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Move Creation Workshop
Negative Finger Beam:
>Hits something? Like a tree? The end of its range? Or just people?

Bluff Omega Blow:
>Grabbing someone for 3 continuous seconds is going to be hard and awkward. And also doesn't fit the bluff theme. I'd do the charge for the attack before you run in.
>Reducing/blocking enhanced senses is probably going to require suppression. Just read the quick questions, sorry for the mistake.
>State the duration of the debuff exactly. 3 seconds?
>Does not need ranged as you will be within 12ft of your target.
Bluff Omega Blow (300 OM, requires Physical, Debuff)
Omega Shenron rushes at the opponent at top speeds before grabbing them, preparing to launch a powerful Ki attack from up close... only to surprise the opponent by launching streams of confetti instead to blind them. It takes 3 seconds to charge this bluff move before grabbing the opponent, and upon firing the stream of confetti, while only dealing minimal damage to the opponent the confetti will completely cover the opponent's face, rendering them blind for 4 seconds as well as lowering the distance of the opponent's Enhanced Senses by 25% if they have any Enhanced Senses while they are blind. Creating this bluff move takes a small amount of energy to use, but Syn Shenron will be unable to use any other moves while using this move. If the opponent manages to escape however, the confetti will just harmlessly fall onto the floor, and the attack will fail.

(As for the Negative Finger Beam, basically when it either hits maximum range or a person.)
@Abyss
Bluff Omega Blow:
>What restrictions are placed on Sun while he charges the move? Can he move? Can he use other attacks? Can he dodge? Can he block? Does it require all of his focus?
>Are you sure you mean a decrease by 25% and not decreasing the range to 25% for enhance senses? A 25% decrease probably wouldn't really effect the combat much.

For the other move, just clarify that in its description.
Bluff Omega Blow (300 OM, requires Physical, Debuff)
Omega Shenron rushes at the opponent at top speeds before grabbing them, preparing to launch a powerful Ki attack from up close... only to surprise the opponent by launching streams of confetti instead to blind them. It takes 3 seconds to charge this bluff move before grabbing the opponent, and upon firing the stream of confetti, while only dealing minimal damage to the opponent the confetti will completely cover the opponent's face, rendering them blind for 4 seconds as well as lowering the range of the opponent's Enhanced Senses by 25% if they have any Enhanced Senses while they are blind. Creating this bluff move takes a small amount of energy to use, but Syn Shenron will be unable to use any other moves while using this move, and while he can move while charging the move he cannot use any attacks while charging. If the opponent manages to escape however, the confetti will just harmlessly fall onto the floor, and the attack will fail.

(Edit: He only needs to focus somewhat while charging, forgot to add this to that)
@Abyss, I think that move is good to go. If it's rejected, it'd probably only be a minor change you could do quickly that I haven't spotted.
(I got inspired from Demetri's Split Tactics and Cell's Afterimage so I decided to create my one version to work on in this Workshop.)

Holo-Aquamarine (600 OM, Requires Remote Control, Ranged, Ranged Materialized)
Aquamarine creates a holographic copy of herself from the Gem on her face, and sends it out to try to distract the opponent. Aquamarine can create multiple Holo-Aquamarines at a time anywhere in a 50 foot radius, though for each Holo-Aquamarine it takes a decent chunk of Aquamarine's stamina to create, and she can only have up to 3 Holo-Aquamarines up at a time without falling unconscious due to using too much energy. Aquamarine can freely move each of the Holo-Aquamarines separately, and she uses it to primarily trick opponents into hitting the Holo-Aquamarines while she or a ally can charge up a attack freely. The Holo-Aquamarines only last 15 seconds, the maximum range of the Holo-Aquamarines is only 50 feet, and while Aquamarine can use other moves while using this move, she must stay still while controlling the Holo-Aquamarines. Lastly, those with Enhanced Senses can freely see through the ruse
@Aqua:
Holo-Aquamarine:
>How long does it take to summon a Holo-Aqua?
>What happens if someone hits a Holo-Aqua? Does it disappear? Does their blade phase though?
>You move them separately, does that mean you can only move one at a time then?
>You should probably spell out that you can use moves even while controlling the Holo-Aquas, just not anything that requires your full concentration. (Unless you can't, when make that clear instead)
>If the Holo-Aquas are physical, then enhanced senses might not allow someone to see though the ruse (ask a mod). Also, insight likely would allow someone to find the Holo-Aquas on an individual basis.
>What does a max range of 50ft mean? You can only create one within 50ft of you? Can you only control them within 50ft of you? What happened if one is moved further than 50ft of you (or you move further than 50ft away)?
>One other thing to spell out, do the Holo-Aquas have access to your movement powers (like super jumping and later flight)?
(07-23-2017, 11:32 PM)Ebonywood Hellscythe Wrote: @Aqua:
Holo-Aquamarine:
>How long does it take to summon a Holo-Aqua?
>What happens if someone hits a Holo-Aqua? Does it disappear? Does their blade phase though?
>You move them separately, does that mean you can only move one at a time then?
>You should probably spell out that you can use moves even while controlling the Holo-Aquas, just not anything that requires your full concentration. (Unless you can't, when make that clear instead)
>If the Holo-Aquas are physical, then enhanced senses might not allow someone to see though the ruse (ask a mod). Also, insight likely would allow someone to find the Holo-Aquas on an individual basis.
>What does a max range of 50ft mean? You can only create one within 50ft of you? Can you only control them within 50ft of you? What happened if one is moved further than 50ft of you (or you move further than 50ft away)?
>One other thing to spell out, do the Holo-Aquas have access to your movement powers (like super jumping and later flight)?


Holo-Aquamarine (600 OM, Requires Remote Control, Ranged, Ranged Materialized)
Aquamarine creates a holographic copy of herself from the Gem on her face, and sends it out to try to distract the opponent. Aquamarine can create multiple Holo-Aquamarines one at a time after a second anywhere in a 50 foot radius, though for each Holo-Aquamarine it takes a decent chunk of Aquamarine's stamina to create, and she can only have up to 3 Holo-Aquamarines up at a time without falling unconscious due to using too much energy. The Holo-Aquamarines have access to all of Aquamarine's Powers (Though they cannot use any of Aquamarine's Moves), Aquamarine can freely move each of the Holo-Aquamarines one at a time, and she uses it to primarily trick opponents into hitting the Holo-Aquamarines while she or a ally can charge up a attack freely. If a opponent tries to hit one of the Holo-Aquamarines, the attack would just phase through the hologram harmlessly.

The Holo-Aquamarines only last 15 seconds, the maximum range that Aquamarine can control the Holo-Aquamarines is only 50 feet, with the Holo-Aquamarines dissipating if sent any further, and while Aquamarine can use other moves that do not require concentration while using this move, she must stay still while controlling the Holo-Aquamarines. Lastly, those with Enhanced Senses or Insight can freely see through the ruse.
@Aqua:
Holo-Aquamarine:
>Access to all your powers is a bit OP. Because that'd include telekinesis. Movement powers only should be fine.
>Check with the mods on the insight/enhanced senses detecting thing when you get it approved. Otherwise it's good I think.
(07-23-2017, 11:56 PM)Ebonywood Hellscythe Wrote: @Aqua:
Holo-Aquamarine:
>Access to all your powers is a bit OP. Because that'd include telekinesis. Movement powers only should be fine.
>Check with the mods on the insight/enhanced senses detecting thing when you get it approved. Otherwise it's good I think.

Holo-Aquamarine (600 OM, Requires Remote Control, Ranged, Ranged Materialized)
Aquamarine creates a holographic copy of herself from the Gem on her face, and sends it out to try to distract the opponent. Aquamarine can create multiple Holo-Aquamarines one at a time after a second anywhere in a 50 foot radius, though for each Holo-Aquamarine it takes a decent chunk of Aquamarine's stamina to create, and she can only have up to 3 Holo-Aquamarines up at a time without falling unconscious due to using too much energy. The Holo-Aquamarines have access to all of Aquamarine's Movement Powers (Though they cannot use any of Aquamarine's Moves), Aquamarine can freely move each of the Holo-Aquamarines one at a time, and she uses it to primarily trick opponents into hitting the Holo-Aquamarines while she or a ally can charge up a attack freely. If a opponent tries to hit one of the Holo-Aquamarines, the attack would just phase through the hologram harmlessly.

The Holo-Aquamarines only last 15 seconds, the maximum range that Aquamarine can control the Holo-Aquamarines is only 50 feet, with the Holo-Aquamarines dissipating if sent any further, and while Aquamarine can use other moves that do not require concentration while using this move, she must stay still while controlling the Holo-Aquamarines. Lastly, those with Enhanced Senses or Insight can freely see through the ruse.
@Aqua: Awesome sauce. Now you gotta pray to the move approval gods.
Time to post this convoluted... thing. I can add visuals if it's desired, but I'm tired and lazy at the moment.

600 OM: Ritual Sign [Orreries Sun] (Requires Ranged, Remote Control, Area Attack)

After about three seconds, this summons a set of four roughly basketball-sized orbs in a square formation, each about a meter away from the user- one in front, one to either side, and one behind. The four orbs are color coded with one red, blue, purple, and green. These orbs are somewhat durable but not indestructible, probably around equivalent to a particularly tough plastic in strength with some fortifications depending on the user’s defense. Orreries sun has two distinct uses- to defend oneself, and to attack.

When defending, the orbs simply rotate around the user at the distance they were summoned and a speed roughly equivalent to a brisk walk, retaining their quadrilateral formation with one on any given side of the user. They can be controlled to absorb hits, but do not take that much damage- variable, depending on the user's defense versus the attacker's strength, but no more than something that would pierce skin for the user- before breaking. As the speed of repositioning is not very fast, it is best used to partially guard from weaker, continuous fire like energy beams and rapid shots. This formation also cannot be used to shield anything larger than the user, really, before their spread would become too wide for them to be effective. When the number of orbs goes down, it shifts into a triangle shape for three and a straight line through the user's center of mass between them for two. The user can move while this is in effect, but must focus on the movement of Orreries Sun while moving so as not to hit themselves with the orbs, so it would slow them down significantly. Running into these orbs feels like smacking into something made of hard plastic going at equivalent speed, and destroys whatever orb was touched.

When attacking, the move is more direct. Still spinning, but in a far tighter formation (only about 1 foot between the orbs) and about double the speed of defensive rotation, the four orbs can be “thrown” at a speed logically equivalent to an object of their size being thrown, with a direction from the user, all four exploding with magic on contact with an enemy. This explosion deals a fair amount of damage, but not an enormous amount- probably about equivalent to a couple good punches from the user. Or getting smacked in the face with some really hard plastic at a goodly speed and then blasted with some weak magic, obviously. The explosion itself isn't terribly large- only about a meter in diameter even with all four orbs. This throw needs to be aimed, and cannot change directions once it is done. This version, too, requires the user to focus- and moreso than the defense form, as they need to aim as well- so they cannot move while focusing on the throw.

If it misses completely, the orbs must be "called back" while they are still within about 10 meters of the user if they want them to switch back to defense form, otherwise all four explode harmlessly. If they are recalled, they return at about half the speed they were thrown, as they need to be consciously moved back into defensive position so as not to harm the user. This gives the move an effective range of around 10 meters. No other moves may be used by the caster while Orreries Sun is in effect, regardless of which form it is being used in, or else focus will be lost. It cannot be recast while in use to recreate broken orbs, so it must be dispelled before it is used again. When focus on the move is lost due to the user taking other actions such as using another move or intentionally dropping concentration, the orbs harmlessly explode where they are with a pop. Overall the move is a bit draining, probably about equivalent to a short jog for the user.
[Image: QlU6gj3.png]
Yuuka Kazami Wrote:Do you think Yuuka *aims* the Master Spark? No. She decides which half of the world she wants to fuck.
@Yuuka: (sorry for the delay, internet is bad where I am at the moment)
>This is fairly thorough, actually. I don't think there's really anything major missing. Or minor. Just some clarifications.
>Defensive seems good. I think. Although if I were you I'd base the attack absorption on the potential strength of attacks rather than limiting it to an attacks size. You may want to add some general description of how they block attacks and the types of attacks they could block. Because as is, they won't move fast enough to block most bullets, and a fast melee user could get in close range through the gaps.
>For Attack, it would need to be variable if you want to change the distance between the orbs (probably) so I wouldn't bother with that.
>Also, when you mention explosion, I assume you mean one that doesn't expand our from the orbs (i.e. they break with no splash damage). If you want splash you need area attack.
>Needs a projectile speed for the attack, unless the speed mentioned referred to how fast the orbs spin around each other AND how fast they travelled forwards.
>Needs the speed for you to call the orbs back to be clarified.
>Generally, I think you should probably speed them up, at least for the attacks. Otherwise hitting people with them might be hard. Your choice though.
Mmkay, here's the visuals. This is the defensive version, though I'm basing the durability more on its usage in Lotus Land Story where it seems the HP is much lower. The attacking variant I described is based on this attack, though there are a lot more offensive uses of it too because the patterns in SoEW are horribly convoluted- I just figured it would get way more confusing with the amount of ways Orreries is actually used, so I wanted to limit it a bit.

I'll clarify that it's usually meant to block energy-based attacks, beams, and continuous fire.

Though I'm pretty sure controlling the size of the orbit would fall under Remote Control, I'll just remove that bit.

I was originally intending for no splash, but I put bit of splash damage on this since I think I'll have the character pick up Area Attack anyhow.

I did mention both of those speeds for attacking- they spin around each other at double the speed noted in paragraph 2, and advance at around the speed of a thrown object.I'll clarify that the return speed is the same as the throw speed.

As for speeding it up, not really sure. It is this character's "basic attack," so it's not meant to be a terribly impressive technique.

Anyway, I altered my original post to reflect this, so hopefully it looks better.
[Image: QlU6gj3.png]
Yuuka Kazami Wrote:Do you think Yuuka *aims* the Master Spark? No. She decides which half of the world she wants to fuck.
@Yuuka, personally I prefer numbers and actual speeds because it makes it much less ambiguous. Staff might tell you the same, or they might not. I'm not sure. In general though, you were pretty thorough, so there wasn't a lot for me to say.

Also, you may wish to specify the damage is stronger to the centre of the explosion and probably that being hit directly would do more damage.

Anyway, I reckon you could ship it off to move approval now. See what happens.
Cybernetic Arm - Right
An experiment done to him against his will, the Cybernetic Arm replaces his right arm, which is also his dominant one. Made out of Cortosis, so that it can resist a Lightsaber, the Cybernetic Arm possesses a hidden emitter, that allows it to produce a twelve inch blade of energy out of the wrist, good for anchoring into buildings, or chopping things that get a bit too close. It’s also good at being used as a last resort type defense, should he need such. The Cybernetic Arm also has another mode, that will cause the arm to reassemble, missing the hand but appear to be a smooth cylinder, that is actually a blaster cannon with a range of 75 feet. The blasts of the cannon, and the movements of the wrist blade do low damage, both. The damage cannot be increased. It is moderately draining on his stamina, and can be used with other moves, so long as he doesn’t require the hand of the Cybernetic Arm for other moves. The arm has replaced his entire arm. 

As for the rate of fire, this can shoot a blast every ten seconds.  The arm is not without a few downsides. One of which is that he must remain stationary while changing modes, and cannot use other moves, when changing modes, unless they don't require the use of his hands. The speed of the move cannot exceed the speed of an arrow, unfortunately as that was one of the design flaws with the blaster that he uses.  Each blast of the arm requires 10 seconds to charge up, meaning that Veritas cannot spam the blasts of the arm. The usual blasts of the arm only have the capability to daze an opponent for six seconds. 

This arm costs 600 OM, and requires Ranged Proficiency, Physical Strength, and Debuff Proficiencies.
Cybernetic Foot (600, Physical Strength, Ranged Proficiency)

One of the further illicit experiments performed on him by Doctor Kratz. His right foot has been replaced with one that is made out of metal. As a result, this allows him to kick someone hard enough to do actual damage to them, but that is not all. The foot itself can generate explosive “Force Spheres” that can be kicked at an opponent, and have a range of 50 feet. These do moderate damage, and take 5 seconds to summon each. They cannot be used with other moves, and are moderately tiring for him to use. They can only travel in a straight line.

The explosion has a 2 by 2 foot diameter. It is more powerful in the center, but will not exceed moderate damage, while the damage is pitiful on the outskirts of the blast. 45 second cool down.

RP Flavor: Attached to his body when he was unconscious, the robotic right foot has been painfully melded with his nervous system. Removal of the foot, to replace it with an organic one would prove fatal, so he is stuck with the foot on his body.


Adding this one as well.
@Veritas:
Cybernetic Arm:
>If you're using the charge time, you don't need the fire rate mentioned at the top. If anything, mentioning it twice could potentially be confusing.
>How long does it take to change modes?

Cybernetic Foot:
>You don't need a move to kick someone. Unless you're adding drawbacks to the usual kick to this increase the damage it's pointless. Remove the part about kicking people for moderate damage because it's unnecessary and the damage of your kicks cannot be changed simply by buying a move for it (without drawbacks). Thus this move would then only cost 300 OM.
>How fast do the force spheres travel?
>What do they look like? Give us the descriptive details. In fights your opponents need to describe you and your moves as well.
>Diameter is a 1 dimensional measurement. So you only need to say "2 foot" (not "2 foot by 2 foot").
Quote:Book of Sirens: Cutting Words - 300
A weak but effortless move, Aaron literally slings an insult backed by telepathic influence. The targeted foe’s mind (if capable of hearing) is battered by the telepathic influence. This Move pits Aaron’s TEC against his opponents in a battle of wills. If the foe’s TEC is lower than Aaron’s by two points or more, the Cutting Words deals Psychic Damage. This is treated as real damage and can be lethal.

This particular move is as easy to use as talking, and is one of Aaron’s favored techniques to use against the mentally unprepared. When all else fails, talk them to death. The range varies depending on the level of noise and the amount of obstructions between Aaron and his target. As a rule of thumb, if Aaron can sense them, and they can hear him, they are in range. This means that the target can simply cover their ears. The environment might also muffle his voice, such as high winds, heavy rain, many other voices, et cetera. Aaron can also be muted through magic or simply gagged.

Each complete insult is an attack, with more complex insults dealing more damage. Single words are very minor, but quickly repeated. However, a well aimed and refined insult cuts deeper. If Aaron is interrupted by significantly loud sounds that mute part of the insult, the effect is ruined. Needless to say, taking damage would also ruin a long-winded insult.

I was told this needs more drawbacks, but I can't think of any without making it very taxing on him or having some sort of recharge time, which would make it useless as a primary attack form.

Quote:Book of Mischief: Will-o’-the-wisp - 300
While Stealthed, Aaron can project temporary, illusionary shadows that step from his body and move in a chosen direction. Due to Aaron’s suppression, only those with TEC higher than his can tell at first sight that the Wisps are false images.

These wisps do not fight. They move at top speed in the direction they were given, interacting with the world (climbing, swimming, jumping) as if they were physical beings. They have only enough physical presence to influence the environment appropriately, but fade if they take any amount of damage. The distractions can run up to five hundred feet, or until they meet an obstruction they cannot pass, before dissipating.

It takes roughly five seconds per TEC point lower than Aaron’s of clear visual (accumulatively) to tell that a single Wisp is false. It takes Aaron one second per ten feet (minimum five seconds, maximum fifty) the wisp is set to travel to gather the Psyche to create the projection, but no time to manifest and direct it.

After its use, Aaron must recollect his mind. He cannot use Will-o'-the-Wisp for double the time it was charged. If he takes significant damage while gathering Psyche, he can lose the effect. If the foe deals minor damage with an ATK lower than Aaron's TEC, he can maintain the charge. If a charge is lost, it cannot be regathered, but Aaron does not have to wait to attempt it again.

Again, I was told that this did not have enough downsides, though I added the last paragraph after that was mentioned.
[img=0x0]http://omniverse-rpg.com/attachment.php?aid=39[/img]
I don't have a clue what level of move this would be or how to really word it. The basic idea is that it is like House of Mirrors, except with portals. It reminds me most, I think, of Haku in Naruto when he traps Naruto and Sasuke in a prison of ice that only Haku can travel in.

Basically portals would surround from the enemy, forming a semi-circle of portals (from the ground up) all either leading back into the circle, or into another locations that is also trapped by something. Blink could make it 'only way out' so one portal does allow escape. Or she could keep it in a permanent loop (until it wears out).

With someone trapped in the Circle of Portals, Blink could move pretty swiftly from portal to portal to attack someone. She'd have complete control over where each portal went, giving her a surprise advantage every hit. She could also make throw multiple weapons into multiple portals, sending them coming from multiple directions.

This is is feasible if I wrote it out a bit more concise? How powerful is it?
[Image: blink2k15.png]


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