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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 - Cell - 10-30-2017 (10-23-2017, 02:55 AM)Ebonywood Hellscythe Wrote: @Koola: I thought I had everything and there's a bunch of stuff I didn't consider! Thanks. I updated it according to your feedback. Couple of notes on the Imprisonment Ball: - I had Area Attack because of the explosion once the ball hits something else. - I think the twenty seconds is fair because it also prevents Koola from doing anything during that time (other than the two second window for him to attack the orb directly). It can also be interrupted by someone else attacking Koola and he wouldn't be able to stop that, so I think the downsides are OK. Death Saucer (300) (Requires Ranged, Remote Control Prof) - Koola lifts an open palm upward and creates a spinning disc of magenta energy with a deep red core with a 75cm diameter, taking about two seconds where he must remain still (though it can be summoned while falling) and he cannot perform any other attacks; taking damage will interrupt the charge. The edge of the disc is sharp and will cut through almost anything (depending on Koola's ATK stat to his target's durability/DEF stat for a Prime). Koola throws the disc, where it travels at the speed of an arrow and moves in a straight line. After loosing it, Koola can redirect the disc's path with a curt hand gesture if he so chooses (eg. flinging his hand left to right across his chest to make it turn right). Koola must maintain eye contact with and concentrate on the Death Saucer in order to redirect it (however he can attack after throwing it if he isn't redirecting it), and his control over it vanishes after a hundred and fifty metres. The Death Saucer will continue on until it collides with an object of sufficient mass to stop it (eg. the ground). Koola can summon four of these in a five minute period without tiring. Imprisonment Ball (300) (Requires Area Attack, Telekinesis) - Koola throws out an open hand and fires a two-metre ring of orange energy at the speed of an arrow after a charge of three seconds. The ring dissipates after five metres so Koola has to be close. When the ring makes contact, it encircles the target in an orange orb of energy and completely immobilises them, preventing them from moving or attacking. Koola must continue channelling his energy to maintain the prison, and can hold it for as long as twenty seconds before he loses his grip. As long as Koola doesn't allow twenty seconds to pass, he can drop his focus and attack the orb, sending it flying in the direction of his hit at the speed of an arrow and causing it to explode with the first surface that isn't Koola. He has a window of two seconds to hit the orb after he stops channelling, otherwise the orb will dissipate. Koola must remain still while charging, firing and channelling, and taking damage during any phase will disrupt the attack. Due to the technique's drawbacks, outside of channelling the orb, Koola does not get very fatigued from multiple uses; however holding a target for its full duration three times in succession (up to a minute) will tire him. RE: Move Creation Workshop - Ebonywood Hellscythe - 10-30-2017 @Koola: Death Saucer: >You'll need some information on how quick the disk can turn. Quote:The edge of the disc is sharp and will cut through almost anything Quote:When describing how powerful a move is, try not to use wording like "cuts through skin" or "breaks bones". This is because the actual damage an attack causes will depend not just on the power of the move, but also your opponent's DEF stat in relation to your ATK. It's best to leave this somewhat vague.>Almost anything? Does that include heavy duty steel? Or concrete? Just describe this move as being comparatively strong, or weak, etc. Like doing medium damage, or heavy damage. You can still mention it being sharp. Quote:The Death Saucer will continue on until it collides with an object of sufficient mass to stop it (eg. the ground).>What about a head on collision with someone? Imprisonment Ball: >Add ranged attack to the proficiencies required. >Add physical attack (maybe, since you're hitting ring/target to send them flying). >How big is the orb's explosion? >Is it damaging? If so, how much? >What's the maximum range it can be sent after being hit? RE: Move Creation Workshop - Alexander Blakesley - 10-30-2017 (10-28-2017, 10:17 PM)Alexander Blakesley Wrote:(10-28-2017, 05:53 PM)Alexander Blakesley Wrote: D-101 Longbow DMR - (300, requires Ranged Proficiency) RE: Move Creation Workshop - Ebonywood Hellscythe - 10-30-2017 @Alex: You can send it off to move approval now, if you want. But I'd note that they'll probably say you're going too fast too easily with the grapple. Especially since he can pull someone else that fast as well. So, maybe add a drawback. Like using them is tiring due to the acceleration putting a strain on his body. Or just reduce the speed and range. RE: Move Creation Workshop - Oleander - 10-30-2017 Ignore this, meant to post in QQ! RE: Move Creation Workshop - Dust - 10-30-2017 Wolf's Tail (300 om) Requires Debuff Prof and Physical Prof. Can only be used in T1: Puppy, T2: Wolf, T2: Volk - and when I get them - Lycan and Ookami A super fluffy tail that is about 3 feet long comes with all transformations listed above. It's purpose is to harmlessly smack into a target who's within his range. The target is consumed with confusion about what just happened and will be like this for 5 seconds. This can be done while defending or attacking - as long as Dust knows the target is there - but not while moving. -The cost for this is a simple kiss that lasts 6 seconds at least. (Can be done before, during, or after a fight.) Note to Confused: You just got hit by some giant fluffy tail, you are perplexed and contemplating your life at this very moment. It takes 5 seconds for you to realize you are still in a fight unless you are attacked. You are able to move freely, although not gracefully - as if dazed. Feel free to dodge any incoming attack if you have foresight, other than that you only have to take one hit before it wears off. Re-worked it a bit. RE: Move Creation Workshop - Ebonywood Hellscythe - 10-30-2017 @Dust: I don't see anything big missing, and it looks fairly balanced. But, perhaps mention something about it being less effective with repetitive uses. Since, otherwise you could basically hold off a few people indefinitely by continuously tail slapping them. Besides that, I reckon you're good to go. RE: Move Creation Workshop - Dust - 10-30-2017 @Ebodane Good point, and noted. =3 Thanks. RE: Move Creation Workshop - Takanomiya Hijiri - 11-02-2017 The long-winded explanation: [spoiler]Okay, so this is going to be a kind of unusual request, but I'd like some help rewriting and combining two of my moves into one. I know that doing this will mean having to refund the original moves for half their actual value before buying the new version, but that's fine. The originals are: Quote:Gravity Manipulation – Stepping Stones (600) Quote:Gravity Manipulation – Variable Weighted Strikes (600) These two moves were written for me by Daniel after he took pity on me and my utter inability to write this move in an approvable way, and at the time I was perfectly happy to accept them as they were, because I had been waiting over a week by that point and was really eager to get posting. However, there are a couple inconsistencies that I'd like to remove, namely: there's no charge-up time for making his whole body as light as it can get, yet doing the same to his arm alone would take a few seconds; and he is capable of making his entire body lighter, yet can only make individual parts of it heavier. I'm not necessarily looking to make it more powerful (though given how much OM I have right now, it doesn't really matter if it costs a bit more), but just more consistent.[/spoiler] The actual move: [spoiler]So here's my first draft: Quote:Personal Gravity Manipulation (1200) I'm not at all sure about the OM cost, by the way, so I just set it to match the sum total of the two moves I'm hoping to replace.[/spoiler] RE: Move Creation Workshop - Ebonywood Hellscythe - 11-02-2017 @Hijiri: Cost wise, you're good: 300 for light attacks. 600 for being able to become heavy by variable amounts. 300 to focus the apparent mass change in part of his body. (you would need another 300 to walk on water, but that isn't included in the new version, and I wouldn't charge you for using the lightness to fly, since you've got the flying power - which essentially makes that part fodder, fodder I understand is important to your character) One comment though: Quote:Maintaining this move has no inherent energy cost. Since you can effectively maintain this indefinitely (with the natural drawbacks), it kind of makes it a bit like a transformation/alt form. (i.e, when light you get +1 SPD but -1 ATK, and the opposite for being heavy - potentially being more potent at times). That kind of thing is likely to get rejected without additional downsides. Constant passive effects like you've described in the changed moves generally aren't doable (without being slowly draining or something) - for a set of strikes or a short time, it's fine though. The flying part of the move is basically fodder at this point though, since you actually have flight. In the original version, it was worded like you'd have to charge each heavy strike, hence the new mechanics seem to be stronger. So, perhaps have an inherent stamina drain. It doesn't need to be big, just enough that it stops you using them non-stop, so he has to at least do some management over it. Especially the lighter one, since that doesn't seem to have any stamina drain at all compared to the original move. Fun comment: You could use this move to fly above someone, gain weight, and then slam down into them. Like a proper B+Down move. Pretty cool, if you hit. Although I don't think that's really your style. RE: Move Creation Workshop - Mori Hui - 11-02-2017 Keep in mind this is just something I'm attempting to make work since it's a signature move of Mori's in G.o.H. 3rd Stance Hwechook (300 OM) Requires Physical Strength and Burst Movement A three-step kick and one of the most advanced moves in Renewal Taekwondo. Hui Mori moves towards his opponent at blinding speeds and delivers a three kicks his opponent in the head in three different directions so fast that afterimages of each hit appear. After 2 seconds the opponent feels the impact of all three hits, each of which hits with three times the power of his normal kicks. A skilled opponent can move their head towards the initial blow to soften it's impact and throw off other his, or predict the move entirely and knock off the balance Mori needs making the attack have no effect if Mori's TEC is lower or equal to his opponents. tl;dr: Is having a TEC requirement a drawback and if so how much does it get me? RE: Move Creation Workshop - Ash - 11-02-2017 Ultramarine's Chainsword (300 OM) Requires Physical Prof. Stabbed through by it by Brother Gaius and then banished to the Underworld, Ash decided to keep it. ![]() This weapon is chainsaw first and a sword last, normally used to rip apart Orks - according to those who’ve witnessed its power - this one found itself in the hands of one Sex Deamon. Without proper training but the love for shock-and-awe tactics, Ash has developed a bond with the chainsword and gain proficiency with it. It has a 4 and a half foot blade that is lined with jagged teeth that when activate begin to rotate at dangerous speeds. She can comfortably use it with one hand or two. [spoiler] Invictus by William Ernest Henley Out of the night that covers me, Black as the pit from pole to pole, I thank whatever gods may be For my unconquerable soul. In the fell clutch of circumstance I have not winced nor cried aloud. Under the bludgeonings of chance My head is bloody, but unbowed. Beyond this place of wrath and tears Looms but the Horror of the shade, And yet the menace of the years Finds, and shall find me, unafraid. It matters not how strait the gate, How charged with punishments the scroll, I am the master of my fate: I am the captain of my soul [/spoiler] RE: Move Creation Workshop - Takanomiya Hijiri - 11-03-2017 (11-02-2017, 06:58 PM)Ebonywood Hellscythe Wrote: (you would need another 300 to walk on water, but that isn't included in the new version, and I wouldn't charge you for using the lightness to fly, since you've got the flying power - which essentially makes that part fodder, fodder I understand is important to your character) I'm not sure how clear this was in the original, but he could only ever walk on small objects (like leaves, feathers), not water itself, it's just that his weight became negligible, so if he was standing on something that could float, it would carry on floating. (11-02-2017, 06:58 PM)Ebonywood Hellscythe Wrote: One comment though: Ah. It didn't even occur to me that it would be like an Alt Form, but you're right, there's no way it could be approved like this... the only problem is that now I'll need to add the ability to cancel the effect; I was hoping to have been able to just have him charge it up to an average human weight and leave it there as his 'default', but if it has to tire him while active then there will need to be a separate rule for that as well. For the record, the original isn't necessarily only 'capable' of increasing his weight for one attack, it's just that being heavy would slow him down a lot, so he generally wouldn't want it to last longer (which is why losing weight had to be instant)... though after looking it over again I can see why it might give people that impression. (11-02-2017, 06:58 PM)Ebonywood Hellscythe Wrote: Fun comment: You could use this move to fly above someone, gain weight, and then slam down into them. Like a proper B+Down move. Pretty cool, if you hit. Although I don't think that's really your style. Yeah, that might be worth trying... though I imagine I'd lead with the sword, rather than just, say, falling on them. The only thing is that the way he flies with this more or less relies on the wind going in the direction he wants so not only is it not going to be something I can use a lot without making it seem kinda dumb ("oh, look, for the third time this fight the wind direction changed to perfectly suit his needs... how convenient and unexpected...")... but also it's all but unusable against a weather-control character like Summer/Sonny. I'll post an updated version of the move soon. RE: Move Creation Workshop - Takanomiya Hijiri - 11-03-2017 Updated my move: [spoiler] Changes made in bold. Quote:Personal Gravity Manipulation (1200)? (1800)? Altered the second paragraph to make it clearer that: - This paragraph is an example. - He has no control over the direction the wind takes him. - Tossing around someone who weighs practically nothing is not at all difficult. - Heavy things are harder to knock down. - Being heavy makes movement more strenuous. And added another paragraph later to cover the added energy drain and cancellation process, and in the last one have specified that the effect can affect multiple areas of his body. I noticed that the way you valued the price of the move only included 300 for being lighter but 600 for getting heavier... but the lightweight version is actually variable too, so maybe I should add an extra 300... also, it might not have been clear that the specification of a single body part didn't necessarily mean just one limb (that was only meant as an example), so maybe 300 more for that too? - Becoming lighter (variably) - 600 - Becoming heavier (variably) - 600 - Affecting specific body part(s) - 600 Is that how the pricing should work?[/spoiler] RE: Move Creation Workshop - Ebonywood Hellscythe - 11-03-2017 (11-02-2017, 07:43 PM)Mori Hui Wrote: Keep in mind this is just something I'm attempting to make work since it's a signature move of Mori's in G.o.H. Doing three quick kicks in the rough time it would take to do one would usually have to either be very tiring, have a charge time, or make the kicks weaker. Otherwise, you could just spam it, and it'd be objectively better than just kicking normally. Here, however, you want the kicked to be three times as powerful as usual. Essentially meaning, you are doing a single attack that's nine times stronger than your usual ones. Even if your TEC requirement was a drawback, it wouldn't be enough of one. Having moves not work on someone with higher TEC than your character isn't much of a drawback, because it's your character. They probably have high TEC and you're playing to their strengths - which you should do. Anyway, back to the main move. You've got some options here: 1) Decrease the strength of each kick to be 3 times weaker than usual (then the overall move would be just as strong as a normal kick). 2) Have a charge time, make it very tiring, and generally add reasonable drawbacks. For example, maybe he can't use any of his other techniques (non-super moves) besides basic attacks for the next 30 seconds. Or maybe the leg he kicked with suffers a wave of exhaustion at the same time your opponent feels the damage from the kicks, meaning Mori can't move as fast for a little bit, and can't do any other kicks. 3) Decrease the strength of the kicks to normal strength, and then add some drawbacks. Since by doing that, you wouldn't need to have as many. I will say, though. I don't know if you'll be able to keep each kick as fast and strong as you've got it right now. Even with drawbacks. Unless there's a reasonable charge time. Since, an effective nine times the damage of a usual kick is a lot. ((I'll get to Hijiri and Ash tonight, if no one else does)) RE: Move Creation Workshop - Oleander - 11-03-2017 Bond of the Glass Martyr 300 Requires: Ranged, Buff The Glass Martyr is a spell in which the user takes damage in place of an ally. Not only is this damage unavoidable, but it is more than what the original damage would have been. Stein must focus for five seconds, remaining absolutely still and using no other Moves. Taking even minor damage can cause this manifestation time to be lost. During this time, he creates a small glass orb, which he can then throw with great accuracy up to five meters, hopefully hitting a target (who can also aid this by actively catching it.) If it hits th ground or an enemy intercepts, it shatters and the move ends. The energy required is minor, but repeated uses can stack up. Upon contact with an ally, the orb shatters and encases them in an ethereal, weightless glass armor. This is mainly aesthetic... However, the ally's received damage for one minute is reduced by half. The other half of the damage is inflicted upon Stein as if he were hit, but bypasses half of his Defense and cannot be avoided. It takes only slight mental focus to maintain a single buff, but he can have up to three allies under the effect of this spell at any one time. Received damage does not break this particular focus, but using a move which requires major concentration can cause all buffs to fail. The range is 30 meters, beyond this the buff immediately ends. This is a Bond of the Guardian rehash, using the FFXIV spell that Omni pointed out. I've upped the cost to maintain, downed the time, lowered the number of running buffs, gave it a bit of range. Its still a bit wordy, but the effect is simple. Ally takes half damage, Stein takes the other half at half Defense, 5 second high focus charge up for 60 seconds. Attempt to simplify: Stein maintains absolute focus for five seconds to charge up the spell as an orb, which he then throws with great accuracy up to 5 meters (15 feet.) If an ally is hit, they are shrouded in ghost-like glass armor and gain the buff. If it misses (or an enemy intercepts) the spell ends. The spell costs minor fatigue. Allies take half damage with the rest hitting Stein. This damage is unavoidable and bypasses half of his defense. It lasts for 40 seconds and has a range of up to 30 meters. The focus to maintain an individual Buff is minor, but stacks with itself. RE: Move Creation Workshop - Ebonywood Hellscythe - 11-03-2017 @Stein: I don't think you're missing any specifics, and at a glance, the balancing looks alright, since the net total of damage taken is increased. So I think you're good to send it off. @Ash: Looks awesome. To the move approval! @Hijiri: Price wise, I honestly don't think there's enough difference between being a little bit lighter, and a lot lighter. Especially since he can fly anyway. I guess, yeah, you might need 600 for variable lightness, but I'd personally give you that for 300. Variable heaviness is going to be 600, as you noted. And then it's only an extra 300 to focus on particular body parts. Not 600. Focusing on a specific area of his body is one function. Paying to affect all of it is already worked into the cost. So, that 300 you're spending to allow you to make one foot heavy, can also be used to make one foot and one arm heavy. So, I still stand with my 1200 OM judgement, although I guess it could go up to 1500 OM depending how the variable lightness was ruled. As for the move itself, how does focusing it into a body part affect the move? Does the focused change in mass allow him to punch harder with that one hand, but at the cost of being even harder to control and putting him off balance? Lastly, Quote:Cancelling it returns him to his original weight instantly, but can only be done when he is within 10kg of that weightIt's unclear how he would cancel the move if he's more than 10kg from his original weight. P.S. kg is a measure of mass, not weight *angry physicist screaming* RE: Move Creation Workshop - Oleander - 11-03-2017 Which version? Simplified or full detail? RE: Move Creation Workshop - Dane Regan - 11-03-2017 @Stein: Whoops, I meant complex. Because I don't think it's too long. RE: Move Creation Workshop - Oleander - 11-03-2017 One more, then his base arsenal will be complete! Shell-Shock: 600 Requires: Area Shield Proficiency, Area Attack Proficiency By curling up in the fetal position, Stein can create a full body shield. This takes only two seconds to initiate, but while in use he cannot use any other move. He is capable of rolling around at full speed, slamming into opponents to great effect - though maneuvering is actually quite difficult. The shield can absorb a great deal of damage, though the more damage, the more tiring to maintain. He can only hold it up to a maximum of 30 seconds before the shell shatters. When the spell ends, the shell shatters, spraying all those in two meters with large shards of glass. The closer to the shell, the more pieces the target takes - though each only do minor damage. As an alternative to rolling about, an ally can pick up the shelled Stein as if he were nearly weightless and throw him up to thirty meters with decent accuracy. Stein can add his own force to this, but upon impact, the spell immediately ends, the explosion's range doubling. Due to the exhausting nature, he must rest afterwards. He cannot use any other move for roughly twenty seconds and his speed is halved... and due to the rolling and/or throwing, his technique is also halved, due to motion sickness. |