05-11-2018, 01:06 PM
(05-11-2018, 12:06 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]
All of the above are approved, besides Fair Winds and Following Seas. I'll approve it with the following bolded changes, however (you can copy the below and quote this post as an approval):
Quote:Fair Winds and Following Seas (600 OM) (Ranged Proficiency, Area Attack Proficiency, Ranged Materialize Proficiency, Homing): 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 five seconds, Tia Dalma conjures storm clouds about 10 yards above an area of about 15 square yards within 30 yards of her. The storm clouds persist for approximately one minute, 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. While Tia cannot control this move, each strike of lightning will hit a random person within the area (except herself), or just random scenery if no one is there. The lightning isn't highly damaging, but it still packs a punch. It can hurt, burn, and deliver a very painful shock, acting as a deterent from remaining in the area. Creating storms is moderately tiring, and Tia cannot create more than one at once.
>Reduced the duration and increased the charge time by a bit (otherwise this would be fairly weak)
>Added a fatigue cost
>Clarified that the lightning can actually hit people, since I'm not a fan of purely random moves (they're really hard to balance without forcing the randomness)
>Added some important numbers for detail
>Added a clarification of the lightning damage (since it may not have been obvious)
>Specified that no more than one storm can be created at once (just the lightning ones, you can make wind ones at the same time)
(I also removed area defence and debuff profs, since they're not needed for this, but added homing so the lightning can hit people)
I think this sort of thing is roughly what you wanted, and while I changed things that I probably didn't need to, I did so to help balance this. Anyway, feel free to repost with any prefered changes. Otherwise, you can just link this post as an approval and use my rewrite of your move.