05-01-2018, 06:01 AM
Shantotto:
[spoiler]
When I said you might be able to do it with ranged prof, I meant by shooting a 'counter projectile' or something along those lines. The way it's worded right now has your staff applying a physical pulse to projectile attacks away. That would need physical prof. It's equivalent to hitting away attacks with a baseball bat at the moment. If you had telekinesis, I guess you could have that as a requirement instead with the current wording.
Alternatively, if you were simply making a small shield (and not batting stuff away, just a static small shield) in the hopes of causing attacks to bounce off (although there'd be a greater risk of you being hit and them breaking the shield), then you could get it with no profs.
Lastly, regardless of how you do it, you should add something about how this move has varied effectiveness. If someone shoots a weak arrow at you, you'll probably be able to push it away. But, even if you timed it perfectly, you probably won't be able to push away a big fireball or a high calibre sniper bullet.[/spoiler]
Jacket:
[spoiler]
Super attacks are... attacks. They're not weapons that you can carry around. A super attack shouldn't really be lasting longer than 15-30 seconds or so tops (I can think of one that lasts up to 45 seconds, but that's a T2). Like, a flamethrower super attack should be "I shoot a bunch of fire at someone for about 20 seconds" and not "I get a cool flamethrower for a round or so". If you want a normal flamethrower weapon like this, just get it as a normal move. I guess it might be possible to get a super utility that's a stronger than usual weapon, possibly, but I wouldn't count on it.
Also, how wide is the 'spray' part of the flamethrower. I assume it's a cone or something like that, can you elaborate on the max width or the angle of the cone?
Lastly, your round long fire debuff is way too strong. Even if all your super move did was set a single person on fire for a round, as a debuff, I'd probably expect it to be at about a T2 in strength. And even then, the fire wouldn't be strong.[/spoiler]
[spoiler]
(04-30-2018, 09:36 PM)Shantotto Wrote: Stardust rod (300 om) (Ranged proficancy): 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 a pulse of dark magic that expands outward from the focus of the rod to divert incoming attacks away from Shantotto’s body. The burst is a short range projected shield that activates prior to the incoming attack or projectile makes contact with the rod or shantotto so as to prevent any damage to the rod itself. The magical pulse is a bubble emitted from the acts as a reactive force to the incoming strike countering it with a similar counter directional force to block it. 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 as a melee weapon.
When I said you might be able to do it with ranged prof, I meant by shooting a 'counter projectile' or something along those lines. The way it's worded right now has your staff applying a physical pulse to projectile attacks away. That would need physical prof. It's equivalent to hitting away attacks with a baseball bat at the moment. If you had telekinesis, I guess you could have that as a requirement instead with the current wording.
Alternatively, if you were simply making a small shield (and not batting stuff away, just a static small shield) in the hopes of causing attacks to bounce off (although there'd be a greater risk of you being hit and them breaking the shield), then you could get it with no profs.
Lastly, regardless of how you do it, you should add something about how this move has varied effectiveness. If someone shoots a weak arrow at you, you'll probably be able to push it away. But, even if you timed it perfectly, you probably won't be able to push away a big fireball or a high calibre sniper bullet.[/spoiler]
Jacket:
[spoiler]
(04-30-2018, 09:44 PM)Jacket Wrote: How about this?
M2 Flamethrower, Tier 1 Super Attack Move (600), Proficiencies: Range, Area Attack, Debuff (I will be buying once this move is approved)
A flamethrower that Jacket has had experience with back in the war on Hawaii. It weighs up to 68 pounds. The feed system carries two gallons of napalm/gasoline in the tank. There are straps on the backside of the tank so this weapon is able to be carried around like a backpack. Jacket's movement is affected by this weapons since he isn't too flexible on making any quick dodges and makes him an extremely vulnerable at times. Sprinting will also be a challenge to him. A makeshift gun sprayer is connected to a hose that leads to the tank allowing a flow of fuel. The maximum range is up to 132 feet that the stream of fire can reach. Spray and pray is the only way Jacket uses this weapon to clean out an area. A stream of napalm mixed with gasoline sprays out sort of like a fire hose is with water but spreads toward the end of its reach. Both hands are required to operate this flamethrower by holding the two grips. Anything that isn't fireproof will catch on fire once it makes contact with the surface. Fire will spread to other areas that are dry. The time for this weapon to deplete the fuel is seventeen minutes if the usage is in an unceasing way. Jacket does have the ability to preserve fuel if he wants to change position. Whoever is touched by the fire but avoids being sprayed repeatedly will have an after effect of them burning for a duration of a round. Full damage is dealt by the target if he or she is constantly being torched but the after effect is half of that damage. Once the round is up, they will be distinguished but still damaged. Once Jacket uses all the fuel up, the flamethrower will disappear into omnilium thus the move is over.
Graham Mask:
Yeah pretty much well... Omni-physics may allow him to morph his fodder mask to the power-ups so he can keep his identity hidden. :ninja:
Super attacks are... attacks. They're not weapons that you can carry around. A super attack shouldn't really be lasting longer than 15-30 seconds or so tops (I can think of one that lasts up to 45 seconds, but that's a T2). Like, a flamethrower super attack should be "I shoot a bunch of fire at someone for about 20 seconds" and not "I get a cool flamethrower for a round or so". If you want a normal flamethrower weapon like this, just get it as a normal move. I guess it might be possible to get a super utility that's a stronger than usual weapon, possibly, but I wouldn't count on it.
Also, how wide is the 'spray' part of the flamethrower. I assume it's a cone or something like that, can you elaborate on the max width or the angle of the cone?
Lastly, your round long fire debuff is way too strong. Even if all your super move did was set a single person on fire for a round, as a debuff, I'd probably expect it to be at about a T2 in strength. And even then, the fire wouldn't be strong.[/spoiler]


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