The following warnings occurred:
Warning [2] Undefined property: MyLanguage::$archive_pages - Line: 2 - File: printthread.php(287) : eval()'d code PHP 8.3.31 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/printthread.php(287) : eval()'d code 2 errorHandler->error_callback
/printthread.php 287 eval
/printthread.php 117 printthread_multipage



Omni Archive
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 - Thaal Sinestro - 11-05-2015

Though that obviously isn't a perfect solution to that problem either.


Re: Move Creation Workshop - Kakashi Hatake - 11-05-2015

Connor Hound Wrote:
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


Oh! One more thing, if you'll be attack, blocking AND throwing it you will need to up the cost by 300 and by Ranged Prof. Apologies, I missed it the first time. The 600 you have now will cover 2/3 of the uses.

Also: no problem! =D


Re: Move Creation Workshop - Demetri Malius - 11-05-2015

Wait I thought that blocking with a weapon was considered part of its use and added no extra cost? For example, one could use a sword to deflect light attacks and such, the difference being that actual shield moves were more efficient at negating damage?


Re: Move Creation Workshop - Kakashi Hatake - 11-05-2015

Demetri Malius Wrote:Wait I thought that blocking with a weapon was considered part of its use and added no extra cost? For example, one could use a sword to deflect light attacks and such, the difference being that actual shield moves were more efficient at negating damage?

Ah, you're correct. For some reason I was thinking of it working like a shield rather than a parry. Ignore that part of my comment =P. The Ranged Prof. part still stands, though.


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

Thaal Sinestro Wrote: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.

The point is for her to use complete strength and speed to destroy anything by weaking her resilience to enemy attacks.


Re: Move Creation Workshop - The Rogue - 11-05-2015

Kakashi Hatake Wrote:The Ranged Prof. part still stands, though.


D= I forgot to add that in, thank you. So everything else is fixed?


Re: Move Creation Workshop - Kakashi Hatake - 11-05-2015

Connor Hound Wrote:
Kakashi Hatake Wrote:The Ranged Prof. part still stands, though.


D= I forgot to add that in, thank you. So everything else is fixed?

Yup! The rest looks fine to me.


Re: Move Creation Workshop - The Rogue - 11-05-2015

Thank you! =D


Re: Move Creation Workshop - Yu Kanda - 11-07-2015

I will be actually be using this as i am working out my NPC prime SS rewards Klaud nine. Let me explain :

In the canon Klaud fights using her companion Lau Jimin, she commands him with her whip while he recks stuff all of her canon attacks are through Lau Jimin. Ofcourse this counts as an assist within the omniverse so i am trying to make it work without bending or breaking rules. I came up with 2 sollutions for this problem.

For comparison :
Normal Lau Jimin: [spoiler][Image: latest?cb=20090104010921][/spoiler]
Battle Mode Lau Jimin :[spoiler][Image: latest?cb=20090104011432][/spoiler] ( Note: Lau jimin will only be human sized not omgwtf half giant xD )

Lau Jimin (300 ), Klaud hits Lau Jimin with the innocence of her whip, allowing him to enter his battle mode. The whip doesn't damage Lau Jimin, it feeds him the needed energy on contact. In battle mode Lau Jimin grows in size and his fists are coated with innocence energy. In the Omniverse this works differently, Klaud transfers her strength, speed, defense and tech to the monkey and leaves her own body in a zombielike state, she will attempt to get out of harm's way like Lau Jimin would when he is in his normal state, but won't be able to attack herself. This swap will only last 5 minutes, after which she cannot use it again for 30 minutes.

Or

Lau Jimin ( 300 ), Klaud hits Lau Jimin with the innocence of her whip, allowing him to enter his battle mode. The whip doesn't damage Lau Jimin, it feeds him the needed energy on contact. In battle mode Lau Jimin grows in size and his fists are coated with innocence energy. Whenever Klaud hits Lau Jimin he enters battle mode for 5 seconds, giving him the opportunity to create an attack. If he gets more energy during his battle mode, the attack will be able to continue as every strike of the whip can be used to extend the battle mode with 5 seconds. For obvious reasons Klaud cannot focus on attacking herself in order to get the timing right on maintaining Lau Jimin's battle form. Lau Jimin fights with the stats of Klaud during battle mode.

My prefference would be the second option. let me know what you guys think


Re: Move Creation Workshop - Thaal Sinestro - 11-07-2015

On the chance I win, I want this one in the barrel do I can use it in the next match.


Magical Girl Ribbon Power Super Majjoka Go! requires Debuff, 600 OM

Mami used ribbons, and now so does the bandit. A small, dark yellow bow is tied around her forearm.

She can whip the ribbon out, causing it to wrap around an object or a limb. She can then pull objects or people towards herself, or use it to briefly brachiate.


Re: Move Creation Workshop - Tom Marvolo Riddle - 11-08-2015

Fienfyre Rapier Conjuration [Ensis Umbraduro]
Cost: 900 Om
Requires: Physical Strength; Super Attack Tier 1
With a flick of the wand and the spell’s incantation non-verbally invoked, the user draws upon a dark, hungry cursed fire of the fiendfyre conjuration. It is a fire which burns and hums with a deep red flame that seems to struggle against its narrowly confined bonds. These bonds shackle the fire into a French styled rapier with an intricately formed hand guard that surrounds the whole of the wand. Each of these black cored, red burning, swirling rune twisted guards, seems to be made of living snakes. The 130cm blade itself is more normal in appearance with a center of its black core formed from weaved runes and a scale patterned along the blade’s outer surface.

By incanting the spell verbally and spending the appropriate amount of SP, the rapier for a short period of time becomes infused with a heightened cutting power; able to pierce through any normal defense or block unless met with equal or higher level Super Move.


Re: Move Creation Workshop - Minato Namikaze - 11-08-2015

Tom Marvolo Riddle Wrote:Fienfyre Rapier Conjuration [Ensis Umbraduro]
Cost: 900 Om
Requires: Physical Strength; Super Attack Tier 1
With a flick of the wand and the spell’s incantation invoked, the user draws upon a dark, hungry cursed fire of the fiendfyre conjuration. It is a fire which burns and hums with a deep red flame that seems to struggle against its narrowly confined bonds. These bonds shackle the fire into a French styled rapier with an intricately formed hand guard that surrounds the whole of the wand. Each of these black cored, red burning, swirling rune twisted guards, seems to be made of living snakes. The 130cm blade itself is more normal in appearance with a center of its black core formed from weaved runes and a scale patterned along the blade’s outer surface.

The Non-verbal incantation can be used at any time easily with little cost in terms of power, while the verbal incantation requires a significant amount of discipline and magical power in the form of SP to enhance its cutting properties a thousand fold.

I don't think you understand how super moves work. Their cost does not change, T1 is 600, T2 is 800 and it goes on.

On top of that, I get the feeling like you want this to be a sustained move, which super moves are not. They are basically cut scenes. They do something then they are gone, they don't stick around.

I also think you are trying to combine a normal move and a super move into one (hence the 900 Price)

You are able to have a normal version and a super move version of your moves, but they must be purchased separately and the super move variation is limited as to how it works (Super move as stated above). However the normal version of it can actually be a fire sword that sticks around for a fight. But it will be weaker than the super move version, and will have to have appropriate downsides.


Re: Move Creation Workshop - Tom Marvolo Riddle - 11-08-2015

@Minato, broke it up into two moves... sort of.

Fiendfyre Rapier Conjuration [Ensis Umbraduro]
Cost: 300 Om
Requires: Physical Strength
With a flick of the wand and the spell’s two second incantation non-verbally invoked, the user draws upon a dark, hungry cursed fire of the fiendfyre conjuration. It is a fire which burns and hums with a deep red flame that seems to struggle against its narrowly confined bonds. These bonds shackle the fire into a French styled rapier with an intricately formed hand guard that surrounds the whole of the wand. Each of these black cored, red burning, swirling rune twisted guards, seems to be made of living snakes. The 130cm blade itself is more normal in appearance with a center of its black core formed from weaved runes and a scale patterned along the blade’s outer surface.

The spell utilizes a decent amount of power as a kicker but once invoked once it may be dismissed and respelled quickly at little cost later on.

Super Attack: Fiendfyre Rapier Conjuration [Ensis Umbraduro]
Cost: 600 Om
Requires: Physical Strength
By reincanting an already active Friendfyre Rapier Conjuration verbally and spending the appropriate amount of SP, the rapier for a short period of time becomes infused with a heightened cutting power; able to pierce through any normal defense or block unless met with equal or higher level Super Move.


Re: Move Creation Workshop - Tom Marvolo Riddle - 11-10-2015

Point Shield Charm Contego
Cost: 300
A duelists spell designed to be completely non-verbal. Requiring only the time needed to move to intercept, the user pushes unraveling magic held at the tip of the wand to catch any offensive force or entity in attempt to disburse it. The greater the difference in the Caster’s DEF to the Offense’s ATK, the more energy (and significantly more fatiguing) is required by the caster to nullify. Further more even when properly defended against, Offenses with higher ATK to the Caster’s DEF, some or more of the attack can bleed through. This comes with a secondary downside of risking damage to the wand if the blow is caught improperly or too powerful to truly resist.

The shield has a hit box of roughly 10cm in radius from the tip of the wand. This hit box must connect to the attack for the Charm to even attempt to be successful.


Re: Move Creation Workshop - Kakashi Hatake - 11-10-2015

Tom Marvolo Riddle Wrote:@Minato, broke it up into two moves... sort of.

Fiendfyre Rapier Conjuration [Ensis Umbraduro]
Cost: 300 Om
Requires: Physical Strength
With a flick of the wand and the spell’s two second incantation non-verbally invoked, the user draws upon a dark, hungry cursed fire of the fiendfyre conjuration. It is a fire which burns and hums with a deep red flame that seems to struggle against its narrowly confined bonds. These bonds shackle the fire into a French styled rapier with an intricately formed hand guard that surrounds the whole of the wand. Each of these black cored, red burning, swirling rune twisted guards, seems to be made of living snakes. The 130cm blade itself is more normal in appearance with a center of its black core formed from weaved runes and a scale patterned along the blade’s outer surface.

The spell utilizes a decent amount of power as a kicker but once invoked once it may be dismissed and respelled quickly at little cost later on.

Super Attack: Fiendfyre Rapier Conjuration [Ensis Umbraduro]
Cost: 600 Om
Requires: Physical Strength
By reincanting an already active Friendfyre Rapier Conjuration verbally and spending the appropriate amount of SP, the rapier for a short period of time becomes infused with a heightened cutting power; able to pierce through any normal defense or block unless met with equal or higher level Super Move.

Both look good in my semi-unprofessional opinion, just as long as 'a single blow/flurry of blows' is what is meant by 'a short time' in the Super Move. Just clarifying, as some people consider 20 minutes a short time. =P

Tom Marvolo Riddle Wrote:Point Shield Charm Contego
Cost: 300
A duelists spell designed to be completely non-verbal. Requiring only the time needed to move to intercept, the user pushes unraveling magic held at the tip of the wand to catch any offensive force or entity in attempt to disburse it. The greater the difference in the Caster’s DEF to the Offense’s ATK, the more energy (and significantly more fatiguing) is required by the caster to nullify. Further more even when properly defended against, Offenses with higher ATK to the Caster’s DEF, some or more of the attack can bleed through. This comes with a secondary downside of risking damage to the wand if the blow is caught improperly or too powerful to truly resist.

The shield has a hit box of roughly 10cm in radius from the tip of the wand. This hit box must connect to the attack for the Charm to even attempt to be successful.

This looks good, but are you sure on the size? 10 cm is pretty small. Also, be aware that as it's essentially instant it won't be super super strong. Especially since you have 1 DEF, you can expect even blows that you can perfectly catch to stagger/fatigue Tom a good deal as well as suffer the bleeding through of damage. Like if a 4 ATK sledge hammer hits a 1 DEF buckler, you're still gonna feel it. You addressed this in the move so I'm probably just rambling now, but I thought it was worth mentioning. xD


Re: Move Creation Workshop - Kakashi Hatake - 11-10-2015

So I've been thinking of how to get this one to work for a bit. Any thoughts/comments/tweaks would be appreciated.

Body Replacement Technique (Requires Foresight, Burst Movement) (300 OM)
[spoiler][Image: tumblr_inline_np787vv8Ww1qgfemj_500.gif][/spoiler]
As the name suggests, this technique is used to evade an aggressor's attack while adding a layer of deception. As the user notices an incoming attack (through Foresight), he utilizes a Body Flicker maneuver (read: Burst Movement) to quickly relocate out of harm's way, unnoticed, while leaving a conjured dummy in his place. This can be anything roughly the size/weight of the caster, usually a simple log or mannequin disguised as the caster. As the attack hits, the illusion is broken in a puff of smoke and the useless object reveals itself, confusing the attacker. As this maneuver is not true teleportation, one cannot pass through solid objects and may only move to within a few meters of the dummy in a straight line to reposition himself. This technique will fail if the attacker can land the blow before the caster can successfully evade (I.e. if the foe has higher SPD).

I'm essentially looking to make this a more glamorous after-image.


Re: Move Creation Workshop - Roger Smith - 11-10-2015

Kakashi Hatake Wrote:So I've been thinking of how to get this one to work for a bit. Any thoughts/comments/tweaks would be appreciated.

Body Replacement Technique (Requires Foresight, Burst Movement) (300 OM)
[spoiler][Image: tumblr_inline_np787vv8Ww1qgfemj_500.gif][/spoiler]
As the name suggests, this technique is used to evade an aggressor's attack while adding a layer of deception. As the user notices an incoming attack (through Foresight), he utilizes a Body Flicker maneuver (read: Burst Movement) to quickly relocate out of harm's way, unnoticed, while leaving a conjured dummy in his place. This can be anything roughly the size/weight of the caster, usually a simple log or mannequin disguised as the caster. As the attack hits, the illusion is broken in a puff of smoke and the useless object reveals itself, confusing the attacker. As this maneuver is not true teleportation, one cannot pass through solid objects and may only move to within a few meters of the dummy in a straight line to reposition himself. This technique will fail if the attacker can land the blow before the caster can successfully evade (I.e. if the foe has higher SPD).

I'm essentially looking to make this a more glamorous after-image.

Few things I can think of right offhand, and which are kind of obvious: Foes who have sufficiently high TEC and/or Enhanced Senses they might be able to keep track of you even when you move out of the way and not fall for it in the first place. And once it's been used on someone they might not fall for it so easily in the future, and since it can only traverse a few meters, attacks with a sufficiently large area of effect would still hit him regardless.


Re: Move Creation Workshop - Tom Marvolo Riddle - 11-10-2015

Fiendfyre Rapier Conjuration [Ensis Umbraduro]
Cost: 300 Om
Requires: Physical Strength
With a flick of the wand and the spell’s two second incantation non-verbally invoked, the user draws upon a dark, hungry cursed fire of the fiendfyre conjuration. It is a fire which burns and hums with a deep red flame that seems to struggle against its narrowly confined bonds. These bonds shackle the fire into a French styled rapier with an intricately formed hand guard that surrounds the whole of the wand. Each of these black cored, red burning, swirling rune twisted guards, seems to be made of living snakes. The 130cm blade itself is more normal in appearance with a center of its black core formed from weaved runes and a scale patterned along the blade’s outer surface.

The spell utilizes a decent amount of power as a kicker but once invoked once it may be dismissed and respelled quickly at little cost later on.

Super Attack: Fiendfyre Rapier Conjuration [Ensis Umbraduro]
Cost: 600 Om
Requires: Physical Strength
By reincanting an already active Friendfyre Rapier Conjuration verbally and spending the appropriate amount of SP, the rapier for a short period of time, long enough to make a major attack, becomes infused with a heightened cutting power; able to pierce through any normal defense or block unless met with equal or higher level Super Move.

Kakashi Hatake Wrote:Both look good in my semi-unprofessional opinion, just as long as 'a single blow/flurry of blows' is what is meant by 'a short time' in the Super Move. Just clarifying, as some people consider 20 minutes a short time. =P
That's the general idea anything I need to put in writing? 'Short period of time, long enough to make a major attack'

Point Shield Charm Contego
Cost: 300
A duelists spell designed to be completely non-verbal. Requiring only the time needed to move to intercept, the user pushes unraveling magic held at the tip of the wand to catch any offensive force or entity in attempt to disburse it. The greater the difference in the Caster’s DEF to the Offense’s ATK, the more energy (and significantly more fatiguing) is required by the caster to nullify. Further more even when properly defended against, Offenses with higher ATK to the Caster’s DEF, some or more of the attack can bleed through. This comes with a secondary downside of risking damage to the wand if the blow is caught improperly or too powerful to truly resist.

The shield has a hit box of roughly 10cm in radius from the tip of the wand. This hit box must connect to the attack for the Charm to even attempt to be successful.

Kakashi Wrote:This looks good, but are you sure on the size? 10 cm is pretty small. Also, be aware that as it's essentially instant it won't be super super strong. Especially since you have 1 DEF, you can expect even blows that you can perfectly catch to stagger/fatigue Tom a good deal as well as suffer the bleeding through of damage. Like if a 4 ATK sledge hammer hits a 1 DEF buckler, you're still gonna feel it. You addressed this in the move so I'm probably just rambling now, but I thought it was worth mentioning. xD

Well you have the general idea, but keep in mind the hit box is to connect the defense to the attack. Once that happens it starts working against the attack in question. I'm just not sure how it will work again AoE attacks. Maybe cut a hole through it? Still taking damage with a LOT of bleed through? Granted in that case I'll probably be using Protego instead. Thoughts? I guess I should say the hitbox is the point of connection, after that it defends not based on size of the attack (unless AoE?) but rather its strength.


Re: Move Creation Workshop - Minato Namikaze - 11-10-2015

@Ururu, As Super Moves are generally played out as 'cut-scenes', they don't last for any longer than that. So yes, you would need to say that your move only sticks around for long enough to make one, large, attack. Or multiple, fast, blows before disappearing.

@Kakashi, For the body replacement technique, you could do it as a defensive move, combined with Teleportation where you switch places with an object close enough. It would require some balancing though, and it would be highly based off of TEC and SPD (you need to be skilled enough, and fast enough to teleport in time). At the same time, you'd need to think of ways this would work against your opponent and how they could counteract it (That'd be things where opponents with Higher TEC or Enhanced senses could anticipate it and even though you successfully dodged the attack, they would have enough time to prepare another attack regardless of your dodge. Things like That).

If any of that made any sense....


Re: Move Creation Workshop - Moon - 11-11-2015

Quick question: Can we post moves here before we have the OM/Proficiency requirement?