05-09-2018, 10:46 AM
(This post was last modified: 05-09-2018, 10:49 AM by Dane Regan.)
Trixie:
[spoiler]
Remember to add your proficiencies, so this is approved with Physical Attack.
Just remember that someone with only 3 ATK won't normally be able to cut through a reinforced steel wall or something (due to OV limitations). That said, you could add in a comment like, "cutting through stronger objects (like steel) may take more time" if you want to be able to.
This needs area attack. Also, I assume you plan to throw it (which would need ranged prof). Can you add in a brief line either describing how far it can be thrown or just a rough comment on how heavy it is (which would imply how far someone could throw it). "It can be thrown about as far as a normal grenade" would work. If you don't plan to throw it, just specify that it's dropped or placed somewhere instead.
Lastly, while this might seem like a stupid question, is there anything stopping the user from just continuously throwing one of these every second or so? Since I assume ammo would probably be limited, you might want to specify that (or say how long it takes to make new ones and how many can be carried at once).
[/spoiler]
Vash:
[spoiler]
You realise bullets travel a lot faster than thrown rocks, right? In many cases, you would have to be throwing a rock before the bullet is even fired. I'm fine with you throwing a rock or something like that to bounce away a thrown grenade or another rock, or a magical spell that doesn't travel really fast, but even with 5 TEC, doing it against a bullet is just kinda silly. You would need a stupidly high SPD stat to be able to flick your arm fast enough for the rock to really leave your hand before a bullet hits you. Heck, you would have to be predicting where they're going to shoot before they've even finished aiming in some situations (which would naturally be impossible since they'd just aim somewhere where the rock isn't).
If you want to pull off something crazy like this, you'd be better off getting the foresight power and a move that lets you try to shoot enemy bullets or ranged attacks as the fire them. Or make your thrown rock move only work for enemy attacks that you'd reasonably be able to react to.[/spoiler]
Belle:
[spoiler]
Ten - Sure thing, approved.
Zetsu - This is fine.
Ren - Approved.
Hatsu - Approved, but these fodder things are more suited for just general lore to be written on the roster. Fodder moves generally actually do something (but that something is a foddery thing).
In - I'm confused, isn't this just a flavour version of suppression+stealth? Why are you making a move for it?
En - Again, you don't even really need a fodder move for this. Since as far as I can see, it's just lore. You can literally just write it on your roster by the power. Also, note that enhanced senses don't inherently let you tell what someone's powers are (so you wouldn't actually be able to tell if someone is a 'Nen user'). That's just a fodder thing that'd need OOC permission.
Shu - This will cost you OM if you want to use it on anything besides the playing cards. Since you're essentially turning any incidental weapon into a non-incidental one.
[/spoiler]
[spoiler]
(05-08-2018, 09:29 PM)Trixie Wrote: Creating a template move for a couple of NPC Primes.
[Color] Lightsaber -- (300)
The standard issue weapon of a Sith Soldier trained and educated in the ways of the Force. Measuring at eleven inches long the hilt consists of a power supply, a primary crystal and a focusing crystal. Depending on the color crystal used a lightsaber produces a four and a half foot blade of that color. The blade is composed of pure plasma energy and capable of cutting through nearly anything within the reasonable limitations of the Omniverse. Aesthetic design of the hilt varies from user to user, but the function does not change nor does it improve the quality of the blade or cutting potential.
Remember to add your proficiencies, so this is approved with Physical Attack.
Just remember that someone with only 3 ATK won't normally be able to cut through a reinforced steel wall or something (due to OV limitations). That said, you could add in a comment like, "cutting through stronger objects (like steel) may take more time" if you want to be able to.
(05-09-2018, 09:52 AM)Trixie Wrote: Thermal Detonator (300)
A palm sized, round grenade. Powered by a volatile baradium core encased in thermite, the Thermal Detonator is activated by pressing the button on the top of it. Once the pressure is released from the trigger the user has about six seconds before the core detonates in a violent fusion based explosion. The blast radius is about 20 meters. The very nature of the explosion is purely thermal damage causing severe burns to anyone caught in it’s explosion.
This needs area attack. Also, I assume you plan to throw it (which would need ranged prof). Can you add in a brief line either describing how far it can be thrown or just a rough comment on how heavy it is (which would imply how far someone could throw it). "It can be thrown about as far as a normal grenade" would work. If you don't plan to throw it, just specify that it's dropped or placed somewhere instead.
Lastly, while this might seem like a stupid question, is there anything stopping the user from just continuously throwing one of these every second or so? Since I assume ammo would probably be limited, you might want to specify that (or say how long it takes to make new ones and how many can be carried at once).
[/spoiler]
Vash:
[spoiler]
(05-09-2018, 07:36 AM)Vash Wrote: Projectile Deflection -300 OM (Ranged Attack Proficiency)
Vash, using his sharp senses and wit, can predict where many projectiles will end up. By throwing rocks or other hard objects in his vicinity Vash can deflect individual physical projectiles such as bullets, arrows, bolts, or other forms of small ballistic munitions one at a time. This will only work if Vash can see the source of the projectile (unless it moves at an exorbitantly slow pace), it isn't excessively large, and his TEC is equal to or exceeds the ATK of the weapon being used.
You realise bullets travel a lot faster than thrown rocks, right? In many cases, you would have to be throwing a rock before the bullet is even fired. I'm fine with you throwing a rock or something like that to bounce away a thrown grenade or another rock, or a magical spell that doesn't travel really fast, but even with 5 TEC, doing it against a bullet is just kinda silly. You would need a stupidly high SPD stat to be able to flick your arm fast enough for the rock to really leave your hand before a bullet hits you. Heck, you would have to be predicting where they're going to shoot before they've even finished aiming in some situations (which would naturally be impossible since they'd just aim somewhere where the rock isn't).
If you want to pull off something crazy like this, you'd be better off getting the foresight power and a move that lets you try to shoot enemy bullets or ranged attacks as the fire them. Or make your thrown rock move only work for enemy attacks that you'd reasonably be able to react to.[/spoiler]
Belle:
[spoiler]
(05-09-2018, 07:44 AM)Belle Wrote: Ten - Once a person has opened their aura nodes, they must learn to keep their aura from leaking away from their body. Ten (纏, Envelop; Shroud) is the process of keeping the nodes open, but also having aura flow through and around the body rather than away from it. Once maintained, it creates a shroud around the user that feels similar to standing in lukewarm, viscous fluid. Ten maintains youthful vigor and reduces one's aging, since the energy powering the body no longer leaks away; one can keep the body from breaking down and deter the aging process. Ten is the most basic defense against emotional Nen attacks, and it also offers limited protection against physical attacks, but hardly any when said attacks are enhanced with aura. Through frequent meditation and practice, one can improve the quality of their Ten and even maintain it in their sleep. Once it has been learned, it will never be forgotten, much like cycling and swimming. Despite being the most elementary technique of all, Ten is also one of the most important, as the more polished it is, the more precise one's control over their aura. (Cost: 0. This is an explanation for Hisoka's baseline durability and strength.)
Zetsu (AKA Suppression) - While Ten allows a user to keep aura from leaking away from their body, Zetsu (絶, Suppress; Null) stops the flow of aura from their body altogether. By closing all of their aura nodes, the user is able to halt all outflow of their aura like water from a valve, making their presence much harder or even impossible to sense. This technique is useful when tracking another person, as it will make it easier to follow them, preventing other users of Nen from noticing their pursuer. (Cost: 1000 OM. This is a flavored version of Suppression.)
Ren (Tier 2 Powerup) - Ren (練, Refine; Enhance) focuses on outputting a larger amount of aura than Ten, projecting it outwards explosively. This amplifies the user's physical strength and durability and provides a large pool of aura for any advanced techniques or individual skills they decide to use, albeit at the cost of expending said aura. One can train their Ren to extend its duration and increase the amount of aura at their disposal.
If Ten is considered purely defensive, Ren can be regarded as its offensive counterpart, although it also grants the user vastly enhanced defensive abilities.
Attack: +3
Defense: +2
Speed: +3
Technique: +2
(Cost: 1500 OM)
Hatsu - Hatsu (発, Release; Act) is one's personal expression of Nen. Its qualities are influenced by but not restricted to the Nen user's natural Nen category, one of the six available, which is decided by nature and nurture. Hatsu is used to project one's aura to carry out a certain function, creating a special and unique paranormal ability that is colloquially called "Nen ability", "Hatsu ability", or simply "Hatsu". (Cost: 0 OM. Flavor for explaining how Nen Hatsu abilities work.)
Advanced Nen Techniques
In - In (隱, Conceal) - is an advanced form of Zetsu used to render one's aura imperceptible, effectively concealing it. Unlike Zetsu, however, In does not stop the user's aura flow; instead, it hides it, making it difficult to perceive with any of the five senses. This is even true of those affected by Enhanced Senses, although in this case the effectiveness diminishes the closer an observer is to Hisoka's Technique stat. When matching or exceeding Hisoka's Technique, a nen object concealed by In becomes visible. Because of its abilities, this technique is perfect for launching sneak attacks or laying traps, as it can conceal not only the user's presence, but also Nen constructs generated with Emission, Transmutation, or Conjuration abilities.
Special: In can be countered completely by Gyo, or any similar move that boosts Enhanced Senses, regardless of Tech disparity. (Requires: Stealth, Suppression) (Cost: 300 OM)
En - En (圓, Circle) (Enhanced Senses) is an advanced application of Ten and Ren. In Ren, aura usually envelops only a small amount of space around the user's body. En is when one extends their Ren so that their aura extends further than normal, then uses Ten at the same time to contain and give shape to that aura, normally a sphere. Someone using En can feel the shape and movement of anything within the area covered by their aura, with the degree of awareness and finesse depending on their level of skill. Nen users can be told apart from regular people due to their stronger reactionto the En user's aura. Zetsu (Suppression) can suppress a Nen user's, or Prime's, response, making their position difficult to pinpoint.
As someone who has mastered En, Hisoka is capable of extending his coverage to a circle with a 100 meter radius. (Cost: 2000 OM. This is a flavored version of Enhanced Senses: Master)
Shu - Shu (周, Enfold) is an advanced application of Ten. Shu allows a user of Nen to enshroud an object with their aura, allowing them to use that object as an extension of their own body. For example, one could use Shu to extend their Ten around a weapon, which would strengthen and protect it. Hisoka uses this technique to sheathe his playing cards in his Nen, turning them into deadly weapons. (See Weapon: Playing Cards) (Flavor for explaining how Hisoka uses Nen to enhance objects like his playing cards. May need an OM cost if he intends to use Shu on improvised weapons, like picking up a chair and slamming someone with it.)
Ten - Sure thing, approved.
Zetsu - This is fine.
Ren - Approved.
Hatsu - Approved, but these fodder things are more suited for just general lore to be written on the roster. Fodder moves generally actually do something (but that something is a foddery thing).
In - I'm confused, isn't this just a flavour version of suppression+stealth? Why are you making a move for it?
En - Again, you don't even really need a fodder move for this. Since as far as I can see, it's just lore. You can literally just write it on your roster by the power. Also, note that enhanced senses don't inherently let you tell what someone's powers are (so you wouldn't actually be able to tell if someone is a 'Nen user'). That's just a fodder thing that'd need OOC permission.
Shu - This will cost you OM if you want to use it on anything besides the playing cards. Since you're essentially turning any incidental weapon into a non-incidental one.
[/spoiler]

