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[✗] [Amendment] FR no more earplug

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ITALICIZED or BOLDED Text are changed, STRIKETHROUGH Text is removed.

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Purpose:

In general, the notion that “earplugs” should be an invention or otherwise alchemy-locked thing does not solve the problem of an individual buying/being given a single, playersigned item with little to no cost to produce/mass produce that can fully negate and counter multiple MAs & CAs, some taking years to fully obtain. This amendment is an attempt to balance out general AoE stun spells that have seen the rise in *plugs ears with earplug RP. This is being attempted through a few methods:

 

1. All Radius-based stuns [everything not Sound Blast] has its radius capped at #RP [20 blocks], with the exception of both CA AoE Stuns because they are each endgame CAs (and should outrange base MAs)

2. All Aoe-Audio Stuns share the same mechanic of preventing the stun, with the same drawback of being un-performable if the character is wearing a full helmet.

  1. For bardmancy spells, any auto-applying effect [I.E metal stun] had its radius shortened. Given it is effectively uncounterable, it seems fair

3. All Aoe-Audio stuns will provide targets struck by it [1] emote of immunity at the end of the effects, based on the idea that they’d still be “deafened” and therefore unable to be re-deafened. This applies to each individual stun and is not shared across the genre of AoE stuns.

 

If YOU don't like it, I'm open to alternative that are NOT knowledge-locked/rare inventions/alchemy. Primarily, I do think getting an MA or CA (after the removal of OOC Oversight) should have some advantage to having aether VIP and unlimited /edit tokens.

 


Air Evocation:

Sound Blast

Spoiler

Redlines:

- Sound Blast does not cause any form of lasting physical harm and its deafening effects are all temporary. Those affected by soundblast are immune to its effects for [1] emote after the spell’s effects end if struck by another Sound Blast.

- Sound Blast can be blocked by a shield and doing so will cause it to prematurely burst upon impact, protecting those behind the shield from its effects. Targets wearing earplugs may also dampen its effects to prevent themselves from being stunned though this must be explicitly emoted. Earplugs or similar ear coverings/sound dampeners will not protect one from the effects, regardless of origin.

- Sound Blast can be protected against by individuals dedicating [1] emote to covering their ears fully, this must occur on the emote directly prior to casting. While covering their ears, individuals cannot attack or sprint, but may move and defend themselves freely. Those in full helmets cannot perform this due to their ears being inaccessible.

- The stunning or dazing effects of Sound Blast are obviously inapplicable upon those incapable of hearing.

- Constructs are affected by the stunning effects of T4 Sound Blast due to its erratic vibrations, causing whatever action they were performing to be interrupted and stunned for 1 emote and follow all mechanics of the spell.

Mysticism:

Wight Barrowlords - Invocation, Wailing

 

Spoiler

Wight Wailing

Wights may release a terrifying and piercing wail over the course of 3 emotes, causing all those who hear it to be overcome by a petrifying fear, whilst also disconnecting them from any magics that hinge upon concentration (i.e. voidal). This may be done in up to #shout range, though generally has the same consistency across all ranges. Most healthy individuals should manage to refocus themselves the following emote. This cannot cause any permanent hearing loss or severe injury such as bleeding ears. 

 

- This ability takes 3 emotes to cast: Gleam + Channel + Cast.

- This ability disrupts any magic that requires concentration/focus for the duration of 1 emote of those who hear its wail; anyone affected by this ability, must spend 1 extra emote to refocus before they can return to their casting again.

- Should an individual be immune to fear, they will not be affected by this ability and can simply shrug it off as a nuisance.

- This ability may only be used 1 time per combative encounter. Those affected by Wailing are immune to its effects for [1] emote after the wailing’s effects end if struck by another Wailing.

- Wailing can be protected against by individuals dedicating [1] emote to covering their ears fully, this must occur on the emote directly prior to casting. While covering their ears, individuals cannot attack or sprint, but may move and defend themselves freely. Those in full helmets cannot perform this due to their ears being inaccessible.

 

Bardmancy:

Discordant Noise

Spoiler

Whenever desperate a Bardmancer can produce a noise so horrendously sounding, yet so precise, that all those who experience it temporarily lose hearing and all metal things around it reverberate during the Performance. It can only be cast once every 12 hours.

 

When the spell is cast, all living beings within audible #RP (20 blocks) distance of the Bardmancer must have their ears covered/hearing impaired for 1 emote or be affected by the spell for 2 emotes. When someone has been affected once, they are not affected by continuing to hear it.

 

Once affected, they are mildly deafened and their sense of balance is impaired for a moment. Dodging and attacking becomes a difficult task.

 

All metal within the spell’s range instantly resonates when the spell is cast. All users wearing heavy metal armour automatically get stunned for 1 emote, and all weapons heavily made from metal, (swords, daggers, rapiers, and so on) shake uncontrollably for 2 emotes, making them easier to reflect or dodge and making it harder to aim.

 

The Bardmancer casting this spell takes the brunt of it and is stunned for 2 emotes, unable to act or move as they lose all balance and hearing. 

 

Redlines:

Do not force people to 100% never be able to aim, attack, or defend. Once again, this is not very poggers.

Beings partly/totally made of metal do not shake controllably. They suffer the same effects as other living beings.

The effect’s of the spell on metal only occur for those within a #Q (8 Block) distance of the bardmancer at casting.

Does not travel through walls. Those affected by Discordant Noise are immune to its effects for [1] emote after the spell’s effects end if struck by another Discordant Noise.

Remember that Mastery spells can only be cast every 12 IRL hours. Therefore chain-stunning or casting this spell twice in a row would be impossible, unless you manage to irritate two Master Bardmancers in the same encounter.

Discordant Noise can be protected against by individuals dedicating [1] emote to covering their ears fully, this must occur on the emote directly prior to casting. While covering their ears, individuals cannot attack, cast, or sprint, but may move and defend themselves freely. Those in full helmets cannot perform this due to their ears being inaccessible. The casting Bardmancer cannot benefit from this.

Shouted Word of Ludicrous Volume

Spoiler

As a last resort, a Master of Sound may focus their power into one single word. By doing so, one word chosen by the Bardmancer is displayed clearly in huge letters above them in the colour of their aura, written and spoken in a chosen language they know, and then echoed out in an absurd volume. This is a Performance spell. It can only be cast once every 12 hours.

 

When the spell is cast, all living beings within audible #RP (20 blocks) distance of the Bardmancer must have their ears covered for 1 emote, or they are affected by the spell for 2 emotes. When someone has been affected, they are not further affected by continuing to hear it.

 

Once affected, they are completely deafened and their vision becomes blurred. This spell makes dodging attacks fairly difficult, but it specially affects other magic users. All who are affected by the Shouted Word have their magic casting halted, and they cannot cast further for the 2 emotes this deafening effect lasts.

 

The Bardmancer casting this spell takes the brunt of it, getting stunned for 2 emotes, unable to act or move as they lose all balance and hearing. 

 

Redlines:

Do not force people to 100% never be able to aim, attack, or defend. In case you didn’t get it the first three times, again, this is definitely still not very poggers.

Does not work through walls. Those affected by Shouted Word of Ludicrous Volume are immune to its effects for [1] emote after the spell’s effects end if struck by another Shouted Word of Ludicrous Volume.

This is definitely not Shouts from Skyrim.

Remember that Mastery spells can only be cast every 12 IRL hours. Therefore chain-stunning or casting this spell twice in a row would be impossible, unless you manage to irritate two Master Bardmancers in the same encounter.

Shouted Word of Ludicrous Volume can be protected against by individuals dedicating [1] emote to covering their ears fully, this must occur on the emote directly prior to casting. While covering their ears, individuals cannot attack, cast, or sprint, but may move and defend themselves freely. Those in full helmets cannot perform this due to their ears being inaccessible. The casting Bardmancer cannot benefit from this

Battlebards:

Chaotic Cacophony

Spoiler

When the spell is cast, all living beings within audible #RP (20 blocks) distance of the Bardmancer must have had their ears covered/hearing impaired for the 1 emote prior, or are affected for 2 emotes. When someone has been affected once, they are not affected by continuing to hear it.

 

Once affected, they are mildly deafened and their sense of balance is impaired. Dodging and attacking becomes a difficult task. Also, all metal within the spell’s range instantly resonates when the spell is cast. Anyone wearing heavy metal armour is automatically stunned for 1 emote, and all weapons heavily made from metal, (swords, daggers, rapiers, and so on) shake uncontrollably for 2 emotes, making them easier to reflect or dodge and making it harder to aim.

 

Utilising one's Instruments remarkably increases the power of the spell's reverberation. The kinds of metal armour affected extend to lighter armours, such as brigandine or chainmail medium armors, thus stunning any who wear such for 1 emote. All weapons heavily made from metal will shake even more uncontrollably for 2 emotes - weapons with high/heavy metal content (such as large maces, greatswords, tower shields, and so on) will be made so unwieldable that their wielders will be immediately forced to drop them, unable to bear the shuddering for the first of the two emotes.

 

Alternatively, utilising one's Accessory allows the Bardmancer to warp the very shape of the projection range of their own sound. Instead of the Discordant Noise exploding indiscriminately outwards across a spherical radius like sound usually does, its waves may be twisted to entirely avoid certain metals and living beings within range, even if they have not covered their ears - for instance, sparing nearby allies from the effects. It may also instead be used to replicate the Instrument boost by converging all its waves upon a single point - however, this application can only target a single living being within range.

 

The Bardmancer casting this spell takes the brunt of it and is stunned for 2 emotes, unable to act or move as they lose all balance and hearing. Any Instruments utilised would suddenly find themselves breaking from over-exertion, enough to sever their Self-Made Band bindings. An Accessory's recoil, on the other hand, will force its over-exertion upon the Bardmancer's own body, causing them to lose their voice for the next 12 IRL hours - unable to vocalise beyond #W range, or #Q range if supported with magic.

 

Because this spell combines principles from both Self-Made Band and Discordant Noise, it costs [2 spell slots] to pull off, and relies on both of the aforementioned spells' 12 IRL hours casting cooldowns - i.e. Chaotic Cacophony cannot be cast if one or both of the basic Mastery spells are on cooldown, and will cause both basic Mastery spells to go on cooldown upon being cast.

 

Redlines:

Instruments must be within 20 blocks of the Bardmancer in order to be utilised (and, of course, Accessories must be worn). The positioning of Instruments within that radius does not expand the radius of the spell's effects.

Do not force people to 100% never be able to aim, attack, or defend. Once again, this is not very poggers.

The effect’s of the spell on metal only occur for those within a #Q (8 Block) distance of the bardmancer at casting.

Beings partly/totally made of metal do not shake controllably. They suffer the same effects as other living beings wearing metal. (Obviously, metal limbs can't be dropped if they're already attached.)

Does not travel through walls, even if utilising an Accessory. Those affected by Chaotic Cacophony are immune to its effects for [1] emote after the spell’s effects end if struck by another Chaotic Cacophony.

As a guide for an Instrument-boosted Chaotic Cacophony, weapons and shields that would be forcibly dropped should be equated to requiring 3 or more ingots to craft according to the current Compendium of Material Knowledge.

Characters may freely pick up dropped weapons/shields/etc. on the second emote of metal resonance without being forced to drop them again, but will still suffer the aim-debilitating effects and so on until the end of the spell.

Hou-Zi are not forced to drop any held weapons on account of their Enhanced Grip, but instead would find that limb stunned as if it were wearing metal armour. This goes for any other similar 'grip gud' abilities in other lorepieces.

Hopeful thieves would also find themselves unable to handle any reverberations well enough to immediately steal any forcibly dropped weapons from beneath their owners by any means - i.e. their owner gets one emote to re-stake their claim on their belongings. Once the spell has passed, however, it's fair game!

Instruments and Accessories still follow all rules and redlines of Self-Made Band.

Chaotic Cacophony can be protected against by individuals dedicating [1] emote to covering their ears fully, this must occur on the emote directly prior to casting. While covering their ears, individuals cannot attack, cast, or sprint, but may move and defend themselves freely. Those in full helmets cannot perform this due to their ears being inaccessible. The casting Bardmancer cannot benefit from this.

 

Record of Rapture

Spoiler

One word chosen by the Bardmancer is displayed clearly in huge letters above them in the colour of their aura, written and spoken in a chosen language they know, and then echoed out in an absurd volume.

 

When the spell is cast, all living beings within audible #RP (20 blocks) distance of the Bardmancer must have had their ears covered/hearing impaired for the 1 emote prior, or are affected for 2 emotes. When someone has been affected, they are not further affected by continuing to hear it.

 

Once affected, they are completely deafened and their vision becomes blurred. This spell makes dodging attacks fairly difficult, but it specially affects other magic users. All who are affected by the Record of Rapture have their magic casting halted, and they cannot cast further for the 2 emotes this deafening effect lasts.

 

Additionally, all affected living beings with audible #Q (8 blocks) distance of the Bardmancer will suddenly fall into an omni-sensory illusion, stunned for 1 emote while their own mind fabricates an outlandish story entirely conceived around the concept, meanings, etc. of the single word they just heard. When they return from this out-of-body experience, they will find themselves having completely forgotten the single word, along with any of its semantics, translations, close associations to other words, and so on - and being unable to use or recognise the word itself in any capacity for a time afterwards. This period of peculiar amnesia lasts for 12 IRL hours.

 

The Bardmancer casting this spell takes the brunt of it and is stunned for 2 emotes, unable to act or move as they lose all balance and hearing. They also inherit the peculiar amnesia they dared to inflict, completely forgetting the single word they used, along with any of its semantics, translations, close associations to other words, and so on, and being unable to use or recognise the word itself in any capacity, for the following 12 IRL hours.

 

Because this spell combines principles from both Enthralling Story and Shouted Word of Ludicrous Volume, it costs [2 spell slots] to pull off, and relies on both of the aforementioned spells' 12 IRL hours casting cooldowns - i.e. Record of Rapture cannot be cast if one or both of the basic Mastery spells are on cooldown, and will cause both basic Mastery spells to go on cooldown upon being cast.

 

Redlines:

Do not force people to 100% never be able to aim, attack, or defend. In case you didn’t get it the first three (seven?) times, again, this is definitely still not very poggers. For instance, forgetting the idea of 'Attack' does not mean one forgets how to use their sword. Similarly, you cannot force someone to forget any of their skills, magics, or feats.

Does not work through walls.Those affected by Record of Rapture are immune to its effects for [1] emote after the spell’s effects end if struck by another Record of Rapture.

The illusion experienced by affected living beings is entirely up to their players - it could be relativistically experienced to be as short as a proverb, or as long as an epic - but must be informed in major, main-protagonist-syndrome fashion by the word channelled by the Bardmancer, and must be incredibly, nonsensically wacky.

The illusion causes no harm nor physically affects anything.

The illusion cannot be used to metagame any people, locations, special plants/ores/anything STesque, and so on.

The illusion cannot completely replace any of the affected senses - affected beings are still capable of perceiving the real world during the illusion.

Record of Rapture can be protected against by individuals dedicating [1] emote to covering their ears fully, this must occur on the emote directly prior to casting. While covering their ears, individuals cannot attack, cast, or sprint, but may move and defend themselves freely. Those in full helmets cannot perform this due to their ears being inaccessible.The casting Bardmancer cannot benefit from this.

Nephilim, The Lesser Dragonkin:

Imbued Roar

Spoiler

Two Dragonsflame units are used upon the initial casting of this vocal spell, the three emotes required being a buildup of fire within the Azdrazi’s throat. During this buildup, the Azdrazi’s movement is restricted to two blocks per emote in a ritualistic channel. The flame that dances over their form is for pure aesthetic purposes, ranging from a silhouette of a dragon’s head or jaws forming over their body or head to a faint vortex condensing within their mouths. Upon the release of the spell, a wave of harmless flame is sent out, requiring the emote to be made in #shout. The words for the roar to bear an imbuement must also be included in the emote, for its effects to take place. Any player within range of the emote will be afflicted, though it may be negated if one covers their ears beforehand or has sufficient ear coverings that deafen sound. If an object is hurled at the Azdrazi’s head or throat is struck with enough force to stagger or incapacitate, the spell will be interrupted.

 

- Imbued Roar requires [3] emotes to cast, and requires [2] Dragonsflame Units. If Mitne is used out of combat, it may be cast in [1] emote and will not require any Dragonsflame Units.

- While casting, the player’s movement is restricted to [1] block per emote.

- The emote made for its effects to take place must include the specified word, and can only be made in #srp.

- Imbued Roar may only have one imbuement at a time, requiring a recast to imbue another effect.

- The roars/chanting will not be loud enough to cause permanent harm to one’s ears.

- The flames within this spell are aesthetic only, bringing no harm to those who touch it other than warmth.

- The imbuements will have no effect if sufficient deafening-specific covering is over the ears.

- The imbuements will not stack if numerous Azdrazi use the same imbuement. The duration will only be reset if used continuously.

 

L’gra

- Heralds will not feel the fear inducing effects of L’gra if they are allied with the Azdrazi casting the spell.

- Creatures that do not have physical ears (Ghosts, etc) will still be affected by the imbuement if they are able to hear it.

- Target’s affected by the fear are unable to cast or attack for [1] emote, with defense or movement unaffected. If in the middle of a cast, it is interrupted. Those affected by L’gra are immune to its effects for [1] emote after the spell’s effects end if struck by another L’gra.

- L’gra can be protected against by individuals dedicating [1] emote to covering their ears fully, this must occur on the emote directly prior to casting. While covering their ears, individuals cannot attack, cast, or sprint, but may move and defend themselves freely. Those in full helmets cannot perform this due to their ears being inaccessible. 

 

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1 emote immunity to audio stuns is literally meaningless and shouldn't be applied like a ones size fits all solution to a bunch of very differently functioning spells

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Yeah that works, but also the one emote immunity seems unnecessary- at least most of these take like 4 emotes to cast anyway

 

-Minor edit, the nerf to chaotic cacophony was unneeded. It stuns the caster for 2 emotes anyway, its hard to use as is. And i'm biased

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24 minutes ago, ClassyDryad said:

1 emote immunity to audio stuns is literally meaningless and shouldn't be applied like a ones size fits all solution to a bunch of very differently functioning spells

i am so open to suggestions i weep trying to fix the issue without being burnt on a pyre to appease adromoth

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Do not like, just make earplugs require items and emotes within the crp or rp around it

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Earplugs don't require any Alchemy FA to make already, as it falls within Botany under Paddfoot, so players are required to destroy it.

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potions can also muffle sound ur tweaking again

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13 hours ago, PrimnyaQuorum said:

Nephilim, The Lesser Dragonkin

 

Oh no. Oh no….

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make full plate armor require st signature 

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This lore has been denied.

 

Unnecessary changes; we are currently discussing an internal method of formalizing earplugs.

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