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Moves (IMPORTANT)
#1
Got questions about moves, ask them here.

I have to stress this, No discussions, no answering the questions asked here, I'll get that done after the thread is closed.

Everyone has 2 weeks to ask whatever questions they have about moves, move mechanics, system, etc.

Also, we'll be updating the various move examples around the site, if you think you have a move that is a good example of, well, moves, then PM me the move. Approved Moves only.
#2
I have a question which has been on my mind a lot. I do not wish to start a discussion nor do i wish to step on anyones toes with this. I just genuinely want to know the reason for this.

Why are we forced to discribe moves in such detailed description? For example, If i want to get a move approved for a gun, these days i will have to discribe the bulletspeed, firing rate, magazine count, diameter of the bullets, fatigue cost (for some reason???), how much damage it does, range, etc etc.

DA is the perfect example why i ask this. If i were to use said gun in a fight, people write "Two shots were fired at the target, one missing, the other one burrying in his flesh." This is nice to read, and make sense. I do not write " He fired the bullet at 23m/s at the enemy at 40m distance, causing moderate damage while the shooter felt tired due to pulling the trigger." i know this is a silly example but all the unnecessary details that go into moves these days aren't really used during writing.

i do understand the length of a sword etc should be mentioned. But what does a bulletcount in a magazine add? or how long it takes to resummon? If someone were to "spam a move" judges would automatically give a negative score....because its not a good read. No single writer would kill his own story by using the same thing over and over again.

which brings me back to the original question. What is the reason for excessive details? Why isnt writer interpetation not more of a thing in the move section?

Thank you in advance.
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You're naive. We're destroyers, not saviors. - Yu Kanda
#3
Via application of Moves and Powers, is it actually possible to break the x2 SPD barrier? For example, using Time Manip and Burst Movement to speed yourself(or someone else) beyond your limits?

SPD is currently used to "boost your chances of escaping a fight". Will other stats have similar effects on the tangible (I say tangible in that it'll actually effect the win/lose judgement) outcome of a fight? For example, would having a high ATK give a boosted chance to win a fight?
[Image: Jacksig.png]
#4
How are the costs of moves calculated?
#5
What is the driving force behind the current rules system that moderate how Moves work? Like, what does the Moves system currently: incentivize and how does it quantify what is an expensive move and what is a cheap move? How do those metrics relate to how they are narratively used? The Moves system honestly seems really far removed from the actual feet on the ground operation of fights and how people use the site, so I'm really interested in trying to understand what the motivating forces are behind the current structure. Am I missing something?
#6
Are Super Moves back to static damage per level? I remember that being the case, but I couldn't find the ruling anywhere.

Are Assists allowed to use Super Moves or Power-Ups?

How many sword Moves is too many?
[Image: Jacksig.png]
#7
Related to Bandit's questions above, I noted that moves were priced on variability rather than potency.
I can agree with that, but I was curious as to why that is?
#8
1. There’s a lot in the rules mentioned about Damage Points, but the only time I’ve ever seen those be used as legitimate measure of how a fight goes (correct me if I’m wrong) is in Dante’s Abyss and Graveyardverse. Otherwise, for the most part, it just seems like fights are judged based on quality of writing, which I think is the correct way since this, above everything IMO, a writing site. I’d love some clarity on why these are necessary, or if they... aren’t? Bc at the moment to me it just seems like another random number no one ever really uses except in the Move Approval thread. 
2. Assist rules can get kinda fuzzy. To use a few examples, “Super Ghost Kamikaze Attack” (Gotenks, DBZ) seems like something that could fit as a move or an assist. Is any entity that we summon that has a mind of its own an assist, or if they have a specified purpose, is it a move?
3. On that note, and this is sort of a personal gripe, what’s the logic in having to pay NPC points for an assist to exist outside their combat capacity? They already cost more OM than almost anything else and it doesn’t always make sense to roleplay them as Shiva-style assists that just pop up and shoot ice (which, once again, feels like something that could even be rationalized as a move instead of an assist). If they show up for long periods of time (like my Simba and Retane’s Arith) should people like me who choose to integrate these canon characters into our story really need to use up one to three NPC points in addition to 1000+ OM? I can imagine a compromise on this that we should pay something if they’re A-listers, but it seems silly to drop OM and NPC points (and, for that matter, SP) on someone like Bambi. Especially when you also have to spend at least 300 OM (usually more) to make them even relatively useful bc it usually it doesn’t make narrative sense for them to use your moves? Like what us Simba without claws and teeth? He can’t exactly wield a keyblade.
#9
Don't reallly have a question about the rules at this moment, but I have a few moves that would be good examples for buff and de-buffs.

Debuff:
Quote:Kinetic Disruption - 300OM
Requires Ranged, Homing Prof., Debuff

With strong telepathic abilities, on can go beyond the ability to simply read minds. The Megitsune specializes in magics that confuse and befuddle the mind. With concentration, images can be sent other people’s minds, causing disruptive problems within an enemy’s mind.

When activated while(and only when) wearing her mask, Yukika is capable of can create certain ‘false images’ in a single enemies mind. Creating an image takes a few seconds of motionless concentration, but the image can only take the shape of one object at a time(A tree, a copy of Yukika, etc). Her ability can only extend to a single person within the range of her telepathy. Those with equal tec to her may see the ‘false image’ in a blur when within 30ft, whereas someone with half her tec wouldn’t notice it was fake until they were within arms reach. Those with double her tec may not be affected at all, if so, they will constantly see the fake image as what it is, a blur of nothing.

The limit to what Yukika can make with Disruption is nigh endless, but she is limited to a single image at a time. If she chooses to create a new image, the original she had before must be erased and redesigned. Yukika cannot change how a person sees the image, only what they see. This move isn’t heavily taxing on her, but can be if she over uses it. Moving out of range or out of sight of Yukika will cause the image to vanish, if this happens, she must recreate the image.

Buff:
Quote:Calling of Kon - 300OM
Requires Ranged Prof., Buff Prof.

Yukika takes a moment of motionless concentration to summon a floating blue mote of magical flame above her. It takes about ten seconds to create, but once it is, it provides a bonus to her and her allies. The warmth of the flame invigorates her allies, giving them a small increase in speed as it follows her around the battlefield. The range is only 30ft, so Yukika has to endeavor to stay close to her friends while it is active. Once active, it requires no concentration to maintain, but it will last only a minute. Once it disappears, it must be re-summoned again using the same method. Being hit can interrupt the casting. This spell causes some slight fatigue, but nothing that can wear her down quickly.
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