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Telekinetic Powers
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Posts: 311
Threads: 149
Joined: Mar 2023
Character(s): Trakaton Kalkoran
15-04-2023, 10:10 AM
(This post was last modified: 17-05-2024, 05:05 PM by Hazlem.)
Telekinetic Powers
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 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.
The Definitions
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.
Targeted, Singular: Such a target means that the ability in question will be targeted at either a single being or a single object when used. At the highest versions of the ability, it may be possible to target multiple singular targets at once but as learned, a single target is all that will be initially managed. A gesture of some form is required to decide the target
Targeted, Directional: Such a target means that the ability in question will be targeted in a direction, headed out from the user. This usually manifests in a cone-like shape in front of the user of telekinetic power. A gesture of some form is required to dictate which direction the directional power will operate in from the user.
Targeted, Area: Such a target means that the ability in question will be targeted on an area, independent of the user. A gesture is required to target the area, however, the power will not originate from the user and move to the targeted area, but instead originate from the area itself at the behest of the user's gesture.
Telekinetic Powers Progression
Tier I - Core Power
Force Telekinesis
Concentration: Active, Secondary
Target Type: Targeted, Singular
Description:
The base power of Force Telekinesis is how most force sensitives discover, if not known from birth, that they are capable of manipulating the force. Telekinesis is broad in its use and is one of the most versatile powers available to force sensitives and is capable of three equally potent but different types of manipulation. Moving an object or person through the use of telekinesis is a mainstay part of the power, holding them as a whole and not by any one particular part of them means that while they will be able to be moved by the user, they won't feel any discomfort nor be incapable of moving themselves while being moved by the user. Telekinesis is most potent when used against the environment and the stronger the individual the more capable they will become at moving objects as they need swiftly.
The other parts of telekinesis are Force Push and Force Pull. Both are part of Force Telekinesis and do not need to be represented separately. Force Push is the ability to point your hand at a target and use the force to push it further away from you, often violently. Force Pull, is the opposite of Force Push in that it pulls the target towards the user. This can be either to the point that they're skewered on a lightsaber or pulled to the floor between where the user and target had originally been. A frequency usage of Force Pull is to pull weapons out of the hands of non-force sensitives. The target is singular, though, like many other singular-based powers at the highest of competencies, the ability can be used in a small cone if so desired by the user to push, pull or move multiple objects or beings at once that are directly adjacent to each other.
Force Telekinesis can be defended against with a Force Bubble or Warshield, or by moving out of its path or area of effect.
Tier II - Acolyte
Force Wound
Concentration: Active, Secondary
Target Type: Targeted, Singular
Description:
Force Wound is the ability with telekinesis to apply significant pressure to a creature's chest and as a result restrict their ability to breathe, their organ's ability to function and sometimes resulting in internal bleeds and much pain. If not protected against and suffered under for a significant amount of time, a Force Wound could even crush the lungs of a target, making them need to seek out medical attention if they are to breathe normally once again. Force Wound requires a gesture to manifest and likewise, is aimed at a singular target, making it an early potent choice to debilitate a single foe.
Like all abilities, Force Wound is diminished depending on the power of the target in comparison to the user. Using Force Wound on a beast is not the same as using it on a non-force sensitive, nor a weaker force-sensitive than the user or a stronger force-sensitive than the user. As a result, the impact of Force Wound as such an early-to-learn power can vary widely from user to user, target to target.
Tier III - Apprentice
Force Grip
Concentration: Active, Secondary
Target Type: Targeted, Singular
Description:
One of the more versatile and adaptive uses of Telekinesis, Force Grip is the first step towards more controlled applications of pressure first covered in Force Wound. Unlike the unrestrained pressure of Force Wound, however, Force Grip is focused on controlling that pressure for one’s ends. As such, it is often used to restrain or immobilize the target; or to forcefully control the target’s movements, but its uses are as varied as the imagination of the user. At high enough levels, it will even lift the target into the air after seizing them with great strength.
Force Grip, like with Force Wound, is regarded as a Dark Side ability due to its focus on controlling and dominating the target. Alongside this, like with Force Wound, the effectiveness of Force Grip diminishes and increases with the Force Resistance of the target, and can be defended against by a Force Barrier or base Force Resistance.
The basic theory of this ability is accessible in the Horuset Archives, for Apprentices and up.
Telekinetic Blast
Concentration: Active, Primary
Target Type: Targeted, Directional
Description:
While not half as flashy as its successor, Force Burst, Telekinetic Blast is nonetheless an ability worth looking into for many aspirants of Telekinesis. Where Force Push is the ability to conjure telekinetic energy to push a target away, Telekinetic Blast essentially puts more energy into a Push, allowing it to, quite literally, blast objects and people out of the way in a much more violent (and thus damaging) way than a simple Force Push.
The basic theory of this ability is accessible within the Horuset Archives to learn for Apprentices and up; it can be defended against by base Force Resistance, or a Force Bubble, Warshield, or my getting out of its path.
Saber Throw
Concentration: Active, Secondary
Target Type: Targeted, Singular
Description:
Saber Throw is, in essence, the ability to throw one’s lightsaber, guide it to its intended target through the use of the Force in a boomerang-like manner, causing it to cut through all obstacles encountered as per the properties of a lightsaber, and then return to the user’s hand unless their concentration is disrupted. This ability is a precursor to more advanced abilities of the sort, and further experience with it can allow a user to throw their lightsaber across greater distances, make mid-air corrections to its course, or even keep it hovering in mid-air.
The danger in this ability lay that if the user’s concentration is broken during the use of the ability, their hold on their lightsaber is likely broken, and it is as such out of their control.
It should also be noted that Saber Throw is not available within the Horuset Archives to study.
Tier IV - Adept
Pyrokinesis
Concentration: Active, Primary
Target Type: Targeted, Singular/Area
Description:
A quintessential example of the more advanced, specialised Force Abilities under the Telekinesis umbrella, Pyrokinesis is exactly that: the manipulation (but not generation) of fire through the Force. This can range from snuffing out the fire of a candle; to controlling a small torch of flame; or preventing small fires from burning the user. With greater experience, Pyrokinesis can be used to control and direct an entire raging inferno; shield the user from a fierce blaze, or turn a small fire into a deadly conflagration.
Due to this myriad of potential applications, Pyrokinesis is one of the more versatile abilities within this tree, but also one of the more dangerous. When using it, you are, quite literally, playing with fire, with all the associated risks. Additionally, Pyrokinesis is difficult to perform whilst performing multiple other abilities due to the care and precision that is required for its practice.
Force Choke
Concentration: Active, Secondary
Target Type: Targeted, Singular
Description:
A quintessentially Dark Side ability, Force Choke is the ability to choke someone via Telekinesis. A derivative of Force Grip, it is specifically focused on gripping a living being by the throat or trachea: when used at low intensity, it has the potential to effectively strangle a target; at higher intensities, however, it can crush the target’s throat, or even snap their neck.
Use of this technique requires, at lower levels, a line of sight to the target; at higher levels, one can use it without a line of sight, but reasonable proximity is still required: it is impossible to use through viewing screens and the like. This ability can be defended against by a Force Barrier or its variants, or by inherent Force Resistance.
Force Whirlwind
Concentration: Active, Primary
Target Type: Targeted, Singular
Description:
The first step towards manipulating the very air one breathes, Force Whirlwind is the ability to manipulate the air currents around the target to turn it into a maelstrom of air, causing the target to be lifted up into the air by the force generated by this, immobilizing and disorienting them for the duration unless the user’s concentration is broken.
Due to the extensive amount of focus required to maintain this ability; to generate enough force to lift a target into the air by way of the air currents around them, the use of Force Whirlwind requires the user to focus completely on it, not allowing them to use any other abilities alongside it whilst it is in use.
Force Wave
Concentration: Active, Primary
Target Type: Targeted, Directional
Description:
One of the most powerful variants of Force Push, Force Wave is, essentially, the ability to unleash a wave of pure Force Energy originating from the user. Oftentimes, this is expressed as a cone, but it can also be in a full circle around the user, depending on their intentions.
Often, Force Wave is used as crowd-control, releasing a powerful wave of energy from the user with the capability of sending those hit by it flying or to their knees. As such, the strength of Force Wave is potent, although it can be defended against with a Force Bubble or base Force Resistance.
Tier V - Advanced
Projected Fighting
Concentration: Active, Primary
Target Type: N/A
Range: 10 metres or less is optimal, 20 metres maximum
Description:
Projected Fighting is the ability to project movement - like a kick or a punch - through the Force into kinetic energy with which to hit the target from a distance. As such, it is dependent entirely on the user’s technical skill and physical strength, as the ability essentially acts as an extension of the user’s physical motion. The attack then quickly travels through the air to the target.
Used primarily to strike important areas like the head, liver, leg. It can be defended against physically with the blade or with hand-to-hand such as by covering up your head or potentially avoided entirely by removing yourself from its path.
Though it is near invisible in the air, Force Sight will be able to see it, Force Sense will be able to sense the energy of an attack albeit more vaguely and Force Perception will allow you to both hear the shift in the air and more clearly see how the force wavers within it. As with everything, Force Resistance will somewhat dull the impact from a connection.
Force Wind
Concentration: Active, Singular
Target Type: Targeted, Area
Description:
Where Force Whirlwind allows the user to pick up a singular target by manipulating the air currents around them, Force Wind is a more advanced variant that allows one to pick up multiple targets at once, or to summon a powerful tornado capable of picking up targets under its own power. This is the first true step towards environmental manipulation, and further knowledge of this ability and the environment will make use of this ability truly devastating.
However, even the mightiest abilities can be defended against, in this case through a Force Barrier or general Force Resistance. Like with Force Whirlwind, another way to defend against this ability is to deprive the user of their concentration.
Force Inertia
Concentration: Active, Secondary,
Target Type: N/A
Description:
Force Inertia is one of the few truly utilitarian abilities on this list. Through a combination of Force Augmentation and Telekinesis, it allows the user to shift their internal momentum, making otherwise impossible stunts like running up walls or on ceilings possible. As it possesses no overt hostile capabilities, there is no need to defend against this ability. Perhaps the only inherent danger this ability poses is to the inexperienced user: it has the potential to dislocate limbs, tear muscles and break bones if used incorrectly. A common occurrence for those yet to grow familiar with it, and even more experienced users in the event of rashness or excessive utilisation. In circumstances where the user sports a cybernetic limb replacement, the replaced limb would lack the assistance provided by the augmentative function of the ability.
Tier VI - Expert
Rend
Concentration: Active, Primary
Target Type: Targeted, Singular
Description:
A highly advanced version of Force Grip and Force Choke, Force Rend allows the user to take what Force Choke and Force Grip introduce - controlled pressure to a particular area of the target’s body - a step further: Force Rend allows the user to pull their target in two opposite directions at once, potentially tearing the target apart or otherwise damaging it. With the inherent damaging potential of this ability, it is an inherently Dark-Sided ability and can be defended against best by way of a Force Barrier, or inherent Force Resistance.
Force Crush
Concentration: Active, Primary
Target Type: Targeted, Singular
Description:
One of the most lethal and violent abilities known to us, Force Crush allows the user to lift their target into the air and apply a great amount of pressure to their body with the intent to see it crushed and dead. Through this lethal potential and the inherent Dark-Sided intent thereof, Force Crush is an inherently Dark-Sided ability.
Requiring an immense amount of focus to pull off and crush flesh, bone, and organs all, Force Crush is debilitating and potentially lethal if pulled off successfully, there are myriad ways of defending against Force Crush, ranging from a sufficiently strong Barrier, to Force Resistance, to disrupt the concentration of the user.
While, for Sith, its primary use is in harming other living beings, Force Crush can be used with great success on inanimate objects and technological constructs like droids, with enough pressure to crush metal and break any and all wiring.
Force Burst
Concentration: Active, Singular
Target Type: Targeted, Singular
Description:
Force Burst is the most advanced version of Force Push accessible to us. It is the ability to pour energy into a ball of telekinetic force, ranging from small and quite deadly, to large and earth-shatteringly destructive, with the strength of the Burst scaling with the amount of energy the user put into it.
Using Force Burst requires the user to charge it for at least one round of combat, after which the Burst has the potential to shatter rock and dent metal, whereas at higher levels it may cleave straight through the target, or even rip a hole in even the strongest of materials. Force Burst is not only an extremely dangerous ability to face because of the sheer lethal potential it possesses, but also because it can roughly track the target if the user so desires: this makes it hard to avoid if the user’s concentration is not broken during the charging period.
This, however, does not mean it cannot be defended against: on the contrary. Force Burst requires an immense amount of concentration, and as such the user cannot use any other ability alongside it during its use, although it does not stop the user from moving. It can be defended against further by a Force Bubble or Warshield, or by avoiding it through quick enough movement.
Saber Barrier
Concentration: Active, Singular
Target Type: Targeted, Singular
Description:
Where Saber Throw is the guiding of a saber in a throwing motion before returning it to one’s hand, Saber Barrier is the ability to telekinetically control two lightsabers as they spin in a circle around the user, providing effective cover from anything that happens upon them. Like with all abilities of this nature, Saber Barrier requires the complete concentration of the user to complete successfully; this is, thereby, also its fatal flaw. For if the user’s concentration is disrupted during the use of this technique, the consequences may be lethal.
Unlike other telekinetic powers, the way to defend against this ability is through a Force Bubble, a lightsaber, or sufficiently advanced telekinesis; or through disrupting the user’s concentration.
Tier VII - Master
Alter Environment
Concentration: Active, Singular
Target Type: Targeted, Area
Description:
Succeeding Force Wind and Force Whirlwind in manipulating the environment, Alter Environment is (while not fully Telekinetic) the ability to bend more than wind: it is capable of creating sub-zero freezing temperatures, incredible heat, minor earthquakes, or manipulating extant weather into storms: imagination is the limit with Alter Environment--at least when it comes to changing the environment around the user.
Extremely difficult to learn much less to master or use, Alter Environment is the highest calibre of telekinetic mastery one can attain within House Horuset and is extremely potent in its use--but if the user’s concentration is broken during its use, one will find that the damage can be severe. As such, it is not a front-line ability in the slightest.
Telekinetic Lightsaber Combat
Concentration: Active, Singular
Target Type: Targeted, Singular
Description:
Requiring complete concentration of the user to use effectively, Telekinetic Lightsaber Combat provides the answer to the question of how one integrates the Force into lightsaber combat: just combine the two. Succeeding from the circular motions of Saber Barrier, Telekinetic Lightsaber Combat is the ability to telekinetically use a lightsaber as if one were holding it–although the possibilities are potentially endless.
However, the use of Telekinetic Lightsaber Combat is requiring of focus to such a degree that the user must be focused completely on it: as such, it prevents the user from using abilities alongside it, and if this focus should be shattered, the consequences can be severe.
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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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