04-27-2018, 12:44 PM
Move Approval for Tia Dalma, my NPC submission.
Zombie Companion (300 OM): Calling upon her latent necromantic powers, after a few minutes of concentration Tia Dalma can raise a human or animal (within 20 yards) from the dead to serve as her companion. In combat, the mindless companion will attack the closest target mindlessly in defense of its master, and cannot wield weapons or armor, performing only biting attacks and clumsy punches. (This zombie does not cause those it bites to become zombies.) Outside of combat, the zombie is a faithful servant used to perform menial tasks and act as a sentry to protect Tia Dalma's island haven in the Vasty Deep. (Not sure if this should cost 600 OM for the out of combat capability.) Much like a regular zombie, removing or bludgeoning the head will neutralize it, but it will persist through the loss of limbs or wounds that would otherwise be fatal.
Past and Future (600 OM): By concentrating briefly on a willing host, Tia Dalma can see their past and/or future (Insight/Foresight Powers) in great detail, often discerning details of which the host itself is unaware. In combat or against an unwilling host, this move functions exactly like the Insight power's description and pits Tia Dalma's TEC against the enemy.
Fair Winds and Following Seas (900 OM): The Sea Goddess has an innate control over the weather while near water, able to conjure or quell wind, waves, and dangerous storm clouds to aid allies or impede and attack enemies after several seconds of concentration (Ranged Proficiency, Area Attack Proficiency, Area Defense Proficiency, Debuff Proficiency[?]). In combat, Tia Dalma can conjure a strong gust of wind capable of toppling large enemies over and throwing medium and small enemies several feet. Similarly, Tia Dalma can conjure ten-foot (is this appropriate?) waves to batter large enemies and sweep medium and small enemies several feet along the ground. Finally, Tia Dalma can conjure a rippling storm cloud that unleashes several indiscriminate bolts of lightning, harming both friends and foes caught in their path.
Cure (300 OM): By concentrating for a few minutes to several days (depending on the severity of the affliction) on an ally, Tia Dalma can remove deadly toxins and diseases from her target. (Sadly, Whirda's contagion is too sophisticated for such a simple fix.) This move cannot cure martial wounds, but can cure everything from the common cold to the venom of a deadly serpent to the most dangerous diseases.
Voodoo Doll (300 OM): After several seconds of concentration, Tia Dalma tethers the soul of an enemy to one of several tiny voodoo dolls she carries in a pouch on her belt (Debuff Proficiency, Remote Control Proficiency[?]). While weak, non-Prime enemies are tethered, Tia Dalma can manipulate the doll, causing her enemy to mirror any movements the doll makes. Poking the doll with needles will cause sharp pain in the affected area but does not deal lasting damage or create open wounds. Against enemy Primes this move functions similarly but its effectiveness depends on the enemy's TEC.
Healing Stream (300 OM): Tia Dalma conjures a constant stream of healing energy for as long as she concentrates on an ally (Healing Power, Ranged Proficiency).
Calypso's Maelstrom (Tier 1 Offensive Super Move, 600 OM): Tia Dalma conjures a massive maelstrom thirty feet across, quite similar to a condensed hurricane. Enemies near the maelstrom will be sucked in by its powerful winds and tossed like a ragdoll while skeins of rippling electricity shock and burn them and freezing rain pelts them. The maelstrom lasts just twenty to thirty seconds unless there is a water source to sustain it, whereupon it lasts up to a few minutes.
Zombie Companion (300 OM): Calling upon her latent necromantic powers, after a few minutes of concentration Tia Dalma can raise a human or animal (within 20 yards) from the dead to serve as her companion. In combat, the mindless companion will attack the closest target mindlessly in defense of its master, and cannot wield weapons or armor, performing only biting attacks and clumsy punches. (This zombie does not cause those it bites to become zombies.) Outside of combat, the zombie is a faithful servant used to perform menial tasks and act as a sentry to protect Tia Dalma's island haven in the Vasty Deep. (Not sure if this should cost 600 OM for the out of combat capability.) Much like a regular zombie, removing or bludgeoning the head will neutralize it, but it will persist through the loss of limbs or wounds that would otherwise be fatal.
Past and Future (600 OM): By concentrating briefly on a willing host, Tia Dalma can see their past and/or future (Insight/Foresight Powers) in great detail, often discerning details of which the host itself is unaware. In combat or against an unwilling host, this move functions exactly like the Insight power's description and pits Tia Dalma's TEC against the enemy.
Fair Winds and Following Seas (900 OM): The Sea Goddess has an innate control over the weather while near water, able to conjure or quell wind, waves, and dangerous storm clouds to aid allies or impede and attack enemies after several seconds of concentration (Ranged Proficiency, Area Attack Proficiency, Area Defense Proficiency, Debuff Proficiency[?]). In combat, Tia Dalma can conjure a strong gust of wind capable of toppling large enemies over and throwing medium and small enemies several feet. Similarly, Tia Dalma can conjure ten-foot (is this appropriate?) waves to batter large enemies and sweep medium and small enemies several feet along the ground. Finally, Tia Dalma can conjure a rippling storm cloud that unleashes several indiscriminate bolts of lightning, harming both friends and foes caught in their path.
Cure (300 OM): By concentrating for a few minutes to several days (depending on the severity of the affliction) on an ally, Tia Dalma can remove deadly toxins and diseases from her target. (Sadly, Whirda's contagion is too sophisticated for such a simple fix.) This move cannot cure martial wounds, but can cure everything from the common cold to the venom of a deadly serpent to the most dangerous diseases.
Voodoo Doll (300 OM): After several seconds of concentration, Tia Dalma tethers the soul of an enemy to one of several tiny voodoo dolls she carries in a pouch on her belt (Debuff Proficiency, Remote Control Proficiency[?]). While weak, non-Prime enemies are tethered, Tia Dalma can manipulate the doll, causing her enemy to mirror any movements the doll makes. Poking the doll with needles will cause sharp pain in the affected area but does not deal lasting damage or create open wounds. Against enemy Primes this move functions similarly but its effectiveness depends on the enemy's TEC.
Healing Stream (300 OM): Tia Dalma conjures a constant stream of healing energy for as long as she concentrates on an ally (Healing Power, Ranged Proficiency).
Calypso's Maelstrom (Tier 1 Offensive Super Move, 600 OM): Tia Dalma conjures a massive maelstrom thirty feet across, quite similar to a condensed hurricane. Enemies near the maelstrom will be sucked in by its powerful winds and tossed like a ragdoll while skeins of rippling electricity shock and burn them and freezing rain pelts them. The maelstrom lasts just twenty to thirty seconds unless there is a water source to sustain it, whereupon it lasts up to a few minutes.


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