Posts: 100
Threads: 10
Joined: Jan 2015
Reputation:
0
(02-15-2018, 05:36 PM)Dane Regan Wrote: (02-15-2018, 05:30 PM)Gilgamesh Wrote: Mirror Mirror on the wall.
Gilgamesh pulls out a mirror shield from his gates of Babylon to prepare to block a massive move. This ornate mirror shield is about as tall as Gilgamesh and he can easily fit behind it. Any T2 or below super move that targets Gilgamesh gets reflected harmlessly away from him(this cannot be used to hit an enemy and is for flavor). This cannot be used to block for more than one person.
Approved, as a T2 defence with area defence proficiency (it's convention to add the proficiencies required by a move to the top, like this: T2 Super Defence: Mirror Mirror on the wall (800) Requires: Area Defence). One comment: "This cannot be used to block for more than one person." isn't necessary. You could remove that if you wanted and block for someone behind you during a fight if you wished - so feel free to change that and shoot it back for reapproval.
Edit: As far as I'm aware, the following is the only move above left unreplied to: http://omniverse-rpg.com/showthread.php?...#pid125162
Can I get it without the area defense proficiency if I say its a smaller shield?
Gilgamesh pulls out a mirror shield from his gates of Babylon to prepare to block a powerful move. This ornate mirror shield is above the size of Gilgamesh's torso. Any T2 or below super move that targets Gilgamesh gets reflected harmlessly away from him(this cannot be used to hit an enemy and is for flavor).
Posts: 126
Threads: 5
Joined: Apr 2017
(02-15-2018, 05:42 PM)Gilgamesh Wrote: Can I get it without the area defense proficiency if I say its a smaller shield?
According to your roster, you already have area defense - so it wouldn't cost you anything more. But, yes, you can if you want. The maximum shield size you can make without needing area defence can't be larger than 3ft in any direction - so it wouldn't be as tall as Gilgamesh if you do shrink it.
Posts: 185
Threads: 9
Joined: Aug 2016
Reputation:
0
I come bearing more moves for the future.
Candy Beam -- 300 OM (Requires: Ranged, Debuff)
In a process taking ten seconds, Graowr focuses energy into the tip of her index finger, which generates a visible, brightly glowing bubble of energy, just two inches in diameter. During the charge time, she may move as normal to evade attacks and use regular melee techniques to attack or distract a foe, but anything more taxing will disrupt her focus, as will a solid hit from an opponent. When the necessary energy is charged, it can be held for up to 30 seconds before dissipating. When fired, it produces a bolt of pink lightning, reaching about ten meters, crossing the distance at the speed of a bullet. Should it strike a target, they will be briefly paralyzed, as lightning arcs across their body in an extremely painful process. After two seconds of this, they will be engulfed in a cloud of pale pink smoke, and then transformed into some sort of candy. It may range in type and size, depending on the original target (generally, a larger creature will be a larger form of candy, and vice-versa), but they will always be very small, able to be held in one hand fairly easily by a person of average human size. While in this state, the target still retains fully aware of their surroundings, but in their candified state they are much weaker and more vulnerable, losing access to much of their fighting capability as it is much harder to move or do much of anything when you are candy, as may be expected. Some powers (Flight, Enhanced Senses, Telekinesis) can help with this, and some moves which don't rely on weapons or any specific body parts can even still be used to some extent. The effect on its own lasts for 15 seconds, and diminishes by 1 second for every point the target's DEF is higher than Graowr's ATK. While the attack is still in effect, it cannot be used on another target. Using it is actually fairly draining, making it good only for one or two uses in a fight.
Super God Fist -- 300 OM (Requires: Physical Strength, Debuff, Burst Movement, Flight)
Graowr charges energy into one fist for two seconds, which generates a bright glow of firey red-orange around it, almost like a glove of energy just half an inch or so bigger than her actual hand. While charging, she cannot perform any other actions, devoting her full focus to the attack, and a solid hit can break her charge. When ready, she bolts toward her target, going from a complete standstill to maximum speed in an instant and closing in on her target to deliver a lightning-quick punch with her energy-charged fist. It not only hits like a sledgehammer from the punch itself, but the gathered energy crashes over them to deliver a stunning, inordinately painful blow that can completely floor a target, knocking all the air and fight out of them to crumple them to the ground, if only for a few seconds. The effect tends to knock an opponent flying, leaving them to crash and roll along the ground completely out of breath for up to five seconds, subtracting one second for every point of DEF greater than Graowr's ATK. The simple, straightforward nature of the attack not only makes it fairly easy to see coming after the first time, but makes it fairly lax on energy consumption, letting it be safely used several times in a fight provided she doesn't go too crazy with it.
Ill Bomber -- 300 OM (Requires: Area Attack, Disassemble, Flight)
This technique involves Graowr gathering a huge amount of energy into her entire body, making her aura go crazy, flickering and dancing chaotically and making her body shine with a bright glow. It takes ten seconds, during which she must remain stationary and devote her focus to it, but only powerful attacks or a significant number of weaker ones can disrupt her charge. When prepared, she will rush her opponent to tray and grapple or latch onto them in some way, and then let the energy loose all at once in a huge explosion, seemingly blowing herself up in the process to take her enemy with her. The resulting explosion has a radius of five meters, making it a fairly sizable blast, and a significantly powerful one. Instead of actually blowing herself up properly, Graowr uses the blast to blow herself into her disassembled state, as wisps and clouds of dark blue smoke. In the aftermath of the blast, she will slowly pull herself together and reform over the next ten seconds, allowing her to sometimes get off a surprise attack against her recently exploded foe. The attack is, however, quite draining to use, and she doesn't get off completely free of injury, considering she does blow herself up to use it, so it's best only used once in a fight.
Form of the Nail -- 300 OM (Requires: Physical Strength, Debuff)
A fairly simple attack, but an effective one. Graowr focuses her energy and strength over two seconds, then launches herself at a foe. She leaps up, over them, and commences a quick series of punishing strikes, hammering them down one after another with as much force as she can muster. While the attacks are of course painful, their real purpose is to smash and drive an opponent into the ground, embedding them in the earth. The full sequence takes 12 strikes to perform, at which point the target will be buried up to their neck in the ground. Repeated blows to the head in such a fashion also leave the target dazed, for several seconds (a base of three, minus one for every point of DEF they have greater than Graowr's ATK), after which they can begin to extricate themselves. Given they are in a perfectly them-shaped hole in the ground, it is somewhat easier than it might otherwise be, though will still take some time. The energy consumption is fairly low, and given the number of blows involved to properly execute it, it can even be interrupted, making it a risky ploy to utilize, but effective if it can be pulled off.
Burst Jump -- 300 OM (Requires: Ranged, Area Attack, Burst Movement)
More of an emergency counter move and a 'panic button' than anything else, when she's pressed Graowr can rapidly leap backward or away from the source of her worry, and let fly a burst of energy toward the object of her concern, taking the form of several small bolts of energy -- about two dozen of them, each the size of a bullet, and pelting the general direction of her current target. They are not very powerful, and even against weak foes they will likely do no more than superficial damage, but do tend to produce inordinately large explosions and smoke clouds to buy time for a quick backup, to retreat and catch a momentary breather. The energy cost matches the damage of the technique, and is fairly minimal.
Posts: 126
Threads: 5
Joined: Apr 2017
(02-16-2018, 12:15 AM)The Future Warrior Wrote: [spoiler]I come bearing more moves for the future.
Candy Beam -- 300 OM (Requires: Ranged, Debuff)
In a process taking ten seconds, Graowr focuses energy into the tip of her index finger, which generates a visible, brightly glowing bubble of energy, just two inches in diameter. During the charge time, she may move as normal to evade attacks and use regular melee techniques to attack or distract a foe, but anything more taxing will disrupt her focus, as will a solid hit from an opponent. When the necessary energy is charged, it can be held for up to 30 seconds before dissipating. When fired, it produces a bolt of pink lightning, reaching about ten meters, crossing the distance at the speed of a bullet. Should it strike a target, they will be briefly paralyzed, as lightning arcs across their body in an extremely painful process. After two seconds of this, they will be engulfed in a cloud of pale pink smoke, and then transformed into some sort of candy. It may range in type and size, depending on the original target (generally, a larger creature will be a larger form of candy, and vice-versa), but they will always be very small, able to be held in one hand fairly easily by a person of average human size. While in this state, the target still retains fully aware of their surroundings, but in their candified state they are much weaker and more vulnerable, losing access to much of their fighting capability as it is much harder to move or do much of anything when you are candy, as may be expected. Some powers (Flight, Enhanced Senses, Telekinesis) can help with this, and some moves which don't rely on weapons or any specific body parts can even still be used to some extent. The effect on its own lasts for 15 seconds, and diminishes by 1 second for every point the target's DEF is higher than Graowr's ATK. While the attack is still in effect, it cannot be used on another target. Using it is actually fairly draining, making it good only for one or two uses in a fight.
Super God Fist -- 300 OM (Requires: Physical Strength, Debuff, Burst Movement, Flight)
Graowr charges energy into one fist for two seconds, which generates a bright glow of firey red-orange around it, almost like a glove of energy just half an inch or so bigger than her actual hand. While charging, she cannot perform any other actions, devoting her full focus to the attack, and a solid hit can break her charge. When ready, she bolts toward her target, going from a complete standstill to maximum speed in an instant and closing in on her target to deliver a lightning-quick punch with her energy-charged fist. It not only hits like a sledgehammer from the punch itself, but the gathered energy crashes over them to deliver a stunning, inordinately painful blow that can completely floor a target, knocking all the air and fight out of them to crumple them to the ground, if only for a few seconds. The effect tends to knock an opponent flying, leaving them to crash and roll along the ground completely out of breath for up to five seconds, subtracting one second for every point of DEF greater than Graowr's ATK. The simple, straightforward nature of the attack not only makes it fairly easy to see coming after the first time, but makes it fairly lax on energy consumption, letting it be safely used several times in a fight provided she doesn't go too crazy with it.
Ill Bomber-- 300 OM (Requires: Area Attack, Disassemble, Flight)
This technique involves Graowr gathering a huge amount of energy into her entire body, making her aura go crazy, flickering and dancing chaotically and making her body shine with a bright glow. It takes ten seconds, during which she must remain stationary and devote her focus to it, but only powerful attacks or a significant number of weaker ones can disrupt her charge. When prepared, she will rush her opponent to tray and grapple or latch onto them in some way, and then let the energy loose all at once in a huge explosion, seemingly blowing herself up in the process to take her enemy with her. The resulting explosion has a radius of five meters, making it a fairly sizable blast, and a significantly powerful one. Instead of actually blowing herself up properly, Graowr uses the blast to blow herself into her disassembled state, as wisps and clouds of dark blue smoke. In the aftermath of the blast, she will slowly pull herself together and reform over the next ten seconds, allowing her to sometimes get off a surprise attack against her recently exploded foe. The attack is, however, quite draining to use, and she doesn't get off completely free of injury, considering she does blow herself up to use it, so it's best only used once in a fight.
Form of the Nail -- 300 OM (Requires: Physical Strength, Debuff)
A fairly simple attack, but an effective one. Graowr focuses her energy and strength over two seconds, then launches herself at a foe. She leaps up, over them, and commences a quick series of punishing strikes, hammering them down one after another with as much force as she can muster. While the attacks are of course painful, their real purpose is to smash and drive an opponent into the ground, embedding them in the earth. The full sequence takes 12 strikes to perform, at which point the target will be buried up to their neck in the ground. Repeated blows to the head in such a fashion also leave the target dazed, for several seconds (a base of three, minus one for every point of DEF they have greater than Graowr's ATK), after which they can begin to extricate themselves. Given they are in a perfectly them-shaped hole in the ground, it is somewhat easier than it might otherwise be, though will still take some time. The energy consumption is fairly low, and given the number of blows involved to properly execute it, it can even be interrupted, making it a risky ploy to utilize, but effective if it can be pulled off.
Burst Jump -- 300 OM (Requires: Ranged, Area Attack, Burst Movement)
More of an emergency counter move and a 'panic button' than anything else, when she's pressed Graowr can rapidly leap backward or away from the source of her worry, and let fly a burst of energy toward the object of her concern, taking the form of several small bolts of energy -- about two dozen of them, each the size of a bullet, and pelting the general direction of her current target. They are not very powerful, and even against weak foes they will likely do no more than superficial damage, but do tend to produce inordinately large explosions and smoke clouds to buy time for a quick backup, to retreat and catch a momentary breather. The energy cost matches the damage of the technique, and is fairly minimal.[/spoiler]
I don't think some of these moves really require flight - just that flight could be used at the same time. So they could be approved without the power.
Candy Beam:
>To clarify, the process is painful, but is it particularly damaging?
>Why would this solely operate based off ATK? And not ATK/TEC vs DEF/TEC?
Super God Fist:
>Roughly how far, or for how long, does Graowr dash? (i.e. up to 20m, up to 1 second at max speed, etc.)
Ill Bomber:
Awesome, approved.
Form of the Nail:
Approved
Burst Jump:
>I'd add Super Jumping as a prerequisite since you're leaping back. Unless you meant for it to be a shallow dash along the ground.
>Roughly how far back does Graowr jump/dash? Or just, "as far as she can in about a second"?
Posts: 185
Threads: 9
Joined: Aug 2016
Reputation:
0
(02-16-2018, 08:11 AM)Dane Regan Wrote: (02-16-2018, 12:15 AM)The Future Warrior Wrote: [spoiler]I come bearing more moves for the future.
Candy Beam -- 300 OM (Requires: Ranged, Debuff)
In a process taking ten seconds, Graowr focuses energy into the tip of her index finger, which generates a visible, brightly glowing bubble of energy, just two inches in diameter. During the charge time, she may move as normal to evade attacks and use regular melee techniques to attack or distract a foe, but anything more taxing will disrupt her focus, as will a solid hit from an opponent. When the necessary energy is charged, it can be held for up to 30 seconds before dissipating. When fired, it produces a bolt of pink lightning, reaching about ten meters, crossing the distance at the speed of a bullet. Should it strike a target, they will be briefly paralyzed, as lightning arcs across their body in an extremely painful process, though any damage done is negligible, at best. After two seconds of this, they will be engulfed in a cloud of pale pink smoke, and then transformed into some sort of candy. It may range in type and size, depending on the original target (generally, a larger creature will be a larger form of candy, and vice-versa), but they will always be very small, able to be held in one hand fairly easily by a person of average human size. While in this state, the target still retains fully aware of their surroundings, but in their candified state they are much weaker and more vulnerable, losing access to much of their fighting capability as it is much harder to move or do much of anything when you are candy, as may be expected. Some powers (Flight, Enhanced Senses, Telekinesis) can help with this, and some moves which don't rely on weapons or any specific body parts can even still be used to some extent. The effect on its own lasts for 15 seconds, and diminishes by 1 second for every point the target's (DEF+TEC) is higher than Graowr's (ATK+TEC). While the attack is still in effect, it cannot be used on another target. Using it is actually fairly draining, making it good only for one or two uses in a fight.
Super God Fist -- 300 OM (Requires: Physical Strength, Debuff, Burst Movement, Flight)
Graowr charges energy into one fist for two seconds, which generates a bright glow of firey red-orange around it, almost like a glove of energy just half an inch or so bigger than her actual hand. While charging, she cannot perform any other actions, devoting her full focus to the attack, and a solid hit can break her charge. When ready, she bolts toward her target, covering a distance up to 20 meters, going from a complete standstill to maximum speed in an instant and closing in on her target to deliver a lightning-quick punch with her energy-charged fist. It not only hits like a sledgehammer from the punch itself, but the gathered energy crashes over them to deliver a stunning, inordinately painful blow that can completely floor a target, knocking all the air and fight out of them to crumple them to the ground, if only for a few seconds. The effect tends to knock an opponent flying, leaving them to crash and roll along the ground completely out of breath for up to five seconds, subtracting one second for every point of DEF greater than Graowr's ATK. The simple, straightforward nature of the attack not only makes it fairly easy to see coming after the first time, but makes it fairly lax on energy consumption, letting it be safely used several times in a fight provided she doesn't go too crazy with it.
Ill Bomber-- 300 OM (Requires: Area Attack, Disassemble, Flight)
This technique involves Graowr gathering a huge amount of energy into her entire body, making her aura go crazy, flickering and dancing chaotically and making her body shine with a bright glow. It takes ten seconds, during which she must remain stationary and devote her focus to it, but only powerful attacks or a significant number of weaker ones can disrupt her charge. When prepared, she will rush her opponent to tray and grapple or latch onto them in some way, and then let the energy loose all at once in a huge explosion, seemingly blowing herself up in the process to take her enemy with her. The resulting explosion has a radius of five meters, making it a fairly sizable blast, and a significantly powerful one. Instead of actually blowing herself up properly, Graowr uses the blast to blow herself into her disassembled state, as wisps and clouds of dark blue smoke. In the aftermath of the blast, she will slowly pull herself together and reform over the next ten seconds, allowing her to sometimes get off a surprise attack against her recently exploded foe. The attack is, however, quite draining to use, and she doesn't get off completely free of injury, considering she does blow herself up to use it, so it's best only used once in a fight.
Form of the Nail -- 300 OM (Requires: Physical Strength, Debuff)
A fairly simple attack, but an effective one. Graowr focuses her energy and strength over two seconds, then launches herself at a foe. She leaps up, over them, and commences a quick series of punishing strikes, hammering them down one after another with as much force as she can muster. While the attacks are of course painful, their real purpose is to smash and drive an opponent into the ground, embedding them in the earth. The full sequence takes 12 strikes to perform, at which point the target will be buried up to their neck in the ground. Repeated blows to the head in such a fashion also leave the target dazed, for several seconds (a base of three, minus one for every point of DEF they have greater than Graowr's ATK), after which they can begin to extricate themselves. Given they are in a perfectly them-shaped hole in the ground, it is somewhat easier than it might otherwise be, though will still take some time. The energy consumption is fairly low, and given the number of blows involved to properly execute it, it can even be interrupted, making it a risky ploy to utilize, but effective if it can be pulled off.
Burst Jump -- 300 OM (Requires: Ranged, Area Attack, Super Jumping, Burst Movement)
More of an emergency counter move and a 'panic button' than anything else, when she's pressed Graowr can rapidly leap backward or away from the source of her worry, covering about ten meters worth of distance, and let fly a burst of energy toward the object of her concern, taking the form of several small bolts of energy -- about two dozen of them, each the size of a bullet, and pelting the general direction of her current target. They are not very powerful, and even against weak foes they will likely do no more than superficial damage, but do tend to produce inordinately large explosions and smoke clouds to buy time for a quick backup, to retreat and catch a momentary breather. The energy cost matches the damage of the technique, and is fairly minimal.[/spoiler]
I don't think some of these moves really require flight - just that flight could be used at the same time. So they could be approved without the power.
Candy Beam:
>To clarify, the process is painful, but is it particularly damaging?
>Why would this solely operate based off ATK? And not ATK/TEC vs DEF/TEC?
Super God Fist:
>Roughly how far, or for how long, does Graowr dash? (i.e. up to 20m, up to 1 second at max speed, etc.)
Ill Bomber:
Awesome, approved.
Form of the Nail:
Approved
Burst Jump:
>I'd add Super Jumping as a prerequisite since you're leaping back. Unless you meant for it to be a shallow dash along the ground.
>Roughly how far back does Graowr jump/dash? Or just, "as far as she can in about a second"?
Yeah, Flight isn't required for them per se, it's mostly just to remind myself and let others know that it can be used with them, not just limited to ground-based usage. For transparency and such.
Knew I was missing out on a couple details. :psy: Also good point about the debuff workings on Candy Beam. Changes and clarifications added to the original moves in the quotes, bolded for easy finding.
Posts: 169
Threads: 28
Joined: Mar 2016
Reputation:
0
(02-14-2018, 03:40 PM)Sasuke Uchiha Wrote: (02-14-2018, 12:04 PM)Omni Wrote: (02-13-2018, 05:24 AM)Sasuke Uchiha Wrote: Uchiha Insight(300)(Requires Insight):
Through the use of his Sharingan, Sasuke has unlocked a more heightened sense of Insight. While Insight provides information – such as stats, powers, moves and transformations – on anyone you can see or sense with Enhanced Senses, the Uchiha Insight allows one to ascertain additional information such as basic items, consumables, bases, base improvements, and artefacts. This form of insight takes twice as long as the original insight, during which time you would not be able to effectively attack.
Got called in for this one. I'm gonna say that scanning held items (including artefacts) is reasonable, but not knowing their bases (or any artefacts hidden away) because that's just a mind read, and would need Telepathy (and use the rules of Telepathy for mind reading). So exclude the bases and specify that it only includes artefacts on the person, and fine.
However, I do think it needs to specify the time spent scanning a bit better. Probably easier for me to rewrite it here. I could probably do with clarifying the original Insight text.
Uchiha Insight(300)(Requires Insight):
Through the use of his Sharingan, Sasuke has unlocked a more heightened sense of Insight. While Insight provides information – such as stats, powers, moves and transformations – on anyone you can see or sense with Enhanced Senses, the Uchiha Insight allows one to ascertain additional information such as basic items, consumables, and currently held artefacts. Finding ALL of this information in addition to the normal Insight information would take the user another thirty seconds (sixty seconds total), though the user can try to find this information specifically first, if they want.
I like your description and will use that one. Now, the only question I have is this, if I add telepathy in order to scan items not on their person or to ascertain base info, would the cost go up or would it stay at 300, because it's still the same function?
Using Telepathy would be a whole different methodology from this move. Mind-reading is a lot more difficult than just "scanning", basically. So it wouldn't affect this move, it would just use Telepathy rules. You could try to make a move based off the Telepathy rules, such as adding major downsides to speed it up or reduce the TEC requirements.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
Posts: 14
Threads: 4
Joined: Apr 2016
Reputation:
0
Rules on all of Mordin's firearms:
Mordin can carry up to twelve heat sinks on his person - he can replenish these when he has enough time to summon more between fights. The twelve heat sinks work on all of his firearms, so he must be conservative in use as when he is out, he'll need to summon more to use any gun. Mordin stores his small firearms in his lab coat, so it can be grabbed on the fly.
M-6 Carnifex (300 OM)
A heavy pistol weapon which can be used while moving. It fires energy bursts using a small mass effect accelerator. It fires 2.5 shots per second. It can shoot 6 shots straight before the gun will overheat and needs a new heat sink. It takes only about 1.5 seconds to replace the heat sink. The effective range is 200 yards (180 meters). Unlike his machine pistol, ths gun does not lose accuracy within the effective range. The shots can do decent damage at shorter range, but it loses power the further away the target is.
Posts: 107
Threads: 10
Joined: Jun 2015
Reputation:
0
(02-16-2018, 07:56 PM)Mordin Solus Wrote: Rules on all of Mordin's firearms:
Mordin can carry up to twelve heat sinks on his person - he can replenish these when he has enough time to summon more between fights. The twelve heat sinks work on all of his firearms, so he must be conservative in use as when he is out, he'll need to summon more to use any gun. Mordin stores his small firearms in his lab coat, so it can be grabbed on the fly.
M-6 Carnifex (300 OM)
A heavy pistol weapon which can be used while moving. It fires energy bursts using a small mass effect accelerator. It fires 2.5 shots per second. It can shoot 6 shots straight before the gun will overheat and needs a new heat sink. It takes only about 1.5 seconds to replace the heat sink. The effective range is 200 yards (180 meters). Unlike his machine pistol, ths gun does not lose accuracy within the effective range. The shots can do decent damage at shorter range, but it loses power the further away the target is.
If the heat sink rule was approved beforehand, I’ll trust their judgment. Approved!
01001101 01100001 01100100 01100101
01111001 01101111 01110101
01101100 01101111 01101111 01101011
Posts: 126
Threads: 5
Joined: Apr 2017
(02-16-2018, 01:11 PM)The Future Warrior Wrote: [spoiler]
(02-16-2018, 08:11 AM)Dane Regan Wrote: (02-16-2018, 12:15 AM)The Future Warrior Wrote: I come bearing more moves for the future.
Candy Beam -- 300 OM (Requires: Ranged, Debuff)
In a process taking ten seconds, Graowr focuses energy into the tip of her index finger, which generates a visible, brightly glowing bubble of energy, just two inches in diameter. During the charge time, she may move as normal to evade attacks and use regular melee techniques to attack or distract a foe, but anything more taxing will disrupt her focus, as will a solid hit from an opponent. When the necessary energy is charged, it can be held for up to 30 seconds before dissipating. When fired, it produces a bolt of pink lightning, reaching about ten meters, crossing the distance at the speed of a bullet. Should it strike a target, they will be briefly paralyzed, as lightning arcs across their body in an extremely painful process, though any damage done is negligible, at best. After two seconds of this, they will be engulfed in a cloud of pale pink smoke, and then transformed into some sort of candy. It may range in type and size, depending on the original target (generally, a larger creature will be a larger form of candy, and vice-versa), but they will always be very small, able to be held in one hand fairly easily by a person of average human size. While in this state, the target still retains fully aware of their surroundings, but in their candified state they are much weaker and more vulnerable, losing access to much of their fighting capability as it is much harder to move or do much of anything when you are candy, as may be expected. Some powers (Flight, Enhanced Senses, Telekinesis) can help with this, and some moves which don't rely on weapons or any specific body parts can even still be used to some extent. The effect on its own lasts for 15 seconds, and diminishes by 1 second for every point the target's (DEF+TEC) is higher than Graowr's (ATK+TEC). While the attack is still in effect, it cannot be used on another target. Using it is actually fairly draining, making it good only for one or two uses in a fight.
Super God Fist -- 300 OM (Requires: Physical Strength, Debuff, Burst Movement, Flight)
Graowr charges energy into one fist for two seconds, which generates a bright glow of firey red-orange around it, almost like a glove of energy just half an inch or so bigger than her actual hand. While charging, she cannot perform any other actions, devoting her full focus to the attack, and a solid hit can break her charge. When ready, she bolts toward her target, covering a distance up to 20 meters, going from a complete standstill to maximum speed in an instant and closing in on her target to deliver a lightning-quick punch with her energy-charged fist. It not only hits like a sledgehammer from the punch itself, but the gathered energy crashes over them to deliver a stunning, inordinately painful blow that can completely floor a target, knocking all the air and fight out of them to crumple them to the ground, if only for a few seconds. The effect tends to knock an opponent flying, leaving them to crash and roll along the ground completely out of breath for up to five seconds, subtracting one second for every point of DEF greater than Graowr's ATK. The simple, straightforward nature of the attack not only makes it fairly easy to see coming after the first time, but makes it fairly lax on energy consumption, letting it be safely used several times in a fight provided she doesn't go too crazy with it.
Ill Bomber-- 300 OM (Requires: Area Attack, Disassemble, Flight)
This technique involves Graowr gathering a huge amount of energy into her entire body, making her aura go crazy, flickering and dancing chaotically and making her body shine with a bright glow. It takes ten seconds, during which she must remain stationary and devote her focus to it, but only powerful attacks or a significant number of weaker ones can disrupt her charge. When prepared, she will rush her opponent to tray and grapple or latch onto them in some way, and then let the energy loose all at once in a huge explosion, seemingly blowing herself up in the process to take her enemy with her. The resulting explosion has a radius of five meters, making it a fairly sizable blast, and a significantly powerful one. Instead of actually blowing herself up properly, Graowr uses the blast to blow herself into her disassembled state, as wisps and clouds of dark blue smoke. In the aftermath of the blast, she will slowly pull herself together and reform over the next ten seconds, allowing her to sometimes get off a surprise attack against her recently exploded foe. The attack is, however, quite draining to use, and she doesn't get off completely free of injury, considering she does blow herself up to use it, so it's best only used once in a fight.
Form of the Nail -- 300 OM (Requires: Physical Strength, Debuff)
A fairly simple attack, but an effective one. Graowr focuses her energy and strength over two seconds, then launches herself at a foe. She leaps up, over them, and commences a quick series of punishing strikes, hammering them down one after another with as much force as she can muster. While the attacks are of course painful, their real purpose is to smash and drive an opponent into the ground, embedding them in the earth. The full sequence takes 12 strikes to perform, at which point the target will be buried up to their neck in the ground. Repeated blows to the head in such a fashion also leave the target dazed, for several seconds (a base of three, minus one for every point of DEF they have greater than Graowr's ATK), after which they can begin to extricate themselves. Given they are in a perfectly them-shaped hole in the ground, it is somewhat easier than it might otherwise be, though will still take some time. The energy consumption is fairly low, and given the number of blows involved to properly execute it, it can even be interrupted, making it a risky ploy to utilize, but effective if it can be pulled off.
Burst Jump -- 300 OM (Requires: Ranged, Area Attack, Super Jumping, Burst Movement)
More of an emergency counter move and a 'panic button' than anything else, when she's pressed Graowr can rapidly leap backward or away from the source of her worry, covering about ten meters worth of distance, and let fly a burst of energy toward the object of her concern, taking the form of several small bolts of energy -- about two dozen of them, each the size of a bullet, and pelting the general direction of her current target. They are not very powerful, and even against weak foes they will likely do no more than superficial damage, but do tend to produce inordinately large explosions and smoke clouds to buy time for a quick backup, to retreat and catch a momentary breather. The energy cost matches the damage of the technique, and is fairly minimal.
I don't think some of these moves really require flight - just that flight could be used at the same time. So they could be approved without the power.
Candy Beam:
>To clarify, the process is painful, but is it particularly damaging?
>Why would this solely operate based off ATK? And not ATK/TEC vs DEF/TEC?
Super God Fist:
>Roughly how far, or for how long, does Graowr dash? (i.e. up to 20m, up to 1 second at max speed, etc.)
Ill Bomber:
Awesome, approved.
Form of the Nail:
Approved
Burst Jump:
>I'd add Super Jumping as a prerequisite since you're leaping back. Unless you meant for it to be a shallow dash along the ground.
>Roughly how far back does Graowr jump/dash? Or just, "as far as she can in about a second"? [/spoiler]
Yeah, Flight isn't required for them per se, it's mostly just to remind myself and let others know that it can be used with them, not just limited to ground-based usage. For transparency and such.
Knew I was missing out on a couple details. :psy: Also good point about the debuff workings on Candy Beam. Changes and clarifications added to the original moves in the quotes, bolded for easy finding.
Candy Beam: Approved. Can't wait to see this one used.
Super God Fist: Approved
Burst Jump: Approved
Posts: 87
Threads: 6
Joined: Mar 2016
Reputation:
0
Lemme try something here.
Telekinetic Orbing (Requires Teleportation and Telekinesis) - A utility blend of teleportation and telekinesis. This allows Seventeen to teleport objects to himself that he might not otherwise be able to get at. Seventeen can call out (mentally or verbally) to any object that he can see or Sense. He must also be able to open his palms. The object targeted will vanish in a swirl of white and blue light particles before reappearing in his palm(s) after a short delay.
All the standard rules of both telekinesis and teleportation apply, with the delay between the item disappearing and reppearing equating to the time it would take Seventeen to teleport himself to the object and back. While this can be used to try and steal objects from primes and secondaries, it cannot be used to harm primes (by, say, teleporting an organ out of their body or something).
Posts: 14
Threads: 2
Joined: Feb 2018
(02-14-2018, 12:30 PM)Viola Wrote: [spoiler]This one is a little ambitious. I know reversing time is a flat out 'no' without it either being a very short period or with very heavy drawbacks. But what about this? This doesn't rewrite something that has already happened, and it's more like a 'Time Loop' reverting back to the same checkpoint. If there are any conceivable nerfs I can add to make this viable, toss 'em at me. I'd really like to make this work 'cuz writing a time loop seems hella cool. I can't really see a way this could be exploited heavily, so if something looks fishy point it out and I'll try to get it sorted. (I did consider putting this in the move workshop, but I think any problems would need mod input)
T1SU - Time Loop (600) Requires: Time Manipulation, Foresight
Viola stands still in complete focus, closing both of her eyes for one second. When she opens them, they both glow their respective colours. For the forty seconds, she can act, use moves, and attack as usual with no restrictions. However, once this time has passed, time resets back to the point where she opened her eyes. Viola keeps all her memories from the initial "loop" but no one else does (although telepathy/insight users may be able to glean that something had happened if they take the time to analyse Viola's status or look into her mind). The second loop passes as usual, and then resets once it reaches its end. As does the third, and then the forth - in each consecutive loop, the glow in her eyes starts to dim slightly. Once it reaches the fifth loop, however, when Viola opens her eyes they no longer glow. Furthermore, the fifth loop doesn't reset once the forty seconds are and Viola suffers a heavy wave of fatigue upon the its completion. Viola can only use this move once per fight, and has to meditate for five minutes (or simply rest for a while) to gain use of it again.
Once this move has been used, nothing can force it to end it prematurely - not even a super attack to the face. Time will still reset at the end, and Viola will simply experience taking that attack to the face multiple times unless she has her own available super defence to avoid it. From the perspective of everyone else in the fight, Viola simply gained detailed visions of multiple futures (as they'll only remember the fifth loop). From her perspective, time was reset multiple times - each 'vision' is fresh as if she experienced it - so what actually happens is up for debate.
Throughout the use of this move, Viola doesn't gain any abilities or powers. She's still the same. Thus, even with knowledge of attacks that are coming, some are simply unavoidable. Lastly, if Viola dies during one of the first four loops, time resets early and she keeps all memories up to her death. If her death happened to be unpreventable (such as a bomb going off 30 seconds from when she used the move) this can lead to a painful experience.
Other comments: if someone happens to copy and use this move with mimic, or two people happen to use this move at the same time by a different means, all 5 loops will happen as usual but both users will keep their memories.[/spoiler]
72-hour bump on this. Fairly sure it got hidden by all the recent posts.
Posts: 14
Threads: 4
Joined: Apr 2016
Reputation:
0
(02-17-2018, 07:31 AM)The Vision Wrote: (02-16-2018, 07:56 PM)Mordin Solus Wrote: Rules on all of Mordin's firearms:
Mordin can carry up to twelve heat sinks on his person - he can replenish these when he has enough time to summon more between fights. The twelve heat sinks work on all of his firearms, so he must be conservative in use as when he is out, he'll need to summon more to use any gun. Mordin stores his small firearms in his lab coat, so it can be grabbed on the fly.
M-6 Carnifex (300 OM)
A heavy pistol weapon which can be used while moving. It fires energy bursts using a small mass effect accelerator. It fires 2.5 shots per second. It can shoot 6 shots straight before the gun will overheat and needs a new heat sink. It takes only about 1.5 seconds to replace the heat sink. The effective range is 200 yards (180 meters). Unlike his machine pistol, ths gun does not lose accuracy within the effective range. The shots can do decent damage at shorter range, but it loses power the further away the target is.
If the heat sink rule was approved beforehand, I’ll trust their judgment. Approved!
Yea, it was approved under my last gun. I had it written as 'magazines' and changed it to better fit the Mass Effect lore.
Cheers!
Posts: 38
Threads: 5
Joined: Jan 2016
Reputation:
0
Rubber duck - T1 super defense (600) (Requires no proficiencies)
When Claptrap detects a powerful attack coming towards him, he activates his first line of super defense, a bullet-proof inner tube resembling a duck which forms a protective barrier around his body. The first T1 super move that hits the inner tube will be harmlessly deflected. A T2 or greater move will have its damage reduced but destroy the inner tube. This destruction is not permanent. Using this move drains a decent amount of power from Claptrap's reserves.
Directive one: Protect humanity! Directive two: Obey Jack at all costs. Directive three: Dance!
Amber Veritz Wrote:Please let me change it to the condom.
Posts: 126
Threads: 5
Joined: Apr 2017
02-18-2018, 10:13 AM
(This post was last modified: 02-18-2018, 10:13 AM by Dane Regan.)
(02-10-2018, 12:35 PM)Jade Harley Wrote: I would be more comfortable if you included Buff, but I'm asking Alex and other staff for their opinions first. I don't want you to have to buy something you don't need!
Was there ever a verdict on Mass Stealth/Teleportation? (i.e. do any of them need buff?)
Posts: 105
Threads: 11
Joined: Sep 2015
Reputation:
0
(01-31-2018, 10:15 PM)Pennywise Wrote: I don't have Debuff yet, but.....
Deadlights – Tier 1 Super Utility – 600 OM (requires Debuff, Vortex of Teeth)
It opens Its maw wide, jaw gaping open and revealing rows upon rows of shark-like teeth. Yet, instead of lunging forward to attack Its opponent, It pauses for ten full seconds in front of Its target, mouth opening wider and wider all the while. After a moment, a hypnotic orange light-- one which the target cannot bring themselves to look away from unless a Super Defense is used effectively -- begins to hum and sing at the back of Its throat, lulling the target into a dull, dead-eyed state. When It closes Its mouth once more, the target's feet lift off from the ground, giving them the appearance of floating about six feet in the air. The target is thus suspended in an immobile and unresponsive stupor.
The total duration of this debuff is forty seconds, and may only be directed at one target. The target may not be harmed by It or others until they are released, at which point they will choke and splutter and return to the ground, as if finally coming up for air from the bottom of a swimming pool.
This move is able to be blocked by a T1 or higher Super Defense.
Bump!
@Android 17:
[spoiler]
(02-17-2018, 10:01 AM)Android 17 Wrote: Lemme try something here.
Telekinetic Orbing (Requires Teleportation and Telekinesis) - A utility blend of teleportation and telekinesis. This allows Seventeen to teleport objects to himself that he might not otherwise be able to get at. Seventeen can call out (mentally or verbally) to any object that he can see or Sense. He must also be able to open his palms. The object targeted will vanish in a swirl of white and blue light particles before reappearing in his palm(s) after a short delay.
All the standard rules of both telekinesis and teleportation apply, with the delay between the item disappearing and reppearing equating to the time it would take Seventeen to teleport himself to the object and back. While this can be used to try and steal objects from primes and secondaries, it cannot be used to harm primes (by, say, teleporting an organ out of their body or something).
So long as Seventeen doesn't snatch artefacts from someone he hasn't defeated in combat, you should be good to use this as fodder.[/spoiler]
@ Viola:
[spoiler]
(02-14-2018, 12:30 PM)Viola Wrote: T1SU - Time Loop (600) Requires: Time Manipulation, Foresight
Viola stands still in complete focus, closing both of her eyes for one second. When she opens them, they both glow their respective colours. For the forty seconds, she can act, use moves, and attack as usual with no restrictions. However, once this time has passed, time resets back to the point where she opened her eyes. Viola keeps all her memories from the initial "loop" but no one else does (although telepathy/insight users may be able to glean that something had happened if they take the time to analyse Viola's status or look into her mind). The second loop passes as usual, and then resets once it reaches its end. As does the third, and then the forth - in each consecutive loop, the glow in her eyes starts to dim slightly. Once it reaches the fifth loop, however, when Viola opens her eyes they no longer glow. Furthermore, the fifth loop doesn't reset once the forty seconds are and Viola suffers a heavy wave of fatigue upon the its completion. Viola can only use this move once per fight, and has to meditate for five minutes (or simply rest for a while) to gain use of it again.
Once this move has been used, nothing can force it to end it prematurely - not even a super attack to the face. Time will still reset at the end, and Viola will simply experience taking that attack to the face multiple times unless she has her own available super defence to avoid it. From the perspective of everyone else in the fight, Viola simply gained detailed visions of multiple futures (as they'll only remember the fifth loop). From her perspective, time was reset multiple times - each 'vision' is fresh as if she experienced it - so what actually happens is up for debate.
Throughout the use of this move, Viola doesn't gain any abilities or powers. She's still the same. Thus, even with knowledge of attacks that are coming, some are simply unavoidable. Lastly, if Viola dies during one of the first four loops, time resets early and she keeps all memories up to her death. If her death happened to be unpreventable (such as a bomb going off 30 seconds from when she used the move) this can lead to a painful experience.
Other comments: if someone happens to copy and use this move with mimic, or two people happen to use this move at the same time by a different means, all 5 loops will happen as usual but both users will keep their memories.
Oh, shoot! Sorry about that, let's see if I can respond to this... okay, I'm not so sure about how this could be used in combat. From what I can understand, it would be difficult for others to write with Viola while this ability is activated, especially since their characters are not aware of the time loops. Like... what would the other people in the fight write about? Would they just have to write out different scenarios over and over again, or would only you be writing about the time loops? That could be seriously limiting for you and could also make for a long, drawn-out fight.
It's a cool idea, but I'm having difficulty seeing how it could realistically apply. Is this just a creative take on Foresight...?
Should have feedback on the buff thing soon, sorry for the wait![/spoiler]
@ Claptrap:
[spoiler]
(02-17-2018, 05:54 PM)Claptrap Wrote: Rubber duck - T1 super defense (600) (Requires no proficiencies)
When Claptrap detects a powerful attack coming towards him, he activates his first line of super defense, a bullet-proof inner tube resembling a duck which forms a protective barrier around his body. The first T1 super move that hits the inner tube will be harmlessly deflected. A T2 or greater move will have its damage reduced but destroy the inner tube. This destruction is not permanent. Using this move drains a decent amount of power from Claptrap's reserves.
Approved![/spoiler]
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
Posts: 14
Threads: 2
Joined: Feb 2018
02-19-2018, 03:08 AM
(This post was last modified: 02-19-2018, 05:44 AM by Dane Regan.)
@Jade: I was mostly planning on exclusively using it during my posts, rather than letting it overlap with someone else's too much. But, another player would probably just be able to write Viola fighting with better foresight for the next 40 seconds or so, with it perhaps getting worse towards the end. If they had a major plan during that short time, and there's a way she could thwart it (since she'd know about it by the last loop) then they'd probably write their initial plan failing.
From Viola's POV, she's in a time loop. I'm well aware this could change a 5 minutes fight post into a 40 second one. But I like the move and I'm willing to risk throttling my fight posts a little to try and pull it off.
From everyone else's POV, she got some visions of possible futures. Unless someone has telepathy and tries to read her mind, I wouldn't expect them to try and write any of the loops besides the last.
This is, essentially, a creative use of foresight*. There is no difference between the outcome of this move and another move that says, "Viola gets visions of 4 possible futures, each lasting 40 seconds". Except it's cooler, in my opinion. Having her truly go back in time by 40 seconds would be a big no unless I added some crazy drawbacks - this is the next best thing, since she gets to go back in time, without actually going back in time. I'd argue that even if I was able to say that this move is pure time manipulation (and that she does reset time each time), I'd probably still need foresight as a requirement since it's giving her knowledge of the future. I've left it ambiguous to whether it's foresight or time based, since the outcome is the same and I have both powers already.
*If I could get it approved just with time manipulation, I would. I just didn't think that would be possible since going back in time is considered to be near impossible. Hence I felt the need to use foresight for the mechanics, and time manipulation for the fodder.
If it helps, I could probably try to add some bullet pointed writing advice to the bottom of the move? I was generally planning to add that sort of stuff to my roster anyway. The general purpose is to give Viola multiple attempts at something, and hence have a reason for her succeeding when she wouldn't normally (but, obviously, it's still limited to what she can physically do - it's a bit like 'getting lucky'). For writing it on my side, I'd probably describe most of each loop, but if two things happened the same way, I'd probably omit it. Heck, even if I don't use this in a fight, if I have sp left it could make a cool finishing post against a stronger looking opponent. As for making a fight seem more drawn out, Viola has 0 DEF, she needs them to be a bit drawn out, once she's taken a few good hits, she's a goner.
Posts: 126
Threads: 5
Joined: Apr 2017
@Jade: Deadlights - Approved.
(40 seconds seems to be the general accepted immobilisation time for 1sp)
Posts: 105
Threads: 11
Joined: Sep 2015
Reputation:
0
Okay, so I've finally got this settled, Dane!
(02-09-2018, 08:58 AM)Dane Regan Wrote: Mass Stealth (300) Requires: Stealth, Suppression
Dane can wrap his stealth magic around up to two allies touching him. This obeys the usual rules of stealth (so can't be done in the sight of enemies), and if any of them is ever revealed, the others are too. With the exception of: anyone who stops touching Dane will lose the stealth. Furthermore, it takes 3 seconds and a small amount of energy on Dane's part to initially apply the stealth to everyone. Lastly, anyone stealthed by Dane also benefits from his suppression power until the stealth ends. This is applied at his TEC, unless their TEC his higher and they already have suppression (or mimic). Dane can do this for up to two people.
This move would require the buff proficiency, since it can cause a steady, maintained/channeled effect (i.e. stealth, suppression) while Dane is in contact with his allies. So, with buff added, it's approved!
Quote:Mass Teleport (300) Requires: Teleportation
Whenever Dane teleports, up to four allies touching him can choose to join him. The charge time remains the same, and from Dane's perspective it's like teleporting normally. However, anyone brought with him will suffer the usual fatigue from teleporting, and will be dizzy and disorientated afterwards if they don't have the power themselves (or mimic). They also need to maintain contact with him for the whole charge time - but they don't need to concentrate.
This one does not require the buff proficiency, since it's just a one-off thing without any lingering effects. So, approved!
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
Posts: 169
Threads: 28
Joined: Mar 2016
Reputation:
0
(02-14-2018, 12:30 PM)Viola Wrote: [spoiler]This one is a little ambitious. I know reversing time is a flat out 'no' without it either being a very short period or with very heavy drawbacks. But what about this? This doesn't rewrite something that has already happened, and it's more like a 'Time Loop' reverting back to the same checkpoint. If there are any conceivable nerfs I can add to make this viable, toss 'em at me. I'd really like to make this work 'cuz writing a time loop seems hella cool. I can't really see a way this could be exploited heavily, so if something looks fishy point it out and I'll try to get it sorted. (I did consider putting this in the move workshop, but I think any problems would need mod input)
T1SU - Time Loop (600) Requires: Time Manipulation, Foresight
Viola stands still in complete focus, closing both of her eyes for one second. When she opens them, they both glow their respective colours. For the forty seconds, she can act, use moves, and attack as usual with no restrictions. However, once this time has passed, time resets back to the point where she opened her eyes. Viola keeps all her memories from the initial "loop" but no one else does (although telepathy/insight users may be able to glean that something had happened if they take the time to analyse Viola's status or look into her mind). The second loop passes as usual, and then resets once it reaches its end. As does the third, and then the forth - in each consecutive loop, the glow in her eyes starts to dim slightly. Once it reaches the fifth loop, however, when Viola opens her eyes they no longer glow. Furthermore, the fifth loop doesn't reset once the forty seconds are and Viola suffers a heavy wave of fatigue upon the its completion. Viola can only use this move once per fight, and has to meditate for five minutes (or simply rest for a while) to gain use of it again.
Once this move has been used, nothing can force it to end it prematurely - not even a super attack to the face. Time will still reset at the end, and Viola will simply experience taking that attack to the face multiple times unless she has her own available super defence to avoid it. From the perspective of everyone else in the fight, Viola simply gained detailed visions of multiple futures (as they'll only remember the fifth loop). From her perspective, time was reset multiple times - each 'vision' is fresh as if she experienced it - so what actually happens is up for debate.
Throughout the use of this move, Viola doesn't gain any abilities or powers. She's still the same. Thus, even with knowledge of attacks that are coming, some are simply unavoidable. Lastly, if Viola dies during one of the first four loops, time resets early and she keeps all memories up to her death. If her death happened to be unpreventable (such as a bomb going off 30 seconds from when she used the move) this can lead to a painful experience.
Other comments: if someone happens to copy and use this move with mimic, or two people happen to use this move at the same time by a different means, all 5 loops will happen as usual but both users will keep their memories.[/spoiler] Approved!
And yeah, Time Reversal is normally a no-go without extreme caveats, but this one is basically extreme foresight.
As an aside, this is a super cool move.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
Posts: 126
Threads: 5
Joined: Apr 2017
Thanks for looking into that, Jade.
And thanks for approving my move for Viola, Omni.
Since I'm getting buff, I might as well get another buff move to go with it. For reference, this is somewhat based on "WAAAAAAAAUUUUGH!" from the move examples in the rules, with some other effects and a couple more drawbacks. It's mostly, "you get buffs if you help me" with an added, "you follow me now" as rp fodder (needs OOC permission)
Commanding Influence (300): Buff, Telepathy
Dane can issue out verbal commands and orders to his allies in the field of battle, or just generally in a low-stress environment. These must be simple, no more than a short sentence. For the following 3 seconds after starting to speak (either verbally or telepathically - although using telepathy to do so comes with any usual drawbacks and TEC requirements if an ally doesn't have the power). During this time, Dane may move and attack normally, but can't charge any moves or powers. This is a little bit tiring, but not very - no more than a sword swing. He also has to know roughly where every one of the allies he plans to order are, and they must be in range of his telepathy (even if he speaks verbally) - he can't just say something and hope for best. If the targetted allies hear the order, all who choose to follow it get some minor benefits for the next 30 seconds (starting from 3 seconds after Dane started speaking). They get no bonus if they ignore Dane, and the effect on them ends early if they complete or stop trying to follow his command. This move will also end early if Dane cancels the order, which he can do at will verbally or mentally, providing they have a way of knowing he wants them to stop.
>They receive a burst of vigour and are able to temporarily shrug off some of their fatigue.
>They feel a boost of adrenaline and are able to ignore pain and wounds to a limited extent - like a weakened version of the survival power.
>It is a lot harder to disrupt their focus, but they exhibit a slight 'tunnel vision' towards Dane's task. Heavy damage might disrupt it, but weaker attacks definitely won't.
>The focus, slight devotion, and adrenaline gives them a minor stat boost. They can hit a little bit harder, resist damage a little bit better, move a little bit faster, and tend to be a little bit more skilful. This is almost negligible, just enough for them to feel like they're fighting a little bit better than normal. Many opponents won't notice the difference when compared to the rush of energy Dane's allies feel.
In addition to this, all allies who accept the order will be compelled perform at the best they are physically capable of. If they have the skill to land an attack, they will. If they have the strength to hit hard, they will. Essentially, this dissuades them from half-arsing an order.
Once the 30 seconds are up (if the effect ends early), Dane's allies feel a strong wave of fatigue as their actions catch up with them, as well as feeling the full brunt of any damage they took. While Dane can use this multiple times per fight providing no usage overlaps, every consecutive use has a weakened potency. So, while it can be used repetitively, it's an easy way to burn out his allies. The amount the potency is weakened by is dependant on the number of commands the target accepted within the past 30 minutes.
RP Notes:
[spoiler]
Example Commands:
>Kill the mage.
>Defend the area.
>Stand your ground.
>Protect me.
>Bash down the door.
(Note: The following requires OOC permission, everyone is affected differently in the long term - some not at all, and others more strongly)
While minor, every use provides a slight positive stimulus in the mind of an ally following the order. For someone strong-willed or with high TEC, this might barely impact them at all. But, for a weak-willed ally, it can provide the incentive to make them more and more devoted to Dane. In general, it will usually cement his status as "leader" in their mind. Furthermore, many allies will find themselves slightly compelled to follow his command even if they wouldn't normally. If he's used this often enough on someone, it can make them willingly become cannon fodder.
Any mental compulsion is fairly minor at first. Minor enough that the only way someone would reasonably notice it is once it has built up a lot, and something snaps them out of it. Dane can control it well enough not to push someone too far and make them question him. To anyone with a TEC equal to or lower than his, it will seem like nothing more than "a reasonable order" (and even some with higher TECs might not notice). In short, the mental effect is very subtle and needs many many uses to build up.[/spoiler]
|