10-22-2017, 12:51 PM
(10-22-2017, 12:36 PM)Ebonywood Hellscythe Wrote: @Gunther:>He can preform combat maneuvering, yes, but due to pain and concentration it is not nearly as effective.
So, basically, he destroys his own arm to use this move. Considering that'd be under:
Quote:Major Injury (7+ damage points): A major injury is something like a deep stab, a broken arm, a face wound, or any other extreme injury.You sure you want to use a third of your health just for this move (although it might not actually work out like that)? As far as I can tell, you basically get a +1 Mage Hand that can also be a shield and do your stuff at range. Especially since it seems easy to disable as all someone has to do is move something between it and you.
Assuming you do want to do remove a while arm, moving on to the main move:
>Can he move during the charge? Does charging it require any concentration?
>How long does this move last? Until the end of the fight (i.e. a reasonably long amount of time, like an hour or something)? Indefinitely?
>Since you're probably going to get advanced regen, what happens if his arm is regenerated after the move has been used?
>How fast can the gauntlet move?
>How hard is the gauntlet to break?
>This move lasts until he is capable of regenerating his arm. This is a definitely out-of-battle thing.
>The above statement answers this one. XD
>The Gauntlet is capable of moving at 20 meters per second (Slightly less than the world's fastest punch. XD)
>The gauntlet is a tough cookie, and has a LOT of downsides to be a very great shield - its primary role. It can take some major damage before shattering, and is constantly repairing itself when in close range (>1 meter) of Stein.
Quote:>Yes, and I don't know what a good max range would be, since the use is so limited. It is basically punch or grab at full strength, but it retracts too fast to be all that dexterous in its task.Quote:Two seconds of charging adds ten meters to the effective "perfect" range>The way you phrased it implies, but doesn't outright state, that Stein could charge for 4 seconds and add 20m. Is this correct? If so, is there a max range?
Quote:The way my spells are structured, Augments don't have a "charge up" time or a particularly heavy fatigue cost, they just inflict a universal cooldown, which means he cannot activate any new Moves until that cooldown is up. Normally, long-lived items would have an infinite duration (until shattered) but since this one is maintained, it only lasts for 2x the Manifest time, or 10 seconds. So a 5 second Unversal cooldown, 10 second effect. Spamable, if that's the only spell he wants to use.Quote:Additionally, Augment spells can be applied to the Arm of the Glass Sentinel as normal, but only last a duration equal to double the Universal Cooldown they inflict.>I'm probably being stupid, but the way you phrased it makes it sound like that's a bad thing. Aren't the cooldown times of your moves a completely different thing to the duration? Sometimes being longer, sometimes shorter.
It basically turns an infinite duration into a finite duration because "infinite" on an object that regenerates would create an infinite loop that could bite me in the ass later.
"Arm of Glass" + "Lightning Augment" = Wicked fast punchy thing that shocks the piss out of people... with no way to break it, considering it reconstructs itself if broken.
Though, could make it so it only appears on the Gauntlet, which can be broken?
