05-07-2018, 10:31 PM
(This post was last modified: 05-07-2018, 10:33 PM by Dane Regan.)
(05-07-2018, 10:05 PM)Warren Zimmer Wrote: Ceiling Turret (300 OM, Ranged Proficiency, Must be in Castle Zimmer):
[spoiler]One of the moves that is actually a defense system that was put in Castle Zimmer by Warren. By pulling out a remote, and waiting 5 seconds, a cannon can come down from the ceiling and lock onto a single opponent. This shoots a beam of energy that travels at the speed of an arrow. The beam of energy is admittedly low powered, and is a mechanism that Warren has yet to make portable. Requires Warren's full concentration, so he cannot move, or attack or dodge when this is in use.[/spoiler]
Wall Missiles (300 OM, Ranged Proficiency, Area Attack, Must be in Castle Zimmer):
[spoiler]One of the defense systems installed in Castle Zimmer. This can either be automatically activated should someone intrude in Castle Zimmer without permission from Warren Zimmer, or activated should he be in the castle and encounter the intruder. Like the Ceiling Turrets these travel at the speed of an arrow each, but about 15 missiles are fired at a time from the wall turrets. While they may do a low amount of damage individually, the damage the missiles are truly capable of is fairly high if all of them hit their target. Takes about 7 seconds to activate. Requires Warren's full concentration, so he cannot move, or attack or dodge when this is in use.[/spoiler]
Firstly, you don't actually need to get moves like this to have turrets in your bases. Base defense upgrades do allow for that. But, yeah, they're expensive. And these moves are pretty cool. (What can I say, who doesn't love firing rockets by pressing a button on their watch.)
Ceiling Turret: This needs ranged control and ranged materialise. If you want, you could let Warren materialise the turret outside of Castle Zimmer - you could upgrade your description to let it do that. Also, this takes 5 seconds to charge, you can totally have a stronger beam - unless you planned for the turret to stick around for as long as Warren wants it to and to continue firing, when you should probably clarify that.
Wall Missiles: This also needs ranged materialise and ranged control. Also, how big are the explosions? Lastly, you could upgrade this to work anywhere, not just at your base, if you wanted. It wouldn't make it any weaker or anything, just let you use it more often. (Like, at his base, it's foddered as the turrets already being there. Outside his base, he creates them on the fly. The move charge times would stay the same though, etc.)
@Daniel: Fair. I guess it is starting to look convoluted so I could cut the description down with less examples and the like and just stick to "they go through time twice as fast", etc. I'm just a sucker for adding too much detail, I guess.
Also, why? Why do I need those specific drawbacks? I guess Viola sorta loses stats while this is active and while charging it since she can't actually do anything. I guess I could outright state that, but I don't see why it would make much difference. Since the only stat she'd really be using is her DEF (since all she can do is get hit). And she's already got 0 DEF. I suppose I could go further and have her close her eyes while it's active and seal foresight and any sensory powers as well... But that's getting off topic.

