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Move Approval V
(05-04-2018, 10:32 PM)Viola Wrote:
(05-04-2018, 10:26 PM)Wyatt the Swift Wrote: This sounds fine but I still think it shouldn't double Super speed much like burst speed doesn't. If you just put that in thhere it's good to go

Quote:  Burst Movement may also be used in conjunction with Super Speed to make fast turns and stop/start quicker, but it does not allow you to surpass double your normal speed.

Just super speed? Or burst movement too? I don't think doubling super speed is so bad. Also, remember the burst durations and cooldowns look like they're halved.

I mean, super speed and burst movement cost more fatigue than running normally. Someone using burst movement/SS within this move pays double the fatigue cost, and double again if they're staying active. I could have Viola take on additional fatigue whenever someone uses one of those powers? Like this?

Haste (300) Requires: Time Manipulation, Buff, Ranged, Homing
[spoiler]
Viola focuses for 5 seconds, where she can twist and make small steps to try and avoid attacks as well as execute basic blocks. Afterwards, she chooses a target within 60m of her (this cannot be herself). She can 'store' the energy for this move for up to 30 seconds, and it can be cast at will. She can act as usual while this spell is stored (so can concentrate on any of her powers/moves, but cannot charge this move again). This move is moderately tiring for Viola to use.

Once cast, the flow of time around the target is sped up for the following 15 seconds (real time). This allows them to move, think, and act twice as fast as well as charge moves and powers twice as quickly as normal. All normal time constraints are halved, including execution times (so burst movement would seem like 0.5 seconds on and 0.5 seconds off to an outsider). However, this move saps energy from those under its effects. In addition to passively suffering 30 seconds of fatigue over 15 seconds (due to them acting and experiencing twice as much), the fatigue costs of all their moves, powers, and actions (even walking and running) are actively doubled, essentially quadrupling the energy they need to spend. While under this moves effects, the target perceives everything else as moving at half speed.

Notably, the speed boost gained can be stacked with burst movement or super speed. However, whenever someone uses one of these powers while under the effects of haste, Viola suffers twice the fatigue those actions would take under normal conditions. While this move is active, Viola needs to focus on maintaining the spell. Her target doesn't need to stay within range or stay in sight, but the concentration requirements are identical to when she charges this move. Both Viola and her target can choose to end this move early at any time.[/spoiler]

15 seconds is about a post. So the way I'm thinking of it is that for a super you can grant up to 4 stats per SP. In this case, you could potentially grant 1 stat, if the person has a speed of 1, or 5 stats if the person has a speed of 5. This is just accounting for base stats because this scales with Power ups while the Super would not. With just a T1 Power up the person could have a speed of 7, you double it to 14 and then they have burst movement to get to 28. You're just trading in fatigue for SP which seems a bit meh, and you can always just recast it to renew the time. This regular move seems a lot better than the Super move in this example.
I don't know what posts you're writing, but 15 seconds is definitely not a full post. "Officially" fight posts last an average of about 5 minutes or so. But even in faster paced fights it's still going to usually be about a minute. I can't really think of any posts - besides one that didn't use the full wordcount or one that contained a lot of monologue - that would only last 15 seconds. I guess someone could make their post last 15 seconds, but a powerup or buff move can reliably last 5 minutes - or at least 1 or 2 depending on writing. You're focusing too much on extreme cases, and superspeed restricts someone to running in a straight line - it's not for versatile fighting like that. The point is, haste lets someone do twice as much over 15 seconds while preventing Viola from doing anything of worth and taking a high fatigue cost from them. And there's a charge time. Haste is very clearly a one-time short boost (I could specify that it can only be used once per person in the move if you want - but I figured it was obvious no one would take the fatigue cost twice), whereas a buff move that lasts for a post allows someone to get a more sustained boost, and gives them the freedom to make it last longer.
T2SA - Surprise, Fucker (800) (Physical, Ranged)

[Picture of Dynamite here]

The reason Jak's got his nickname in DA 15' with his own twist. Jak quickly uses OM to create eco that can cause different effects to a piece of dynamite. In this case, he uses his dark eco. He takes a brief moment to pull some dynamite out of a bag or to materialise it in his hand, then throws or slaps it onto the opponent he wants to harm. It's sticky, so if not blocked, it will stay attached to them. Within a second of touching them, instead of exploding normally, the dark explosion energy is focused over a small 30cm diameter area around the explosives for the next 15 seconds, where it burns harshly and painfully, delivering the T2 super attack damage spread over the duration. A weaker (T1) super defense may be able to cause the dynamite to fall off once it's about halfway through this time.

(This is what i was going for, thanks Dane.)

(Bumping)
[Image: oNAS6Nu.png]


[Image: Darkdata.png]Jak/Mar- Dynamite Kid/ DA 2018" (Translated text)[Image: hVDTXBF.gif](Thanks Ezzy!)

(05-05-2018, 09:32 AM)Jak Mar Wrote: T2SA - Surprise, Fucker (800) (Physical, Ranged)

[Picture of Dynamite here]

The reason Jak's got his nickname in DA 15' with his own twist. Jak quickly uses OM to create eco that can cause different effects to a piece of dynamite. In this case, he uses his dark eco. He takes a brief moment to pull some dynamite out of a bag or to materialise it in his hand, then throws or slaps it onto the opponent he wants to harm. It's sticky, so if not blocked, it will stay attached to them. Within a second of touching them, instead of exploding normally, the dark explosion energy is focused over a small 30cm diameter area around the explosives for the next 15 seconds, where it burns harshly and painfully, delivering the T2 super attack damage spread over the duration. A weaker (T1) super defense may be able to cause the dynamite to fall off once it's about halfway through this time.

(This is what i was going for, thanks Dane.)

(Bumping)

Technically hasn't been 3 days but I somehow forgot about it. Sorry. Approved.
(05-05-2018, 09:29 AM)Viola Wrote: I don't know what posts you're writing, but 15 seconds is definitely not a full post. "Officially" fight posts last an average of about 5 minutes or so. But even in faster paced fights it's still going to usually be about a minute. I can't really think of any posts - besides one that didn't use the full wordcount or one that contained a lot of monologue - that would only last 15 seconds. I guess someone could make their post last 15 seconds, but a powerup or buff move can reliably last 5 minutes - or at least 1 or 2 depending on writing. You're focusing too much on extreme cases, and superspeed restricts someone to running in a straight line - it's not for versatile fighting like that. The point is, haste lets someone do twice as much over 15 seconds while preventing Viola from doing anything of worth and taking a high fatigue cost from them. And there's a charge time. Haste is very clearly a one-time short boost (I could specify that it can only be used once per person in the move if you want - but I figured it was obvious no one would take the fatigue cost twice), whereas a buff move that lasts for a post allows someone to get a more sustained boost, and gives them the freedom to make it last longer.

I mean I don't think it's an extreme case because for example Viola is often written with Kumoko who has 5 speed and both burst movement and super speed. This move will make her move at 20 SPD with just some extra fatigue, which is "20: Almost impossible to hit while moving. (~200mph)". I think it's a bit rediculous for a move that lasts for 15 seconds for no SP. I'm not saying you don't have enough downsides, I just think it's very strong for a regular move.
Someone with 20 SPD might be almost impossible to hit, but only if they're not moving in a straight line.

This move is just as good for someone with 2 SPD. It lets them to twice as much similarly to how it works on someone with 5 SDP. Someone with less SPD might just be utilising this by doing things other than running around. And if someone is just running around constantly, they're probably not going to be hitting a lot and this move turns into a "you can't touch me for 15 seconds and I'm just incredibly annoying", and then they still have the fatigue cost afterwards.

Viola can't do anything of note throughout, so it balances out. One person doing the work of two people, sorta. But with fatigue costs. And, anyway, an enemy could always just try to give Viola a good knock and this move will end early (since she has to concentrate).

I'm sure I could probably think of something to make the drawbacks harsher, or this harder to use or something, but if you think the current downsides balance out the benefits then doesn't that mean it's already balanced? Crazy upside, crazy downside.
I'd just like to pop in and say that for a buff, non super move, the drawbacks need to be on par with/ slightly worse than the benefits that it is providing. All Might had a normal move buff approved a while ago that increased stats without needing to spend SP. The Appropriate downsides were that he also lost that amount of stats and suffered fatigue and pain for an hour afterwards. I spoke with Greg about this when All Might was trying to get the move approved and he thought this was appropriate downsides. Viola is doing so much more than even a t1 super move would be able to do and only for fatigue costs?

No.
I think everyone keeps missing something. There's more than fatigue costs. There's a charge time and Viola needs to concentrate to keep it active. It only lasts for 15 seconds, that's not a really long time. A stat buff can last between 1-2 and 5 minutes, usually.

I figured the drawbacks were sorta worse than the benefits. I could up the concentration requirements for Viola so she literally can't do anything at all while the person is hasted? Instead of just defend herself weakly and walk about. As in, stands still, full concentration on keeping the move up, can't divert her concentration to anything else. This isn't a "stat increase". This is a "I buff someone to let them do twice as much while I can't do anything of worth, and it tired them out a lot and I get fairly tired as well - possibly more if they're crazy with burst movement or SS".
Like this:

Haste (300) Requires: Time Manipulation, Buff, Ranged, Homing
[spoiler]
Viola focuses for 5 seconds, where she can twist and make small steps to try and avoid attacks as well as execute basic blocks. Afterwards, she chooses a target within 60m of her (this cannot be herself) but can choose to delay the casting of this spell for up to 3 seconds (with similar concentration requirements to charging it). This move is moderately tiring for Viola to use.

Once cast, the flow of time around the target is sped up for the following 15 seconds (real time). This allows them to move, think, and act twice as fast as well as charge moves and powers twice as quickly as normal. All normal time constraints are halved, including execution times (so burst movement would seem like 0.5 seconds on and 0.5 seconds off to an outsider). However, this move saps energy from those under its effects. In addition to passively suffering 30 seconds of fatigue over 15 seconds (due to them acting and experiencing twice as much), the fatigue costs of all their moves, powers, and actions (even walking and running) are actively doubled, essentially quadrupling the energy they need to spend. While under this moves effects, the target perceives everything else as moving at half speed.

Notably, the speed boost gained can be stacked with burst movement or super speed. However, whenever someone uses one of these powers while under the effects of haste, Viola suffers twice the fatigue those actions would take under normal conditions. While this move is active, her target doesn't need to stay within range or stay in sight, but she has to stand still and divert her complete focus towards maintaining it. If she loses concentration, this spell ends early. Both Viola and her target can choose to end this move early at any time.[/spoiler]
If one could look at this one that would be great.


Frost's Scorn (Lightning Claws)- Physical, Debuff (600): These weapons are a pair of gauntlets with four retractable, slightly curved  blades fitted into the gauntlet’s knuckles.  The blades themselves can be set to any length no greater than 1.5 feet and each produce an energy field akin to lightning which lashes out against anything that attempts to block or parry them discharging its stored power into the defender, producing a mild electrical shock that will leave them groggy, and their muscular system slow to respond. The claws share a single charge which will recharge after 15 seconds after discharging. The stun produced will last for 5 seconds but has diminishing returns when used multiple times on the same opponent.

[spoiler][Image: C7w9HIGbRIKiqEjeqL9PTQ.png][/spoiler]
"I've been here before, used to this kind of war. Crossfire grind through the sand. The orders were easy: 'It's kill or be killed'. Blood on both sides will be spilled."
[Image: DeathMountain.png][Image: blades.png][Image: Darkdata.png]
(05-05-2018, 07:32 PM)Miranda Frost Wrote: If one could look at this one that would be great.

Frost's Scorn (Lightning Claws)- Physical, Debuff (600): These weapons are a pair of gauntlets with four retractable, slightly curved  blades fitted into the gauntlet’s knuckles.  The blades themselves can be set to any length no greater than 1.5 feet and each produce an energy field akin to lightning which lashes out against anything that attempts to block or parry them discharging its stored power into the defender, producing a mild electrical shock that will leave them groggy, and their muscular system slow to respond. The claws share a single charge which will recharge after 15 seconds after discharging. The stun produced will last for 5 seconds but has diminishing returns when used multiple times on the same opponent.

[spoiler][Image: C7w9HIGbRIKiqEjeqL9PTQ.png][/spoiler]

This seems fair, just add how long does it take to set their length and you should be good. Like, can they spring out near-instantly or do they have to be fiddled with for a second or two?
Jesus you're fast. Highlighted the addition in bold.

Frost's Scorn (Lightning Claws)- Physical, Debuff (600): These weapons are a pair of gauntlets with four retractable, slightly curved  blades fitted into the gauntlet’s knuckles.  The blades themselves can be set to any length no greater than 1.5 feet near instantaneously. and each produce an energy field akin to lightning which lashes out against anything that attempts to block or parry them discharging its stored power into the defender, producing a mild electrical shock that will leave them groggy, and their muscular system slow to respond. The claws share a single charge which will recharge after 15 seconds after discharging. The stun produced will last for 5 seconds but has diminishing returns when used multiple times on the same opponent.

[spoiler][Image: C7w9HIGbRIKiqEjeqL9PTQ.png][/spoiler]
"I've been here before, used to this kind of war. Crossfire grind through the sand. The orders were easy: 'It's kill or be killed'. Blood on both sides will be spilled."
[Image: DeathMountain.png][Image: blades.png][Image: Darkdata.png]
(05-05-2018, 07:51 PM)Miranda Frost Wrote: Jesus you're fast. Highlighted the addition in bold.

Frost's Scorn (Lightning Claws)- Physical, Debuff (600): These weapons are a pair of gauntlets with four retractable, slightly curved  blades fitted into the gauntlet’s knuckles.  The blades themselves can be set to any length no greater than 1.5 feet near instantaneously. and each produce an energy field akin to lightning which lashes out against anything that attempts to block or parry them discharging its stored power into the defender, producing a mild electrical shock that will leave them groggy, and their muscular system slow to respond. The claws share a single charge which will recharge after 15 seconds after discharging. The stun produced will last for 5 seconds but has diminishing returns when used multiple times on the same opponent.

[spoiler][Image: C7w9HIGbRIKiqEjeqL9PTQ.png][/spoiler]

It's because I have no life, lol.

Approved.
Slight Edit to the MWCA MK I. Adding in the image below. 
Multi-Weapon Construct Apparatus MK I: (600 OM, Physical Strength)

[Image: EZ1TooG.jpg]

This device was one that didn't exist, back in Warren's world. Created using data on Hard Light Technology, this is capable of making a few preset constructs that have been programmed into it. The constructs it makes are limited to hand held things, and currently, only a few defaults have been installed as capabilities of the device. This also has his communicator and mobile data verse device integrated into it. Unlike his devices, this is one that Warren has built for himself. These moves can be used while he is moving, and if he has a hand free they can be used with other moves so long as the move doesn't conflict.

The first construct is an elegant purple and black Calvary sword that has golden trim. This sword can be used for melee combat and is a simple construct with no special properties, and is an ordinary sword. This takes two seconds to summon. This is a foot and a half long.

The second construct granted by the Multi-Weapon Construct Apparatus is a set of hooked swords. These can be used defensively to parry attacks that are directed by crossing them together. They can also be used to travel along zip lines, but their primary use is to cut an enemy down to size. Despite being constructs they are ordinary blades with no special properties. This takes five seconds to summon both. These are about two and a half feet long. This move is moderately taxing on Warren's stamina, and requires both hands for him to use successfully. It can be used while moving, but cannot be used with other moves by him, for some reason.\
This bitch full of deadly projectiles, YEET (900 OM, requires ranged prof)

Bob opens up a pocket pocket the size of the pocket of a pair of jeans and completely absorbs an enemy projectile, still taking 80% of the damage through the movement of the pocket pocket. It can then send the same projectile back at its original speed within a minute of catching it and at a press of a button. Opening and closing the custom pocket pocket (which is just velcroed together) takes up both of Bob’s flippers and he has to stand still for .5 seconds to do it. Bob can spend up to 10 seconds charging a return shot (where he has to stand still), which is announced by a vacuum like sound. The damage will will change proportionally to Bob's charge time, potentially becoming weaker or stronger than the original move strength.
[spoiler]
(05-04-2018, 05:22 AM)China Wrote: Resilient China Central Eye (300)
(Hive Mind, Survival, Flight, Ranged Proficiency)
https://image.ibb.co/b54hw7/Hallo_eye_small.png
In the centre of China’s head floats a third eye; an amber-and-black-coloured, lacquered orb of solid porcelain, which is as durable as stone. In addition to being used to see, this 2.5-inch-wide sphere also serves as the core of his being; his heart and brain both. So long as it exists, China will not die, no matter what happens to the rest of his body. Conversely, however, if it is broken then he will perish immediately, no matter how fine the condition of the rest of him.

Essentially, what this means in OOC terms is that no one can smash his third eye without either winning a graded fight or getting OOC permission… in much the same way that they wouldn't normally be allowed to decapitate someone (who didn’t have Survival) during a fight.

Even though the eye is not actually physically attached to the rest of China's body, it is still connected by magic, meaning that removing it (without the use of the Disassemble Power) will still deal damage to China; approximately the same amount as if an ordinary human character had one eyeball gouged out. Once outside of China’s main body, his eye can fly about freely and can still control the remainder of the body from a distance via the Hive Mind Power. That said, as all of China's senses are tied to the Central Eye, he’ll still need to maintain line of sight on his body in order to be able to direct it properly. His first two eyes cannot be used whilst the Central Eye is outside his body.

(05-04-2018, 09:25 AM)Reece Wrote:
(05-04-2018, 08:49 AM)Dane Regan Wrote: If you add an additional comment saying he can also die once his body takes 20 points of damage, I think this will probably be fine. But being unkillable unless your 'weak point' is broken is probably a no-no. I'll ask some other staffers for you.

Isn't that part just the same as normal Survival, though? The whole point of that Power is to let people play zombies and stuff... and zombies can't generally die unless you cut off their heads or destroy their brains.
Besides, the whole 'weak point' thing is surely just RP Fodder anyway, right? if someone beats me in a fight they'll still get to choose to kill him or not... the only difference this makes is that it forces them to have to kill him in a slightly more specific way than normal (e.g. they can't gut him and leave him to bleed to death)... but again, I'm pretty sure that's a part of Survival anyway.

It's not like I'm actually getting an advantage in a fight out of this, since it's never gonna come into play until after a fight anyway.

I just want to be able to write China taking a lot of damage (as he ought to, given how crap his DEF is) without the judge of the fight feeling forced to make me lose automatically because they can't possibly justify him surviving with such injuries (similar to what happened to Ash when she fought that Space Marine a while back; the fight was cut down to just one round instead of the proper three, because Ash was basically dead already by the end of her first post)...

(05-04-2018, 09:59 AM)Dane Regan Wrote: Survival does allow that to an extent, but it doesn't make you immortal. Survival allows you to fight without feeling the effects of wounds as much (so someone could smash your heart or brain and you'd be A-OK). But you're still taking damage and you'll eventually die. OV Zombies don't take out their brain and fight on, becoming unkillable. I'm just not a fan of the idea that you could essentially fight "low risk" by keeping your eye out the body. Even if you need the eye to see. You can have a weak point, but I don't like that it's your "only weak point". If someone smashes his body enough, he should still die. You can still smash him up a lot in your fights and live on "just 1 hp" if the judge rules you've won. You've got survival, so you could be pretty smashed and barely holding together. Again, those were just my thoughts. I'm asking some other staffers for you since I'm not completely sure. Give it a few days or so and I'll try and get back to you.
[/spoiler]

After thinking over Dane's points on this matter, I've decided to change the way I'd like this Move to function slightly, so that China isn't able to just run off and abandon his body at the first sign of trouble, which should hopefully make it more approvable.
I've removed Ranged Proficiency for the time being, since he won't need it (as he won't be controlling his body from a distance) and have added Disassemble in its place (in order to justify getting rid of the additional damage whenever the eye leaves his body).


Quote:Resilient China Central Eye (300)
(Hive Mind, Survival, Flight, Disassemble)
[spoiler][Image: Hallo_eye.png][/spoiler]
In the centre of China’s head floats a third eye; an amber-and-black-coloured, lacquered orb of solid porcelain, which is as durable as stone. In addition to being used to see, this 2.5-inch-wide sphere also serves as the core of his being; his heart and brain both. So long as it exists, China will not die, no matter what happens to the rest of his body. Conversely, however, if it is broken then he will perish immediately, no matter how fine the condition of the rest of him.

Essentially, what this means in OOC terms is that no one can smash his third eye without either winning a graded fight or getting OOC permission… in much the same way that they wouldn't normally be allowed to decapitate someone (who didn’t have Survival) during a fight.

Even though the eye is not actually physically attached to the rest of China's body, and so can fly around freely within and around his current position, it is still connected to him by his magic, and as such must always remain within at least 2 metres of 50% or more of his total body mass (though this 2m distance would increase/decrease proportionately if he were to use the Growth/Shrink Power to alter his size). This distance limitation means that he could not simply spit out his eye and have it alone fly off to safety if a Fight was going badly for him. Also, as all of China's senses are tied to the Central Eye, his first two eyes cannot be used whilst it is outside his body; the three eyes will never all be active at the same time.


In addition, I'd also like to get another Move approved. This one is basically just to let other people more accurately depict how badly injured such a fragile creature should be getting in combat without getting them penalised by judges for going overboard, and whilst also leaving me with a convenient explanation for having him survive in the event that he does actually win a Fight after having taken this much damage.


Quote:Fine China Subconscious Separation (300)
(Hive Mind, Survival, Disassemble)
Whenever China would be harmed, his subconscious mind will act to reduce the damage by automatically using the Disassemble Power just a tiny fraction of a second after he has been struck, to shatter and/or break off the body part hit, to make it look to his opponent as if he is more badly injured than he actually is; which means that he can potentially have practically all of his body* smashed to pieces in a fight without actually having taken quite enough damage to die (though he would still be badly wounded, make no mistake).

*Except for his Central Eye (see ‘Resilient China Central Eye’), as this Move's effect does not apply to it, and so it still must not be broken until after a Fight, as specified in its Move description.

This move also allows him to appear to be repairing more of his body whenever he is healed (e.g. with Advanced Regeneration) than the amount of SP spent to do so should allow… however it has the drawback that, just like his opponent, China also doesn’t know that these Injuries have been partly mitigated by Disassemble… and as such he cannot repair them through the use of Disassemble alone; he must use an actual healing effect to restore himself.

In OOC terms, what this Move does is allow anyone in a Fight with China to describe him being much more grievously harmed than would normally be allowed by the Rules (since being damaged that much would normally kill or cripple a character, and so couldn’t be done until after a fight) and at the same time, it also allows me to have him survive taking that much damage (albeit, most likely still on very low health) in the event that I do win the fight.
[Image: Remote_Sensor_Tower_and_the_Fire_Warriors_2.png]
(05-05-2018, 11:22 AM)Viola Wrote: I think everyone keeps missing something. There's more than fatigue costs. There's a charge time and Viola needs to concentrate to keep it active. It only lasts for 15 seconds, that's not a really long time. A stat buff can last between 1-2 and 5 minutes, usually.

I figured the drawbacks were sorta worse than the benefits. I could up the concentration requirements for Viola so she literally can't do anything at all while the person is hasted? Instead of just defend herself weakly and walk about. As in, stands still, full concentration on keeping the move up, can't divert her concentration to anything else. This isn't a "stat increase". This is a "I buff someone to let them do twice as much while I can't do anything of worth, and it tired them out a lot and I get fairly tired as well - possibly more if they're crazy with burst movement or SS".

Why would a buff move ever be able to do more than a power up? Nothing on the site lets you double up the things you are trying to double up, and things even remotely similar to it are far less effective AND cost sp. This isn't just a no, its a "Nope, lol, not even". I am confused as to how you would think this is even possible. Are you not using the same criteria to judge your own moves as you do others? I hardly think you would approve someone else's move like this.
Dante's Abyss 2015
   GRAND CHAMPION   
[Image: Sasuke_DA_zpsb4vizgxd.png]                  
Mark Twain Wrote:"The difference between the right word and the almost right word is the difference between lightning and a lightning bug."
(05-05-2018, 10:57 PM)Warren Zimmer Wrote: Slight Edit to the MWCA MK I. Adding in the image below. 
Multi-Weapon Construct Apparatus MK I: (600 OM, Physical Strength)
[spoiler]
[Image: EZ1TooG.jpg]

This device was one that didn't exist, back in Warren's world. Created using data on Hard Light Technology, this is capable of making a few preset constructs that have been programmed into it. The constructs it makes are limited to hand held things, and currently, only a few defaults have been installed as capabilities of the device. This also has his communicator and mobile data verse device integrated into it. Unlike his devices, this is one that Warren has built for himself. These moves can be used while he is moving, and if he has a hand free they can be used with other moves so long as the move doesn't conflict.

The first construct is an elegant purple and black Calvary sword that has golden trim. This sword can be used for melee combat and is a simple construct with no special properties, and is an ordinary sword. This takes two seconds to summon. This is a foot and a half long.

The second construct granted by the Multi-Weapon Construct Apparatus is a set of hooked swords. These can be used defensively to parry attacks that are directed by crossing them together. They can also be used to travel along zip lines, but their primary use is to cut an enemy down to size. Despite being constructs they are ordinary blades with no special properties. This takes five seconds to summon both. These are about two and a half feet long. This move is moderately taxing on Warren's stamina, and requires both hands for him to use successfully. It can be used while moving, but cannot be used with other moves by him, for some reason.\[/spoiler]

Yeah, that's fine. Go ahead and just add the image to the move on your roster. 

(05-06-2018, 04:52 AM)The Emperor of Mankind Wrote: This bitch full of deadly projectiles, YEET (900 OM, requires ranged prof)
[spoiler]
Bob opens up a pocket pocket the size of the pocket of a pair of jeans and completely absorbs an enemy projectile, still taking 80% of the damage through the movement of the pocket pocket. It can then send the same projectile back at its original speed within a minute of catching it and at a press of a button. Opening and closing the custom pocket pocket (which is just velcroed together) takes up both of Bob’s flippers and he has to stand still for .5 seconds to do it. Bob can spend up to 10 seconds charging a return shot (where he has to stand still), which is announced by a vacuum like sound. The damage will will change proportionally to Bob's charge time, potentially becoming weaker or stronger than the original move strength.[/spoiler]

Approved.

(05-06-2018, 04:59 AM)Reece Wrote: After thinking over Dane's points on this matter, I've decided to change the way I'd like this Move to function slightly, so that China isn't able to just run off and abandon his body at the first sign of trouble, which should hopefully make it more approvable.
I've removed Ranged Proficiency for the time being, since he won't need it (as he won't be controlling his body from a distance) and have added Disassemble in its place (in order to justify getting rid of the additional damage whenever the eye leaves his body).

Quote:Resilient China Central Eye (300)
(Hive Mind, Survival, Flight, Disassemble)
[spoiler][Image: Hallo_eye.png]
In the centre of China’s head floats a third eye; an amber-and-black-coloured, lacquered orb of solid porcelain, which is as durable as stone. In addition to being used to see, this 2.5-inch-wide sphere also serves as the core of his being; his heart and brain both. So long as it exists, China will not die, no matter what happens to the rest of his body. Conversely, however, if it is broken then he will perish immediately, no matter how fine the condition of the rest of him.

Essentially, what this means in OOC terms is that no one can smash his third eye without either winning a graded fight or getting OOC permission… in much the same way that they wouldn't normally be allowed to decapitate someone (who didn’t have Survival) during a fight.

Even though the eye is not actually physically attached to the rest of China's body, and so can fly around freely within and around his current position, it is still connected to him by his magic, and as such must always remain within at least 2 metres of 50% or more of his total body mass (though this 2m distance would increase/decrease proportionately if he were to use the Growth/Shrink Power to alter his size). This distance limitation means that he could not simply spit out his eye and have it alone fly off to safety if a Fight was going badly for him. Also, as all of China's senses are tied to the Central Eye, his first two eyes cannot be used whilst it is outside his body; the three eyes will never all be active at the same time.[/spoiler]

In addition, I'd also like to get another Move approved. This one is basically just to let other people more accurately depict how badly injured such a fragile creature should be getting in combat without getting them penalised by judges for going overboard, and whilst also leaving me with a convenient explanation for having him survive in the event that he does actually win a Fight after having taken this much damage.

Quote:Fine China Subconscious Separation (300)
(Hive Mind, Survival, Disassemble)
[spoiler]Whenever China would be harmed, his subconscious mind will act to reduce the damage by automatically using the Disassemble Power just a tiny fraction of a second after he has been struck, to shatter and/or break off the body part hit, to make it look to his opponent as if he is more badly injured than he actually is; which means that he can potentially have practically all of his body* smashed to pieces in a fight without actually having taken quite enough damage to die (though he would still be badly wounded, make no mistake).

*Except for his Central Eye (see ‘Resilient China Central Eye’), as this Move's effect does not apply to it, and so it still must not be broken until after a Fight, as specified in its Move description.

This move also allows him to appear to be repairing more of his body whenever he is healed (e.g. with Advanced Regeneration) than the amount of SP spent to do so should allow… however it has the drawback that, just like his opponent, China also doesn’t know that these Injuries have been partly mitigated by Disassemble… and as such he cannot repair them through the use of Disassemble alone; he must use an actual healing effect to restore himself.

In OOC terms, what this Move does is allow anyone in a Fight with China to describe him being much more grievously harmed than would normally be allowed by the Rules (since being damaged that much would normally kill or cripple a character, and so couldn’t be done until after a fight) and at the same time, it also allows me to have him survive taking that much damage (albeit, most likely still on very low health) in the event that I do win the fight.[/spoiler]

Resilient China Central Eye: This is just fodder. Anyone with disassemble and flight could take out an eye to make it look around a corner, and China technically being "the eye" rather than his body is just a fodder thing. Before, the only real reason for it being 300 OM was just because you were removing a body part without taking damage, and potentially gaining the benefit of being able to use the eye to scout. So, this is approved at 0 OM (as fodder).

Fine China Subconscious Separation: I think this is probably good, but I'll leave it to another staffer to verify that.
(05-06-2018, 12:29 PM)Sasuke Uchiha Wrote: Why would a buff move ever be able to do more than a power up? Nothing on the site lets you double up the things you are trying to double up, and things even remotely similar to it are far less effective AND cost sp. This isn't just a no, its a "Nope, lol, not even".  I am confused as to how you would think this is even possible. Are you not using the same criteria to judge your own moves as you do others? I hardly think you would approve someone else's move like this.

Because powerups/super utilities last longer? Because this is a very short-term boost? Because the drawbacks accommodate it? Because this doesn't actually change stats (although it achieves a similar effect). For the person under the effects of this move, they don't feel twice as fast. Everything else is slower. And a bullet travelling at half speed isn't going to be that much easier to dodge, depending (but yeah, they can see someone aiming in slo-mo, etc.). I mean, I'll just bump the charge time or something, or add some other drawback to try and make it work. 

Also... you sorta can "double things". Like charging an attack for twice as long. Time manipulation already lets you increase/decrease charge times and the speed of yourself, allies and enemies proportionally - it's just highly limited (the rules don't specify by how much, but I always tend to picture it as being just enough to let you or your bros do something a little bit faster at the cost of fatigue - maybe like by 10 or 20% or so, idk). Haste is taking that to an extreme and I'm attempting to add appropriate drawbacks. If you think there's something I need to add to make this work, go ahead and say so. Right now, it's letting one ally do twice as much while Viola literally can't do anything, and it has a charge time and high fatigue cost.

Generally, I tend to leave the final ruling on higher power moves to other staffers. If this move came along to me, I'd probably think, "I dunno, but I think you've got the right sorta drawbacks there. I'll leave it to another staffer."
(05-05-2018, 11:32 AM)Viola Wrote: Like this:

Haste (300) Requires: Time Manipulation, Buff, Ranged, Homing
[spoiler]
Viola focuses for 5 seconds, where she can twist and make small steps to try and avoid attacks as well as execute basic blocks. Afterwards, she chooses a target within 60m of her (this cannot be herself) but can choose to delay the casting of this spell for up to 3 seconds (with similar concentration requirements to charging it). This move is moderately tiring for Viola to use.

Once cast, the flow of time around the target is sped up for the following 15 seconds (real time). This allows them to move, think, and act twice as fast as well as charge moves and powers twice as quickly as normal. All normal time constraints are halved, including execution times (so burst movement would seem like 0.5 seconds on and 0.5 seconds off to an outsider). However, this move saps energy from those under its effects. In addition to passively suffering 30 seconds of fatigue over 15 seconds (due to them acting and experiencing twice as much), the fatigue costs of all their moves, powers, and actions (even walking and running) are actively doubled, essentially quadrupling the energy they need to spend. While under this moves effects, the target perceives everything else as moving at half speed.

Notably, the speed boost gained can be stacked with burst movement or super speed. However, whenever someone uses one of these powers while under the effects of haste, Viola suffers twice the fatigue those actions would take under normal conditions. While this move is active, her target doesn't need to stay within range or stay in sight, but she has to stand still and divert her complete focus towards maintaining it. If she loses concentration, this spell ends early. Both Viola and her target can choose to end this move early at any time.[/spoiler]

I'm gonna leave this to someone higher up. I'm generally unsure about this move in general and don't want to add/detract things from the move that is uneccessary.

As for China's second move it just sounds like your adding some fodder for survival and has no real effects. It had no change to your actual health points but makes you look more injured . Approved as a fodder move for 0 OM.


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