You are not connected. Please login or register

Solomon’s Hymn Abilities

3 posters

Go down  Message [Page 1 of 1]

1Solomon’s Hymn Abilities Empty Solomon’s Hymn Abilities 09/11/23, 06:14 pm

Zuzu Mansur

Zuzu Mansur
A-Tier
A-Tier

Solomon’s Hymn Stance:

Rhythmic Shot

Tier: D Tier

Class: Warrior/Assassin

Type: Offensive/Supplementary

Range: Medium

Requirements/Drawbacks: This ability requires a polearm to be performed. To initiate, one instance of Solomon’s Hymn notes must be active. The user must position their polearm like a snooker cue, tucked under the arm and extended in front with one hand near the top. A normal weapon is limited to ten metres in range, but a trick weapon with tricks dedicated to range increases could push the note farther.

Scaling: Rubato / an additional ten metres may be reached per 10 stamina

Sustain: 0

Cool Down: 1

Cost: 10 stamina | 5 stamina to sustain

Description:

    The user positions their polearm like a snooker cue and drives one end into an instance of Solomon’s Hymn notes, pushing it ten metres in a particular direction. If it hits a target, it will stay on them and ring out within a two metre diameter, dealing D Tier disorientation to those caught inside by playing a random memory from the target. If another note is within the range of effect, then the diameter will increase by two metres.





Melodic Shot

Tier: D Tier

Class: Warrior/Assassin

Type: Supplementary

Range: Medium

Requirements/Drawbacks: The user must have a usable weapon or be wearing heels, and make contact with a note with said weapon. To initiate, one instance of Solomon’s Hymn notes must be active.

Scaling: Forte / an additional instance of D Tier mental damage occurs per ten magoi.

Sustain: 0

Cool Down: 1

Cost: 10 stamina | 5 stamina to sustain

Description:

    When the user interacts with an instance of Solomon’s Hymn notes, they may subtly vibrate their weapon on interaction to change the note’s frequency, causing the particular note to deal D Tier mental damage when involved in a subsequent Solomon’s Hymn ability.





Golden Resonance

Tier: B Tier

Class: Warrior/Assassin

Type: Offensive/Supplementary

Range: Close

Requirements/Drawbacks: The user must have a usable weapon or be wearing heels. If inanimate, the target must be solid enough to produce an audible sound. If animate, the target must have the capacity to hear. The user must clash their weapon with the note-affected target for this ability to take effect.

Scaling: Imitatio / an additional instance of C Tier damage is dealt and the disorientation is extended by one post per ten magoi.

Sustain: 0

Cool Down: 3

Cost: 10 stamina / 20 magoi | 15 stamina to sustain

Description:

    The user clashes their polearm or heels with a relevant target, humming an instance of Solomon’s Hymn notes onto both unless already created, creating a rukh-based resonance which affects all opponents within a five metre radius of the clash - except the user. If the user has already spent magoi in creating a note on the weapon or target, they may decrease the cost of this ability by 10. This affects the opponent by forcing them to experience memories of the user or another target’s greatest failures, causing C Tier mental damage and C Tier disorientation for two posts. For every additional note within the range of dissonance, the radius is increased by five metres. This ability may be used at the same time as another offensive polearm-based ability.





Golden Dissonance

Tier: B Tier

Class: Warrior/Assassin

Type: Offensive/Supplementary

Range: Close

Requirements/Drawbacks: The user must have a usable weapon or be wearing heels. If inanimate, the target must be solid enough to produce an audible sound. If animate, the target must have the capacity to hear. The user must clash their weapon with the note-affected target for this ability to take effect.

Scaling: Ostinato / an additional instance of B Tier mental damage occurs the next post per ten magoi.

Sustain: 0

Cool Down: 3

Cost: 10 stamina / 20 magoi | 15 stamina to sustain

Description:

    The user clashes their polearm or heels with a relevant target, humming an instance of Solomon’s Hymn notes onto both unless already created, creating a rukh-based dissonance which affects one opponent within a ten metre radius of the clash - except the user. If the user has already spent magoi in creating a note on the weapon or target, they may decrease the cost of this ability by 10. This affects the opponent by forcing them to experience their worst memory, causing B Tier mental damage. For every additional note within the range of dissonance, another target within range may experience these effects. This ability may be used at the same time as another offensive polearm-based ability.





Solomon’s Refrain

Tier: B Tier

Class: Warrior/Assassin

Type: Offensive/Supplementary

Range: Short - Medium

Requirements/Drawbacks: The user must position their polearm like a snooker cue, tucked under the arm and extended in front with one hand near the top. An instance of Solomon’s Hymn notes must be active at first, with more active for additional effects and scaling. Each note will interact and change direction with the environment. A normal weapon is limited to ten metres in range, but a trick weapon with tricks dedicated to range increases could push the note farther.

Scaling: Staccato / an additional ten metres may be reached by the first note for every ten stamina.

Sustain: 0

Cool Down: 3

Cost: 30 stamina | 15 stamina to sustain

Description:

    The user positions their polearm like a snooker cue and drives one end into one instance of Solomon’s Hymn notes, pushing it twenty metres in a particular direction. If this note hits a target, it will stay on them and begin playing a select memory from the target, creating a Sensory Overload debuff for one post, robbing them of all senses as they lose themselves to the memory, replacing all sensory information with the information from said memory. It will then bounce off the target and finish its movement until it has moved ten metres overall. If the first note hits a second note during its movement, however, the first note will stop there and the second note will be pushed ten metres away towards the closest note. If the second note hits a third note, the second note will stop there and the third note will be pushed ten metres away in the same manner. This will continue until there are no new instances of notes able to be hit.



Last edited by Zuzu Mansur on 22/11/23, 09:50 am; edited 3 times in total

2Solomon’s Hymn Abilities Empty Re: Solomon’s Hymn Abilities 16/11/23, 02:16 pm

Lagi

Lagi
Ω-Tier
Ω-Tier

in general, even if you cant see the notes, there has to be a telltale sign. even strength magic isn't completely invisible, there's a distortion ripple. for the requirements, give it something. I'll humor you on the decrease, -10 magoi on the ability through the gateway if the hymm stance is active since ur using hymm status to get the notes, i draw the line on -20 magoi.


Rhythmic Shot: last sentence in requirement/drawback isn't needed. Not supposed to be there due to the fact that you are only supposed to list what required of you when using this ability, not what you gain. 20 meters for a D tier ability? have to lower that. with the Warrior/Assassin combination, it doesn't have the range permissions to reach that far. the disorientation is good enough, drop the diameter increase. Scaling has to correlate to what the ability is providing, its not dealing damage, it's causing a status effect.




Golden Resonance: -discussing in staff chat in regards to the damage type- once again, there's no real reason why the radius is increasing due to the number of notes there. you have the effect, how far it reaches, and how it interacts with the target.

scaling can't give a b tier instance of damage if the damage itself was c tier. the additional instance of damage has to match what was given, either ur increasing the sum by 1 as an additional note, layering the note, or increasing the hits.








Golden Dissonance: discussing mental damage

3Solomon’s Hymn Abilities Empty Re: Solomon’s Hymn Abilities 22/11/23, 09:46 am

Zuzu Mansur

Zuzu Mansur
A-Tier
A-Tier

Okay, made the basic scaling changes and magoi subtraction changes. On Golden Resonance, I have replicated the B Tier effect (C Tier damage and C Tier disorientation, i.e. two posts) by adding another instance of that B Tier effect per ten magoi, since that's how scaling works.

On the distances, I would like to add that assassins have access to medium-range abilities according to the systems, which are defined as 'distances of a short dash from the lower end or an object thrown with intense force or with the help of a low-tier mid-ranged ammunition weapon' or '3m-40m'. I have decreased all distances to max 10m, but added that trick weapons may add to the distance in the requirements/drawbacks.

When you discuss the additional effects granted by additional Solomon Hymn notes, I would like to draw attention to other abilities which use special traits that add other ammunition/stacks as a separate 'scaling':

https://magiworld.forumotion.com/t12590-primal-dance-style-moves-extra-beast-moves#68112

Ani uses her stacks of the Wings of Blinding Momentum to add additional effects according to how many stacks of the WOBM she has. Unlike WOBS, which uses its own separate resources (WOBS stacks), Solomon's hymn requires Zubaidah to expend normal resources (magoi) in order to add additional effects outside scaling.

I would argue that additional notes being in range should add additional effects due to how as 'notes', they can resonate with one another like how normal frequencies can resonate and increase the amplitude (or sound), which increases the range within which someone can hear a note (hence the range increases per additional note). I have tried to avoid any additional offensive effects via additional notes since I believe range is the only thing that could be increased with more notes.

4Solomon’s Hymn Abilities Empty Re: Solomon’s Hymn Abilities 22/11/23, 02:38 pm

Lagi

Lagi
Ω-Tier
Ω-Tier

1/2

5Solomon’s Hymn Abilities Empty Re: Solomon’s Hymn Abilities 25/11/23, 04:36 pm

Julius Plageuis

Julius Plageuis
A-Tier
A-Tier

2/2 Approved
Code:
[spoiler=Solomon’s Hymn Stance][b]Trait Name:[/b] Solomon’s Hymn Stance

[b]Trait Tier:[/b] A-tier

[b]Trait Requirement:[/b] Must have Solomon’s Empathy.

[b]Trait Description:[/b] From being able to hear the rukh, as a magician would see the rukh, Solomon’s Hymn allows the user to hum, and create pinpoint notes of rukh along objects, and people.

[b]Trait Effect:[/b] ‘SHS’ allows the user to hum, and turn the distinguished sounds of rukh in the user’s range of hearing into a physical manifestation of musical notes only seen by mages and the user. One note can be generated per post for 10 magoi and each note will linger for 4 posts moving with the target as it is interwoven with their own rukh. The user is then able to display a pole-dancing art similar to the iaido style, allowing them to create techniques that revolve around quickdraws, pinpoint strikes, and bob-n-weave type of strikes at the sound of one’s own rukh. Following ‘Solomon’s Empathy’, connecting strikes to the notes causes the victim’s senses to be overtaken by a memory from either the user’s core memory or one’s own rukh that was manifested by the user. The victim will maintain control over their body, but their senses will relive the memory instead of the reality around them for the duration of the effect. Each stuck note causes 1 post of memory playback and striking multiple notes causes this effect to increase in duration 1 post per note struck.[/spoiler]

[center][b]Rhythmic Shot[/b][/center]

[b]Tier:[/b] D Tier

[b]Class:[/b] Warrior/Assassin

[b]Type:[/b] Offensive/Supplementary

[b]Range:[/b] Medium

[b]Requirements/Drawbacks:[/b] This ability requires a polearm to be performed. To initiate, one instance of Solomon’s Hymn notes must be active. The user must position their polearm like a snooker cue, tucked under the arm and extended in front with one hand near the top. A normal weapon is limited to ten meters in range, but a trick weapon with tricks dedicated to range increases could push the note farther.

[b]Scaling:[/b] Rubato / an additional ten meters may be reached per 10 stamina

[b]Sustain:[/b] 0

[b]Cool Down:[/b] 1

[b]Cost:[/b] 10 stamina | 5 stamina to sustain

[b]Description:[/b]

[list]The user positions their polearm like a snooker cue and drives one end into an instance of Solomon’s Hymn notes, pushing it ten meters in a particular direction. If it hits a target, it will stay on them and ring out within a two-meter diameter, dealing D Tier disorientation to those caught inside by playing a random memory from the target. If another note is within the range of effect, then the diameter will increase by two meters.[/list]

[hr]

[center][b]Melodic Shot[/b][/center]

[b]Tier:[/b] D Tier

[b]Class:[/b] Warrior/Assassin

[b]Type:[/b] Supplementary

[b]Range:[/b] Medium

[b]Requirements/Drawbacks:[/b] The user must have a usable weapon or be wearing heels, and make contact with a note with said weapon. To initiate, one instance of Solomon’s Hymn notes must be active.

[b]Scaling:[/b] Forte / an additional instance of D Tier mental damage occurs per ten magoi.

[b]Sustain:[/b] 0

[b]Cool Down:[/b] 1

[b]Cost:[/b] 10 stamina | 5 stamina to sustain

[b]Description:[/b]

[list]When the user interacts with an instance of Solomon’s Hymn notes, they may subtly vibrate their weapon on interaction to change the note’s frequency, causing the particular note to deal D Tier mental damage when involved in a subsequent Solomon’s Hymn ability.[/list]

[hr]

[center][b]Golden Resonance[/b][/center]

[b]Tier:[/b] B Tier

[b]Class:[/b] Warrior/Assassin

[b]Type:[/b] Offensive/Supplementary

[b]Range:[/b] Close

[b]Requirements/Drawbacks:[/b] The user must have a usable weapon or be wearing heels. If inanimate, the target must be solid enough to produce an audible sound. If animate, the target must have the capacity to hear. The user must clash their weapon with the note-affected target for this ability to take effect.

[b]Scaling:[/b] Imitatio / an additional instance of C Tier damage is dealt and the disorientation is extended by one post per ten magoi.

[b]Sustain:[/b] 0

[b]Cool Down:[/b] 3

[b]Cost:[/b] 10 stamina / 20 magoi | 15 stamina to sustain

[b]Description:[/b]

[list]The user clashes their polearm or heels with a relevant target, humming an instance of Solomon’s Hymn notes onto both unless already created, creating a rukh-based resonance that affects all opponents within a five-meter radius of the clash - except the user. If the user has already spent magoi in creating a note on the weapon or target, they may decrease the cost of this ability by 10. This affects the opponent by forcing them to experience memories of the user or another target’s greatest failures, causing C-Tier mental damage and C-Tier disorientation for two posts. For every additional note within the range of dissonance, the radius is increased by five meters. This ability may be used at the same time as another offensive polearm-based ability.[/list]

[hr]

[center][b]Golden Dissonance[/b][/center]

[b]Tier:[/b] B Tier

[b]Class:[/b] Warrior/Assassin

[b]Type:[/b] Offensive/Supplementary

[b]Range:[/b] Close

[b]Requirements/Drawbacks:[/b] The user must have a usable weapon or be wearing heels. If inanimate, the target must be solid enough to produce an audible sound. If animate, the target must have the capacity to hear. The user must clash their weapon with the note-affected target for this ability to take effect.

[b]Scaling:[/b] Ostinato / an additional instance of B Tier mental damage occurs the next post per ten magoi.

[b]Sustain:[/b] 0

[b]Cool Down:[/b] 3

[b]Cost:[/b] 10 stamina / 20 magoi | 15 stamina to sustain

[b]Description:[/b]

[list]The user clashes their polearm or heels with a relevant target, humming an instance of Solomon’s Hymn notes onto both unless already created, creating a rukh-based dissonance that affects one opponent within a ten-meter radius of the clash - except the user. If the user has already spent magoi in creating a note on the weapon or target, they may decrease the cost of this ability by 10. This affects the opponent by forcing them to experience their worst memory, causing B Tier mental damage. For every additional note within the range of dissonance, another target within the range may experience these effects. This ability may be used at the same time as another offensive polearm-based ability.[/list]

[hr]

[center][b]Solomon’s Refrain[/b][/center]

[b]Tier:[/b] B Tier

[b]Class:[/b] Warrior/Assassin

[b]Type:[/b] Offensive/Supplementary

[b]Range:[/b] Short - Medium

[b]Requirements/Drawbacks:[/b] The user must position their polearm like a snooker cue, tucked under the arm and extended in front with one hand near the top. An instance of Solomon’s Hymn notes must be active at first, with more activity for additional effects and scaling. Each note will interact and change direction with the environment. A normal weapon is limited to ten meters in range, but a trick weapon with tricks dedicated to range increases could push the note farther.

[b]Scaling:[/b] Staccato / an additional ten meters may be reached by the first note for every ten stamina.

[b]Sustain:[/b] 0

[b]Cool Down:[/b] 3

[b]Cost:[/b] 30 stamina | 15 stamina to sustain

[b]Description:[/b]

[list]The user positions their polearm like a snooker cue and drives one end into one instance of Solomon’s Hymn notes, pushing it twenty meters in a particular direction. If this note hits a target, it will stay on them and begin playing a select memory from the target, creating a Sensory Overload debuff for one post, robbing them of all senses as they lose themselves to the memory, replacing all sensory information with the information from said memory. It will then bounce off the target and finish its movement until it has moved ten meters overall. If the first note hits a second note during its movement, however, the first note will stop there and the second note will be pushed ten meters away towards the closest note. If the second note hits a third note, the second note will stop there and the third note will be pushed ten meters away in the same manner. This will continue until there are no new instances of notes able to be hit.[/list]

Sponsored content



Back to top  Message [Page 1 of 1]

Permissions in this forum:
You cannot reply to topics in this forum