Board Thread:General Discussion/@comment-108.203.189.162-20131214220759/@comment-6770938-20140726052448

DreamwalkerOfTheDreamscape wrote: Maybe the move could be that Grimms become invulnerable for about 30 seconds, their speed, agility, strength, ect. get a major boost, and any unique advantages the opponent may have (eg. a Seigbarste's durability) would be temporarily negated. The after effects would be a long recharge time and having your character temporarily weakend.

Invulnerable seems too surreal. Grimm story stayed close to reality, and nothing Nick came across was invulnerable, not even his Zombie powers. Martial arts was close to reality, invulnerability wasn't.

It's still better to have the Signature Move(capital headings on both words) being a family-inherited sophisticated set of martial art sequence that instantly kills the lower-ranks wesen and wound the higher-ranks. Target-directed. No damage to surroundings.

"Temporary advantage negation after strikes" is a good advice, maybe give it a 3-second negation period. But to keep it balanced, maybe still have the Siegbarste and other Bosses able to block or dodge the Move.

For the after effects - personally, I'd still like to discard the recharge period, and switch to health losses only(meaning you can perform the Move as many times as you like - as long as you don't die). Other powers and skills may have various recharge times and/or other drawbacks, but the Signature Move should really come with the highest price, even overriding the trainers' effect if there ever is one.  Like Ezio using his Apple of Eden - no recharge period, but prolonged exposures will severely weaken(and eventually kill) the protagonist.

Thoughts?