Ruhk wrote:
* Drain Force (Force 1; Usable on this character's turn, target 1 character within 6 squares with a force rating. If target has a force point remaining, target character loses 1 force point and this character gains 1 force point)
* Force Enlightenment (Force 1; Usable on this character's turn, target 1 character within 6 squares with a force rating and a named force power. For the remainder of the skirmish this character can use that force power)
* Force Fear (Force 1; Usable on this character's turn, target 1 living character within 6 squares. Target character may not move until the end of the round, save 11)
* Force Insanity (Force 2; Replaces attacks, target 1 living character within 6 squares. Target character may not move and gets -2 to defense)
* Force Aura (Force 2; Usable on this characters turn. This character gets +2 to defense and +4 to saves until the end of its next turn)
* Force Barrier (Force 2; Replaces attacks, this character gains Damage Reduction 10 until the end of its next turn)
* Force Armor (Force 3; Replaces turn, this character gains Damage Reduction 20 until the end of its next turn)
* Force Body (Force 1; Usable on this character's turn. This character takes 10 damage and gains 2 force points)
* Stun Droid (Force 1, usable only on this character's turn: range 6; target non-living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11)
* Disable Droid (Force 2, usable only on this character's turn: range 6; target non-living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 16)
* Destroy Droid (Force 3; Replaces attacks. usable only on this character's turn: range 6; target non-living enemy takes 20 damage, is considered activated this round and cannot make attacks of opportunity this turn; save 16)
* Force Resistance (Force 2, usable only on this character's turn: this character gains Force Immunity until the end of its next turn)
* Force Suppression (Force 3, replaces attacks: range 6; target enemy with a force rating cannot use any named force powers until the end of the round)
+1 to all of these
Also
Advanced forms of all saving force abilities
Example: advanced lightsaber deflect(force 1, save of 7)
Master illusion (when hit by an attack this character takes no damage unless the attacker makes a save of 16)
Same for lightsaber block, reflect, force defense, force cancel, etc...
Also lightning blade (force 1, for the rest of this turn this character has splash 20)
And that could be combined with maste of the force two ad lightsaber throw/force bubble/etc
Force fury (force 1, for the rest of the the turn this character has +4 atk, -4 def, and twin attack. At the end of it's turn this character takes 10 damage)
Advanced jedi mind trick (force 2, living enemy non-unique characters within 2 squares join your squad for the remainder of the round, save 16)
Lightning shield (force 2, this character gains advanced shields 2 and splash 20 until the end of it's next turn)
Force Focus (passive, this character can double the range and damage of it's force powers this turn if it does not move)
Force reflexes (force 3, this character gains evade and parry until the end of it's next turn)
Force speed (force 1, this character can move six extra squares on it's turn as part of it's move)
Force nexus (force 4, all allies within six squares gain 4 force points)
Dark Side Storm (all characters within 12 squares take 10 damage, save 16)
Force Crush (force 5, range 6, one enemy character is defeated save 16)
Master of the Dark Side (when this character is defeated it may instead take over an allied characters posisition save 16)
Also just for kicks:
Force renewal 4 and 5
Master of the force 4 and 5
That would make it time to unleash the force
Force