04-20-2017, 11:02 AM
(04-18-2017, 08:10 AM)Warren Zimmer Wrote: Chaos Energy Charge Hands: (600, Physical Strength, Ranged Prof.)
Chaos Energy Charge Hands is a technique that Warren possessed for a brief time when he had his original NFL-R that he had designed himself for the use of Ricky back in his own universe. Since he has managed to recreate his NFL-R, Warren has once more become capable of the technique. The technique involves seven seconds of focused concentration in which he cannot do anything else, which includes protecting himself or executing any other moves during the charging time of this. There are two ways that this move can be utilized when it is charged, both of which do a high amount of damage to anyone who is hit by the technique. The first is melee combat, which the charge lasts about ten seconds or until he hits an opponent, or the move is interrupted by him switching to another move. When he is performing the melee combat variant his hands will appear to be made of a purple energy whether or not he is wearing his suit.
The second form of this move is made for ranged combat. It shoots bronze beams at his opponents from the palms of his hands. The beams travel at the speed of an arrow. Both forms are mildly draining on his stamina and energy reserves. As this cannot be used with any other moves and requires both of his hands in order to use properly the move is somewhat dangerous for him to rely on. This move has a fifteen second cool down during which he cannot use any other energy beam based moves that he has at his disposal that involve blasting his opponents, or charging his hands. This has a length of five feet by three feet.
Bo-Staff (300, Physical Strength.)
A weapon that he didn't wield back home, but that was created by Warren out of Omnilium so as to provide him a non-lethal option for attacking his opponents when it comes to melee combat. This staff is black, with gray and purple trim. It can be wielded like a sword but lacks the ability to cut anything that it is used against. However, it can clash with any weapon that is brought up against it. Of course, those with a higher atk stat could likely break this. The bo-staff is 1.4 m (4 ft 7 in) tall and 15 cm (5.9 in) circumference. (6 ft) tall and 1 in (25 mm). The bo-staff can be collapsed to appear to be an eschrima stick and put in his pocket when not in use.
Chaos Energy Charge Hands - Approved
Bo-Staff - "(6 ft) tall and 1 in (25 mm)." What is this?
(04-18-2017, 02:28 PM)Arle Nadja Wrote: Changes are in bold.
I wasn't sure how Ice was OP, since it was intended to be an almost exact clone of her "Fire" spell only element shifted and with a mental debuff instead of a physical one. ^^; I have changed it to be something of a middle ground between "Fire" and "Thunder" though, so hopefully it's better..?
Also, I took "Healing" to the move workshop since I was really unsatisfied with what I had created. The revised version I put up there got good responses, so I've replaced the old version with it.
Panotti Flute (Fodder)
A humble elven flute that, when played, returns an echo if it detects an inanimate object containing a decently strong latent magical energy in the general area. It does not, however, tell you exactly where the item is or what the item is. So basically, you walk into town and it returns an echo, but good luck because it could be anywhere in town and it's not going to help you any more than that.
"Ice" (300 OM; Ranged Proficiency, Debuff Proficiency)
Arle incants the spell name aloud, conjuring a foot long icicle that exhudes a cloud of wintery energy before her that she can manipulate using her body while it is in close proximity to her. This allows her to launch the icicle as a pretty projectile at the target. This spell has a minor impact upon Arle's stamina, however because it must be incanted and directed at the opponent before it can actually become dangerous it is always somewhat telegraphed. Casting and launching the spell takes a good two seconds of charge up assuming ideal conditions. and cannot be used at all if Arle cannot speak. Note that the distinction is her being able to speak; she does not need to be heard for the spell to work. She could, for example, theoretically cast this spell while underwater or in space--but not while choking. This icicle's primary method of damage is penetration, attempted or otherwise, similar to bullets or bladed weapons. It sails through the air at a pretty brisk speed. The icy energy it exhudes causes mild hypothermia in the target on impact. This manifests itself in a slight delirium and loss of mental falculties that gets stronger with each successive hit. The hypothermia will go away on its own, given a good 30 minutes of being in a warm location for each stack of the debuff. However, it can also be treated by exposure to a full body, dry heat to reduce the debuff's effectiveness early.
"Thunder" (300 OM; Ranged Proficiency, Homing Proficiency, Debuff Proficiency)
Arle incants the spell name aloud and, after a half-second delay, lightning is called down from the sky to smite a foe, phasing straight through any overhanging solid objects on the way. Casting and launching the spell takes a good two seconds of charge up time as well as another second of charge up to actually incant the spell assuming ideal conditions--3 seconds total--and cannot be used at all if Arle cannot speak. Note that the distinction is her being able to speak; she does not need to be heard for the spell to work. She could, for example, theoretically cast this spell while underwater or in space--but not while choking. Because it is literally lightning-fast, this attack must generally be dodged pre-emptively, rather than reflexively. One would want to begin dodging once Arle begins incanting the attack's name, rather than waiting for her to finish, which makes it a relatively difficult attack to dodge (albeit not impossible). This attack also hits very hard, being lightning and all. The damage done is a combination of brief exposure to extreme heat and shock, as well as a forced muscle contraction that often violently knocks targets to the ground and leaves them briefly more vulnerable to followup attacks. Because of this attack's high power and reliability, it has a somewhat high drain upon Arle's stamina.
"Healing": (300 OM; Healing Power, Homing Proficiency)
By incanting the word aloud, Arle envelops a target in a warm holy aura that soothes their pains and heals their wounds. The function of this spell is to allow Arle to bestow her healing power at a range and, because it is such a powerful and strenuous spell, it consumes SP to provide its healing effect. The spell has a large range of about 20 meters and materializes directly on the target after the incantation has finished. Casting and launching the spell takes a good second of charge up assuming ideal conditions. and cannot be used at all if Arle cannot speak. Note that the distinction is her being able to speak; she does not need to be heard for the spell to work. She could, for example, theoretically cast this spell while underwater or in space--but not while choking.
Panotti Flute - I mean sure, but don't expect it to work with things like Artefacts.
Ice & Thunder - Does she need uninterupted concentration to perform these moves or can she move around while doing them?
Ice - The debuff seems rather strong. Rather than make some one super confused and possibly take them out of a fight (mentally) after 3 or four hits, it'd probably be better to just make the area around the impact slowly ice over, getting worse with each hit. Especially if it takes 30 minutes to go away (which also needs a severe nerf by the way). Also, "It sails through the air at a pretty brisk speed" how fast is this? is it as fast as a bullet, an arrow?
(04-18-2017, 04:33 PM)Trixie Wrote:(04-18-2017, 03:06 AM)Daniel Wrote:Broly Wrote:Genetic Legend
Broly may have been a disgrace to his family and a complete bloodthirsty mercenary back on Planet Vegeta, but he is a genetic marvel. Born within the rare genetic structure of an ancient bloodline lost to time, Broly is capable of calling upon the incredibly rare and limitless ability known as Super Saiyan - Legendary Grade. Because of this his energy pool is limitless. He can call upon his energy reserves freely for any ability he knows and they will never exhaust. However, his stamina is a completely different story. While his energy may be limitless, it is incredibly exhausting to pull upon the amount of energy available to him. Broly can fuel small attacks and simple moves without trouble, but the larger the attack and the more often he pulls on this energy the more fatigue he experiences. If Broly continues to push his limits he will either completely pass out or he will destabilize his genetic energy pool and explode.
((Dev Note: This is a foundation move that powers everything else with limitless energy, but causes fatigue and death if he overuses it. It lets him use Ranged Proficiency))
So this is just an RP fodder explanation of how his energy works and how his stamina/ exhaustion ties into it all?
Also, please link your character roster to your post-bit.
It isn't just for role playing fodder. Ranged Proficiency grants you limited offensive capability. This move is an all-in-one ability that grants Broly the power to toss energy blasts of any size. The downside is the more heft each blast has the more toll it takes on him. As for my roster? I don't have forum permission to edit that postbit.
So it's just Ranged Proficiency? why did it need approval?
(04-18-2017, 09:46 PM)Dante Wrote:(04-18-2017, 03:06 AM)Daniel Wrote:Dante Wrote:It occurs to me that a drawback in one of my moves is unfortunately very vague. While it was still accepted back then, it would probably be more fair if a more apparent drawback were applied now. Changes are in Bold.
Ebony & Ivory - 300 OM (Requires Ranged Proficiency)
A pair of customized handguns commissioned from Nell Goldstein for Tony Redgrave, Dante's human alias. Ebony is the left-handed gun, and Ivory the right-handed gun; the two pistols together are built for efficiency, speed, and accuracy. Each pistol can fire up to 3 rounds per second, rounding up to 6 bullets per second when fired in tandem. Compared to Devil Arms they are not so powerful, but they are a quick and useful ranged option, being fully accurate at up to 35 meters, and so serve as Dante's go-to firearms. Curiously, he doesn't seem to need to reload these pistols unless he expends all of their ammo at once. With 12 bullets per magazine, this means each gun can be fired for up to three uninterrupted seconds before requiring a one-second reload. There is no apparent limit as to how much ammo Dante can carry/use at a time.
The logic is basically that he can fire shots infinitely, but if he fires too much at once then he has to pause for a moment to reload.
You can have infinite ammo and no reload time, just know that, to balance it, they will be somewhat weaker. If you want to stick with what you're changing then it's fine also.
I'm aware of this, as it was always the case when I first had the move approved. Before, however, I also had a drawback that really didn't do anything to impair the move itself. I thought it would be more fair to provide an actual visible drawback, even if it doesn't effectively serve much better than roleplay fodder.
I guess what I am ultimately asking is whether this drawback I provided is notable enough for the move to be more powerful as a result. If it is, I'll go with it. If it isn't, I'll just remove the drawback entirely and stick with "infinite ammo, no reload needed."
I mean, with the changes you are making there, they'd be as powerful as a normal pair of guns, I guess. I mean you're putting in a reload time so it's not like they are completely infinite.

