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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 - Dane Regan - 02-09-2018 http://omniverse-rpg.com/assistsandtransformations.php#Assists_And_Transformations Tier 1 assists have: 1sp per post/2sp per round. 5 stats. Can use all your moves and powers. So, perfectly capable of drawing attention while you charge up your attacks. Maybe: T1 Assist: Ice Golem (1000) A large 12ft tall Golem made of ice. [Insert more detail here - just make sure there's a height and rough build description, and perhaps info on how it attacks] ATK: 2 DEF: 2 SPD: 0 TEC: 1 (maybe lower TEC/ATK to give it SPD if you'd prefer to make it better at getting in the way of people, but I think the 2 ATK/2 DEF part is fitting for a Golem) RE: Move Creation Workshop - Hecate Rothchild - 02-09-2018 awesome. Much abliged. RE: Move Creation Workshop - James Knight - 02-10-2018 NFL-R App - Arms Factory (???, Physical Strength, Debuff, Area Attack, Area Shield, Homing, Ranged Proficiency, Remote Control Prof.): Warren taps a button on his wrist and within a few seconds an item begins to be built from the energies that power his NFL-R. Of course there are many items that can be built with this move for Warren to use.
RE: Move Creation Workshop - Crocodile - 02-10-2018 If you're not making any item which can be used in combat, you'll need to follow the normal Summoning Rules. Otherwise, you'll need to spend 300 OM per item you can make with this. RE: Move Creation Workshop - James Knight - 02-10-2018 Basically Crocodile this allows Warren once he's seen a move (as he has Insight) to recreate the weapon move for himself, but with his own tweaks. It's not Mimicry, because you only need Mimic to use it right then. RE: Move Creation Workshop - Crocodile - 02-10-2018 Then it's fluff, but remember common courtesy and ask before you rip off people's Moves. You'd still need to spend OM per Move you recreate and get them approved, as per normal. RE: Move Creation Workshop - Clownpiece - 02-11-2018 Lampad’s Torch (Physical, Debuff, Telepathy) (300): A mysterious torch that helps Clownpiece drive people to madness. It’s made of wood and is about 2.5 feet long. Rather than a burning flame, the end of the torch glows with an ethereal purple light. If worst comes to worst, she can smack someone with it, but the light doesn’t burn, and since the torch is just a light, wooden rod, this is a very ineffective maneuver. Fortunately, hitting someone does more than just hurt them. Since the torch is imbued with the power of madness, a strike from it scrambles her enemy’s mind, preventing the formation of memories for 10 seconds, no matter where she hits. To the afflicted, it suddenly feels like they skipped ahead 10 seconds, though they were fighting all through that duration. Aside from that, the torch’s main purpose is to mess with the sanity of those who look at the glow. [Unless otherwise stated in a specific use of this ability, Clownpiece does this by channeling her power to induce insanity through the torch for 5 seconds, during which she must devote her entire concentration to charging. Once charged, she waves her torch and casts its light over either enemies or allies within 20 meters of her, though they must see the light in order to be affected by it. Once cast, she's able to move around again as normal. Most aspects of her torch, unless specified otherwise, have only a minor energy drain to them. Clownpiece can use them frequently, but should still be wary about overexerting herself.] Rewriting the physical function of this move. Brackets are what's already part of the old move. That can be ignored since nothing is changing there. RE: Move Creation Workshop - 13-Jzall - 02-11-2018 After many silent nyehs, I finally decided to finish this hell hole of a move creation The Emperor uses his psychic mastery to attack his enemies, the Emperor can only use up to 5 powers per 10 minutes and can only use each once per those same 10 minutes except for smite, this is taxing on his body and all of his concentration must be on the move to use it which means that he can't move at all while casting. He can not be broken out of it by anything short of a supermove but most opponents will take advantage of the giant skeleton staying still. This is common for all psychic disciplines and smite. Smite (300) requires ranged Lightning shoots from The emperor's skull, hitting and shocking an enemy. This can be used multiple times but it becomes more and more difficult to use each time. This takes 25 seconds to charge with each consecutive use adding another 2 seconds to the charge time. The difficulty will reset as the round ends. This power hits instantly, is as large as a lightning bolt and has a maximum range of 30 metres before it disappears. This deals medium damage. This move is aimed by small balls of lightning in the place of the emperor's Psykana Discipline: (1800) requires ranged prof, ranged materialize prof, telepathy, area defence, buff, debuff, area attack Terrifying visions, The emperor fills the mind of an enemy with visions of torment and what scares them most, making them more likely to keep their distance and attack less for up to 30 seconds depending on their TEC vs The Emperor's TEC with the minimum amount of time being 10 seconds and adding 5 for each TEC point the emperor has over the target. It takes 20 seconds to charge and will not be as effective against foes with suppression or enhanced senses. This can hit an enemy within 50 metres. Suppression will make the hallucinations transparent and enhanced senses will not detect them, letting the prime know that they don't exist. Gaze of the Emperor, The emperor's eyes blaze in vengeful fury and as his rage is made manifest and he shoots twin red beams through his eyes at the nearest target. It will almost always pierce the target but will only deal the amount of damage that would've happened if it dissipated on the enemy's skin. He can not move his head while using this move and the beam only extends 20 metres. It takes 15 seconds to charge up and can be detected by fire appearing in The Emperor's empty eye socket. The lasers travel as fast as a bullet and do slightly less than average damage. Psychic barrier, The emperor forms a psychic barrier that covers an ally's 'skin', which will give them a shield that will shatter if hit by attacks that would take the same amount of effort to use, otherwise it will crack and eventually . This takes 15 seconds to charge and will cover the ally with a clear blue substance that is intangible. If not shattered, it will disappear after a minute. This can target any ally within 30 metres. Nightshroud, The Emperor summons a shadow out of the warp, covering an area within 10 feet of The Emperor in a 6 metre high and wide bubble. From outside, it will look like a section of the world is now in twilight but people inside will see the rest of the battlefield in sunset levels of light. This takes 15 seconds to charge and will fade after a minute, enemies with enhanced senses will be able to completely ignore the bubble. Psychic maelstorm, The Emperor summons the full force of the warp to defeat his enemy, after a 35-second charge the emperor releases a barrage of psychic attacks against an enemy. For every enemy prime or assist (or major NPC like a storyteller written space marine which will only add 1 unless given stats) within a 20 meter by 20 meter area, the number of hits will rise by one but the damage will be more spread out among the enemies. The attack takes the form of a swirling green vortex that fires out as many small bursts of lightning as there are hits, enough to hit everyone in the radius once at the same time. hopefully fixed smite changed barrier mostly rewrote maelstorm wow dane you sure are planning on killing me with your mimic loli aren't you 6/3 powers per discipline from now on with smite being by itself >"He can not be broken out of it by anything short of a supermove but most opponents will take advantage of the giant skeleton staying still." And your own bucket, lol. Marisa is gonna steal it and splash you. (But you don't need to include a comment about that) here's to hoping that my eventual anti disable/mimic move works RE: Move Creation Workshop - Dane Regan - 02-11-2018 @13: Split Psykana Discipline into separate moves. There's no reason they need to be together. @CP: I'm a tad confused. Is this replacing your normal melee attack? Or is this a new melee "move" that needs all the charge times and stuff? If it's replacing your normal melee, I think you should add a comment about the smack damage being weak because it's just a stick, and also how tiring it is. Quote:Edit: RE: Move Creation Workshop - Reece - 02-11-2018 He's replacing this: Quote:A mysterious torch that helps Clownpiece drive people to madness. It’s made of wood, and is about 2.5 feet long. Rather than a burning flame, the end of the torch glows with an ethereal purple light. If worst comes to worst, she can smack someone with it, but the light doesn’t burn, and the torch is only a wooden rod, making that a fairly ineffective maneuver. Rather, the torch’s main purpose is to mess with the sanity of those who look at the glow. With this: (02-11-2018, 12:58 AM)Clownpiece Wrote: A mysterious torch that helps Clownpiece drive people to madness. It’s made of wood and is about 2.5 feet long. Rather than a burning flame, the end of the torch glows with an ethereal purple light. If worst comes to worst, she can smack someone with it, but the light doesn’t burn, and since the torch is just a light, wooden rod, this is a very ineffective maneuver. Fortunately, hitting someone does more than just hurt them. Since the torch is imbued with the power of madness, a strike from it scrambles her enemy’s mind, preventing the formation of memories for 10 seconds, no matter where she hits. To the afflicted, it suddenly feels like they skipped ahead 10 seconds, though they were fighting all through that duration. @Dane - Personally, I'd say he already did what you said about making it obvious that it's low damage (changing 'fairly ineffective' to 'very ineffective')... though maybe switching the word 'ineffective' for 'weak' would make it even more blatantly apparent, if you really feel that's necessary. @CP - I'd recommend including the part I quoted from your roster when you put this in for approval, to let the staff know what exactly it is that you're changing and so avoid confusion. Dane's right about the Fatigue bit, though. You got away without saying that the first time because it was just a stick, so it was obvious to anyone who read it that it was about as tiring to swing as a normal stick... because this includes an additional effect, you'll need to make it clearer how much energy it costs. RE: Move Creation Workshop - Clownpiece - 02-11-2018 Yeah, my intention was to change the melee portion of it to be less useless. I was going to include the old version when I put it through the Move Approval thread, I was just going through here for balancing purposes, thus I didn't feel I needed to include it here. Sorry for the confusion. Lampad’s Torch (Physical, Debuff, Telepathy) (300): A mysterious torch that helps Clownpiece drive people to madness. It’s made of wood and is about 2.5 feet long. Rather than a burning flame, the end of the torch glows with an ethereal purple light. If worst comes to worst, she can smack someone with it, but the flame doesn’t burn, and since the torch is just a light, wooden rod, this is a very weak hit, no stronger than a punch from her. Fortunately, hitting someone does more than just hurt them. Since the torch is imbued with the power of madness, a strike from it scrambles her enemy’s mind, preventing the formation of memories for 10 seconds, no matter where she hits. To the afflicted, it suddenly feels like they skipped ahead 10 seconds, though they were fighting all through that duration, and it otherwise doesn't influence their ability to fight and act. As this is a natural function of the torch, this effect always happens by default, meaning it doesn't require a wind-up from Clownpiece and doesn't wear her out more than swinging around a torch normally would. Essentially, it trades physical damage for a mind-scrambling effect. RE: Move Creation Workshop - Dane Regan - 02-11-2018 @CP: It doesn't look like a strong debuff to me, so I think you're probably cool. See what the staff over at Move Approval think. RE: Move Creation Workshop - Mega Man X - 02-11-2018 Round 2 of Workshop input. A little late, but never mind that. Changes from last time are in bold. Silver Stinger - 300 OM (Requires Ranged Proficiency, Debuff Proficiency) A special weapon obtained from the data of Hornet Man.EXE. It takes a second to switch to and from this weapon, with X's body shifting into a white/gold color scheme. While equipped, the X-Buster can fire a large silvery cone, a little over two inches long and shaped rather like a spearhead. This projectile travels at the speed of an arrow accurately up to 15 meters, provided X is not moving and able to aim properly. The stinger deeply pierces whatever surface it hits to inject a paralyzing venom into the area, immobilizing it for up to 10 seconds unless immediately removed. This duration can be replenished (but not increased) with successive hits to the same area. The stinger and the venom, much like an actual arrow, are most harmful when there's minimal protection against it. This weapon, after firing, requires 1 second to cool down before firing again. This weapon can only be used 15 times before needing to be recharged; this can only be done outside of battle. Depleting the weapon also fatigues X notably, similar to overuse of the X-Buster. Rose Splash - 300 OM (Requires Physical Strength, Debuff Proficiency) A special weapon obtained from the data of Plant Man.EXE. It takes a second to switch to and from this weapon, with X's body shifting into a green/pink color scheme. While equipped, the X-Buster can generate a 10-foot plant-like whip when swung, similar to a vine or rose stem. This whip can lash out in less than a second, but only persists for just a couple of seconds; long enough to snare something with its prickly thorns and rip it away with a firm pull. This can be used to tear away shields, armor plating, or some other protective equipment from an enemy, exposing part of their body to more damaging attacks. Though X can use this weapon while moving, he must be standing still to use it most effectively, and he must take care with it. An enemy with enough strength can yank the vine in retaliation and resist being pulled upon. This weapon, after firing, requires 2 seconds to cool down before firing again. The weapon can be shot while moving, but X needs to be standing to still to pull at his best effect. This weapon can only be used 10 times before needing to be recharged; this can only be done outside of battle. Depleting the weapon also fatigues X notably, similar to overuse of the X-Buster. RE: Move Creation Workshop - Dane Regan - 02-11-2018 @Mega Man X: Looks good to me. You can send this off to Move Approval. RE: Move Creation Workshop - James Knight - 02-11-2018 NFL-R App - Arms Factory (900, Physical Strength, Debuff, Area Attack, Area Shield, Homing, Ranged Proficiency, Remote Control Prof.): Warren taps a button on his wrist and within a few seconds an item begins to be built from the energies that power his NFL-R. Of course there are many items that can be built with this move for Warren to use.
RE: Move Creation Workshop - Viola - 02-11-2018 @Warren: Firstly, I'd recommend you split this into multiple separate moves - but you don't have to. Define "energy" attacks. Do bullets count? Do rocket launchers count? Do flamethrowers count? Is it any ranged attack? Remember, the OV doesn't do resistances to specific damage types, but I guess the physical/energy thing might be a grey area depending on how you do it. Shield - P: How much physical damage can break it? You can't summon a shield like this and become immune to it. Shield - E: How much elemental damage can break it? You can't summon a shield like this and become immune to it. Reproduction: "When not making combat-related items Reproduction follows the normal summoning rules." You should remove the not. Or make a comment that you can't reproduce something new during a fight, and calibrating takes the time summoning would. Edit: Just get one shield move and bundle it all into one. It's easier. RE: Move Creation Workshop - James Knight - 02-11-2018 Basically the Shield E: Lightsabers, Blaster Pistols, Fireballs, Blasters, Lightning, Ice attacks, ETC as long as they are energy based. Basically the Shield P: Swords, Axes, Hammers, Conventional Bullets, Arrows, and similar firepower. RE: Move Creation Workshop - Daniel - 02-11-2018 You don't need two different shields for different types of attacks. Moves can't be more or less effective against character/ move types. Due to omnyphysics, one shield will work for all kinds of attacks. RE: Move Creation Workshop - 13-Jzall - 02-11-2018 @dane ![]() sorry for the terrible resolution, I'll try to get a better picture when I can RE: Move Creation Workshop - Reece - 02-12-2018 This is (more or less) what 13 was trying to show you, Dane: [spoiler] Quote:Psychic Powers[edit][/spoiler] As you can see, these are all interconnected abilities (except Smite, which is only listed for comparison). So according to his source material, these are all directly related. Is it really such a big deal if he has a move almost as large as yours? EDIT: And here's a link I found if you want even more info on them: http://www.belloflostsouls.net/2017/10/40k-astra-militarum-psychic-powers.html |