04-30-2018, 02:52 PM
(This post was last modified: 04-30-2018, 03:52 PM by Dane Regan.)
(04-30-2018, 12:03 PM)Shantotto Wrote: [spoiler]Stardust rod (300 om): Shantotto’s personal mage staff, this two foot long weapon is nearly the same size as the mage who wields it. This weapon serves as a conduit to channel her spells.
It is best described as a polished wooden staff with gold embellishment holding a large opal like crystal focus on the tip held in place by more gold.
Summoning the stardust rod takes only the blink of an eye but requires a small bit of stamina to do multiple times, Shantotto can keep the weapon on her back at all times to reduce the need to summon it. The rod itself is a fragile tool and can break if struck hard.
The stardust rod is capable of being used to create pulses of dark magic to divert incoming attacks, The burst acts as a reactive force to the incoming strike countering it with a similar counter directional force to divert it away from her body. Doing so requires enough time for Shantotto to react and a 1/4th second to focus. As well as a small amount of her stamina however constantly using this to redirect incoming blows can quickly tire her out.
Blows that manage to strike the Stardust rod will often shatter its focus (the crystal orb on the tip, and heavy strikes risk breaking the rod entirely. Forcing her to resummon it should it be broken.) Due to the fragile nature this weapon can not be used effectively as a melee weapon.
(Kopaka has a move with no solid proficiency requirement, This move doesn't have any proficiency that make sense to go with it, as its not a melee weapon, nor is it a shield. it doesn't amplify anyone or attack an area of effect. So I am at a loss of what prof to give it.)
reference : http://omniverse-rpg.com/showthread.php?...#pid126473[/spoiler]
Nope. Sorry. If you're batting attacks away this will need physical prof. You're physically swinging your rod to knock something away. Shantotto might not be 'strong', but this is still a physical property. If you prefer, you could have the rod send out a small ranged bolt instead that knocks attacks away and have the work with ranged prof - although that'd probably be much harder to use - but you'll need one or the other.
(04-30-2018, 12:17 PM)Whirda Wrote: Moves have been updated in my quote below to fix the problems pointed out at the bottom.
[spoiler]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.)[/spoiler]
Undead Companion: Approved at 300, since your fodder is just some out of combat utility.
Past and Future: Approved
Fair Winds and Following Seas:
I can't see any reasons why this would need area defense or debuff.
Wind: How big are the winds, roughly? What sorta of area is affected? Also, can you replace 'a few seconds' with 3 seconds.
Waves: See wind, although I'm happy giving you this as a freebie since it does the same thing as wind. If you added a comment to wind saying something like "while the wind does no damage, it can blow objects that cause harm - such as rocks - and cause other effects you might expect such as waves at sea."
Storms: Roughly how high is the cloud? Also, I think this move should really have a larger charge time combined with a fatigue cost. You'll probably need homing if you want the lightning to reliably hit anyone under the area
Cure: Approved for 0 OM, as fodder.
Healing Stream: This will also need buff proficiency. I'm happy with your being able to sustain this move indefinitely since healing is usually purely concentration based. Summer has a ranged healing move that I'm using as a basis for balancing this. See:
[spoiler]Healing Light (Healing, Ranged, Ranged Materialize, Area Defense, Buff) (300) (Sonny):
Sonny bends the skies to his whim, breaking up any cloud formations just enough to make way for a beam of light to pierce through it, but not changing the weather drastically. By staying still and maintaining his concentration, he can train this beam of light on any ally within 30 meters of him that he can see, applying healing magic to them so long as he can keep the light on them. Since it requires his utmost concentration, the healing effect is about twice as strong as natural regen would be, and is based of off Sonny's DEF making it a bit stronger, but it’s still far too weak to really swing a fight. Rather, the strength in this move lies in that those under the effects feel no pain, and their abilities cannot be interrupted. He can track an ally so long as they do not move too quickly or erratically (He can track SPDs equal to or lower than his TEC), and he can maintain this spell for minutes at a time due to the low energy requirement. It does, however, require him to stand perfectly still, making him a sitting duck, and prevents him from using other moves. The effects of the light cease the moment he stops concentrating.[/spoiler]
Although his does some other stuff as well, so yours could heal 4 times your natural regen rate (equivalent to your usual focusing and healing, but at range) and have a longer duration.
Calypso's Maelstrom: 3 minutes is too long for a duration. I'd expect 30 seconds or so tops, really. You could get away with longer if it wasn't doing damage. Also, how close does someone need to be to be sucked in? The standard maximum size for a T1 super attack is a 15m radius, so I guess you can suck people in within that range at most. Lastly, this doesn't need area defense.

