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Omni Archive
Move Creation Workshop - Printable Version

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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:

Mirage (Teleportation, Suppression) - Orion charges and after five seconds, two duplicates of him split off to either side of him. These are merely illusions but follow his movements exactly. They cannot be moved independently and always stick to Orion's side about three feet to the left and right of him. Orion then uses his ability to teleport to switch places with one of the mirages, but all three versions of himself flicker so it cannot be deduced visually. Then Orion will generally attack, allowing himself a chance to confound the enemy and exploit an opening.

The real Orion can only be deduced with Enhanced Senses, and only if the adversary's TEC is higher than Orion's.

EDIT: The mirages, if hit, dissipate, and cannot do damage themselves. However, if a mirage is hit, the enemy has likely left themselves open, which allows the real Orion to attack. Once Orion lands the first attack, the mirages fade.


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:

Mirage (Teleportation, Suppression) - Orion charges and after five seconds, two duplicates of him split off to either side of him. These are merely illusions but follow his movements exactly. They cannot be moved independently and always stick to Orion's side about three feet to the left and right of him. Orion then uses his ability to teleport to switch places with one of the mirages, but all three versions of himself flicker so it cannot be deduced visually. Then Orion will generally attack, allowing himself a chance to confound the enemy and exploit an opening.

The real Orion can only be deduced with Enhanced Senses, and only if the adversary's TEC is higher than Orion's.

EDIT: The mirages, if hit, dissipate, and cannot do damage themselves. However, if a mirage is hit, the enemy has likely left themselves open, which allows the real Orion to attack. Once Orion lands the first attack, the mirages fade.
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: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 enraged 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?
A 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
Powered-Up Forms are essentially an all-in-one combination of an Alternate Form and Power-Up. Like Alternate Forms, they allow you to completely redo your stats, but aren't limited to simply the default 10 stat points. They have the same tiers as Power-Ups, and allow you to make a form with 15, 20, or 30 stat points, depending on the Tier. Of course, this means they require SP to activate, just like Power-Ups, and as a result you need to let the mods know you're using them if you're in an official fight or competitive situation.

Basically, Powered-Up Forms allow you to create a different stat setup if you don't feel like creating an entire new Alternate Form and Power-Up just for a particular Transformation you have in mind. The downside is that Powered-Up Forms are completely independent – unlike Alternate Forms, which are like a new 'base' form, you can't use them in combination with a Power-Up. But some players may wish to forgo normal Power-Ups entirely in favor of Powered-Up Forms.

The prices are exactly the same as Power-Ups. Just like base forms, no single stat in a Powered-Up Form may exceed half of the total stats (so if you have 20 stats total, the maximum for any one stat is 10).

Tier 1 Powered-Up Form – 15 stats total – 1 SP per post – 1000 OM
Tier 2 Powered-Up Form – 20 stats total – 2 SP per post – 1500 OM
Tier 3 Powered-Up Form – 30 stats total – 4 SP per post – 2000 OM



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
Tier 2 Powered-Up Form – 20 stats total – 2 SP per post – 1500 OM
Tier 3 Powered-Up Form – 30 stats total – 4 SP per post – 2000 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 [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.

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.