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Official Move Approval III
#9
Omni Wrote:In regards to your other moves, I would recommend rereading the following section of the rules: Pricing Moves. It seems like most of them are variable in terms of being able to charge them up further for increased power/effect. I would make that explicit in the moves if that is the case, or remove the 'minimum'/'at least' wording in the charge times to indicate that it always takes the same amount of time to use these moves.

Quote:Hakka Soudoushou Shouden - 300 OM
(Requires Ranged proficiency)

A move taught to her by her once master, Piccolo. Although her way is a little varied, it is still basically the same. The user of the Hakka Soudoushou becomes blurry due to massive amounts of ki raising within his/her body, sending after images in all directions. A black aura surrounds the user, and the beam of ki that emerges becomes rather smoky, and the attack it's self is in the form of a dark dragon wave propelled from the user's palm. Massive damage is dealt to those that have not mastered the technique, practice makes this attack nearly perfect. This move takes at least three minutes to fully charge, and substantially drains her energy while charging and after its use, requiring Violet to rest at least 12 hours after its use, and residual effects of energy loss can last for up to three days. Losing concentration while charging the move or any significant damage can cause the move to fail, and still cause fatigue to her, although less than what it would be if the move was completed.

This move is usually reserved as a last resort when other methods are not successful in accomplishing the job.
^See above.

"Losing concentration while charging the move or any significant damage can cause the move to fail, and still cause fatigue to her, although less than what it would be if the move was completed."

Essentially, it is all or nothing, but the fatigue effect still happens regardless. The power of the move is unchanged if it is successful, and doesn't fluctuate in its power depending on the time it's charged. The "at least" time is the minimum it takes, considering factors such as her current fatigue or injury (the more tired/injury she is, or the more energy depleted she is, the more time it will take to power the move up). For instance, if she pulls the move right off rip in a fight, it would take about three minutes from the time she starts the attack to the point of its release, since she hasn't had much of a chance to get tired. If she's been fighting for a wee bit and (as fighters naturally do) runs out of energy, it'll take a bit longer for her to be able to call on that reserve energy within her in order to execute the attack. The force of the attack remains the same, and cannot become more powerful, regardless of how long she takes to execute it.

Less tired = less time to execute
more tired = more time to execute

That's the best way I can see to balance the move. I feel a static amount of time regardless of her fatigue is unrealistic for this particular attack since it is a "last ditch" move and thus, more demanding on the user. Because of that, it would have to be decided whether the time it takes to use it is worth it instead of just popping it out regardless of how tired she is. Make sense?


Omni Wrote:
Quote:Pain - 300 OM (although willing to do 600 OM)

(Requires Ranged Proficiency, Area Attack Proficiency, Ranged Control proficiency and/or Homing Proficiency)
Violet crosses her arms over her chest, and a drape of energy surrounds her. She then submerses herself in a dreamlike state, eyes hazing over into a eerie reddish glow, and reaches out with an translucent roil of ki, grasping hold of opponent(s) and shocking them with the invisible hands of energy. This attack takes at minimum 30 seconds to charge (longer if targets are further away), and usually causes some temporary disorientation after it is used. Takes at least five minutes to recharge before it can be used again.
If Violet can actually manually control the 'roil' of ki then you would need Remote Control Proficiency. Otherwise Homing would do just fine. If you could go into some detail into what the 'roil' (I looked this up and can't find what it means other than the verb 'to roil') those in terms of how it moves, how fast it moves and how it looks unless it's completely transparent, that would be appreciated.

Sorry, roil = coil. At the time I made the original move, I saw "roil" as meaning the same or similar to coil, and liked the word enough to work it into the description without bothering to look up the actual definition. That's laziness on my part.

I am willing to take on the ranged control proficiency, as indicated in the original description, no prob. The original intent was that the coil(s) would, at the time of execution, already have a target and go toward that target, but I did not consider that if the target moves before the coil could reach them what would happen. Taking on the ranged control would make sense for that scenario. Here's the updated description:

Pain - 300 OM (although willing to do 600 OM)

(Requires Ranged Proficiency, Area Attack Proficiency, Ranged Control proficiency and/or Homing Proficiency)
Violet crosses her arms over her chest, and a drape of energy surrounds her. She then submerses herself in a dreamlike state, eyes hazing over into a eerie reddish glow, and reaches out with a black translucent coil of smoky ki, grasping hold of opponent(s) and shocking them with the invisible hands of energy. The coil(s) crawl along the ground rather quickly (think of flowing water or really thick smoke).This attack takes at minimum 30 seconds to charge (longer if targets are further away/multiple targets), and usually causes some temporary disorientation to the user after it is used. Takes at least five minutes to recharge before it can be used again.
[Image: visig2018.png]


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