By Axle Steele (rogal@uiuc.edu)
The Jedi do not divide reality into the 9 spheres of tradition mages, but instead by what they are doing to the Force: altering it, sensing it, and controlling it. (Yes I know I stole this directly from West End Games, I'm gonna steal other stuff from them to so hold on). Since this is not very useful to us WoD people, I'm going to fudge a little and directly corralate these to the nine spheres.
Alter: Forces, Entropy, Matter
Sense: Prime, Correspondence, Time
Control: Mind, Spirit, life
The Darkside is more attuned with altering the Force, and the Light side to controlling it. Both are equally adept at sensing it.
Technocracy: They seek order for the universe. That is good, but if the universe does not want their order, then it be evil.
Marauders: They do not respect the balance; they for all their assertations to the opposite are clearly part of the Dark Side.
Nephandi: The Dark Side.
Vampires: Unnatural parasites who are no longer truly part of the Force; pity them.
Werewolves: They understand their place, and yet lack true understanding. True allies and little more than children.
Other shapechangers: Like their brethren the Garou children.
Wraiths: The dead should stay dead unless they have something important to say; these rarely do.
Changlings: Fools.
Mummies: Respect their ancient power, and their ancient knowledge.
Immortals: Death does not touch these, but otherwise they are merely human.
Sense Force
Prime 1 Sprit 1
Description: The Jedi reaches out with his mind to sense the Force in the area.
System: basically the same thing as Prime 1 sense quintessence, but the spirit element allows a Jedi to tell if something is of the Light or Dark side. ie: good or Evil, not wyrm tainted, wyrm tainted. etc.
Lightsabre combat
Mind 1 Forces 2
Description: You fight with a lightsabre. What else do you need here.
System: The mind 1 commponent allows the Jedi to keep this power up and still use his full dice pool for other non-magickal actions, the Forces 2 commponent makes the light sabre do 1 more, or less damage level per success.
Transfer Life
Prime 5 Mind 5 Spirit 6
Description: used by the emperor to move his mind from one body to another after Return of the Jedi, and in Dark Empire 1 and 2.
System: The user expends all of his Quintessence when using this ability, and catapaults his mind and spirit completly into another body. This other body must be mindless or the rote will fail, and the mage will die. If successful on the Arete roll the mage will be in the new body, the spirit 6 commponent of the rote prevents paradox from noticing the mage cheating death, although the rote itself is still vulgar.
Create Force Storm
Prime 6 Forces 6 Entropy 3
Description: used at the end of Dark Empire 1 the Emperor disintegrated an entire rebel fleet with this force power.
System: the user summons a direct and powerful manifestation of the Wyld, causing the very fabric of reality itself to boil and churn, creating an unstoppable maelstrom miles across that will destroy anything in its path. This rote so violates the laws of nature that any Mage using it will automatiaclly gain 10 points of paradox; if this brings the mage's total above 20 a backlash will result. To make matters even worse this power is such an affront to reality that a few moments later a Paradox storm is almost sure to develop sucking up anything in the Force storm's radius, and causing even more destruction. This paradox/Force storm conglomeration can last for hours The Force Storm will destroy any non-living material it encounters, and inflict 10 soakable, but aggravated wounds to any living being cought within it. The resulting Paradox storm will then take these unfourtunate souls elsewhere.
Luke Skywalker
Level: Jedi Master
Strength 4 Dexterity 5 Stamina 5
Charisma 4 Manipulation 3 Appearance 3
Perception 3 Intelligence 4 Wits 5
Talents: Alertness 3 Dodge 5 Brawl 3 Leadership 5
Skills: Lightsabre 5 Pilot 5 Drive 4 Repair 4 Knowledges: computer programming 3 Enigmas 4 Cccult 2 Science 3 Linguistics 2
Movie: Arete 3
Spheres: Correspondence 2 Forces 2 Life 2 Mind 3 Matter 0 Prime 1 Spirit 0 Time 2
Comic: Arete 5
Spheres: Correspondence 2 Forces 4 Life 3 Mind 3 Matter 0 Prime 3 Spirit 1 Time 2
Conscience 3 Self-control 3 Courage 5
Humanity 7
Willpower 8
Emperor Palpatine
Level: Dark Oracle
Strength 3 Dexterity 2 Stamina 4
Charisma 3 Manipulation 4 Appearance 1
Perception 6 Intelligence 6 Wits 4
Talents: brawl 5 Dodge 5 streetwise 5 Leadership 7
Skills: Lightsabre 6 Research 6
Knowledges:Ccomputer Programming 2 Enigmas 6 Occult 6 Jedi Lore 9 Cosmology 6 Investigation 6 Bureaucracy 8
Movie: Arete 3
Spheres: Correspondence 2 Entropy 3 Forces 4 Life 0 Mind 3 Matter 0 Prime 2 Spirit 1 Time 2
Comic: Arete 9
Spheres: Correspondence 2 Entropy 6 Forces 6 Life 5 Mind 5 Matter 2 Prime 6 Spirit 6 Time 5
Conscience 0 self-control 2 Courage 4
Humanity 1
Willpower 10
Deragments: Intellectualization, Meglomania, Paranoia, Delusions of Granduer????
Notes: Sure he's outrageously powerful, but he's the Emperor; he even scares the hell out of the leaders of the Nephandi.
Caveat: Two sets of magical stats have been presented, one that is for the movie version (only the movies taken into account) and the other based on West End Games and the comics. The movie versions are much less powerful.
Technocracy: The power of thier technology is nothing compared to the power of the Dark Side.
Marauders: Gullible fools who do more harm than good.
Nephandi: Their mastery of the dark side is almost as powerful as my own.
Vampires: They are cut of from the Force, and so cannot be a true threat.
Werewolves: Their lack of ability in the Force makes them pets as best.
Other shapeshifters: Bah, I already spoke of them.
Wraiths: The dead mean nothing to me.
Changelings: Entertaining and nothing but pawns.
Mummies: Their approach to immortality has made them sacrifice the Force; for that they are fools.
Immortals: Natural immortals; I am envious of them, but yet their power is but a candle to my star.