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Mind Powers
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Posts: 295
Threads: 114
Joined: Jan 2023
Character(s): Rhysand Sekker
Discord username: nesta4226
02-10-2023, 07:19 AM
(This post was last modified: 28-10-2024, 12:14 PM by Rhysand Sekker.)
Mind Powers
The Premise
It is no surprise to see you here, fellow enthusiast, as you garner more and more interest in your character's journey within the sphere of the mind and how the force affects it. Welcome to this short, essential list of mind powers collated by Hirak/Jake and Rendvir/Glenn, with modifications by Hazlem/Aodh and Rhysand/Nesta. The aim of the document is to explain and give details on how these Mind Powers work within the setting of our guild, House Horuset. This list has changed some of the powers into the Dark Side variant, as it is doubtful that you’ll run into the Jedi variant unless your character converts. We have, however, specified where abilities are shared between the Light Side and the Dark Side, as it would most likely be covered upon learning.
We split the Mind Powers into tier lists that specify their difficulty to learn, their power and accessibility. The tiers above the dotted line indicate which Force Powers have been catalogued within the Horuset Archives. ICly, those above the line could be found filed within the Horuset intranet and it is specified who has access to this information depending on their ranking within the Sith Order. Like the other documents, we will be scoring the difficulty of the abilities out of five, with five out of five being the most difficult to learn and master.
You will also find below a useful progression list that will show you what powers are required to move down the list of more powerful mental abilities. Please be sure to discuss with a guild team member or your character's master the path you wish to take as some of the Force Powers do require a complete understanding before moving forward. However, do not fret if one path does not take your fancy, as there are other ways to move forward.
Any queries or questions, please direct them to the Guild Team. We welcome all feedback and if anyone has anything they believe may benefit from going on the Mind Powers chart, directly contact Rhysand/Nesta or Hazlem/Aodh.
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 Sense, and for those above that rank, Force Slow, Perception, Telepathy, Sight, and Affect Mind. Basic knowledge not sufficient to learn any true theory or practice from can 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.
Health: Health is someone's state of being free from physical or psychological disease and malfunctions. When this is targeted it is experienced as physical exhaustion.
Mentality: Mentality is the capacity for which someone is able to retain composure or be free from stunning effects as well as interactions through two different minds. This can include an inability to control their emotions, to be in total horror or simply managing to ward off such attacks.
Control: Utilising a force ability that directly affects someone’s ability to use their limbs or act autonomously. An individual under a control ability would find themselves unable to move, compelled to a different action or unwittingly tricked.
Sensory: Sensory is a force ability that allows the user to detect, monitor or get a glimpse of environmental, individual or residual information. This can be emotions, feelings, whereabouts or the simple presence of other beings within the force.
Active, Primary: Such a concentration means that the ability in question must be concentrated on to maintain 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, Singular: Such a concentration means that the ability in question must be concentrated on to maintain 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, Secondary: Such a concentration means that the ability in question can be maintained 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.
Tier I - Core
Force Sense
Sensory. Active, Secondary
Difficulty - OOOOO
Force Sense is the ability in which a Jedi or Sith can utilise the force to reveal their surroundings, to get in touch through the force with those and things around them. It allows individuals to determine the location of others who are touched by the force, to reveal the nature behind others and to sense their emotions should they be allowed. You can also utilise Force Sense to determine someone’s nature in the force, whether they serve the Light or follow the Dark. Every Padawan and Acolyte learns this ability early on and is a prerequisite for all Mind Powers moving down the tier list.
Tier II - Acolyte
Force Slow
Health. Active, Primary
Difficulty - XOOOO
Force Slow is a force ability that allows the user to slow the mental processes of their opponent. Working like a poison, it seeps past their mental barricade to make an individual act slower or process their opponent's attacks lethargically. This ability can be blocked by the Force Resistance of a stronger character or a simple Mental Barrier.
Force Perception
Sensory. Active, Secondary.
Difficulty - XOOOO
Force Perception is a sensory ability that builds upon Force Sense’s intents. Instead, it augments the physical senses of an individual user rather than their metaphysical. It allows the user to perceive things greater through their eyes, their ears and nose. A useful ability for a tracker, assassin or one that needs to hunt their prey. However, as with anything sense, what they see, hear or smell is not always the perfect representation, as interpretation is key.
Force Telepathy
Mentality. Active, Secondary
Difficulty - XOOOO
Force Telepathy is the ability through which a Force User can project their thoughts into another person’s mind, ranging from feelings and impressions to images and finally, words. Most users of this ability will be able to send only 4-5 words at most; this expands when you reach Expert in Telepathy, at which point longer sentences can be sent. Those who have unique bonds through the force can often reach their other half at greater distances than those who can’t and can share more information. It is a gateway ability that teaches users how to access another’s mind and work either with or against their mental barricades.
Tier III - Apprentice
Force Sight
Sensory. Active, Secondary/Passive
Difficulty - XXXOO
Force Sight was the ability to look and see through the Force as if your eyes no longer existed. You are able to perceive through walls and objects and location presences in the force in far greater detail. The ability was natural for the Miraluka, who through evolution no longer utilised the empty sockets that once held their eyes. For these characters, they start with this at a 3 (Beginner). Others in the past, when blinded, were able to learn the ability for its practical use. There are those who believe you are able to see in 360 degrees with Force Sight, but this is simply the amalgamation of all your senses, force and otherwise, working in conjunction with this enhanced sight.
Animal Bond
Control. Active, Secondary/Passive
Difficulty - XXOOO
Animal Bond is a force ability utilised by both Jedi and Sith alike to either woo or force their minds upon a non-sentient creature. From the smallest Gizka to the mightiest Rancor, many have tried their hands to become beast-tamers. The ability itself made a wild creature bend the knee or work alongside the user for the period in which they were bonded. With extended use, a bond could grow between Master and Pet, in which the ability could become a passive bond of mutual understanding or dominance. Only creatures with force abilities could actively resist this attack, with some being able to block it entirely.
Affect Mind
Control. Active, Singular
Difficulty - XXOOO
Affect Mind and Jedi Mind Trick are two sides of the same coin. While inherently a neutral power, the application and outcome result heavily on how the wielder draws on the Force. A Light side application tends to manifest more like a form of persuasion. On the other side, utilising the Dark Side, a Sith is able to affect the mind of an individual (or, when the user has become an expert in the ability, multiple individuals) to see things go… Their way. Subtle and forceful suggestions meant that the affected target would act as the Sith suggests, perhaps through a sudden unquestionable loyalty or fear of repercussion, fall into the line of thought of the Sith.
Any doubt or worries that the ability would not work made it harder to utilise and required total concentration. Some species are naturally resistant to these abilities, like Toydarians. Force Resistance and Mental Barriers made this harder to use on Force Sensitives. When this ability is used on multiple targets at once, it will be harder to do: the user's focus must split between the targets, which makes using the ability on multiple people more difficult than using it on a single individual.
Force Fear
Mentality. Active, Primary
Difficulty - XXOOO
Force Fear is a force ability that allows the user to cause their opponent to be engulfed in their worst fear. Their mind would be filled with their darkest secrets, plagued by the visions of things that could not come to pass, of all the terrors that haunted them at night. It could leave their opponent reeling, demoralised and dumbstruck. This ability was inherently a dark side ability, and the precursor to its stronger, more terrifying advanced abilities. This mind attack could be stopped with natural force resistance and a mental barrier.
Psychometry
Sensory. Active, Singular
Difficulty - XOOOO
Psychometry* is a near-unique Force Ability that allows the user to see into the past of an object with a force imprint. This allowed the user a glimpse into the history of those who touched the object or used it for a brief amount of time. It was natural in a few from the Kiffar species but otherwise took time to learn, and only those who had a natural inclination towards it, but became hugely beneficial to those who could.
This is a rare force power that cannot be learned from the archives but can be read up on. To learn it on your character requires the permission of the Guild Team.
Electronic Manipulation
Control. Active, Primary
Difficulty - XOOOO
Electronic Manipulation was a Dark Side power that allowed the user to manipulate the electrical components of a computing device. The user had to channel their anger into the device, and thus the force, to allow them to reprogram it to a varying extent. They were also able to restore altered variations of original programming to the device, yet not rewrite it entirely. In order to learn this, the user requires some knowledge of tutaminis and affecting the minds of other living beings through the force.
Force Stun
Control. Active, Singular
Difficulty - XXOOO
Force Stun is a mental power that can temporarily deaden the senses and perceptions of a targeted enemy. As a result, it could be used to immobilise a foe by stopping them from being able to control their own limbs. It is a power most suited to being used on a single foe, with the goal of immobilising, disadvantaging or apprehending them. Uses, such as when facing an opponent that is equal in power to the attacker, would see the target’s hearing, sight, smell and taste fade and their limbs become more sluggish as a result, with more effective uses against less powerful opponents.
Force Stun is entirely unusable against non-biological opponents. Force Resistance and Mental Barriers make this harder to use on Force Sensitives, especially those with a high degree of willpower. Mental Barriers act as a hard block, meaning the defence will need to be whittled down before the Force power takes effect.
Tier IV - Adept
Force Affliction
Health. Active, Singular
Difficulty - XXXOO
Force Affliction is another pseudo-mind power much like Force Slow, however it requires Force Telepathy to learn and utilize. Its abilities are ramped up significantly as a fast-acting toxin that spread through the body to debilitate the user. Spreading through the entire body, it felt like chains were being burned into the veins and muscles of the user, as both pain and physical disabilities began to settle in. The strength of the toxin directly corresponds to the strength of the user, and its capabilities are affected by the force resistance and strength of its target.
Force Subjugate
Control. Active, Primary/Secondary
Difficulty - XXOOO
Force Subjugate is a relatively unknown mind power stemming from Affect Mind; when used, it is capable of draining away willpower like a syringe: even the strongest wills will eventually become lethargic in extended duels. Like many other mental powers, the effectiveness of Force Subjugate is affected by base Force Resistance and a Mental Barrier.
Force Stasis
Control. Active, Singular
Difficulty - XXXOO
Force Stasis is a mental power that is the enhanced version of Force Stun. Still focusing on a single foe, Force Stasis is at it’s most potent, capable of using the force to induct their target into a temporary and non-harmful catatonic state. The target will be fully unable to move of their own volition as if they were paralysed and their limbs would seem to be non-responsive. Most useful when trying to even the odds in a group fight, buy time for an escape or sneak past a guard, Force Stasis is versatile because of its non-harmful intentions.
Like Force Stun, Force Stasis is entirely unusable against non-biological opponents. Force Resistance and Mental Barriers make this harder to use on Force Sensitives, especially those with a high degree of willpower. Mental Barriers act as a hard block, meaning the defence will need to be whittled down before the Force power takes effect.
Tier V - Advanced
Mind Twist
Sensory. Active, Secondary
Difficulty - XXXOO
Mind Twist is the ability to twist an individual’s perception of reality. When used, the caster will be able to make the target feel and see things that do not physically exist. When used, this ability can make the target feel like they are suffocating while still breathing, or make the target believe that they are being burned alive. The extent of the ability’s effects is limited only by the user’s imagination, and to mental damage: it tricks the nerves into believing that the pain they feel is real. Mind Twist can be defended against by a Mental Barrier or a Telepathic Screen. requires a gesture to manifest, and is not available within the Horuset Archives to study and will need to be sought out via other means.
Crush Opposition
Mentality. Active, Secondary/Passive. Cleave
Difficulty - XXXXO
Stemming from Force Subjugate, Crush Opposition expands upon the effect provided by the former but expands it to be effective on multiple targets. Depending on training and the user’s force strength, this could be devastating in a fight where the user is out-gunned and surrounded, evening the playing field entirely. It was a difficult ability to maintain, and its effectiveness directly correlates with Force Resistance and a Mental Barrier.
Mind Shard
Mentality. Active, Primary
Difficulty - XXXOO
Mind Shard is an ability that allows the user to splinter the opponent's mind to the point that they suffer a very intense migraine. This ability could cause intense pain that wracked through an opponent's head, causing them to become incapacitated or unable to mount a proper defence. The ability could be halted by force resistance or a strong mental barrier.
Force Horror
Mentality. Active, Primary. Cleave
Difficulty - XXXOO
Force Horror is a Dark Side power that allows the user to apply Force Fear to multiple opponents, wreaking havoc across many minds as opposed to just one. The capabilities of the user and how many they could affect depended on their training and skill, but fears inflicted ramped up twofold from the base ability. Some practitioners were able to cause death through total fear or crippling their opponents entirely. It’s effectiveness was hampered by natural force resistance and a mental barrier.
Force Farsight
Sensory. Active, Singular
Difficulty - XXXXO
Farsight is an advanced Force ability that builds off the user's capability with Force Sense. Through a focused effort, such as meditation, the user can project their reach through the Force at much greater distances, up to several kilometers away from the caster. This range is dependent on the user's proficiency with the ability. At higher levels, the user can also summon a hazy visualization of their area of focus, letting them get an impression of the terrain and any prominent structures within it.
This is a limited ability, and as such learning it will require the approval of the Officer team. Force Sight 3 (Beginner) and Force Sense 3 (Expert) are prerequisites.
Tier VI - Expert
Force Illusion
Mentality. Active, Primary/Secondary
Difficulty - XXXOO
Force Illusion is the ability to dupe the mind to the point that an individual cannot tell the difference between their opponent or another. Alternatively, it could affect the mind and make something appear out of nowhere, perhaps a loved one or even a vision of a better place. Of course, this was entirely subjective to the targeted individual and is directly affected by an opponent's force resistance and mental barrier.
Stasis Field
Control. Active, Primary
Difficulty - XXXXX
Force Stasis Field, is the culmination of everything Force Stun and Force Stasis have been building towards. The ability is a mental power and now focuses on a group of foes, ranging from three, to five, to seven, to ten as the user improves with the intent of targeting all of their minds simultaneously and inducting them into a temporary and non-harmful catatonic state. The target will be fully unable to move of their own volition as if they were paralysed and their limbs would seem to be non-responsive. Force Stasis Field is far more concentration-heavy than its predecessors, requiring a near single-minded focus on maintaining its effects on the targets at hand. A lesser impact on a target may see them suffer the effects of Force Stun, a lessening of the senses such as sight, hearing, taste and smell instead of the full catatonic state.
Like its predecessors, Force Stasis Field is entirely unusable against non-biological opponents. Force Resistance and Mental Barriers make this harder to use on Force Sensitives, especially those with a high degree of willpower. Mental Barriers act as a hard block, meaning the defence will need to be whittled down before the Force power takes effect. Used against a foe of comparable force resistance, even without a Mental Barrier, will see the target suffer the lessening of senses, not a full catatonic state. An attacker with a notably higher force resistance than the target will likely be able to induce the catatonic state.
Dominate Mind
Control. Active, Primary
Difficulty - XXXOO
A Dark Side ability filling out the top levels of the Mind Powers tree, Dominate Mind is capable of modifying an individual’s mind while it is active. This ranges from changing another’s current emotional state to modifying their memory for a short while (read: until the power is disengaged). Tiring and -very- difficult to perform, it can be stopped by innate Force Resistance or a Mental Barrier.
Tier VII - Master
Force Plague
Health. Active, Primary. Cleave
Difficulty - XXXXO
Force Plague is an advanced dark side power that doubles the power of Force Slow and Force Affliction. Deadly in almost every scenario where no care or healing can be given, Force Plague injected a deadly toxin through the mind that filled the entire body with an incredibly fast-acting poison that degraded over time. Even after the channelling had stopped, an individual would not recover without significant aid. This ability was a difficult one to learn and required much skill and training to achieve. One’s force resistance could help stem the tide of death so long as their force strength matched or was greater than the user. A mental barrier could stave off the attack depending on the user's skill level.
Doppelgänger
Sensory. Active, Singular
Difficulty - XXXXX
Doppelgänger is the ultimate form of illusion one can create. It draws from the foundations of Force Telekinesis, Force Illusion, and Electronic Manipulation to form a perfect duplicate of a person or object, which appears indistinguishable from the real thing. Through the use of Telekinesis, the user is able to have the illusion look like it can lift objects with its hands, or kick an object. The illusion also affected droids and cameras by manipulating the electrical sensors. Unlike Force Illusion, a Doppelgänger would be manifested as an astral projection by the Force instead of tricking a person's mind into believing something to be there. The ability requires great focus and the user is therefore required to sit and meditate to conjure the ability, and the strain to uphold it meant that it could not be maintained for roughly a minute, though true experts can exceed this to a limited degree. Additionally, the illusions created by this ability can be seen through by Force Sight. Doppelgänger is not available within the Horuset Archives to study and must be sought out via other means.
Drain Knowledge
Control/Mentality. Active, Singular
Difficulty - XXXXX
Drain Knowledge is a master-level Dark Side power that allows the user to delve deep inside the mind and take, either by force or willingly, secrets, history and knowledge from the individual’s brain. It was an ability that was as hard to resist as it was to train, providing a powerful Sith with the capability to learn their enemies' entire plan in an instant. Users were able to almost walk through situations that their victim has lived as if they were there in person and experienced everything as well. The ability can only be passed from one who knows it to one who does not and took considerable time and effort to get to a workable state. It is a tiring ability, that becomes less taxing as their capabilities increase. Force Resistance and a Mental Barrier could be used to ward off probing and were entirely reliant on individual skill and strength.
Force Insanity
Mentality. Active, Primary. Cleave
Difficulty - XXXXX
Force Insanity is a Dark Side force ability that is an amplified version of Force Horror and allows the individual to affect multiple people with even greater fears and visions. Its name derives from the abilities power to send those it affects even once into total insanity, spiralling out of control as they are unable to control their fears and negative emotions. This powerful ability is difficult to master and requires considerable skill and training to achieve. An opponent’s natural force resistance and mental barrier could play a significant part in resisting the attack’s magnitude, but entirely depended on their own individual ability.
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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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