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Move Approval V
While waiting for a senior staffer to give haste a look over, I figured I'd give it another rework. I think these changes to Haste should fix most/some issues people have. This makes it so Viola kinda sorta has to spend SP, without this actually being a super utility. I also added a bunch of clarifications on exactly what happens twice as fast (which is basically everything). It might look basically the same, but I've essentially doubled the fatigue cost and forced Viola to spend SP. While this isn't a super utility, it has to be used in conjunction with a specific one.

Summary of benefits/drawbacks of Haste:
[spoiler]
Benefits:
>Target moves, acts, thinks, and charges stuff at double speed for 15 seconds.
>Mechanical attributes of their weapons are twice as fast, so their gun can unload all its bullets in half the time.
>To them everything else is moving in slow motion (half speed) and they're the normal one.
>Debuffs cast directly on them (and not a lingering effect that applies to everyone who remains in the area) last half as long.
>Any bullets/spells they fire, explosions they cause, or weapons they throw move twice as fast. This applies to all their actions, so bullets from stolen guns and thrown rocks will also 
>They jump and fall twice as fast - every movement is double speed.

Drawbacks:
>5 second charge time (complete focus)
>Viola and the target have to be inside the effects of Viola's Infinity Mend super utility (halves fatigue for all allies within a 60m diameter sphere for 1 round)
>Viola can't do anything while this is active (including continue to spend energy on any moves, regardless of if they require focus)
>Person under the effects of haste suffers double fatigue for every action, the halved fatigue is already accounted for with this number. 
>This works out as quadruple fatigue since they're doing twice as much.
>Buffs cast directly on them (and not a lingering effect that applies to everyone who remains in the area) last half as long.
>The duration of lingering moves the target uses are halved (so if they have a move that sets their sword on fire for 5 seconds, to others it will only look like 2.5 seconds), this includes something used on an opponent.
>A constantly channelled move based on fatigue (such as them having to keep spending energy to keep their sword on fire) may only last a quarter as long (it will look half as long to them and a quarter as long to an outsider) due to the double fatigue of actions within haste.

General:
>They're not twice as strong, if they couldn't normally lift a rock, they can't now.
>A constantly channelled spell cast on them will act as usual. So if someone freezes them in ice and needs to keep focus to stop them breaking free, it will last the usual time. (Whereas a fire and forget freeze spell will last half as long).
>Super moves used on the target or by the target are unaffected by haste (however, haste may still impact the execution time of the target's super moves).[/spoiler]
Haste (300) Requires: Time Manipulation, Buff, Ranged, Homing
[spoiler]
Viola focuses for 5 seconds, where she can has to focus completely, stand still, and cannot defend herself. Afterwards, she can choose to delay the casting of this spell for up to 3 seconds (with similar concentration requirements to charging it - however if she wishes to use this time to cast Infinity Mend she can). Viola can only cast this move while within the effects of her Infinity Mend super utility (or an identical super utility she and the target benefit from), as the energy requirements are too great for usual use. Her target must also be within the effects of that spell, and remain there to continue to benefit from haste. All fatigue requirements mentioned in this move description already account for Infinity Mend (so the actual values would be double). This spell is moderately tiring for Viola to cast.

Once cast, the flow of time around the target is sped up for the following 15 seconds (real time). This allows them to move, think, and act twice as fast as well as charge moves and powers twice as quickly as normal. All normal time constraints are halved, including execution times (so burst movement would seem like 0.5 seconds on and 0.5 seconds off to an outsider) as well as lingering durations (so their 5-second long burning debuff would only last for 2.5 seconds). This also applies to other lingering moves used on them (so a 5-second stun spell would only stun them for 2.5 seconds), but not channelled effects (so if someone freezes them in ice and needs to keep focus to stop them breaking free, it will last the usual time). Furthermore, similarly to their melee attacks being twice as fast, their thrown weapons and bullets they fire will travel at double speed. Their explosions will detonate twice as fast. Despite any speed or timing changes, all attacks done by the target still deal the usual damage. This applies to incidental weapons as well (stolen guns, thrown rocks, etc.), but the haste effect on incidental weapons and ammo runs out after 3 seconds of leaving the target's body or the moment anyone else touches them.

However, this move saps energy from those under its effects. In addition to passively suffering 30 seconds of fatigue over 15 seconds (due to them acting and experiencing twice as much), the fatigue costs of all their moves, powers, and actions (even walking and running) are actively doubled, essentially quadrupling the energy they need to spend. While under this moves effects, the target perceives everything else as moving at half speed. Furthermore, while this move is active, Viola has to stand still and divert her complete focus towards maintaining it. Due to this, Viola cannot even expend energy towards anything (such as a lingering buff she cast beforehand, or a non-concentration based effect). If she loses concentration, this spell ends early. Both Viola and her target can choose to end this move at any time.

Notably, the speed boost gained can be stacked with burst movement or super speed. However, whenever someone uses one of these powers while under the effects of haste, Viola suffers twice the fatigue those actions would take under normal conditions. Super moves may be executed twice as fast by the target, but no super moves used on or by the target see any change in effectiveness (so a super utility would last just as long as usual and do the exact same thing, a super attack would do just as much damage, etc.). Lastly, while under the effects of haste, the target perceives everything besides their own actions to be in slow motion. To them, everything else is moving at half speed. As every movement they make is twice as fast, this also applies to jumps and falls.[/spoiler]
(The utility Viola needs to use with this - which is already approved here: http://omniverse-rpg.com/showthread.php?...#pid130916)
T1SU - Infinity Mend (600) Requires: Buff, Ranged, Time Manipulation 
[spoiler]
Viola closes her eyes for one second. Once she opens them, a blue-violet sweeping wave of magic flows outwards in a 30m radius sphere, forcing the most desirable future upon the land. Even deserts or steam-punk workshops will find nature quickly taking a hold. Grass, shrubbery and flowers all grow, bending around any obstructions rather than damaging them. It's as if many years pass for the terrain at once, but rather than it being left to its own devices, it's more akin to the whole area being gardened for years. As a result, changes are more aesthetic than chaotic, and Viola has a fair control over the rough décor - although any new plants won't be noticeably disruptive to anyone's movements. But, the most notable effect of this spell is how Viola's time magic permeates the air, giving a lush and rejuvenating feel to her and all of her allies so long as they remain in the area. This magic lasts for one round (~10 minutes out of combat), and all moves, powers, abilities, and actions cost half as much stamina/mana/etc. as they would normally (sp costs remain the same). Even simple actions such as walking are easier. After the magic disperses, the changes to the landscape remain. While most of the changes happen at the start, new flowers and plants bloom and grow throughout this move, just not as fast (a rose bush might slowly grow over a few minutes, for example). Viola can choose to continue spending SP to sustain this effect (1sp = 1 extra round).
[/spoiler]


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Move Approval V - by Jade Harley - 09-08-2017, 08:03 PM

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