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Move Approval V
(05-04-2018, 07:06 PM)Jak Mar Wrote: T2 Super Move- Surprise, Fucker. [800] Physical, Ranged, Area Attack

[Picture of Dynamite here]

The reason Jak's got his nickname in DA 15' with his own twist.

Jak is able to use Om to create eco that can cause different effects to the dynamite.

Dark eco dynamite- Using Dark eco causes the dynamite to have a burning  like feeling to it when it blows up near a opponent. It can also cause medium term damage as it hits. The explosion has a 15 to 30 cm range. The blast range lasts about a good 15 seconds. 

I'm a bit confused here. Mostly how an explosion lasts 15 seconds. Also, a 15-30 cm explosion is really small. Is this what you have in mind? I've reworded it to try and make it a bit clearer (assuming you did mean 15 seconds and 15-30cm range):
[spoiler]
Quote:(doesn't need area attack since the explosion is small)

T2SA - Surprise, Fucker (300) (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.
[/spoiler]
(05-04-2018, 07:07 PM)Lord Zedd Wrote: Corrections in bold.

Today’s Blast  - 600 OM (Requires Ranged Attack, Integration, Shapeshifting)

The monster is also able to fire energy attacks that may or may not be made of a relevant substance to it. Otherwise, the attack will be made of pure energy, but functionally there is no difference. It can fire weaker energy blasts, approximately the size of a baseball, at a rate of one per second, becoming exhausted with continual use of this attack beyond ten uninterrupted blasts. It can also charge a single ranged blast for five seconds, but will need to rest at least fifteen seconds before firing another charged attack. The charged version is about three times the size of the uncharged. Both versions of this attack are only able to damage a single target, and they move roughly as fast as a fired arrow. The maximum range of either is about fifty yards. The monster may fire from its mouth, hands, or any unique appendages it may have, like a tail or wings.

Approved.
Upping "Driven Mad" From T1 to T2 by strengthening the effects and increasing the duration a bit. Also slightly changing the name.

T2 Super Utility: Pandemonium "Driven Mad" (Debuff, Ranged, Area Attack, Telepathy) (800): 
Clownpiece pours a pure, lunatic power into her torch, sweeping it out in front of her and sparking incredible impulsion, aggression, and irritation in all enemies within 20 meters who can see the light. For the 45 seconds their lunacy lasts for, those affected are filled with an overwhelming desire to simply attack, and begin to actively disregard the safety of themselves and their allies. Those afflicted have no qualms knocking aside their allies, getting in the way of attacks (either enemy or ally), and are completely willing to overexert and hurt themselves in their quest to simply attack. Can be blocked by Super Defenses of the same Tier or higher.

Old version:
[spoiler]T1 Super Utility: Driven Mad (Debuff, Ranged, Area Attack) (600): 
Clownpiece pours her power into her torch for five seconds, before sweeping it out in front of her, strengthening its madness-inducing light and sparking extreme impulsion and aggression in any enemies within 20 meters who see it. For the thirty seconds their lunacy lasts for, those affected no longer care about their own safety, or that of their allies, instead overcome with a single-minded determination to attack. They become very likely to accidentally harm themselves with their own attacks, as well as trip over or otherwise get in the way of their allies. Can be blocked by super defenses.[/spoiler]

Also even more additions to Lampad's Torch because why not

Lampad's Torch - Phantom Pain (Ranged, Homing, Debuff, Telepathy) (+300): 
After a quick, one second charge, Clownpiece sweeps her torch out at a single enemy within range. When used the moment they get hit by an attack of any kind, the pain they feel from that attack is seared into their mind as a trauma, otherwise nothing happens. For the next minute, Clownpiece can sweep her torch at them again after a second of charge-up to make them relive that pain, as fresh as the moment they were hit, though they suffer no new wounds from it. Like its name suggests, it can also cause people to feel pain in limbs they no longer have.
(Main Torch Fare: 20-meter range, almost negligible energy cost, Clownpiece can move around)

Lampad's Torch - Schizophasia (Ranged, Area Attack, Debuff, Telepathy) (+300):
Clownpiece casts a scrambling light over her enemies, tangling up the communication centers of their minds. For 30 seconds all communication, even through things like gestures, telepathy, writing/texting, is impossible. Those who try to communicate in any way only let loose a scrambled avalanche of words/ideas lacking any coherence whatsoever. This even applies to people talking aloud to themselves, though thoughts remain unaffected.
(Main Torch Fare: 20-meter range, negligible fatigue cost, 5 second charge time, enemies must see the light to be affected)
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
(05-04-2018, 05:32 PM)Viola Wrote: Four moves here. After these, I think Viola should be set for DA (gotta pump out dem buffs for the 2v2 action).

Time Stutter (300) Requires: Time Manipulation, Foresight, Buff, Ranged, Homing
[spoiler]Viola focuses for 4 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 can 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 the spell is stored (so can concentrate on any of her powers/moves, and charge this move again if she wanted). This move is moderately tiring for Viola to use. The spell causes the target to iterate through brief periods of time, effectively bestowing an advanced form of foresight upon them.

For the first 3 seconds, after this move is used, the target experiences nothing different than usual. However, after the third second, time instantly reverses by 2 seconds. Only they retain knowledge of the 2 seconds of the future they experienced (so everyone else - including Viola if she didn't use this on herself - is none the wiser), and while the transition may be jarring, they can act differently with the knowledge they've accrued. 3 seconds after going back in time the first time, they're sent back 2 seconds a second time. This repeats again and again, with them progressing with 1 second for each time stutter - as a result, there is some overlap between each loop. The target experiences 10 time stutters in total, giving this move a 'real' duration of about 12 seconds (although the first second is never looped over, and the last and second seconds are experienced once rather than twice). The person affected by this move experiences 32 seconds during this time.

As the target actually experiences the events, suppression has no effect on blocking it (unlike normal with normal foresight). However, someone with telepathy and high enough TEC may be able to read the thoughts of someone affected by this move following the usual rules (and could thus react differently if they were able to do so quickly enough). If Viola uses this move on someone already under its effect, it resets the duration (so brings the number of remaining time loops up to 10). Viola's efficient, so she'll tend to wait until afterwards.[/spoiler]
Reversing time might usually be a big no-no, but this doesn't revert time to before when she uses the move. So, mechanically, it's basically the same as a better foresight.

Time Walk (300) Requires: Time Manipulation, Buff, Ranged, Homing
[spoiler]Viola focuses for 4 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 can 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 the spell is stored (so can concentrate on any of her powers/moves, and charge this move again if she wanted). This move is not initially tiring for Viola to use. This spell replicates Viola's timekeeper in a special way, superficially enhancing the target's reaction.

Once affected by this move, time 'stops' from the target's perspective. For the next 15 seconds (real time), time only moves forward when they move or act. If they perform an action slower than normally possible for them, then time will move in slow motion respectively. While active, Viola experiences a light drain of energy over the 15 seconds (real time) this is in effect. Theoretically, someone could experience years under the effects of this move if they simply stood still. This doesn't allow anyone to use, charge, or execute moves faster than usual or act beyond their physical capabilities, it just allows them to apply a lot more precision to their actions - potentially performing feats such as cutting bullets out the air or catching an arrow with their bare hands.

As this move essentially forces the target to always move and act at maximum efficiency, it will often leave them more tired than they usually would be from performing those actions. That said, they usually won't realise until after the move has ended. Someone under the effects of this move cannot recover fatigue or energy while it's in use by conventional means (i.e. resting normally) but both they and Viola can dispell this move early at will. If Viola uses this move on someone already under its effect, it resets the duration.[/spoiler]
Because I saw someone playing Superhot on youtube and wanted to rip it off. This is pretty similar to Viola's timekeeper move, except it always works in the same way (rather than slowing time variably at will), can be a buff, and is arguably less tiring (but has a charge time).

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, and charge this move again if she wanted). 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 suffering 30 seconds of fatigue over 15 seconds (due to them acting and experiencing twice as much), they also suffer a strong energy drain over the duration of this move but can choose to end its effects early. 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. If Viola uses this move on someone already under its effect, it resets the duration.[/spoiler]
Because what time-based buffer isn't complete without a haste move? I think the fatigue costs and charge time should be enough for this. I need a fancy name for this one though, so timey-wimey name suggestions would be hella cool if you think of any.

Kinetic Lag (300) Requires: Time Manipulation, Ranged, Ranged Control
[spoiler]Viola focuses for 3 seconds, where she can twist and make small steps to try and avoid attacks, as well as execute basic blocks. She can 'store' the energy for this move for up to 30 minutes - however, and it can be cast at will. She can act as usual while the spell is stored (so can concentrate on any of her powers/moves, but cannot charge this move multiple times). Initially, this move is not initially tiring for Viola to use.

When faced with an explosion (or any other area of effect attacks that does damage about a point, such as a shockwave running through the ground) within 30m of her, Viola can use the stored energy to freeze it in time the moment before it expands (or slightly afterwards) before it can harm her (or an ally). Once she does so, she's free to run and try and escape the explosion radius (but without insight or prior knowledge she won't know how far she needs to run). Holding back the explosion requires constant focus, so if Viola devotes her remaining efforts to running she won't be able to block or attack effectively with basic weapons. It also applies a constant light energy drain to her. Once she loses focus (willingly or unwillingly - i.e. by taking damage), the explosion occurs as usual.

On rare occasions, Viola may be able to trick someone into getting hurt. If Viola freezes an half-finished explosion, it remains inert. If it was really hot, the area may still be damaging, but toxic gasses and waves of force are nothing more than pretty or sight-obscuring effects while frozen. Without an increase to her reactions, Viola will typically need to use her foresight to be able to execute this move successfully (since she's effectively stopping a grenade the moment it explodes, or the moment before). There may be cases where Viola would have no way of knowing if something is about to explode or not (likely when fighting someone with suppression who just used a move she hasn't seen before). When this happens, she may end up wasting this spell against something that won't blow up as a precaution, although doing so doesn't come with the energy cost and she'll usually figure out that it was useless pretty quickly - it just means she needs to re-charge this to use it again. Super attacks are too powerful for her to stop with this move.[/spoiler]
This 'pauses' explosions, but in doing so Viola is typically left vulnerable until she escaped the blast radius.


Time Stutter - What stops you from casting this on multiple people at the same time? Otherwise sure? It just seems like your giving them foresight a bunch of times.
Time Walk- Same thing as the first question. But otherwise it looks fine.
Haste - "well as charge moves and powers twice as quickly as normal." This is a bit scary. A lot of your moves have a "when this ends" it adds fatigue but it doesn't detract from how good it is at the time. Also 30 seconds is a long time to be twice as fast. Could you somehow try and make it either a little less scary or possibly add a downside that occurs during the effect?
Kinetic Lag needs to be 600. 300 for escaping and 300 for tricking someone into getting hurt. Also can she AND an ally escape or is it an OR. Is she freezing the explosion or all of time? How long can she hold it? Can anyone run away?
@Wyatt: Time Shutter/Walk: Nothing. Viola can use this on multiple people at once if she used the move multiple times. Since it's fire and forget and the charge remains stored.

Haste: They're twice as fast for 15 seconds. It just feels like 30 seconds to them (and they don't feel like they're moving faster - to them everyone else is slow). "the flow of time around the target is sped up for the following 15 seconds (real time)". Also, the person under the effects feels the heavy fatigue drain throughout "they also suffer a strong energy drain over the duration of this move", they don't suffer at the end like with time walk.

Kinetic Lag: She's just freezing an explosion. It doesn't do anything else. The "tricking" would just be if she happened to unfreeze their explosion while they were near to it. It's still the same function. I'll give you a rewrite for how long she can freeze something. Anyone can run away. The explosion is just "frozen". Viola's not freezing time, just the explosion. Rewrite of kinetic lag:
[spoiler]
Kinetic Lag (300) Requires: Time Manipulation, Ranged, Ranged Control

Viola focuses for 3 seconds, where she can twist and make small steps to try and avoid attacks, as well as execute basic blocks. She can 'store' the energy for this move for up to 30 minutes - however, and it can be cast at will. She can act as usual while the spell is stored (so can concentrate on any of her powers/moves, but cannot charge this move multiple times). Initially, this move is not initially tiring for Viola to use.

When faced with an explosion (or any other area of effect attacks that does damage about a point, such as a shockwave running through the ground) within 30m of her, Viola can use the stored energy to freeze the explosion in time the moment before it expands (or slightly afterwards) before it can harm her (or an ally). Once she does so, she's free to run and try and escape the explosion radius (but without insight or prior knowledge she won't know how far she needs to run). Holding back the explosion requires constant focus, so if Viola devotes her remaining efforts to running she won't be able to block or attack effectively with basic weapons. It also applies a constant light energy drain to her, so while she could potentially hold something back for up to a minute or so, the drain adds up and will leave her very tired by the end of it - also, delaying an explosion does leave her unable to fight effectively so in most circumstances she'll only use this until she feels she's "safe". Once she loses focus (willingly or unwillingly - i.e. by taking damage), the explosion occurs as usual.

On rare occasions, Viola may be able to trick someone into getting hurt (e.g. by holding back their explosion and luring them into the blast radius, then allowing it to explode on them). If Viola freezes an half-finished explosion, it remains inert. If it was really hot, the area may still be damaging, but toxic gasses and waves of force are nothing more than pretty or sight-obscuring effects while frozen. Without an increase to her reactions, Viola will typically need to use her foresight to be able to execute this move successfully (since she's effectively stopping a grenade the moment it explodes, or the moment before). There may be cases where Viola would have no way of knowing if something is about to explode or not (likely when fighting someone with suppression who just used a move she hasn't seen before). When this happens, she may end up wasting this spell against something that won't blow up as a precaution, although doing so doesn't come with the energy cost and she'll usually figure out that it was useless pretty quickly - it just means she needs to re-charge this to use it again. Super attacks are too powerful for her to stop with this move.[/spoiler]
(05-04-2018, 07:41 PM)Clownpiece Wrote: Lampad's Torch - Phantom Pain (Ranged, Homing, Debuff, Telepathy) (+300): 
After a quick, one second charge, Clownpiece sweeps her torch out at a single enemy within range. When used the moment they get hit by an attack of any kind, the pain they feel from that attack is seared into their mind as a trauma, otherwise nothing happens. For the next minute, Clownpiece can sweep her torch at them again after a second of charge-up to make them relive that pain, as fresh as the moment they were hit, though they suffer no new wounds from it. Like its name suggests, it can also cause people to feel pain in limbs they no longer have.
(Main Torch Fare: 20-meter range, almost negligible energy cost, Clownpiece can move around)

Lampad's Torch - Schizophasia (Ranged, Area Attack, Debuff, Telepathy) (+300):
Clownpiece casts a scrambling light over her enemies, tangling up the communication centers of their minds. For 30 seconds all communication, even through things like gestures, telepathy, writing/texting, is impossible. Those who try to communicate in any way only let loose a scrambled avalanche of words/ideas lacking any coherence whatsoever. This even applies to people talking aloud to themselves, though thoughts remain unaffected.
(Main Torch Fare: 20-meter range, negligible fatigue cost, 5 second charge time, enemies must see the light to be affected)

I'm leaving your super utility for a higher up.

Phantom Pain: This feels too easy. Like, you could just use this to prevent anyone from charging up most attacks for a full minute. If you add a slight fatigue cost for each swing, then I think it should be alright.

Schizophasia: Seems fun. Approved.
Lampad's Torch - Phantom Pain (Ranged, Homing, Debuff, Telepathy) (+300): 
After a quick, one second charge, Clownpiece sweeps her torch out at a single enemy within range. When used the moment they get hit by an attack of any kind, the pain they feel from that attack is seared into their mind as a trauma, otherwise nothing happens. For the next minute, Clownpiece can sweep her torch at them again (with another second of charge-up, plus the usual light fatigue) to make them relive that pain, as fresh as the moment they were hit, though they suffer no new wounds from it. Like its name suggests, it can also cause people to feel pain in limbs they no longer have.
(Main Torch Fare: 20-meter range, almost negligible energy cost, Clownpiece can move around)
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
(05-04-2018, 08:19 PM)Clownpiece Wrote: Lampad's Torch - Phantom Pain (Ranged, Homing, Debuff, Telepathy) (+300): 
After a quick, one second charge, Clownpiece sweeps her torch out at a single enemy within range. When used the moment they get hit by an attack of any kind, the pain they feel from that attack is seared into their mind as a trauma, otherwise nothing happens. For the next minute, Clownpiece can sweep her torch at them again (with another second of charge-up, plus the usual light fatigue) to make them relive that pain, as fresh as the moment they were hit, though they suffer no new wounds from it. Like its name suggests, it can also cause people to feel pain in limbs they no longer have.
(Main Torch Fare: 20-meter range, almost negligible energy cost, Clownpiece can move around)

Sorry to double back like this, but I'm thinking you should remove the homing aspect. At least for the later swings. Make it so that they need to see the torch (or something like that).
didn't realize i forgot that bit lol

Lampad's Torch - Phantom Pain (Ranged, Debuff, Telepathy) (+300): 
After a quick, one second charge, Clownpiece sweeps her torch out at a single enemy within range that can see the light. When used the moment they get hit by an attack of any kind, the pain they feel from that attack is seared into their mind as a trauma, otherwise nothing happens. For the next minute, Clownpiece can sweep her torch at them again (with another second of charge-up, plus the usual light fatigue) to make them relive that pain, as fresh as the moment they were hit, though they suffer no new wounds from it. Just like with normal aspects of her torch, they must be in range and be able to see the light each time she swings for it to work. Like its name suggests, it can also cause people to feel pain in limbs they no longer have.
(Main Torch Fare: 20-meter range, almost negligible energy cost, Clownpiece can move around)
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
(05-04-2018, 08:34 PM)Clownpiece Wrote: didn't realize i forgot that bit lol

Lampad's Torch - Phantom Pain (Ranged, Debuff, Telepathy) (+300): 
After a quick, one second charge, Clownpiece sweeps her torch out at a single enemy within range that can see the light. When used the moment they get hit by an attack of any kind, the pain they feel from that attack is seared into their mind as a trauma, otherwise nothing happens. For the next minute, Clownpiece can sweep her torch at them again (with another second of charge-up, plus the usual light fatigue) to make them relive that pain, as fresh as the moment they were hit, though they suffer no new wounds from it. Just like with normal aspects of her torch, they must be in range and be able to see the light each time she swings for it to work. Like its name suggests, it can also cause people to feel pain in limbs they no longer have.
(Main Torch Fare: 20-meter range, almost negligible energy cost, Clownpiece can move around)

Approved.
(05-04-2018, 08:07 PM)Viola Wrote: @Wyatt: Time Shutter/Walk: Nothing. Viola can use this on multiple people at once if she used the move multiple times. Since it's fire and forget and the charge remains stored.

Haste: They're twice as fast for 15 seconds. It just feels like 30 seconds to them (and they don't feel like they're moving faster - to them everyone else is slow). "the flow of time around the target is sped up for the following 15 seconds (real time)". Also, the person under the effects feels the heavy fatigue drain throughout "they also suffer a strong energy drain over the duration of this move", they don't suffer at the end like with time walk.

Kinetic Lag: She's just freezing an explosion. It doesn't do anything else. The "tricking" would just be if she happened to unfreeze their explosion while they were near to it. It's still the same function. I'll give you a rewrite for how long she can freeze something. Anyone can run away. The explosion is just "frozen". Viola's not freezing time, just the explosion. Rewrite of kinetic lag:
[spoiler]
Kinetic Lag (300) Requires: Time Manipulation, Ranged, Ranged Control

Viola focuses for 3 seconds, where she can twist and make small steps to try and avoid attacks, as well as execute basic blocks. She can 'store' the energy for this move for up to 30 minutes - however, and it can be cast at will. She can act as usual while the spell is stored (so can concentrate on any of her powers/moves, but cannot charge this move multiple times). Initially, this move is not initially tiring for Viola to use.

When faced with an explosion (or any other area of effect attacks that does damage about a point, such as a shockwave running through the ground) within 30m of her, Viola can use the stored energy to freeze the explosion in time the moment before it expands (or slightly afterwards) before it can harm her (or an ally). Once she does so, she's free to run and try and escape the explosion radius (but without insight or prior knowledge she won't know how far she needs to run). Holding back the explosion requires constant focus, so if Viola devotes her remaining efforts to running she won't be able to block or attack effectively with basic weapons. It also applies a constant light energy drain to her, so while she could potentially hold something back for up to a minute or so, the drain adds up and will leave her very tired by the end of it - also, delaying an explosion does leave her unable to fight effectively so in most circumstances she'll only use this until she feels she's "safe". Once she loses focus (willingly or unwillingly - i.e. by taking damage), the explosion occurs as usual.

On rare occasions, Viola may be able to trick someone into getting hurt (e.g. by holding back their explosion and luring them into the blast radius, then allowing it to explode on them). If Viola freezes an half-finished explosion, it remains inert. If it was really hot, the area may still be damaging, but toxic gasses and waves of force are nothing more than pretty or sight-obscuring effects while frozen. Without an increase to her reactions, Viola will typically need to use her foresight to be able to execute this move successfully (since she's effectively stopping a grenade the moment it explodes, or the moment before). There may be cases where Viola would have no way of knowing if something is about to explode or not (likely when fighting someone with suppression who just used a move she hasn't seen before). When this happens, she may end up wasting this spell against something that won't blow up as a precaution, although doing so doesn't come with the energy cost and she'll usually figure out that it was useless pretty quickly - it just means she needs to re-charge this to use it again. Super attacks are too powerful for her to stop with this move.[/spoiler]

Sure the first two moves are approved.

Haste- Again this seems better fitting of a Super Utility since you're effectively doubling someone's SPD and TEC for double energy drain. Also this gets a little broken with things like Super Speed and Burst Movement so that the character moves 4 times as fast. You're gonna need to rebalance it or maybe tone down the syngeries between the two.

Kinetic Lag- I get it now thanks. One last reservation I have is that like you said it's fire and forget so potentially before a fight you could cast this a lot of times and have it prepped for battled and since it's only "lightly draining" upon cast you could render any area move negligible with the caveats that you can't get hit and its draining. Maybe have a "max cast" or a cooldown time or more fatiguing to cast.
(05-04-2018, 09:30 PM)Wyatt the Swift Wrote: Sure the first two moves are approved.

Haste- Again this seems better fitting of a Super Utility since you're effectively doubling someone's SPD and TEC for double energy drain. Also this gets a little broken with things like Super Speed and Burst Movement so that the character moves 4 times as fast. You're gonna need to rebalance it or maybe tone down the syngeries between the two.

Kinetic Lag- I get it now thanks. One last reservation I have is that like you said it's fire and forget so potentially before a fight you could cast this a lot of times and have it prepped for battled and since it's only "lightly draining" upon cast you could render any area move negligible with the caveats that you can't get hit and its draining. Maybe have a "max cast" or a cooldown time or more fatiguing to cast.

Haste: This does more than double the energy drain. They suffer a strong energy drain over 15 seconds (feels like 30 to them) and suffer double energy costs (since they are doing twice as much). And Viola has her 5 second charge time and suffers moderate fatigue as well.

Kinetic Lag: She has to focus on it while it's active (making it hard to actually escape the blast radius at times), it's not "fire and forget" (time walk/stutter are though). Viola can barely fight while this is active if she wants to try and flee. Yeah, Viola could charge once it at the start of the fight, I guess. But she'd still need to spend another 3 seconds to be able to use it again. I'll add a cooldown if you want, but they're a pretty meh drawback, imo. Since there's nothing stopping someone just getting another move that does a similar thing. Also, I think you missed that she can only have this cast once. Bumped up the use fatigue by a bit and lowered storage time to 5 minutes:
[spoiler]
Kinetic Lag (300) Requires: Time Manipulation, Ranged, Ranged Control

Viola focuses for 3 seconds, where she can twist and make small steps to try and avoid attacks, as well as execute basic blocks. She can 'store' the energy for this move for up to 5 minutes - however, and it can be cast at will. She can act as usual while the spell is stored (so can concentrate on any of her powers/moves, but cannot charge this move multiple times). Initially, this move is lightly tiring for Viola to use.

When faced with an explosion (or any other area of effect attacks that does damage about a point, such as a shockwave running through the ground) within 30m of her, Viola can use the stored energy to freeze the explosion in time the moment before it expands (or slightly afterwards) before it can harm her (or an ally). Once she does so, she's free to run and try and escape the explosion radius (but without insight or prior knowledge she won't know how far she needs to run). Holding back the explosion requires constant focus, so if Viola devotes her remaining efforts to running she won't be able to block or attack effectively with basic weapons. It also applies a constant light energy drain to her, so while she could potentially hold something back for up to a minute or so, the drain adds up and will leave her very tired by the end of it - also, delaying an explosion does leave her unable to fight effectively so in most circumstances she'll only use this until she feels she's "safe". Once she loses focus (willingly or unwillingly - i.e. by taking damage), the explosion occurs as usual.

On rare occasions, Viola may be able to trick someone into getting hurt (e.g. by holding back their explosion and luring them into the blast radius, then allowing it to explode on them). If Viola freezes an half-finished explosion, it remains inert. If it was really hot, the area may still be damaging, but toxic gasses and waves of force are nothing more than pretty or sight-obscuring effects while frozen. Without an increase to her reactions, Viola will typically need to use her foresight to be able to execute this move successfully (since she's effectively stopping a grenade the moment it explodes, or the moment before). There may be cases where Viola would have no way of knowing if something is about to explode or not (likely when fighting someone with suppression who just used a move she hasn't seen before). When this happens, she may end up wasting this spell against something that won't blow up as a precaution, although doing so doesn't come with the energy cost and she'll usually figure out that it was useless pretty quickly - it just means she needs to re-charge this to use it again. Super attacks are too powerful for her to stop with this move.[/spoiler]
Kinetic Lag Approved.

I'm still having some last reservations on Haste. The fatigue it gives the user seems fine but the problem is that you're giving a person both double speed and double TEC. imagine someone with 5 SPD and you boost them up to 10 SPD and then the have BURST movement for 20 speed total. This can also stack with power ups with only a fatigue for the person applied and moderate fatigue for you.
(05-04-2018, 10:04 PM)Wyatt the Swift Wrote: Kinetic Lag Approved.

I'm still having some last reservations on Haste. The fatigue it gives the user seems fine but the problem is that you're giving a person both double speed and double TEC. imagine someone with 5 SPD and you boost them up to 10 SPD and then the have BURST movement for 20 speed total.  This can also stack with power ups with only a fatigue for the person applied and moderate fatigue for you.

It doesn't really give double TEC. TEC is more how someone reacts rather than reaction time, I think. Give an idiot a sword and even if you double their speed and reactions they'll probably still be pretty clumsy. It's also 15 seconds long and it'll leave someone pretty dead afterwards. It's doubling what someone can do. Sure she could make someone into Sanic, but someone who's all speed would be doing less damage or still hitting a bit less accurately. But, sure. I got an idea how to do this.

Anyway, making another edit. Viola now needs to concentrate on anyone she uses haste on for its duration - hopefully, this should work, since it's like pooling their powers together. I've also made the stamina drain for someone under the effects of haste more specific:

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, 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.[/spoiler]
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.
(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]
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.)
[Image: oNAS6Nu.png]


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

Just submitting some moves for my DA NPC


pocketsaw (300 OM, requires physical proficiency)

https://comps.canstockphoto.co.uk/3d-pen...840003.jpg

A 55cm sawblade comes out of Bob’s pocket pocket, similar to a switchblade. To trigger this, it takes a button press and a 1 second wait for it to come in or out of the pocket pocket. The blade is strong but can be broken if a prime with an ATK higher than Bob’s DEF tries to snap it and they have physical proficiency. If the blade is broken, Bob just needs to press the button, only it takes 1.5 seconds. It can’t stab but can saw, making it slightly better at cutting off limbs than a normal bladed weapon. It’s very light and can be wielded competently by Bob.


This bitch full of deadly projectiles, YEET (600 OM, requires ranged prof)

Bob opens up a pocket pocket 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 and a weaker strength 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 a second to do it. It takes 5 seconds of a loud charge up time, similar to the sound of a vacuum cleaner, to fire back a projectile.


AK-47 rifle (300 OM, requires ranged prof)

https://media.gettyimages.com/photos/3d-...d522602421

Bob pulls out a modified AK-47 rifle, shooting 6 bullets a second which deal very low damage. It can hold 30 rounds and reloading takes 5 seconds as Bob takes out a new mag from his pocket pocket. It has a holographic sight on it and a grip but still has severe recoil, losing medium range accuracy after 2 seconds of firing.

Don't ask questions and will be over sooner than you think
@Emps: Pocket Saw and AK-47 rifle are approved.

YEET:
>How big is the pocket pocket?
>You realise catching a bullet or fast object within what's probably a small pocket will likely be very hard, right? You're gonna need good TEC, probably good SPD (unless their shot was telegraphed or obvious or you have foresight). Or alright TEC and improved reactions somehow.
>5 second charge up to fire back something is probably overkill in a lot of cases. Like if you caught a normal bullet that they fired effortlessly. If I were you, instead of making the projectile do reduced damage, just base the damage on your own stats and the effort/charge you put into the move.
This bitch full of deadly projectiles, YEET (600 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. Depending on how long Bob spends charging up a return shot, which is announced by a vacuum like sound, the damage will ramp up until it is at 125% of the original damage.

Changed opening time
Changed damage
I know that's it's going to be hard to catch a bullet. Bob is just a penguin, he's trying his best dammit
Added how big it is
(05-05-2018, 06:59 AM)The Emperor of Mankind Wrote: This bitch full of deadly projectiles, YEET (600 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. Depending on how long Bob spends charging up a return shot, which is announced by a vacuum like sound, the damage will ramp up until it is at 125% of the original damage.

Changed opening time
Changed damage
I know that's it's going to be hard to catch a bullet. Bob is just a penguin, he's trying his best dammit
Added how big it is

I think this would be 900 OM.
300 - Catch something
300 - Fire it back
300 - Variable charge for firing stuff back

Maybe replace: "Depending on how long Bob spends charging up a return shot, which is announced by a vacuum like sound, the damage will ramp up until it is at 125% of the original damage"

With: "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." Rather than using the numbers you put.


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