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Official Move Approval IV
(05-23-2017, 08:14 AM)Harlan Higgs Wrote: Chimerstry: Fata Morgana (600 OM) [Requires Remote Control, Ranged Materialize, Debuff Proficiency]

There is no limit to what kind of illusions a Ravnos can conjure but their own imagination. The apparitions appear real to anyone lacking the mental fortitude or necessary amount of disbelief to dispel them. Fire burns, cold freezes, lightning stuns, smoke makes the lungs itch.

With the power, Harlan can summon an illusion that affects his opponent situationally. The longer he spends focusing, the greater the effect. Mechanically, this translates into either stunning the opponent or lowering their stats. For example, a chill wind might freeze an opponent or lower their speed. A necrotic wave of energy might sap their strength, or make their bones momentarily too decrepit to move.

There is a minimum charge time of 3 seconds as Harlan draws the energy and traces symbols in the air. The longer he charges, the greater the effect. Theoretically there is no limit to how long he can spend preparing the illusion, but the energy cost of anything past ten seconds would be enough to severely sap his strength and Vitae reserves.

The stun lasts half as long as he spends charging, while the debuff lasts for twice as long. The energy and effort cost are moderate, but require enough attention that he cannot use this ability on more than one target at a time.


So in terms of effects, however you want the illusion to be represented would just be fodder, but the results you listed would each require their own move cost, as would their charged forms. This puts the total at 1200+ depending on what you’re thinking, since an effect that slows is a different move than one that makes them not hit as hard, etc., and each would also have a charged version. You could make it cost less by just have a debuff that makes their foe just like “overall less effective”, but you’d get less punch for doing something that hits all stats. The difference wouldn't be world-shattering, but the gap between "they move, hit, and take hits like they have the flu" (weak-ish overall debuff) and "they run like they're slogging through ankle-deep mud" (somewhat less weak SPD debuff) is substantial nonetheless.

In terms of mechanics: How exactly is this cast? Is it a projectile? It is line-of-sight? How close does he need to be to afflict a foe? Does he need to stand still and concentrate while channeling or can he dodge, run, use other moves? For stamina drain, are the charged forms moderately draining or the base forms? For the debuff(s), you should mention that those with a higher TEC stat won’t suffer as strong of an effect and/or won’t suffer it as long (I imagine that's what you were going for with the 'mental fortitude' bit, but state it explicitly in parentheses or something). You wouldn’t need Remote Control or Ranged Materialize if these are just illusions, but you would need Ranged Proficiency if you affect foes farther than melee range away.
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Messages In This Thread
Official Move Approval IV - by Omni - 07-13-2015, 02:17 PM
Official Move Approval IV - by Omni - 08-30-2015, 06:24 PM
Moves PSA - by Omni - 10-30-2015, 05:59 PM

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