05-11-2018, 12:06 PM
(This post was last modified: 05-11-2018, 12:07 PM by PepsiWhirda.)
(04-30-2018, 02:52 PM)Dane Regan Wrote: Moves have been updated once again in my quote below to fix the problems pointed out at the bottom.
(04-30-2018, 12:17 PM)Whirda Wrote: [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.
Fair Winds and Following Seas (600 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. The gusts occupy an area of roughly ten square yards. While the wind does no direct damage, it can blow objects that cause harm - such as rocks - and cause other effects you might expect such as waves at sea.
Waves: See Wind.
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 (0 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. RP fodder.
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. Tia Dalma can maintain this move indefinitely.
Calypso's Maelstrom (Tier 1 Offensive Super Move, 600 OM) (Ranged Proficiency, Area Attack Proficiency): Tia Dalma conjures a maelstrom fifteen 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 five 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 thirty seconds.[/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.


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