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Move Approval V
(06-06-2018, 03:25 PM)Dane Regan Wrote:
(06-06-2018, 03:05 PM)Whirda Wrote:
(06-06-2018, 03:03 PM)Dane Regan Wrote: @Whirda: Okay, I did a derp. If the debuff is always added to your attacks, it doesn't cost any OM (as it doesn't add any variability to your move)

Man, this move rush it getting to me.

Either way, your debuff will make your daggers weaker if it's always applied.

Yeah, sorry to be a pain in the ass with last minute stuff.

Do I have the option of paying the additional 300 OM to keep my dagger moves the same strength?

No. You cannot pay OM to make moves stronger. It's just that specialised moves that do less things are able to do those things better. (So a dagger with no poison can hurt better than a dagger with poison)

You could make it variable, and turn the poison on and off with a small charge (and pay 300 OM), if you wanted.

Been meaning to dual-wield again, I think I'll just get a second dagger with poison and leave the current move alone.  Best of both worlds.  And I'll forego upgrading the throwing knives entirely, those can't get much weaker without ceasing to exist lol

New Move: Shadechill Dagger (300 OM) (Physical Strength, Debuff Proficiency): This dagger is roughly twelve inches long and honed to a razor's edge.  The dagger is also coated in a diluted Shadechill Toxin. When dealing piercing or slashing damage, Whirda's target is afflicted with Shadechill for 30 seconds.  The toxin functions as a minor paralytic, causing opponents to experience a chilled sensation and blurred vision, slightly reducing their reaction time and dexterity.


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Move Approval V - by Jade Harley - 09-08-2017, 08:03 PM

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