02-11-2018, 09:51 PM
@ Clownpiece:
[spoiler]
You don't have to sell the old version of it, you can just update the move description in your roster.
Your move is good, but Hijiri's has fewer drawbacks. You could probably just remove the "Clownpiece must remain still" part and then upgrade the duration of your move's effects to 35 seconds. Then it would be closer to Hijiri's. But, it's your choice![/spoiler]
@ Mega Man X:
[spoiler]
Approved!
Approved![/spoiler]
[spoiler]
(02-11-2018, 05:04 PM)Clownpiece Wrote: If possible, I was hoping to get the melee portion of Lampad's Torch to something less useless, because right now it's sort of super weak. Bold is what was changed between the two versions.
Old:
Lampad’s Torch (Physical, Debuff, Telepathy) (300):
A mysterious torch that helps Clownpiece drive people to madness. It’s made of wood, and is about 2.5 feet long. Rather than a burning flame, the end of the torch glows with an ethereal purple light. If worst comes to worst, she can smack someone with it, but the light doesn’t burn, and the torch is only a wooden rod, making that a fairly ineffective maneuver. Rather, the torch’s main purpose is to mess with the sanity of those who look at the glow.
Unless otherwise stated in a specific use of this ability, Clownpiece does this by channeling her power to induce insanity through the torch for 5 seconds, during which she must devote her entire concentration to charging. Once charged, she waves her torch and casts its light over either enemies or allies within 20 meters of her, though they must see the light in order to be affected by it. Once cast, she's able to move around again as normal. Most aspects of her torch, unless specified otherwise, have only a minor energy drain to them. Clownpiece can use them frequently, but should still be wary about overexerting herself.
New:
Lampad’s Torch (Physical, Debuff, Telepathy) (300):
A mysterious torch that helps Clownpiece drive people to madness. It’s made of wood and is about 2.5 feet long. Rather than a burning flame, the end of the torch glows with an ethereal purple light. If worst comes to worst, she can smack someone with it, but the flame doesn’t burn, and since the torch is just a light, wooden rod, this is a very weak hit, no stronger than a punch from her. Fortunately, hitting someone does more than just hurt them. Since the torch is imbued with the power of madness, a strike from it scrambles her enemy’s mind, preventing the formation of memories for 10 seconds, no matter where she hits. To the afflicted, it suddenly feels like they skipped ahead 10 seconds, though they were fighting all through that duration, and it otherwise doesn't influence their ability to fight and act. As this is a natural function of the torch, this effect always happens by default, meaning it doesn't require a wind-up from Clownpiece and doesn't wear her out more than swinging around a torch normally would. Essentially, it trades physical damage for a mind-scrambling effect.
Aside from that, the main use of the torch is messing with the sanity of those who look at the glow.
Unless otherwise stated in a specific use of this ability, Clownpiece does this by channeling her power to induce insanity through the torch for 5 seconds, during which she must devote her entire concentration to charging. Once charged, she waves her torch and casts its light over either enemies or allies within 20 meters of her, though they must see the light in order to be affected by it. Once cast, she's able to move around again as normal. Most aspects of her torch, unless specified otherwise, have only a minor energy drain to them. Clownpiece can use them frequently, but should still be wary about overexerting herself.
Obviously, all uses past that remain exactly the same. None of the other uses of Lampad's Torch are being changed in this. Is this possible as is, or am I gonna have to sell the old version for it? I'm fine with it either way.
You don't have to sell the old version of it, you can just update the move description in your roster.
Quote:Also, Hijiri brought to my attention that his "Undaunted Stance" is better than "Lampad's Torch: Fervor" in basically every possible way. Could I get like, an expert's opinion on what would be an acceptable change? Or am I misunderstanding something and everything's all good? Moves for reference:
Fervor (Ranged, Area Attack, Buff) (300):
A light that induces fervor in her allies. For 10 seconds, friends afflicted by the lunatic light are more ferocious, making them less likely to hesitate or fear. (20 meter AOE range, must be able to see the light, 5 second charge, Clownpiece must remain still, minor energy drain)
Undaunted Stance, Inspiring Others (Ranged, Buff) (300):
By standing tall and acting unafraid, Hijiri can boost the morale of all allies within 100m who can see him or sense him with enhanced senses. After they look away or leave the affected area, the effect will gradually diminish to nothing over the course of the next 30 seconds. All that this morale boost does is make them more confident; less likely to run away or surrender and more likely to take risks and behave recklessly. Using this Move has no energy cost, however it does require a small amount of concentration in order to maintain the stance.
Hijiri can move and attack as normal whilst using this and it has no inherent time limit... however, the more Wounded and/or Fatigued he is, the more Focus it requires to keep active, and so the more difficult it will be to perform other tasks simultaneously.
Your move is good, but Hijiri's has fewer drawbacks. You could probably just remove the "Clownpiece must remain still" part and then upgrade the duration of your move's effects to 35 seconds. Then it would be closer to Hijiri's. But, it's your choice![/spoiler]
@ Mega Man X:
[spoiler]
(02-11-2018, 05:09 PM)Mega Man X Wrote: Since I never yet purchased the previous versions of these moves, I've decided to refine and re-purpose them.
Silver Stinger - 300 OM (Requires Ranged Proficiency, Debuff Proficiency)
A special weapon obtained from the data of Hornet Man.EXE. It takes a second to switch to and from this weapon, with X's body shifting into a white/gold color scheme.
While equipped, the X-Buster can fire a large silvery cone, a little over two inches long and shaped rather like a spearhead. This projectile travels at the speed of an arrow accurately up to 15 meters, provided X is not moving and able to aim properly. The stinger deeply pierces whatever surface it hits to inject a paralyzing venom into the area, immobilizing it for up to 10 seconds unless immediately removed. This duration can be replenished (but not increased) with successive hits to the same area. The stinger and the venom, much like an actual arrow, are most harmful when there's minimal protection against it.
This weapon, after firing, requires 1 second to cool down before firing again. This weapon can only be used 15 times before needing to be recharged; this can only be done outside of battle. Depleting the weapon also fatigues X notably, similar to overuse of the X-Buster.
Approved!
Quote:Rose Splash - 300 OM (Requires Physical Strength, Debuff Proficiency)
A special weapon obtained from the data of Plant Man.EXE. It takes a second to switch to and from this weapon, with X's body shifting into a green/pink color scheme.
While equipped, the X-Buster can generate a 10-foot plant-like whip when swung, similar to a vine or rose stem. This whip can lash out in less than a second, but only persists for just a couple of seconds; long enough to snare something with its prickly thorns and rip it away with a firm pull. This can be used to tear away shields, armor plating, or some other protective equipment from an enemy, exposing part of their body to more damaging attacks. Though X can use this weapon while moving, he must be standing still to use it most effectively, and he must take care with it. An enemy with enough strength can yank the vine in retaliation and resist being pulled upon.
This weapon, after firing, requires 2 seconds to cool down before firing again. The weapon can be shot while moving, but X needs to be standing to still to pull at his best effect. This weapon can only be used 10 times before needing to be recharged; this can only be done outside of battle. Depleting the weapon also fatigues X notably, similar to overuse of the X-Buster.
Approved![/spoiler]
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