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Mind Powers

#1
Mind Powers

[Image: capturejpg.jpg]

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.

Spoiler: Definitions

Tier I - Core


Spoiler: Force Sense

Tier II - Acolyte

Spoiler: Force Slow

Tier III - Apprentice

Spoiler: Force Sight
Spoiler: Animal Bond
Spoiler: Affect Mind
Spoiler: Force Fear
Spoiler: Force Ionise

Tier IV - Adept

Spoiler: Force Stun
Spoiler: Psychometry

Tier V - Advanced

Spoiler: Mind Shard
Spoiler: Mind Twist

Tier VI - Expert

Spoiler: Force Stasis

Tier VII - Master

Spoiler: Force Plague
Spoiler: Doppelganger



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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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