits and the crystalline structure of metals. They cannot visualize at an actually microscopic level, but they can sense the difference between amorphous and crystalline substances as a texture and induce crystallization to make them shatter more easily. They can easily detect if a macroscopic circuit is active, even if it is shielded, and can disrupt microcircuitry. Academicians can pick targets that other Force users simply cannot, and can quietly stand there making sure that a squad’s blasters will misfire on their next uses while another person engages their attention. As a matter of game mechanics, they can use their Energy and Telekinesis skills to make maneuvers that put very subtle technological aspects on equipment.

They start out only being able to use their Telekinesis and Energy for subtlety, rather than power, though they can throw lightning bolts with the best of them when there’s a high-energy power conduit handy to use.

An Academician can easily maintain one Metaforce gadget. If they are devoting attention to maintaining more, they should take the stunt below:

Academician powers: Deeptouch, Material Manipulation, Malfunction, Disrupt Electronics, Liberate Energy, Absorb Energy, Extended Aura, Force Cloak.

Metaforce Gadgets

Requires Academician Training.

This stunt represents the attention required to maintain two more Metaforce gadget slots. The stunt can be taken multiple times.

Sample starting character

Bards: the Aurreghil

The Aurreghil is a loose network of performers who use the mental states associated with performing music to create mystic effects; members are called Bards. The backbone of the organization is mostly Khil, and what little infrastructure they have is on Belnar. They can use anything from song to synthesizers, finding it easy to influence emotions and performing activities resembling Jedi mind tricks. Their music can touch the heart, soothing souls or helping people achieve catharsis. They are occasionally subject to visions, and they sometimes work them into their songs. They can also cast illusions, varying from just giving their audience an uncannily good visualization of the topic of their song to quietly humming a tune while they look like someone else entirely.

The Bards have a strong skran tradition; they that it is vital to feel passion in order to give a good performance. (The few who have strong chur are superb method actors who can emote intensely and then let go.) Their cautionary ballads warn of past Bards who became overly fond of their ability to manipulate people and came to bad ends. Their discipline is to sublimate the passions that could lead them into trouble into their art.

What the Sith call the Power, the Bards call the Song. They know that it sings of heroism and tragedy, of love and hate, of glory and vengeance and victory and defeat. They know that the Song calls people to greatness, but has no guarantees of happily ever after. Some of the most advanced Bards maintain that the greatest thing in the Song is simply music, and advise the young ones that their highest calling is a good jam session: setting aside the ego to simply make beautiful music in an ensemble, abandoning the pride of the diva and exercising leadership by encouraging others to bring out their best talents. The ethical commitment of the Aurreghil is to reveal threads in the Song that would otherwise be lost in obscurity, and this often leads to them doing a fair amount of investigation in order to compose songs that call attention where it is needed, whether they are satires that call people to action or eulogies to highlight virtues that went unnoticed in life. The ethical commitment is not suicidal— sometimes it’s best to be on another planet entirely when that holovid you created gets dumped out into the public network.

Bards regularly compete in composing extemporaneous poetry, with and without musical accompaniment. This is their most effective means of prophecy.

Instruments: traz (2) aka slitherhorn (2); Chidinkaloo Horn; Kloo Horn; Dorenian Beshniquel (aka Fizzz); Fanfar; Bandfill; electric dulcimer (bowed, hammered, plucked); didgeridoo; hang drum; eigenharp


Aurreghil Training

Musicians with Aurreghil training are experienced in mental projections. Their primary focus is in collaboration, and they are adept at placing aspects on their fellow, non-Force-sensitive musicians to help them succeed in ensemble play. The Bards can create much more detailed suggestions than the usual mind trick; even with instrumental play, they can create lasting moods, and with lyrics they can impart nuanced ideas. (The nuance is more on the order of when you rise up as an angry mob, you should focus your ire on the people giving orders and spare their minions where you can rather than follow this set of detailed instructions— it imparts a pattern of thinking, not a series of orders.)

Powers of the Bards include Friendship, Conceal Presence, Dominate Mind, Project Illusion, Illusory Proxy, Masquerade, Combat Empathy.

Paladins: the Chatos Academy

The Chatos Academy on Ondos is a specialized group of warriors who adhere to a moral code of protecting the weak, that the measure of justice and fairness in the universe is what happens to the folk with the least power. While they have a great deal of training in lethal and nonlethal combat, they have a heavy emphasis on detective work: they need to determine injustice for themselves, and do not rely on the word of a person claiming they were wronged. If their investigation shows that a complainant is actually perpetrating injustice, the Paladin will take action against them. The moral code isn’t a set of formal rules; it’s grounded in the question what if that were you?, and applying it to each party involved in a problem.

They use the term resolve to refer to balancing injustice. This can be returning a stolen item, rescuing a kidnapee, stealing money from someone who earned it unjustly, assassinating someone with a sniper rifle, or putting together a team that wipes out the leadership of an entire gang or company. On rare occasions, they have the pleasure of meting out poetic justice, sometimes by negotiating marriage contracts and trade agreements.

The symbol of the Academy is a pair of scales surmounted by an open eye. All members own at least one bronzium badge with the symbol engraved on one side and a small holodisplay (with excellent anti-tampering countermeasures) embedded in transparisteel on the other; the display usually displays the face of the Paladin, but can be used to store messages. Paladins sometimes record messages on their badges and send them with a courier to guarantee the authenticity of the message. They usually display the badge openly, as the Academy has an excellent reputation, but have no other requirements for appearance. Paladins show up in anything from long coats with numerous pockets to heavy battle armor, and are often accompanied by multipurpose droids that can handle anything from forensic analysis to combat.

In this dismal era, anyone claiming to be operating in the public interest is usually running a scam, so the Paladins claim to be the variety of bounty hunter known as a justiciar, with an unusual fee structure: 1/1000 of your net wealth to resolve a theft or minor assault; 1/100 for a major assault, kidnapping, rape, or murder; 1/10 for heinous crimes like mass murder; all fees paid or placed in reliable escrow in advance, returned in full if the Paladin can’t resolve the problem. Tracking down Paladins who have betrayed their moral code, or anyone who impersonates a Paladin, is free.

In cases where people do not have easily divisible wealth, Paladins are required to exercise their judgment and intuition in discerning a reasonable fee, and they are required to demur on some offered fees at least twice before accepting. Some Paladins have wound up with apprentices or spouses as a result of taking a job where the client couldn’t pay any other way.

Their metaphysical discipline is a refinement of intuition, which they call their Hunch, and most of it is taught through apprenticeship in the field— though some thieves and swindlers have accepted teaching positions at the academy in exchange for having their lives spared. Their martial discipline is a collection of everything from military training to dirty tricks, which they call Choyda Rundo (Huttese for whatever works). Paladins often follow skran, particularly when young, taking joy in battling against injustice; when they get older, they often switch to chur as they develop a seen it all attitude. Their training in Insight is very ad-hoc and in-the-moment: they have a propensity for intuitive navigation, dowsing, mythic timing, and (for the Kiffar among them) psychometry; a Paladin can move through a jam-packed crowd at almost walking speed by following their Hunch about where the breaks will occur.

This is a good choice for players who enjoy hardboiled detective genre fiction.

Chatos Training

Requires Force-sensitive.

The Paladins learn to use their Insight in the field, following what they call their Hunch. They have no formal traditions of scrying— the closest they get is on-the-spot dowsing— and visionary work, but they are expert in following their Insight in the moment. Paladins can tag their training any time they follow their intuition, and can perform impressive feats like walking right through a jam-packed crowd or dodging through high-speed traffic.

Chatos powers: Intuitive Navigation, Intuitive Tracking, Intuitive Astrogation, Battle Precognition, Payola Sense (unique).

Healers: the Iatricians

The Healer’s Guild is a loose organization of healers who are experts in natural and holistic treatments; they are very popular among the poorer segments of galactic society because they only charge enough to make a living and don’t seek wealth. They range from mystics who reject all technological medicine to pragmatists who happily embrace diagnostic tools and minimally invasive surgery when they know those will be more effective. Inside the Guild itself is a group of Force sensitives called the Iatricians, whose core discipline is built around empathy and service to others. (The root word, ἰατρός [iatros] is from an old Tionese word for physician, which they consider to be a superior term to the Basic term doctor, whose root means teacher.)

Iatricians are easily able to sense the emotions of others and to project calm; they can soothe pain easily, trigger the placebo effect, and even send people forcibly to sleep. The apprentices can speed healing, bolster immune systems against disease, ease consternation, and can perform basic truthreading (though someone practiced enough to lie without consternation and without flurries of thought can slip past them); the masters can mend flesh, knit bone, repair any organ that is still basically intact, place a person into a deathlike trance that gives them time to get to more thorough medical assistance, read a person’s surface thoughts, and cure psychological disorders.

Iatrician ethics are grounded in the metaphor of the healthy body: people and organizations are effectively cells and organs in the body of society, and the Iatrician’s duty is to maintain the health of that larger body. They charge what people can afford: for the poorest, a meal or place to sleep, a future commitment of time, or diligence in nagging someone else to take care of themselves. Those that have survived millennia under the Sith do not consider themselves constrained by the equivalent of a Hippocratic Oath when it comes to people who are acting as plagues and cancers on the body of society. The ideal is to cure people of their bad behavior and restore them to healthy function— for instance, when healing family members of gang leaders, they negotiate for more responsible behavior from the gang— but if someone has the moral equivalent of cyborrean rabies, euthanasia is ethically permitted. In practice, this means that Iatricians favor blasters with stun settings, sonics, glop grenades, and other less-lethal measures, on the principle of be prepared to heal the harm you deal.

When Iatricians abandon empathy and become overly impressed with their own power, they can be quite dangerous. They can influence the weak-willed directly, bring out the deepest fears of people they wish to influence, inflict subtle but terrible damage through their knowledge of the workings of the body, and become very effective interrogators.

Iatricians know their own bodies best of all, and will tend to heal quickly even when completely unconscious, though they will be able to go much faster if they are brought around enough to enter a meditative trance.

Future themes to work in: the Halls of Healing, the Circle of Jedi Healers, the Healing Crystals of Fire.

Iatrician Training

Requires Force-sensitive.

Techniques of the Iatricians: Resist Stun. Powers of the Iatricians: Cure Disease, Cure Poison, Malacia, Morichro, Revive.

Iatricians start with Cure Disease and Cure Poison.

Pacifists: the Order of Dai Bendu

Mystics who practice a philosophy of nonconfrontation called Bendu. Their primary base is on the hidden world of Tython in the Deep Core, but it is a well-kept secret; they do their best to make their monasteries on Ando Prime and Thape seem to be their strongholds.

The Bendu monks cleave to the ashla, choosing to avoid confrontation in the first place, and emphasize understanding people well enough to head off problems before they escalate. The next move after that is to get out of the way (taking as many innocents with you as you can) and allow the people who are determined to seek conflict to expend themselves fighting each other.

The Martyr faction of the Order believe that violence is never justified and are willing to die in service of this belief; they tend to be the experts in simply radiating peace so much that no one can lift a hand against them. The Pragmatic faction believe that it is occasionally necessary to restrain others in order to give them a chance to cool down, and train in soft martial arts— their style is called Tlon Bendu— and with weapons that only restrain and stun. (They consider blasters with a stun setting to be a last resort, as the electrical jolt can be quite harmful; they prefer gloop guns, net guns, bolas, etc.)

Dai Bendu Training

Requires Force-sensitive.

Dai Bendu techniques: Force Light, Force Armor. Dai Bendu powers: Seek Vergence, Radiant Peace. They also know techniques for enchanting talismans.

Prophets: the Baran Do Sages

The Baran Do Sages are a group of Kel Dor Force sensitives who started out by predicting the weather and came to a deep insight of the flow of energy in the world. Oxygen-breathers with strong Force talents have found their paths leading to the sages on Dorin and a teacher. The Baran Do speak of the Flow, a turbulent river of events that comprises past, present, and future. They also serve as investigators and judges on Dorin when crimes are considered unsolvable by ordinary law enforcement; they may spend a great amount of time following their visions to search for hard facts that will crystallize

Few of the Kel Dor sages leave Dorin, but enough of their non-Kel Dor apprentices have done so that there is a small Baran Do tradition outside— there is one taking root among the cameloid H’drachi on M’haeli. Their training starts in the realm of divination— dowsing, prophecy, scrying— and as their insight deepens, the Sages begin to get a grasp on the workings of energy with techniques such as hassat-durr, tutaminis, and throwing lightning. They spend a great deal of time in meditation to develop their inner vision— the Sages are a strongly chur group— but often resort to scrying foci (bowls of inky water, dark mirrors, crystal balls). Even so, their visions are fragmentary, with just momentary impressions of a person in a particular place or situation; they need to do a fair amount of detective work to back up their visions. The most powerful of the Sages can even share their visions with others who are willing to receive them with a touch.

Kel Dor are judgmental and accustomed to black-and-white thinking, and this is often passed on to their alien apprentices. They prefer to avoid violent confrontation when possible, but usually choose swift, effective, and often lethal force when combat is unavoidable. They are difficult to surprise in and out of combat.

The Baran Do strongly emphasize remaining aloof until they have determined that the time is correct for decisive action. This seems to work most of the time, but there have been times when a great many deaths occurred before the time was right to act— and others in which people took what the Sages termed rash action that seemed to have saved a great number of lives, even in the long run.

Their talent for intuitive navigation requires that they be the traveler; they cannot sit safely at the other end of a commlink and offer suggestions without taking risks to their own persons.

Sages who become overly obsessed with knowing and controlling the future can move from chur to skran. This hampers their ability to predict the general future, but gives them greater ability to choose the actions that will further their cause, even while they lack any knowledge of what they will confront. This is called seizing the future; renegade Baran Do who embrace this usually wind up either wealthy and powerful or very dead.

Baran Do Training

Requires Force-sensitive.

The Sages are experts in reading the Flow, a turbulent river of events that comprises past, present, and future. They are talented visionaries. Native Kel Dor who join the Baran Do Sages tend to pick up on the very black-and-white, judgmental thinking of the older Sages; non-Kel Dor whose path takes them to Dorin and spending years wearing a breath mask are usually more flexible.

People with Baran Do training can perform scrying by entering a trance to see from afar (Fair, 1 stress), the past (Good, 2 stress), or a possible future (Great, 3 stress). Base time is 1 hour. Once per session, you may spend a fate point to have a preparation in place that your character foresaw in their meditations; it must be consistent with events up to the current moment. Repeated attempts at farseeing on the same topic are generally not very informative, unless there has been a radical change in the events that will lead up to it. (SWd20: Farseeing [RCR p86–7].) The more shifts you generate, the more information you get; making the roll exactly may give you a single sense impression or even just a feeling; getting spin may put you right in the scene.

Baran Do powers include Battle Precognition, Precognitive Vigilance, Weather Eye, Alter Environment, Absorb Energy, Force Thunderstorm.

Oneiromancers: the Dreamswimmers

The secret of the Herglic merchants is that their native Force tradition, the Dreamswimmers, are able to visit the dreams of others, even across the galaxy. On the rare occasions that Force-sensitive orphaned aliens wind up in Herglic care, they may be trained as Dreamswimmers, but otherwise the tradition keeps very quiet about being the edge of the Herglic trading empire.

Dreamswimmers operate openly in Herglic society; xenoanthropologists think they’re just psychotherapists with a mystical dream shaman schtick, and that trading families are patrons to them as a form of tradition. The actual case is that they are providing secret almost-instantaneous communication for trading vessels, and they’re being given a tithe of the profits. Many Dreamswimmers are fairly wealthy; others gamble much of it away. They have an ethical commitment not to divulge embarrassing things from someone’s dreams without permission, unless they are a criminal. They usually help people with their nightmares and phobias as a public service; when meting out justice (usually as a sentence handed down by a tribunal), they have been known to deliberately inflict phobias to prevent criminals from re-offending.

Dreamswimmers concentrate their study on the Ocean of Sleep, in which they can swim and dive. The dreams of strangers require proximity, as does deep diving into a particular dreamscape. A Dreamswimmer can spend a night surfing across numerous dreams to pick up what’s on the minds of people nearby, or contact a single person for an extended conversation (and make them awaken directly so they remember it), or take control of the dreamscape and put the dreamer through their own narrative.

When they are not entering others’ dreams, a Dreamswimmer’s own dreams can reflect events of significance to them: far away, or in the past or future.

Dreamswimmer Training

Requires Force-sensitive.

Dreamswimmers are capable of instantaneous communication from across the galaxy by visiting the dreams of people they know. They are able to control dreamscapes as well, which can be used to stage settings that may elicit information from people, or torment their consciences.

Dreamswimmer training focuses largely on Mind and Insight, and has little focus on the physical side of the Force.

Dreamswimmer powers: Mind Sonar, Dreamswimming (unique), Dreamsurfing (unique), Dreamdiving (unique).

Druids: the Listeners

Within the Listeners to the World-Spirits is a hidden Force tradition developed by Force-sensitive Ithorian shamans, sometimes called nature priests. Unlike the Jarvashqiine, they have little to do with ghosts; they are interested in the world of nature. They are able to speak with animals and enter telepathic links with them, control their own bodies to match animal capabilities, cause plants to grow at astonishing rates, and even commune with the ecosystem itself.

Listener Training

Requires Force-sensitive.

Listener powers: Friendship, Beast Language, Beast Trick, Share Senses, Borrowing (unique), Jungle Walk (unique), Plant Surge (unique), Yank the Food Chain, Voice of the World-Spirit.

Priests: the Numenists

Among the Venerators of the Numina of the Great Spiral are a number of Force-sensitive priests who wield real power. They connect with Force spirits and invoke blessings upon people. The Force spirits, in turn, may teach them different powers— some may learn enough Body to do healing, others may learn Insight for prophecy. They also know techniques for enchanting talismans.

One character concept is a Numenist whose god was eaten by a Sith deity after the temple was overrun by Kissai.

Numenist Training

Requires Force-sensitive.

Shamans: the Jarvashqiine

A loose association of Force-sensitive shamans from a variety of cultures. They range from peaceful, ancestor-worshipping Gotals to volatile Twi’leks to harsh Tuskens. They are adept at interacting with beings living and dead, as individuals and amalgamations. They vary greatly from culture to culture, but enough of them have traveled the worlds that they have recognition signals to avoid treading on each other’s turf. If you want a character that has a more magical view of the Force, this is the umbrella organization to which your character is connected.

(Inspirational material: Shapers of Kro Var, JATM p84–5.)

The shamans do not have highly organized metaphysics. Shamans are very likely to turn up as ghosts, as are people of strong will (particularly those with unfinished business), and sometimes even people slain in extreme circumstances, particularly if slain by use of what the Sith term the Power.

Other Force users are dubious of some of the perceptions of shamans: a shaman can perceive a disease as a spirit invading a body, and may compel it to leave with fumes and smokes (a chur tactic) or engage it in a metaphysical battle (a skran tactic). At the larger scale, they can perceive entire ecosystems as possessing an enigmatic spirit with which they can interact, though few have ever seen such things without sharing a shaman’s trance.

Shamans vary strongly in their specialties. Some are more in the way of witch doctors, with talents in healing and the mind; others work with the spirits of nature, calling up powers of wind and weather and fire. Almost all of them know techniques for enchanting talismans.

They usually have skill in sleight of hand and other theatrics for impressing their audience.

Shamans often have difficulty sharing their techniques with other Force users.

Jarvashqiine Training

Requires Force-sensitive.

Shamans are comfortable with the animistic view of the world, and see spirits where others would not be ready to. This gives them an advantage when dealing with the spirits of the dead; most Force users, even with Mind and Spirit training, have difficulty interacting with ghosts. They are among the most flexible traditions in the breadth of Force powers they can command, but much more dependent on props that have symbolic significance to them, and apt to use superstitious reasoning. (The general Jarvashqiine consensus is that Sith don’t need as many props because they have more bound spirits of the dead serving them— given the way that Sith alchemy usually has a pretty high body count, this is not much of a leap.)