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Control Powers
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Posts: 295
Threads: 114
Joined: Jan 2023
Character(s): Rhysand Sekker
Discord username: nesta4226
26-10-2023, 02:51 PM
(This post was last modified: 11-04-2024, 05:01 PM by Rhysand Sekker.)
Control Powers
The Premise
Some time ago, Rekhen/Jensen and I started the hard work of collecting the information we have to finally piece it together into a fully-fledged-out tree for control-based powers for use in House Horuset. While it has been hard work, it has also been incredibly gratifying to assemble it into the shape you see before you. With the gathered information, we collated opinions from the Guild Team, and have now put together this OOC guide on control-based abilities within the guild. This is not an IC guide and is not to be taken as such, though it does demonstrate how abilities lead to one another.
The image below is a pathway, if you will, down the 'tree' of the control powers, and divides the abilities into the rough categories of accomplishment a force user should have before attempting more advanced forms of control. Below the image, there is then an entry on each power, outlining key bits of information about it and any 'definitions' that can be considered regarding the power along with a brief description.
We hope this serves all of you well and, of course, represents our view on the complexity and paths through the progress on control-based abilities. Any and all, questions and inquiries into this document are welcome privately and can be answered there.
Some of these abilities are accessible in the Archives of the Horuset Library and have enough to set your character down the path to learn by themselves. However, as with all powers, learning from another or training with others will significantly hone what you have read. These powers are; for Acolytes, Force Augmentation and Force Tapas, above that rank Force Jump. Basic knowledge not sufficient to learn any true theory or practice from can be found for abilities up to Apprentice tier, but not past that. Exceptions to this may exist but will be noted in the ability profile.
Active, Singular: Such a concentration means that the ability in question must be concentrated on to maintain or initially use as the user's singular focus. No other abilities can be used alongside it and if concentration is disrupted, this is the ability that will fail immediately.
Active, Primary: Such a concentration means that the ability in question must be concentrated on to maintain or initially use as the user's primary focus. Barely any other abilities can be used alongside it and if concentration is disrupted, this is one of the abilities that will fail first.
Active, Secondary: Such a concentration means that the ability in question can be maintained or initially used as a user’s secondary focus. Other powers can be used as well as martial combat, but fatigue and damage will affect one’s capabilities to continue to maintain it.
Active, Background: Such a concentration means that the ability in question must be concentrated on to maintain or initially use, but only to the lowest degree. Such powers can be used alongside many others without fear of mental disruption making the ability fail unless under the most severe duress.
Amplify: A Force ability that can amplify means that the ability increases the user’s capabilities while it is active. This can range from strength, endurance, or speed to more detailed and precise uses of the ability.
Tier I - Core
Force Augmentation
Amplify, Active, Background
The fundamental ability used to implement the force in one's body, Force Augmentation is the ability to increase the user’s speed, strength, and endurance beyond their natural capacity. Force Augmentation can be used on particular parts of the body, such as the arms or legs, providing the capacity to use it in focused areas or even bursts.
Force Augmentation is available within the Archives to learn, accessible for all Force-Sensitives.
Tier II - Acolyte
Force Tapas
Amplify, Active, Background
A separate utility power for an Acolyte, taught to many early students of the Force. Force Tapas is the ability to control the flow of heat within the user’s body. It allows the user to maintain their body heat even in cold environments. Those with expertise in this ability can use it to reverse the flow: to keep their body cool in warmer environments.
Breath Control
Amplify, Active, Secondary
Breath Control is a power that allows the user to temporarily subsist on the force to breathe while also maximizing the output of every inhale. This allows them to hold their breath for far greater periods of time than might naturally be possible. While new practitioners of the power may achieve marginal increases in their Breath Control, those with greater expertise can sustain themselves up to minutes without breathing.
Tier III - Apprentice
Force Speed
Amplify, Active, Background
The natural evolution of Augmentation, Force Speed temporarily allows the user to overload the body's capabilities to perform feats that would otherwise be impossible at the cost of a lethargic aftermath. As such, this ability allows the user to react to attacks or situations far quicker than can be achieved even with Force Augmentation. This also extends to the mind: as a result of the speed achieved, it amplifies the mind's capability to process information, allowing it to learn and take a greater quantity of information.
Continuous uses of Force Speed are possible but the lethargic effect is stacking, if not taken into account it will force the user to crippling exhaustion, or at worst to damaging the body. A single burst of Force Speed itself alone can be immensely tiring, capable of lasting a short period in which you may utilise it to its fullest before the user reaches a large energy crash as it starts to wear off...
Force Jump
Amplify, Active, Secondary
Force Jump is the ability to enhance the strength and endurance of the legs in particular, allowing the user to leap to distances far greater than can otherwise be achieved, both horizontally and vertically, and even from a stationary position. This extends to landing a jump as well: the enhanced strength and endurance of the legs catch the inertia and force of the landing in situations where it would otherwise damage the legs.
Tier IV - Adept
Detoxify Poison
Amplify, Active, Secondary
Poisons come in a variety of shapes and sizes and are used throughout the galaxy in a variety of ways for a variety of purposes. Detoxify Poison is the ability to search for and attempt to neutralise these agents and other harmful substances from the body, such as alcohol or narcotics, through the use of the Force. It is a proactive effort to contend with these poisons and the more powerful the poison, the more focus and effort must be put into removing it.
The stronger the poison the harder it is to contend with, sometimes Detoxify might only be a temporary solution to buy you the time you need to get proper medical help and in other cases may let you purge lesser poisons entirely. The more familiar you are with the poison or the process that goes into removing it, the easier it will be. An expert in toxicology will find their knowledge rewarded, as will those who have regularly dealt with this type of attack.
To use this ability, you must first be able to recognise that you have been poisoned; generally speaking the faster acting, the more obvious and blatant the intent. Detoxify Poison does not work on Sith Poisons or Force Affliction and Force Plague.
Tier V - Advanced
Force Bellow
Amplify, Active, Primary
Force Bellow is the ability to amplify one’s voice by using the Force, allowing the user to be heard over greater distances - while this insinuates a mostly utilitarian ability, expertise in this ability will allow the user to cause light damage to their surroundings when using this ability and potentially the hearing of those around them.
Tier VI - Expert
Hibernation Trance
Amplify, Active, Singular
Hibernation Trance (or Force Hibernation) feeds off Force Tapas, Breath Control and Detoxify Poison, to allow the user to slow their breathing and metabolism to nearly a standstill, causing the individual to only use one-tenth of the air of a normal individual. To all but Force Users, the individual would appear dead, as the individual can still be detected as alive through the use of Force Sense. Medical equipment is also capable of detecting faint traces of a heartbeat.
A fully trained user can remain in this trance for up to one week in a dry climate or up to a month in a wet climate before dying from a lack of water, if a source of water intake is acquired (like an IV), the duration is extended to three months before the user dies from lack of food. If fully hooked up to medical equipment, the user can extend the hibernation for up to a year. Its most powerful Masters can extend this process to years.
The user is capable of removing the trance by themselves, they can also provide a trigger phrase that if recited by another individual would remove them from the trance.
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Ongoing Crisis
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War in the Northern Territories
The Balance of Power in the Northern Territories!
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"The Northern Territories shift under the weight of changing times. With the passage of the ICOT, internal strife amongst Imperial Forces in the North has lessened - though never abated. Although the momentum of the Republic has not yet been met entirely, fortification efforts and victorious naval campaigns have evened the footing at least slightly. Eyes align on systems such as Vykos, Nam'ta and Orsus to see how this proceeds.."
((OOC: The Balance of Power system has begun! Missions that relate to grand changes in the Northern Territories will have an impact on the balance of power shown above, with the end result being that the balance of power's state at the start of the next war arc will determine how strong the Republic will be in the area. The balance of power can be pushing in our favour with bigger scale events aimed at taking the Republic down or fortifying ourselves in the North. This can be achieved through Operations, Adventures and Guild Events. The blue represents the Republic, and the Empire is red! This is organised by the Guild Team, so please direct OOC questions to them.))
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