07-30-2015, 07:56 PM
Hi there! Just to save myself some time, I'm going to quote the relevant rules/guide stuff in regards to your first two moves for reverse signs:
"Positive aspects of a move might be how much power is behind an attack, or how much damage a shield can withstand, or the length of time an effect lasts, or its speed, or its gigantic range, or its ability to almost always hit a target. Drawbacks of a move might be: its low power, its difficulty to hit with, the long time it takes to charge, the limited number of times it can be used, the fatigue or harm it inflicts on the user, or otherwise. "
"Things that aren't really drawbacks
Cooldowns (simply not being able to use the move for another minute), locking other moves of your own, etc, are considered pretty minor drawbacks and aren't going to be enough to justify a move with massive power. You still need it to cause fatigue or be a large chargeup or whatever."
As it stands, reading purely as written, those moves essentially allow you to permanently have your opponent's brains be addled in regards to their directions. There is no downsides, no cool downs, and they automatically hit. So we're going to need to do some work on them. Everything else is fine.
Actually, is the health thing permanent? So if she takes a few punches she can't use those moves at all any more?
"Positive aspects of a move might be how much power is behind an attack, or how much damage a shield can withstand, or the length of time an effect lasts, or its speed, or its gigantic range, or its ability to almost always hit a target. Drawbacks of a move might be: its low power, its difficulty to hit with, the long time it takes to charge, the limited number of times it can be used, the fatigue or harm it inflicts on the user, or otherwise. "
"Things that aren't really drawbacks
Cooldowns (simply not being able to use the move for another minute), locking other moves of your own, etc, are considered pretty minor drawbacks and aren't going to be enough to justify a move with massive power. You still need it to cause fatigue or be a large chargeup or whatever."
As it stands, reading purely as written, those moves essentially allow you to permanently have your opponent's brains be addled in regards to their directions. There is no downsides, no cool downs, and they automatically hit. So we're going to need to do some work on them. Everything else is fine.
Actually, is the health thing permanent? So if she takes a few punches she can't use those moves at all any more?
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!

