04-30-2018, 12:17 PM
(This post was last modified: 04-30-2018, 12:19 PM by PepsiWhirda.)
Moves have been updated in my quote below to fix the problems pointed out at the bottom.
Dane Regan said:
I don't know if we used to do this while you were around before, but currently, it's convention to add the proficiencies required at the top of the move.
Zombie Companion:
>I'd assume this needs homing, since the zombie automatically attacks someone. And ranged prof.
>How long does it take to resurrect the zombie?
>You'll need ranged control and 300 more OM if you want to use the zombie to manipulate stuff at range.
Past and Future:
>Against someone who's willing, since this is an NPC, you can probably just have it as a fodder move. But any future info would just be very vague and not give info like, "you'll fight someone who has a spell that does X" as a cheesy way to get info about a future opponent. Foresight usually only extends for a few seconds at most, so if you want to do anything more it's going to be vague and foddery (without some big drawbacks).
>Insight isn't TEC vs TEC, so the difficulty description doesn't really make sense.
Fair Winds and Following Seas:
>If you want to summon some winds or waves out of combat for weaker utility purposes, you can have that as fodder (but you can't use the wind to make a vehicle travel faster than 80mph or something).
>You'll need to describe the winds, waves, and lightning in more detail. Stuff like time constraints and the like. It might be worth brushing over the checklist in the rules or the top post in this thread and looking over some newer move examples.
Cure:
>If you want to cure an illness not caused by a move, you can have that as fodder move (for free).
>If you want to cure an illness or toxin-based debuff from an opponent, you'll need healing and some drawbacks and time constraints.
Voodoo Doll:
>How long is several seconds? Use a specific number.
>This will need some drawbacks against primes. And a limited usage time.
>You'll need telekinesis (force them to move) or telepathy (command them to move) to make this work.
>This would cost 600 OM. 300 - forcing them to move. 300 - damage.
Healing Stream:
>Applying your healing power at range? Sure. But add a note to this saying that you can only do this for normal healing. You can't spend SP to heal them more - that would require a super move.
Calypso's Maelstrom:
>This should last the same duration every time. You can't get a climate-based advantage. (Although you can get a climate based disadvantage if you choose - but it will be purely detrimental)
>Does this do damage? If not, it's a super utility.
>I can't approve super utilities, so you'll have to wait for a higher up on this one.[/spoiler]
(04-27-2018, 12:44 PM)Whirda Wrote: Move Approval for Tia Dalma, my NPC submission.
Undead Companion (300 OM) (Ranged Proficiency, Homing Proficiency): Calling upon her latent necromantic powers, after five minutes of uninterrupted concentration Tia Dalma can raise a human or animal from the dead to serve as her companion. While channeling this move Tia Dalma must remain stationary and completely focused. In combat, the mindless companion will attack the closest target in defense of its master and cannot wield weapons or armor, performing only biting attacks and clumsy punches. Much like a regular zombie, removing or bludgeoning the head will kill it, but it will persist through the loss of limbs or wounds that would otherwise be fatal.
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. (I think this constitutes RP fodder but I can update this to 600OM if needed.)
Past and Future (0 OM): By concentrating briefly on a willing host, Tia Dalma can see their past and/or future in great detail, often discerning details of which the host itself is unaware. As pointed out below this move is purely RP fodder, cannot be used in combat, and has no effect on an unwilling host. It is only intended to be used for Whirda's return storyline and will not have any meta applications such as seeing future Prime enemies or OOC information or the like. Cancelled.
Fair Winds and Following Seas (900 OM) (Ranged Proficiency, Area Attack Proficiency, Area Defense Proficiency, Debuff Proficiency, Ranged Materialize Proficiency): The Sea Goddess has an innate control over the weather, able to conjure or quell wind, waves, and dangerous storm clouds to aid allies or impede and attack enemies. As below, this move can be used as RP fodder out of combat but will not be used to gain any advantage other than better storytelling.
Wind: By remaining stationary and concentrating for a few seconds Tia Dalma conjures gusts of wind up to thirty yards away. The gusts last about ten seconds and buffet nearby enemies or objects, battering large enemies and throwing medium and small enemies several feet but deal no significant damage.
Waves: By remaining stationary and concentrating for a few seconds Tia Dalma conjures choppy waves up to thirty yards away. The waves range from five to ten feet tall, last about ten seconds, and batter large enemies and sweep medium and small enemies several feet but deal no significant damage.
Storms: By remaining stationary and concentrating for a few seconds, Tia Dalma conjures storm clouds above an area of about 15 square yards (is this an appropriate size?). The storm clouds persist for approximately five minutes, releasing loud thunderclaps and indiscriminate bolts of lightning, about one bolt of lightning per ten seconds. This move cannot be aimed or controlled and lightning bolts travel at the speed of, well, a lightning bolt.
Cure (300 OM) (Healing): 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. This move cannot cure flesh wounds, but can cure everything from the common cold to the venom of a deadly serpent to the most dangerous diseases. As below, Tia Dalma has the Healing power and cannot use this move in combat.
Voodoo Doll (0 OM): I will revisit this one later, cancelled.
Healing Stream (300 OM) (Healing, Ranged Proficiency): While remaining stationary and actively concentrating, Tia Dalma channels a beam of healing energy between herself and an ally within 30 yards. This only applies to Tia Dalma's normal healing, per below. Maintaining this move for more than ten seconds begins to sap Tia Dalma's energy and its maximum duration is thirty seconds, after which Tia Dalma will be exhausted.
Calypso's Maelstrom (Tier 1 Offensive Super Move, 600 OM) (Ranged Proficiency, Area Attack Proficiency, Area Defense Proficiency): Tia Dalma conjures a massive maelstrom thirty yards square, quite similar to a condensed hurricane. This move forms around Tia Dalma, and at the end she occupies the "eye" of the storm, a circle about ten feet in diameter where the maelstrom has no effect. 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, inflicting moderate damage. The maelstrom lasts approximately three minutes. (I may need some help with this one, does this seem okay? I read the examples in the rules but I'm not sure about duration, etc.)
Dane Regan said:
I don't know if we used to do this while you were around before, but currently, it's convention to add the proficiencies required at the top of the move.
Zombie Companion:
>I'd assume this needs homing, since the zombie automatically attacks someone. And ranged prof.
>How long does it take to resurrect the zombie?
>You'll need ranged control and 300 more OM if you want to use the zombie to manipulate stuff at range.
Past and Future:
>Against someone who's willing, since this is an NPC, you can probably just have it as a fodder move. But any future info would just be very vague and not give info like, "you'll fight someone who has a spell that does X" as a cheesy way to get info about a future opponent. Foresight usually only extends for a few seconds at most, so if you want to do anything more it's going to be vague and foddery (without some big drawbacks).
>Insight isn't TEC vs TEC, so the difficulty description doesn't really make sense.
Fair Winds and Following Seas:
>If you want to summon some winds or waves out of combat for weaker utility purposes, you can have that as fodder (but you can't use the wind to make a vehicle travel faster than 80mph or something).
>You'll need to describe the winds, waves, and lightning in more detail. Stuff like time constraints and the like. It might be worth brushing over the checklist in the rules or the top post in this thread and looking over some newer move examples.
Cure:
>If you want to cure an illness not caused by a move, you can have that as fodder move (for free).
>If you want to cure an illness or toxin-based debuff from an opponent, you'll need healing and some drawbacks and time constraints.
Voodoo Doll:
>How long is several seconds? Use a specific number.
>This will need some drawbacks against primes. And a limited usage time.
>You'll need telekinesis (force them to move) or telepathy (command them to move) to make this work.
>This would cost 600 OM. 300 - forcing them to move. 300 - damage.
Healing Stream:
>Applying your healing power at range? Sure. But add a note to this saying that you can only do this for normal healing. You can't spend SP to heal them more - that would require a super move.
Calypso's Maelstrom:
>This should last the same duration every time. You can't get a climate-based advantage. (Although you can get a climate based disadvantage if you choose - but it will be purely detrimental)
>Does this do damage? If not, it's a super utility.
>I can't approve super utilities, so you'll have to wait for a higher up on this one.[/spoiler]


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