Rakor2008-12-02 18:48:11
QUOTE(Lendren @ Dec 1 2008, 03:29 PM) 588677
Sorry for the necro but this doesn't seem worth a new thread! Too bad I didn't think of this in time to suggest it during this thread's original run, though.
A high-level Environment skill that would let you put an existing Vitae defense into remission, and reactivate it. So you could have vitae up, but going into a situation where you'd rather not have it fire (e.g., a PvP fight off-prime) you could SUSPEND VITAE (powercost 3p any), and then when you were done, you could RESUME VITAE (powercost 3p any). While it's suspended, of course it wouldn't fire. (In essence, suspending it would remove the vitae defense and replace it with another one: "The power of the elixir vitae trickles slowly through your veins." This substitute defense would survive logoff and death, and would be converted back to the real vitae defense when you resume vitae.)
Edit: On second thought, maybe this would make more sense in Discipline?
A high-level Environment skill that would let you put an existing Vitae defense into remission, and reactivate it. So you could have vitae up, but going into a situation where you'd rather not have it fire (e.g., a PvP fight off-prime) you could SUSPEND VITAE (powercost 3p any), and then when you were done, you could RESUME VITAE (powercost 3p any). While it's suspended, of course it wouldn't fire. (In essence, suspending it would remove the vitae defense and replace it with another one: "The power of the elixir vitae trickles slowly through your veins." This substitute defense would survive logoff and death, and would be converted back to the real vitae defense when you resume vitae.)
Edit: On second thought, maybe this would make more sense in Discipline?
This is an interesting idea. I like it. It would help immensely in things like village fights or planar combat where you conglut anyway.
Binjo2008-12-09 03:05:05
Here's my idea, I know that a lot of this is covered in other skills but hopefully it's some utility.
Inept:
Affinity
Glancing
Surveying
Novice:
Snowballs
Forecast
Apprentice:
Squinting
Secrets
Capable:
Competency
Perceive
Adept:
Flyers
Dousing
Master:
Windtalk
Observe
Gifted:
Sewers
Chop
Mastery
Expert:
Tumbling
Trueground
Virtuoso:
Crashing
FullAffinity
Fabled:
Shaking
Protection
Mythical:
Escapist
Weathersight
Transcendent:
LandCurse
AFFINITY
As you walk around in rooms of a certain terrain type you carefully observe the environs and form an affinity. The strength of the affinity is increased by walking around in the appropriate environment.
While in this terrain type you will become more resistant to being summoned to another environment, this resistance improves as your skill in Environment does.
Terrain Types:
- Mountain
- Water
- Forest
- Urban
COMPETENCY
While in an affinity for Water you will take less damage from swimming. You have an increased chance to avoid drowning if you stay in one place.
While in an affinity for Mountains you can attempt to SCALE but even at your skill level there is a great chance you will fall.
While in an affinity for Forests you can attempt to CLIMB but there is a chance you will fall.
While in an affinity for Urban you will tire less from walking.
MASTERY:
You gain Competency for all environments.
While in an affinity for Water you will no longer take damage from swimming. You may DIVE DOWN to reach the depths.
While in an affinity for Mountains you will no longer fail to SCALE.
While in an affinity for Forests you will no longer fail to CLIMB and you can now CLING to the branches.
While in an affinity for Urban you have a great chance to avoid troublesome cows and gravedigger traps.
FULLAFFINITY
Power: 5 (Any)
Your mastery of environment is such that you can gain full affinity to an environment through pure concentration.
Protection:
The strength of your affinity of each type reduces the damage and duration of demesne affects of the appropriate terrain.
While in the affinity for Urban you have a chance to evade aggressive totems and statues.
ESCAPE
You blend in with the environment reappearing in another room of the same environment in the area.
LANDCURSE
Power: 2 (any)
Curse the target, causing the target to drown in water if you have an affinity to water, to have a chance to cause bleeding when walking amongst the trees if you have an affinity to forest, causes them to fall prone if you have an affinity to mountains, greatly labors their endurance and haste if you have an affinity to road.
Flame away!
Inept:
Affinity
Glancing
Surveying
Novice:
Snowballs
Forecast
Apprentice:
Squinting
Secrets
Capable:
Competency
Perceive
Adept:
Flyers
Dousing
Master:
Windtalk
Observe
Gifted:
Sewers
Chop
Mastery
Expert:
Tumbling
Trueground
Virtuoso:
Crashing
FullAffinity
Fabled:
Shaking
Protection
Mythical:
Escapist
Weathersight
Transcendent:
LandCurse
AFFINITY
As you walk around in rooms of a certain terrain type you carefully observe the environs and form an affinity. The strength of the affinity is increased by walking around in the appropriate environment.
While in this terrain type you will become more resistant to being summoned to another environment, this resistance improves as your skill in Environment does.
Terrain Types:
- Mountain
- Water
- Forest
- Urban
COMPETENCY
While in an affinity for Water you will take less damage from swimming. You have an increased chance to avoid drowning if you stay in one place.
While in an affinity for Mountains you can attempt to SCALE but even at your skill level there is a great chance you will fall.
While in an affinity for Forests you can attempt to CLIMB but there is a chance you will fall.
While in an affinity for Urban you will tire less from walking.
MASTERY:
You gain Competency for all environments.
While in an affinity for Water you will no longer take damage from swimming. You may DIVE DOWN to reach the depths.
While in an affinity for Mountains you will no longer fail to SCALE.
While in an affinity for Forests you will no longer fail to CLIMB and you can now CLING to the branches.
While in an affinity for Urban you have a great chance to avoid troublesome cows and gravedigger traps.
FULLAFFINITY
Power: 5 (Any)
Your mastery of environment is such that you can gain full affinity to an environment through pure concentration.
Protection:
The strength of your affinity of each type reduces the damage and duration of demesne affects of the appropriate terrain.
While in the affinity for Urban you have a chance to evade aggressive totems and statues.
ESCAPE
You blend in with the environment reappearing in another room of the same environment in the area.
LANDCURSE
Power: 2 (any)
Curse the target, causing the target to drown in water if you have an affinity to water, to have a chance to cause bleeding when walking amongst the trees if you have an affinity to forest, causes them to fall prone if you have an affinity to mountains, greatly labors their endurance and haste if you have an affinity to road.
Flame away!