All right, so this is my idea for a skill. It's more of a control/hindering skill and it's 80% offensive, with the rest being utility and defenses. The concept of "systems" is similar to demesnes in Lusternia, although much less annoying; you can only have one room defined as a system and it comes with you when you give chase, but there's a catch: you're slower, because you're basically taking your entire offense with you. In this aspect, "systems" are similar to bard songs.
An effective strategy to survive the Physicist is to remove him from the room, because that'll take him out of his system, at which point it will be completely ruined and he will have to start over again. Because of this, there are a lot of hindering abilities in the skill and an instakill based on being prone among other things. I haven't yet added special moves (e.g. combinations) and only one Celerity ability, but I'll add more later. In the meantime, offer ideas!
The fight would go like this: physicist enters the location of the enemy, sets up a system. He has a maximum of three passives: iso-processes, vector fields and optical phenomena. He has to choose one for each, since he can't have more than one of each type. Different processes each unlock two out of Volume, Temperature and Pressure abilities
(inspiration: P*V = n*R*T ~ The Ideal Gas Law) which can now be used. Fields, after being set up, can be kept as passives or "consumed" with the Divergence ability for powerful effects. Phenomena are passives which can be stacked to a limited extent. He then has to keep his oponent from fleeing long enough to work up on the other different requirements for the instakill. Blam.
I haven't yet finished the skill, but feel free to help me with suggestions. Hey, you can even suggest another ability, since I'm only at 29. Here's to us science nerds!
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Physics:
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Isolate Physical processes work best in ideal conditions.
Parametrisation Redefine the boundaries of your system.
Spacetime Your sight will no longer be limited to four dimensions.
Plasma Ionise air particles for a devastating result.
Gradient Seek out and exploit critical points in functions.
Refraction Cleverly fool your attacker with tricks of the light.
Volume Altering microscopic distances affects macroscopic sizes.
Pressure Even something as minute as molecules can crush you.
Temperature Control the rate at which molecules vibrate.
Isothermal Inhibit changes of temperature in your system.
Isobaric Prevent any instability in the pressure of your system.
Isochoric Limit the changes to air volume within your system.
Adiabatic The Second Law of Thermodynamics may take a break.
Enthalpy Check the heat reserves of another.
MatterDuality You are both wave and particle!
RedShift Alter your wavelength to become untraceable.
VectorField Impose order unto the movements of elementary particles.
Divergence Give your vector field a point of sink.
Electric
Magnetic Disable nanites with electromagnetic induction.
Algebraic Materialise the abstract to utterly confuse your foes.
Curl A rotating field is much more difficult to flee.
Capacitor Discharge stored energies for a powerful effect.
Crepuscular
Aurora
Airglow Cosmic rays will reveal those who are invisible.
Superposition Superpose optical phenomena without interference.
Irradiate Gamma rays are an indication of nuclear workings.
Fission Create massive energy through the separation of atoms.
IsolateSyntax: SYSTEM ISOLATE
By isolating the system he works in, the physicist effectively increases the quality of his processes.
(This would "isolate" a room, which would grant a 5% bonus to abilities (if applicable) and make it your "system"--allowing passive abilities. It cannot be dispelled, except if the caster leaves the room without the Parametrisation ability, or if they are forcibly removed from the room even with said ability.)ParametrisationSyntax: SYSTEM PARAMETRISATION ON|OFF
The physicist's mastery of the portion of the Universe he works in is so profound that he may change the initial parametres at will. Whenever the physicist moves, the system's parametrisation will change so as to follow them. However, due to the complex calculations this involves, the physicist's movement speed will be slightly reduced.
(This would make the system come with you if you move from the room you first isolated. All passive effects would be transfered as well. The movement penalty is there so it's not too imbalanced: instead of the normal(?) three rooms you can walk before getting the, "Don't be hasty" message, you would only go two; if you go faster, you'd lose your isolated system. At higher ranks, you'd automatically stop when trying to go faster, instead of automatically losing your system.)SpacetimeSyntax: BEND SPACETIME AROUND <target>
The technomage can mentally bend both time and space, forming a straight line in the direction of any person.
OR (Another description of this that I've found awesome!)
The technomage can mentally add another dimension to space and time, giving himself a much clearer view of the Universe and all it contains.
(Your basic scrying ability. Maybe additional ranks in this would allow other people in the room to see the person you're scrying and their location?)PlasmaSyntax: IONISE <target>
Damage type: 75% electrical, 25% fire.
By stripping the atoms around your target of their valence electrons, a dense cloud of plasma will form. The ions inside it violently interact with the charges of the nervous system and lead to a rapid degradation of synapses.
(Damage ability, primarily used for hunting.)GradientSyntax: GRADIENT ASCENT ME
GRADIENT DESCENT <target>
After a meticulous analysis of the environment around them, the physicist may exploit either the parametric maxima or minima in order to optimise the situation in their favour. While the Gradient Ascent will increase their damage over a short period of time, the Gradient Descent may be used to reduce the effectiveness of the opponent.
(I'm not sure about whether this should increase/reduce damage, maybe it should affect stats instead: ascent increases your intelligence and descent decreases their strength/intelligence, depending on which one is higher; it'd be random if they're equal. Duration: 3 minutes?)RefractionSyntax: CHANGE REFRACTIVE INDEX
Even the slightest alterations to the air's refractive index will bend the light's trajectory, although for only a small amount. It will be harder for enemies to physically target vital spots on your body.
(A defense, it reduces the damage and wounding done by weapons--both melee and ranged--by ~10% (subject to rank increase). Alternatively, it could increase dodge rate, but I find excessive dodge rates frustrating to fight against.)VolumeSyntax: RAISE VOLUME <target>
LOWER VOLUME <target>
As the intermolecular distances in the body diminish, a tightening of the the lungs and arteries overcomes the organism and binds it in place. If, on the contrary, these distances grow even for an instant, internal equilibrium will be disrupted. Modifying the volume of solids only works within isothermal, isobaric or adiabatic processes.
(Lowering the volume is a cool looking web ability to writhe out of, while raising the volume is a stun + sprawl. Downside is that you need to have can't use it without a system and a process going on in the background.)PressureSyntax: RAISE PRESSURE <target>
LOWER PRESSURE <target>
Changing the impact force of hundreds of billions of molecules on a solid object can have devastating consequences upon it. A sudden increase of pressure will result in a near-instant breaking of a limb, while an unnatural decrease will cause shortness of breath. Modifying the pressure exerted on objects only works within isothermal, isochoric or adiabatic processes.
(Raise pressure will break either an arm or a leg, while lower pressure would give a 2 minute affliction which will lower the number of rooms you can go before getting the, "Don't be hasty" message. Again, must have a system and one of the passive processes indicated.)TemperatureSyntax: RAISE TEMPERATURE <target>
LOWER TEMPERATURE <target>
As heat is directly proportional to a body's molecular kinetic energy, any increase--or decrease--in the speed of molecules would translate into a rise--or fall--in temperature which at a certain point would become very dangerous.
(Raising the temperature would ignite the target, doing a bit damage over time until put out; lowering the temperature would give them the chills, making minor balance unuseable until cured, or something.)IsothermalSyntax: ACTIVATE ISOTHERMAL PROCESS
Keeping the average kinetic energy of atoms in the system to a constant value will greatly hinder any attempt to change the temperature. Only one thermodynamic process may be active at any one time.
(A passive ability that lowers the effectiveness of guns, since they release bolts of energy which would naturally cause a raise in temperature. Blocks the Temperature ability though, while unlocking Volume and Pressure.)IsobaricSyntax: ACTIVATE ISOBARIC PROCESS
The physicist may effectively disable all devices that rely on pressure differences, including hyposprays, to function by keeping the pressure in his system constant. Only one thermodynamic process may be active at any one time.
(A passive disabling hyposprays--read Kunin's post about curatives--and forcing you to cure only with pills. Enables Temperature and Volume, but disables Pressure abilities. Works on enemies.)IsochoricSyntax: ACTIVATE ISOCHORIC PROCESS
The mechanical work done by an isochoric process totals to zero. Ergo, attempts to move or otherwise displace any volume of air will be met with much difficulty. Only one thermodynamic process may be active at any one time.
(A passive sprawl (+ maybe a really minor stun?), it unlocks Temperature and Pressure but not Volume. Works on enemies.)AdiabaticSyntax: ACTIVATE ADIABATIC PROCESS
The adiabatic process occurs at a constant entropy, therefore disallowing any increase in molecular disorder. Only one thermodynamic process may be active at any one time.
(Passive, it reduces damage by 10-20%, it allows all changes to volume, temperature and pressure. Works on everyone in the room: yourself, allies and enemies--it's more of a group PvE ability.)RedShiftSyntax: ACTIVATE REDSHIFT
By decreasing the frequency you normally emit, you will cloud any sensors that are trying to locate you.
(A very interesting ability actually: when someone tries to scry you, you will appear to me in a random adjacent room instead of in the one you actually are.)EnthalpySyntax: CHECK ENTHALPY <target>
A knowledgeable physicist is able to quickly determine the health of another by inspecting their heat emanations.
(An assess ability, showing you the health of your target--or at least a percentage of it.)MatterDualityThe physicist has learnt of his true nature and is now more at peace with his surrounding environment.
(It's not a castable ability, but a permanent +10% buff to his resistance to forced actions--including changing rooms against his will or being dominated into doing something.)VectorFieldSyntax: IMPOSE VECTOR FIELD
The technomage has reached a level of mastery over nature to such an extent that he may impose his will unto the atoms of his isolated system. By holding sway over the movements
of the tiniest of particles, the technomage will be much harder to forcibly remove from his position.
Learning other types of vector fields will enable even further control over the forces of nature and technology. Only one field may be active at any time and you may choose between electric, magnetic or algebraic fields.
(Vector fields are the second type of passive effects that a physicist may have. They work like this: you set up a vector field, which will make 50% of attemps to move the mage fail, which wouldn't be too much since if they are moved, they instantly lose their system, whether they have the Arbitration ability or not. Vector fields can be upgraded to magnetic, electric or algebraic which would give additional bonuses. Also, they can be "consumed" with the divergence ability to get an instant effect instead of passive ones--which would be a window to an ability akin to gust or tackle to move the mage to another room, making him lose a good part of their offense.)DivergenceSyntax: FIELD DIVERGE
FIELD CONVERGE <target>
Attributing a divergence or a convergence to a vector field allows changes in the field's nature. Divergence dissipates the current one without much difficulty, instantly opening a window for another to take its place. Convergences towards a singular point are more daunting a task, but the concentrated energy within the field makes for powerful effects:
Electric: large amount of damage to both hit and mana points (100% electrical).
Magnetic: afflicts with <affliction_1> and <affliction_2>.
Algebraic:
(Diverge: no eq cost, it just cancels the current field so can immediately set up another. Converge: consumes the field and concentrates its energy unto the target. Electric field damage is compensated by the fact that you wouldn't be able to spam it as you can only cast it every three equilibriums without doing much in-between. Magnetic field afflictions would be something to disrupt equilibrium or anything like that--confusion, diziness, stupidity etc. Not sure what I've got to work with.)ElectricSyntax: ACTIVATE ELECTRIC FIELD
TO BE ADDED.MagneticSyntax: ACTIVATE MAGNETIC FIELD
The physicist may now change the simple vector field into a magnetic one. Harmful nanites in the bloodstream will periodically be disabled by strong electromagnetic currents generated due to their movements within the field.
(It cures your afflictions, ticking every ~6-8 seconds. It also stores somewhere the last few afflictions cured to use them in conjunction with the Capacitor ability. Works on allies and yourself.)AlgebraicSyntax: ACTIVATE ALGEBRAIC FIELD
TO BE ADDED.CurlSyntax: FIELD CURL
By adding a curl to his vector field, the physicist can effectively hinder their foe from fleeing.
(It increases the trip rate of people trying to leave the room. It's not absurdly overpowered, since it requires a field up, therefore preventing the user from converging it for direct effects. Similar to Carcer in Rituals from Lusternia. Works on enemies and allies, but not yourself.)CapacitorSyntax: DISCHARGE CAPACITOR <target>
PROBE CAPACTIOR
The nanites disabled by the magnetic field can be charged in a small capacitor and then reused on the opponent. However, due to the complex nature of nanites, a maximum of only <NUMBER> may be loaded and then discharged. You may view the nanites stored in the capacitor by probing it.
(Fairly self-explanatory. With the magnetic field you cure afflictions, store them in the capacitor and then you can unload them on an enemy. The capacity would increase with ability rank up to a maximum of three affs. I'm pondering whether they should be masked or not.)CrepuscularSyntax: ACTIVATE CREPUSCULAR
TO BE ADDED.AuroraSyntax: ACTIVATE AURORA
TO BE ADDED.AirglowSyntax: ACTIVATE AIRGLOW
No technology can outwit the technomage! By applying a faint glow to his system through cosmic radiation, he will reveal those who hide behind secrecy. Only one optical phenomenon may be active at any one time.
(While this ability is active in a system, all those who are invisible--if there's going to be anything of the sort in the game--will be seen by all. You will also be notified if they leave the room and where they're going. Works on allies and enemies.)SuperpositionSyntax: SUPERPOSE AIRGLOW|AURORA|CREPUSCULAR [OVER AIRGLOW|AURORA|CREPUSCULAR]
Bring two optical phenomena to the same phase and wavelength for a brief period of time.
(For about ~30 seconds, you can either add a second phenomenon to your system--syntax without the [...]--or cast two optical phenomena at the same time, with the former--i.e. the one outside the [...]--being the temporary one.)
IrradiateSyntax: IRRADIATE <target>
Electromagnetic radiation in the form of gamma rays leaves noticeable signs of its presence.
(Your target will be marked as "irradiated". If he tries to run from you, he will have a 50% chance of leaving a "trace" of radiation behind him in each room he passes. "A radioactive print has been left here, pointing towards the north." Lasts a few minutes.)FissionSyntax: ACTIVATE NUCLEAR FISSION INSIDE <target>
The physicist seeks to create energy out of anything. By bombarding his enemy's atomic components with carefully aimed neutrons, he is able to trigger a chain reaction which will release huge--and even dangerous--quantities of energy. After the process is complete, the source will have been reduced to a smouldering pile of nuclear waste.
(A costly instakill which would work under the following conditions:
- they have less than ~66% health;
- they are prone;
- they are irradiated;
- you have a vector field with a curl;
- you have at least another passive effect in your system (either phenomenon or process).
When done succesfully, it will cause a massive explosion that damages and irradiates everyone in the room, including you. It will also destroy your system.)============================
Cool celerity abilities:BlackHole Not even light can escape its deadly grasp!
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(A judgement/chasm-like instakill that would require a very many celerity points and need you not to perform any action during the casting; easily interruptable; cast time: ~10-12 seconds.)I feel like a dried up peach right now. I'll add more ideas later. Tell me what you think!

If you feel an ability is overpowered, suggest a change! I'd love for this skill to be added to an already awesome game and if there's anyone out there like me, you'd do too!
Reason for Edit: minor syntax changes.
This post has been edited by Tzekelkan: Feb 24 2008, 12:23 AM