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Move Creation Workshop
James Knight:
[spoiler]
(08-01-2018, 03:07 PM)James Knight Wrote: Mega Buster / Dark Buster (Ranged Proficiency,  300 OM): 

The Mega Buster is a recreation of the blaster used by Megaman in his timeline. This takes 3 seconds to summon, and 10 seconds to charge up before he can charge the blaster. The blaster requires both hands, and as such, he cannot use other moves when doing this, but is free to move around. The blaster's shot travels at the speed of an arrow, and the blaster does fairly powerful shots. It's moderately draining on the stamina of James to use this properly. Depending on if he is using Mega Buster, or Dark Buster, the blaster could either be blue and shoot blue energy blasts, or purple, and shoot purple energy blasts. 

Thunder Version One(Ranged Proficiency, Ranged materialize  300 OM): 

Thunder is a battle card that James Knight can choose to activate. This takes him about 4 seconds to activate, and he cannot be using Mega Buster when he is using this battle card. The battle card causes a storm cloud to appear above the head of his opponent,  and a bolt of lightning will shoot down, striking at his opponent. The bolt does moderate damage. Mildly draining on his stamina, this can be used with other moves, and can be used while moving around. The bolt travels at the speed of an arrow. This was originally made from the battle chip with a similar name by James, converted into a battle card. This is a MK I of the Battle Card. Thunder appears about ten feet above the head of an opponent and can discharge up to 5 lightning bolts down on the opponent. 


Barrier of Pain (Area Shield,  Homing, Ranged, Debuff  600 OM): 


A circular shield that expands to 5 feet in any direction from James when activated. This takes seven seconds to activate and would be able to withstand a good amount of damage. However, that is not where the true power of the shield lies. No, when the shield is attacked, it automatically retaliates on an enemy. This shoots a beam of energy that is as thin as an arrow. This travels at the speeds of a bullet, and while it may not do much in the way of actual damage, it is agonizingly painful for 8 seconds. This lasts either 15 seconds, or until it takes a strike from someone more powerful than the individual. 

[Image: latest?cb=20140811014400]

Mega Buster / Dark Buster: This is good.

Thunder Version One: I'd just cut it down to only be one shot. But if you want multiple lightning strike, are they all shot at the same time? Or one after another? Or just whenever James wants the cloud to strike?

Barrier of Pain: Can he more or do anything while activating this/while this is active? 
[/spoiler]
Professor Sunshine:
[spoiler]
(08-01-2018, 09:25 PM)Professor Sunshine Wrote: While Eye of the Storm doesn't sound like a good Super Defense, I found another Super Utility idea from it. Hey Parapara...

Eyes on Me! (T1 Super Utility, Requires Area Attack, Telepathy)
Sunshine pulls out two spotlights and a boombox, creating them with Omnilium in the span of 5 seconds, before beginning a rather eccentric dance, in order to get the attention of everyone around her. When Sunshine uses this, after the 5 seconds used to create the objects, every person who can hear her in a 30 foot radius turn their heads toward her, and are compelled by her to dance for 15 seconds before the spotlights power down. While everyone in the radius of the attack is compelled to dance, preventing them from using their Moves during the length of the dance, Sunshine is free to fly around while everyone else is compelled to dance, however if she chooses to attack a opponent that opponent will be knocked out of the effects early. Sunshine requires a bunch of stamina and focus when creating this move, and while this move distracts the opponents with dancing, it will also cause her allies to dance if they are in the radius if they do not close their ears before the attack.

This probably wouldn't be permissible due to this update: https://omniverse-rpg.com/showthread.php...#pid138238

Ignoring that, this would need debuff proficiency, and need a comment saying it's blockable by T1 Super Defences.[/spoiler]
Some Ruby Assist Stuff, as well as another few tech, and also a possible improvement to Tractor Beam Wand.

Private Ruby (T1 Assist)

The first Secondary Aquamarine had ever created, Aquamarine can pour her wand's energies into the Ruby in order to boost the Ruby into a fighting-capable form, shown via her eyes turning a white hue and small electric sparks coming from her body. When in this fighting form Ruby is capable of fighting with a weirdly unpredictable fighting style, though her strength leaves little things to wonder. Once Aquamarine runs out of energy to give to Private Ruby however, she reverts back to her base form, before running away like a coward. Like all Rubies, Private Ruby has heat powers, allowing her to heat up her surroundings.

Stats
STR: 2
DEF: 1
SPD: 0
TEC: 2

Red Heat Hammer (600 OM, Requires Ranged, Telekinesis, Ranged Materialize)
A combination technique between Ruby and Aquamarine, Aquamarine creates a iron hammer in the air in a range of 30 feet around herself, dropping it right above Ruby so she can pick it up and heat it with her powers before throwing it back into the air, allowing Aquamarine to use her wand in order to launch it at the opponent at 70 MPH. Once this hammer hits the opponent, not only will they take some blunt damage from the hammer, but the heat will transfer to all over the opponent's body, causing them to take damage from the heat over the course of the next few seconds.

There are a few limitations to this move, mostly in the fact that it takes 6 seconds for the move to charge, with 3 seconds for Aquamarine to create the hammer, and 3 more seconds for Ruby to heat it up. In addition, pulling off this move requires coordination and focus between the two, so if either of them are incapacitated then this move will fail. Both Ruby and Aquamarine will also need to use quite a bit of energy and focus to pull of this technique, so they cannot use other moves while using this move. Lastly, if the hammer is hit by something very cold that is not solid, then while the hammer will still hit, no burning damage will happen since the hammer's heat would have been cooled off.

Glass Tachi (300 OM, Requires Physical)
This is a Tachi that Aquamarine will have made in the Endless Dunes, by heating up some sand thanks to some heavy machinery to the point where it had heated into glass in the form of a sword. This blade is 90 cm long and has a blade width of 7 cm, and Aquamarine usually keeps the sword sheathed behind her back so she can pull it out over the course of a second. When used, Aquamarine mainly uses the blade as a form of self-defense, using the blade to help protect against bladed foes, though she isn't good at physically attacking herself with the Glass Tachi. Due to it's length, after 3 seconds of using Aquamarine must use both of her hands to hold the tachi, otherwise her muscles will recieve too much strain, causing her to drop the blade.

Gravity Bubble (300 OM, Requires Ranged, Debuff, Remote Control)
Aquamarine combines the power of her Tractor Beam Wand and her own water wings in order to create a purple bubble filled with her own gravity power, in order to mess around with her opponents. This bubble is about a inch wide and floats at only 30 MPH, but Aquamarine can easily control this bubble, capable of controlling it in a radius up to 70 feet. Once the bubble pops, the opponents are hit with the gravity within the bubble, causing them to quickly be pushed to the ground, or if they are already on the ground, causing them to be weighed down and slowed by the gravity bubble.

Aquamarine can create up to 3 Gravity Bubbles at a time, they require little focus and stamina to create, and can be created in the course of 2 seconds, which Aquamarine can use other non-Wand moves while charging. Lastly, since the wand is not a physical part of Aquamarine, if it is taken from her she will be unable to use either form of the Move, though once she regains the Wand she will be able to use this move again.

Tractor Beam Wand (900 OM, Requires Ranged, Telekinesis, Debuff)
Aquamarine's wand is usually kept in her hair as a form of ribbon, but when she needs to deal with someone more powerful than she is, she can shape the ribbon back into her wand and use it to manipulate and move others around. With the wand, Aquamarine can lift objects up to 1.5x her normal carrying capacity up to 30 feet in the air, and can freely move them around within a 50 foot radius. When used on another person, while she cannot lift them up into the air, she can try to use the wand to hold them in place, with her being able to hold an opponent in place better the more ATK+TEC she has compared to her opponent's DEF+TEC.

One of the downsides to using her wand is that Aquamarine cannot move or counterattack while using her wand to hold an object or opponent in place, and while she can hold back a opponent for up to 10 seconds, it requires the wand to have a cooldown for 30 seconds before she can once again hold down a opponent, though she can still use her wand to move objects. Lastly, since the wand is not a physical part of Aquamarine, if it is taken from her she will be unable to use either form of the Move, though once she regains the Wand she will be able to use this move again.

Upon fully fixing the wand, Aquamarine has also added a rather unique function to the wand, allowing her to slow down her opponents rather than stopping them. Like it's regular function, it works better the more ATK+TEC she has compared to her opponent's DEF+TEC, but rather than stopping them completely, it just slows them down by 50% at a constant rate, constantly draining small amounts of stamina from Aquamarine at a fast rate as she does this. Due to the change from stopping to slowing down however, this not only allows Aquamarine to use other non-wand related moves, but it does allow her to move while she is slowing a opponent down. She can use this for about 30 seconds before she runs out of stamina, leaving Aquamarine extremely tired once the limit is up.
Is it possible (or omni-logical) to create a move that allows you to touch non-corporeal attacks like magic spells or lazers like they're solid objects? I.e. grabbing a beam of light that forms a projectile attack and eating it like a spaghetti noodle.
[Image: ESUBadge_zpshhp8mype.png]
Yeah. That's doable.
@Ari
Uh...
Yes if you balance it, if you want a hard limit look at lightning rod on viola
Thank you >=3c

It's just a theoretical move rn, but I don't think it would be hard to balance. Eating lightning would probably still hurt.
[Image: ESUBadge_zpshhp8mype.png]
Thank you >=3c

It's just a theoretical move rn, but I don't think it would be hard to balance. Eating lightning would probably still hurt.
[Image: ESUBadge_zpshhp8mype.png]
Tower shield (300) (requires area defense, physical strength proficiency)

Cirno owns a tower shield that is 2 feet wide and 4.6 feet tall in a rectangular slightly curved shape, It takes up one hand to use and is made out of ice though it's strength is that of an good steel. She can also do a simple thrusting maneuver with the shield to hit them though its not built do be used for offensive maneuvers and as such is bulky and slow to use (about 5 seconds to fully do a shield bash) plus its somewhat exhausting to use multiple times in a row. What it excels at though is the ability to protect Cirno's body mostly and deflect incoming weapon swings. Should the Shield ever become broken or lost in the thick of battle Cirno can summon a new one while standing still for five seconds a fair bit of concentration used on it.
Aquamarine:
[spoiler]
(08-05-2018, 04:42 AM)Aquamarine Wrote: Some Ruby Assist Stuff, as well as another few tech, and also a possible improvement to Tractor Beam Wand.

Private Ruby (T1 Assist)

The first Secondary Aquamarine had ever created, Aquamarine can pour her wand's energies into the Ruby in order to boost the Ruby into a fighting-capable form, shown via her eyes turning a white hue and small electric sparks coming from her body. When in this fighting form Ruby is capable of fighting with a weirdly unpredictable fighting style, though her strength leaves little things to wonder. Once Aquamarine runs out of energy to give to Private Ruby however, she reverts back to her base form, before running away like a coward. Like all Rubies, Private Ruby has heat powers, allowing her to heat up her surroundings.

Stats
STR: 2
DEF: 1
SPD: 0
TEC: 2

Red Heat Hammer (600 OM, Requires Ranged, Telekinesis, Ranged Materialize)
A combination technique between Ruby and Aquamarine, Aquamarine creates a iron hammer in the air in a range of 30 feet around herself, dropping it right above Ruby so she can pick it up and heat it with her powers before throwing it back into the air, allowing Aquamarine to use her wand in order to launch it at the opponent at 70 MPH. Once this hammer hits the opponent, not only will they take some blunt damage from the hammer, but the heat will transfer to all over the opponent's body, causing them to take damage from the heat over the course of the next few seconds.

There are a few limitations to this move, mostly in the fact that it takes 6 seconds for the move to charge, with 3 seconds for Aquamarine to create the hammer, and 3 more seconds for Ruby to heat it up. In addition, pulling off this move requires coordination and focus between the two, so if either of them are incapacitated then this move will fail. Both Ruby and Aquamarine will also need to use quite a bit of energy and focus to pull of this technique, so they cannot use other moves while using this move. Lastly, if the hammer is hit by something very cold that is not solid, then while the hammer will still hit, no burning damage will happen since the hammer's heat would have been cooled off.

Glass Tachi (300 OM, Requires Physical)
This is a Tachi that Aquamarine will have made in the Endless Dunes, by heating up some sand thanks to some heavy machinery to the point where it had heated into glass in the form of a sword. This blade is 90 cm long and has a blade width of 7 cm, and Aquamarine usually keeps the sword sheathed behind her back so she can pull it out over the course of a second. When used, Aquamarine mainly uses the blade as a form of self-defense, using the blade to help protect against bladed foes, though she isn't good at physically attacking herself with the Glass Tachi. Due to it's length, after 3 seconds of using Aquamarine must use both of her hands to hold the tachi, otherwise her muscles will recieve too much strain, causing her to drop the blade.

Gravity Bubble (300 OM, Requires Ranged, Debuff, Remote Control)
Aquamarine combines the power of her Tractor Beam Wand and her own water wings in order to create a purple bubble filled with her own gravity power, in order to mess around with her opponents. This bubble is about a inch wide and floats at only 30 MPH, but Aquamarine can easily control this bubble, capable of controlling it in a radius up to 70 feet. Once the bubble pops, the opponents are hit with the gravity within the bubble, causing them to quickly be pushed to the ground, or if they are already on the ground, causing them to be weighed down and slowed by the gravity bubble.

Aquamarine can create up to 3 Gravity Bubbles at a time, they require little focus and stamina to create, and can be created in the course of 2 seconds, which Aquamarine can use other non-Wand moves while charging. Lastly, since the wand is not a physical part of Aquamarine, if it is taken from her she will be unable to use either form of the Move, though once she regains the Wand she will be able to use this move again.

Tractor Beam Wand (900 OM, Requires Ranged, Telekinesis, Debuff)
Aquamarine's wand is usually kept in her hair as a form of ribbon, but when she needs to deal with someone more powerful than she is, she can shape the ribbon back into her wand and use it to manipulate and move others around. With the wand, Aquamarine can lift objects up to 1.5x her normal carrying capacity up to 30 feet in the air, and can freely move them around within a 50 foot radius. When used on another person, while she cannot lift them up into the air, she can try to use the wand to hold them in place, with her being able to hold an opponent in place better the more ATK+TEC she has compared to her opponent's DEF+TEC.

One of the downsides to using her wand is that Aquamarine cannot move or counterattack while using her wand to hold an object or opponent in place, and while she can hold back a opponent for up to 10 seconds, it requires the wand to have a cooldown for 30 seconds before she can once again hold down a opponent, though she can still use her wand to move objects. Lastly, since the wand is not a physical part of Aquamarine, if it is taken from her she will be unable to use either form of the Move, though once she regains the Wand she will be able to use this move again.

Upon fully fixing the wand, Aquamarine has also added a rather unique function to the wand, allowing her to slow down her opponents rather than stopping them. Like it's regular function, it works better the more ATK+TEC she has compared to her opponent's DEF+TEC, but rather than stopping them completely, it just slows them down by 50% at a constant rate, constantly draining small amounts of stamina from Aquamarine at a fast rate as she does this. Due to the change from stopping to slowing down however, this not only allows Aquamarine to use other non-wand related moves, but it does allow her to move while she is slowing a opponent down. She can use this for about 30 seconds before she runs out of stamina, leaving Aquamarine extremely tired once the limit is up.

Private Ruby: Looks good.

Red Heat Hammer: Even if the move has 2 parts, it will still only cost 300 OM. Unless you're able to use the hammer in the intermediate stages (but it doesn't seem like it). Otherwise, this is good.

Glass Tachi: Seems fine.

Gravity Bubble: How long do the debuff effects of this last? Or is it just a near-instant burst of "gravity"?

Tractor Beam Wand: Is this aimed at all? From the looks of it, the slowness upgrade is an unavoidable slowness effect that can last up to 30 seconds. Even with fatigue, I still think this is pretty strong considering you can do other stuff at the same time.
[/spoiler]
Cirno:
[spoiler]
(08-07-2018, 06:17 PM)Cirno Wrote: Tower shield (300) (requires area defense, physical strength proficiency)

Cirno owns a tower shield that is 2 feet wide and 4.6 feet tall in a rectangular slightly curved shape, It takes up one hand to use and is made out of ice though it's strength is that of an good steel. She can also do a simple thrusting maneuver with the shield to hit them though its not built do be used for offensive maneuvers and as such is bulky and slow to use (about 5 seconds to fully do a shield bash) plus its somewhat exhausting to use multiple times in a row. What it excels at though is the ability to protect Cirno's body mostly and deflect incoming weapon swings. Should the Shield ever become broken or lost in the thick of battle Cirno can summon a new one while standing still for five seconds a fair bit of concentration used on it.

Is the shield bash charged up or something? Because 5 seconds to bash someone with a shield is very unrealistic. 
[/spoiler]
It would be a near-instant burst of gravity, yes. It would cause them to fall to the ground if they were in the air, whether they are jumping or flying.
(08-07-2018, 06:53 PM)Professor Sunshine Wrote: It would be a near-instant burst of gravity, yes. It would cause them to fall to the ground if they were in the air, whether they are jumping or flying.

Yeah. Just say it's a very short burst and then it'll be good. Also, "near-instant" durations don't need debuff proficiency. Debuff is just for lingering/channelled effects. 5 second slowdown = debuff. Quickly stop someone in their tracks = not a debuff (assuming they can start moving straight after).
Okay then.
Jade Power Ring (1200, Physical Strength, Ranged Proficiency, Remote Control, Ranged Materialise, Area Attack):

The Jade Power Ring was created by Jack out of advanced technology discovered on Tier Five of Coruscant. To be exact it was made out of the broken remains of a Lantern Ring he discovered that was of the color yellow. The ring has been repaired and modified so that it channels the Green Light of Will, as opposed to the Yellow of Fear. 

This ring is  capable of shooting green energy beams out of it. The beams appear to be fists made out of a green crystalline energy. They travel at the speed of an arrow. This can be used while moving, or with other moves. This is moderately draining, equivalent to a light work out when he uses it. Each blast has 5 seconds to cool down. It has a range of 75 feet. The ring was discovered somewhere in Camelot by Jack. While not an ideal power ring, the ring has been picked up by him because he needs one. This is the typical attack mode of the ring. Jack Darby can summon objects with his ring to interact with and manipulate objects at range. These manipulations are analogous to the things that a person with two large hands could feasibly complete (moving, pushing, pulling, pressing, turning, etc). 

These objects have superficial images associated with them, always in the form of an object that is completing the task. If the object is grabbing and moving another thing, it will have a "grasping" mechanic, be it a hand, a mouth, a clamp, a claw, etc. These images are purely illusory, and the strength of the object is always the same. That means that a Construct shaped like a hand and a Construct shaped like a crowbar are equally good at prying something open and etc. These grabbing constructs appear as a tendril of rope-like light that extends from Jack's power ring, ending in the chosen 'grabber'. They can extend as far as Jack's concentration allows, but the longer the grabber, the more easily it is broken. His constructs are colored emerald. While these objects are illusory and can fulfill only one purpose, they can be attacked, damaged and destroyed. The more damage they take, the more strain it puts on Jack's mind. The more energy he puts into these objects, the harder they are to break but the more physically and mentally exhausted he becomes. These objects will immediately dissipate upon his breaking his concentration for any reason. Maximum range of ~30 meters (~100 feet) This is the 2nd ability of the ring.

The ring is also capable of performing stabilized versions of the abilities Jack was capable of with the Oan Power Ring. 
Lastly this ring has one other attack that Jack can perform with it. Charging up energy he can shoot ten blasts into the air which will spiral down and cover a 5 x 5 foot area near the opponent, hitting them if they cross into it. This will last for 20 seconds, or until an opponent is hit by one of these. This takes 7 seconds to charge up. They travel at bullet speed and the damage they are capable of doing is pitiful at best.


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