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Omni Archive
Move Creation Workshop - Printable Version

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Re: Move Creation Workshop - Demetri Malius - 10-24-2015

Demetri Malius Wrote:Thieve's Satchel(900[melee, ranged, defense], requires Physical Strength, Ranged)
Demetri is able to steal weapons off of unsuspecting enemies(primes and secondaries included) and store up to ten of them in a satchel he carries at his side. In order to use the weapon or defense, Demetri needs to have any and all proficients required for the item, but if not then he can only use the item as a simple projectile. Any items that Demetri steals and uses lose some of their their power and durability, meaning that they are only useful for a few uses, depending on the item. These can vary widely from swords, to guns, and shields, but only applies to physical items. For example, Demetri can't take a fireball, because its made from the user, and not something that you ca just hold and save for later. However, he can take a sword and use it to slice an enemy or parry an attack. Every item he carries gradually slows him down, each one equivalent no matter its size or weight. Two big warhammers cause the same mobility decrease as two daggers. All items are ready for use as soon as he steals them. Does not apply to super moves. , and the longer the weapon took to summon the heavier it will be to carry in his satchel, decreasing his movement speed. Demetri is also able to steal off of aware enemies while in stealth, so long as he in undetected during that time. However, this cannot be done in the middle of a fight, in which Demetri must make do with his current arsenal.


Edited: Perhaps for more balance on stealing prime weapons.


Re: Move Creation Workshop - Reece - 10-24-2015

I dunno if this point will be of any use at all, since both of you (Kakashi & Desco) have been here much longer than I have and surely already know this, but ... well, it sounds to me like you're saying that Foresight has something to do with eyes? I mean, I guess you'd be free to RP it as being a literal vision of the future if that was what you wanted to do, but that doesn't need to be the case, you know?

According to the power's description in the Rules page it is a 'sense' which warns you of danger and from where it will come. It seems to me to be a completely separate sense, just as enhanced senses and telepathy (the other two powers affected by Suppression) are.

Sorry if I'm just stating the obvious here, but Suppression wouldn't make your move weaker than it is now if it had foresight included, Desco, it would only disable (or weaken, depending on TEC) the part that let Yogsothoth predict moves before they occurred; as soon as it saw a bullet fired or a blade headed its way, it would be able to intercept just as well as it can now; all Foresight would do was enhance its blocking against the people who didn't have Suppression.

Also, I'm not a mod, obviously, but I highly doubt that adding Foresight to Yogsothoth's auto-blocking would cost any additional OM, since all it's using that power for is blocking, which is something you've already paid for. Unless you're also adding another use then it shouldn't cost any more. That's what the Rules say, anyway, and blocking is still blocking, regardless of whether you know the attack is coming or not.


Re: Move Creation Workshop - Kakashi Hatake - 10-24-2015

Hideaki Yajima Wrote:I dunno if this point will be of any use at all, since both of you (Kakashi & Desco) have been here much longer than I have and surely already know this, but ... well, it sounds to me like you're saying that Foresight has something to do with eyes? I mean, I guess you'd be free to RP it as being a literal vision of the future if that was what you wanted to do, but that doesn't need to be the case, you know?

According to the power's description in the Rules page it is a 'sense' which warns you of danger and from where it will come. It seems to me to be a completely separate sense, just as enhanced senses and telepathy (the other two powers affected by Suppression) are.

Sorry if I'm just stating the obvious here, but Suppression wouldn't make your move weaker than it is now if it had foresight included, Desco, it would only disable (or weaken, depending on TEC) the part that let Yogsothoth predict moves before they occurred; as soon as it saw a bullet fired or a blade headed its way, it would be able to intercept just as well as it can now; all Foresight would do was enhance its blocking against the people who didn't have Suppression.

Also, I'm not a mod, obviously, but I highly doubt that adding Foresight to Yogsothoth's auto-blocking would cost any additional OM, since all it's using that power for is blocking, which is something you've already paid for. Unless you're also adding another use then it shouldn't cost any more. That's what the Rules say, anyway, and blocking is still blocking, regardless of whether you know the attack is coming or not.

In my mentioning of eyes, I was trying to clarify that though Yogsothoth is connected to Desco, the senses are separate (by Desco's admission). The reason I was making a distinction between Yogsothoth and Desco has less to do with eyes and more to do with the fact that for purpose of moves, Yogsothoth is a tool. Giving it foresight would change the nature of the move and, in my opinion, require re-evaluation. Shifting from a passive blocker that more or less deflects things as it senses motion to something that can actively note danger and react faster than it could in the original move is a notable difference (in my opinion). It's also worth noting that OM isn't the only 'cost' for a move. There's also a physical cost. Fatigue, concentration, etc. though it's not outside possibility that it could cost more OM as well.

Again, take my words as nothing more than advice as I don't have authority to approve moves. If you'd like official staff commentary, the Approval Thread is where you should look.


Re: Move Creation Workshop - Minato Namikaze - 10-24-2015

What Kakashi is saying is all valid. Has been the whole/ most of time.

However, Kakashi, please refrain from directing people to the approval thread when their move needs to be worked on xD


Re: Move Creation Workshop - Minato Namikaze - 10-24-2015

My opinion would be to also make both foresight and enhanced senses a requirement. but that would change the move enough to warrant an extra cost.

Enhanced senses because then you can combat Suppression depending on the TEC difference.


Re: Move Creation Workshop - Schwi Dola - 10-24-2015

Well, what I don't want is to lose the line of sight portion. That is, I still want Yogsothoth's sight to work, Suppression or not. if I start attaching Foresight and Enchanced Senses, it does become generally more effective unless Supression came into play.

I suppose its one or the other Tongue

At least, fortunately Desco will be working to get more and more Tec eventually


Re: Move Creation Workshop - Minato Namikaze - 10-24-2015

well put it this way, someone with suppression already has a massive advantage against desco and this move.


Re: Move Creation Workshop - Schwi Dola - 10-24-2015

Right now, she doesn't have foresight. Suppression is meaningless to her.

Stealth, not meaningless. Stealth and invisible attacks would work without having a chance of lessened damage from blocking.


Re: Move Creation Workshop - Black Mage - 10-24-2015

Kakashi Hatake Wrote:
Black Mage Wrote:Gate - (Ranged, Ranged Materialize, Time Manipulation)

The Black Mage creates a .15m radius portal or "gate" though which he can send an non-living object, after which the gate dissipates immediately. Once in the gate the object travels forward 10 seconds in time, coming through another gate summoned by the Black mage. If the Black Mage cannot summon a new gate in the next ten seconds a sort of magical feedback loop occurs, causing a magical "shock" to damage the Black Mage based on the size and speed of object being put into the portal(with Omniphysics dictating that slower and larger objects cause more damage).

In my opinion this should be fine as it's more or less a juiced up deflection/dodge. Depending on what you're sucking in, it would require more concentration/fatigue (a baseball would be negligible, an ICBM would be a lot) You may want to stipulate that Black Mage's and his opponent's SPD and TEC would come into play to determine if he's fast or accurate enough to not botch the maneuver (kinda implied, but it's always nice to state it outright). I am however concerned with if you stole a weapon and tossed it into the portal, choosing not to open another and suffer the penalty instead. I think 'eating' another move in this way MIGHT be a problem as it forces players to re-summon an entire move in some cases. In the case of Vincent's Cerberus, it would disable 4 moves. Not sure if that's your intent, but that's the only problem I can think of with it right now. If you do want to go that route, you'd need Debuff and probably an energy cost scaling to the power of the move.

Sorry if that was a wall of text =P. Just trying to cover everything.
Disarming people wasn't really my intent. Let's try this instead.

Gate - (Ranged, Ranged Materialize,Time Manipulation)

The Black Mage creates a .15m radius portal or "gate" though which he can send a(that is, one) non-living object, after which the gate dissipates immediately. Once in the gate the object travels forward 10 seconds in time, coming through another gate summoned by the Black Mage. While a good way to effectively re-direct an attack, this transportation is not without cost. Throwing an object through time is taxing, causing the Black Mage more fatigue based on the energy inherent in the object. Furthermore should he be unable to create an exit gate in ten seconds he will experience a sort of magical feedback loop, causing a painful shock to course through the Black Mage's body, and the object will spontaneously appear where the Black Mage put the initial gate.


Re: Move Creation Workshop - Schwi Dola - 10-24-2015

Alright Kakashi, lets see what you think of this. Taking various things into consideration. Only changes in Instinct, the part of the move which is concerned here.

Quote:Bodypart Yogsothoth (Approval Link) (Approval Link Update) (1200) (Requires Remote Control Proficiency, Ranged Proficiency, Physical Strength, Malleability, Flight, Area Shield Proficency, Foresight) - Desco exists as two parts which are inherently one. There is her small, little demon girl body and the tentacled monstrosity that usually floats behind her, referred to as Yogsothoth. While always physically separate from Desco, Yogsothoth is as much a part of her body as her arms or legs. Hurting Yogsothoth is the same as damaging Desco's arm or any other part of her body. Yogsothoth can move independently from Desco, consciously or unconsciously, and his tentacles are Desco's main weapons opening up as mouths, the edges where the tentacles open where the light and dark purples on her body meet making them jagged and are also razor sharp. They can also be used as bludgeoning weapons, slapping enemies instead of biting. Desco does not normally exhibit elastic properties except for her tail, she just can't do it, but Yog's many tentacles do stretch far and wide to attack, up close or at a fair distance away, up to 20 feet. Desco typically uses only the top two tentacles for any attack. (Consider that to stretch out and increase in size they draw in mass from the rest of of Yog, to follow the restrictions of Malleability)

Levitate - Yogsothoth can be summoned or dismissed at will, taking a few seconds to materialize. Yog is summoned in some position immediately next to Desco. While he is directly behind Desco she can float above the ground with only slightly more effort than walking or running, though Desco is typically pretty slow. Yogsothoth can even be, and often is, summoned through unconscious instinct.

Instinct - Guided mostly through instinct, Yog watches through the many yellow eyes all over Desco's body, which Desco herself can't see through even to react to another's presence, and with that nearly 360 degree vision he can see most things coming and instinctively attempt to block. With Foresight, when Desco senses danger its not her that is sensing it but Yogsothoth who uses instinct to block. Without Foresight activating Yogsothoth is left purely to his sight and is less capable of blocking (Undetected stealth and invisible attacks will of course completely bypass Instinct without Foresight). When Yogsothoth blocks for Desco, consciously or by instinct, his skin hardens and Desco takes less damage as long as the block is successful. This will only completely block really weak attacks, it is a 'light' block normally incapable of stopping all damage while also not being very taxing for Desco to perform.



Re: Move Creation Workshop - Simon - 10-24-2015

Kakashi Hatake Wrote:
Dante Wrote:Posting a few raw abilities that I'm on the fence about function here:

Sky Star - 300 OM (Requires Super Jumping)
While in mid-air, Dante concentrates magical energy at his feet to create a circular demonic glyph about a meter in diameter, which he then immediately uses as a surface to perform a 'double jump'. He cannot travel any higher than his height limit for Super Jumping with this move, and cannot use this move again until he lands on the ground fully.

The question: This move ultimately allows Dante to perform a single free 'double jump' (as described in the Super Jumping power description). I am simply not in the knowing if this is an acceptable move to create.


Air Raid - ??? OM (Requires Flight)
Dante channels his inner devil, and transforms the tails of his coat into a pair of demonic wings. With these wings, he can stay aloft in mid-air by spreading them open, even if not actively flapping them. Whenever he stops flying, the wings fold and revert back to their normal form as coat-tails, the demonic energy retreating into Dante's form. These wings naturally appear whenever Dante assumes his devil form and cannot be dismissed then.

The question: If I already have Flight, would I have any need for a move like this which simply explains Dante's specific application of this power? My understanding (from what I studied) is that this is simply RP fodder and wouldn't cost anything, but I would like some confirmation.


Vortex - 300 OM (Requires Air Raid, Flight, Physical Proficiency)
While flying, Dante winds up and launches himself forward like a torpedo, spinning rapidly and crackling with red electricity. He can fly up to 10 meters at a time in one direction with this ability, flying at slightly below his natural top speed. Repeated use of this ability can tire out Dante and his exhaust his ability to fly.

The question: When using Flight, is it still possible to retain your full SPD? The description says that "the speed of Flight is based on your SPD," but it doesn't explain if it is fully proportional or not. I feel like this is a silly thing to try and confirm, but I want clarification anyway so I can not make a fool of myself.

Sky Star - I'm confused, are you asking for an additional jump on top of the double jump included in Super Jumping (essentially a triple jump)? Or are you asking if you need a move to double jump if you've bought the power? If it's the latter, you don't need an additional move but you're free to make a fodder move if you want.

Air Raid - If it's just your representation of flying and you don't intend to attack/block with those wings, you're fine at making it RP flavor for Flight.

Vortex - Unless I'm overruled, I'm going to say that the max speed of your flight would be the same as if you were sprinting at full speed, and equally tiring. That said, you probably wouldn't need a move to temporarily fly at max speed as that's kinda baked-in to how speed works. No one moves at their max speed ALL the time. If, however, you wanted to momentarily exceed your max speed, you'd need Burst Movement or Super Speed and if the sparks are to do damage or something, you'd need to pay for it.
The description of Super Jumping says you can perform a 'double jump' provided you have a surface to kick off of (like a building or rock wall). There's no limit to how many times you can do this at a time - if you had two surfaces aligned in such a way, you could double jump endlessly.
Sky Star, as a move, would create a single surface at any time that Dante could double jump off of. Even in a place like the Nexus, practically devoid of vertical surfaces, Dante could still perform a double jump as long as he had this move. Obviously, the limits are that Dante can only use this move once per jump, essentially.

I figured as much for Air Raid.

Vortex is built as a sort of damaging attack, since Dante is launching himself like a torpedo but not moving higher than his normal top speed (considering his SPD stat). I just wanted to know if ground speed translated 1:1 to flying speed. Of course, I understand that if I wanted to move temporarily faster, I would use Burst Movement/Super Speed in the move.


Re: Move Creation Workshop - Kakashi Hatake - 10-24-2015

Demetri - that sounds better, but I still feel like something about it seems iffy. I'll let someone else take a look at it and make suggestions.

Black Mage - that looks great to me.

Desco - that looks good. Just run it through the approval thread to get their stamp of approval on the change and I'd imagine you should be fine.

Dante - Gotcha. For Sky Star, as long as you don't exceed the maximum height of your Super Jumping skill tier with the second jump, I think you'd be fine to RP it that way (i.e. first jump 5 meters, second jump 5 or less meters for basic). If you wanted to go higher with the jump (and didn't want to fly) you'd need something physical to spring from. Or an upgrade to the next tier. For Vortex, that looks fine as a move. Speed should be 1:1, as would fatigue from moving in that way.


Re: Move Creation Workshop - Jak Mar - 10-26-2015

Tier 2 Assist- Daxter/Orange Lighting - Jak's best friend, a wisecracking Ottsel who is resourceful, talks a lot, loves storytelling and drinks too much, along with loving woman a little too much. 1500 OM

Stats:
Attack: 3
Defense:2
Speed: 3
Tech: 2

Moves:
Daxter's moves:

Takedown: 300 om- Daxter grabs the person in question from the side and slams them down on the ground. Weakness is that it doesn't last long, and that it's not hard enough to make someone unconscious.

Bug Sprayer- A regular bug spray most exterminators use to get rid of bugs

-Jetpack attachment
-Flamethrower attachment

Scrape- Daxter can use his claws against any opponent and they hurt like hell.

A electric bug zapper- Daxter can slam his electric bug zapper in someone's face, and it can cause shocking into a enemy.
With this, Daxter is also able to use Jak's weapons, fix machines, crawl into small spaces and fix machines.


Re: Move Creation Workshop - Roger Smith - 10-26-2015

Jak Mar Wrote:Tier 2 Assist- Daxter/Orange Lighting - Jak's best friend, a wisecracking Ottsel who is resourceful, talks a lot, loves storytelling and drinks too much, along with loving woman a little too much. 1500 OM

Stats:
Attack: 3
Defense:2
Speed: 3
Tech: 2

Moves:
Daxter's moves:

Takedown: 300 om- Daxter grabs the person in question from the side and slams them down on the ground. Weakness is that it doesn't last long, and that it's not hard enough to make someone unconscious.

Bug Sprayer- A regular bug spray most exterminators use to get rid of bugs

-Jetpack attachment
-Flamethrower attachment

Scrape- Daxter can use his claws against any opponent and they hurt like hell.

A electric bug zapper- Daxter can slam his electric bug zapper in someone's face, and it can cause shocking into a enemy.
With this, Daxter is also able to use Jak's weapons, fix machines, crawl into small spaces and fix machines.

Just pointing out that you won't unlock Tier 2 Assists until Level 5, but when you hit that point Daxter himself will be good to go.

For Daxter's moves, on the other hand, that's where things get messy.

Bug Sprayer -- Does this actually do anything aside from get rid of bugs? Unless it does, I don't think you'd need to actually purchase it.

For the Jetpack and Flamethrower attachments, describe what they actually do. I'm assuming the Jetpack would enable Flight, but you'd need the Flight power for that, and it wouldn't need to be a move. For the Flamethrower, gonna need its range, how long it can be fired at a time, and other such specifics.

For Scrape, you'd be better off just buying a generic move for Daxter's claws, just like any other weapon.

And for the electric bug zapper, it will also need more description. Don't need to be TOO exact, but specifics on what it looks like, how big it is and how powerful the electric jolt is.

For being able to use Jak's weapons, that's fine and dandy and won't need a specific mention, but I am confused why it's listed under the electric bug zapper; does he need that to be able to use them?

And lastly, for the things like fixing machines (which you listed twice, you silly) and crawling into small spaces, that's fine as just a thing you can do.

EDIT:

Takedown -- Bear in mind that the success or failure of actually being able to take someone down to slam them against the ground in the first place would likely be dependent on your stats vs theirs, in this case probably Dax's ATK vs the target's DEF.

And one REALLY final note: Just remember to keep in mind, these stats and moves and such would only really be viable and effective while Daxter was being used as an Assist, meaning when he's helping Jak in a fight and you're spending SP on him, not when he's off doing his own thing.


Re: Move Creation Workshop - Asriel Dreemurr - 10-26-2015

I want to send in an NPC named Whirlpool. Here are all of his moves.

Tail Whip (requires Ranged Proficiency and Physical Strength) (600)
SeaWing tails are dangerous weapons that can be used in melee combat, and creating huge waves that can travel to 10 feet.

Bioluminescence (0) (fodder)
SeaWings have patches all over their body that light up at their whim. Useful for helping Primes and Secondaries without Enhanced Senses.

Talons (300) (requires Physical Strength)
Whirlpool uses his talons to claw at his foe. If they hit someone with DEF 3 or lower, they have the same force as a blow with a sword. If they hit someone with DEF 4 or lower, they
only leave minor scratches.

Underwater Survival (0) (fodder)
Whirlpool uses the gills on his neck to breathe underwater. He cannot talk underwater unless he uses the bioluminescent language which is like Morse Code: Aquatic. Unfortunatly, no one knows Aquatic in the Omniverse. It takes five years to learn.


Re: Move Creation Workshop - Kakashi Hatake - 10-27-2015

Kakashi Hatake Wrote:Demetri - that sounds better, but I still feel like something about it seems iffy. I'll let someone else take a look at it and make suggestions.

Black Mage - that looks great to me.

Desco - that looks good. Just run it through the approval thread to get their stamp of approval on the change and I'd imagine you should be fine.

Dante - Gotcha. For Sky Star, as long as you don't exceed the maximum height of your Super Jumping skill tier with the second jump, I think you'd be fine to RP it that way (i.e. first jump 5 meters, second jump 5 or less meters for basic). If you wanted to go higher with the jump (and didn't want to fly) you'd need something physical to spring from. Or an upgrade to the next tier. For Vortex, that looks fine as a move. Speed should be 1:1, as would fatigue from moving in that way.

Self-correction, bolded bit is incorrect. Flying is significantly more fatiguing that running, as stated in the power's description. I'm a dope.


Re: Move Creation Workshop - PANDATRON - 10-27-2015

OVERLOAD - 300 OM
PANDATRON can overload his system, granting himself a "pool" of charge time he can use, allowing him to waive charge times from his other techniques. The use of this technique is instant, and he loses fatigue equal to a short sprint and sustains internal blunt damage as if he had received a strong punch in the gut. In exchange, he obtains 10 seconds of free "charge time" that he may use freely during the next minute.


Re: Move Creation Workshop - Tom Marvolo Riddle - 10-27-2015

Awoor Wrote:OVERLOAD - 300 OM
PANDATRON can overload his system, granting himself a "pool" of charge time he can use, allowing him to waive charge times from his other techniques. The use of this technique is instant, and he loses fatigue equal to a short sprint and sustains internal blunt damage as if he had received a strong punch in the gut. In exchange, he obtains 10 seconds of free "charge time" that he may use freely during the next minute.
Mostly for information and stuff to consider, up to you if you want to include your answers in your move.

Does Overlaod itself have a safety cooldown? If he chooses to ignore it what happens if you use it repeatedly in a short period of time? Would multiple uses stack for a larger amount? Last final question or statement that leads to it, if you use it on a move that has a charge longer than 10 seconds, do you get it discounted and just charge the rest of it?


Re: Move Creation Workshop - PANDATRON - 10-27-2015

Tom Marvolo Riddle Wrote:
Awoor Wrote:OVERLOAD - 300 OM
PANDATRON can overload his system, granting himself a "pool" of charge time he can use, allowing him to waive charge times from his other techniques. The use of this technique is instant, and he loses fatigue equal to a short sprint and sustains internal blunt damage as if he had received a strong punch in the gut. In exchange, he obtains 10 seconds of free "charge time" that he may use freely during the next minute.
Mostly for information and stuff to consider, up to you if you want to include your answers in your move.

Does Overlaod itself have a safety cooldown? If he chooses to ignore it what happens if you use it repeatedly in a short period of time? Would multiple uses stack for a larger amount? Last final question or statement that leads to it, if you use it on a move that has a charge longer than 10 seconds, do you get it discounted and just charge the rest of it?

Overload doesn't have a cooldown. If he uses it repeatedly, he will sustain the consequences mentioned, repeatedly. Multiple uses... Hrm. I guess they would stack. And yes, it would get discounted.


Re: Move Creation Workshop - Tom Marvolo Riddle - 10-27-2015

PANDATRON Wrote:
Tom Marvolo Riddle Wrote:
Awoor Wrote:OVERLOAD - 300 OM
PANDATRON can overload his system, granting himself a "pool" of charge time he can use, allowing him to waive charge times from his other techniques. The use of this technique is instant, and he loses fatigue equal to a short sprint and sustains internal blunt damage as if he had received a strong punch in the gut. In exchange, he obtains 10 seconds of free "charge time" that he may use freely during the next minute.
Mostly for information and stuff to consider, up to you if you want to include your answers in your move.

Does Overlaod itself have a safety cooldown? If he chooses to ignore it what happens if you use it repeatedly in a short period of time? Would multiple uses stack for a larger amount? Last final question or statement that leads to it, if you use it on a move that has a charge longer than 10 seconds, do you get it discounted and just charge the rest of it?

Overload doesn't have a cooldown. If he uses it repeatedly, he will sustain the consequences mentioned, repeatedly. Multiple uses... Hrm. I guess they would stack. And yes, it would get discounted.

Then I would suggest making the damage exponentially increasing with each use though your 'punch' would be baseline.