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A noble order of guardians and protectors, unified by their belief and observance of the Force, the Jedi hearken back to a more civilized, classical time in galactic history. Their Order is ancient, spanning over a thousand generations. As the Galactic Republic throve and grew over the centuries, the Jedi Order came to serve it as guardians of peace and justice.
Headquartered on the galactic capital of Coruscant, the Jedi trained, studied, and planned from the impressive Jedi Temple, a towering edifice rising high above the surrounding structures on the city-planet. They are governed by a High Council of 12 Jedi - most of them Jedi Masters - who contemplate the very nature of the Force.
To become a Jedi requires the deepest commitment and most serious mind; it is not a venture which is to be taken lightly. As such, Jedi instruction is rigidly structured and codified to enforce discipline and hinder transgression. Only 20 Jedi have ever voluntarily renounced their commissions, and it is with great regret that the Jedi Order recognize the so-called "Lost Twenty." A Jedi who fails in his training can become a very serious threat; the Dark side of the Force beckons to the impatient, and students in the past have been lured to its call with devastating consequences.
Jedi candidates are detected, identified, and taken into the Order as infants; all connections to previous family life are lost. In the early stages of training, a single Master instructs groups of Jedi hopefuls. As the Jedi trainees mature, each apprentice is paired with a Jedi Master to continue the next phase of their training. According to the Jedi Code, a Jedi Master may only have on Padawan learner at a time. At the end of the Padawan's training, they must undergo trials before ascending to the rank of Jedi Knight. The next highest level of rank in the Jedi Order is the Jedi Master, reserved for those who have shown exceptional devotion and skill in the Force. It is from the ranks of the Jedi Masters that the Jedi High Council is chosen, which is the main interface between the Jedi Order and the government of the Galactic Republic.
The Jedi dress in simple robes, and carry specialized field gear for their respective missions. Their signature weapon, the lightsaber, is both elegant and deadly in the hands of a trained Jedi. To a Jedi, a lightsaber is not just a weapon; it is a means of concentrating attention and becoming attuned with the Force.
The origins of the Jedi Order are forever lost to time, but much of their early history has been recorded in specialized information modules known as Jedi Holocrons. These lore repositories can only be activated by those talented in the Force, and exploring its deepest confines requires the skill of a trained Jedi. From the few Holocrons that remain, some scholars theorize that the Jedi Order began on the ancient world of Ossus.
Throughout the millennia, the Jedi Code has evolved and changed. For instance, while it now dictates that a Jedi Master may only have one Padawan at a time, in the ancient past, Jedi Masters often had several students. It is likely that events such as the Great Sith War, in which many Jedi apprentices were lured to the Dark side by the promises of Sith power and rose against their Masters, were a factor in the changing of the existing Jedi Code. While the Jedi Code contains many layers of interpretation and information, at its core it reads as follows:
There is no emotion; there is peace.
There is no ignorance; there is knowledge.
There is no passion; there is serenity.
There is no death; there is the Force.
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Although no two Jedi share identical beliefs and ideals, every member of the Jedi Order follows the same fundamental philosophy that dictates their everyday actions and behavior. Similar to the Jedi Code, this philosophy is defined by many different interpretations, often greatly dependent upon the nature and background of any particular Jedi. The galaxy is home to a great variety of beings; the Jedi Order, having members from nearly every race in the galaxy, by nature, must allow its broad philosophy to be somewhat "variable and accommodating." General doctrines and principles are as follows:
A Jedi must be aware of their environment, but must not allow it to affect them in any ways they do not desire.
All Jedi, from Padawans to Masters, can learn from one another.
The true training of a Jedi does not come from listening to lecture.
There is no try.
A Jedi should use all available skills and resources.
Patience can be as strong an ally as any weapon.
A Jedi should never allow themselves to relax and grow weak - even during times of peace.
Every living thing not only strengthens the Force, but draws strength from it as well.
A Jedi feels no heat or cold.
A Jedi can extinguish pain.
A Jedi rarely uses a lightsaber to settle a dispute - out-thinking and out-maneuvering an opponent always result in a better solution.
Beware of the Dark side.
A Jedi can never be helpless - the Force radiates from all living things.
In fear lies caution, and in that caution lies wisdom and strength.
A Jedi trusts the Force, and seeks to resolve problems by many methods: patience, logic, tolerance, listening, negotiation, persuasion, and calming techniques.
A Jedi fights only as a last resort - if forced to draw their lightsaber, a Jedi has forfeited much of their advantage.
There are many times when a Jedi must fight.
Once a Jedi builds it, their lightsaber will become a constant companion, a tool, and a ready means of defense.
A Jedi never acts out of hatred, anger, fear, or aggression - A Jedi must act when they are calm, and at peace with the Force.
A Jedi can wait as long as necessary.
Eyes can be deceiving, do not trust them - a Jedi places trust in the Force.
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The lightsaber is the weapon of a Jedi - an elegant armament of a more civilized time. In comparison, blasters are crude, inaccurate, and loud affairs. To carry a lightsaber is a showcase of incredible skill and confidence, dexterity, and attunement to the Force.
When deactivated, a lightsaber appears as a polished metallic handle, about 30 centimeters long, lined with control studs. At the press of a button, the energy contained within is liberated, and forms as a shaft of pure energy about a meter long. The lightsaber hums and scintillates with a distinct sound; its shimmering blade is capable of cutting through almost anything, save for the blade of another lightsaber.
In the hands of a Jedi, a lightsaber is almost unstoppable. It can be used to cut through blast doors or enemies alike. With the aid of the Force, a Jedi can predict and deflect incoming blaster bolts, and reflect them back at the firer.
Lightsabers have changed little in the thousands of years of their employ by the Jedi. Thos who believe the Jedi Order began on the ancient world of Ossus point to the abundance of Adegan crystals in the system as proof. There crystals are ideal for the creation of lightsabers, as they focus the energy released from a lightsaber's power cell into the tight, blade-like beam. Early lightsabers did not have self-contained power cells, and were instead connected by a conducting cable to a belt-worn power pack.
Once unleashed, the power channels through a positively charged continuous energy lens at the center of the handle. The beam then arcs circumferentially back to a negatively charged high energy flux aperture. A superconductor transfers the power from the flux aperture to the power cell. As a result, a lightsaber only expends power when its blade cuts through something; so efficient is the blade, that it does not radiate heat unless it comes into contact with something.
The lightsaber blade's color depends on the nature of the jewel it springs from, and while its length is fixed in the case of a single jewel lightsaber, lightsabers can be equipped with multiple crystals. These lightsabers can have their length varied by rotating a knob that allows the focusing crystal activator to subtly modify the refraction pattern between the crystals.
After the decimation of the Jedi ranks, lightsabers became rare relics. The knowledge of their construction disappeared with their masters.
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Removed from the surrounding bustle and urban sprawl by its colossal height, the Jedi Temple was the home of the Jedi Order on Coruscant. It stood alone in its section of the city-planet, a towering edifice capped by a crown of five spires that housed the most important temple chambers.
A long, broad promenade led the way from the crowded surroundings to the Jedi Temple. The ziggurat base and its crowning spires were an ancient design, constructed to symbolize a Padawan's ascent to enlightenment. The kilometer-high structure was an anachronistic sight to behold compared to the modern skyscrapers of the megalopolitan planet.
The centermost of the five spires was the most sacred section of the building; inside were housed the original manuscripts of the founding Jedi. Also in this central spire was a hangar bay, complete with a retractable landing pad, for the maintenance and launching of the Order's Jedi Starfighters. The other four spires contained important council chambers dedicated to governing the order: The Jedi High Council. The Council of First Knowledge, The Council of Reconciliation, and The Reassignment Council.
Within one of the outer spires convened the Jedi High Council, the governing body of the Jedi Order. From its circular council chamber, a ring of 12 Jedi held court, monitoring galactic events and contemplating the nature of the Force. It was the Council that held final authority on Jedi missions on behalf of the Galactic Republic, and on whether prospective candidates were worthy of training.
Elsewhere in the Jedi Temple, training facilities were staffed by revered Jedi Masters, who guided young Padawans in their first steps toward Jedi Knighthood. The most influential of Masters had private offices to plan and meditate. The Great Jedi Library & The Jedi Archives housed infinite knowledge from across the galaxy. Other chambers within the Jedi Temple included the Room of a Thousand Fountains, which featured a huge greenhouse, flowing waters, and cascades. The temple also included lightsaber training areas, as well as an area that provided views of giant holographic star maps. Advanced communications networks kept the Jedi in touch with galactic events, and the landing pads allowed Jedi transports and vessels to launch and land quickly, avoiding the constant crowding of Coruscant's space lanes.
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Absorption of Energy - allows a Jedi to absorb or dissipate energy, including light, heat, radiation, and blaster bolts; a highly trained and gifted Jedi will also be able to absorb or dissipate Force Lightning. If absorbed, the energy can often be re-channeled and used by the Jedi.
Calculation - using traditional meditation techniques, this allows a Jedi to solve, or in special situations, approximate high-order equations with the aid of the Force. Usually only used by Jedi students, this is typically performed as a training exercise.
Meditative Trance - this application of the Force is one of a Jedi's first lessons; it allows a Jedi to enter into a deep meditation which is both calming and restful. A meditative trance may often take the place of sleep, and the Jedi may elect to set a time at which he will re-awaken, fully refreshed. A Jedi will also awaken from this trance if they sense danger, or come into harm's way.
Hibernation Trance - allows a Jedi to place himself into a deep trance which slows all body functions: the Jedi's heartbeat slows, their breathing drops to barely-perceivable levels, and they enter a state of unconsciousness. Although able to heal in a hibernation trance, most Jedi use this power as a matter of survival; if food or air supplies are low, a Jedi entering into a hibernation trance is able to survive for many weeks. It also gives the Jedi an ability to "play dead," which can often times be advantageous in certain missions. Similar to the meditative trance, a Jedi is abruptly awoken from the hibernation trance if an immediate danger is sensed nearby.
Cognitive Trance - allows a Jedi to have a hastened thinking process, in which he is able to absorb information (from data screens, voice-tapes, etc.) much faster than normal abilities allow.
Pain Control - allows a wounded Jedi to act and move as if he has not been wounded; although the wound is not healed, the Jedi will not face the immediate side-effects of being wounded. This ability if most often used when a Jedi is fighting, for it allows all his concentration to be centered on the ongoing battle. Pain control cannot be used indefinitely; at some point in time, a Jedi must allow his wounds to heal.
Poison Detoxification - allows a Jedi to detoxify or expel poisons that have entered their body.
Disease Control - allows a Jedi to direct and control the antibodies and healing resources of their body to counter and destroy diseases or infections within their body.
Perceptive Trance - allows a Jedi to accelerate their mental processes to comprehend visual, audio, and other sensory input.
Short-term Memory Enhancement - allows a Jedi to replay recent events in their mind, in order to more carefully examine mental images and peripheral occurrences. In addition to freezing images, the Jedi can also scan memory tracks to recall details that were seen, but originally not registered consciously at the time of observation.
Voice Amplification - allows a Jedi to amplify their voice to cover a defined area; the Jedi will be able to speak, sing, or otherwise communicate verbally over a much larger area than under normal conditions.
Beast Language Translation - allows a Jedi to both translate and speak in languages of beasts. Creatures rarely have true languages, so the Jedi imparts and reads emotional differences within grunts, growls, and body languages.
Creature Summon - allows a Jedi to mentally speak to any creature, "asking" it to come to their aid to accomplish a given task; the Jedi cannot directly control the summoned creature.
Combat Sense - allows a Jedi to focus on the battle at hand; everything else becomes dulled and muted as the Jedi's senses are all tuned to the ongoing combat around him. All hostile targets become mentally highlighted in the Jedi's mind, aiding him in both attack and defense.
Battle Meditation - allows a Jedi to enter a meditative trance during combat in which they can sense, as well as change, the outcome of a battle. Using the Force, the Jedi can coerce their adversaries to abandon their assault, often times turning on each other. Additionally, the Jedi can alter the tide of the battle, strengthening their allies while at the same time weakening their enemies.
Enhanced Coordination - allows a Jedi to coordinate the activities of a group of beings in order to increase their effectiveness at a given task. A common application of this ability is increasing the fighting ability in a battalion of troops, driving them on and supplementing their will to fight; this ability was often used by Jedi generals during the Clone Wars.
Cyber Sense - allows a Jedi to sense the presence of a machine, computer, or droid.
Instinctive Astrogation - allows the Jedi to calculate hyperspace routes without the use of a nav-computer; the Jedi uses their connection with the Force to "feel" through the myriad of hyperspace routes to determine the safest path.
Life Detection - allows a Jedi to detect sentient beings, which might otherwise remain hidden from their normal senses.
Life Sense - allows a Jedi to sense the presence and identity of a specific person for whom they are searching for; the Jedi can also sense how badly wounded, diseased, or otherwise physically, mentally, or emotionally disturbed their target is.
Life Web - allows a Jedi to detect large concentrations of beings of a specific species from great distances. To properly use a life web, the Jedi must be familiar with at least one member of any given species, which enables them to concentrate on a species' unique Force presence.
Sense Magnification - allows a Jedi to increase the effectiveness of his normal senses so they can perceive things that would otherwise remain indefinite. For example, the Jedi will be able to hear noises and voices beyond his normal hearing range due to distance or softness; however, the Jedi will not be able to hear beyond his normal hearing frequencies.
Post-Cognition - allows a Jedi to investigate the tenuous imprints of the Force left on objects after they are handled by living beings. The Jedi may search for specific incidents, or simply review past events, and can often determine who has handled the object, and what events have transpired around it.
Translation - allows a Jedi to translate a language (spoken word, body language, ancient text, etc.), and speak it in kind. Since they "speak" using beeps and whistles, droids can also be communicated with by using this power. In order to be successful, the Jedi must first hear the target speak, or see the words in written form before forming a response or understanding.
Truth Sense - allows a Jedi to sense whether or not a person believes what they are saying is true; it does not sense if what they are saying is true in reality, but only if the subject believes it in their mind.
Weather Sense - allows a Jedi to attune himself to local weather patterns. By sensing the movements of clouds, winds, tides, and solar bodies, they can observe patterns in the weather, and make limited predictions. This power does not lend itself to quick predictions; before using this power successfully, the Jedi must become accustomed to local weather patterns and topography, which can often take weeks.
Natural Disaster Sense - allows a Jedi to sense local meteorological and geological conditions, and predict imminent disasters, such as earthquakes, volcanic eruptions, floods, landslides, etc. By opening their sense to the environment, Jedi can predict these disturbances, similar to how animals can seemingly sense natural disasters before they occur.
Mediation - allows a Jedi to mediate between any number of parties, for the purpose of coming to a mutually acceptable agreement. In most cases, the Jedi attempts to read the intentions of the parties involved, and then uses their judgment and beliefs to render a decision.
Healing - allows a Jedi to help eliminate injuries, both in themselves and in others, by mending flesh, muscle, and bone.
Concentration - allows a Jedi to clear all negative thoughts from their minds, enabling them to feel the Force flowing through not only their own being, but everything around them.
Contortion - allows a Jedi to escape physical restraints by contorting in painful and difficult, yet physically possible, ways. By dislocating joints, softening bones, and the like, and at the same time, blocking out pain with the aid of the Force, a Jedi can escape from almost any physical restraining device.
Imitation - allows a Jedi to contort his features to imitate facial expressions, and to control his musculature to produce desired body language. This ability also lets the Jedi control their voices, allowing them to imitate a being's voice and vocal patterns.
Fatigue Removal - allows a Jedi to combat the effects of strenuous work. By manipulating the Force, the Jedi expels bodily toxins much more efficiently, thus allowing for greater stamina.
Force Sense - allows a Jedi to sense the ambient Force within a place. Many forms of life, and many areas of the galaxy inter-twined with the Force, can be sensed by using this power; this particular sense does not allow the Jedi to detect sentient beings.
Force Disturbance Sense - allows a Jedi to sense a disturbance, usually something unnatural, in the Force. The Jedi cannot learn specific details about the disturbance, but can instead perceive vague feelings of what has occurred.
Force Potential Sense - allows a Jedi to probe the mind of a target being and determine whether that individual has the potential to be strong in the Force. In the deep subconscious of all Force-sensitive individuals, a protective barrier, preventing another Force wielder from penetrating inner mind and thought, exists. Detection of this "shield," an involuntary defense mechanism within all Force-sensitive individuals, is a reliable way to determine those having the potential to become a Jedi.
Time Sense - allows a Jedi to track the passage of time by sensing the rhythm, pulse, and the ebb and flow of the Force; the Jedi can keep time as precisely as the best chronometer.
Telekinesis - allows a Jedi to levitate and move objects with the power of their mind alone. The Jedi is able to levitate several objects, including oneself or other beings, simultaneously. In emergency situations, this power can be used to create a primitive space drive.
Telepathy - allows a Jedi to communicate telepathically with another being. While often used as a method of two-way, private, mental communication, the Jedi can also probe another being's mind for thoughts and emotions, as well as critical data, such as codes or passwords.
Alert Sense - allows a Jedi to sense the intentions and immediate actions and locations of any beings, creatures, or droids within close proximity.
Danger Sense - allows a Jedi to extend their senses around themselves like protective sensors, in effect creating an early warning system against potential threats.
Directional Sense - allows a Jedi to sense the location or direction of a physical object by tracking its resonance in the Force.
Electronic Sense - allows a Jedi to detect active electronics, including droids, that might otherwise remain hidden from their normal senses.
Electronic Communication - allows a Jedi to mentally communicate with electronic systems, as if using receptive and projective telepathy. The Jedi can read the surface processes of an electronic system, hear what the machine is processing, and project their thoughts into the computer system. This ability is limited to sending short commands and requests to the system to gather information; the Jedi cannot reprogram the system in any way.
Disguise - allows a Jedi to change various components of their persona to disguise themselves, including projected appearance, voice, and gestures; often times, a Jedi can use this ability to impersonate other beings, if the need arises.
Farseeing - allows a Jedi to see the persons or places he wishes to see in his mind as the situation currently exists; the Jedi sees the immediate surroundings of the situation. This ability can also allow the Jedi to see the past or future. The past and the present are set, and it is merely a matter of the Jedi having correct perceptions of the situation; however, the future is never set, always in motion, and is therefore much harder to gather accurate predictions.
Emptiness - allows a Jedi to empty their mind, and have the Force flow through them. The Jedi seems to be in a deep meditation, but is oblivious to their surroundings. While in a state of emptiness, the Jedi is difficult to sense or affect through the Force, but dehydrates and hungers normally. When exiting a state of emptiness, the Jedi's abilities will be much stronger and sharper for a short duration.
Resonation - allows a Jedi to create a vibrating resonance in an object or area of material, which can serve various purposes: production of light and heat, creation of mild tremors, shattering of an opponent's weapon, etc.
Reinforcement - allows a Jedi to strengthen and reinforce the inter- and intra-molecular bonds in a physical object. While the object still has the same density, volume, and mass, it will take more energy to break the bonds holding the object together. This is a relatively basic skill, and is usually taught in the beginning of a Jedi's studies.
Matter Warp - allows a Jedi to mold a volume of matter into a new shape. The Jedi must be in contact with part of the object that is to be molded, and the effects of this ability are permanent.
Life Bond - allows a Jedi to permanently form a mental and spiritual link with another individual, making them aware of that individual's location, state of mind, state of body, senses, etc. The life bond develops over time, and grows into an extremely powerful emotional link between individuals. The life bond also allows two individuals to act independently, yet be aware of each other's action. This ability is most often used by Jedi Masters, who create a life bond with their Padawans, and is a life-changing event.
Respiratory Control - allows a Jedi to control the amount of oxygen, or other elements, flowing into their body. By taking control of surrounding atmosphere and pulling molecules through their skin and into their lungs, the Jedi can effectively breath underwater, or in other hazardous conditions. This ability does not work in the cold of space or a hard vacuum, as there is not enough oxygen for the Jedi to manipulate.
Force Lights - allows a Jedi to light darkened areas; the Jedi glows with intensity, with heat and light radiating outward from all points of their body.
Transfer Force - allows a Jedi to transfer his life force to another being; often used to save a mortally wounded being from death. When the being has life force transferred to them, they remain wounded, but are placed in a state of hibernation, where they can often survive until receiving proper healing. In order to transfer personal life energy, a Jedi must be in direct contact with the target being.
Commune with Nature - allows a Jedi, while meditating outdoors, to bond with all living things in the area and influence their development; soil becomes more fertile, plants begin to grow, creatures sense tranquility, etc.
Force Shield - allows a Jedi to surround their body with a protective, Force-generated shield, which can be used to repel energy and physical matter. The shield is not particularly strong, but it is enough to protect the Jedi from serious injury.
Storytelling - allows a Jedi to entertain, educate, or make a point with relative ease. While the Jedi tells the story, the very reality around them warps to accommodate the prevailing theme; wind can pick up, lights can flash, unusual sounds can be heard, etc.
Eclipse - allows a Jedi to enshroud themselves in a camouflaging veil of the Force, becoming hidden from casual observers. As the Jedi blends into their surroundings, any smells, sounds, or movements emanated from them are muffled; droids and life-form sensors are not affected.
Purification - allows a Jedi to seek out the taint of the Dark side in an area or a physical object and remove it. The more taint present, the easier it is to detect, and the harder it is to remove. The Jedi must remain undisturbed, in a state of deep meditation, while seeking out and purifying the taint.
Force Speed - allows a Jedi to move and act with the speed of thought; using the Force, the Jedi is able to move great distances almost instantaneously.
Force Jump - allows a Jedi to jump great heights and distances; using the Force, size and distance become irrelevant.
Force Pull - allows a Jedi to pull physical objects, such as weapons, away from the hands of their adversaries and into their own. This ability can also retrieve the Jedi's lightsaber if it is out of their reach; using the Force, a Jedi's reach becomes great.
Force Push - allows a Jedi to strike an enemy not within their physical reach; using the Force, the Jedi is able to catch their adversaries off guard, and knock them off balance.
Anticipation - allows a Jedi to anticipate a creature's or individual's immediate actions and react accordingly; this ability works on groups of beings as well as individuals.
Shared Senses - allows a Jedi to experience all of the senses of an individual or creature. This ability lets the Jedi see through the target's eyes, hear through their ears, and smell, taste, and feel what the target is experiencing. In addition to experiencing all sensations from a target, the Jedi also feels their emotions and attitudes.
Persuasion - allows a Jedi to persuade individuals by influencing their thoughts; the Force is strong over the weak-minded.
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An ancient order of Force-practitioners devoted to the Dark side of the Force and determined to destroy the Jedi, the Sith were a menace long thought extinct. The current incarnation of the Sith is the result of a rogue Jedi dissident from the Jedi Order. Two thousand years ago, this Jedi had come to the understanding that the true power of the Force lay not through contemplation and passivity; only by tapping its Dark side, could its true potential be gained. The Jedi Council at the time balked at this new direction, and the Jedi was outcast, but he eventually gained followers to his new order. Awakening beliefs from the distant and dark past, the new Sith cult continued to grow. With the promise of new powers attainable by tapping into the hateful energies of the Dark side, it was only a matter of time before the order self-destructed. Internecine struggle by power-hungry Sith followers dwindled their numbers.
One Sith had the cunning and discipline to survive. Known as Darth Bane, he restructured the cult so that there could only be two - no more, no less - a master and an apprentice - at any given time. Bane adopted cunning, subterfuge, and stealth as the fundamental tenets of the Sith Order, and took an apprentice. When that apprentice succeeded him, that new Sith Lord would take an apprentice, and thus, the Sith quietly continued for centuries.
After long periods of secrecy, it was Darth Sidious, through his apprentice Darth Maul, who decided to take action against the Jedi Order. By this time, the Jedi had long believed the Sith to be extinct - no more than a fabled threat from the past, and initial reports were greeted by the Jedi Council with skepticism and hesitation. Surely, if the Sith had returned, they would have detected it, they reasoned. The Dark side, for all its power, ultimately, is hard to detect when required. Darth Sidious was able to keep his presence a secret, even when sharing a world with the Jedi Temple.
The sudden appearance of a Sith attacker during the Battle of Naboo was startling to the Jedi Council, but the threat was dispatched. Upon defeating Darth Maul, the Jedi Order realized that the Sith menace was indeed true; what they hadn't known was if Darth Maul was the master or the apprentice. Years would pass before the Sith menace rose once again - a menace that would engulf the entire galaxy, and exterminate the ranks of the Jedi Order.
Although this modern era of the Sith is attributed to Darth Bane, and the Dark Jedi that preceded him, the cult can find its roots further back in the galaxy's ancient past. Long before the rise of the Galactic Republic, there live a culture on the planet Korriban. These primitive people called themselves the Sith, and the Force flowed strongly through their bloodlines. Although they didn't apply Jedi philosophy, they were talented in their own brands of magic.
In the early days of the Jedi Order, a great schism tore the order apart. Jedi who had tapped the forbidden power of the Force's Dark side rebelled against their Light side brothers. After a terrible war, these Dark Jedi were exiled from the Republic; past the Republic's growing borders, these castaways discovered Korriban and the Sith people.
Powerful with the Dark side, the Jedi outcasts set themselves up as gods on Korriban. The primitive Sith worshipped them as their Lords, and so the Dark Jedi grew and built temples and monuments to celebrate their power. Millennia of interbreeding blurred the distinction between Sith native and off-worlder, and the term Sith came to encompass not only the indigenous people of Korriban, but also the powerful overlords that ruled them.
Five thousand years ago, during the Sith Empire's golden age, a Republic explorer vessel stumbled upon the secluded worlds of the Sith. One Sith Lord, Naga Sadow, saw this as an opportunity to invade the Republic, and exact vengeance on the Jedi who had banished them; history would record the invasion that followed as the Great Hyperspace War, the first epic clash between Jedi and Sith. Time and again, Jedi and Sith would clash, leaving devastated worlds lying in their wake.
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Force Lightning - by harnessing pure hatred and evil, this allows a Sith to produce bolts of white and blue energy, which are cast from their fingertips. Upon striking their target, these bolts cause intense pain and injury. Only the most gifted Jedi, by dissipating and absorbing energy, is able to parry or dodge Force Lightning.
Aura of Uneasiness - allows a Sith to project a field of vague uneasiness and discomfort around them, causing non-sentient creatures to sense a vague uneasiness about them; often used as an intimidation tactic.
Feed on the Dark Side - allows a Sith to feed on the fear, hatred, anger, or other negative emotions of others, to make themselves more powerful. The Sith will do everything in their power to provoke negative emotions, including deception, taunting, threats, etc. to allow themselves to feed off of them.
Force Wind - allows a Sith to manipulate and channel air currents, forming powerful and destructive tornadoes that can lift and destroy beings and objects.
Mind Control - allows a Sith to take control of other beings, turning them into puppets and slaves who are forced to obey their every will. In order to be effective, the Sith must be within a close proximity range of their potential target.
Waves of Darkness - allows a Sith to delve into the darkness of their own spirit, and dredge up feelings of hatred, greed, rage, fear, and jealousy that linger in shadowed recesses. Using the Force as a power source, the Sith expels these vile emotions in waves of Dark side energy that radiate outward in an expanding sphere. Any beings or creatures caught in the disturbance suffer immediate confusion, and soon flee the area in fear.
Force Storm - allows a Sith to alter nature itself and create massive storms. Capable of creating annihilating vortices, these storms can swallow whole fleets of starships, or tear and alter the surfaces of planets. Use of this power requires focusing of hate and anger to an almost palpable degree, and is considerably dangerous; in creating Force Storms, the Sith often times fail at harnessing what they have unleashed and are themselves consumed and destroyed.
Doppelganger - allows a Sith to create a mirror image of themselves, an illusion which seems real to those individuals interacting with it. The Sith is able to sense all normal senses through the doppelganger, and the duplicate seems to have form and substance; the doppelganger registers as normal by droids and audio and video sensors. When fatally injured, the doppelganger simply fades away.
Life Energy Drain - allows a Sith to draw power from nearby, non-sentient beings to boost his energy levels, permitting them to go long periods without suffering from fatigue or requiring sleep.
Life Essence Drain - allows a Sith to draw life energy from those around them, and to channel the negative effects of the Dark side into those victims. Many beings and creatures go through their daily lives wasting much of their life energy; this ability draws that lift energy and allows the Sith to use it to further their own ends.
Mind Warp - allows a Sith to alter an individual's memories, causing them to remember things incorrectly; this ability can also be used to cause the target to completely forget things.
Memory Wipe - allows a Sith to sift through another being's mind, and destroy all knowledge of specific events or learned skills. For a memory wipe to be successful. the Sith must be in direct contact with their target.
Telekinetic Kill - allows a Sith to telekinetically injure or kill a target, usually by methods such as collapsing the trachea or squeezing the heart.
Force Scream - an involuntary reflex of the Dark side, usually occurring when a Sith loses control of their emotions, which triggers shock waves that ripple through the Force, causing great damage in both the Sith and any beings in close proximity. Waves of anger and hatred, amplified and fueled by the Dark side, are capable of smashing through both mental and physical defenses with ease.
Web of the Dark Side - allows a Sith to summon strands of Dark side power, and wrap them around any given target, ensnaring them in a mesh of intensity. The lattice of energy severs the connection between the Force and the trapped individual, draining the power and energy from their body.
Blackness - allows a Sith to enshroud themselves in a camouflaging veil of the Dark side, becoming hidden from other beings and creatures. As the Sith blends into their surroundings, any smells, sounds, or movements emanated from them are muffled; droids and life-form sensors are not affected.
Rage - allows a Sith, by tensing themselves completely, to be possessed by the mindless rage of the Dark side. When in a state of rage, the Sith's negative characteristics are amplified, but they appear lifeless and are oblivious to their surroundings. When exiting a state of rage, a Sith's abilities will be stronger and sharper for a short duration, and they will be radiating intensely of the Dark side.
Force Explosion - allows a Sith, by drawing on the power of the Dark side, to create an explosive charge of pure Force energy, which appears as a blue electrical energy pulse.
Transfer Life - allows a Sith to transfer their complete life energy into another, often younger, body, in effect, discovering a degree of immortality. This is a most difficult ability to use, as overtaking an existing spirit residing in a body is nearly impossible; essentially, this ability is useless without the ability to clone host bodies.
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All information was compiled from a variety of sources, including the Official Star Wars Databank