07-30-2015, 06:39 PM
Emerald Wrote:Essentially I've trimmed this down to try and be a support move, trading her ability to do anything, for being able to restrain her target(s) for awhile. Maybe the addition of something like "the 10 minutes maximum is reduced for each additional target, 5 min when holding two, 3.5 min when holding 3, and 2.5 min when holding 4," would suffice? I'm not sure what more changes to make to still get my desired effect. Maybe reworking it into a Tier 1 Super Move?So she can't do anything else while she's holding the target/s? Okay, put that in the description. Like I said it's still going to be limited to how long she would actually be able to hold those people with her arms, unless you give bigger downsides, because that's how the move system works. I summed it up in that quote. Obviously you can give greater power by making it a super move; in that case, the SP is the downside.
Quote:Vine Lash (Requires Ranged Proficiency, Remote Control Proficiency) -- 600 OMThey need to be a fraction of Emerald's strength or have much bigger downsides. You're essentially multiplying her attack within a limited area, for a 3 second summon and no other significant cost.
[spoiler]Emerald summons four thick and strong vines from the ground to assist her in offence and defense, taking three seconds to fully grow to ten feet in length. The vines attack and defend as Emerald does, acting essentially as additional limbs and extensions of herself, making it more difficult for an opponent to defend/dodge her melee attacks. Vines with Emerald's attacks by whipping and striking at the target.
If needed, by bring up a forearm to defend herself, Emerald can call upon a vine to block for her, similar to if she were to actually block with her own arm(s). Each vine can block one attack, and is destroyed afterwards, shriveling and dying. The vines are as fast and as strong as Emerald is, even reflecting and reduction in speed or strength she suffers. Essentially, if she cannot move, neither can the vines.
The vines are rooted at their base to where they were initially grown, and can move freely to attack and defend as needed, growing stretching to length as needed as well. They are ineffective if the target has moved more than 50 meters in any direction (including into the air) from where they were initially grown.
The vines themselves can be attacked at their base to disable them, and cannot defend themselves independently of Emerald’s instruction. The vines’ growth can only be interrupted if Emerald is knocked unconscious or if they are destroyed.[/spoiler]
"Moves must generally have downsides equivalent to their effects. We generally assume that even weak moves cost some fatigue; for example, swinging a sword or blocking the shield is going to tire you out, that's a given. So, assume that as a move get stronger, the downsides need to be greater in order to compensate. If your character attacks with six times the strength of a normal punch, they'd better have six times the windup, or leave you winded because of how fatiguing it was. Or a combination of both, where you have three times the windup and feel a bit winded. Get it?"[/quote]
With this, the sole purpose was to essentially be like she grew two extra pairs of arms to attack with. Maybe reducing the number to 2 vines and improving their resilience slightly would do the trick? I dont know how to reword this to better describe this effect I want.[/quote]
Two vines doesn't sound too bad. It's still essentially doubling her base attack but considering it's a limited area and they have the weaknesses, I'd approve that. Maybe emphasize that swinging her giant-plant-arms-that-don't-hurt-her-when-they-take-damage around is more fatiguing than just swinging her regular arms around? That'd make it fair.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!

