05-02-2018, 06:09 PM
(This post was last modified: 05-02-2018, 06:26 PM by Dane Regan.)
Quote:It was there Dexter began to hear the voice, a faraway murmur beckoning him to... somewhere else. The voice of Omni.
Technically, he wouldn't hear Omni back in his homeworld. You can have him step down a dark tunnel and suddenly be brought face to face with Omni though. Or hear a strange echo. But, canonically, he wouldn't hear or see Omni before being brought to see him in the OV. Everyone gets the same introduction.
Physical Description: Can you specify a rough height?
(05-01-2018, 09:38 AM)Dexter Mills Wrote: Impart – Confusion (Ranged Proficiency, Debuff Proficiency, Telepathy) (300 OM): Upon making eye contact with an enemy within thirty yards, Dexter creates a telepathic channel through which he bombards the enemy with abstract mental images. This is a channeled move, and while channeling Dexter cannot use other abilities, can only move at half speed, and must hold eye contact. While the channel is open, enemies are incapable of looking away. Maintaining the bombardment for more than five seconds is mentally exhausting for Dexter and this move’s duration maxes out at ten seconds, at which point Dexter will experience significant fatigue. While being bombarded enemies act dazed, as if they are in a stupor, but this move can be overpowered by primal rage and its effects and duration are mitigated as the opponent’s TEC increases. After the images fade, a pounding headache and disorientation stick with his enemy for several minutes. If the enemy moves further than thirty yards from Dexter, the tether breaks and the images cease.
Impart – Reflection (Ranged Proficiency, Debuff Proficiency, Telepathy) (300 OM): Dexter concentrates for three seconds, creating a telepathic channel between himself and a target. Once the tether is completed, the target’s vision is replaced by Dexter’s vision – the target sees as if looking through Dexter’s eyes. Intended primarily as an escape mechanism, Dexter can move freely and use other moves once the tether has been created. The reflected vision lasts roughly five seconds, and cunning enemies can still infer Dexter’s movements and react accordingly, although they will not be as agile as usual having to adjust to the discordance between their sight and their movements.
Confusion: "After the images fade, a pounding headache and disorientation stick with his enemy for several minutes." This debuff lasts too long. Also, since he can technically choose to use this move for half a second, that'd effectively give you a free low-effort debuff. If you're okay varying the lingering debuff duration based on how long he uses this move for, I'd probably let it linger between 0 and 10 seconds. Maybe 0 and 20 if the headache was weaker. Although then your move would have to cost 600 OM instead of 300 for the variability. I'd stick with just doing damage when eyes are locked or something simple - although since they can't turn they head away the damage would probably have to be lighter.
Reflection: This will need homing proficiency. Or you could have it require eye contact to activate the move (at some point after he charges it up). Also, can he move while forming the telepathic channel?

