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Move Approval V
#82
(10-06-2017, 05:26 PM)Clownpiece Wrote: Adding two more modes to Lampad's Torch, as well as rewriting the move itself slightly be more friendly.

Current:
[spoiler]

Lampad’s Torch (Physical, Ranged, Buff, Debuff, Area Attack, Homing, Suppression) (1500): 
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. 

Irrationality: After charging up for 5 seconds, during which she can not move, attack, or otherwise use moves, Clownpiece waves the torch in front of her, a single sweep during which the purple light glows brighter. Enemies within 20 meters who look directly at the purple glow during this sweep are stricken by sudden irritability, and for the next 10 seconds, they may find themselves acting slightly more aggressive and impulsive than normal.

Fervor: Alternatively, Clownpiece can direct that glow towards allies instead. Rather than inspiring irritability, allies afflicted by the madness-inducing glow are more ferocious for 10 seconds, making them less likely to hesitate, or fear. Both applications of lunacy have only a minor drain, allowing her to use them frequently in a fight. Once the madness had been inflicted, she can continue to on with whatever she had been doing before, as it doesn't need to be maintained.

Paranoia: Clownpiece concentrates for 5 seconds, channeling her powers of madness, before sweeping her torch out in front of her. Enemies within 20 meters who see the lunatic glow have a seed of paranoia planted in them for 15 seconds. On its own, this paranoia is too weak to do anything, and has no effect unless Clownpiece backs it up with something to inspire that paranoia. For this, she uses one of the cantrips taught by Dane during Dante's Abyss, "Ping."
With a quick moment of concentration, and a sound of some sort to go with it (be it a whisper, snap, footstep, or whatever), Clownpiece can throw that noise at a relatively flat surface within 10 meters, copying the sound where the spell hits and bouncing it off in a straight line. This process is repeated up to five times, each quieter than the last, as long as there’s a surface within 10 meters of the last bounce, creating an echoing effect. There’s approximately a 1 second delay between each bounce. On its own, this spell does absolutely nothing except sound cool. To those under the effects of her paranoia, however, this is the sound of an approaching foe, a spirit whispering in their ear, an ally trying to get their attention. The sounds spawned by Ping steal away precious seconds of their attention, fray their nerves, and just in general mess with their sanity.
This spell combo is about as draining as the other applications of her torch. She’s capable of inspiring paranoia a few times during a fight, but must be careful about overexerting. The Ping portion, however, is incredibly easy to do, with almost no noticeable energy drain. It’s just a fun little party trick, after all.

Uncertainty: With a stationary 5 second charge, Clownpiece channels her power through her torch, strengthening its light and inducing weak hallucinations in anyone that can sense her with Enhanced Senses, tries to read her with Insight, or tries to react with Foresight, for as long as she’s able to maintain it. Once it's channeled, she can maintain it with little effort on her part, during which she's capable of moving around and attacking as normal, but can't use or charge any other torch moves. This move wears her out slowly over the course of 45 seconds, but drains her significantly during that time. She only has enough energy to use it once per fight. 
The hallucinations this maddening light spawns feed her enemies false information. When not looking directly at her, people with ES always perceive her position as slightly off from where it actually is, or sense multiple of her, or none at all. People who glean information with Insight receive wrong info; stats are switched about, they may read powers she doesn’t have, etc. And for those who rely on Foresight, their warnings can arrive too late or too early, give them the wrong direction, warn about the wrong attack, or even give false alarms. No information is something that can be adapted to, wrong information can be downright deadly. 
The effects of this move are dependent upon the strength of her Suppression. If she's capable of completely Suppressing an enemy, then the information they receive is completely wrong. Should an enemy be able to shrug off her power however, then the info they receive is simply off, with the effects weakening the higher their TEC is compared to hers. At double her TEC, they wouldn't even notice.
[/spoiler]

New:
[spoiler]
Lampad’s Torch (Physical, Ranged, Buff, Debuff, Area Attack, Homing, Suppression) (1500): 
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.
 
Irrationality: A light that induces irritation in her enemies. For 10 seconds, foes who see the light are stricken by sudden irritability, and they may find themselves acting slightly more aggressive and impulsive than normal.

Fervor: 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.

Paranoia: A light that induces very weak paranoia in her enemies. For 15 seconds, her foes have a seed of anxiety planted in them that doesn't do anything on its own, unless Clownpiece backs it up with something to make it bloom. For this, she uses one of the cantrips taught by Dane during Dante's Abyss, "Ping."
With a quick moment of concentration, and a sound of some sort to go with it (be it a whisper, snap, footstep, or whatever), Clownpiece can throw that noise at a relatively flat surface within 10 meters, copying the sound where the spell hits and bouncing it off in a straight line. This process is repeated up to five times, each quieter than the last, as long as there’s a surface within 10 meters of the last bounce, creating an echoing effect. There’s approximately a 1 second delay between each bounce. On its own, this spell does absolutely nothing except sound cool. To those under the effects of her paranoia, however, this is the sound of an approaching foe, a spirit whispering in their ear, an ally trying to get their attention. The sounds spawned by Ping steal away precious seconds of their attention, fray their nerves, and just in general mess with their sanity.
Paranoia has the standard drain associated with it. The Ping portion, however, is incredibly easy to do, with almost no noticeable energy drain. It’s just a fun little party trick, after all.

Uncertainty: With a stationary 5 second charge, Clownpiece channels her power through her torch, strengthening its light and inducing weak hallucinations in anyone that can sense her with Enhanced Senses, tries to read her with Insight, or tries to react with Foresight, for as long as she’s able to maintain it. Once it's channeled, she can maintain it with little effort on her part, during which she's capable of moving around and attacking as normal, but can't use or charge any other torch moves. This move wears her out slowly over the course of 45 seconds, but drains her significantly during that time. She only has enough energy to use it once per fight. 
The hallucinations this maddening light spawns feed her enemies false information. When not looking directly at her, people with ES always perceive her position as slightly off from where it actually is, or sense multiple of her, or none at all. People who glean information with Insight receive wrong info; stats are switched about, they may read powers she doesn’t have, etc. And for those who rely on Foresight, their warnings can arrive too late or too early, give them the wrong direction, warn about the wrong attack, or even give false alarms. No information is something that can be adapted to, wrong information can be downright deadly. 
The effects of this move are dependent upon the strength of her Suppression. If she's capable of completely Suppressing an enemy, then the information they receive is completely wrong. Should an enemy be able to shrug off her power however, then the info they receive is simply off, with the effects weakening the higher their TEC is compared to hers. At double her TEC, they wouldn't even notice.[/spoiler]

I basically just moved all repeat effects to the main text so I didn't have "Clownpiece concentrates for 5 seconds" and similar 8 times in the same move. 
Also new effects because I was lacking buffs:

Lampad's Torch: 
Agitation (Ranged, Area Attack, Buff, Debuff) (+300): A light that induces restlessness and energy in allies. For 10 seconds, allies are struck by an inexplicable antsiness coupled with a sudden boost in energy. For 10 seconds, any moves/powers/etc they use (save for supers) take half the time to charge and don’t wind/wear them out at first. However, due to the restlessness, those affected feel the need to attack/defend/move about, and once the hyperactivity wears out, they’re hit with the combined wear of everything they used all at once. They burn brighter, but also burn out faster. 

Focus (Ranged, Area Attack, Buff, Debuff) (+300): A light that throws allies into a state of hyper-focus. For 10 seconds, their concentration (whether it’s being directed towards moves/powers/or whatever) can not be broken by normal means, though a dedicated distraction/disruption move can still do it. Additionally, they don’t notice smaller wounds while in this state, allowing them to fight on relatively unhindered. However, with focus comes tunnel-vision, and they might not notice another enemy coming up on them while they’re focused on one.

They also fall under the main text standard fare. (5 seconds charge, Clown can't move during that, affects those within 20 meters of her, minor energy drain)

Looks good to me. Approved.

(10-06-2017, 10:12 PM)Gunther Stein Wrote: Palm Shield [300]
Lesser Shield Manifest Technique
Req: Physical
The Palm Shield is a ten inch diameter, circular shield that appears and hovers just above the palms. This shield is flat and looks like thick, misty glass, even shattering like glass when it is broken. To manifest a single shield takes three seconds and one hand. A shield can be manifested in each hand indifferently of each other, due to the simplicity and size of the shield. During manifestation he can still move and act with a hand that is not manifesting a shield (including maneuvering an already completed shield.) Taking moderate damage can cause the Lesser technique to be lost.

Each shield is capable of outright stopping a few moderately powered attacks with an area of effect smaller than the shield. The shields last indefinitely when no damage is taken and always kept in hand, but doing so makes use of the hand difficult for anything other than holding said shield. If dropped, the shield lasts for one minute before shattering.

If the shield is used to strike an enemy, it imparts less force than a simple punch, making it inadequate as an offensive weapon. A common technique is to use the Shields for deflection instead of outright stopping blows, extending the life of the shield as opposed to outright stopping an incoming attack.

How draining is this on one's stamina to cast? Does this require significant concentration during the cast time or can he be doing other things? Can you clarify the bits about using your hands while the shield(s) is/are active? You mention that holding one of these makes it difficult to do other things, but does that mean he can use other moves and they just suffer a penalty, or does it prevent him from using other moves in just that hand holding the shield?
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Move Approval V - by Jade Harley - 09-08-2017, 08:03 PM

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