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Move Creation Workshop
Ice cubes "great crusher" (300) (requires melee proficiency, Master acrobat)
Cirno spends ten seconds to create a ten pound two handed hammer. She can weld it with ease though to swing it requires both hands so she can use most of her moves; and its her strongest normal melee weapon. It is strong enough to break a red wood in the red wood forest in two. Its greatest down side is the unnatural energy useage required for it. It can take a beating though she usually drops it after a attack melting quite quickly, (as fodder it lasts out of combat a hour before it will crack and shatter into many small icicles dealing no damage). The energy usage is roughly that of a person pushing a modern tank around. Any person can see the magic being put into this relatively normal hammer to increase its destructive attacks clearly. She calls her hammer Hyōki or ice age

Cocytus (300) (requires melee proficiency)
A western long sword from a time when men were knights and the round table was a reality. Cirno creates a five foot long blade in two seconds. It is made of a steel that is freezing to the touch. Her weaker weapon by a large margen. It is used mostly to cut and maim but not destroy. She can move at her top speed and its energy consumption is minor (like doing a fairly easy training exercise). She can move at top speed with it though its accuracy is quite lower. She takes up a aggressive stance willing to lose the sword.
[Image: cirno-is-genius.jpg]
I do not really plan to have Belle use Transformations, save the odd circumstance where she can reduce the cost of one to zero (like through an artifact or something). Thus, I've been pumping her base form with upgrades.

The moves I'm thinking of are some kind of way to even the odds against characters with transformations, either by burning out their SP faster, or by using my SP to debuff their stats. Is the former even possible with some kind of Drain move?
Uh oh. Those boys got me all tingly...
[Image: ezgif-1-a370e630e1.gif]
I must calm it.

Nah, somewhere in the rules it says moves that drain SP are not allowed due to the potentially unfun situations that could result. However stat reductions are allowed through the use of a sp-fueled debuff move.
[Image: StrazSig.png]

[Image: DarkshireBadge.png][Image: DarkshireDefenseBadge.png][Image: SecondarySaga.png][Image: HerosGraveyardBadge.png]
(Sorry for the delay Cirno, I'll do you in a second)

@Belle: From the fighting page of the rules.
Quote:Q: Can I buy moves that deplete an opponent's SP?

A: No. The reason is if we allowed that, almost every player would feel pressured to buy such a move, even if it costed SP itself, due to how useful it would be. Furthermore, what SP actually is depends on the character, so it would make little roleplaying sense for a move to target 'SP' regardless of what it actually is. It's just a little bit TOO 'game-ish' for Omniverse's style of RPG. 

But, you can do stat debuffs. Debuffs cost 1 SP per 4 stats for a post (the same as buffs) OR 1 SP per 2 stats for a round.

Since you're level 4, you have T1 and T2 super moves. You could get a T2 move that applies -2/-2/-2/-2 if you wanted (for one post). Or -1/-1/-1/-1 for a round. Or -8 ATK for a post (although since you can't reduce stats below 0 that could often be a waste). It's worth noting that you can't buff or debuff as many stat points as someone can gain with a transformation (however buffed or debuffed stats do not need to follow the "highest stat cannot use more than half of the stat points" rule).

Example debuff supermove (from the moves page of the rules):
Quote:Demonic Blight – Tier 1 Super Utility – 600 OM (requires Debuff Proficiency, Ranged, Area Attack)
Gul'dan takes a moment before calling up a neon-green meteor from the skies above, which crashes and burns to the ground, exploding and inflicting a Blight on those who its energy touches. If cast against a single target, it reduces DEF by up to 2 for a single round - this is split between multiple targets if applicable. It may be blocked by a Tier 1 or higher Super Defense, and it cannot reduce DEF below 0.
Omni's Note: Debuff Super Utilities use the same numbers as Buff Super Utilities: 1 SP may grant either -2 stats for one round (split between multiple opponents if applicable), or -4 stats for one post. All Super Utilities that Debuff a foe should be able to be blocked by a same-tier Super Defense. Even a lower tier Super Defense should mitigate the debuff to some degree, like damage can be mitigated for Super Attacks by even lower-tier Super Defenses. 

Alternatively, you could just burn all your SP on super attacks and defences (and just not bother with transformations or buffs and whatnot). Who cares what their stats are when you can just throw a super punch at their face?
@Cirno:
Quote:Ice cubes "great crusher" (300) (requires melee proficiency, Master acrobat)
[spoiler]
Cirno spends ten seconds to create a ten pound two handed hammer. She can weld it with ease though to swing it requires both hands so she can use most of her moves; and its her strongest normal melee weapon. It is strong enough to break a red wood in the red wood forest in two. Its greatest down side is the unnatural energy useage required for it. It can take a beating though she usually drops it after a attack melting quite quickly, (as fodder it lasts out of combat a hour before it will crack and shatter into many small icicles dealing no damage). The energy usage is roughly that of a person pushing a modern tank around. Any person can see the magic being put into this relatively normal hammer to increase its destructive attacks clearly. She calls her hammer Hyōki or ice age
[/spoiler]

Firstly, how big is the hammer?

Secondly:
Quote:It is strong enough to break a red wood in the red wood forest in two. 
Which would depend on your stats. In your new 4 ATK form, yeah. In your 2 ATK one, probably no? At least not in one hit.

Thirdly: I think you should just make it a tad clearer that the hammer melts after one attack. At the moment it's phrased as a "she usually makes it melt" which implies she could stop it melting if she wanted to.

Lastly: Can you make it clearer why you need master acrobat.

Also, pushing a tank? Damn. You sure about that?




Quote:Cocytus (300) (requires melee proficiency)
[spoiler]
A western long sword from a time when men were knights and the round table was a reality. Cirno creates a five foot long blade in two seconds. It is made of a steel that is freezing to the touch. Her weaker weapon by a large margen. It is used mostly to cut and maim but not destroy. She can move at her top speed and its energy consumption is minor (like doing a fairly easy training exercise). She can move at top speed with it though its accuracy is quite lower. She takes up a aggressive stance willing to lose the sword.[/spoiler]

Can she move while she summons the sword?

Besides that, it looks good. All most weapon moves really need is a size and shape description (and summoning info if needed).
Ice cubes "great crusher" (300) (requires melee proficiency, Master acrobat)
Cirno spends ten seconds to create a ten pound two handed hammer (the size is about a two to three feet in diameter and three to 3.5 feet high for the staff). She can weld it with ease though to swing it requires both hands so she can use most of her moves; and its her strongest normal melee weapon. It is strong enough to break a red wood in the red wood forest in two (in her slow form this can happen. With her fast form it takes a couple trys). Its greatest down side is the unnatural energy useage required for it. It can take a beating though she usually drops it after a attack, melting quite quickly (she can only pick it up and she can control weather or not it melts or not), (as fodder it lasts out of combat a hour before it will crack and shatter into many small icicles dealing no damage). The energy usage is roughly that of a person pushing a 100 pound boulder. Any person can see the magic being put into this relatively normal hammer to increase its destructive attacks clearly. She calls her hammer Hyōki or ice age. (she can spin around with it mid air aka the reason for master acrobat.)

Quote:changes are as follows. Hammer's exhaustion rate is now to a hundred pound boulder from a couple ton tank. (still want this to be at most a two use item per battle. size and height has been listed and reason for master acrobat has been posted

Cocytus (300) (requires melee proficiency)
A western long sword from a time when men were knights and the round table was a reality. Cirno creates a five foot long blade in two seconds. It is made of a steel that is freezing to the touch. Her weaker weapon by a large margen. It is used mostly to cut and maim but not destroy. She can move at her top speed and its energy consumption is minor (like doing a fairly easy training exercise). She can move at top speed with it though its accuracy is quite lower. She takes up a aggressive stance willing to lose the sword. She can move around with ease with the sword.

Quote:changes are as follows. she can move as posted with the weapon now.
[Image: cirno-is-genius.jpg]
@Cirno:

Ice cubes:

Quote:the size is about a two to three feet in diameter 
Are you sure you don't mean inches? A staff being that wide is insane. More like swinging around an actual tree.

Quote:She can weld it with ease though to swing it requires both hands so she can use most of her moves
Maybe make this a bit clearer? I assume you mean that it requires 2 hands to attack with, but she can still use other moves while not attacking with it?

Quote:she can spin around with it mid air aka the reason for master acrobat
Master acrobat would allow her to do that without putting it into the move. 

Quote:still want this to be at most a two use item per battle
If you want that, then write it into the move.

Cocytus:
I asked if she could move while summoning the blade. You've actually said that she can move with the sword at 3 separate points in the move already:

A western long sword from a time when men were knights and the round table was a reality. Cirno creates a five foot long blade in two seconds [can she move during these 2 seconds?]. It is made of a steel that is freezing to the touch. Her weaker weapon by a large margen. It is used mostly to cut and maim but not destroy. She can move at her top speed and its energy consumption is minor (like doing a fairly easy training exercise). She can move at top speed with it though its accuracy is quite lower. She takes up a aggressive stance willing to lose the sword. She can move around with ease with the sword.
Ice cubes "great crusher" (300) (requires melee proficiency)

Cirno spends ten seconds to create a ten pound two handed hammer (the size is about a two to three feet in diameter this is the hammer also cirno. and three to 3.5 feet high for the staff). She can weld it with ease though to swing it requires both hands so she can use most of her moves (she can use other moves while not using the weapon as it requires 2 hands to swing around. Any move that requires both hands cant be used); and its her strongest normal melee weapon. It is strong enough to break a red wood in the red wood forest in two (in her slow form this can happen. With her fast form it takes a couple trys). Its greatest down side is the unnatural energy useage required for it. It can take a beating though she usually drops it after a attack, melting quite quickly (she can only pick it up and she can control weather or not it melts or not), (as fodder it lasts out of combat a hour before it will crack and shatter into many small icicles dealing no damage). The energy usage is roughly that of a person pushing a 100 pound boulder. Any person can see the magic being put into this relatively normal hammer to increase its destructive attacks clearly. She calls her hammer Hyōki or ice age. This is at most a two swing move.


Cocytus (300) (requires melee proficiency)

A western long sword from a time when men were knights and the round table was a reality. Cirno creates a five foot long blade in two seconds. It is made of a steel that is freezing to the touch. Her weaker weapon by a large margen. It is used mostly to cut and maim but not destroy. She can move at her top speed and its energy consumption is minor (like doing a fairly easy training exercise) but the accuracy is lower. She takes up a aggressive stance willing to lose the sword.

There are no trains in gensokyo (800) (tier two supermove)
Cirno starts to ask a seemingly normal math question before pointing her finger at someone causing yukari's gap and she says these words "There are no trains in gensokyo!" (mind you this is not actually yukari's gap but Cirno's version of it) from her world to open up and let out a train before crushing the person and dealing as fodder humiliation damage. The train leaves once it has run over the person or misses and leaves out another gap.
[Image: cirno-is-genius.jpg]
I've been tinkering a bit with how I would make Dante's various moves work in the Omniverse. Not simply his weapons, but his different fighting styles and the maneuvers associated with them. My most recent thought is that I could expand an entire style into a single move, which would effectively encompass the whole style and its mechanics. With each style being an individual move, I could therefore switch between them on a dime, keeping his moveset diverse but still limited at any given moment.

Here's a couple examples. Details are left intentionally vague, for the moment, as this is all still a work in progress. What I would like know is if my idea for these moves would work.


Royalguard Style - 1200 OM (Requires Physical Strength, Foresight, Area Shield, Buff Proficiency)
   Takes one second to 'activate' this style. It remains on indefinitely, until Dante takes another second to deactivate it or switch to another style. Can't use any other Style moves while this one is active. Can only block physical or energy-based forms of attack, not esoteric stuff like mind powers. Can be broken through entirely if the attacker has double ATK or higher vs Dante's DEF.

    Block: Shields against incoming damage while standing still. Strong at first, but weakens when used persistently. Blocked damage is absorbed into "potential energy;" more damage absorbed, more energy.
    Parry: Deflects attacks with proper timing. Sends melee off-balance and reverses direction of projectiles. Can be used repeatedly, but tires Dante more quickly. Absorbs only a fixed amount of "potential energy" if an attack is parried, rather than scaling.
    Release: A force palm that unleashes all gathered "potential energy" as a close-range spear of light. Has a brief charge period to launch. Can interrupt an active or incoming move if there's enough energy behind this attack.
    Order: Touches an ally and channels the Royalguard Style into them. They get a time-limited surge of defense and can empower any single one of their own attack with Dante's gathered "potential energy". Dante can't switch styles or use Royalguard abilities until this expires.


Trickster Style - 1200 OM (Requires Burst Movement, Enhanced Senses, Teleportation, Super Jumping)
   Takes one second to 'activate' this style. It remains on indefinitely, until Dante takes another second to deactivate it or switch to another style. Can't use any other Style moves while this one is active.

    Air Hike: Uses a magic glyph to double jump in mid-air. Can only be done once at a time, must land on solid horizontal ground before it can be used again.
    Wall Hike: Dante can run several meters across any wall before kicking off it. He can't attack while doing this, and if damaged he'll be knocked off.
    Enemy Step: Lets Dante vault off of enemies, as if using them as a surface to double jump. Can't vault off a given enemy more than once at a time. Enemies are still able to attack or counter.
    Trick Step: Anticipates an incoming attack and warps out of the way at the last moment. Can warp up to 10 meters in any direction, but can't warp through solid surfaces like walls or floors.
@Cirno: I PMed you.

@Dante:

So, if I understood correctly, what you're doing here is grouping some 'moves' together. While using those you can't use the other grouped moves, but you can still use all of your other abilities. I don't see why you wouldn't be able to do that, although I reckon getting a bunch of normal moves would probably work better. That said, 'Royalguard Style' generally has stuff that mechanically works together, so even if you did scrap the style thing, it could still work as a move.

Outside of that, and you obviously needing to specify some details and make the moves less vague, I have a few comments:

Quote:Wall Hike: Dante can run several meters across any wall before kicking off it. He can't attack while doing this, and if damaged he'll be knocked off.
Depending on stats, powers, and how long you're wall running, you might not actually need a move to do that.

Quote:Enemy Step: Lets Dante vault off of enemies, as if using them as a surface to double jump. Can't vault off a given enemy more than once at a time. Enemies are still able to attack or counter.
Depending specifically on what you're trying to do, this also might be achievable without a move or with the master acrobat power.

Quote:Trick Step: Anticipates an incoming attack and warps out of the way at the last moment. Can warp up to 10 meters in any direction, but can't warp through solid surfaces like walls or floors.
Can't you do this with teleportation and foresight normally? If not, I'd assume the key difference here is that the teleportation is faster, maybe? If that's the case you'd probably need a drawback of some kind drawback (likely fatigue).
Winter’s Grasp (Physical) (300) (Summer): Summer channels the chill of winter through his body, drastically cooling his skin temperature. Freezing himself as much as he does takes 5 seconds of total concentration, but once he’s chilled, he can maintain it for upwards of a minute with almost no focus necessary, though while in this state, he’s only capable of casting winter-based spells, nothing else. While in this frigid state, any water in the air freezes onto him as a layer of frost, which is constantly broken off by his movements, and simply touching him is dangerous, with frostbite spreading along the point of contact. Under normal circumstances, this frostbite is too weak to be harmful; brushing against him would bring only momentary pain. This attack truly shines when prolonged contact is inevitable, and thus, when it’s active, Summer focuses on grappling rather than striking in order to force that.
[Image: ZpWQiiu.gif]
@Summer: It looks basically the same as Enel's lightning body move, but with a charge time. So, yeah. That's probably work fine.
Alt Form
Queen of Hearts: Succubus
A pink light burst from her chest and when Ash has seen again, her black hair has turned white with Rose streaks and the end of her tail becomes more heart-like in shape.

ATK: 2
DEF: 5
SPD: 2
TEC: 1

-

Masochist's Climax - Tier 2 Super Attack - 800 OM
(Requires Area Attack Prof, Foresight, and Insight(?))

Ash can use this move in any form but works best with a higher DEF as she can rack up more hits.

Ash likes it rough, and not even the cold silence of an ultramarine can't take away from him kicking her around like a doll. However, generally fights are on more brutal levels but she can still manage to enjoy it.

After taking multiple hits - or another Super Attack - either by choice or by miscalculated steps, the built up energy explodes from her and attacks anyone in the surrounding 15-ft area around her ten fold. The released energy takes the form of a jagged pink sound wave as she lets out a loud lewd moan. Spraying the unfortunate victims in pink translucent shard-like objects before they vanish from sight.

Ash is left weak in the knees and trembling. While all damage was still taken, the battle-field is left confused and wounded all the same.


(( tell me if the imagery still needs polishing))
[Image: tumblr_maolcpnQS61qakj1do1_500.gif]

Warning: Anything that involves Ash should be rated M. Possibly higher.

Erik Vrell : Ash has a 'love' fourth dimensional shape
Erik Vrell : As in its wide and unfathomable for us mere mortals
Succubus is good (assuming you have no stat increases).

Your super move needs some clarification:
>Why do you need foresight? To purposely get hit? That's... a thing.
>Why do you think you might need insight?
>It's 15ft range, so you should probably list ranged prof. (I know you've already got it though)
>Does she have to take the super attack damage (or normal damage) prior to use this to counter a super attack? Essentially, say someone comes up to you at the start of a fight before you've been hit and uses a T2 super attack on you, could you counter it with your attack, or would you wait until it gets to your turn and simply use this move normally?

Suggestion:
>Roleplay the charging being more passive. Simply due to fatigue and accumulated damage over the fight eventually building up rather than Ash throwing herself onto attacks.
>This is a supermove. You won't really gain a mechanical benefit from forcing yourself to take damage to use it. If anything, you'll just take more damage at the end of the fight. So, if I were you, I'd just have "Ash needs to take damage" as rp fodder, and just use the move once she's been damaged. (Or try and make a similar usual non-super move if you want to do the taking damage thing, although I'd recommend keeping this as a super)
Ice cubes "great crusher" (300) (requires melee proficiency)

Cirno spends ten seconds to create a ten pound two handed hammer she can set this down next to her/hold it in one hand over her shoulder and use just one hand to use most of her attacks. (the size is about a five inches in diameter this is the hammer head. and three to 3.5 feet high for the staff with the staff width being about a inch in diameter). She can weld it with ease though to swing it requires both hands so she can't use most of her moves (she can use other moves while not using the weapon but it requires 2 hands to swing around. Any move that requires both hands can't be used while the hammer is held); its her strongest normal melee weapon. It is strong enough to shatter a red wood in the red wood forest in two (in her slow form this can happen. With her fast form it takes a couple trys). It can take a beating though she usually drops it after a attack, melting quite quickly. The energy usage is roughly that of a person pushing a 100 pound boulder. She calls her hammer Hyōki or ice age.

Cocytus (300) (requires melee proficiency)

A western long sword from a time when men were knights and the round table was a reality. Cirno creates a five foot long blade in two seconds. It is made of a steel that is freezing to the touch. Her weaker weapon by a large margen. It is used mostly to cut and maim but not destroy. She can move at her top speed and its energy consumption is minor (like doing a fairly easy training exercise) but the accuracy is lower. She takes up a aggressive stance willing to lose the sword.

Quote: Cocytus should be good correct? also Ice cubes should get a look at again
[Image: cirno-is-genius.jpg]
@Cirno: I think you're almost good. Just add in how tiring both weapons are to summon or create, and whether or not she can move while summoning them.
Masochist's Climax - Tier 2 Super Attack - 800 OM
(Requires Ranged-Attack Prof, Area of Attack Prof, Forsight, and Debuff)

Used as a counter against Super Attacks or used on its own after taking damage.

Ash likes it rough, and not even the cold silence of an ultramarine can't take away from him kicking her around like a doll. However, generally fights are on more brutal levels but she can still manage to enjoy it.

After taking multiple hits(RP fodder) - or another Super Attack - the built up energy explodes from her and attacks anyone in the surrounding 15-ft area around her ten fold. The released energy takes the form of a jagged pink sound wave as she lets out a loud lewd moan. Spraying the unfortunate victims in pink translucent shard-like objects before they vanish from sight.

Ash is left weak in the knees and trembling. While all damage was still taken, the battle-field is left confused and wounded all the same. The confusion effect dazes the attacked targets for about 3 seconds, giving Ash time to escape the center of attention: Generally to hide and catch her breath.


Quote:Your super move needs some clarification:
>Why do you need foresight? To purposely get hit? That's... a thing.
>> Yes.
>Why do you think you might need insight?
>> Took that out.
>It's 15ft range, so you should probably list ranged prof. (I know you've already got it though)
>> Added.
>Does she have to take the super attack damage (or normal damage) prior to use this to counter a super attack? Essentially, say someone comes up to you at the start of a fight before you've been hit and uses a T2 super attack on you, could you counter it with your attack, or would you wait until it gets to your turn and simply use this move normally?
>> Edited: Sound better?
Any other suggestions or questions? I wanna make sure its clear =3



And I might as well get these out of the way:

Alt Form
Queen of Spades: Devil

ATK: 5
DEF: 2
SPD: 2
TEC: 1

Alt Form
Queen of Clubs: Imp

ATK: 1
DEF: 2
SPD: 5
TEC: 2

Alt Form
Queen of Diamonds: Nephalem

ATK: 2
DEF: 2
SPD: 1
TEC: 5


(Descriptions are WIP)
[Image: tumblr_maolcpnQS61qakj1do1_500.gif]

Warning: Anything that involves Ash should be rated M. Possibly higher.

Erik Vrell : Ash has a 'love' fourth dimensional shape
Erik Vrell : As in its wide and unfathomable for us mere mortals
I don't even... I just... I mean, it's probably good. I think. Although you might want an explanation in the move for why foresight is needed. Perhaps to dodge/get hit by attacks just enough that they hit the sweet spot of not damaging/hurting too much or too little, or whatever your lewd intentions are.

As for the alt forms, assuming you don't have a stat increase, the numbers are all good. Expensive, but good. They just need a general description.
Yes, Ash, generally Alternate Forms or Transformations or such do not need to go through the critique process like Moves or Super Moves do. Just put it up in Move Approvals and make sure the stats are good.
[Image: 2e90d321b01d5016a4116390e9d88ebd.jpg]
[Image: ytLTikp.png?1]
01001101 01100001 01100100 01100101
01111001 01101111 01110101
01101100 01101111 01101111 01101011
T1 Super Utility: Regeneration (Basic Regen+) (600) (Both): Summer concentrates for 5 seconds, reallocating a portion of his magical power to focus on upping his healing factor. His normal regenerative abilities are pushed into overdrive, allowing him to nigh-instantly heal from any new injuries he sustains. This move doesn’t heal any wounds he already has, instead focusing on repairing only those he receives while it’s active. Since it requires a preset amount of magic to work and heals injuries as they happen instead of healing what had already happened, it doesn’t last for a set amount of time, instead lasting until 3 points of damage have been healed, leaving him at the same HP he was at when he activated it. While it’s active and has the magic to run, Summer doesn’t need to worry about sustaining any new injuries, giving him the freedom to punch his opponent’s face in without needing to give any thought to defending himself.
[Image: ZpWQiiu.gif]


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