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Move Creation Workshop - Printable Version +- Omni Archive (https://omni.zulenka.com) +-- Forum: Administration Forums (https://omni.zulenka.com/forumdisplay.php?fid=5) +--- Forum: Help Desk (https://omni.zulenka.com/forumdisplay.php?fid=8) +--- Thread: Move Creation Workshop (/showthread.php?tid=2137) |
Re: Move Creation Workshop - Tom Marvolo Riddle - 10-30-2015 Still needing feed back on these please: Hearthfire Charm [Ferventis Gelata] Cost: 600 Om? Requires: Ranged Proficiency, Debuff Proficiency This spell once properly incanted allows the user to charge and release a fire-hydrant of burning, molten white magic that blazes in a churning spectrum of red. It seems to stick and splatter, and ignite anything it comes in contact with. The charge up on the spell ranges between its incantation time of one and a half seconds to a full minute to produce a proportionally more, spectacular, longer lasting, and potently dangerous effect. At minimum charging duration this spell can be cast three times in a ten second period without exhausting a wand’s recharge rate. The Killing Curse [Avada Kedavra] Cost: 600 or 900 Om? Requires: Super Attack T1,Ranged Proficiency, Area of Attack Proficiency Channeling a desire to see someone dead and feeling the rapture of Dark Magic, the caster unleashes bolt of deep emerald lightning in a straight line that releases molten motes of dripping light. Upon impact with a living organism to deals massive potentially lethal damage to the very life force of the target, but otherwise leaves no sign of its passing. If however it impacts on a non-living Mundane thing will be utterly destroyed as the spell continues forward in an attempt to end any life it can reach. Re: Move Creation Workshop - Demetri Malius - 11-01-2015 Orion Wrote:A new idea I'm toying with: Gonna somewhat steal this later :ninja: Re: Move Creation Workshop - Bandit With No Name - 11-01-2015 Orion Wrote:A new idea I'm toying with:How long does it last? What are some downsides? Re: Move Creation Workshop - Illidan Stormrage - 11-01-2015 Had a chat about it with Omni in the chat yesterday, he said the edits were good for downsides. I had proposed that the mirages last ten seconds after being created. Re: Move Creation Workshop - The Rogue - 11-01-2015 Werewolf Tier 1 Powered-up form (1000) Requires Physical Strength, all moves for Connor's base form are disabled. Power-ups cannot be used in this form ATK: +6 DEF: +4 SPD: +5 TEC: +0 Connor turns into an 8 ft tall humanoid wolf with reddish brown fur and Amber eyes. His.muscle mass increases significantly, especially in the arms and legs. His super jumping does not tire him out and he can jump to his maximum with ease. Until he work on controlling it, Connor must be significantly inraged in order to trigger this form. His Aura is activated at the first use of this move. After exiting Werewolf form he will be very exhausted, but he will still able to continue in combat for some time before tiring out completely. Moves that go with this form Maul: 300 OM Requires Physical Strength Prof., Super jumping, and Werewolf Connor leaps onto his chosen target and starts, well mauling them I’ll beat a maddafaka with another maddafaka: 600 OM Requires Physical Strength Prof., Werewolf, ???? In his rage he picks up the nearest person and throws them at his intended target, the accuracy of this relies on how much the person struggles. Additionally he can use that person like a club. Do these sound good? Re: Move Creation Workshop - Bandit With No Name - 11-01-2015 Connor Hound Wrote:WerewolfA Tier 1 power up gives you +5 to your stats, not +15. The Mauling move would have to be more specific. It's pretty far off the mark just yet, so I might consider swapping it out for a straight up "Claws," where they act like claws. The hitting people with other people thing wouldn't really need a specific move, so long as he was able to grab a maddafaka within range, and assuming he has enough ATK to do so. Re: Move Creation Workshop - The Rogue - 11-01-2015 This is a powered up form, not a power up..... Quote:Powered-Up Forms Re: Move Creation Workshop - Roger Smith - 11-01-2015 Connor Hound Wrote:This is a powered up form, not a power up..... Allow me to allay some confusion here. Powered Up Forms give you 15 stat points total, not 15 extra points. It still only gives you 5 extra points, you can just freely allocate them as you wish, completely re-arranging your stats in the process. Re: Move Creation Workshop - The Rogue - 11-01-2015 But the power ups are worded....fiine, okay, my bad.... Re: Move Creation Workshop - Roger Smith - 11-01-2015 Connor Hound Wrote:But the power ups are worded....fiine, okay, my bad.... I can see how it might be confusing, but just for complete clarity here. <!-- l --><a class="postlink-local" href="http://omniverse-rpg.com/assistsandtransformations.php#Advanced_Transformations">assistsandtransformations.php#Advanced_Transformations</a><!-- l --> Assists and Transformations Rules Wrote:Tier 1 Powered-Up Form – 15 stats total – 1 SP per post – 1000 OM Notice the "total" part next to the stats. Re: Move Creation Workshop - The Rogue - 11-01-2015 Yeah I see it Re: Move Creation Workshop - The Rogue - 11-01-2015 Werewolf Tier 1 Powered-up form (1000) Requires Physical Strength, all moves for Connor's base form are disabled. Power-ups cannot be used in this form ATK: +2 DEF: +1 SPD: +2 TEC: +0 Connor turns into an 8 ft tall humanoid wolf with reddish brown fur and Amber eyes. His.muscle mass increases significantly, especially in the arms and legs. His super jumping does not tire him out and he can jump to his maximum with ease. Until he work on controlling it, Connor must be significantly inraged in order to trigger this form. His Aura is activated at the first use of this move. After exiting Werewolf form he will be very exhausted, but he will still able to continue in combat for some time before tiring out completely. Moves that go with this form [bPounce[/b]: 300 OM Requires Physical Strength Prof., Super jumping, and Werewolf Connor leaps onto his chosen target and starts, well mauling them. He will immediately chose a new target if someone hits him ______________________________________________________________________________ Dis better? Re: Move Creation Workshop - Bandit With No Name - 11-01-2015 Pounce can still use a bit of work. I would suggest: Claws Connor grows sharp claws on both of his hands, each about an inch long. Fangs Connor grows fangs much like those of a standard wolf's. Re: Move Creation Workshop - The Rogue - 11-01-2015 Okay! Those sound great Re: Move Creation Workshop - Bandit With No Name - 11-01-2015 Those might not even need to be moves, but they might, so in this case, it's better to ask permission than to ask for forgiveness. Re: Move Creation Workshop - Illidan Stormrage - 11-01-2015 Tom Marvolo Riddle Wrote:Still needing feed back on these please: Hearthfire Charm: seems pretty good, a minute is a long time to charge though. In a battle situation I can't see it happening all that much. Since you can cast it three times in ten seconds, I'd assume that form wouldn't do a lot of damage, but otherwise looks all right. Maybe the fatigue levels need to be a bit more pronounced? Killing Curse: looks good, but of course no attack can kill someone. I'd probably remove the 'lethal' part and just say it does a lot of damage, as all Supers do. Re: Move Creation Workshop - Kakashi Hatake - 11-01-2015 The Killing Curse could be viable, if it's worked the way The Colt is. Just basically making it a death move only if they would die anyway. Re: Move Creation Workshop - Bandit With No Name - 11-01-2015 One way you might try to circumvent the whole "it always kills if it hits" problems is what I suggest for Dean and his Colt super move: You can ONLY use it at the end of your fight, and if you WIN your fight, the spell hits. If you LOSE the fight, the spell misses. That way the spell can maintain a 100% kill rating... if it hits you. Re: Move Creation Workshop - Bandit With No Name - 11-01-2015 lol jynx Re: Move Creation Workshop - Tom Marvolo Riddle - 11-01-2015 Quote:Hearthfire Charm: seems pretty good, a minute is a long time to charge though. In a battle situation I can't see it happening all that much. Since you can cast it three times in ten seconds, I'd assume that form wouldn't do a lot of damage, but otherwise looks all right. Maybe the fatigue levels need to be a bit more pronounced?Done. Killing Curse: looks good, but of course no attack can kill someone. I'd probably remove the 'lethal' part and just say it does a lot of damage, as all Supers do.[/quote] Edited following the end the fight thing Hearthfire Charm [Ferventis Gelata] Cost: 600 Om Requires: Ranged Proficiency, Debuff Proficiency This spell once properly incanted allows the user to charge and release a fire-hydrant of burning, molten white magic that blazes in a churning spectrum of red. It seems to stick and splatter, and ignite anything it comes in contact with. The charge up on the spell ranges between its incantation time of one and a half seconds to a full minute to produce a proportionally more, spectacular, longer lasting, and potently dangerous effect. At minimum charging duration this spell can be cast three times in a ten second period without exhausting a wand’s recharge rate, at a low to moderate fatigue cost. The Killing Curse [Avada Kedavra] Cost: 600 Requires: Super Attack T1,Ranged Proficiency, Area of Attack Proficiency Channeling a desire to see someone dead and feeling the rapture of Dark Magic, the caster unleashes bolt of deep emerald lightning in a straight line that releases molten motes of dripping light. Upon impact with a living organism to deals massive damage to the very life force of the target, but otherwise leaves no sign of its passing. If however it impacts on a non-living Mundane thing will be utterly destroyed as the spell continues forward in an attempt to end any life it can reach. If this spell would end the fight in its caster’s favor, then it will end the fight via killing rather than just injuring them. |