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I don't think many people have explored the DeBuff proficiency, so I figured I'd ask some questions.
Would I be able to create ailments around the debuff? Ex. poison, freeze, zombie status, etc, etc.
Maybe moves revolving around lowering stats, or knocking people out of their powered-up forms?
I acknowledge that these ideas would probably warrant a super move, and not a regular move, but I just wanna open up the possibilities some.
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A couple of Vincent's elemental moves involve burning/freezing etc., though they're more tuned toward damage with the possibility of debilitation. It would be cool to see an attack that does little damage to no damage, but freezes them solid or something for a duration.
I think a blitzball to the head as a Super move to knock them out of a transformation would be awesome.
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Deadpool Wrote:I don't think many people have explored the DeBuff proficiency, so I figured I'd ask some questions.
Would I be able to create ailments around the debuff? Ex. poison, freeze, zombie status, etc, etc.
Maybe moves revolving around lowering stats, or knocking people out of their powered-up forms?
I acknowledge that these ideas would probably warrant a super move, and not a regular move, but I just wanna open up the possibilities some. All of the stuff you said would be Debuff, but lowering people's stats and knocking them out of power-ups seems like something that wouldn't wouldn't fit within the rules.
Basically a "Debuff" is anything that negatively inhibits a person. Slowed, weakened, poisoned, bound, any old thing that screws a person over more than something a normal bullet or sword couldn't.
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Knocking someone out of a powered-up form would take equal SP cost to a powered-up form, I'd assume. For the sake of fairness.
But I understand its probably not plausible.
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Deadpool Wrote:Knocking someone out of a powered-up form would take equal SP cost to a powered-up form, I'd assume. For the sake of fairness.
But I understand its probably not plausible. It MIGHT be, I'd have to get a bigger voice than my own to confirm. I would ASSUME it's a no-go though.
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I'm just throwing ideas at the wall right now, hoping some will stick lol.
Really, I just wanted to start the discussion, because Wakka is the only Debuff character here (to my knowledge) and it would be nice to know what my limits are before getting all my moves rejected xD
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Deadpool Wrote:I'm just throwing ideas at the wall right now, hoping some will stick lol.
Really, I just wanted to start the discussion, because Wakka is the only Debuff character here (to my knowledge) and it would be nice to know what my limits are before getting all my moves rejected xD Like, Sinestro has a move where he Grabs a person. By nature of being grabbed, they're bound and slowed, so that counts as a Debuff. Like, any old thing that jacks a dude up is a Debuff.
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Well, these would be more like inflicting statuses onto people.
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Deadpool Wrote:Well, these would be more like inflicting statuses onto people. Same old thing. Like, if I bind person's arms for a while, what's the mechanical difference between a "status effect" and being tied up? The answer is that there isn't one. Any way you cut it, you look at what it functionally does to the other character, and it'll work the same
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Well, its hard to explain a blitzball poisoning someone, or paralyzing someone without Debuff XD
EDIT: Also, I want the Debuff to have actual advantages to it other than just RP fodder.
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Deadpool Wrote:Well, its hard to explain a blitzball poisoning someone, or paralyzing someone without Debuff XD
EDIT: Also, I want the Debuff to have actual advantages to it other than just RP fodder. Right, hence the slowing people down or whatever. All of our Moves are just "RP fodder" in that the other writer is the one that really decides how it effects their writing. Effecting somebody's stats really wouldn't do anything more than change their narrative abilities either. Like, that's what to move is.
"Debuff," like all the proficiencies, doesn't have a defined source or purpose. It can be a taser, or a poison or a crippling shot, or something with ki, whatever. A Debuff is just something that negatively effects somebody in a way other than injury.
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Well, a slowing debuff could actually lower someone's SPD stat.
Or something that lowers HP over a period of time.
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So glad I actually looked at this now.
I am going for DeBuffing, now. But primarily in Stunning and Paralyzing. Which I didn't see mentioned in your list of things that are considered DeBuff. I already had someone confirm that these fall in the category, so I've made the purchase of the proficiency just this morning. xD
I might work on other ideas so that the 1000 OM wasn't wasted on just two status ailments, but so far that's all that I got for Ash for now.
EDIT:
Some how missed that mention of paralyzing.
Either way, I am interested in knowing the answers to weather DeBuffs can directly effect Stats or not.
Warning: Anything that involves Ash should be rated M. Possibly higher.
Erik Vrell : Ash has a 'love' fourth dimensional shape
Erik Vrell : As in its wide and unfathomable for us mere mortals
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Deadpool Wrote:Well, a slowing debuff could actually lower someone's SPD stat.
Or something that lowers HP over a period of time. Right, but the stat card doesn't change. There's a hard line where you jsut don't bother screwing with that. It's a Move that slows, and that's jsut the way it's written. And "Lowering HP over time" is jsut straight up damage. There's nothing that PCs can do to other PC's stat cards, other than through the Narrative, through the story. It's effectively the same thing as "lowering their SPD" stat, but it's just the story that goes along with the action.
Debuff doesn't mess with the stat card, period. That's it. That's the whole discussion up to this point on the site as of now.
Rules Wrote:Frostfire (requires Ranged Proficiency, Debuff Proficiency) – 300 OM
Sub-Zero charges up for a moment, then fires a super-cold ball of energy at his opponent. It hurts, and can temporarily immobilize a hand or leg, leaving an opponent open to a follow-up combination.
Omni's Note: This move only has a single use, so its cost is 300 OM. Note that since it has a disabling effect, it requires the Debuff Proficiency in addition to Ranged Proficiency.
You see Moves like this, and it's clear. The Moves are NARRATIVE tools, and that's all they'll ever be. The only exceptions to these rules are Power Ups, which increase your stats, but those only change as a way to set a bar as far as your capabilities are improved.
Rules Wrote:Reverse Sign "Evil in the Mirror" (requires Ranged Proficiency, Debuff Proficiency, Homing Proficiency, Telepathy) – 300 OM
Seija reverses her opponent's left and right movements. Although the victim is aware of which direction is which, the "controls" in their brain are reversed, so that when they intend to move left they move right and vice versa. Initiated by declaring the name of the spell. Lasts 30 seconds or until Seija has been weakened to roughly 7/8ths of current power/health. One use; cannot be used again until she has rested or recharged.
Omni's Note: Note that this required the Homing proficiency as it affects the opponent without needing to be aimed. As a result of being effectively a "guaranteed hit", it is quite a weak effect and needed to be limited with downsides.
This is another type of DeBuff. It just changes how they act in a negative way, impeding their abilities.
It's not a specific list of things that DeBuff can do, jsut like Ranged doesn't specify what kind of attacks can be used with it. It just is an overarching umbrella term for "Impedes a character in a way other than direct damage." That's ANY way. That's ANY effect that's not damage.
In the same way that your attacks With Physical or Ranged Profs don't do SPECIFIC amounts of damage, the DeBuff Move doesn't do SPECIFIC things to the stat card. That's how it works.
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But how would these things translate over into Super Moves. Regular Moves are mostly fodder. Super Moves actually have stats involved, and can counter each other, depending on tier.
EDIT: Like, what could I possibly do with a Utility Super Move, concerning Debuff? And what type of damage and what not could it have?
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Sorry to butt in, but I've been told that debuffs or moves in general cannot target specific types of things, such as non-physical attacks. Now, it's mentioned that this is the case for defensive super moves or moves that use the Area Shield Proficiency, but I can't find it mentioned anywhere else in the FAQ or in any of the Quick Bar threads. Can I get some light shed on this by someone? I mean if anything it's frankly a weakness.
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Deadpool Wrote:But how would these things translate over into Super Moves. Regular Moves are mostly fodder. Super Moves actually have stats involved, and can counter each other, depending on tier.
EDIT: Like, what could I possibly do with a Utility Super Move, concerning Debuff? And what type of damage and what not could it have? Like, if you have a move that is PURELY Debuff with no other associated traits, it'd be something like a move that Paralyzes an opponent, puts them to sleep, or other super powerful things. If you combine it with a damaging aspect, it'd do the appropriate damage, though you might need to make it more expensive or a higher Tier. A Super Debuff Move is just a bigger deal than a normal move, guaranteed to put the opponent at a greater disadvantage, same as a normal super move.
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Just going to put this here but, Like what Thaal has said, anything that impairs a person that stops them from being able to function normally, in or out of battle, would be counted as a debuff.
This includes, but is not limited to;
Freezing
paralysis
Burns that cause significant movement difficulty
Poisons that have lingering effects
loss of vision (due to smoke clouds/ flash bangs etc)
Things along those lines are generally considered as Debuff worthy
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Tartaros Wrote:Now, it's mentioned that this is the case for defensive super moves or moves that use the Area Shield Proficiency, but I can't find it mentioned anywhere else in the FAQ or in any of the Quick Bar threads. From the Rules page for Moves, listed under Writing Moves, in the sixth paragraph of the sub-section Additional Writing Notes:
Quote:Moves, whether offensive or defensive, may not have benefits against particular elements or character types. This is because due to the nature of our site, some characters may solely utilise a particular elements like flame or electricity, whereas others may use several elements, or original elements that exist only in their own fiction. We don't want people to pick characters based on perceived advantages and disadvantages, or characters who use many elements to have an advantage over those who are specialised. Therefore, these elements are to be regarded as "fluff". If you want to give your move fodder by saying it only works against evil characters or mechanical characters, that's your choice, but it won't improve the move's efficacy or give you any special advantage, because it is purely fodder.
So, as it says here, you can actually make moves which work solely against, let's say, magic users... however, this would not count as a drawback. In other words, you'd need to make the move weak enough that it could be approved even if it affected everyone equally, and then add the RP Fodder weakness, stating that it only worked against specific targets (and making clear that you weren't counting it as a drawback).
That said, people generally don't do that, for obvious reasons.
Tartaros Wrote:I mean if anything it's frankly a weakness. It's supposed to be.
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Toori Aoi Wrote:Tartaros Wrote:I mean if anything it's frankly a weakness. It's supposed to be.
No, it's not supposed to be a weakness, if anything it's more like a strength. What it is actually saying is that moves - in general - can't be SPECIFICALLY good against something, but rather, they would all have an equal footing if at the same power.
example scenario - Bulbasaur uses razor leaf against Squirtle, although the background canon says that it's more effective against water, it's not in the case of the Omniverse. You and your writing partner can chose to write it as being more effective, but that is purely fluff and fodder. If Squirtle also hits Bulbasaur with a water gun at the same power that Bulbasaur hit Squirtle with his Razor leaf, then both moves would do the same amount of damage. Neither of them being more or less effective (outside of rp fodder/ fluff).
The same goes for defensive moves, they can't be more or less effective against a certain type of move/ power/ Character.
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