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Omni Archive
Move Creation Workshop - Printable Version

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Re: Move Creation Workshop - Illidan Stormrage - 11-01-2015

Looks good with those amendments.


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. He gains the arm strength of a Grizzly and bite strength of an Hyena. 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

[bClaws[/b]: 300 OM
Requires Physical Strength Prof. and Werewolf

While in Werewolf form Connor grows claws, but instead of wolf claws these are more bear like.

Fangs: 300 OM
[b]Requires Physical Strength Prof. and Werewolf[/i]
While in Werewolf form Connor grows fangs much akin to a wolves, but unlike the wolf he can snap bone in one bite.


So like this? Also I added a thing.


Re: Move Creation Workshop - Rubick - 11-01-2015

Oi gents, was wondering if someone could help me with this set of moves Rubick's starting with. I think i have it balanced alright but I just wanted to make sure, preferably with someone who can help me refine them if necessary (like how many seconds it should take for Rubick to be able to toggle Null Field's damage block type).

Also I was wondering if this is a decent starting build for him, something that won't get trampled on immediately lol.



Starting Moves:

Staff of the Magus (600 OM; Ranged Proficiency)
Hidden Dagger (300 OM; Ranged Proficiency, Remote Control Proficiency)
Nulling Field (900 OM; Area Shield Proficiency)

Rubick's staff, with an outer core of a black, hard, metallic wood called ebonthe, possesses a cylindrical interior that contains the raw essence of Rubick's magical power. A green substance somewhere between that of a liquid and a solid is suspended within this interior, pooling at the top of the staff in a fashion similar to that of candle wax. This is magical residue of a sort, created as a byproduct of Rubick's main attack. This attack can be cast instantaneously as a bolt of green, scouring energy. It can also be charged for up to ten seconds (arbitrary time atm), the volume and attack strength of the energy bolt increasing, speed slightly decreasing, as it gains power within his staff. Both the instantaneous and charged energy bolts possess an acidic, burning effect upon hitting their intended target, this effect increasing the more the bolt is charged. This bolt can be cast instantaneously without the use of the staff, however the charged version of any amount of time beyond one second of the bolt requires the staff to use properly. May be upgraded later.

Rubick's set of hidden daggers serve as both an exercise of his telekinetic power as well as a last line of defense at melee range (though he's entirely unskilled with them at that range at this point, and he'd have to catch someone completely off guard seeing as he lacks melee proficiency). Gained in an exchange with a succubus known as Akasha after barely emerging victorious during a defense of a Dire Ancient shard, these daggers are light, expertly forged, and made for throwing. Though Rubick has practiced somewhat in throwing these daggers without the aid of telekinetics, their main utility comes when he uses them in cooperation with his arcane power. Using an extension of his mind, he can control one to six of these demonic daggers, aiding their movement. Their velocity is limited by the initial speed they were thrown at, and at the moment he cannot control these daggers individually, meaning they all move as one unit. They also possess trace amounts of an intricate poison still within the atomically small etches within the blade. However, this poison is currently in too small of an amount on these daggers to be of any use, meaning Rubick will have to study and remake the poison himself when possible (when he grabs Debuff Proficiency).

His Nulling Field is a signature protection charm of Rubick's, and one of the reasons why he was able to survive the onslaught of magical powers during the fateful battle that gave him his title. An invisible shield of arcane energy, it cannot be detected by the naked eye. It can only be detected by Primes with Enhanced Senses, with a TEC stat greater than half of Rubick's, the degree of invisibility decreasing as the TEC stat grows higher. Its effects, however, are quite plain to see. Nulling Field can be deployed as a mobile protection field around one person, attached to their life essence, or as a much larger, stationary shield. The larger the field grows, the more concentration Rubick has to use in order to maintain the field. Also, with concentration, this field can be toggled between two modes of protection. The first protects against physical based attacks (bullets, arrows, swords, fists, etc). The second protects against arcane and energy based attacks (magic, lasers, other energy-based technology, etc). However, Rubick must concentrate for ?? seconds before a successful switch between these modes can be made. This shield is also not impenetrable, as taking enough force can shatter it unless Rubick feeds more of his energy into the field, which can become heavily exhaustive as the shield becomes larger. It also has a limited cast range of about 30 meters when giving someone other than himself a personal shield, and the target must be in plain sight or visible to any enhanced senses Rubick might gain.


Re: Move Creation Workshop - Kakashi Hatake - 11-02-2015

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: +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. He gains the arm strength of a Grizzly and bite strength of an Hyena. 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

[bClaws[/b]: 300 OM
Requires Physical Strength Prof. and Werewolf

While in Werewolf form Connor grows claws, but instead of wolf claws these are more bear like.

Fangs: 300 OM
[b]Requires Physical Strength Prof. and Werewolf[/i]
While in Werewolf form Connor grows fangs much akin to a wolves, but unlike the wolf he can snap bone in one bite.


So like this? Also I added a thing.

This looks good, though I do see a few issues. The first is that you will not be able to negate the fatigue of Super Jumping. Unless he like, never stops jumping though, the default fatigue cost shouldn't be a problem as is. Jumping isn't extremely taxing ordinarily. The other issue is with the phrasing of his bite strength. Depending on the DEF of his foe, he won't always be able to just snap bones. Having a 5 in strength certainly makes it a possibility against those with lower DEF, but you can't state it as a certainty in the move. Better to phrase it more generally, comparing it to other non-human materials if needed. Like the rules state that 4 ATK can break concrete; if you wanted to put something like that in there, that'd be fine.


Re: Move Creation Workshop - Kakashi Hatake - 11-02-2015

Rubick Wrote:Staff of the Magus (600 OM; Ranged Proficiency)
Hidden Dagger (300 OM; Ranged Proficiency, Remote Control Proficiency)
Nulling Field (900 OM; Area Shield Proficiency)

Rubick's staff, with an outer core of a black, hard, metallic wood called ebonthe, possesses a cylindrical interior that contains the raw essence of Rubick's magical power. A green substance somewhere between that of a liquid and a solid is suspended within this interior, pooling at the top of the staff in a fashion similar to that of candle wax. This is magical residue of a sort, created as a byproduct of Rubick's main attack. This attack can be cast instantaneously as a bolt of green, scouring energy. It can also be charged for up to ten seconds (arbitrary time atm), the volume and attack strength of the energy bolt increasing, speed slightly decreasing, as it gains power within his staff. Both the instantaneous and charged energy bolts possess an acidic, burning effect upon hitting their intended target, this effect increasing the more the bolt is charged. This bolt can be cast instantaneously without the use of the staff, however the charged version of any amount of time beyond one second of the bolt requires the staff to use properly. May be upgraded later.

Looks good, though just know that anything with an instant cast is going to be very weak or be very energy-intensive. Also, you'll need Debuff proficiency to cause burns and the like. If it's just a burny feeling with no other side effects, you're fine without it.


Rubick Wrote:Rubick's set of hidden daggers serve as both an exercise of his telekinetic power as well as a last line of defense at melee range (though he's entirely unskilled with them at that range at this point, and he'd have to catch someone completely off guard seeing as he lacks melee proficiency). Gained in an exchange with a succubus known as Akasha after barely emerging victorious during a defense of a Dire Ancient shard, these daggers are light, expertly forged, and made for throwing. Though Rubick has practiced somewhat in throwing these daggers without the aid of telekinetics, their main utility comes when he uses them in cooperation with his arcane power. Using an extension of his mind, he can control one to six of these demonic daggers, aiding their movement. Their velocity is limited by the initial speed they were thrown at, and at the moment he cannot control these daggers individually, meaning they all move as one unit. They also possess trace amounts of an intricate poison still within the atomically small etches within the blade. However, this poison is currently in too small of an amount on these daggers to be of any use, meaning Rubick will have to study and remake the poison himself when possible (when he grabs Debuff Proficiency).

Since the daggers can be thrown normally and remote controlled, this will count as 2 'forms' of the move and will make the cost 600 OM. For the poison, since the effect is negligible at this point, you're fine to ignore the Debuff until later. If you're planning to use these melee at all, though (even as a sneak attack), you'll need Physical Strength and it will add 300 more OM to the cost.

Rubick Wrote:His Nulling Field is a signature protection charm of Rubick's, and one of the reasons why he was able to survive the onslaught of magical powers during the fateful battle that gave him his title. An invisible shield of arcane energy, it cannot be detected by the naked eye. It can only be detected by Primes with Enhanced Senses, with a TEC stat greater than half of Rubick's, the degree of invisibility decreasing as the TEC stat grows higher. Its effects, however, are quite plain to see. Nulling Field can be deployed as a mobile protection field around one person, attached to their life essence, or as a much larger, stationary shield. The larger the field grows, the more concentration Rubick has to use in order to maintain the field. Also, with concentration, this field can be toggled between two modes of protection. The first protects against physical based attacks (bullets, arrows, swords, fists, etc). The second protects against arcane and energy based attacks (magic, lasers, other energy-based technology, etc). However, Rubick must concentrate for ?? seconds before a successful switch between these modes can be made. This shield is also not impenetrable, as taking enough force can shatter it unless Rubick feeds more of his energy into the field, which can become heavily exhaustive as the shield becomes larger. It also has a limited cast range of about 30 meters when giving someone other than himself a personal shield, and the target must be in plain sight or visible to any enhanced senses Rubick might gain.

This looks good overall, but with the variable sizes and shield types, you're looking at a cost of 1200. (Small physical, small energy/magic, large physical, large energy/magic). Also, what is the cast time? You could make the time needed to 'switch' shields be equal to this as well. Does the concentration needed to maintain the shield mean that he can't cast anything else while he's focusing? If he can still cast things and maintain it, expect the shield to be weaker.


As for your general question on the build, I think it sounds like a good balance. Making your daggers melee-able so that he can at least parry and get back into casting range might be something I'd do, personally.


Re: Move Creation Workshop - Black☆Star - 11-03-2015

Mode: Dummy☆Star
Cost: 300 OM?
Requires: (I'm a little lost ass to the requirements of this one, any help would be appreciated)
Dummy☆Star is one of Tsubaki's transformation techniques, however, rather than transforming into a weapon, she transforms into a projection of Black☆Star. She is unable to attack or move while in this form, she just provides a distraction, allowing Black☆Star to re-position himself to gain an advantage.


Re: Move Creation Workshop - Asriel Dreemurr - 11-03-2015

Here it is.

Popit (fodder) (0)
[spoiler][Image: Little-Big-Planet-large-0023.jpg][/spoiler]

This tool is used for selecting his shapeshifting ability and his text box.


Re: Move Creation Workshop - Rubick - 11-03-2015

@Kakashi Hatake

Was able to revamp the abilities with your help, I'll leave it up to ye olde character judgement committee if the moves are good to go or not. Also took your advice on the Physical Strength, he could definitely use it.

Thanks for the assist Bowie-Sensei ^^


Re: Move Creation Workshop - Kakashi Hatake - 11-03-2015

Black☆Star Wrote:Mode: Dummy☆Star
Cost: 300 OM?
Requires: (I'm a little lost ass to the requirements of this one, any help would be appreciated)
Dummy☆Star is one of Tsubaki's transformation techniques, however, rather than transforming into a weapon, she transforms into a projection of Black☆Star. She is unable to attack or move while in this form, she just provides a distraction, allowing Black☆Star to re-position himself to gain an advantage.

It sounds like this is just an immobile distraction? If so and the dummy appears at your side, you really wouldn't need too much in the way of requirements. If it appears more than 5 feet away you'll need Ranged Materialize. And if you want to control it you'd obviously need Remote Control. You should state how fast the cast time is, maybe a few seconds as it doesn't sound too complicated. You should also state how resilient the doppelganger is (or a time frame before it dispels itself), with the energy/fatigue being equal to this. Oh, and it's important to note that those with a TEC equal or higher than yours will be able to tell that it's not really Black Star. With that, I'd think you'd be fine with 300 OM cost and no requirements unless you add some more functions in.


Re: Move Creation Workshop - Kakashi Hatake - 11-03-2015

Sackboy Wrote:Here it is.

Popit (fodder) (0)
[spoiler][Image: Little-Big-Planet-large-0023.jpg][/spoiler]

This tool is used for selecting his shapeshifting ability and his text box.

So it's just a box that appears over his head? That's fine for 0 OM as it doesn't add anything to combat and is just for looks.


Rubick Wrote:@Kakashi Hatake

Was able to revamp the abilities with your help, I'll leave it up to ye olde character judgement committee if the moves are good to go or not. Also took your advice on the Physical Strength, he could definitely use it.

Thanks for the assist Bowie-Sensei ^^

Glad to help! =D


Re: Move Creation Workshop - The Rogue - 11-03-2015

Okay so I added that in and I redistributed my stats for that form as well.

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:3 +2
DEF:3 +1
SPD:3 +2
TEC:1 +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. As the arm strength of a Grizzly and bite strength of an Hyena.

Moves that go with this form

Claws: 300 OM
Requires Physical Strength Prof. and Werewolf

While in Werewolf form Connor grows claws, but instead of wolf claws these are more bear like.

Fangs: 300
Requires Physical Strength Prof. and Werewolf
While in Werewolf form Connor grows fangs much akin to a wolves, but unlike the wolf he can crush concrete and not injure himself.


Re: Move Creation Workshop - The Rogue - 11-03-2015

Can someone help me refine this?

Quote:Lycöan: 900
Requires Ranged Profinciency
This gun has a special place in Connor's heart, for he made this gun on his own.
Specs:
Length: 6-inch (152 mm) barrel/ 10.75 inches (27.3 cm) ((from the back of the slide to the bore))
Height: 6.25 inches (15.9 cm)
Width: 1.25 inches (32 mm)
Magazine Compacity: 9 rounds
Caliber/Bore diameter: .429 inches (10.9 mm)
Range and Accuracy: The bullets can reach about 30 ft. An unmoving target at 15ft is normally a guaranteed hit
Ammo types
  1. Super-sonic: Goes above the speed of sound, trading quietness for more damage. Shatters if it hits water.
  2. Sub-sonic: Goes bellow the speed of sound, trading damage for quietness.
[*]Explosive (600) : Is a super-sonic that explodes on contact. The explosion is relatively small, used for lightly armored foes. Will be a super move


He even made a custom attachment that he rarely takes off. He based it off of military rail gun technology. He called it the Electromagnetic Coil Chamber., or ECC. Once turned on a high pitched 'whine' can be heard on the very edge of normal human hearing. When a bullet is fired the ECC 'pulls' the bullet along, making it go faster. Thus a Super-sonic turns into a Magnum bullet, sub-sonic turns into a Super-sonic and explosive rounds explode in the chamber, so they are not usable. When the ECC is turned off it also doubles as a suspresser, so a Super-sonic rounds sound like a normal sub-sonic bullet, a sub-sonic is just a stacatto cough.
The ECC also adds 6 inches to the overall length.



Re: Move Creation Workshop - Kakashi Hatake - 11-03-2015

Connor Hound Wrote:Can someone help me refine this?

Quote:Lycöan: 900
Requires Ranged Profinciency
This gun has a special place in Connor's heart, for he made this gun on his own.
Specs:
Length: 6-inch (152 mm) barrel/ 10.75 inches (27.3 cm) ((from the back of the slide to the bore))
Height: 6.25 inches (15.9 cm)
Width: 1.25 inches (32 mm)
Magazine Compacity: 9 rounds
Caliber/Bore diameter: .429 inches (10.9 mm)
Range and Accuracy: The bullets can reach about 30 ft. An unmoving target at 15ft is normally a guaranteed hit
Ammo types
  1. Super-sonic: Goes above the speed of sound, trading quietness for more damage. Shatters if it hits water.
  2. Sub-sonic: Goes bellow the speed of sound, trading damage for quietness.

[*]Explosive (600) : Is a super-sonic that explodes on contact. The explosion is relatively small, used for lightly armored foes. Will be a super move


He even made a custom attachment that he rarely takes off. He based it off of military rail gun technology. He called it the Electromagnetic Coil Chamber., or ECC. Once turned on a high pitched 'whine' can be heard on the very edge of normal human hearing. When a bullet is fired the ECC 'pulls' the bullet along, making it go faster. Thus a Super-sonic turns into a Magnum bullet, sub-sonic turns into a Super-sonic and explosive rounds explode in the chamber, so they are not usable. When the ECC is turned off it also doubles as a suspresser, so a Super-sonic rounds sound like a normal sub-sonic bullet, a sub-sonic is just a stacatto cough.
The ECC also adds 6 inches to the overall length.

Okay, so for starters you're going to need to tweak how the Super-sonic and sub-sonic rounds work. Making a move louder doesn't really count as a downside, being that bullets travel pretty fast and you'd probably feel it before you heard it. If you want a type of bullet to be stronger, you should probably make the fire rate slower or the gun take up more ammo or something. You could also make it less accurate if you'd like, or maybe the kickback on Connor is such that he's hurt when firing the more powerful rounds. Whichever you'd like to add would help your case, but as it stands the downsides are basically nil. As for the Explosive rounds, that sounds fine.

As for the ECC and the suppression part, you can't really add a function that effects more than one part of a move. That would work as maybe a power-up, but as it stands if you want all of the effects added by the ECC/Suppressor, you'd need to spend at least 1200 OM more (300 for each function), bringing the move to 1800 not counting the Super Move. That is, unless making a super-sonic slower makes it identical to a normal sub-sonic in every way and so on with the others, in which case you'd only add on like 600 (300 for the slowest 'cough' variety and 300 for the Magnum),


For Werewolf, that's fine but I'd still maybe edit the part about 'not tiring him out'. It's a bit confusingly worded because it kinda implies that this form makes the power work 'better', which you can't really do. If you want to RP the Super Jumping as being less efficient in base form and then use the full extent in Werewolf mode, that would be perfectly fine. Or like, if you wanted to buy the next tier and use Advanced in Werewolf mode and Basic in human form for mere theatrics, that's also cool.


Re: Move Creation Workshop - The Rogue - 11-04-2015

Quote:Lycöan:???
Requires Ranged Profinciency
This gun has a special place in Connor's heart, for he made this gun on his own.
Specs:
Length: 6-inch (152 mm) barrel/ 10.75 inches (27.3 cm) ((from the back of the slide to the bore))
Height: 6.25 inches (15.9 cm)
Width: 1.25 inches (32 mm)
Magazine Compacity: 9 rounds
Caliber/Bore diameter: .429 inches (10.9 mm)
Range and Accuracy: The bullets can reach about 30 ft. An unmoving target at 15ft is normally a guaranteed hit
Ammo types
  1. Super-sonic: Goes above the speed of sound. Shatters if it hits water.
  2. Anti-material: Is a super-sonic that explodes on contact. The explosion is relatively small, used for light armored vehicles and infantry. For some reason when a magazine of this type is in the gun the trigger is significantly harder to pull

He even made a custom attachment that he rarely takes off. He based it off of military rail gun technology. He calls it the Electromagnetic Coil Chamber., or ECC. Once turned on a high pitched 'whine' can be heard on the very edge of normal human hearing. When a bullet is fired the ECC 'pulls' the bullet along, making it go faster. Thus a Super-sonic turns into a Magnum bullet and anti-material rounds explode in the chamber, so they are not usable. Additionally when the ECC is on the trigger is much harder to pull(?) The ECC also adds 6 inches to the overall length and a pound to the front of the barrel.

Fixed(?)

Quote: 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:3 +2
DEF:3 +1
SPD:3 +2
TEC:1 +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. 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. As the arm strength of a Grizzly and bite strength of an Hyena.

Moves that go with this form

Claws: 300 OM
Requires Physical Strength Prof. and Werewolf

While in Werewolf form Connor grows claws, but instead of wolf claws these are more bear like.

Fangs: 300
Requires Physical Strength Prof. and Werewolf
While in Werewolf form Connor grows fangs much akin to a wolves, but unlike the wolf he can crush concrete and not injure himself.




Also I want to go ahead and make a few melee moves for Connor’s Base form

Quote:Monofilament Knife: 300
Requires Physical Strength
A knife made out of a strange ceramic alloy, and thanks to modern science the blade's edge is one molecule thin, but since they start out at one molecule and it is a ceramic base, it makes the blade sharp and hard, but on the down side brittle. Its brittleness makes the knife useful only for offense. If it does break it will take at least a few seconds to resummon

And this one

Quote:Fenir: 600
Requires Physical Strength
A black steel tomahawk with a point on the back. A strong and hard weapon that can also block with its long handle and be thrown quite a distance



Re: Move Creation Workshop - Kakashi Hatake - 11-04-2015

For Lycöan, can you describe what effect making the trigger hard to pull actually has? Sounds like it could either be harder to aim or slower to fire (or both); you should explicitly state the effect so as to make it crystal clear when you bring it for approval. Sorry if this seems silly/obvious, just trying to make the moves easy for anyone to understand. Like, maybe super-sonic can be fired a bullet every second or so and the anti-material ever 3 seconds? I'm just throwing numbers out, you can decide how you'd like it to work. ECC I would think would need to have a significant ammo consumption and slow fire rate as it seems to make the shots MORE precise (faster). Maybe he can only fire it a few times in succession without damaging the ECC?

Werewolf looks good.

Monofilament Knife and Fenir look good, but can you describe them physically? Mainly looking for the size, but whatever you can add will help.


Re: Move Creation Workshop - The Rogue - 11-04-2015

Quote:Lycöan:900
Requires Ranged Proficiency
This gun has a special place in Connor's heart, for he made this gun on his own.
Specs:
Length: 6-inch (152 mm) barrel/ 10.75 inches (27.3 cm) ((from the back of the slide to the bore))
Height: 6.25 inches (15.9 cm)
Width: 1.25 inches (32 mm)
Magazine Compacity: 9 rounds
Caliber/Bore diameter: .429 inches (10.9 mm)
Range and Accuracy: The bullets can reach about 30 ft. An unmoving target at 15ft is normally a guaranteed hit
Ammo types
  1. Super-sonic: Goes above the speed of sound. Shatters if it hits water.
  2. Anti-material: Is a super-sonic that explodes on contact. The explosion is relatively small, used for light armored vehicles and infantry. For some reason when a magazine of this type is in the gun the trigger is significantly harder to pull, severely decreasing Connor's ‘trigger finger’, aka fire rate.

He even made a custom attachment that he rarely takes off. He based it off of military rail gun technology. He calls it the Electromagnetic Coil Chamber., or ECC. Once turned on a high pitched 'whine' can be heard on the very edge of normal human hearing. When a bullet is fired the ECC 'pulls' the bullet along, making it go faster. Thus a Super-sonic turns into a Magnum bullet and anti-material rounds explode in the chamber, so they are not usable. Additionally when the ECC is on the trigger is much harder to pull, which makes it difficult to shoot as fast as he normally does. Plus after each shot the ECC needs to charge up for a few seconds. It also adds 6 inches to the overall length and a pound to the front of the barrel.

Done


Quote:Monofilament Knife: 300
Requires Physical Strength
A knife made out of a strange ceramic alloy, and thanks to modern science the blade's edge is one molecule thin, but since they start out at one molecule and it is a ceramic base, it makes the blade sharp and hard, but on the down side brittle. It has a 6 inch handle and a foot long blade, with the flat of the blade being two inches. Its brittleness makes the knife useful only for offense. If it does break it will take at least a few seconds to resummon.

Quote:Fenir: 600
Requires Physical Strength
A black steel tomahawk with a point on the back. It is 18 inches long in total, a 6 inch head, and a 2 inch point on the back. A strong and hard weapon that can also block with its long handle and be thrown quite a distance

Added the dimensions


And thank you for the help =D


Tier one - Powered-up Form: Akame Rage (Move Creation Worksh - Dawnika Snow - 11-05-2015

Akame Rage - Tier one(1000)

[Image: HhlEhLB_zpst1j8kr11.jpeg]

A pitch black aura surrounds the ambidextrous demon girl, and her lust for battle appears in her eyes and expression. In this form, she gives up all her physical resilience to destroy her opponent. The lust for battle emensly increases her attack and speed in return however. This how an Akame truely fights.

New stats:

ATK: 7
DEF: 0
SPD: 5
TEC: 3


Re: Tier one - Powered-up Form: Akame Rage (Move Creation Wo - Thaal Sinestro - 11-05-2015

Dawnika Snow Wrote:Akame Rage - Tier one(1000)

[Image: HhlEhLB_zpst1j8kr11.jpeg]

A pitch black aura surrounds the ambidextrous demon girl, and her lust for battle appears in her eyes and expression. In this form, she gives up all defense to destroy her opponent. The lust for battle emensly increases her attack and speed in return however. This how an Akame truely fights.

New stats:

ATK: 7
DEF: 0
SPD: 5
TEC: 3
The Power Up doesn't allow you to redistribute your original stats. The way it's worded is a little weird, but basically tier 1 gives you +5 to add to your stats. You can't reduce your current stats, only add.

You can put then wherever you want, so long as they don't exceed half your total (so no more than 7 in this case).


Re: Move Creation Workshop - Dawnika Snow - 11-05-2015

"Powered-up Form"


Re: Move Creation Workshop - Thaal Sinestro - 11-05-2015

DOH! Wasn't paying close enough attention.

The only thing I might consider is that losing her defense makes her more PHYSICALLY weak to damage, meaning that a knife hurts her much more in that form than it would normally.

If you're looking for a more "I'm abandoning my ATTEMPT to defend myself", you might consider sacrificing TEC instead.