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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 - Kakashi Hatake - 11-19-2015 Gamzee Makara Wrote:Super Atomic Double Juggalo Backbreaker (Tier 1 Super Attack) - Gamzee makes a lunge for his opponent from behind, (how he gets behind is dependent of the situation and written differently every time of course) wrapping his arms around the poor soul's waist. Before the target can blink, the clown turns his/her world upside down in a vicious suplex. As his enemy's head/neck crashes into the ground, Gamzee uses this momentum to follow through with one more wrestling throw, this time launching both himself and his unlucky foe into the air before crashing back to earth in a similar fashion as before. During this entire display, the juggalo begins to channel Rage Aspect energy and mix it internally with his innate Subjugglator powers. Upon impact of the second dive, the troll releases this energy all at once in a rainbow colored explosion, similar to that of a large mixed bundle of fireworks, centered around the fulcrum of impact. The explosion is roughly 10 meters in diameter. Cosmetically, the resulting smoke and aroma given off from this rage-splosion smells suspiciously like fruity soda. (600 OM Requires Physical Strength Proficiency and Area Attack Proficiency,) These all look great to me (especially the soda-splosion lawl). The only thing I'd add would be how much damage the sparks from the javelin do (roughly, maybe in comparison to the initial javelin impact?) and how many foes it can affect. Also, how much the Overcharge hurts Gamz (again roughly; 'mildly', 'severely', etc). Re: Move Creation Workshop - Gamzee Makara - 11-19-2015 Quote:These all look great to me (especially the soda-splosion lawl). The only thing I'd add would be how much damage the sparks from the javelin do (roughly, maybe in comparison to the initial javelin impact?) and how many foes it can affect. Also, how much the Overcharge hurts Gamz (again roughly; 'mildly', 'severely', etc). Thanks Kakashi Sensei! I'll edit that in and submit them. Preciatcha! Re: Move Creation Workshop - The Rogue - 11-20-2015 Magically deep pockets: Fodder (?) The two inner pockets of Connor's trench coat (one on each side), are four inches wide and seem to have a depth of 5 inches. He can store anything in the pockets without feeling the weight of the items as long as the item can fit in the entrance HandPad: Explaination of his Dataverse device and communicator A cell phone like device that is held within the second layer of the users skin. By touching their thumb and middle finger the user turns on a holoscreen that is also the devices GUI. Connor programmed a second function which he activates by touching his pointer finger and thumb together, this turns him invisible. Re: Move Creation Workshop - Sans - 11-21-2015 Kakashi Hatake Wrote:How long are you thinking for a time limit on this? And does it do any damage by itself other than what is done by the person being tossed into walls and stuff? Can the enemy still use techniques of their own, or are they more or less stunned? Also, you'll be needing Telekinesis and likely also Debuff Proficiency as you're more or less incapacitating them. You wouldn't really (I don't think) need Ranged Proficiency since you're not really casting a projectile, but I think you have it purchased anyway so the point's kinda moot. Blue Mode: Tier 1 Super Attack Move (requires Remote Control Proficiency, requires Debuff Proficiency, requires Telekinesis) - 2000 OM Pretty much Sans' trump card when it comes to combat. Blue Mode is a super move that comes into use whenever Sans believes it is needed. When he wants to use it, he raises one of his hands, palm facing his opponent, and keeps this position for around six seconds, concentrating on the target. Once the six seconds are up, the target suddenly turns a dark shade of blue, and is now able to be tossed around like a ragdoll by Sans, and are more or less at the mercy to Sans. This lasts a prime total of one minute, though Sans can end it before the one minute is up, depending on whether or not he is running out of energy. The way it functions is that, in those six seconds, Sans is attempting to access the opponent's "soul" and change its color, which represents the "souls" function. Here, Blue Mode subjects the "soul" to gravity based on Sans whim alone, allowing him to basically throw his target around in whatever direction he finds fitting using just his outstretched hand, doing substantial damage in the process. There are downsides to "Blue Mode," however. For starters, it requires a huge amount of energy and concentration from Sans, preventing him from using it often. Secondly, opponents with a higher TEC than him are able to somewhat resist the effects of Blue Mode, reducing the amount of damage they will most likely receive. Thirdly, the only way he can damage his opponent in Blue Mode is to toss them around, as the move itself doesn't do any damage. Finally, like all of his moves, he cannot use Blue Mode in conjunction with all of his other moves. Quote:All boldened sentences are my responses to the questions. Thank you! Re: Move Creation Workshop - Minato Namikaze - 11-21-2015 Tier 1 super moves do not cost 2k OM Re: Move Creation Workshop - Kakashi Hatake - 11-22-2015 Sans Wrote:Kakashi Hatake Wrote:How long are you thinking for a time limit on this? And does it do any damage by itself other than what is done by the person being tossed into walls and stuff? Can the enemy still use techniques of their own, or are they more or less stunned? Also, you'll be needing Telekinesis and likely also Debuff Proficiency as you're more or less incapacitating them. You wouldn't really (I don't think) need Ranged Proficiency since you're not really casting a projectile, but I think you have it purchased anyway so the point's kinda moot. This is looking better. As it's written here, I take back my comment about Debuff; you wouldn't need it if this is going to be a Super Move used for damage that doesn't linger. However, I'd have to say (after discussing with a few Angels) that a minute is too long of a duration. A minute is a very long time in combat and it could cause some issues with other players whaling on the target while they're under the influence of the ability. A good timeframe would be around 10 seconds, which I know is a good deal less than what you're probably aiming for. Bear in mind though that you'll be doing standard super move-level damage (a lot) during that time. Like Minato said, the cost of the move is only 600 OM rather than 2000, though it looks like 2000 encompasses the cost of the move and all of the powers and proficiencies along with it. Just make sure that when you buy everything it's spelled out plainly and individually in your log and roster rather than lumped together. Oh, and since it's a Super you wouldn't need the bit about resisting with a high TEC stat, it'd always work unless blocked by another Super. Re: Move Creation Workshop - Kakashi Hatake - 11-22-2015 Connor Hound Wrote:Magically deep pockets: Fodder (?) Pockets: Looks fine, just note that if you were to die holding an artefact it would still drop and be steal-able. HandPad: Looks good. You'd need to buy the Stealth ability to turn invisible, though. Once you do, feel free to RP it activating this way. Re: Move Creation Workshop - The Rogue - 11-22-2015 Kakashi Hatake Wrote:Connor Hound Wrote:Magically deep pockets: Fodder (?) Thank you and I understand. Thank you and I already have Stealth Re: Move Creation Workshop - Kakashi Hatake - 11-22-2015 *thumbs up* You're good then. And no problem! Re: Move Creation Workshop - Corporal Light - 11-22-2015 Quote:This is looking better. As it's written here, I take back my comment about Debuff; you wouldn't need it if this is going to be a Super Move used for damage that doesn't linger. However, I'd have to say (after discussing with a few Angels) that a minute is too long of a duration. A minute is a very long time in combat and it could cause some issues with other players whaling on the target while they're under the influence of the ability. A good timeframe would be around 10 seconds, which I know is a good deal less than what you're probably aiming for. Bear in mind though that you'll be doing standard super move-level damage (a lot) during that time. Blue Mode: Tier 1 Super Attack Move (requires Remote Control Proficiency, requires Telekinesis) - 600 OM Pretty much Sans' trump card when it comes to combat. Blue Mode is a super move that comes into use whenever Sans believes it is needed. When he wants to use it, he raises one of his hands, palm facing his opponent, and keeps this position for around six seconds, concentrating on the target. Once the six seconds are up, the target suddenly turns a dark shade of blue, and is now able to be tossed around like a ragdoll by Sans, and are more or less at the mercy to Sans. This lasts a prime total of 15 seconds, though Sans can end it before the one minute is up, depending on whether or not he is running out of energy. The way it functions is that, in those six seconds, Sans is attempting to access the opponent's "soul" and change its color, which represents the "souls" function. Here, Blue Mode subjects the "soul" to gravity based on Sans whim alone, allowing him to basically throw his target around in whatever direction he finds fitting using just his outstretched hand, doing substantial damage in the process. There are downsides to "Blue Mode," however. For starters, it requires a huge amount of energy and concentration from Sans, preventing him from using it often. Secondly, the only way he can damage his opponent in Blue Mode is to toss them around, as the move itself doesn't do any damage. Finally, like all of his moves, he cannot use Blue Mode in conjunction with all of his other moves. Quote:Removed some parts and added some others. All changes are in bold. Re: Move Creation Workshop - Marcus Wright - 11-24-2015 OWL drone- A advanced hovering attack drone used exclusively by Luger to give her all kinds of tactical abilities in the field. It attaches itself onto Luger's suit until she gives it an order. When damaged, the OWL automatically returns and repairs itself until it receives an order again. Attack mode- Allows Luger to command the Owl drone to attack a enemy either from a distance or close by. Zipline mode- - Allows Luger to access a zipline to various areas if she needs to get across areas fast.Stun mode- - The OWL drone can stun a enemy from a distance of 10 feet or more.Shield mode- The Owl drone is commanded by Luger to protect her with a rectangular like shield,Would i need to buy moves for the OWL drone's different modes? Re: Move Creation Workshop - Kakashi Hatake - 11-26-2015 Quote:Blue Mode: Tier 1 Super Attack Move (requires Remote Control Proficiency, requires Telekinesis) - 600 OM Looks good. Just be aware that the Angel approving might tweak the time. As for listing the powers and proficiencies, I definitely would in the Approval thread but there's nothing stating that it must be done on your Roster page. It's just good practice so that anyone curious can tell what the move entails at-a-glance. Re: Move Creation Workshop - Kakashi Hatake - 11-26-2015 Luger Wrote:OWL drone- A advanced hovering attack drone used exclusively by Luger to give her all kinds of tactical abilities in the field. It attaches itself onto Luger's suit until she gives it an order. When damaged, the OWL automatically returns and repairs itself until it receives an order again. You would need a move for each, yes. And if you'd want the drone to have an AI that makes it do things without your orders, it'd need to be an assist. If it's just stunning and attacking as you command it, it's fine to have moves. Directing the modes in general would require Remote Control proficiency. OWL Drone: Can you describe the drone further? How large is it? How fast can it move? How much damage can it take before it needs to return to the user? Attack mode: How does it attack? What's the rate of fire, range and relative damage? Is there a cooldown? Is it single-target or AoE? Also, this would require ranged proficiency (and maybe others, depending on how you answer). Zipline mode: Looks good, but what's the range on this? And can this be used on enemies or only the environment? Stun mode: How long is the stun? How damaging is the shock? This would require Debuff and Ranged Proficiency. Shield mode: How large is the shield (if larger than 3 feet in diameter, you'll need Area Shield)? How sturdy is it? For all of these, I'd consult this post to get everything square. I'd also be sure to note if any of these modes can be used at the same time as others as that would effect the strength and stuff. I also changed your pictures for ya', the links provided went to the Wiki page rather than the image itself. =) Re: Move Creation Workshop - Ruby Rose - 11-27-2015 Alternate Form: Crescent Rose 2.0 Description: Ruby's usual Crescent Rose changes form to something much more slim, consisting of a simple crimson rod with a cross-shaped handle set in the middle, and a curved, cage-like structure sitting at the top. A blade of heat-light Dust is extended from this cage, forming a large crescent blade. The entire weapon weighs less than half a kilogram, due to the material it is made out of. This allows her to swing the scythe faster, and the heat-light blade cuts easier than the usual, physical blade. However, the low weight of the weapon make it less than ideal for blocking and parrying, and attacks can be misjudged easily from the simple weight of the weapon. Ruby's look also changes; her hair grows longer and more red, her attire becomes more of a dress and her cloak becomes longer. A crimson and silver cross is hung around her neck as well, but provides no benefits. Ruby's sleeves have also become white rather than black. Over all, she has physically aged, possibly five years, having the body of a twenty year old lady. [spoiler] [/spoiler]Stats: ATK: 3 DEF: 1 SPD: 5 TEC: 1 Re: Move Creation Workshop - Kakashi Hatake - 11-27-2015 Looks good to me. I'd mention the length of the handle and blade (in case the image doesn't load for someone or something), but other than that I see no issues. Cool concept! Re: Move Creation Workshop - Corporal Light - 11-28-2015 Flamethrower Pistol (requires Area Attack Proficiency, requires Debuff Proficiency, requires Ranged Proficiency) - 900 OM Unlike all the other weapons Ballad has at the moment, the Flamethrower Pistol is an entirely new weapon to his arsenal. It works by having a single piece of solid wick connected to the end of the barrel of the pistol, lighting it up when Ballad flicks his thumb against the bottom of the wick. Then, a canister similar in size to a standard rotating cylinder for normal revolvers is inserted into the side of the revolver, also similar to how one would reload a normal revolver. Then, when Ballad pulls the trigger of the revolver, an archaic hammer from within the revolver pops off the cap of the canister, letting loose a gust of air from the barrel as well as the wick within it, causing the wick to light on fire and serve as a flamethrower. The canister has enough wind and wick to last for a total of six seconds before reloading, meaning each second must count. Thankfully, the flamethrower has several uses. The nature of the wick allows the flames to stick to surfaces, creating walls of fire that damage anyone who tries to pass them. These flames last around ten seconds unless something flammable is touched, in which case it would last around one minute. These flames are also capable of sticking to living beings like napalm, and provide damage overtime, though this only works if they are hit directly by the flames, and not from the walls of fire. The flames themselves are heavily damaging, though this is overcome by the short range of the flamethrower, with a maximum range being six feet, as well as low fuel that only lasts six seconds. The reloading time takes a total of two seconds to complement the short range and short usage, though he will be reloading a lot to make use of the flamethrower despite its damage and ability to stick to surfaces. Quote:Improving this move by adding an ability to damage people overtime with the flames, and not just get heat stroke or something XD Re: Move Creation Workshop - Ruby Rose - 11-28-2015 Checks out with me, Ballad. Re: Move Creation Workshop - Ruby Rose - 11-29-2015 Also, not sure if I need to purchase Crescent Rose as a move alongside the alt form to do this, but here's an upgrade; Name: Crescent Rose 2.0 - Pistol Form (+300 to Crescent Rose 2.0) Description: The length of the shaft collapses to only around a foot long, and the dagger-like pommel flips ninety degrees, revealing a gun barrel. The shaft then rotates ninety degrees towards the main side of the scythe and the side of the cross can be used as a handle, containing a trigger used to fire the pistol made by the transformed shaft. In this mode, the blade dissipates and is unusable. The pistol's effective firing range is within fifty meters, but ability to hit the target is all based on the wielder's own accuracy. The shots carry modest power, matching that of an FN Five-Seven in damage, given the wielder's own strength allows this. The pistol can fire around one shot per second, giving a relatively decent fire rate. [spoiler] [/spoiler]
Re: Move Creation Workshop - Kakashi Hatake - 11-29-2015 What is the rate of fire for this? How 'powerful' are the shots? Stats determine damage obviously, but I mean are you thinking like a regular .9 millimeter semi-auto kind of thing or like a higher-damage revolver style? You don't need to have Crescent 2.0 to use Pistol Form as Crescent is an alt form. You certainly could use them together if you wanted the stat difference at the time, though. Also all of your current moves could likewise be paired with Crescent 2.0 at no additional charge. Re: Move Creation Workshop - Athena Myaló - 11-29-2015 How's this? ||3 Illusory Cacophony (Tier 1 Super Utility) - Athena takes several moments (5-10 seconds or so) to concentrate on the mind of the target. Once she has achieved focus (she cannot be actively doing anything else during this time, even semi-automatic functions such as walking), she essentially targets the sound receptors in the brain of the target, causing incredibly loud and discordant noise to explode in their mind. It sounds as if someone hit all the keys of a piano at once right next to each of the target's ears, but even louder, and it cannot be blocked out by covering their ears, since it originates inside their head. The sound gradually fades out, but (on a single target) takes about 10 seconds to reach a bearable decibel level, another 10 to become quiet enough that they can hear others nearby shouting (or other rather loud noises), and 10 after that to peter out completely. As soon as the sound first goes off, Athena can once again turn her attention to other matters. For the first ten seconds, tasks such as aiming a weapon or communicating properly (especially telepathically) are virtually impossible for the target, and the effect wears off gradually. After 30 seconds, there is no lasting damage to the target. (Side note: this usually even works on deaf targets: it just depends on whether the reason for their deafness is a problem with their ears, or the nerves that transmit auditory signals to their brain.) (600 OM: Requires Ranged Attack Proficiency, Area Attack Proficiency, Debuff Proficiency, Homing Proficiency, and Telepathy) (Note: I plan to use this outside a battle or saga context on multiple targets at once [about 12 low-level secondaries... ish], so I'll dial down the times to 4 seconds per phase, and also add a headache and temporary fatigue as a consequence for Athena. That's fine, yes? ||3) |