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Omni Archive
Move Creation Workshop - Printable Version

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Re: Move Creation Workshop - Harlan Higgs - 01-06-2016

I wanted to see if I could update a couple of Grundy's moves since I had a bit more inspiration for them. I'm going to post them in their original form, and then with the added changes and possible OM increases.

size=150]Death Grip[/size] - 300 OM [Requires Physical Strength]
Grundy reaches out towards an opponent and attempts to grab them bodily with both hands. He must focus on an opponent for at least four seconds, and takes two seconds to actually grab them. He must be standing still to use this move. Once grabbed, Grundy can hold an opponent for up to five seconds, possibly immobilizing them or setting them up for a follow up move.
(Proposed changes) : Alternatively, Grundy can grab an opponent while moving, but cannot immobilize them completely or use Fastball Special, as he only uses one hand to grab them. They may still be tossed, pushed, or directed otherwise.

Grundy Crush! - 300 M [Requires Physical Strength]
Grundy clasps his hands together and draws back his arms, then swings them forward wildly at an opponent. This is a "charged" move, and must be held for at least three seconds. Grundy can use this move while in motion.
(Proposed changes) Grundy can use this move without charging as a special attack, but charging it will hit the opponent with enough force to send them flying, or at least knock them back.


Re: Move Creation Workshop - Amber Veritz - 01-07-2016

SolomonGrundy Wrote:I wanted to see if I could update a couple of Grundy's moves since I had a bit more inspiration for them. I'm going to post them in their original form, and then with the added changes and possible OM increases.

size=150]Death Grip[/size] - 300 OM [Requires Physical Strength]
Grundy reaches out towards an opponent and attempts to grab them bodily with both hands. He must focus on an opponent for at least four seconds, and takes two seconds to actually grab them. He must be standing still to use this move. Once grabbed, Grundy can hold an opponent for up to five seconds, possibly immobilizing them or setting them up for a follow up move.
(Proposed changes) : Alternatively, Grundy can grab an opponent while moving, but cannot immobilize them completely or use Fastball Special, as he only uses one hand to grab them. They may still be tossed, pushed, or directed otherwise.

Grundy Crush! - 300 M [Requires Physical Strength]
Grundy clasps his hands together and draws back his arms, then swings them forward wildly at an opponent. This is a "charged" move, and must be held for at least three seconds. Grundy can use this move while in motion.
(Proposed changes) Grundy can use this move without charging as a special attack, but charging it will hit the opponent with enough force to send them flying, or at least knock them back.

To me, Grundy Crush looks fine. It is a simple move with a charge. As for Death Grip, you would most definitely need the debuff proficiency to immobilize an opponent. Secondly, I'm also quite sure using your Fastball special would be either a seperate move, or a variable with Death Grip. I think tossing an enemy has been a large topic of debate in the Omniverse sometime, I'm not sure of the offical ruling but it was argued whether or not throwing an opponent counts as a debuff. So even throwing may need the debuff proficiency.


Re: Move Creation Workshop - Harlan Higgs - 01-07-2016

Ah, thanks. The Fastball special is actually already a separate move that was approved with the character. I just wanted to see if I could maybe define death grip a little better


Re: Move Creation Workshop - Clownpiece - 01-07-2016

No feedback on Winter's Grasp yet. I'm guessing I'm gonna have to make some major adjustments on it then?

Sunlight: Sonny summons a ball of sunlight immediately above Somerled’s head, which then clearly illuminates the area up to 30 feet around him. The ball lasts until it is dispelled and follows them around, but is a constant magic drain while it’s active, though at a rather low cost. Due to it being a ball of sunlight, it can charge solar-powered things, and it also gives away his position from absolutely massive distances.
Weather Spirit: Being a spirit of the weather, Somerled is able to accurately read the weather up to three days in advance. Beyond those three days, there's too much randomness to accurately predict, but he can get a general idea for up to five days.

Possible fodder moves. Sunlight is basically a glorified torch and Weather Spirit is meteorological training without the need for upper air maps.


Re: Move Creation Workshop - Albert Wesker - 01-07-2016

The Teal Kunoichi Wrote:
SolomonGrundy Wrote:I wanted to see if I could update a couple of Grundy's moves since I had a bit more inspiration for them. I'm going to post them in their original form, and then with the added changes and possible OM increases.

size=150]Death Grip[/size] - 300 OM [Requires Physical Strength]
Grundy reaches out towards an opponent and attempts to grab them bodily with both hands. He must focus on an opponent for at least four seconds, and takes two seconds to actually grab them. He must be standing still to use this move. Once grabbed, Grundy can hold an opponent for up to five seconds, possibly immobilizing them or setting them up for a follow up move.
(Proposed changes) : Alternatively, Grundy can grab an opponent while moving, but cannot immobilize them completely or use Fastball Special, as he only uses one hand to grab them. They may still be tossed, pushed, or directed otherwise.

Grundy Crush! - 300 M [Requires Physical Strength]
Grundy clasps his hands together and draws back his arms, then swings them forward wildly at an opponent. This is a "charged" move, and must be held for at least three seconds. Grundy can use this move while in motion.
(Proposed changes) Grundy can use this move without charging as a special attack, but charging it will hit the opponent with enough force to send them flying, or at least knock them back.

To me, Grundy Crush looks fine. It is a simple move with a charge. As for Death Grip, you would most definitely need the debuff proficiency to immobilize an opponent. Secondly, I'm also quite sure using your Fastball special would be either a seperate move, or a variable with Death Grip. I think tossing an enemy has been a large topic of debate in the Omniverse sometime, I'm not sure of the offical ruling but it was argued whether or not throwing an opponent counts as a debuff. So even throwing may need the debuff proficiency.

SolomonGrundy Wrote:Ah, thanks. The Fastball special is actually already a separate move that was approved with the character. I just wanted to see if I could maybe define death grip a little better

Stepping in to offer a note here: you would not actually need Debuff for either move. Physically restraining someone doesn't require that, nor does throwing them, only effects that linger after the actual move itself require that. Da rules cover that particular tidbit.


Re: Move Creation Workshop - Sans - 01-07-2016

Do you Wanna have a Bad Time? Tier 1 Power-Up: 1000 OM

Sans grows enraged, easily noticeable by the blue smoke that bellows from his hands, as well as his eye sockets turning
pitch black and staying that way. He also slides his hood above his head, obscuring all but his large smile. All words suddenly grow cold and disembodied as his stats increase. In this mode, he is ruthless and VERY willing to kill to survive and/or obtain whatever it was he desired.

ATK: 1 (3) ((+2))
DEF: 0 (0) ((N/A))
SPD: 5 (7) ((+2))
TEC: 4 (5) ((+1))


Re: Move Creation Workshop - Trixie - 01-08-2016

Okay ladies...

I need some help adapting this: <!-- m --><a class="postlink" href="https://www.youtube.com/watch?v=lEN9gxZkmoM">https://www.youtube.com/watch?v=lEN9gxZkmoM</a><!-- m -->

To double check my notes I would need Flight, Burst Movement, and Super Speed right?


Re: Move Creation Workshop - Broly - 01-08-2016

Trixie Wrote:Okay ladies...

I need some help adapting this: <!-- m --><a class="postlink" href="https://www.youtube.com/watch?v=lEN9gxZkmoM">https://www.youtube.com/watch?v=lEN9gxZkmoM</a><!-- m -->

To double check my notes I would need Flight, Burst Movement, and Super Speed right?

I just realized I wasn't really asking for a move...

Then again fodder created by one or more powers works the same way to me. If you want to accomplish a function with your character you need the tools. I basically want to know if I have the right tools written down.


Re: Move Creation Workshop - Black☆Star - 01-09-2016

Right, I'm trying to make this fit within the "limitations" of the Omniverse and would appreciate some help on proficiencies and requirements.

Tsubaki's Chain Scythe form coils around Black☆Star before extending outwards, forming the shape of a five-point star slightly above the ground so that anything that enters the area will by instantly sensed by Black☆Star and bound in the chains before they can escape.

I imagine remote control and potentially foresight (I forgot the actual name x)) would be required, aside from that, maybe the debuff proficiency. Trying to figure whether it'd be worth all that for a single move.


Re: Move Creation Workshop - Roger Smith - 01-10-2016

Broly Wrote:
Trixie Wrote:Okay ladies...

I need some help adapting this: <!-- m --><a class="postlink" href="https://www.youtube.com/watch?v=lEN9gxZkmoM">https://www.youtube.com/watch?v=lEN9gxZkmoM</a><!-- m -->

To double check my notes I would need Flight, Burst Movement, and Super Speed right?

I just realized I wasn't really asking for a move...

Then again fodder created by one or more powers works the same way to me. If you want to accomplish a function with your character you need the tools. I basically want to know if I have the right tools written down.

Looking it over, that does seem about right yep.

Flight is obvious, Super Speed to maintain increased speed over long distances, Burst Movement to kick into that increased speed right away.


Re: Move Creation Workshop - Roger Smith - 01-10-2016

Black☆Star Wrote:Right, I'm trying to make this fit within the "limitations" of the Omniverse and would appreciate some help on proficiencies and requirements.

Tsubaki's Chain Scythe form coils around Black☆Star before extending outwards, forming the shape of a five-point star slightly above the ground so that anything that enters the area will by instantly sensed by Black☆Star and bound in the chains before they can escape.

I imagine remote control and potentially foresight (I forgot the actual name x)) would be required, aside from that, maybe the debuff proficiency. Trying to figure whether it'd be worth all that for a single move.

Been a while since I watched Soul Eater but I think I remember the move in question, or at least the basics of it.

When it comes to this, the Proficiencies you would need depend in part on the size and relative scope of the move in question. Debuff Proficiency is a given and 100% required. If the star that is formed from this is larger than a couple feet in diameter — that is, more than three feet — you'd also need Area Attack Proficiency. If you could set it up farther than a few feet from yourself, you'd also need Ranged and Ranged Materialize.

For Powers, Foresight wouldn't really be required, per se, but it might help out. If you don't want to be limited to just what you can see with your own two eyes or catch wind of by hearing, Enhanced Senses would be a must.

Given Black☆Star's various other moves and arsenal, he'd need most of these powers eventually anyway, so it's not much of a drawback to get them all, but getting them all for one move just might be a bit much.


Re: Move Creation Workshop - Moon - 01-11-2016

Overdrive Block: Tier One Defensive Super (600 OM, requires Physical Strength)

Jupiter kicks his machine parts into overdrive, using his sword to block attacks at a stronger rate than usual. While this can save him from attacks that he usually would get gravely injured by, this takes a lot out of him due to the strain on his muscles.


Re: Move Creation Workshop - Jade Harley - 01-13-2016

Jade Harley Wrote::psy:

The Tumor in Miniature (Tier 2 Offensive Super Move) (requires Area Attack Proficiency, Debuff Proficiency) – 800 OM

This miniature version of The Tumor is an odd explosive device used to destroy or create, although this version is specifically meant to destroy and is identical in size to a typical softball. It has a white and black half, shaped similarly to a taijitu, is sphere-shaped, and is prickly all over, comparable to a puffer fish. It features a round window through which a triangular shape is visible, though in this case the triangle simply displays a countdown to the device's activation. Although the use of The Tumor before had resulted in the creation of the Green Sun for Jade’s SBURB session, in this case it results in a massive explosion. It will only be dropped after Jade’s death and, after rolling a short ways from her body, will detonate in one minute’s time. When it detonates, black goo from its darker half appears to ooze down its curved sides as The Tumor splits in two. The detonation cannot be stalled or eliminated, but if one were to peer through the small glassy window they would see the countdown, possibly be able to connect the dots, and then get the hell out of dodge ASAP.

Blast radius is forty feet. The explosive detonates with the destructive power of 11 Tons of TNT in a blindingly excruciating outburst of green fire, with downward pressure and inward pressure combining to damage nearby ( inside the blast radius ) structures or ground area, possibly toppling buildings or creating a crater. Adversaries inside of the immediate blast radius will suffer from eardrum rupturing and organ collapse because of a dramatic change in pressure, severe burns, or even death if their DEF is low; Allied/non-enemy characters inside of the immediate blast radius will experience a sudden feeling of weightlessness, as if they are drifting underwater; All characters outside of the immediate blast radius will not suffer any damage or experience any noticeable discomfort. The flare remains active for three minutes before gradually petering out over the course of a minute and leaves a forty feet wide/twenty five feet deep crater in the ground.

[spoiler][Image: 400?cb=20111127201145][/spoiler]

so,,,,,,,,,,,,, :pac: sorry


Re: Move Creation Workshop - Harlan Higgs - 01-13-2016

Move Name: Wing Breaker
Regular Move
600 OM
Requires [Physical Strength], [Super Jump - Basic]

Grundy leaps into the air after an opponent (possibly one flung skyward by Grundy himself) and grabs them in flight. Spinning on their descent, he restrains their limbs in a classic piledriver hold and slams them into the ground headfirst, making a crater with the force of impact. Alternatively, he may elect to grab one of their limbs instead of a full grapple, and whip them into the earth on the descent. Grundy and his opponent must fall from a height of at least five meters for this move to deal extra damage above a normal attack. If Grundy can grab an opponent from higher than his jump height, he may deal extra damage dependant on the total fall distance and time to build up velocity. Higher falls may make more of an impact crater as well.


Re: Move Creation Workshop - Clownpiece - 01-16-2016

Squall Step (Area Attack, Burst Movement) (300): Somerled surges forward, creating powerful gusts of wind along his path, which course outwards from said path much like the wake of a boat. The intense burst of air bowls over those he passes within a meter of, calming quickly thereafter and fading away completely by three meters. It’s a highly magic-intensive move, and although he can burst several times in quick succession, it drains his magic extraordinarily fast.

Destabilize (Physical, Debuff) (300): Somerled pulls magic out of his very form, causing it to destabilize, and forces it into the enemy with a strike. The unstable magic causes agonizing illusory pain to course through the target’s body for a moment. This pain hallucination results in their muscles seizing up, interrupting their current action suddenly and painfully. The pain itself won't leave any lasting physical damage, because it's entirely imagined. The experience of such pain might freak people out a bit, however. Being destabilized himself, Somerled's body is more susceptible to hits until it stabilizes after 30 seconds (defense down 1).


Re: Move Creation Workshop - Roger Smith - 01-18-2016

Jupiter Wrote:Overdrive Block: Tier One Defensive Super (600 OM, requires Physical Strength)

Jupiter kicks his machine parts into overdrive, using his sword to block attacks at a stronger rate than usual. While this can save him from attacks that he usually would get gravely injured by, this takes a lot out of him due to the strain on his muscles.

I'm not really sure of what the mechanics of this means, but...I guess it looks okay? Yeah.


Jade Harley Wrote:
Jade Harley Wrote::psy:

The Tumor in Miniature (Tier 2 Offensive Super Move) (requires Area Attack Proficiency, Debuff Proficiency) – 800 OM

This miniature version of The Tumor is an odd explosive device used to destroy or create, although this version is specifically meant to destroy and is identical in size to a typical softball. It has a white and black half, shaped similarly to a taijitu, is sphere-shaped, and is prickly all over, comparable to a puffer fish. It features a round window through which a triangular shape is visible, though in this case the triangle simply displays a countdown to the device's activation. Although the use of The Tumor before had resulted in the creation of the Green Sun for Jade’s SBURB session, in this case it results in a massive explosion. It will only be dropped after Jade’s death and, after rolling a short ways from her body, will detonate in one minute’s time. When it detonates, black goo from its darker half appears to ooze down its curved sides as The Tumor splits in two. The detonation cannot be stalled or eliminated, but if one were to peer through the small glassy window they would see the countdown, possibly be able to connect the dots, and then get the hell out of dodge ASAP.

Blast radius is forty feet. The explosive detonates with the destructive power of 11 Tons of TNT in a blindingly excruciating outburst of green fire, with downward pressure and inward pressure combining to damage nearby ( inside the blast radius ) structures or ground area, possibly toppling buildings or creating a crater. Adversaries inside of the immediate blast radius will suffer from eardrum rupturing and organ collapse because of a dramatic change in pressure, severe burns, or even death if their DEF is low; Allied/non-enemy characters inside of the immediate blast radius will experience a sudden feeling of weightlessness, as if they are drifting underwater; All characters outside of the immediate blast radius will not suffer any damage or experience any noticeable discomfort. The flare remains active for three minutes before gradually petering out over the course of a minute and leaves a forty feet wide/twenty five feet deep crater in the ground.

[spoiler][Image: 400?cb=20111127201145][/spoiler]

so,,,,,,,,,,,,, :pac: sorry

I do feel the need to point out that with a 1-minute detonation timer this would be ineffective about 99% of the time...and would thus suggest lowering it, probably a great deal, or increasing the blast radius. That said, just to clarify here: assuming Jade has less than the 2 SP necessary to use this if she were to die, it would, of course, not activate.


SolomonGrundy Wrote:Move Name: Wing Breaker
Regular Move
600 OM
Requires [Physical Strength], [Super Jump - Basic]

Grundy leaps into the air after an opponent (possibly one flung skyward by Grundy himself) and grabs them in flight. Spinning on their descent, he restrains their limbs in a classic piledriver hold and slams them into the ground headfirst, making a crater with the force of impact. Alternatively, he may elect to grab one of their limbs instead of a full grapple, and whip them into the earth on the descent. Grundy and his opponent must fall from a height of at least five meters for this move to deal extra damage above a normal attack. If Grundy can grab an opponent from higher than his jump height, he may deal extra damage dependant on the total fall distance and time to build up velocity. Higher falls may make more of an impact crater as well.

Lookin' good to me. Carry on, you giant terrifying swamp monster.


Somerled Murdoch Wrote:Squall Step (Area Attack, Burst Movement) (300): Somerled surges forward, creating powerful gusts of wind along his path, which course outwards from said path much like the wake of a boat. The intense burst of air bowls over those he passes within a meter of, calming quickly thereafter and fading away completely by three meters. It’s a highly magic-intensive move, and although he can burst several times in quick succession, it drains his magic extraordinarily fast.

Destabilize (Physical, Debuff) (300): Somerled pulls magic out of his very form, causing it to destabilize, and forces it into the enemy with a strike. The unstable magic causes agonizing illusory pain to course through the target’s body for a moment. This pain hallucination results in their muscles seizing up, interrupting their current action suddenly and painfully. The pain itself won't leave any lasting physical damage, because it's entirely imagined. The experience of such pain might freak people out a bit, however. Being destabilized himself, Somerled's body is more susceptible to hits until it stabilizes after 30 seconds (defense down 1).

Squall Step — So this is just a Burst Movement that pushes people away from you? Its effectiveness would be limited, based on your ATK vs. their DEF, but it looks fine.

Destabilize — Several things that are very important to ask about this:
-- How long does it take to ready this magic to hit someone with?
-- How long can he keep it ready to try and hit someone with it?
-- When he does hit someone with it, how long do the effects last?
-- If he doesn't hit someone with it, what are the results?
-- Less of a question and more a note: directly affecting stats, even lowering your own, is tricky business....and I'm not really sure how to go about it. A 30-second self-debuff also seems incredibly severe for the listed effects. I might suggest lowering the time it takes to recover and removing the actual stat decrease altogether.


Re: Move Creation Workshop - Jade Harley - 01-18-2016

Quote:The Tumor in Miniature (Tier 2 Offensive Super Move — 2 SP) (requires Area Attack Proficiency, Debuff Proficiency) – 800 OM

This miniature version of The Tumor is an odd explosive device used to destroy or create, although this version is specifically meant to destroy and is identical in size to a typical softball. It has a white and black half, shaped similarly to a taijitu, is sphere-shaped, and is prickly all over, comparable to a puffer fish. It features a round window through which a triangular shape is visible, though in this case the triangle simply displays a countdown to the device's activation. Although the use of The Tumor before had resulted in the creation of the Green Sun for Jade’s SBURB session, in this case it results in a massive explosion. It will only be dropped after Jade’s death and, after rolling a short ways from her body, will detonate in fifteen seconds' time. When it detonates, black goo from its darker half appears to ooze down its curved sides as The Tumor splits in two. The detonation cannot be stalled or eliminated, but if one were to peer through the small glassy window they would see the countdown, possibly be able to connect the dots, and then get the hell out of dodge ASAP.

Blast radius is forty feet. The explosive detonates with the destructive power of 11 Tons of TNT in a blindingly excruciating outburst of green fire, with downward pressure and inward pressure combining to damage nearby ( inside the blast radius ) structures or ground area, possibly toppling buildings or creating a crater. Adversaries inside of the immediate blast radius will suffer from eardrum rupturing and organ collapse because of a dramatic change in pressure, severe burns, or even death if their DEF is low; Allied/non-enemy characters inside of the immediate blast radius will experience a sudden feeling of weightlessness, as if they are drifting underwater; All characters outside of the immediate blast radius will not suffer any damage or experience any noticeable discomfort. The flare remains active for three minutes before gradually petering out over the course of a minute and leaves a forty feet wide/twenty five feet deep crater in the ground.

[spoiler][Image: 400?cb=20111127201145][/spoiler]

Detonation time cut down to fifteen seconds, is that alright?


Re: Move Creation Workshop - Clownpiece - 01-18-2016

Quote:Destabilize (Physical, Debuff) (300): In an instant, Somerled pulls magic out of his very form, causing it to destabilize, and forces it into the enemy with a strike. The unstable magic causes agonizing illusory pain to course through the target’s body for a second. This pain hallucination results in their muscles seizing up, interrupting their current action suddenly and painfully. While the pain itself won't leave any lasting physical damage, because it's entirely imagined, the experience of such an intense level of pain might freak people out. Being destabilized himself, Somerled is unable to channel magic efficiently, doubling the cast time of all his spells and making his general movement use twice as much energy. This effect lasts until his body stabilizes again, after 15 seconds. As an instant-cast spell, the charge can't be held on to, and must be used as soon as it's activated. Missing the strike doesn’t use up the magic however, and it's returned back to his body, stabilizing it immediately.

Changed version here.
Halved the length of Somerled's debuff and changed it. Instead of lowering his defense, it makes him a lot more inefficient for a while.


Re: Move Creation Workshop - Gwendolyn - 01-22-2016

Move: Scythe of Dawn (Requires Physical Proficiency, Ranged Proficiency) Cost 600 OM
Description:
The Pinnacle of Angelic power, The Scythe of Dawn was only to be wielded by the Angelic Generals who fought against the forces of Lord Vohikar and his demons. The scythe was designed to be a very deadly and effective weapon. It has a long handle of about five feet, crafted from enchanted silver to never break. The blade of the scythe itself is forged from a shadow-cast steel, giving the curved sickle blade a dark, menacing look. The blade and handle are joined by a steel gear, allowing the blade to rotate. The rotation of the blade into a spear-like position changes the weapon from a melee scythe, to a staff capable of firing beams of light at opponents. These beams can travel up to thirty meters, dealing minor wounds similar to an arrow's. These beams of light are shot from the scythe at the speed of a high velocity bullet. It takes two seconds for the gear that rotates the functions to unlock and rotate, leaving the user vulnerable for the two second period it takes to switch it back and forth.

Thoughts and criticism?


Re: Move Creation Workshop - Harlan Higgs - 01-25-2016

Move Name : Grave Rot
Type: Attack, Debuff
Cost: 300 OM

Grundy focuses the necrotic and elemental energy that drives his undead body, tensing up and flexing his muscles. After focusing for about five seconds, he releases a blast of noxious and corrosive swamp gas from his mouth and pores. Anyone engaged in close proximity or physical combat with him breathes in the toxic air and is overwhelmed with a coughing fit, watering eyes, and ragged breathing as the quasi-magical energy eats at their defenses. This ability takes a long time to recharge, and the gas around Grundy dissipates after about fifteen seconds.

Any thoughts?