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Liber's Sleuthy Stealth Abilities

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1 Liber's Sleuthy Stealth Abilities on 19/10/14, 03:24 pm

Body Moves
Name: Rising Leap
Tier: D
Cost: 10 Stamina
Weapon Type: Body
Class: Supplementary
Range: Self
Duration: Instant
Cool-Down: 2 Posts
Description: The user performed a single jump upwards to either reach a high place or to dodge an incoming attack. This leap carries the user 3m into the air at 15m/s.

Name: Slipping Freedom
Tier: D
Cost: 10 Stamina
Weapon Type: Body
Class: Supplementary
Range: Self
Duration: Instant
Cool-Down: 2 Posts
Description: The user of this ability utilizes skills in both applying and escaping bindings to slip free of any non ability grapple or binding and any which are equal to D-tier. The user will move at 15m/s and execute a movement to slip free of their captor/bindings.

Name: Soaring Leap
Tier: C
Cost: 20 Stamina
Weapon Type: Body
Class: Supplementary
Range: Self
Duration: Sustained
Cool-Down: 3 Posts; Sustained +1
Description: The practitioner kicks off the ground swiftly launching themselves into the air at 20m/s. This leap can carry them 3 to 5m away from the location they leapt from in any direction.

Name: Vanishing Steps
Tier: C
Cost: 20 Stamina
Weapon Type: Body
Class: Supplementary
Range: Self
Duration: Sustained
Cool-Down: 3 Posts; Sustained +1
Description: The user of vanishing steps uses nearby objects from the environment or pre-prepared props to properly camouflage themselves and blend into a scene or a crowd. Most useful in throngs of people, the practitioner performs this ability with subtlety using cloths and other local props to slightly alter their appearance making them seem to fit in with their surroundings more so than they otherwise would. It's application is often used to stalking targets or hiding from pursuers in a manner that would lead them to walk right past the user. This ability has no effect on those who visibly see the act of taking on a disguise take place, however it occurs at 20m/s making it a very small window of time in which someone could do so. This window of time is extended depending on how complex the disguise is. For example, tying up the lacing of a tunic would require more time than simply wrapping a cloth around ones head to hide their hair. This proper camouflage leaves the user barely visible against complex backgrounds and even scenes that clash with their disguise.

Name: Nekodamashi
Tier: C
Cost: 20 Stamina
Weapon Type: Body
Class: Supplementary
Range: 1m
Duration: Instant
Cool-Down: 3 Posts
Description: The practitioner approaches close enough to a target so they are within 1m of the user's arm reach. Without warning, the user reaches out and claps their hands together with incredible force using their fanalis strength. Their hands smack together at 20m/s and the resulting sound wave causes a mild stun to opponent's within range of the ability. The effect induced is a mild paralysis which doesn't not affect any specific limb but slows the target's movement speed by 5m/s for three posts.



Last edited by Liber Aurelius on 19/10/14, 04:09 pm; edited 2 times in total


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Vardreth

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The following are approved for training:

Code:
[b]Name:[/b] Rising Leap
[b]Tier:[/b] D
[b]Cost:[/b] 10 Stamina
[b]Weapon Type:[/b] Body
[b]Class:[/b] Supplementary
[b]Range:[/b] Self
[b]Duration:[/b] Instant
[b]Cool-Down:[/b] 2 Posts
[b]Description:[/b] The user performed a single jump upwards to either reach a high place or to dodge an incoming attack. This leap carries the user 3m into the air at 15m/s.


[b]Name:[/b] Soaring Leap
[b]Tier:[/b] C
[b]Cost:[/b] 20 Stamina
[b]Weapon Type:[/b] Body
[b]Class:[/b] Supplementary
[b]Range:[/b] Self
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 3 Posts; Sustained +1
[b]Description:[/b] The practitioner kicks off the ground swiftly launching themselves into the air at 20m/s. This leap can carry them 3 to 5m away from the location they leap from in any direction.


[b]Name:[/b] Vanishing Steps
[b]Tier:[/b] C
[b]Cost:[/b] 20 Stamina
[b]Weapon Type:[/b] Body
[b]Class:[/b] Supplementary
[b]Range:[/b] Self
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 3 Posts; Sustained +1
[b]Description:[/b] The user of vanishing steps uses nearby objects from the environment or pre-prepared props to properly camouflage themselves and blend into a scene or a crowd. Most useful in throngs of people, the practitioner performs this ability with subtlety using cloths and other local props to slightly alter their appearance making them seem to fit in with their surroundings more so than they otherwise would. It's application is often used to stalking targets or hiding from pursuers in a manner that would lead them to walk right past the user. This ability has no effect on those who visibly see the act of taking on a disguise take place, however it occurs at 20m/s making it a very small window of time in which someone could do so. This window of time is extended depending on how complex the disguise is. For example, tying up the lacing of a tunic would require more time than simply wrapping a cloth around ones head to hide their hair. This proper camouflage leaves the user barely visible against complex backgrounds and even scenes that clash with their disguise.


Name: Slipping Freedom
Tier: D
Cost: 10 Stamina
Weapon Type: Body
Class: Supplementary
Range: Self
Duration: Instant
Cool-Down: 2 Posts
Description: The user of this ability utilizes skills in both applying and escaping bindings to slip free of any non ability grapple or binding and any which are equal to D-tier. The user will shimmy at 15m/s and wiggle or slip free of their captor/bindings ending up 1 to 3m away.


The above ability is being used to slip out of restraints while simultaneously moving away. Please remove the moving away part of the ability, as that is 2 supplementary actions in 1 ability. It is perfectly fine if you decide to RP it out that way in character, though, but just not as part of the ability.

On the other hand, if you want to keep it as is, that's fine too. There are certainly grapples and bindings you can get out of by shimmying away (the Ebi technique in Judo comes to mind against ground grapples). However, keep in mind that if you decide to run that route, this will restrict you on what kind of things you can shimmy out of and will be considered a situational technique (one does not simply shimmy out of some grapples and bindings).


Name: Nekodamashi
Tier: C
Cost: 20 Stamina
Weapon Type: Body
Class: Supplementary
Range: 1m
Duration: Instant
Cool-Down: 3 Posts
Description: The practitioner approaches close enough to a target so they are within 1m of the user's arm reach. Without warning, the user reaches out and claps their hands together with incredible force using their Fanalis strength. Their hands smack together at 20m/s and the resulting sound wave causes a mild stun to opponent's within range of the ability. The effect induced is a mild paralysis which doesn't not affect any specific limb but slows the target's movement speed by 5m/s for three posts.

I don't know if I can approve the above ability, and will have to request Ari's decision on that one. I have in the past told a player that they cannot run so fast in an ability that it creates a wave of air that knocks people down and deals damage to them, even though there is a canonical background to it. This is a judgement call I don't feel comfortable making without a second opinion on the matter.

If it were clapping the person's ears straight-up, that would be a different story altogether... On second thought, the effect you receive from the ability isn't terribly out of line, though I do wonder about it lasting 3 posts. Not too sure how I feel about this one, overall. If Ari doesn't have anything against it, I'm fine with it as well.


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Slipping Freedom
-Removed the movement part, but it's a D-tier grapple related ability and thus should be effective when clashing against other D-tier grapple related abilities. If there is better wording to execute an escape from certain techniques please share it with me so I can add it into methods of escape listed.

Nekodamashi
-This is a move from a gag manga called Assassination Classroom. While it doesn't really make a whole lot of sense on the human scale, I figured with the fanalis strength it would make sense that I could create a soundwave loud enough to disorient and stun someone. The three turns is simply in accordance with the applicable tier of paralysis techniques. I'm already dropping the 1 limb paralysis that normally comes with it too.


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Vardreth

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Slipping Freedom:
Yea, there are just so many different types of bindings and grapples that there are different ways of getting out of them. It's a lot of studying, and sadly it's one of my weakest spots in my Martial Arts training. Jahan could explain it better for you, but if you want some examples of what types of escapes are normally used in grapples there are some here:

Some Grapple Techs:

Simply saying that your technique is meant to clash against grapples is enough of a 'specifier' for me to consider the technique valid. I just wanted to make sure you were aware that if you choose to limit it further by explaining what movements you would make in your technique, it would make it situational.

Approved~

Code:
[b]Name:[/b] Slipping Freedom
[b]Tier:[/b] D
[b]Cost:[/b] 10 Stamina
[b]Weapon Type:[/b] Body
[b]Class:[/b] Supplementary
[b]Range:[/b] Self
[b]Duration:[/b] Instant
[b]Cool-Down:[/b] 2 Posts
[b]Description:[/b] The user of this ability utilizes skills in both applying and escaping bindings to slip free of any non ability grapple or binding and any which are equal to D-tier. The user will move at 15m/s and execute a movement to slip free of their captor/bindings.



Nekodamashi:
I read the same series, and that's what I first thought you were doing when I read the ability XD. My main concern here is simply that we are recreating things that normally only spells have been known to do so far. This ability isn't so much not getting approved because I think it's wrong, but because I don't know if that's a door we want to open yet without being prepared to consider techniques in the future that do similar things (such as the running example before), hence my request for Ari to check them.


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Vardreth

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After further speaking with Liber about this technique, I am going to go with the ruling that abilities that act in this manner (creating a normally magic-like effect, such as a wave of sound) only have the capability to impart status effects, and cannot do things such as knockbacks and damage. As such, this is approved for training.

Code:
[b]Name:[/b] Nekodamashi
[b]Tier:[/b] C
[b]Cost:[/b] 20 Stamina
[b]Weapon Type:[/b] Body
[b]Class:[/b] Supplementary
[b]Range:[/b] 1m
[b]Duration:[/b] Instant
[b]Cool-Down:[/b] 3 Posts
[b]Description:[/b] The practitioner approaches close enough to a target so they are within 1m of the user's arm reach. Without warning, the user reaches out and claps their hands together with incredible force using their Fanalis strength. Their hands smack together at 20m/s and the resulting sound wave causes a mild stun to opponent's within range of the ability. The effect induced is a mild paralysis which doesn't not affect any specific limb but slows the target's movement speed by 5m/s for three posts.


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Trained a few of these:

Rising Leap
http://magiworld.forumotion.com/t2392-a-pirate-s-life-job-liber#11551

Slipping Freedom
(Not sure why I thought this was 500 words. It only needed 250 as a D-tier move)
http://magiworld.forumotion.com/t2392-a-pirate-s-life-job-liber#11361

Soaring Leap
http://magiworld.forumotion.com/t2373-spider-exterminationjob-tahl#11717


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Vardreth

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Training Approved:

Code:
[b]Name:[/b] Rising Leap
[b]Tier:[/b] D
[b]Cost:[/b] 10 Stamina
[b]Weapon Type:[/b] Body
[b]Class:[/b] Supplementary
[b]Range:[/b] Self
[b]Duration:[/b] Instant
[b]Cool-Down:[/b] 2 Posts
[b]Description:[/b] The user performed a single jump upwards to either reach a high place or to dodge an incoming attack. This leap carries the user 3m into the air at 15m/s.


[b]Name:[/b] Slipping Freedom
[b]Tier:[/b] D
[b]Cost:[/b] 10 Stamina
[b]Weapon Type:[/b] Body
[b]Class:[/b] Supplementary
[b]Range:[/b] Self
[b]Duration:[/b] Instant
[b]Cool-Down:[/b] 2 Posts
[b]Description:[/b] The user of this ability utilizes skills in both applying and escaping bindings to slip free of any non ability grapple or binding and any which are equal to D-tier. The user will move at 15m/s and execute a movement to slip free of their captor/bindings.


[b]Name:[/b] Soaring Leap
[b]Tier:[/b] C
[b]Cost:[/b] 20 Stamina
[b]Weapon Type:[/b] Body
[b]Class:[/b] Supplementary
[b]Range:[/b] Self
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 3 Posts; Sustained +1
[b]Description:[/b] The practitioner kicks off the ground swiftly launching themselves into the air at 20m/s. This leap can carry them 3 to 5m away from the location they leap from in any direction.


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Two trained with vouchers - http://magiworld.forumotion.com/t2277p45-ability-vouchers#17742

Code:
[b]Name:[/b] Vanishing Steps
[b]Tier:[/b] C
[b]Cost:[/b] 20 Stamina
[b]Weapon Type:[/b] Body
[b]Class:[/b] Supplementary
[b]Range:[/b] Self
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 3 Posts; Sustained +1
[b]Description:[/b] The user of vanishing steps uses nearby objects from the environment or pre-prepared props to properly camouflage themselves and blend into a scene or a crowd. Most useful in throngs of people, the practitioner performs this ability with subtlety using cloths and other local props to slightly alter their appearance making them seem to fit in with their surroundings more so than they otherwise would. It's application is often used to stalking targets or hiding from pursuers in a manner that would lead them to walk right past the user. This ability has no effect on those who visibly see the act of taking on a disguise take place, however it occurs at 20m/s making it a very small window of time in which someone could do so. This window of time is extended depending on how complex the disguise is. For example, tying up the lacing of a tunic would require more time than simply wrapping a cloth around ones head to hide their hair. This proper camouflage leaves the user barely visible against complex backgrounds and even scenes that clash with their disguise.

[b]Name:[/b] Nekodamashi
[b]Tier:[/b] C
[b]Cost:[/b] 20 Stamina
[b]Weapon Type:[/b] Body
[b]Class:[/b] Supplementary
[b]Range:[/b] 1m
[b]Duration:[/b] Instant
[b]Cool-Down:[/b] 3 Posts
[b]Description:[/b] The practitioner approaches close enough to a target so they are within 1m of the user's arm reach. Without warning, the user reaches out and claps their hands together with incredible force using their fanalis strength. Their hands smack together at 20m/s and the resulting sound wave causes a mild stun to opponent's within range of the ability. The effect induced is a mild paralysis which doesn't not affect any specific limb but slows the target's movement speed by 5m/s for three posts.

Abilities added to vault~


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