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[x]Neuromancer
Topic Started: Fri Jun 10, 2016 7:05 am (535 Views)
Zolero Rossen
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Prerequisites Checklist:

  • Who am I? Zolero
  • Is this character active, at least a few weeks old and unlikely to be removed in the near future? Yep.
  • Do I have at least 150 gold sitting on this character's account? Yep.


Why should you accept this custom PrC concept?
Most of Zolero's abilities are psychological, and this PrC is designed both to help further that and to provide some more interesting/nuanced ways to manipulate people without them knowing.



Neuromancer
Custom PrC: Zolero Rossen

While some mages take to the natural elements of destruction, the neuromancer asserts their control over others psychologically. With subtle manipulation or forceful domination, the neuromancer is an expert at tampering with others' minds.

All abilities are considered magical.

Prerequisites

  • At least 200g of mind-affecting spells and items


<This is where your pricing table will go.>

Level One

  • Subtle Touch: It is impossible to directly detect any of the Neuromancer's mind spells.

  • Obviously a Magical Ability: This ability can only be used when the target is entering or exiting a room. It causes them to forget why they left, no matter how pressing or obvious the reason, and immediately go back where they came from. Only those with Master Concentration can resist this urge.


Level Two

  • Quick Switch: Whenever an emotion-affecting spell is resisted, the neuromancer may invert the spell, causing it to have the opposite effect, for no additional mana cost. For example, a resisted Berserk would make the target extremely timid. This second spell cannot be resisted by any means.

  • How Dare You: For the next three posts, every time someone speaks to the target of this ability, they will take what is said as a grave insult.


Level Three

  • Scripted Route: The target of this ability will ignore all distractions from what they are currently doing. They will not look away from their task, even if they hear a loud noise like a scream or battle-cry. If they are deliberately keeping watch, they will fall into a pattern and become blind to everything outside of that pattern. This effect lasts four posts unless they are harmed or spot an enemy.


Level Four

  • My Precious: This ability causes a target to perceive any object as vastly more valuable than it really is. This may be used to increase the efficacy of a bribe, scam someone into buying something worthless, or distract someone from their task. The effect lasts for 24 hours..


Level Five

  • Allodynic Push: This ability increases the pain from all injuries many times over. Even minor cuts will cause severe pain, and any serious wound will feel like torture. This is a purely psychological ability and does not affect the wound's actual severity in any way.
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Aeyliea
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I would like to note right off the get go that any ability that grants immunity of any kind is not likely to survive the review process. Immunity is a thing we are trying to kill, as it creates a binary situation without any of the nuance needed for interesting roleplay. Its is best to use resistance, between minor, moderate, and major.

Level 1: Subtle Touch: This is too strong. Not only is it a level 1 ability, but it needs to not be 'impossible' Perhaps changing it to very difficulty, and attaching a counter to it - levels in concentration or the like?

Obviously Not Magical: Still a level one ability. A concentration add in on this is good, but Master should not be required for a low level ability, unless this ability scales as your level in Neuromancer does. There are other affects out there that would have an affect on this too; many PrCs grant bonuses to mind altering abilities, or resistances. Bare that in mind!

Level 2: Quick Switch: There is an immunity effect in this. It would be better if it just made the second effect more difficult to resist rather than making it unresistable.

How Dare You: I see no problem with this ability.

Level 3: Scripted Route: The duration is too long. A battle typically lasts 4 rounds; this would last an entire battle.

Level 4: My Precious: Is fine, unless that duration is intended for use in combat as well.

Level 5: Allodynic Push: This ability is too strong, and has no duration. It would be fine if the effects were quantified in the standard minor moderate major effect, and it does need a maximum duration. As it reads, it could be taken to last a single round, or thirty :D
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Zolero Rossen
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I'd prefer debuffing the effects or adding more conditions to making them more resistible. I tried to make the abilities sufficiently niche that it would be all right for them to overcome all resistance it that one area, because if many of these spells are resisted they don't really have any effect. In Obviously a Magical Ability, for example, the only use you could consistently get out of it is avoiding detection or briefly stalling an opponent, which doesn't seem unreasonable, and I think it makes for less interesting roleplay if it can be resisted fairly easily. I'm not adverse to toning it down, but is there an acceptable way to do so without making it more resistible?

I altered Subtle Touch, OAMA, and Quick Switch to get rid of the absolute immunity, halved Scripted Route's duration, made My Precious unusable in combat, and added a duration to Allodynic Push.



Neuromancer
Custom PrC: Zolero Rossen

While some mages take to the natural elements of destruction, the neuromancer asserts their control over others psychologically. With subtle manipulation or forceful domination, the neuromancer is an expert at tampering with others' minds.

All abilities are considered magical.

Prerequisites

  • At least 200g of mind-affecting spells and items


<This is where your pricing table will go.>

Level One

  • Subtle Touch: It is exceptionally difficult to directly detect any of the Neuromancer's mind spells unless the both the target's Knowledge: Arcana and Concentration exceed the caster's.

  • Obviously a Magical Ability: This ability can only be used when the target is entering or exiting a room. It causes them to forget why they left, no matter how pressing or obvious the reason, and immediately go back where they came from. This urge is very difficult to resist for anyone whose concentration level is below Master.


Level Two

  • Quick Switch: Whenever an emotion-affecting spell is resisted, the neuromancer may invert the spell, causing it to have the opposite effect, for no additional mana cost. For example, a resisted Berserk would make the target extremely timid. This second spell is vastly more difficult to resist.

  • How Dare You: For the next three posts, every time someone speaks to the target of this ability, they will take what is said as a grave insult.


Level Three

  • Scripted Route: The target of this ability will ignore all distractions from what they are currently doing. They will not look away from their task, even if they hear a loud noise like a scream or battle-cry. If they are deliberately keeping watch, they will fall into a pattern and become blind to everything outside of that pattern. This effect lasts two posts unless they are harmed or spot an enemy.


Level Four

  • My Precious: This ability causes a target to perceive any object as vastly more valuable than it really is. This may be used to increase the efficacy of a bribe, scam someone into buying something worthless, or distract someone from their task. The effect lasts for 24 hours. It cannot be used while in combat.


Level Five

  • Allodynic Push: This ability increases the pain from all injuries many times over. Even minor cuts will cause severe pain, and any serious wound will feel like torture. This is a purely psychological ability and does not affect the wound's actual severity in any way. Its full effect lasts for one round, after which it halves in potency each round for two more rounds before wearing off.
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Aeyliea
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Before replying to my next set of comments, wait for a second reviewer to post their thoughts :D

Subtle Touch: Still a passive ability that grants a very large bonus. To maintain its current effects, it would need to be at least a level 3 ability; this is too strong for level 1.

OBviously a Magical Ability: The trick with this is, yes you could use it to stall someone. OR you could use this to set a trap when someone enters a room and force them to return to it and trigger it. It is also a level one ability, so setting a Master skill requirement to counter it is....too much.

How Dare You: Still fine. Entertaining, this one could be :D

Quick Switch: The opposite effect for free is fine...the additional ability to pierce resistance is not (at the potency you have it set) is too much. This is a level two ability, and for that kind of effect, would probably need to be level four. Or higher. Even at a higher level, the ability to pierce resistance would need to be kept to slightly, unless this becomes an activated ability as opposed to passive.

Scripted Route: Seems fine now.

My Precious: Still fine.

Allodynic Push: Still would like to cap this as a major increase in the sensation of pain from wounds. Also, needs a cap limit on uses per battle.
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Seele
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As is usually the case with my cPrC reviews, I will only be looking at the most recent version and no other Staff comments. This is to provide an unbiased opinion; apologies if I am redundant.

  • Subtle Touch: Strong passive, but it's aright. I think it should be if the skills exceed or match the caster's, because otherwise if you have Master in both it's impossible to resist. Also maybe either skill instead of both? That way someone doesn't need to have the exact same kit as you to have a chance.
  • Obviously a Magic Ability: Hammy name, love it. Forgetting their motivation is fine, but making them return to the room is maybe a bit much, especially if they have to have a Master level skill to resist it. What's to keep you from just repeatedly casting this on someone and making it impossible for them to leave a building?
  • Quick Switch: I like this. Looks fine. Hopefully all of our mental spells have clear opposites? They should.
  • How Dare You: Looks fine. Sounds hilarious.
  • Scripted Route: Also looks fine since it has the restriction that pain/alerts will make them snap out of it.
  • My Precious: Hurm. If you cast this on like, poison, would they be forced to drink it? Maybe a note that their obsession with the object cannot directly do them harm, but they might put themselves in harm's way to protect it?
  • Allodynic Push: Looks good. Should only be usable against the same target once per battle.

Altogether a good PrC idea. Needs slight tweaks, but nothing feels broken.
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Zolero Rossen
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Finally got around to editing this--I've been busy!

Moved Quick Switch and Subtle touch. Got rid of some adverbs. Added damage cap to Allodynic Push. Changed OAMA so Concentration levels help deal with it below Master.
I didn't get rid of the harder-to-resist thing in Quick Switch because I feel like that makes it useless--if the person it's cast on can resist the first spell, they'll be able to resist the second one, too, usually. If I can't have the hard-to-resist buff, I'll scrap the ability and come up with another one.
I didn't mess with My Precious at all, but I don't think it needs to be clarified too much. I mean, perceiving something as valuable isn't the same as not knowing what it is: if it was used on poison it would just make the target think the poison was extremely valuable, not good to drink.



Neuromancer
Custom PrC: Zolero Rossen

While some mages take to the natural elements of destruction, the neuromancer asserts their control over others psychologically. With subtle manipulation or forceful domination, the neuromancer is an expert at tampering with others' minds.

All abilities are considered magical.

Prerequisites

  • At least 200g of mind-affecting spells and items


<This is where your pricing table will go.>

Level One

  • Obviously a Magical Ability: This ability can only be used when the target is entering or exiting a room. It causes them to forget why they left, no matter how pressing or obvious the reason, and immediately go back where they came from. Higher levels of Concentration allow the target to remember why they left more rapidly. The spell can't be cast twice on the same target on the same day.


Level Two

  • How Dare You: For the next three posts, every time someone speaks to the target of this ability, they will take what is said as a grave insult.


Level Three

  • Scripted Route: The target of this ability will ignore all distractions from what they are currently doing. They will not look away from their task, even if they hear a loud noise like a scream or battle-cry. If they are deliberately keeping watch, they will fall into a pattern and become blind to everything outside of that pattern. This effect lasts two posts unless they are harmed or spot an enemy.


Level Four

  • My Precious: This ability causes a target to perceive any object as much more valuable than it really is. This may be used to increase the efficacy of a bribe, scam someone into buying something worthless, or distract someone from their task. The effect lasts for 24 hours. It cannot be used while in combat.


[*] Subtle Touch: It is very difficult to directly detect any of the Neuromancer's mind spells unless the both the target's Knowledge: Arcana and Concentration match or exceed the caster's. [/list]

Level Five

  • [*] Allodynic Push: This ability makes all minor and moderate injuries feel as painful as major injuries. This is a purely psychological ability and does not affect the wound's actual severity in any way. Its full effect lasts for one round, after which it halves in potency each round for two more rounds before wearing off. It can only be cast on any target once per battle.

    [*] Quick Switch: Whenever an emotion-affecting spell is resisted, the neuromancer may invert the spell, causing it to have the opposite effect, for no additional mana cost. For example, a resisted Berserk would make the target extremely timid. This second spell is significantly more difficult to resist.
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Zolero Rossen
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Finally got around to editing this--I've been busy!

Moved Quick Switch and Subtle touch. Got rid of some adverbs. Added damage cap to Allodynic Push. Changed OAMA so Concentration levels help deal with it below Master.
I didn't get rid of the harder-to-resist thing in Quick Switch because I feel like that makes it useless--if the person it's cast on can resist the first spell, they'll be able to resist the second one, too, usually. If I can't have the hard-to-resist buff, I'll scrap the ability and come up with another one.
I didn't mess with My Precious at all, but I don't think it needs to be clarified too much. I mean, perceiving something as valuable isn't the same as not knowing what it is: if it was used on poison it would just make the target think the poison was extremely valuable, not good to drink.



Neuromancer
Custom PrC: Zolero Rossen

While some mages take to the natural elements of destruction, the neuromancer asserts their control over others psychologically. With subtle manipulation or forceful domination, the neuromancer is an expert at tampering with others' minds.

All abilities are considered magical.

Prerequisites

  • At least 200g of mind-affecting spells and items


<This is where your pricing table will go.>

Level One

  • Obviously a Magical Ability: This ability can only be used when the target is entering or exiting a room. It causes them to forget why they left, no matter how pressing or obvious the reason, and immediately go back where they came from. Higher levels of Concentration allow the target to remember why they left more rapidly. The spell can't be cast twice on the same target on the same day.


Level Two

  • How Dare You: For the next three posts, every time someone speaks to the target of this ability, they will take what is said as a grave insult.


Level Three

  • Scripted Route: The target of this ability will ignore all distractions from what they are currently doing. They will not look away from their task, even if they hear a loud noise like a scream or battle-cry. If they are deliberately keeping watch, they will fall into a pattern and become blind to everything outside of that pattern. This effect lasts two posts unless they are harmed or spot an enemy.


Level Four

  • My Precious: This ability causes a target to perceive any object as much more valuable than it really is. This may be used to increase the efficacy of a bribe, scam someone into buying something worthless, or distract someone from their task. The effect lasts for 24 hours. It cannot be used while in combat.

  • Subtle Touch: It is very difficult to directly detect any of the Neuromancer's mind spells unless the both the target's Knowledge: Arcana and Concentration match or exceed the caster's.


Level Five

  • Allodynic Push: This ability makes all minor and moderate injuries feel as painful as major injuries. This is a purely psychological ability and does not affect the wound's actual severity in any way. Its full effect lasts for one round, after which it halves in potency each round for two more rounds before wearing off. It can only be cast on any target once per battle.

  • Quick Switch: Whenever an emotion-affecting spell is resisted, the neuromancer may invert the spell, causing it to have the opposite effect, for no additional mana cost. For example, a resisted Berserk would make the target extremely timid. This second spell is significantly more difficult to resist.
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Demetria
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OAMA - You enter a room and you can force your opponent to instantly break off combat. It doesn't seem at all fun to go up against in PvP

HDY - This is simultaneously not very strong at all but I can see it as a means to instantly ruin someone's time in an ST topic/important plot topic.

SR - You've got an ability that makes it near impossible for someone to see an incoming enemy (focus on a task/loss of focus) and make it so that you'd always get the drop on someone.

Precious - Fine, since this is largely an IC effect. Still annoying to be on the wrong end of.

Subtle Touch - Mind magic needs to have consequences, people should know if they are being messed with or it can have serious plot ramifications.

Allodynic Push - This is fine.

Quick Switch - eeeeeeeeeeeeh...let's just get into why this CPrC has a serious issue

This CPrC could ruin an ST topic, someone's critical plot topic or a PvP fight. HDY + Subtle Touch means you could potentially ruin any diplomacy you didn't like with no input from other characters. OAMA would just wreck someone in PvP if you had a plan. Precious would skew ST topics in your favor.

I can safely say this PrC needs serious justification because as it stands right now, it insanely powerful but in a way that makes it easier for you to make other players unhappy than to give them an interesting, fun conflict. How does this PrC make it more fun for your fellow players? Right now, it seems like a way to force counter-intuitive behavior on people and their plot.
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Zolero Rossen
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I'll ditch OAMA, since it seems most of the reviewers have had a problem with it and it was always intended to be a farily minor ability. I'll post a new version of the cPrC when I come up with an alternative.

HDY-I can't really see this being a problem. I mean, ruining negotiations is pretty clearly its niche. I guess it would suck to have it used on someone you were trying to recruit in a ST topic, but that would require the caster to both be present and want to sabotage the attempt.

SR- Is this more overpowered than the spells and abilities that let you get the drop on people by hiding or teleporting you? I guess it hides bigger groups of people, but it also only works on one person at a time.

ST- What if I appended "...until they wear off" to it? That would allow consequences while still letting people actually be deceived rather than just annoyed by the spell.

I can't really see how this would ruin someone's topic unless you were deliberately trying, in which case it's not the PrC that's the problem. Precious would skew some situations in your favour, but that seems like what abilities are supposed to do, really.
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Leyanni[Adm]
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HDY - I'm not personally convinced. It has very minimal use out of ruining someone else's negotiations. It needs to be less absolute and receive an additional limiter in ST topics.

SR - Yes, because those spells still give people capability to respond. In SR, people respond only after they've been harmed, but with a teleport there are steps before you get harmed. SR is functionally an automatic hit unless people choose to resist it.

ST - "Until they wear off" would be fine.
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Aeyliea
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The submitting player has not added any commentary to this in 10 months. If the original submitter wishes to continue, make a staff req7est to reopen this topic.

Custom PrC canceled.
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