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(Ideas) New Abilities
Posted: Mon Sep 26, 2011 6:48 am
by Nootau
[quote=Rithiel]You should just feel lucky that you're not an agent and only have 3 abilities (the fourth one doesn't count because of the super high skill rank requirements).[/quote]
To address this issue, I am not thinking up new Elemancer abilities and will focus on the Utasa for a time.
Doppelganger
Through mastery of Wavebending an Agent can not only distort a target's vision but generate an temporary illusion. The Agent is able to trick their target into believing there are in truth several agents, all of which are attacking, simultaneously. This illusion fades once the illusionary agents strike their target, though it lasts long enough for the target to suffer the penalty for being attacked by three targets at once for one round.
Skill Attributes:
* usage: cast 811 [target]
* energy cost: 10
Prerequisite skills:
* Wavebending (125)
Prerequisite abilities:
* Blink
Posted: Mon Sep 26, 2011 6:59 am
by Nootau
Sharp Shooter
Through practice and studying how armor is layered and its weaknesses, and Agent has learned where the armor is weakest. Young agents have been known to strike at these points but that requires them to seen soon after by their target, some agents have learned to exploit the weak point of a suit of armor with a new weapon, a flintlock pistol.
This is a passive ability which gives firearms the ability to gain the benefits of [url={http://wiki.contrarium.net/index.php/Armor_Chink}]Armor Chink[/url] while using firearms, on par with a Main Gauche.
Prerequisite skills:
* Marksmanship (75)
* Firearms (50)
Prerequisite abilities:
* Armor Chink
Posted: Mon Sep 26, 2011 9:40 am
by Jaster
I think that firearms should already have a chance to punch through armor.
Posted: Mon Sep 26, 2011 1:40 pm
by Rias
I'm having visions of special bullet types that are more costly, but better at penetrating armor.
Posted: Mon Sep 26, 2011 1:43 pm
by Rias
Regarding the "Doppleganger" suggestion, the effect already exists as part of
Mirrors.
Posted: Mon Sep 26, 2011 2:41 pm
by Nootau
It is? It is not listed. Being attacked by 3 opponents lowers the defenses a lot more then a flanking.
Posted: Mon Sep 26, 2011 2:54 pm
by Rias
... the agent utilizes wavebending to create multiple images of herself that confuse her enemies. ... and targets cannot defend or avoid flanks as effectively.
That's admittedly rather vague, but it reduces the target's defense when the agent attacks, as if the target were being attacked by multiple opponents rather than just one.
Posted: Tue Apr 17, 2012 2:03 pm
by KianTheArcher
Farsight Lens
One of the intermediate techniques found amongst Utasa Agents that are skilled in Wavebending is the Farsight Lens Technique. Wavebenders can shape and reflect light directly in front of their eyes, to form a temporary lens that allows them to see much further than a normal human may.
Prerequisites:
Wavebending: 150
Mechanic Notes
Basically, this gives an Utasa the ability to see up to three rooms further away, using the 'peer' command while channeling Wavebending. One channel of Wavebending provides a one room bonus, two a two room, and a third channel allows them to see the third room.
I'm unsure if this should allow them to see all three rooms in a row, or just the one.
Posted: Sat Apr 28, 2012 9:38 am
by KianTheArcher
I've thought up a couple of abilities that would go well, I think, for the Utasa. They would work best, I think, if the raw Wavebending cast became an AoE effect, with a longer duration and higher accuracy of every Wavebending channel you have up. The two abilities basically are more refined 'wavebending', instead of a raw cast which should be considered just that. Raw wavebending going on.
Blinding Light
An advanced use of Wavebending is the ability for the Utasa to focus light into a narrow, directed beam at the eyes of their target. The light is focused versus localised, and much more intense than that of a simple 'flashbang', or even that of the Beacon, temporarily taking the sight from a target.
Prerequisite Abilities:
Utasa's Beacon
Prerequisite Skills:
Wavebending: 100
Mechanic Notes
Essentially, this would be a short term blind effect, requiring two Wavebending channels to be open before it can be cast, and cast like any other specific spell, with cast <xyz>. I'm not 100% sure if the accuracy of it should be partially based on marksmanship, or if it should be entirely based on one's Wavebending skill, since Light isn't necessarily a projectile in the same sense that a burning rock is.
Disorienting Sound
Though the Utasa are often connected with the manipulation of light, it's hard to forget they can also manipulate sound as well. This more advanced Wavebending technique allows an Utasa to create a sound localised around a target's head, throwing them off of their guard, with a chance to defean them temporarily as well.
Prerequisite Abilities:
Soundpulling
Prerequisite Skills:
Wavebending: 100
Mechanic Notes
Pretty neat in theory. Basically, it allows you to target a single person with an attack that stuns them for a short duration, as well as having a chance to deafen them for a little while longer after the stun ends. It, like Blinding Light, would require two channels of Wavebending, and be cast like any other special ability, cast <xyz>.
Posted: Tue May 08, 2012 9:22 pm
by Nootau
Refracted Flight
The agent utilizes wavebending to distort his attacks. Attacks that are initiated from stealth have a chance to allow the Agent to remain hidden rather than be revealed.
When a target would normally trace a shot, the target will read, 'You try to trace the flight path of an surprise attack but their form becomes distorts and disappears', and the shooter will remain hidden. This does not aid in Ambushing a target.
Skill Attributes
* While channeling Wavebending.
Prerequisites_____________________________________
Skills
* Stealth (225)
* Wavebending (125)
Abilities
*Apprentice Wavebending
Posted: Wed May 09, 2012 2:31 pm
by Acarin
This seems like a souped up version of shadow strike...
Posted: Wed May 09, 2012 2:36 pm
by KianTheArcher
My assumption is that it only works for non-melee attacks, such as spells,firearms, and bows though.
Posted: Wed May 09, 2012 3:18 pm
by Nootau
First time I read shadow strike was.. 30 seconds go, ha. It was not based off of it though it is effecting melee and ranged attacks. One effect while in hidden status and the other while visible.
[quote=Acarin]This seems like a souped up version of shadow strike...[/quote]
Could you tell me the requirements the Shar have for this ability? It currently says only Thieves can learn it.
Posted: Wed May 09, 2012 4:25 pm
by KianTheArcher
I'd personally make Refracted Flight a Ranged Only ability, and have a separate ability for Melee, allowing an Utasa either a passive chance to get an extra attack when blinking, or a flat bonus to attack accuracy when blinking.
For some reason, I like the idea of them being able to branch off as either ranged or melee specialists.
Posted: Wed May 09, 2012 4:26 pm
by Acarin
200 stealth when I got it. might have been adjusted.
Posted: Wed May 09, 2012 4:52 pm
by Nootau
Phantom Slash*
The agent utilizes wavebending to distort his attacks entirely, attempting to create a blind spot in his target's awareness. This ability effects Melee, or some times ranged assaults, that are made in the open when ambushing would normally be impossible.
A passive chance to treat an attack as an ambush rather than an basic strike. Compared the Agent's Stealth/2+Wavebending to the target's Perception+Dodge, the effects would be treated as if it were a normal ambush.
Skill Attributes
* While channeling Wavebending.
Prerequisites_____________________________________
Skills
* Stealth (225)
* Wavebending (125)
Abilities
*Apprentice Wavebending
* = (need better name)
Posted: Wed May 09, 2012 4:52 pm
by Nootau
I parted the two into one for visible assaults and one for hidden ranged assaults.
Posted: Mon Jul 02, 2012 1:32 pm
by KianTheArcher
Bumping this, because I really like the sound of Refracted Flight and Phantom and to promote the idea of making the raw wavebend cast an AOE, and to be affected by multiple channels!
Posted: Mon Jul 02, 2012 4:07 pm
by Rithiel
I hadn't read this, but right now my plan is to have 2+ wavebending channels allow for ambush 'flares' that sound a lot like what was proposed.