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The Horuset Acolyte Powers

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The Natural
A list of force powers that are not taught but are naturally present in any Force-sensitive and grow in potency alongside the individual.

Force Power: Area of the Force: Description:
Force Resistance Control The natural resistance or immunity system of a force sensitive against force-based attacks that grows in power as you do.
Danger Sense Sense The ability to know that you're about to be in danger without knowing from what or where it comes from.

Acolyte Core Abilities
A list of force powers that are commonly taught as part of the House Horuset Acolyte curriculum by the Overseers. These are the basics that most if not all Acolytes should aspire to gain at least a basic understanding and skill in.

Force Power: Area of the Force: Description:
Force Augmentation Control The ability to increase the strength, speed and reflexes of your body by channelling the Force.
Dampen Presence Control The ability to soften your steps and move more quietly or dampen your aura to make it more difficult for enemies to sense you.
Force Sense Sense The ability to sense the force surrounding you, as well as utilise it to detect life and the emotions of others.
Force Telekinesis Alter The ability to lift and manipulate objects by channelling the Force.
Force Barrier Alter The ability to create and maintain an invisible barrier that protects you against targeted Telekinetic attacks during combat.
Force Shock Alter The ability to create a spark of energy and throw it at an enemy to stun and injure them.
Thought Shield N/a A technique that allows an individual to resist the effects of mind-reading abilities.

Acolyte Adept Abilities
A list of force powers that are uncommonly taught as part of the House Horuset Acolyte curriculum by the Overseers. These are the force powers that expand upon the core powers and, as such, require you to have at least a basic understanding of their prerequisite abilities.


Force Power: Area of the Force: Description:
Force Tapas Control The ability to maintain body heat and remain warm in cold environments.
Force Jump Control The ability to increase the strength of the muscles to allow for greater jump distances.
Force Speed Control The ability to greatly increase mental processing and physical speed in short bursts.
Force Perception Sense The ability to augment your eyesight and spatial awareness to better allow vision in the dark and see past certain objects.
Force Telepathy Sense The ability to transfer words or brief sentences between minds across short distances
Force Grip Alter The ability to telekinetically hold an enemy in place or force movement.
Force Slow Alter The ability to fog and cloud someone's mind to slow their reactions and make them sluggish.
Mental Barrier Alter The ability to create and maintain a mental barrier to protect against mind-affecting force powers.

Acolyte Non-Curriculum Abilities
A list of force powers that are not taught as part of the House Horuset Acolyte curriculum by the Overseers. These are the force powers that expand upon the core and adept powers that are suggested to study and learn by those who have advanced beyond the capabilities of the adept Acolyte.

Force Power: Area of the Force: Description:
Force Bubble Alter The ability to conjure a bubble of energy around yourself for protection.
Sith Rune Inscription Alchemy The ability to inscribe runes for various alchemical purposes.
Ansi Niti Sorcery An advanced meditative technique that allows one to reach the peak of their own power.
Soti Asarsi Sorcery The ability to channel energy from external forces such as amulets, siphons, or in extreme cases a dark side nexus.
Conjure Wisp Sorcery The ability to take excess energy obtained through spells such as Soti Asarsi and Ansi Niti and channel it into the creation of a ball of energy, otherwise known as a whisp.

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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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