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Neo Bahamut
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PostSubject: Re: Kingdom Hearts 2013   Wed Oct 04, 2017 1:29 pm

Wavesurfer only says the caster conjures a wave under them, & have you ever seen a top? Point is, their mechanics need to be edited for clarity, I'm not likely to remember this conversation in a week.

There are attacks which can fuck up the ground, though then again I'm not sure how many could, so maybe I should think this through more after all.

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HarleyThomas

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PostSubject: Re: Kingdom Hearts 2013   Wed Oct 11, 2017 3:09 pm

It's more in-depth than how it's described in Dream Drop Distance and Stormrider is just that with wind and not using the Keyblade as a surfboard.

You should, but probably won't. And that's not getting into ignoring how actions need to be diverse except when they don't.
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Neo Bahamut
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PostSubject: Re: Kingdom Hearts 2013   Wed Oct 11, 2017 3:14 pm

Meh, that's my final offer, take it or leave it.

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PostSubject: Re: Kingdom Hearts 2013   Sat Nov 04, 2017 4:19 am

Taiyo

Wavesurfer: Conjure up a wave beneath the caster for increased mobility and knockback capabilities. Can create a large wave by gathering water from a local source allowing for being able to knockback larger enemies. Wave disappears if caster is knocked off.

Xyukuse

Dual Shredder: A two-stage attack where on applicable terrain following each slash, the Keyblade is dragged across the ground to kick up a cloud of dust otherwise just follows through with an upward slash.

Stormrider: Creates a tornado around his lower body, increasing mobility as well as gaining minor knockback capabilities. Loses effect if knocked down or otherwise immobilized.

Irritum

Bloodspiller: A spinning attack with the Keyblade or Death Scythe, inflicting deep wounds in surrounding enemies.

Grave Worm: Sinks into the ground to either close the distance between the use and an enemy or pull the enemy into the ground, immobilizing them.
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Neo Bahamut
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PostSubject: Re: Kingdom Hearts 2013   Sat Nov 04, 2017 4:27 am

I'm pretty sure some of those are repeats of essentially similar abilities, but I don't want to deal with that right now, so as a one-time exception I'm just going to accept them all. Doesn't really hurt me if you want to use 2 abilities where 1 would suffice.

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PostSubject: Re: Kingdom Hearts 2013   Sat Nov 04, 2017 4:29 am

Disregard we both have characters with multiple Raid-type abilities which fall under "Same motion, different effect."
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