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Telekinesis, by Neophyte Daxze Vipion

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Telekinesis, by Neophyte Daxze Vipion



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Below you will find some basic notes of the abilities I have nurtured. You will not approach me for training unless you offer me a deal. This bare-bones information is offered as a short explanation of the abilities within the realm of Telekinesis. I will amend the list as I grow in the Dark Side. Do not expect my secrets here, you will find no weakness in me through this document.

-Neophyte Daxze Vipion

Push and pull, Telekinetic Blast and Force Burst
The basic act of manipulating the Force to extend your will. The baseline, you apply a vector, whether it is away from you or towards you. When one applies more energies into a push, it is called a Telekinetic Blast. This is when the Push becomes dangerous and able to break and smash objects and limbs. When one takes this to the extreme, it is called Force Burst. Force Burst is an accumulation of Force energies, it will take the practitioner some time to gather the latent energies within themselves to unleash a Push to devastating effect. I have blown holes in the strongest shields and carapaces with this ability.

Force Wave
The act of Wave is when one extends the telekinetic Force from within their core outwards. Like a tidalwave hiting a beach, they flow from your presence, I have used this successfully in either a cone or an all-encompassing wall extending from my self. While I will not provide notes to learn such a power, I will part that it helps to emphasise it with a stomp or a punch. Gestures help.

Force Wound, Grip and Choke
The act of applying a pressure to body parts. While Wound is a favourite amongst the Acolytes, its use is limited. Applying pressure to the inner organs of a being to will it into submission, Wound is the weakest of these performances. Grip meanwhile, proves to be far more reliable while simultaneously proving to be far more difficult to commit to. A trained Grip will see your opponents immobilised. While Grip can be used on any bodypart one desires, or is able to, a Force Choke is when you specifically target the respiratory system. Both through cutting off oxygen and bloodflow, one effectively blacks out their target.

Force Rend and Force Crush
The ultimate applications of Force Grip, are Rend and Crush. Force Rend, allows the practitioner to effectively puppeteer their target with such display of sheer willpower that they are unable to not relent to your Force prowess. Whether it be tearing off a limb, or disabling their body as a whole, Rend is a terror when mastered. When you focus your telekinetic powers into such a desperate singular point, you are employing Force Crush. This ability allows you to shatter sheer metal if you so desire, the absolutely end of the line in applying pressure.

Pyrokinesis
There is an off-shoot ability, when your prowess grows, one might find themselves able to control the very air molecules themselves. As a result, you can control the growth, or smothering, of fire. I will not go into further detail.

Saber Throw
Using the applications of basic Telekinesis, one can adjust the trajectory of a Lightsaber through the air provided the trigger on said saber is adjusted for such. I personally use a Force-sensitive trigger mechanism, allowing me to keep my saber ignited while it performs its deadly arc. Minute apoplications of the Force allow one to spin the saber in such a way it becomes a deadly projectile, while the connection to your own cyber crystal allows you to exert your will on it. The weakness lies in if you let others exert their will over your weapon. Choose wisely.

Force Inertia
Much akin to exerting yourself over your saber as stated above, you instead assert dominance over your own body. Through applying the Force on your own core or limbs, depending on your proficiency, you can effectively perform feats the body is unable to perform on its own. Changing your trajectory mid-jump and swing are but the simplest of applications. This ability comes with a hefty danger, should you fail to know your physical limits, you will break your self as easily as you would a pot or vase.



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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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