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Carmelita Sandiego Fox-Cooper - Printable Version

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Carmelita Sandiego Fox-Cooper - Carmelita - 05-04-2016

Character name:
Carmelita Sandiego Fox-Cooper, nee. Fox

Character source:
Sly Cooper (video game), additional characteristics from Where In the World is Carmen Sandiego (video game)

Character history:
Carmelita's story is identical to that of the games', right up until the point at which Sly is lost in the past. It is at this point that Sly's gang begin trying to rescue him, with Carmelita's help. During these attempts, the course of history was extremely flexible. At one point, Carmelita was thrown from the van and her personal history was realigned into one not dissimilar to Carmen Sandiego, that of an Interpol agent who eventually began stealing monuments, landmarks and other outrageous heists for the thrill.

Carmelita's timeline was restored, and Sly was rescued, but she now had memories of two different lives: her original, and her alternate. It made it easier for her to join the Cooper clan formally, after a long period of self-reflection, and she married Sly Cooper, taking his name in a double-barreled surname. She also altered her middle name from Montaya to Sandiego, in recognition of her alternate history as an orphan in a San Diego orphanage.
With Carmelita joining the team, the gang was riotously successful in stealing from other thieves and turning them in to Interpol. This period did not last: Sly had to fake his death at one point, and, believing him truly gone, the gang once again lost momentum. Carmelita went on a solo crime and crime-busting spree, reliving her alternate past for a while before deciding to pull off the heist of her life and steal her own existence.

It was at this point that Carmelita found herself in a black void...

Stats:
ATK: 2
DEF: 1
SPD: 2
TEC: 5

Starting Proficiencies:
Ranged Proficiency (1000)
Debuff Proficiency (1000)

Starting Powers:
Stealth Power (1200)
- Her collar acts as a stealth field array, courtesy of Bentley
Suppression Power (1000)
- Her belt includes a 'see me not' mystical enchantment, courtesy of the Guru

Starting Moves:
Shock Pistol (Ranged Proficiency, Debuff) (600)
Carmelita’s Shock pistol is a variation on her former Interpol weapon, a red boxy pistol with two electrodes and firing mechanism visible on the front.
All damage done by the Shock Pistol, no matter the attack, is electrical damage to the nervous system or equivalent. This damage is non-permanent and fades without the need for healing within an hour.
The weapon has a battery pack. This battery pack recharges a third of its juice every second.
The Shock Pistol has two types of shot, low-power and high-power. The high-power mode is currently non-functional.
Consuming one third of the battery, the Shock Pistol can fire low-power shots with no time required to charge. These shots manifest themselves in a golf-ball sized sphere of crackling electricity that travel in a straight line up to 100 m at around 20 m/s. The low-power shots are not particularly powerful, but being hit with two or more in succession will accumulate the negative effects of being zapped with electricity which result in shakes, disrupted nerve signals and other debilitating effects. Those who have been hit with more than five shots in under a minute can expect to have their effective movement speed and technique penalised by these effects. Unlike the damage, the negative effects fade if you avoid being hit by electricity for ten seconds.
[Deactivated] Consuming the entire battery over three seconds of charge time, the Shock Pistol can fire high-power shots. These shots manifest themselves in the same way as the low-power shots but spark three times as brightly. The high-power shots do not do any damage, since the higher power decreases the time it takes to ground itself upon hitting, but being hit will result in fifteen seconds of sensory deprivation as the targets nervous system or equivalent is overwhelmed.


I confirm that I have read and agreed to the Rules of Conduct.


Where did you find us?
Google search 'crossover RP'


RE: Carmelita Sandiego Fox-Cooper - Daniel - 05-04-2016

Shock pistol - Moves can't be more or less effective against things, this is to avoid the creatuion of character/ moves that would completely negate another character. That being said, you could write the debuff on this move as just effecting someone's senses (in a blanket way, rather than just telepathy, it would effect all of their senses).

You need to describe what the actual weapon looks like. Can you chose to use the debuff on this move or does it always effect people this way? Does it stack with each hit? what is the duration of the debuff?

By 'rasonable velocity' what do you mean? A standard arrow? A bullet? etc.

The Jig is Up - This is just using these two in conjunction with each other, on top of that, I'm going to say that we don't allow moves that just allow you to, 100%, escape a fight. Escaping a fight (PvP) is dependent on many factors and there is no guarantee on an escape, so I'm going to deny this move.

Edit - Did you want your name changed to something shorter?


RE: Carmelita Sandiego Fox-Cooper - Carmelita - 05-04-2016

(05-04-2016, 10:20 AM)Daniel Wrote: Shock pistol - Moves can't be more or less effective against things, this is to avoid the creatuion of character/ moves that would completely negate another character. That being said, you could write the debuff on this move as just effecting someone's senses (in a blanket way, rather than just telepathy, it would effect all of their senses).

You need to describe what the actual weapon looks like. Can you chose to use the debuff on this move or does it always effect people this way? Does it stack with each hit? what is the duration of the debuff?

By 'rasonable velocity' what do you mean? A standard arrow? A bullet? etc.

The Jig is Up - This is just using these two in conjunction with each other, on top of that, I'm going to say that we don't allow moves that just allow you to, 100%, escape a fight. Escaping a fight (PvP) is dependent on many factors and there is no guarantee on an escape, so I'm going to deny this move.

Edit - Did you want your name changed to something shorter?

'Carmelita' would work name wise. As for an edit, I'll get right on it.


RE: Carmelita Sandiego Fox-Cooper - Daniel - 05-04-2016

Okay, I'm going to change your name now, so you may need to relog but your username will be Carmelita


RE: Carmelita Sandiego Fox-Cooper - Carmelita - 05-04-2016

Thanks. Assuming that moves are not supposed to include passive features, I've simply specified the methods instead and have added a secondary mode to the Shock Pistol.


RE: Carmelita Sandiego Fox-Cooper - Daniel - 05-05-2016

Moves can have passive features, sort of. There's variable and non variable moves. The difference being in how they are used. Let's say you had a sword, basic, costs 300 OM. But then you could press a button and suddenly it was coated in electricity, and effect that you can chose to use, or not to use that move is variable, so it would cost another 300  (and another 300 for each variable effect that you chose to add to it). But if the sword was always coated in electricity, then it would not be variable and would only cost 300 OM.

The way you had your pistol was, almost, fine as it was, I just needed to know that information so that I could help you get it balanced according to our rule set. but you can keep it changed if you want.

If I didn't explain that very well, then there's a Moves Guide/FAQ and, of course, the Moves Rules


RE: Carmelita Sandiego Fox-Cooper - Carmelita - 05-05-2016

I am happy with the current layout, if it's acceptable.


RE: Carmelita Sandiego Fox-Cooper - Daniel - 05-07-2016

"In practice, the effects of the weapon on an everyday low-life will last a good five to ten minutes, plenty of time to put them in handcuffs." By low life, I'm going to assume you mean secondary, I need to know how your move effects Primes. It can also not last that long, so how long with this actually be in effect for?

what do you mean by disrupting the senses? Like, they can't see, they start to go numb? how many hits does it take to reach the maximum effect? How long does this effect last?

The charged shot - You'll need to charge the shot longer than just a single second, and a thirty second stun time is way too long for a move like this, I would say 15 seconds at the max.


RE: Carmelita Sandiego Fox-Cooper - Carmelita - 05-07-2016

The ranged debuff is intended to act as a temporary alternative to actual damage, by frying nerves. This would mean that, if the fight tips in Carmelita's favour and she lands successive shot after shot, the opposing fighter would not need healing despite being incapacitated, rather than the alternative very bloody mess of a regular sidearm.
Frying the nerves will do two things due to the nerves firing off when they shouldn't: receiving false feedback and giving muscles commands they shouldn't. This means that vision will start to blur, ears may begin to ring and skin might feel pain or numbness.
The maximum effect of the stun gun is reaching a level at which a character can barely stagger and can't see or hear anything, but this takes a lot of successfully landed shots: to put it in perspective, at least twice a battle's worth of nothing but successful hits. In practice, Carmelita will land a lot less than this.
I'm not sure how to quantify this, but if you feel that this contradicts what has been said so far I'll make suggested alterations.

The charged shot has been changed to three seconds charge, the timing has been reduced to fifteen seconds. The effect is still unreliable, and still consumes all charges, meaning that maximum repeat time is three seconds to recharge the battery and three seconds to charge the shot.


RE: Carmelita Sandiego Fox-Cooper - Daniel - 05-09-2016

The first effect is impractical, Any effects that you are including in this effect will never actually be used if that's the way you want it to work. I'm going to ask you to decide on an amount of successive hits to cause the desired effect (I would suggest three or four).

Since it's a stacking move, there should be a time limit that the effect lasts for after each shot (so that if you only get one shot in, the effects would only last like 3 seconds, unless stacked to maximum, then it would last for a longer time).

Also, since there are three different effects that you want this to cause, each one will have to be dampened quite a bit. Rather than blurry vision, an opponent might find it hard to focus their eyes, the numbness is fine as long as it is relatively slight. Basically, something like a disorientation rather than taking out someone's senses entirely.

The base move for this (the non charged version) since it is a stacking effect, will cost you 600 OM

Charged effect - Having it effect people at random like that isn't really something that works for a move like this, it either does, doesn't or your character can chose whether or not the effect is used (that last one will cost you an extra 300 OM because it would make it variable).


RE: Carmelita Sandiego Fox-Cooper - Carmelita - 05-09-2016

Revamped the move description as advised. Move debuff now only works as an accumulation and has a time limit.


RE: Carmelita Sandiego Fox-Cooper - Carmelita - 05-10-2016

Since the accumulation attack costs 600, the charged mode has been deactivated to keep the OM cost within starting parameters. No prizes for guessing the first thing Carmelita will be fixing!


RE: Carmelita Sandiego Fox-Cooper - Daniel - 05-10-2016

The cooldown on the final effect is too long, 10 seconds would be better. how long does it take someone to get over the hindering effects of being hit by 2 shots in a row?


RE: Carmelita Sandiego Fox-Cooper - Carmelita - 05-11-2016

Time altered. No matter what level of negative effects, the hindering effects fade after ten seconds.


RE: Carmelita Sandiego Fox-Cooper - Daniel - 05-12-2016

Approved with the changes made, just make sure to submit the deactivated part of the move to the move approval thread before purchasing later.

Name: Carmelita
Level: 1
Spent OM: 4800
Proficiencies: (2000); Ranged Proficiency (1000), Debuff (1000)
Powers: (2200/8000); Stealth (1200), Suppression (1000)
Moves: (600); Shock Pistol (600)
Super Moves:
Transformations:
Assists:
Items:
Bases:
Unlocks:
Base stats
ATK: 2
DEF: 1
SPD: 2
TEC: 5