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Move Creation Workshop
@Stein: Looks great dude. I reckon your drawbacks are good enough.
(11-03-2017, 12:47 PM)Ebonywood Hellscythe Wrote: So, I still stand with my 1200 OM judgement, although I guess it could go up to 1500 OM depending how the variable lightness was ruled.

Nice. Getting something cheaper is always good.

(11-03-2017, 12:47 PM)Ebonywood Hellscythe Wrote: As for the move itself, how does focusing it into a body part affect the move? Does the focused change in mass allow him to punch harder with that one hand, but at the cost of being even harder to control and putting him off balance?

Yeah, just what you'd expect really; he gains a specific amount of weight per second while charging, so putting all of that into just his fist would make a punch more effective than spreading it evenly all across his body, at the cost of messing with his balance, as you said, since one hand would be significantly heavier than the other.
I was trying not to make the description too lengthy, and I didn't want to go into a huge amount of detail on the effects of weight on a human body (I was even trying to avoid including the 'for example' paragraph to start with) for fear of sounding too game-y...
I guess you'd consider that stuff worthy of being included in the description, though?

(11-03-2017, 12:47 PM)Ebonywood Hellscythe Wrote: Lastly, 
Quote:Cancelling it returns him to his original weight instantly, but can only be done when he is within 10kg of that weight
It's unclear how he would cancel the move if he's more than 10kg from his original weight.

He'd fall unconscious or die. Those are the only other ways of cancelling it.

If he was heavier than normal, it wouldn't be an issue, of course, since he'd just return to his normal weight (since getting lighter is instant), after which he would cancel it.

If he was lighter than normal, though, then he would have to avoid getting hit long enough to charge up to reach his original weight. If he wasn't able to do so, he'd just not be able to cancel it. Simple as that.

(11-03-2017, 12:47 PM)Ebonywood Hellscythe Wrote: P.S. kg is a measure of mass, not weight *angry physicist screaming*

Oops. I'll change the measurements to lb next time I edit it...

Pounds are a weight measurement, right? :derp:
[Image: Hijiri_Name_Sig.png]
@Hijiri:
Quote:I guess you'd consider that stuff worthy of being included in the description, though?
Yeah, considering it is a mechanic of the move, you should add it.

Quote:Pounds are a weight measurement, right? [Image: awe_derp3.png]
Y u do dis.

As a sidenote. I think it could be made a bit clearer that the main way to cancel this move is to use the move again. (When not within 10kg)
Updated once more:

[spoiler]
Changes made in bold.

Quote:Personal Gravity Manipulation (1200)
(Flight, Physical Strength)
Hijiri is able to alter the strength of gravity's effect on his body (and his weapons, clothes, etc.) to the extent of being able to become as light as a feather, as heavy as a tonne of bricks, or anything in between. These effects come with all of the associated up- and downsides you would expect.

For example: being extremely light would allow him to stand on fragile objects, be carried along by gusts of wind, and attack quickly, but would drastically weaken his blows due to the low weight behind them, and would allow him to be knocked or thrown around effortlessly by others, whilst being extremely heavy would make him harder to knock over and his attacks noticeably stronger, but would also make every movement he made more difficult and more tiring, as well as much slower.

Making himself lighter is instantaneous, regardless of the change in weight, and costs no energy. Making himself heavier requires one second of charge-up per 10kg of weight added (so increasing his weight from 'feather-like' to the maximum value of one tonne would take 100 seconds). This move drains his energy rapidly whilst charging. He is capable of moving whilst charging this, and can even begin an attack, however actually hitting (or being hit) by an opponent will interrupt the charge, and as no weight is added until he intentionally ends the charging period, this means that all progress will be lost, and his spent energy will have gone to waste.

In addition, maintaining this move drains his energy slowly. Cancelling it returns him to his original weight instantly, but can only be done intentionally when he is within 10kg of his original weight; meaning that if he is beyond that range then he must use this move again to get back within it before he can actually end the move.
This move will also automatically cancel
when he loses consciousness or dies.

Hijiri can also have this move affect only part (or parts) of his body (e.g. an arm & a leg) if he wishes it to. Concentrating the effect in specific areas (or just one area) makes those body parts heavier than they would be if the weight were evenly distributed throughout his body, but at the cost of making it harder to actually land attacks, since the uneven weight distribution will put him off-balance.
Note that whilst making his entire body weigh an amount far beyond his capacity to endure (e.g. a tonne) would kill him instantly, doing the same to an individual hand or foot, for example, would merely pin him to the ground, break every bone in the affected appendage and cause him to experience excruciating pain.

Sorry Ebony, but I decided to stick with kg as the measurement. It may be technically wrong, but this whole thing sounds convoluted enough already without having to explain to the staff why I'm measuring his weight in newtons or kgf or some other measurement that no one ever actually uses on sets of scales because the only people who care about them are physicists...
[/spoiler]
[Image: Hijiri_Name_Sig.png]
(11-04-2017, 05:23 PM)Takanomiya Hijiri Wrote: Updated once more:

[spoiler]
Changes made in bold.

Quote:Personal Gravity Manipulation (1200)
(Flight, Physical Strength)
Hijiri is able to alter the strength of gravity's effect on his body (and his weapons, clothes, etc.) to the extent of being able to become as light as a feather, as heavy as a tonne of bricks, or anything in between. These effects come with all of the associated up- and downsides you would expect.

For example: being extremely light would allow him to stand on fragile objects, be carried along by gusts of wind, and attack quickly, but would drastically weaken his blows due to the low weight behind them, and would allow him to be knocked or thrown around effortlessly by others, whilst being extremely heavy would make him harder to knock over and his attacks noticeably stronger, but would also make every movement he made more difficult and more tiring, as well as much slower.

Making himself lighter is instantaneous, regardless of the change in weight, and costs no energy. Making himself heavier requires one second of charge-up per 10kg of weight added (so increasing his weight from 'feather-like' to the maximum value of one tonne would take 100 seconds). This move drains his energy rapidly whilst charging. He is capable of moving whilst charging this, and can even begin an attack, however actually hitting (or being hit) by an opponent will interrupt the charge, and as no weight is added until he intentionally ends the charging period, this means that all progress will be lost, and his spent energy will have gone to waste.

In addition, maintaining this move drains his energy slowly. Cancelling it returns him to his original weight instantly, but can only be done intentionally when he is within 10kg of his original weight; meaning that if he is beyond that range then he must use this move again to get back within it before he can actually end the move.
This move will also automatically cancel
when he loses consciousness or dies.

Hijiri can also have this move affect only part (or parts) of his body (e.g. an arm & a leg) if he wishes it to. Concentrating the effect in specific areas (or just one area) makes those body parts heavier than they would be if the weight were evenly distributed throughout his body, but at the cost of making it harder to actually land attacks, since the uneven weight distribution will put him off-balance.
Note that whilst making his entire body weigh an amount far beyond his capacity to endure (e.g. a tonne) would kill him instantly, doing the same to an individual hand or foot, for example, would merely pin him to the ground, break every bone in the affected appendage and cause him to experience excruciating pain.

Sorry Ebony, but I decided to stick with kg as the measurement. It may be technically wrong, but this whole thing sounds convoluted enough already without having to explain to the staff why I'm measuring his weight in newtons or kgf or some other measurement that no one ever actually uses on sets of scales because the only people who care about them are physicists...
[/spoiler]

...I was kinda joking when I said the kg thing. People know what you mean, and that's what matters. I don't expect you to start using Newtons (or kg.m/s^2 or J/m or like a million other alternative units for force).

Anyway, I think you're good. Or, at least, near enough to good that there shouldn't be many problems in move approval. Just add a comment about price breakdown (300 for light, 300 for heavy, 300 for focused area, 300 for variable change), and make it obvious you're combining the two old moves.
(11-04-2017, 06:06 PM)Ebonywood Hellscythe Wrote: Anyway, I think you're good. Or, at least, near enough to good that there shouldn't be many problems in move approval. Just add a comment about price breakdown (300 for light, 300 for heavy, 300 for focused area, 300 for variable change), and make it obvious you're combining the two old moves.

Awesome, and I will do. Thanks for all your help with this. ^_^
[Image: Hijiri_Name_Sig.png]
13 loads a special pellet into his gun and when it fires it lightly dusts the opponent with the 22cm cubed of fire dust. The area it reaches is around 1.5 meters left to right and up to down (from 13's perpective) and 3 meters forward in a cone shape (again, from 13's perspective). It is almost impossible to miss if the enemy is close enough and the amount that they are covered by, 1/4 the amount of a powder grenade to 1/2 of a powder grenade, will depend on how far away they are. It is reasonably silent and can normally be used to burn down a wooden wall or door, this will take between 30 seconds and a minute for the door to be weak enough to kick down. It won’t deal any damage but follows the rules for 13’s powder grenade which means that any friction on the dust will cause it to burst into flames. For example, trying to rub it off would be enough to trigger it. 13 will have to exchange the entire barrel of his gun if he wants to switch the type of bullet between normal and powder which takes 5 seconds, it holds 5 bullets and takes 4 seconds to reload. The dust will fall off naturally after about 15 seconds without being set alight, if the dust is on fire then you will have to wait for it to burn out which takes around 1 minutes and 30 seconds or you can brush it off which is easier if you brush it off as soon as possible. The fire will deal minor damage while it is still on. It can be fired once every second but no more dust will be added until all of the dust from the previous shot has fallen off.
The soul of the Machine God surrounds thee. The power of the Machine God invests thee. The hate of the Machine God drives thee. The machine god endows thee with life. Live!

01001111 01110101 01110010 00100000 01110100 01110010 01110101 01110100 01101000 00100000 01101000 01100001 01110011 00100000 01100011 01101111 01101101 01100101 00100000 01101111 01101110 01101100 01101001 01101110 01100101
Steel Mind, Iron Logic: 300 OM
13's mind has been covered in countless machines and wires, making him resist mind tricks much more effectively. 13 counts as having +1 TEC against moves that would target his mind, (telepathy, suppression, Etc)
The soul of the Machine God surrounds thee. The power of the Machine God invests thee. The hate of the Machine God drives thee. The machine god endows thee with life. Live!

01001111 01110101 01110010 00100000 01110100 01110010 01110101 01110100 01101000 00100000 01101000 01100001 01110011 00100000 01100011 01101111 01101101 01100101 00100000 01101111 01101110 01101100 01101001 01101110 01100101
(11-06-2017, 08:01 PM)13-Jzall Wrote: Steel Mind, Iron Logic:  300 OM
13's mind has been covered in countless machines and wires, making him resist mind tricks much more effectively. 13 counts as having +1 TEC against moves that would target his mind, (telepathy, suppression, Etc)

No. Needs a drawback. This is a straight gain with no downside.
@13: Sorry for the delay dude, had some stuff to do and got behind on my posting. Anyway:
[spoiler]
(11-05-2017, 03:26 AM)13-Jzall Wrote: 13 loads a special pellet into his gun and when it fires it lightly dusts the opponent with the 22cm cubed of fire dust. The area it reaches is around 1.5 meters left to right and up to down (from 13's perpective) and 3 meters forward in a cone shape (again, from 13's perspective). It is almost impossible to miss if the enemy is close enough and the amount that they are covered by, 1/4 the amount of a powder grenade to 1/2 of a powder grenade, will depend on how far away they are. It is reasonably silent and can normally be used to burn down a wooden wall or door, this will take between 30 seconds and a minute for the door to be weak enough to kick down. It won’t deal any damage initially, but follows the rules for 13’s powder grenade which means that any friction on the dust will cause it to burst into flames. For example, trying to rub it off would be enough to trigger it. 13 will have to exchange the entire barrel of his gun if he wants to switch the type of bullet between normal and powder which takes 5 seconds, it holds 5 bullets and takes 4 seconds to reload. The dust will fall off naturally after about 15 seconds without being set alight, if the dust is on fire then you will have to wait for it to burn out which takes around 1 minutes and 30 seconds or you can brush it off which is easier if you brush it off as soon as possible. The fire will deal minor damage while it is still on. It can be fired once every second but no more dust will be added until all of the dust from the previous shot has fallen off.
[/spoiler]

I've added some annotations above signifying things you can omit, and some minor words I think you should include.

Quote:13 loads a special pellet into his gun
This makes it sound like there's only 1 shot, but this:
Quote:it holds 5 bullets and takes 4 seconds to reload
Says there are five special bullets. Which is it? The latter?

Quote:then you will have to wait for it to burn out which takes around 1 minutes and 30 seconds
That's a long time, you'll probably have to decrease that.

Besides this, I think you should make a comment clarifying the dust doesn't stack with your other dust moves (and add that comment to your other fire dust move as well - which will bring it back to the move approval to be upgraded).
Thief (300) (requires burst movement, debuff, physical strength, mimic)

Marisa is a burglar so it is natural she would be able to steal things easily. it takes 15 seconds to steal something. (with a large amount of concentration and energy used)  and she can only take a single item from one person. Once stolen (meaning they can't use any moves linked with said item and the length is 2 minutes for both choices) she has a choice use said item (and said moves that would be used with it if she has the items, proficiencies, and powers for it.) the max uses are 1/5th the number of the total number of uses if there is a number (with the lowest number of uses being 1). Once the uses have been used the item is given back to the person (or if two minutes have passed and she hasn't used them all it automatically goes in a hand or something to hold said item that the person has on there body. The other use for this is to lock down the opponents use of said moves that are linked to this (special bullets in a gun for example). This lasts 1 minute and the user must specify in OOC what version they used.

I think I fixed the time problem. Now for the new moves.

Berlin (300) (requires ranged, flight, remote control, homing)

Marisa takes a page from Alice and attacks a single opponent with a gunpowder filled doll (its a 1.5 foot tall, china doll dressed in a blue dress with a apron in front and it has a red bow on the back of its head). She can only have one on her person at a time. The doll is quite quick (about 15 mph) but can’t defend (and its durability is akin to some fairly good iron) and has one function. Latch onto a opponent before exploding five seconds later. The max distance it can walk/run/fly is about 15 feet before it explodes promptly. Marisa has to keep concentration on it at all time, and she has to move somewhat slower (down to 25 mph). The damage dealt is explosion and burn damage with the explosion size being five feet wide.


Comet “Blazing star” (300) (requires flight, melee proficiency, super speed)
Marisa gets on her broom and flies past the opponent missing them, before picking up a large amount of altitude (think that of a airplane) She then at a good altitude (around the lower cloud level) ;starts to kamikaze someone by dropping down full speed (with the help of super speed). Her body and broom will have a blue blaze around them akin to a shuttle re-entering the atmosphere. Stars will fall from the back of the broom and when she hits someone depending on their speed, defense, and technique they might come away less damaged but due to the speed she is going at trying to stall it with brute strength is not recomended.


Due to the nature of this attack she will take damage from it as well though nowhere near as much as the opponent if they take it head on. This is her greatest move in terms of offensive power that is not a super, but it’s downsides are also great in that she takes damage even if she misses, Once she aims at someone she can’t change course, Its very high concentration and energy costs make it a one time use per day.
                                            [Image: tenor.gif?itemid=10243242]
"While shooting concentrate your mind, gently muttering the spell to the Mini-Hakkero. Aiming at someone you don't like, a magicannon of love will be unleashed!"
For thief, you should mention that it won't affect super moves attached to an item like 13's pistol or Hiro's sword.
The soul of the Machine God surrounds thee. The power of the Machine God invests thee. The hate of the Machine God drives thee. The machine god endows thee with life. Live!

01001111 01110101 01110010 00100000 01110100 01110010 01110101 01110100 01101000 00100000 01101000 01100001 01110011 00100000 01100011 01101111 01101101 01100101 00100000 01101111 01101110 01101100 01101001 01101110 01100101
@Marisa:

For thief:
>The part of your move that allows you to use someone else's item is completely redundant. You have mimic.
>You never described how she even steals items.
>You repeat and contradict yourself fairly often within your move. I advise you reread it and rewrite it. Look at Demitri's move if you want an example of something similar.

For Berlin:
>Almost good, but a prime with 2 SPD would be able to run away from it. 15 ft is a really short range. And you never mentioned where the doll came from and how long it takes to summon/take out her pockets to attack with.

Comet:
>Revise this, it would take you about 2 and a half minutes to get that high with 4 SPD and super speed. That's not including the time it takes to head back down.
Quote:but due to the speed she is going at trying to stall it with brute strength is not recomended.
>This does not make sense. Maybe I'm being dumb, but I don't understand what you're trying to say.
>This move is basically a cutsceen. So, even with reasonable timings and you being specific, I am 90% sure it'd get denied. Moves should be something like, "when flying higher than an opponent, Marisa flies straight down at full speed aiming to crash into them".
13 is right, Thief won't be able to affect super moves. Also, if you're having a choice of effects then it'll cost 600, not 300.

I'm not entirely sure what the point of the second part of the move is, though? It doesn't seem to do anything different from the first option except that you don't get to use the move yourself? ... Maybe I'm just reading it wrong and missing something obvious...  :dur:

Since I have a hard time understanding the number of uses you're actually asking for, and since you're only wanting it for 300 OM (I assume?), I'd suggest changing it a bit... maybe to something like this:
Quote:Thief (300) (requires burst movement, debuff, physical strength, mimic)

Marisa is a burglar so it is natural she would be able to steal things. It takes 15 seconds to steal something (with a large amount of concentration and energy used) and she can only take a single item from one person. Once stolen (meaning they can't use any moves linked with said item) she can use the item herself (and any moves associated with it if she has the items, proficiencies, and powers for them). She cannot steal items related to Super Moves. Each item she takes has five uses (in the case of continuous weapons like flamethrowers, one second of sustained fire is considered one use), but can be held for no longer than two minutes, even if some uses remain. Once the uses have run out or the duration expired, the item returns to its owner, automatically appearing in a hand or in something to hold said item that the person has on their body (e.g. a gun's holster).

RP Fodder Note: From a purely mechanical perspective this move could be used to steal any other move (except a Super Move), however to better fit Marisa's character as a thief I have decided to restrict it solely to item-related moves.

I'm not claiming this version is perfect, but it is somewhat clearer than what you had originally, and it won't cost you 600 OM this way.

I recommend keeping the 'rp fodder note' bit, at the very least (or something similar) since I've seen the staff mention previously that moves aren't allowed special bonuses against other types of move... the note should make it clear that you aren't asking for bonuses, just staying true to your character.

Also, like Ebony says, you'll need to add in how she steals things (is it magic or does she actually walk up to them and take it?)... I'd guess magic, but since I don't know for sure I haven't included that in the example version I made.
If it is magic you should probably mention what the spell looks like when she casts it (for example: is there a flash of light? Or a puff of smoke? Or does it just appear in her hands with no special effects?).
[Image: Hijiri_Name_Sig.png]
@Hijiri, Marisa: Yeah, what Hijiri has there is pretty much just needs info on how she actually steals something and what happens over those 15 seconds.

Also, to use moves that need the weapon you stole, you'll need insight, otherwise you can only use moves you've seen the opponent use with it. And only using the weapon itself (once stolen) wouldn't actually need mimic (see Demetri's roster).

Quote:(and any moves associated with it if she has the items, proficiencies, and powers for them)
Mimic will bypass this.

One thing I will say, I don't know how well preventing an opponent from using moves is going to fly. Since if someone only has one weapon, it's gonna suck for them. You might need to specify only items not currently in use can be stolen (like, how are you going to grab a big sword from the strong guy's hand?). In Demetri's move, he allowed the opponent to resummon the item (not affecting his copy), so you may need to add something like that. 2 minutes without a sword is still a while.

Lastly, you'll need to comment on how the weapon strength changes, and the like. Stealing a gun from a 5 ATK character isn't going to be as strong for Marisa.
So I'm trying to work out how to best make some buffs as normal moves and from what I can gather the one thing I can't really do with buffs is have them boost stats unless it's expending SP, which I don't want to, so I'm wondering if someone could help me out.

I'm thinking of having a bunch of different medications that do different things, probably limit it to 10 doses each, the raw materials for which have to be gathered in the mean time but are reasonably abundant. So I has to go up to each individual I want to buff and apply the medication. It might be a patch, injection or a pill, each of which would have differing application times

So these are my current ideas, let me know if I'm on the right track. I know each of these would be an individual move.

Stimulant, reduces fatigue
Anti-anxiety, Improving accuracy (like how snipers use Valium)/calming someone who's panicking,
Detox, Purges the body of impurites (like they've been poisoned or something)
Painkiller, Reduces the effect of damage on the body (So it takes the same amount of hits to kill someone, but they show the effects less)
Psy juice, improves neural activity in pyskers, reducing the strain of preforming psychic attacks
Magic Juice, Same as above, but for witches and heretics

I could also add in negative effects to boost the potency I'd imagine. The stimulant might come with tremors and temporary behavioral changes for example.

So is this looking alright? I've tried searching and I can't find much on buffs like this so if there are any that I've missed feel free to direct me to them.
Most self-buffs are covered under transformations. If you pick up the buff or healing proficiency, you can share those lovely, lovely drugs with your allies.
[Image: DarkshireDefenseBadge.png][Image: HerosGraveyardBadge.png][Image: DA15Badge.png]
A buff that removes debuffs on other people is an idea I've been hoping to see for a while. You have the right idea about improving combat efficacy without boosting stats.
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
(11-09-2017, 10:49 AM)Sister Evangeline Wrote: [spoiler]So I'm trying to work out how to best make some buffs as normal moves and from what I can gather the one thing I can't really do with buffs is have them boost stats unless it's expending SP, which I don't want to, so I'm wondering if someone could help me out.

I'm thinking of having a bunch of different medications that do different things, probably limit it to 10 doses each, the raw materials for which have to be gathered in the mean time but are reasonably abundant. So I has to go up to each individual I want to buff and apply the medication. It might be a patch, injection or a pill, each of which would have differing application times

So these are my current ideas, let me know if I'm on the right track. I know each of these would be an individual move.

Stimulant, reduces fatigue
Anti-anxiety, Improving accuracy (like how snipers use Valium)/calming someone who's panicking,
Detox, Purges the body of impurites (like they've been poisoned or something)
Painkiller, Reduces the effect of damage on the body (So it takes the same amount of hits to kill someone, but they show the effects less)
Psy juice, improves neural activity in pyskers, reducing the strain of preforming psychic attacks
Magic Juice, Same as above, but for witches and heretics

I could also add in negative effects to boost the potency I'd imagine. The stimulant might come with tremors and temporary behavioral changes for example.

So is this looking alright? I've tried searching and I can't find much on buffs like this so if there are any that I've missed feel free to direct me to them.[/spoiler]

First off, my suggestions are only for buffing someone else. Not yourself. Which I think is your intention.

Anyway, you technically can increase someone else's stats with a buff move, but it needs to have an appropriate drawback. Otherwise, SP is needed. Like, if you gave someone +4 ATK, you'd probably need a greater drawback yourself than simply having -4 stat points. So in most cases, it probably wouldn't be worth it unless you're okay with your character essentially doing nothing besides pooling strength into an ally. But, there aren't any examples of moves that do that that I know of, so I can't guarantee it would get through.

An example of a buff move:
Quote:WAAAAAAAAUUUUGH! (Requires Buff proficiency) – 300 OM 
Bluddflagg stops where he is, throws his head back, and lets out a mighty roar of the titular Orky battlecry: WAAAAAAUUUUUUUUUUUUUUUUUUUGH!!!! Of course, he does have to stop everything he's doing to howl this out, but the effects can be worth it. Allies who hear this during the fight will gain a burst of morale and adrenaline. For a short time, about half a minute, those allies can shrug off injuries as if they had the Survival power, but they do still take the damage, and after the half minute is up, if a wound would have normally killed them, they'll then likely keel over. Still, the move can buy himself and allies just enough time to at least take the sorry gits they're fighting with them! 
Omni's Note: A good example of a solid buff that doesn't require extensive downsides or a super move. If you want to add real stats, you'll need to take either of these two options.

This is essentially your painkiller idea. So could work as a good baseline there.

Now, going through in order:

Stimulant - If you want to remove fatigue, rather than make them be able to ignore it for a short time, or accumulate it slower, you might need healing. It would also probably require some kind of drawback, either a bunch of time taken out of combat, or you essentially taking on their fatigue if you wish to remove it. If you just want to give them a burst of energy, however, you can probably do something similar to WAAAAAAAAUUUUGH!, but with a different execution to suit your character.

Anti-anxiety - Probably doable without large downsides, unless it's a significant boost. Giving them something like tunnel vision, so they're unable to easily spot another target to the side or something would probably work as a fair drawback here.

Detox - This will need healing. Simply removing all damage over time effects and the like are probably going to need a drawback of sorts, like taking some time to do, or being tiring.

Painkiller - See WAAAAAAAAUUUUGH!

Psy Juice/Magic Juice - You may need telepathy yourself, or a related power. But it's doable. And, again, the exact strength of it will depend on the downsides to the move. No downsides = very weak, a lot of downsides = a lot stronger.

For durations, I would advise avoiding pushing for anything longer than a minute, with more potent buffs lasting for less time. Unless you're okay with having larger downsides.
(11-09-2017, 12:04 PM)Ebonywood Hellscythe Wrote:
(11-09-2017, 10:49 AM)Sister Evangeline Wrote: [spoiler]So I'm trying to work out how to best make some buffs as normal moves and from what I can gather the one thing I can't really do with buffs is have them boost stats unless it's expending SP, which I don't want to, so I'm wondering if someone could help me out.

I'm thinking of having a bunch of different medications that do different things, probably limit it to 10 doses each, the raw materials for which have to be gathered in the mean time but are reasonably abundant. So I has to go up to each individual I want to buff and apply the medication. It might be a patch, injection or a pill, each of which would have differing application times

So these are my current ideas, let me know if I'm on the right track. I know each of these would be an individual move.

Stimulant, reduces fatigue
Anti-anxiety, Improving accuracy (like how snipers use Valium)/calming someone who's panicking,
Detox, Purges the body of impurites (like they've been poisoned or something)
Painkiller, Reduces the effect of damage on the body (So it takes the same amount of hits to kill someone, but they show the effects less)
Psy juice, improves neural activity in pyskers, reducing the strain of preforming psychic attacks
Magic Juice, Same as above, but for witches and heretics

I could also add in negative effects to boost the potency I'd imagine. The stimulant might come with tremors and temporary behavioral changes for example.

So is this looking alright? I've tried searching and I can't find much on buffs like this so if there are any that I've missed feel free to direct me to them.[/spoiler]

First off, my suggestions are only for buffing someone else. Not yourself. Which I think is your intention.

I mean... It would be nice to occasionally use them but you know the rule; Don't get high of your own supply. So if it breaks balance then I'm fine with not using it myself. The thing that I'd like to point out is that the negatives should be on the "Castee" not the "Caster". They're drugs, not magic so.

Quote:Now, going through in order:

Stimulant - If you want to remove fatigue, rather than make them be able to ignore it for a short time, or accumulate it slower, you might need healing. It would also probably require some kind of drawback, either a bunch of time taken out of combat, or you essentially taking on their fatigue if you wish to remove it. If you just want to give them a burst of energy, however, you can probably do something similar to WAAAAAAAAUUUUGH!, but with a different execution to suit your character.

Might being the operative word I hope. Healing is a power that I want to get, but damn its expensive.

Quote:Anti-anxiety - Probably doable without large downsides, unless it's a significant boost. Giving them something like tunnel vision, so they're unable to easily spot another target to the side or something would probably work as a fair drawback here.

Might also reduce speed by 1 or something?

Quote:Detox - This will need healing. Simply removing all damage over time effects and the like are probably going to need a drawback of sorts, like taking some time to do, or being tiring.

RIP. I need a way to stop the nurglite and his heretical campaign. Come on guys, help me out.

Quote:Psy Juice/Magic Juice - You may need telepathy yourself, or a related power.

Do you think? Because I mean I would imagine the fluff would be that it's just a neurological booster, like the stimulant only much more targeted.

Quote:For durations, I would advise avoiding pushing for anything longer than a minute, with more potent buffs lasting for less time. Unless you're okay with having larger downsides.

I'm okay with horrific downsides.


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