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Force Drain

#1
[Image: capture.png]
By Eln, Trips and Aodh

[Image: capture.png]

Force Drain is more of a curse than it is a boon, or at the very least it is equally both, depending on how warped your mindset is. This should be roleplayed appropriately. Examples of characters crippling themselves, losing control, accidentally draining soldiers from their side of the battlefield, and slowly losing their ability to see people as more than batteries. The force hunger should be ever present and palpable, depending on the length of time since the user last used the ability. This does not need to be played out (otherwise inactivity would kill your character), but it is a mechanic to always be considerate of.
This ability is “learned” when somebody chooses to act upon the impulse created by the infliction of force drain on a person. A harmed connection seeks to be repaired, but the repairing of it through draining will set them down a path. The second somebody chooses to feed this hunger, they are on this path permanently. Every ability besides Force Wither offers this impulse.
IMPORTANT: This damaging ability can only be gained -after- receiving officer approval. Please note that this does not constitute that you have a right to be taught the power after receiving the approval. Proper roleplay is important to gain an ability with this level of impact. It is classified as a Limited Ability.
All drain powers will provide a degree of regeneration to the health and vitality of a user. Casting this ability feels good to the user, even when it is actively harming them. It is more difficult to cast this ability upon close family and loved ones. Even Palpatine found this excessively difficult, if not impossible.
While ranges of this ability are defined, proximity makes this ability stronger, with “touch casting” making this ability extremely strong. Targeting multiple targets “dilutes” the effect.

[Image: capture.png]


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Spoiler: Ability Tree

Tier IV - Adept
Spoiler: Force Drain

Tier VI - Expert
Spoiler: Force Wither
Spoiler: Drain Life

Tier VII - Master
Spoiler: Death Field
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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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