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Post by President Bao on Jun 5, 2015 15:25:47 GMT
If they are RPing on a custom world they would get the rate specificed for open space, since that is the forum section they'd be RPing in - doesn't sound like an issue to me. (might even set the amount to be across the whole forum if that's the direction people want to go)
And the idea with needing base(perm forms would just involve suppressing power to base amount) is it makes the person more vulnerable. Also... what 3 post limit?
(1)
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Mojo
Newcomer
PL: 13,005; Desperation (x2):26,010; Items: Scouter; Zeni: 0
Tag: @mojo
Posts: 35
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Post by Mojo on Jun 5, 2015 15:47:38 GMT
The cap of 3 posts to charge an attack. If that was never a thing, ya done goofed, because it's pretty widely considered to be the rule.
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Post by Zuni on Jun 5, 2015 15:55:29 GMT
I did wonder about that... I didn't recall seeing a limit written anywhere but I thought I may have missed it. >_>
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Donatsu
Archived
PL: 5,770
Spirit Force (x3)
Zeni: 32
Tag: @donatsu
Posts: 166
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Post by Donatsu on Jun 8, 2015 8:50:47 GMT
Maybe a bit biased seeing as I'm attempting to learn it, but I love the idea of a saga villain forcing the good guys to face him one at a time or risk feeding a move big enough to destroy all of them. I agree with the original idea proposed by Rei.
P.S Not planning to be a saga villain.
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Post by Deleted on Dec 19, 2015 3:35:17 GMT
Skipping most of this conversation to just give a few different ideas for the Makaio Spirit Bomb. These were all thought up to either be together or separate of both each other and the basic more enemies more charge rate concept, your choice!
Idea One: Like the Spirit Bomb, the user takes physical energy from the surrounding area, but not from sentient creatures, only the environment. Light and Ambient Heat foremost, with bio-energy from plants and non-creature organisms (I.E. Anything that can't move under its own power). It all gets sucked into the Bomb, dimming the entire area and dropping the temperature. Overuse of the ability can turn even a lush tropical forest into a frozen wasteland similar to what Fallen Arcose is right now!
Idea Two: Being the evil evil person you are, your Bomb sucks up the Positive emotional energy of the creatures nearby! It doesn't take their Ki, but their Hope, Determination, Love, Joy.. (You get the idea) and converts it to usable Ki (Making it a True SPIRIT Bomb, get it?).
Idea Three: Imagine you're Babidi, while Goku and Vegeta are beating each other's brains out. All that Ki getting expended by two powerful fighters, saturating the air. Well you've got to put that energy somewhere, right? Babidi used it to release Buu. You can use it to power your Bomb! Basically the longer the fight has gone on the higher your charge rate goes up because people are expending more and more Ki, saturating the environment with it and letting you steal it.
For best effect maybe amalgamate these ideas all together, since if a villain is going to use this they're probably trying to pull out ALL the stops. The effective mechanics would thus be...
Base Charge Rate (Idea One) + Number of "Heroic" characters bonus (Idea Two/basic concept) + Duration of battle in posting rounds prior to using the technique bonus (Idea 3)
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Post by large consume on Jan 9, 2016 16:41:10 GMT
[SP] Spirit Bomb:
Behold, the legendary Spirit Bomb! In order to use this technique, the user must gather energy from his surroundings, at a rate of 66% percent of their PL per turn. In addition, anyone in the area around you (a.k.a. anyone in the thread with you) can donate a part of their energy as well! The amount of energy they can donate depends on the pureness of their heart (15% heroes, 10% neutrals, and 5% villains). However, there is a drawback! You must charge for a minimum of 3 turns before you can fire it, along with another additional turn of charging for every person who donates their energy.
[SP] Death Bomb:
Behold, the not-so-legendary Death Bomb! In order to use this technique, the user must drain energy from his surroundings, at a rate of 100% of their PL per turn. In addition, anyone in the are around you (a.k.a. anyone in the thread with you) will be drained of their energy as well; as long as the Death Bomb is over the victim's current power level (15% villains, 10% neutrals, and 5% villains). However, there is a drawback! You must charge for a minimum of 5 turns before you can fire it, along with another additional turn of charging for every person who donates their energy.
Feedback please!
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Post by Raisu Hanamura on Jan 9, 2016 17:02:13 GMT
[SP] Spirit Bomb: Behold, the legendary Spirit Bomb! In order to use this technique, the user must gather energy from his surroundings, at a rate of 66% percent of their PL per turn. In addition, anyone in the area around you (a.k.a. anyone in the thread with you) can donate a part of their energy as well! The amount of energy they can donate depends on the pureness of their heart (15% heroes, 10% neutrals, and 5% villains). However, there is a drawback! You must charge for a minimum of 3 turns before you can fire it, along with another additional turn of charging for every person who donates their energy. [SP] Death Bomb: Behold, the not-so-legendary Death Bomb! In order to use this technique, the user must drain energy from his surroundings, at a rate of 100% of their PL per turn. In addition, anyone in the are around you (a.k.a. anyone in the thread with you) will be drained of their energy as well; as long as the Death Bomb is over the victim's current power level (15% villains, 10% neutrals, and 5% villains). However, there is a drawback! You must charge for a minimum of 5 turns before you can fire it, along with another additional turn of charging for every person who donates their energy. Feedback please! My main issue with this is that it can be hard to define some characters as villains, heroes, and neutral. Sure, one could argue that "well, if it's not clear whether they're a hero or a villain, they're neutral!" But I disagree. Some things are too ambiguous to classify. Another issue I have is the minimum turns of charging. There are techs that stun and there are techs that interrupt. And, in my opinion, the Bombs might be made useless in the face of those. I do understand that it makes sense for them to have to have a minimum charge. After all, in the canon material, it is a process. I'm just not sure if it jives mechanically.
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Post by large consume on Jan 9, 2016 17:20:09 GMT
[SP] Spirit Bomb: Behold, the legendary Spirit Bomb! In order to use this technique, the user must gather energy from his surroundings, at a rate of 66% percent of their PL per turn. In addition, anyone in the area around you (a.k.a. anyone in the thread with you) can donate a part of their energy as well! The amount of energy they can donate depends on the pureness of their heart (15% heroes, 10% neutrals, and 5% villains). However, there is a drawback! You must charge for a minimum of 3 turns before you can fire it, along with another additional turn of charging for every person who donates their energy. [SP] Death Bomb: Behold, the not-so-legendary Death Bomb! In order to use this technique, the user must drain energy from his surroundings, at a rate of 100% of their PL per turn. In addition, anyone in the are around you (a.k.a. anyone in the thread with you) will be drained of their energy as well; as long as the Death Bomb is over the victim's current power level (15% villains, 10% neutrals, and 5% villains). However, there is a drawback! You must charge for a minimum of 5 turns before you can fire it, along with another additional turn of charging for every person who donates their energy. Feedback please! My main issue with this is that it can be hard to define some characters as villains, heroes, and neutral. Sure, one could argue that "well, if it's not clear whether they're a hero or a villain, they're neutral!" But I disagree. Some things are too ambiguous to classify. Another issue I have is the minimum turns of charging. There are techs that stun and there are techs that interrupt. And, in my opinion, the Bombs might be made useless in the face of those. I do understand that it makes sense for them to have to have a minimum charge. After all, in the canon material, it is a process. I'm just not sure if it jives mechanically. I understand completely understand your point with the heroes, neutrals, and villains. But the tech thing, for example, could easily be avoided if other people have got your back. Besides, with the Spirit Bomb, depending on what the scenario is, 9 out of 10 times it's pointless to use the Spirit Bomb unless you have other people by your side/people to help you charge it.
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Post by Deleted on Jan 11, 2016 2:37:10 GMT
The Spirit Bomb idea seems good. My idea for the mechanics of the Nega-Bomb would be to temporarily take 33% of each other player's power level for each turn charged (max 3) and absorb it into the user's body. Then the user would release a large explosion of ki of that combined power from his/her body, doing damage to all players in the vicinity. The total damage would be divided equally among those hit. However, this would only act as a last resort, as it would decrease the user's thread PL by 25% for each turn charged. In addition, the move would effect both allies and enemies. Upon impact or interruption, all stolen PL would be restored.
Ex. 1 - User with 10,000 PL uses Nega-Bomb on Hero 1 (20,000 PL) and Hero 2 (5,000) PL. User charges 1 turn, leaving Hero 1 with 13,444 PL and Hero 2 with 3333 PL. User releases the bomb, hitting both Hero 1 and Hero 2 with 4166 PL. Upon impact, Hero 2 dies and both regain their original PL. User has a new thread PL of 7,500.
Ex. 2 User uses Nega-Bomb on Hero 1, Hero 2, and Hero 3 (10,000) PL. User charges for 2 turns, leaving Hero 1 with 6788 PL, Hero 2 with 1666 PL and Hero 3 with 3333 PL. Hero 1 activates a UP3 barrier and Hero 3 moves outside of the attack's range. The damage is split among Heroes 1 and 2 but not 3. Both Heroes 1 and 2 are hit with 11722 PL. Hero 1's barrier blocks 6788 PL, so he only is hurt by 4935 PL. Hero 2 dies, Hero 3 is unaffected, and all heroes gain their original PL. User has a new thread PL of 5,000.
Ex. 3 User uses a Nega-Bomb on Hero 1 and Villain 1 (10,000 PL). The user charges it for 3 turns leaving Hero 1 with 200 PL and Villain 1 with 100 PL. BOTH Hero 1 and Villain 1 receive 14850 PL of damage. Both Hero 1 and Villain 1 die and their PL is restored to its normal value. User has a new thread PL of 2,500.
Ex. 4 User uses Nega-bomb on Hero 1. He charges it for 2 turns and is interrupted on the third turn. The user has a new thread PL of 5000 and Hero 1 regains his original PL.
Ex. 5 User uses Nega-bomb on Hero 3. He charges it for 1 turn, leaving him with 6666 PL. The User releases it, hitting Hero 3 with 3333 PL and restoring his PL to its original value. The user has a new thread PL of 7,500.
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