Waveform is an ability that enhances the potency of telekinetic abilities. Waveform always has a significant energy cost, even at Extreme Mastery and above.
For conventional, directional abilities (i.e. Force Push, Force Pull, Force Wave, etc), Waveform increases the equivalent output of the ability (i.e. how "much push" there is).
This also applies to non-directional conventional abilities that don't move objects (i.e. Force Crush, Force Rend, etc) but this is only unlocked at Mastery.
For abilities that move an object (i.e. Force Throw, Move Object, etc), Waveform can only increase the speed at which the object is moved. This is only unlocked at Mastery.
For non-conventional abilities (i.e. TLSC, Force Burst, Force Destruction, Force Whirlwind, Saber Throw, etc), it is output or speed depending on the context. However, this is only unlocked at The Mastery.
As such, it works like so:
Begun Training
No usage.
Skilled
Waveform provides advantage in equal skill level match ups
Absurdly high energy cost
Proficient
Using Waveform in conjunction with a Telekinetic ability will raise its equivalent output (not efficiency nor technique) by one. Alternatively, they raise the speed of the ability by +1 level.
For example, if one has Force Push at Skilled, it will have the output of a Force Push at Proficient.
If one has a base speed of Low B, they can use Waveform to make their Force Push move at Middle B.
Extremely high energy cost.
Highly Proficient
Using Waveform in conjunction with a Telekinetic ability will raise its equivalent output (not efficiency nor technique) by two. Alternatively, they raise the speed of the ability by +2 levels.
For example, if one has Force Push at Skilled, it will have the output of a Force Push at Highly Proficient.
If one has a base speed of Low B, they can use Waveform to make their Force Push move at High B.
Extremely high energy cost.
Can be used on the abilities of allies.
Mastery
Using Waveform in conjunction with a Telekinetic ability will raise its equivalent output (not efficiency nor technique) by three.
For example, if one has Force Push at Skilled, it will have the output of a Force Push at Mastery.
If one has a base speed of Low B, they can use Waveform to make their Force Push move at Low A.
High energy cost.
Can be used on the abilities of allies.
Can be used on non-directional Force Abilities (Force Grip, Force Crush, Move Object, etc)
Beyond this point, Waveform does not provide any additions to output, but instead changes in efficiency and provides additional benefits:
Extreme Mastery
High energy cost.
Unlocks Destructive Interference
The Mastery
Improves Destructive Interference
Medium energy cost.
Can be applied to non-conventional telekinetic techniques, such as Saber Throw, TLSC, etc.
Begun Training to Skilled
Travel to Manaan and succeed in locating the Order of Shasa. Successfully convince the Order of Shasa to train you.
1 Day Cooldown
Study the physics principles of constructive interference and ponder in what ways this could relate to the Force. Bring your thoughts back to your instructor. Try again if you fail.
1 Day Cooldown
Engage in a lesson (over comm or in-person) with an individual who has Efficient Telekinesis. Learn the differences between that and what you are attempting to learn, but take away some key lessons.
1 Day Cooldown
Stand in a tidal pool and keep the water perfectly still while your Selkath instructor disturbs the water around you. Succeed.
1 Day Cooldown
To a minimal degree, apply waveforms to telekinetics to amplify the power of one of your techniques. Pass out afterwards.
1 Day Cooldown
Feat
Skilled to Proficient
Under your Selkath instructor, make the ripples of stones dropped from different heights and distances converge on a single point.
4 Day Cooldown
Spar underwater with another Waveform student using only telekinesis in a legitimate encounter. You are not allowed to use direct pushes or pulls. You are only allowed to manipulate the water around your opponent. Win this spar.
4 Day Cooldown
Stand on a platform while your Selkath instructor sends Force pushes at you in a rhythm. Remain in phase with the platform or fall off and try again.
4 Day Cooldown
Under your Selkath instructor, conduct the Test of the Sea. During a storm, your instructor will cast you into the ocean. You must make your way back to land using nothing but the force of the ocean's waves. Or die. (PK scenario)
4 Day Cooldown
Under your Selkath Instructor, conduct the Test of the Desert. Pass this final test and leave with recognition from the Order of Shasa.
4 Day Cooldown
Feat
Proficient to Highly Proficient
To a notable degree, apply waveforms to telekinetics to amplify the power of your attacks and use this to win a legitimate combat encounter.
1 Week Cooldown
In a plot-essential moment, clear a path using Waveform where you otherwise would not have been able to.
1 Week Cooldown
Against someone who would normally overpower you with the Force, apply waveforms to level the playing field in a legitimate combat encounter.
1 Week Cooldown
Clear a large contingent of enemies in a legitimate combat encounter through using Waveform in conjunction with Force Wave.
1 Week Cooldown
Suffer the stamina costs in a legitimate combat encounter with an equal-tiered opponent due to Waveform usage. Escape with your life (PK scenario)
1 Week Cooldown
Feat
Highly Proficient to Mastery
Against an opponent who would normally overpower you with Telekinesis, overpower them through the usage of Waveform in a legitimate combat encounter.
5 Week Cooldown
Using Waveform, bolster the Force Push or Force Pull of an ally in a legitimate combat scenario, and allow them to gain confidence in their own strength where they otherwise would not have had it.
5 Week Cooldown
Overcome a higher-tiered opponent's Force Resistance in a legitimate combat encounter using Waveform, completely taking them by surprise.
5 Week Cooldown
Using Waveform, bolster a Force Push or Pull of an ally who has the ability at least two levels higher than you have it. Do this to defeat a major boss of your plot arc in a legitimate combat encounter.
5 Week Cooldown
Defeat someone who has a higher midicholorian count in a contest of pure Telekinetic strength in an ability they are better than you with, using Waveform in a legitimate combat encounter.
5 Week Cooldown
Feat
Mastery to Extreme Mastery
Using Waveform, defeat an equal-tiered opponent using a rock thrown at sufficient velocity with Move Object, Force Grip, or Force Throw, all in a legitimate combat encounter.
8 Week Cooldown
In a legitimate combat encounter, pick up an enemy player character with Force Grip or Force Throw. Using Waveform, move them at speeds beyond their visibility (where you would not have been able to do so otherwise without Waveform) for a consistent period, and thus remove them from combat via sheer disorientation.
8 Week Cooldown
Using Waveform, lift an object you would have never been able to lift otherwise, and throw it at equal-tiered player character in a legitimate combat encounter to win the engagement.
8 Week Cooldown
BFR an individual you have no chance of beating using telekinesis bolstered by Waveform in a legitimate combat encounter.
8 Week Cooldown
Disarm someone with Extreme Strength using Waveform and Force Disarm in a legitimate combat encounter.
8 Week Cooldown
Feat
Extreme Mastery to The Mastery
Using Waveform, destructively cancel out a telekinetic ability at The Mastery or higher in a legitimate combat encounter, completely embarrassing the individual who cast it.
12 Week Cooldown
Face off against an equal-tiered opponent with Efficient Telekinesis in a legitimate combat encounter, and win.
12 Week Cooldown
Using Waveform, bolster a telekinetic ability that is situated at The Master. This can be yourself or an ally. Do so to defeat a Middle 0 (or higher) opponent in a legitimate combat encounter.
12 Week Cooldown
Using nothing but Waveform, stand on the sidelines and bolster the telekinetic strikes of a Tier 3 player character. Under these circumstances, assist the Tier 3 player character in defeating a High 2 or higher player character using telekinetic abilities, all under the premise of a legitimate combat encounter.
12 Week Cooldown
Using Waveform's Destructive Interference, repeatedly cancel out the telekinetic abilities of a Tier 0, driving them insane to the point they stop using them in a legitimate combat encounter.
12 Week Cooldown