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Move Approval V
>I consider limited ammo to be a bit like cooldowns potency-wise. If you can only use something a small handful of times, if gives it a small boost. Compared to other factors it's minor. Like, does a guy with limited ammo for each of his guns really care if he runs out of ammo on one of them if he has 20 others?
>If you want to increase damage, give it a charge-up per throw or something. Any general modifications besides that and fatigue would probably be near negligible. Unless you want to win a "my move is technically stronger" argument by having a range 1m less than someone else's otherwise identical card move, just put in the parameters you think it should have and don't stress over the rest.

Quote:Playing Cards (Ranged Proficiency) (300)
An unassuming pack of throwing cards. Gambit has the ability to throw these cards with deadly accuracy, making them capable of dealing minor slashing damage. The deck contains 52 cards but miraculously, any card he throws reappears in the small leather case on his belt after about five seconds. The cards are thrown at roughly 100MPH, and Gambit has an effective range of about 50 meters. Gambit can throw three cards per second maximum.

Approved.

Quote:Molecular Acceleration (Area Attack Proficiency) (600)
Gambit has the power to convert the potential energy in an object into kinetic energy, thus ‘charging’ that object with explosive results. The time it takes to charge an object or objects depends on size, ranging from about one second for a playing card, to three seconds for his bo staff, to ten seconds at the high end for something the size of a car. At present, this charging must take place through direct skin contact, and Gambit must focus while charging an item, able to move normally but unable to fight or use other moves or powers. At present, Gambit cannot use this ability on organic/sentient targets such as allies or enemies. The charge lasts fifteen seconds. When a charged object strikes or is struck by another solid surface, it explodes with concussive force, dealing fairly weak (playing card) to moderate (bo staff) to high (maximum-sized object) damage scaling up with charge time. This explosion does not damage the charged object. The explosion is approximately two square yards, with most of the damage focused in the center, at the point of the blast.

*Note: Gambit does not have to throw the object to activate the explosion; any significant impact will trigger a charged object.

**Note: The charge time is always proportional to the item's size, i.e., Gambit cannot choose to charge a playing card for a longer period to achieve a larger explosion (yet).

Approved.


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

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