Post by Ziegander on Jul 7, 2010 23:29:13 GMT -5
SEQUESTER
Cost Level = AN+4
You have the ability to shunt yourself and/or others into a pocket dimension where you can do no harm, and cannot be harmed in return. Functionally, this is similar to invisibility and phase shift, however you can't move or pass through objects. Sequestered creatures are outside the normal realm of existence, and have no knowledge of events occurring in the normal realm of existence.
Sequestering yourself, along with any willing creatures touching you, costs 3 energy to initiate, and 1 energy to maintain (plus 1 for any others you take with you) per panel. Each panel you choose to maintain the effect beyond the first costs an extra red stone for each creature effected.
You may Sequester unwilling targets (and do not need to go yourself with them), but only by first succeeding with an attack vs their Durability. Maintaining the effect costs the same as described above.
You may effect targets at range by spending stones against the range table, or you may effect an area by spending stones against the area table. By effecting an area, unless you also spend adequate stones for range, you are at the center, and therefore are yourself Sequestered as part of the effect.
OPTIONS
Terror (+1 Cost Level) - Creatures you Sequester may be tormented during their time inside by horrific images and perhaps very real demons. When they emerge, if their Mental Defense + Intelligence is lower than your AN they immediately lose red stones of energy equal to the number of panels they were Sequestered up to your AN.
Soothe (+1 Cost Level) - Creatures you Sequester may be calmed, body and soul, during their time inside by sweet smells and serene sensations. When they emerge, if their Mental Defense + Intelligence is lower than your AN they lose the will to fight all but their most hated enemies for a number of panels equal to the difference between your AN and their Mental Defense + Intelligence. Any attack against the creature (by you or anyone else) will break the effect entirely.
Frenzy (+2 Cost Level) - Creatures you Sequester may become confused and enraged during their time inside by a cacophony of noise and dissonant, distorted imagery. When they emerge, if their Mental Defense + Intelligence is lower than your AN they are compelled to attack the nearest creatures to them, whether friend, foe, or bystander, for a number of panels equal to the difference between your AN and their Mental Defense + Intelligence.
Stun (+2 Cost Level) - Creatures you Sequester may become so overwhelmed during their time inside experiencing such profoundness that when they emerge, if their Mental Defense + Intelligence is lower than your AN, they become Stunned for 1 panel, unable to take any actions.
Only Usable on Willing Targets (-1 Cost Level)
Only Touch Range (-1 Cost Level)
Cost Level = AN+4
You have the ability to shunt yourself and/or others into a pocket dimension where you can do no harm, and cannot be harmed in return. Functionally, this is similar to invisibility and phase shift, however you can't move or pass through objects. Sequestered creatures are outside the normal realm of existence, and have no knowledge of events occurring in the normal realm of existence.
Sequestering yourself, along with any willing creatures touching you, costs 3 energy to initiate, and 1 energy to maintain (plus 1 for any others you take with you) per panel. Each panel you choose to maintain the effect beyond the first costs an extra red stone for each creature effected.
You may Sequester unwilling targets (and do not need to go yourself with them), but only by first succeeding with an attack vs their Durability. Maintaining the effect costs the same as described above.
You may effect targets at range by spending stones against the range table, or you may effect an area by spending stones against the area table. By effecting an area, unless you also spend adequate stones for range, you are at the center, and therefore are yourself Sequestered as part of the effect.
OPTIONS
Terror (+1 Cost Level) - Creatures you Sequester may be tormented during their time inside by horrific images and perhaps very real demons. When they emerge, if their Mental Defense + Intelligence is lower than your AN they immediately lose red stones of energy equal to the number of panels they were Sequestered up to your AN.
Soothe (+1 Cost Level) - Creatures you Sequester may be calmed, body and soul, during their time inside by sweet smells and serene sensations. When they emerge, if their Mental Defense + Intelligence is lower than your AN they lose the will to fight all but their most hated enemies for a number of panels equal to the difference between your AN and their Mental Defense + Intelligence. Any attack against the creature (by you or anyone else) will break the effect entirely.
Frenzy (+2 Cost Level) - Creatures you Sequester may become confused and enraged during their time inside by a cacophony of noise and dissonant, distorted imagery. When they emerge, if their Mental Defense + Intelligence is lower than your AN they are compelled to attack the nearest creatures to them, whether friend, foe, or bystander, for a number of panels equal to the difference between your AN and their Mental Defense + Intelligence.
Stun (+2 Cost Level) - Creatures you Sequester may become so overwhelmed during their time inside experiencing such profoundness that when they emerge, if their Mental Defense + Intelligence is lower than your AN, they become Stunned for 1 panel, unable to take any actions.
Only Usable on Willing Targets (-1 Cost Level)
Only Touch Range (-1 Cost Level)