02-15-2018, 11:19 AM
Quote:Ground Secco; Tier 1 Super Utility (Debuff, Area Attack): (600) Crocodile places his hand on the ground and uses his dehydration ability to dry out a 30 meter area around him, turning it into a desert wasteland. Within this area, an extreme heat and dryness pervades everything and everyone aside from Crocodile and his allies will find that even the simplest actions take far more energy than they usually do. For a round of combat (or about 2 non-combat posts), all Moves, Powers, and Abilities which aren't powered by SP cost roughly twice as much stamina to perform. Super Defenses may cancel this effect on individuals, or on groups if the Super Defense is an Area Defense. If not blocked, Crocodile may maintain this ability round to round by continuing to expend SP, but if it was blocked, then he is unable to utilize Ground Secco again during this combat (or storyline, if not in a Fight).
Just my notes from IM but to make it official/transparent what I'm thinking:
I don't think Super Defense really applies to this kind of super utility. I mean he targets the ground, not a person. A super dodge or block isn't going to change a thing.
However it is counter-able in most situations if the other player really wants, by letting them run away. Of course this can leave them open to attacks, denies a 30 meter area, and depends on their speed compared to Croc's speed (and disabling abilities), but I think with these changes, 1 SP is fair for a round.
I also asked Jeffo to clarify that, as per the fluff description, it's not just moves and powers that are doubly fatigued, but even basic movement and non-move attacks.
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