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Telekinetic Powers

#1
Telekinetic Powers

[Image: capture.png]

The Premise
Nesta/Tarimra and I started the hard work bringing together all of this collated information on what we could finally piece together to be a comprehensive tree for Telekinesis-based powers within House Horuset. With much gathered information and collated opinions from the community and the Guild Team, we've both been able to put together this OOC guide on what telekinesis will look like. This is not an IC document and is not to be taken as such, though this does demonstrate how powers lead into one another.

The image below is a pathway, if you will, down the 'tree' of force telekinesis and divides the abilities into the rough categories of accomplishment a force user should be before attempting more advanced forms of telekinesis. 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.

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 Telekinesis, and for those above that rank, Force Wound and Grip. Basic knowledge not sufficient to learn any true theory or practice, may be found for abilities up to the Apprentice tier, but not past that. Exceptions to this may exist, but will be noted in the ability profile.

Spoiler: Definitions

Tier I - Core Powers

Tier II - Acolyte
Spoiler: Force Grip

Tier III - Apprentice
Spoiler: Force Choke
Spoiler: Saber Throw

Tier IV - Adept
Spoiler: Pyrokinesis
Spoiler: Force Wave

Tier V - Advanced
Spoiler: Force Inertia

Tier VI - Expert
Spoiler: Force Rend
Spoiler: Force Crush
Spoiler: Saber Barrier

Tier VII - Master
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Ongoing Crisis
The Republic Marches amongst lit fires!


The Balance of Power in the Northern Territories!

After the Republic liberated Pollus from Imperial influence, Anx Minor was devastated by I.T.E.C.’s nuclear mining and lingering Sith presence, while the Kesmere Ridge remained largely intact, enabling the Republic to steadily infiltrate and influence its powerful corporate systems. On Tertiary Kesmere—the largest hub—three megacorporations dominated: Oriyn Prospecting discovered resources, Kessdyne Resource Group extracted and profited from the capital Vethar’s Reach and its Ciivic Council, and Haeltor Maritime handled off-world transport. Beneath the façade of economic growth, however, The Republic secretly aimed to turn Tertiary Kesmere into a strategic launch point for operations in the Northern Territories. Contacted by Moff Vayen Korr, the Marshalling Prefect of the Northern Territories, the Pentarchy of House Horuset took on the job of delaying the Republic's actions. With preperations laid it culminated in a strike planetside lasting only two weeks to ignite anarchy. Acting covertly to sabotage Republic progress, they destabilized the region, leaving chaos in their wake as corporations collapsed under their own deception and local anti-corporate guilds rose up—unaware of the Empire’s hidden hand behind the unrest...

((OOC: 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 will determine how strong the Republic will be in given areas 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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