10-15-2015, 05:27 PM
Stephan Donnel Wrote:Adam Gaite Wrote:Stephan Donnel Wrote:Posting for approval once the necessary amount of OM is reached.
Belching Steam (Requires Ranged Materialize, Ranged Proficiency, Debuff) 300OM
Type: Passive/Defensive Debuff, Always active
As emotions boil and the battle drags on numerous valves and exhaust vents on Stephan's body practically belch clouds of thick smoke-like steam. Partially due to design flaws, partially due to low maintenance over the years, this effect persists. This is what earned the Captain his nickname, as whenever he is irritated, even a little, this effect comes into play. It only gets to any actually noticeable levels when in combat, the strain it puts on the systems producing much thicker steam than otherwise, obscuring vision and baffling unprepared opponents. Clouds cover an area of about 10 meters around Donnel and usually dissipate under 5 minutes, unless there is some source of wind or something else to blow them away, but as long as Donnel is nearby it doesn't really matter as he just spews more out. This effect only increases in intensity as he gets damaged, as more pipes are ruptured and there are more holes for steam to escape through, increasing area of effect, as well as thickness, proportionally to taken damage.
Note: Basically, a passive ability that covers a lot of ground, providing a moderate decrease to combat efficiency for everyone inside the smoke due to obscured vision and/or irritated skin/nostrils/ears (have you ever had the pleasure of taking a faceload of industrial steam exhaust?). The large time/area is balanced out by the fact that the character does not really have much control over this ability and it affects him as well as his allies. Obviously characters with Enchances Senses would be immune to this.
I feel like this is almost fine.... I don't know if there are any other sort of passive/always in effect moves like this to base off of. I'll say it's a tentative yes, with the re-working that it does take some energy on Donnel's part -- whether he's actively aware of it or not is up to you -- to maintain the effect, and if you get too beaten up or fatigued the clouds of steam would start to stick around less and fade quicker, being blown away more easily.
Also, since this is being generated from Donnel himself and spreading out to fill an area, it wouldn't need Ranged Materialize Proficiency, but due to the large area it will need Area Attack Proficiency.
I would advise you to hold out for a second opinion on this one, though, just to be safe.
My intention was that it is extremely weak normally and only picks up any significant impact on the combat after Stephan has taken some damage. And since it doesn't really do much beyond concealing everyone (indiscriminately) in the vicinity I didn't feel justified adding Area Attack prof. Maybe Area Shield will be better suited?
Right, right. The only thing is, even with the costs of it only really working as Donnel starts to take damage, and effecting him and his allies as much as his enemies are fine, it still winds down to a 20 meter diameter area centered on Stephan being shrouded in a smokescreen at no cost to himself to maintain, and gets stronger the more damaged he gets, which would be the inverse to what would normally be expected. Without some form of energy cost to keep it running, it wouldn't be balanced enough to give the effect you're after.
As for Area Attack, it might not do much -- or anything in terms of damage -- but it's still a wide area, and its intended function, from a 'gameplay' standpoint is to hinder opponents, even if allies also get caught in the effect, making it an 'attack', in that sense. Area Shield would only be for actual shields or defenses that actively serve to defend or block other attacks.
Bandit With No Name Wrote:Quote:One quick check; does this take any specific length of time to charge, or is it more immediate, and ready to go as soon as the setting is changed?
AER9 Instability – 300 OM Requires Ranged Proficiency, Area Attack Proficiency
The AER9 is well known for its unreliable nature, and the Bandit has overclocked the weapon beyond what she probably should have. If she sets the weapon to charge and then gives it a major impact, the weapon's energy cell explodes. The resulting blast is a massive red sphere of plasma with a few arcs of electricity thrown in for show. The attack isn't substantially more powerful than a focused laser beam hit from the rifle in it's normal function, but it is omnidirectional and can overcome things like cover or concealment.
The bandit shorts the energy cell within the rifle, and the next major impact it suffers will set off the explosion, or it will self-detonate after about 5 seconds.
Obviously after the rifle has exploded, it's not available for the rest of the fight. Because it exploded.
Okie-dokey, then. Approved.
Rin Okumura Wrote:Quote:Satan Bomb - Homing Proficiency (300 OM): Rin stabs Kurikara into the ground, allowing him to cause a series of blue explosions in places of his choosing. The maximum amount of explosions he can create with one move is 5, and for each explosion he makes, the move drains even more of his stamina. This attack leaves him open for attack, as he needs to keep his blade in the ground in order to create the explosions, and it is also very draining to use. One explosion only causes burning, and any other damage done to an enemy would be from whatever shrapnel comes with it.
Well, I already bought homing proficiency and wouldn't have enough OM to buy that move if I sold it back. So I'm just gonna make a different move with the same name!
Satan Bomb - Homing Proficiency (300 OM): Rin creates a blue ball of fire and throws it at his enemy, leaving his hand held out and concentrating so that the orb will track down it's target. This move requires a large amount of concentration, leaving the user open for attack. If concentration is broken, then the orb will stop tracking the target and dissipate. If the orb connects with it's target, then it will explode, causing damage to the enemy.
Lookin' mostly good, just a few detail-things:
-- How long does it take to create the ball of flame?
-- How quickly does it move while it's tracking down its target?
-- Assuming Rin doesn't get hit and can keep his focus, how long can he maintain the attack before it dissipates, or will it dissipate on its own at all?
-- How large is the explosion when the orb connects?
![[Image: kUpgBYg.gif]](https://i.imgur.com/kUpgBYg.gif)


