Telekinesis

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Revision as of 18:33, 22 December 2008 by RevengeX (talk | contribs) (New page: == Push == === Push === '''Perquisites:''' * First Rite (INI - ACO) The ability to create a telekinetic impulse via the Force to move small objects a short distance. === Throw ==...)
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Push

Push

Perquisites:

The ability to create a telekinetic impulse via the Force to move small objects a short distance.

Throw

Perquisites:

  • Second Rite (PRT - DJK)
  • Force power: Push, 5 points

A more powerful version of Force Push, this causes objects to be hurled towards a target. Throw is often used to distract rather than seriously harm.

Whirlwind

Perquisites:

  • Third Rite (EQ1 - EQ4)
  • Force power: Throw, 5 points

A more advanced form of Force Push. The Jedi alters the air current around an opponent, turning it into a whirlwind. This swirling force lifts a single opponent into the air, spins them around, and completely immobilizes them for five to ten seconds.

Wave

Prerequisites:

  • Mastery (DA - DP)
  • Force power: Whirlwind, 5 points

One of the most powerful forms of Force Push. With a greater area of effect, this power allows the user to hurl or knock down several opponents at once.

Maelstrom

Prerequisites:

  • Grand Mastery (GM only)
  • Force power: Wave, 5 points

A violent tidal wave of Force energy capable of lifting multiple opponents into the air, spinning them around, and completely immobilizing them. The Maelstrom continues while the Grand Master is concentrating on the power or will last for up to a minute without his attention.

Pull

Pull

Perquisites:

The basic ability to tug an object with the Force drawing it toward the user.

Draw

Perquisites:

  • Second Rite (PRT - DJK)
  • Force power: Pull, 5 points

A more powerful version of Force Pull, this causes larger targets to be drawn toward the power's user over a greater distance.

Beckon

Perquisites:

  • Third Rite (EQ1 - EQ4)
  • Force power: Draw, 5 points

The advanced form of Force Draw allows the user to beckon multiple inanimate objects to them.

Summon

Prerequisites:

  • Mastery (DA - DP)
  • Force power: Beckon, 5 points

Summon allows the drawing of living targets in the immediate vicinity towards the user. The efficacy of this power is tempered by the target's power and connection to the Force.

Translocation

Prerequisites:

  • Grand Mastery (GM only)
  • Force power: Summon, 5 points

An extreme advancement in the Force Push and Pull techniques, Translocation can transcend time and space; hurling individuals or objects over vast distances in the blink of an eye.

Jump

Jump

Perquisites:

The use of the Force to Jump twice that of the user's normal ability.

Leap

Perquisites:

  • Third Rite (EQ1 - EQ4)
  • Force power: Jump, 5 points

The use of the Force to Leap nearly four times that of a user's ability.

Soar

Prerequisites:

  • Mastery (DA - DP)
  • Force power: Leap, 5 points

An advanced version of Force Jump, Soar allows a user to jump into a state of apparent hovering at heights six times that of their normal ability as if defying gravity.

Flight

Prerequisites:

  • Grand Mastery (GM only)
  • Force power: Soar, 5 points

A power that enables the user to envelop themselves in the Force for the purposes of flight. Once they have control of the Force around them, the user can move themselves towards a specific destination within a planet's atmosphere. Using this power takes a great deal of concentration.

Grip

Grip

Perquisites:

The technique by which a Jedi uses telekinesis to forcefully grip parts of a target victim's body.

Choke

Perquisites:

  • Third Rite (EQ1 - EQ4)
  • Force power: Grip, 5 points

Choke is used to telekinetically manipulate one or more of the target's appendages or internal organs and apply pressure. However, the target is not lifted or moved about.

Crush

Prerequisites:

  • Mastery (DA - DP)
  • Force power: Choke, 5 points

With concentration by the user this deadly ability can lift an opponent into the air while crushing them with the Force.

Annihilate

Prerequisites:

  • Grand Mastery (GM only)
  • Force power: Crush, 5 points

The advanced version of Force Crush allows a Grand Master the ability to lift multiple opponents into the air, crushing their bodies with the Force.

Strike

Telekinesis

Perquisites:

One of the most legendary powers of the Jedi, the minor uses of telekinesis are endless. The Jedi may use the Force to cause an object to move. With greater skill, the Jedi can manipulate larger objects, with even greater precision.

Strike

Perquisites:

  • Second Rite (PRT - DJK)
  • Force power: Telekinesis, 5 points

This is the ability of the user to strike an opponent through the Force. It is directly related to their own natural physical ability, rather than Force ability or Force-induced ability. Due to the physical manifestation, this power can not be amplified by any other Force power.

Obliterate

Perquisites:

  • Third Rite (EQ1 - EQ4)
  • Force power: Strike, 5 points

An advanced use of Telekinesis that relies on the user's knowledge of the Force. This strike results in severe physical trauma often causing broken bones to those unable to defend themselves from Force-based attacks.

Telekinetic Kill

Prerequisites:

  • Mastery (DA - DP)
  • Force power: Obliterate, 5 points

Lord Darth Vader is said to have made judicious use of this power and Elder Jedi have perfected his techniques. It can kill an offending subordinate in seconds or over the course of a long and drawn out torture.

Telekinetic Lightsaber Combat

Prerequisites:

  • Grand Mastery (GM only)
  • Force power: Telekinetic Kill, 5 points

This ability allows a Grand Master to use telekinesis in lightsaber combat. A Grand Master may use up to four lightsabers in combat holding each of them with the Force and employing them individually.