06-04-2018, 11:01 AM
(06-04-2018, 10:23 AM)Jack Darby Wrote: Unstable Emerald Construct Fist (300, Physical Strength):
By means of the ring he wears he is capable of using the fist in close range combat. The Fist will be used by him to deliver an upper cut to an opponent. This takes him 5 seconds to charge up. Once he has charged, and used this move however, Jack is unable to use the Oan Power ring for 25 seconds, forcing him to rely on other moves. This is very taxing on his stamina because he gives the fist the durability, and strength of a block of iron. In addition the Unstable Energy Construct Fist must be used within 10 seconds of the initial charge, or he will risk breaking the Oan Power Ring - forcing him to spend time repairing the ring in combat, time that he would not have.
The Emerald Fist Constructs are exactly the same size as shown in the picture below, on the hands of the individual.
>Pictures are nice, but I'd still like some words. 3 times as big as his own fist would work.
And, repeating these two questions from before (the first might be implied by the picture, but you never actually say in the move):
Quote:>Where does the fist appear? Over his own fist?
>Can he move or do anything else while charging?
Also,
>How long does the fist last? For one punch?
>Your move uses singular terms, yet your picture has two fists. Does he get two fists (one for each hand)? Or just one?
Jack/Warren, you often write a lot of moves and you know what they do. But you need to make sure you put all that knowledge down into the description. If you're having trouble writing moves, try out the move creation workshop.
(06-04-2018, 10:26 AM)Ricter Wrote:Quote:Lanor: (1500 OM) [Requires Physical Strength, Healing, Buff]
[spoiler]Is a 4’7”ft long, 5 inch width, double edged broad sword that has a stainless steel look to it with a brown handle and cross-guard, being balanced in speed and weight.
Mend: After a five second channel time the blade can be toggled too close small wounds of any living things it slices, leaving non painful glowing gashes that mend small cuts on the body and vanish after contact with the blade has ended. For large wounds he would need to deliver one strong slash or stab after a three second wind-up, which makes the wound stop bleeding, closing it and ensuring it doesn't again unless another wound is made along the same location. This doesn't heal the wounds sustained but more so mitigates bleeding out from them and minor pain as well. After another five second channel it may return to a normal blade, the blade cannot damage or harm any organic targets while charged and it behaves normally to metal contact.
Alleviate: Touching the face of his sword while staying still he can hold it there for over five seconds before pulling it away and touching someone, leaving a glowing paw print on them after two seconds of contact, which can be done while in motion. The mark effectively turns pain into rapture as any damage they are suffering is still present, but the feeling of discomfort is reduced to being very minor to just being numb to it for the duration. The mark lasts for around a minute and can be applied and maintained so long as it’s himself, or an ally that stays with in thirty meters of him. He can hold the power for up to ten seconds before it needs to be administered or else he loses it entirely and suffers some energy loss. After applying it once he needs to wait more than a minute to apply it again on someone once the duration is over.
Cure: If he chooses he may also aim to stab someone with his blade and keep it inside of them for up to five seconds, for which he can move but if he dose the sword must stay in contact with the target and in his hands. The weapon would soon pull out any foreign agents inside of the body, that includes poisons, viruses, and parasites then either destroy or cure the illness as a mark is left in its place. The mark lessons the effect of the same poison for up to thirty seconds, but is dependant on the attackers TEC Vs his own DEF. If the attackers TEC is less than half Ricters DEF then target is immune to the same poison, if its even to his DEF and its half as effective, and if its more than double his own DEF just negates the mark entirely. This requires some energy on his own part to do, minor but repeated uses can lead to being fatigued and has a thirty second cool down before it can be reapplied after the mark vanishes. This can't heal those afflicted by super debuff moves.[/spoiler]
Adding this to the above technique.
Lanor: (1800) [Requires Physical Strength, Healing, Buff, Area Defence]
Thanks to all the herbal remedies he’s enchanted his weapon with, and some alcohol, his body can be engulfed in an aura that eludes the smell of vanilla with a mix of different kinds of herbs, in addition to a bit of sake from a friend of his to add some joyful inebriation. After six seconds of being in his generalized area he can use the allure of the smells to impose minor hypnotic effects on those who stay near him. One of which makes those who are around him very relaxed, a content state of lulled indulgence, similar to feeling a bit tipsy or drunk but having not drunken anything at all. They can choose to act normal however, or simply go along with the sensations as it was more so made to aid them than cause harm.
The aroma fights off the effects of foreign mental disturbances that may change the way someone acts or thinks by matching his DEF vs their aggressors TEC. If they have double his DEF then the disturbance go’s through naturally, if they are nearly even then they are half as effective, less than half his DEF and they become immune to them for the duration. The effect can only afflict those in a five meter radius from his location. Leaving his general area makes the relaxing sensation go away, he can keep the mental blocking aspect of the skill going for a minute but takes some energy from him to initiate as well. Flavor wise he can always smell like this while not giving an in combat effect, additionally this can't help those afflicted by super debuff moves.
"The aroma fights off the effects of foreign mental disturbances that may change the way someone acts or thinks"
>This needs telepathy. You can soothe pain, make people see things, make people feel fake pain, and so on without telepathy, but you need telepathy to change the way someone thinks and directly influence their mind. That, in my opinion, included countering things that influence their minds.
>This needs ranged prof (due to the 5m radius).
>Balancewise, can you specify that this is a constant energy drain, and not just a little bit at the start. Or just give it a charge time. Or add some light concentration requirement. It's not a powerful effect, imo - so it doesn't need a lot of drawbacks. But "a small bit of energy for 1 minute" is a bit too far on the light side. I'd also be fine with you having it active indefinitely if there was a concentration requirement (stopping you doing more than basic attacks).

