The following warnings occurred:
Warning [2] Undefined array key "suspendposting" - Line: 1231 - File: showthread.php PHP 8.3.31 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/showthread.php 1231 errorHandler->error_callback
Warning [2] Undefined array key "showquickreply" - Line: 1231 - File: showthread.php PHP 8.3.31 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/showthread.php 1231 errorHandler->error_callback




Thread Rating:
  • 4 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Move Creation Workshop
(05-26-2017, 06:49 AM)Dane Regan Wrote: Thanks Amaterasu.

I'll ask about later for what proficiencies I need. I don't need this for DA, or anything. So there's no rush. For Silent Room, what makes it so powerful? The general purpose is just to cut off sound in and out of an area. For secret meetings. For silent assassinations. To ignore people. Et cetera.

(for reference, the current restrictions mean these can only be used in Dane's base form, which has the stats: ATK: 1, DEF: 2, SPD: 3, TEC: 5. The alt is ATK: 5, DEF: 0, SPD: 5, TEC: 1)

Muffle (300):
[spoiler]
Basic Summary of effects: Dane creates an invisible barrier that suppressed sound within a half a metre of himself in an attempt to move silently. The barrier primarily works one-way, so any noise created within 0.5m from any point on Dane will be unheard by any observers outside this distance. For example, if Dane talks or steps on a twig, someone standing two metres away will not hear it. Should Dane knock an object causing it to fall outside this radius, the noise it makes would be heard by observers. A consequence of Muffle is that Dane's hearing is also suppressed, so all sounds he hears are at half volume.

Using and Ending: The effect takes 5 seconds to start (during which Dane cannot move and must concentrate) and will not end unless Dane wills it to (when he can restart it again after waiting the same amount of time Muffle was previously in effect) or if he loses concentration. If the spell is not ended intentionally, Muffle cannot be used again for 5 minutes. This will occur if Dane is shoved, knocked off balance, takes damage, or is generally surprised. A very loud noise (any sound loud enough to leave your ears ringing) can also break the spell, resulting in the 5 minute cooldown and Dane taking a slight amount of damage from the mental feedback.

Drawbacks: This effect requires constant concentration, so attacks cannot be charged up, Dane cannot transform or change forms, Dane cannot summon with or otherwise use his Omnilium, and Dane cannot use any other move that requires concentration. He can still move normally, use any non-ranged attacks that do not fulfill those conditions, and use any movement powers. As mentioned prior, Dane hears everything at half volume. While Muffle could theoretically be sustained indefinitely, the concentration required limits its practical use to about 5 minutes. It's not physically exhausting, but using it for more than 5 minutes at once, with a 5 minute breaks between each use, is very mentally draining and virtually impossible, so will likely force Dane to lose concentration. Trying to continue beyond this time could result in Dane taking mental damage, forcing the effect to end.

Counters: Primes with enhanced senses will be able to hear the sounds as normal if they know Dane is using the effect, and concentrate on doing so. 

Requirements: Dane needs at least 2 TEC to use this move. Which currently means it cannot be used in his alternate form (but it might be possible after a stat increase).

Potential Upgrades: Pairing it with suppression to give people with sensing powers less of a free pass.
[/spoiler]
Silent Room(300):
[spoiler]
Basic Summary of effects: Dane enchants a room, or a space, no larger than a 6m by 6m by 6m cube (20x20x20ft) with an effect similar to Muffle. Dane must either be inside the area, or be within 3m of it's sides to enchant it. The area being physically enclosed is nice, but not required. No sound, barring the equivalent of loud explosion, will breach it. So, anyone inside cannot hear outside, and anyone outside cannot hear what happens inside. The effect cannot be moved afterwards unless bound to a mobile "space", such as a train carriage or a car interior.

Using and Ending: The Silent Room takes 30 seconds to create (during which Dane cannot move faster than a slow walk and must concentrate) and after which it remains as long as Dane wills it to an effective maximum of 30 minutes. The effect will also end if a prime is able to sense the effect, and chooses to end it. Sensing the effect is dependant on a primes TEC and sensing powers:

At 0 TEC: Anyone will find it impossible to sense the effect, regardless of if they find out it exists, unless they have enhanced senses or insight and were within 1.5m of Dane when the spell was cast. (They can still end it with a very loud noise, such as an explosion or flash-bang)
At 1 TEC: Anyone standing within 1.5m of Dane when he casts the spell will sense it.
At 2-4 TEC: Anyone that passes through the barrier, is able to use their insight on Dane (while the spell is in effect), or has enhanced senses will sense the spell.
At 5 TEC: Anyone inside the area will instantly sense the spell.
At 6+ TEC: Anyone within a distance of their TEC in metres from one of the barrier's sides will instantly notice and sense the spell.

Once "sensed", they can try to end the effect. This requires light focus for an amount of time equal to 10 - their TEC in seconds. So someone with a TEC of 5, can shut it off after 5 seconds of focus. Someone with a TEC of 10 or more can shut it off instantly with with no focus required. The prime "sensing" the spell will feel "fuzzy" while within their TEC in metres from one of the sides, and instinctively know how to shut it off through concentration. The method is unique to each individual. Some will picture it mentally as a castle and imagine smashing it down. Others will just yell profanities. And some will just turn it off like flicking a switch. Gestures may be used but they are not required. If someone trying to stop the effect is damaged, shoved, or distracted by any other means, all progress towards doing so is lost. So a prime with a TEC of 5 that focuses for 4 seconds before stopping will have to start again and focus for 5 seconds at once. Any prime with a TEC less than 10 cannot use any concentration based attacks while trying to end the effect. So cannot charge an attack, transform, use a super move, use Omnilium, or use any moves with a sensory power as a prerequisite. Basic moves and movement will work as usual. Moves that rely on ranged control may not function due to the concentration required.

Note: Anyone with a TEC of 4 or less may not realise the purpose of the spell. They are still able to shut it off, but if they do not have any similar skills, spells, a stealth based power, or an other logical reason to deduce its purpose, such as having used insight on Dane or observing the spells effects, they will simply feel "fuzzy" and not know exactly why.

Drawbacks: The spell is not physically draining, but is mentally exhausting, so every minute of use requires a minute of rest to a maximum of 30 minutes. Trying to go beyond this will result in Dane forcibly losing concentration, and potentially taking mental damage. Dane may also take mental damage if the effect is ended by a loud noise or another prime managing to end the effect. A degree of concentration is required, so Dane cannot use Omnilium, or any other concentration based moves. He can still charge up attacks, use powers, and other moves, as normal, but not super-moves or transformations.

Counters: Telepathy and communicators can be used through the barrier completely unaffected. Enhanced senses can be used to ignore the barrier, but only if they know the barrier exists and are able to mentally find it.

Requirements: Dane needs at least 5 TEC to use this move. Area defense/offense may be needed.

Potential Upgrades: Pairing it with suppression to give people with sensing powers less of a free pass.
[/spoiler]

Silent Room's power, IMHO, comes from how Dane could use it in combination with other moves - for instance to prevent two opponents from communicating with each other, or if he uses incantations or any moves with a "warning" sound (such as a sizzling fuse from a bomb, a gun firing etc). It's also a pretty large area that is covered by the move.

Anycase, the moves do look better with the additions! Whether or not they're good to go is not my decision, but I don't see any further issues with them.
 [Image: Rnk00x5.gif] 
Confusedundoge: Credit & Hugs to Ruby for the sign, and to Guu for the smileys! Confusedundoge:

Hide your chicken nuggers, hide your heads, the Sundoge is coming and she'll hat everyone!
Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
This signature is so overloaded...


Messages In This Thread
Move Creation Workshop - by Omni - 07-25-2015, 03:25 AM
RE: Quick Questions II - by Clownpiece - 11-13-2016, 11:10 PM

Forum Jump:


Users browsing this thread: 1 Guest(s)