02-19-2018, 10:46 PM
(This post was last modified: 02-19-2018, 10:52 PM by Jade Harley.)
(02-19-2018, 02:46 PM)Dane Regan Wrote: Commanding Influence (300): Buff, Telepathy
Dane can issue out verbal commands and orders to his allies in the field of battle, or just generally in a low-stress environment. These must be simple, no more than a short sentence. For the following 3 seconds after starting to speak (either verbally or telepathically - although using telepathy to do so comes with any usual drawbacks and TEC requirements if an ally doesn't have the power). During this time, Dane may move and attack normally, but can't charge any moves or powers. This is a little bit tiring, but not very - no more than a sword swing. He also has to know roughly where every one of the allies he plans to order are, and they must be in range of his telepathy (even if he speaks verbally) - he can't just say something and hope for best. If the targetted allies hear the order, all who choose to follow it get some minor benefits for the next 30 seconds (starting from 3 seconds after Dane started speaking). They get no bonus if they ignore Dane, and the effect on them ends early if they complete or stop trying to follow his command. This move will also end early if Dane cancels the order, which he can do at will verbally or mentally, providing they have a way of knowing he wants them to stop.
>They receive a burst of vigour and are able to temporarily shrug off some of their fatigue.
>They feel a boost of adrenaline and are able to ignore pain and wounds to a limited extent - like a weakened version of the survival power.
>It is a lot harder to disrupt their focus, but they exhibit a slight 'tunnel vision' towards Dane's task. Heavy damage might disrupt it, but weaker attacks definitely won't.
>The focus, slight devotion, and adrenaline gives them a minor stat boost. They can hit a little bit harder, resist damage a little bit better, move a little bit faster, and tend to be a little bit more skilful. This is almost negligible, just enough for them to feel like they're fighting a little bit better than normal. Many opponents won't notice the difference when compared to the rush of energy Dane's allies feel.
In addition to this, all allies who accept the order will be compelled perform at the best they are physically capable of. If they have the skill to land an attack, they will. If they have the strength to hit hard, they will. Essentially, this dissuades them from half-arsing an order.
Once the 30 seconds are up (if the effect ends early), Dane's allies feel a strong wave of fatigue as their actions catch up with them, as well as feeling the full brunt of any damage they took. While Dane can use this multiple times per fight providing no usage overlaps, every consecutive use has a weakened potency. So, while it can be used repetitively, it's an easy way to burn out his allies. The amount the potency is weakened by is dependant on the number of commands the target accepted within the past 30 minutes.
RP Notes:
Example Commands:
>Kill the mage.
>Defend the area.
>Stand your ground.
>Protect me.
>Bash down the door.
(Note: The following requires OOC permission, everyone is affected differently in the long term - some not at all, and others more strongly)
While minor, every use provides a slight positive stimulus in the mind of an ally following the order. For someone strong-willed or with high TEC, this might barely impact them at all. But, for a weak-willed ally, it can provide the incentive to make them more and more devoted to Dane. In general, it will usually cement his status as "leader" in their mind. Furthermore, many allies will find themselves slightly compelled to follow his command even if they wouldn't normally. If he's used this often enough on someone, it can make them willingly become cannon fodder.
Any mental compulsion is fairly minor at first. Minor enough that the only way someone would reasonably notice it is once it has built up a lot, and something snaps them out of it. Dane can control it well enough not to push someone too far and make them question him. To anyone with a TEC equal to or lower than his, it will seem like nothing more than "a reasonable order" (and even some with higher TECs might not notice). In short, the mental effect is very subtle and needs many many uses to build up.
You'll need the ranged prof, but... Approved!
(02-19-2018, 06:02 PM)Summer Wrote: Alright got a move for Sonny and a move for Clowno here
Sonny:
T2 Super Utility: Sun Spirit’s Blessing on this Wonderful World! (Area Attack, Area Defense, Buff, Healing) (800):
Sonny shifts the weather to his will and, after 5 seconds of concentration, unleashes a burst of brilliant light into the heavens above, destroying the cloud cover and creating a warm summer’s day. He then calls down a ray of healing light onto any allies of his choice within 20 meters of him, which lasts until 6 points of damage (split between all of them) has been healed. After it's been called down, this light follows each ally perfectly until all healing has been spent.
This light doesn’t patch up wounds that are already there. Rather, any new injuries sustained while the light is shining are healed immediately. Additionally, those under the blessing don’t feel any pain from attacks that aren’t strong enough to overcome the healing. As a weather-changing move, it can’t be used in places where the view of the sun is blocked. However, since it disperses weather, it can be used even amidst a raging storm, leaving a calm, clear sky in its wake.
Clownpiece:
T1 Super Utility: Mass Hysteria “Madness Pandemic” (Lampad’s Torch and everything it requires) (600):
A release of pure lunacy, unlocking nearly the full potential of both Clownpiece and her torch. She stands still and lifts her torch into the air, before announcing the name of this spell card and unleashing the attack. The usually placid flame explodes into a bright conflagration, spilling its maddening light over everyone within range. For the next 30 seconds (a time during which Clownpiece can once again move around and attack freely), 5 separate variations of Clownpiece's choice within Lampad’s Torch are activated and constantly maintained, unleashing their powers all at once. Everyone who catches a glimpse of the light is instantly afflicted with any relevant effects (based on who can be affected by which specific version) provided they are in range for said effect. (So if one had a range of 30 and another 20, and a person was 25 meters out, said person would only be hit with the 30-meter affliction). It’s an outpouring of pure of insanity that leaves Clownpiece tired at the end, but not exhausted like if she’d used every version of it separately.
Both approved!
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.


