Latest topics
Who is online?
In total there are 15 users online :: 0 Registered, 0 Hidden and 15 Guests :: 1 BotNone
Most users ever online was 168 on Wed May 15, 2019 6:08 am
Statistics
We have 228 registered usersThe newest registered user is Azazel
Our users have posted a total of 5316 messages in 1471 subjects
Murazar's Augment
2 posters
Page 1 of 1
Murazar's Augment
DOSSIER: TEMPLAR AUGMENTS
”Whats better? Getting hit and surviving? Or having your enemy hit thin air?”
”Whats better? Getting hit and surviving? Or having your enemy hit thin air?”
NAME:
- Cloned Misdirection
LEVEL:
- Level 1
TYPE:
- Illusion
FORM:
- Two small implanted magnetic beads. Both are implanted into each palm of his hands. (One for each hand).
IMAGE:
- Spoiler:
OVERVIEW:
- To activate his Augment he claps his hands together. The resultant kinetic and magnetic energy activates the augment. Which then produces four perfect illusions of the operator. All the illusions are exact replicas in terms of visual, thermal, light, refraction, etcetera of the user. The illusions actions are controlled by the operators willpower and imagination. The illusions can shoot weapons the operator is already using and even speak with his voice. (The weapons cause no damage and only produce the visual and sound of the firearm). The two down falls of the illusions are that anything real will pass through them (They aren’t dispelled by that however). Secondly, the illusions can only be commanded by the operator within either visual or earshot. (Actually hearing or seeing them isn’t a requirement, its the distance of both that are.) The illusion lasts for a total of fifteen minutes. The illusion can be dispelled either manually via holding the hands together for ten seconds. Or clapping the hands together to dispel a single illusion, (Once to dispel one, twice for two, thrice for three.) Striking the operator is enough to dispel a single illusion, (Same principle, once is one, twice, thrice.) The illusion can however be put back up as soon as the operator has approximately five to ten seconds to concentrate and reinitiate the illusion. (This however can be exhausting)
Last edited by Murazar Dauthi on Sat Aug 03, 2013 10:26 am; edited 3 times in total
Murazar Dauthi- MISDIRECTION & STEALTH
- Posts : 12
Join date : 2013-07-15
Case File
Power Level: 1
Character Faction: Templars
Player: Mura
Re: Murazar's Augment
REVISE
1] Okay, you'll have to drop it so they have no offensive capability.
2] Five is too much if they're not dispelled by attacks, at least not continual assault. So give them a time limit and a sort of cooldown.
Lazarus Carter- RISING CRESCENDO
(Founder) - Posts : 979
Join date : 2013-04-18
Age : 28
Location : Washington D.C. or London
Case File
Power Level: 3
Character Faction: Nephilim
Player: Ross
Re: Murazar's Augment
Edited to fix both issues. I originally didn't mean for the illusions to actually be able to fight. I clarified that.
Murazar Dauthi- MISDIRECTION & STEALTH
- Posts : 12
Join date : 2013-07-15
Case File
Power Level: 1
Character Faction: Templars
Player: Mura
Re: Murazar's Augment
QUERY
Each illusion that is dispelled manually adds another half hour to the time limit before the ability wears off.
So... how are they dispelled manually by enemy parties?
Additionally, half an hour is kind of too long. Augments shouldn't really be this long-term, especially considering most one-on-one threads will take place over around ten/twenty minutes, statistically.
I'd recommend lowering to 3 illusions max for versatility, but that's my personal recommendation. 5 will get too unwieldy IC.
Lazarus Carter- RISING CRESCENDO
(Founder) - Posts : 979
Join date : 2013-04-18
Age : 28
Location : Washington D.C. or London
Case File
Power Level: 3
Character Faction: Nephilim
Player: Ross
Re: Murazar's Augment
Kept the total illusion to fifteen minutes, should cover an average fight. No dispelling. I'll figure something out with that later. Put it at four since five is too much and to me three is too little. After all the entire point is to simply confuse and misdirect the opponent(s) preferably to escape or support someone else.
Murazar Dauthi- MISDIRECTION & STEALTH
- Posts : 12
Join date : 2013-07-15
Case File
Power Level: 1
Character Faction: Templars
Player: Mura
Re: Murazar's Augment
REVISE
I can't accept this with no dispelling whatsoever. There needs to be a method for that to be plausible, difficult as it might be. For any more than one illusion with no dispelling at 15 minutes? Nope.
Lazarus Carter- RISING CRESCENDO
(Founder) - Posts : 979
Join date : 2013-04-18
Age : 28
Location : Washington D.C. or London
Case File
Power Level: 3
Character Faction: Nephilim
Player: Ross
Re: Murazar's Augment
Alright, I do believe that should be all for now.
Murazar Dauthi- MISDIRECTION & STEALTH
- Posts : 12
Join date : 2013-07-15
Case File
Power Level: 1
Character Faction: Templars
Player: Mura
Re: Murazar's Augment
APPROVED
Much better.
Lazarus Carter- RISING CRESCENDO
(Founder) - Posts : 979
Join date : 2013-04-18
Age : 28
Location : Washington D.C. or London
Case File
Power Level: 3
Character Faction: Nephilim
Player: Ross
Similar topics
» Avery's Augment
» Daci's augment
» Schlosser's Augment
» Gerard's Augment
» Relius Clover- Augment 1/4
» Daci's augment
» Schlosser's Augment
» Gerard's Augment
» Relius Clover- Augment 1/4
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
Sat Dec 14, 2013 7:14 am by Guest
» Dav'Ris: A Fantasy World RP
Fri Dec 13, 2013 5:29 am by Sovay
» Fingers crossed
Wed Dec 11, 2013 12:31 am by Azazel
» Soul Eater DOOD
Mon Dec 09, 2013 4:08 pm by Guest
» Ninpocho Chronicles
Sun Dec 08, 2013 6:58 am by Guest
» Defiance In Truth [LGBT Community In New York]
Thu Dec 05, 2013 1:46 pm by Guest
» Devil's Dalliance - An Animanga Supernatural RP
Wed Dec 04, 2013 10:35 am by Guest
» Naruto: Tales of the Shinobi
Mon Dec 02, 2013 6:31 am by Guest
» Four Beats To Madness
Mon Dec 02, 2013 5:32 am by Guest