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(03-08-2018, 01:23 AM)Crocodile Wrote: If you're looking into "long distance" teleport, here's a possible viable option: chain Teleports together. Maybe something along the lines of "each SP Spent allows Schwi to create another 80 meter long tunnel for the same fatigue and time cost". And have a brief period of time between tunnels where you and anyone with you is vulnerable. Because, while 80 meters might not seem that long, it's actually a fair distance. About a quarter of the way up the Empire State Building.
Just wanna add to this discussion that Dane has a move which lets him instantly teleport 5 times in a row for 1 SP.
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(03-08-2018, 02:22 AM)Reece Wrote: Just wanna add to this discussion that Dane has a move which lets him instantly teleport 5 times in a row for 1 SP. Technically not completely instantly, since there's a slight cooldown after each, and it would be stupid tiring to do them all full range. In a fight I'd be using it to get behind people quickly and stay mobile for the 30 seconds I have to use them all up. And super attacks would naturally be impossible to dodge with them.
Relevant link: http://omniverse-rpg.com/showthread.php?...#pid124693
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Thoughts?
Overboost Mimic (Tier 1 Super Move) (Requires Mimic)
Schwi focuses on processing for 15 seconds unable to attack or defend. In doing so she increases the power of a move she has Mimicked into a Tier 2 Super Move. She cannotOverboost. moves that require Buff or Debuff proficiency and it will be forgotten as it normally would with Mimic. Moves that already have an area of effevt will have the area boosted by 50% (dealing less damage as area moves normally do with the same drawbacks as lower area moves). Note that the cost of this move is just to create the new move, not to activate it.
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Why don't you just use that Move to activate a Mimicked Move as a Super Attack, instead of making it one THEN activating it separately? You can keep most of the wording and everything. As long as it followed the Mimic rules, I think you could just have a "Move Becomes Super Move and I use it!" Super Move without needing to go through the convoluted (and SP expensive) path you want to go.
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I won't mind if you attack my character or base with little to no warning!
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Unfortunately doing so doesn't really sound like it has any drawbacks to the process. Upgrading a move to super move and then using it, where is the drawback? The cost of doing the upgrade? So I'm paying an SP for that.
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You could say the same about the Mimic power in general. Apply the Mimic drawbacks to the Super Move thing. If you want, just literally use the drawbacks in your Move:
Schwi focuses on processing for 15 seconds unable to attack or defend. In doing so she increases the power of a move she has Mimicked into a Tier 2 (or 1, whatever) Super Move. She cannot Overboost. moves that require Buff or Debuff proficiency and it will be forgotten as it normally would with Mimic. Moves that already have an area of effect will have the area boosted by 50% (dealing less damage as area moves normally do with the same drawbacks as lower area moves). Like all Mimicked Moves, this Super Move will be less-effective than the original.
Then just attack with it in the same action.
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I suppose I'll give that a shot in move approval (and I should stop posting stuff from my phone  )
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Tier 1 Super Defense - NO NO NO! NOT AT ALL!!!!!! (600 OM)
A super defense that activates by Warren saying No No No NOT AT ALL! This super defense essentially completely nullifies any bladed weapons or really all attacks that are headed his way. Costs him 1 SP to maintain per round. Of course, when it is active he cannot attack either. However, the point is that it is able to block anything of the same tier, or to nullify any and all moves that are directed at him. This move was created because Warren has become paranoid about losing his life.
Not a Chance: (Area Defense, Area Attack, Ranged.):
This is a faint purple aura that surrounds Warren from head to toe. This is passively active, but has a trigger to activate it's property. When Warren is hit, this will activate, negating the damage, and retaliating by sending a beam of energy at an opponent at the speed of an arrow. This is something he does not control himself, but it is rigged to automatically activate.
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Your first Proposal is a straight no-go. We don't allow for maintained Super Defenses which make you immune to all attacks for a round. Especially at so cheap a cost.
Your second one is also a no. We don't allow Passive Moves at all. Especially ones which, again, make you immune to being hurt.
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(03-08-2018, 11:17 AM)Warren Zimmer Wrote: Tier 1 Super Defense - NO NO NO! NOT AT ALL!!!!!! (600 OM)
A super defense that activates by Warren saying No No No NOT AT ALL! This super defense essentially completely nullifies any bladed weapons or really all attacks that are headed his way. Costs him 1 SP to maintain per round. Of course, when it is active he cannot attack either. However, the point is that it is able to block anything of the same tier, or to nullify any and all moves that are directed at him. This move was created because Warren has become paranoid about losing his life.
Not a Chance: (Area Defense, Area Attack, Ranged.):
This is a faint purple aura that surrounds Warren from head to toe. This is passively active, but has a trigger to activate it's property. When Warren is hit, this will activate, negating the damage, and retaliating by sending a beam of energy at an opponent at the speed of an arrow. This is something he does not control himself, but it is rigged to automatically activate.
I suggest you revise how super defences work. They are a single use move that will block an opposing super attack. And, if used generally, I wouldn't expect it to last longer than 30 seconds tops. At least for a T1. Also, how does it block the attacks aimed at him?
Your "Not a Chance" move needs a drawback. At the moment it gives a free attack on anyone who hits you, and blocks every attack aimed at you. That's too strong. I suggest you take a look at some other shield moves.
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03-08-2018, 11:32 AM
(This post was last modified: 03-08-2018, 11:33 AM by Dane Regan.)
(03-08-2018, 11:19 AM)Crocodile Wrote: Your second one is also a no. We don't allow Passive Moves at all. Especially ones which, again, make you immune to being hurt.
Technically, we do. They just have to be weak to the point that they won't sway a fight and they're basically fodder. Like Ebony's passive variant of Immortal Flames that just makes her uncomfortably hot to touch and does very light damage during physical contact. Or Enel's move where touching him will always shock you with a little bit of electricity (but, again, is very weak).
But, outside of that, it's always going to be a 'no' and I can't think of any other counterexamples since a lot of the things people tend to use as a drawback basically make it equivalent to an alternative form (which is gonna yield a nope). And none of them will ever reduce the damage you take or dish out anything substantial to an opponent - unless it's a limited use passive effect with a fatigue cost.
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03-08-2018, 11:34 AM
(This post was last modified: 03-08-2018, 11:36 AM by Schwi Dola.)
Quote:Consumption Defense (Tier 2 Super Move) (Requires Area Shield Proficiency, Bodypart Yogsothoth)
Desco wills Yogsothoth to defend her body. Desco concentrates her power into Yogsothoth who glows purple and blocks attacks by consuming them with his tentacles, until 30 seconds have passed or a Tier 2 Super Moves worth of damage is blocked. Concentrating, Desco is doing only this until the purple aura fades.
This is an example super defense that blocks moves for a duration of time. She also can't do anything else while it is active and its language explicitly points out the limit it can block, up to a T2 attack.
TBH its a bit lacking in detail on what the move specifically does in combat, not stating how the tentacles consume attacks but it is somewhere to start.
Also Desco had a passive move, it activated upon her death and made her body explode. Just saying  .
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03-08-2018, 11:38 AM
(This post was last modified: 03-08-2018, 11:39 AM by Dane Regan.)
Your example is fine. Since it lasts 30 seconds and costs 2sp. That's alright.
But for a T1 to last a full round? That's a solid nope.
And, for your passive, yeah. Desco exploded. But it wasn't anything that would ever sway the outcome of a fight - just some cool fodder for people to deal with after they'd already killed ya.
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03-08-2018, 02:14 PM
(This post was last modified: 03-08-2018, 02:15 PM by Reece.)
(03-08-2018, 02:38 AM)Dane Regan Wrote: Technically not completely instantly, since there's a slight cooldown after each, and it would be stupid tiring to do them all full range. In a fight I'd be using it to get behind people quickly and stay mobile for the 30 seconds I have to use them all up. And super attacks would naturally be impossible to dodge with them.
Dude. I realise this wasn't a fight, so you should be allowed some leeway for that, but in our Tarrasque-huntin' thread you used that Super Move five times in a row, teleporting the max distance each time, whilst bringing China along for the ride... and afterwards, you wrote it as if Dane was barely even winded.
You teleported two people 2000m in 25 seconds.
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(03-08-2018, 02:14 PM)Reece Wrote: Dude. I realise this wasn't a fight, so you should be allowed some leeway for that, but in our Tarrasque-huntin' thread, you used that Super Move five times in a row, teleporting the max distance each time, whilst bringing China along for the ride... and afterwards, you wrote it as if Dane was barely even winded.
You teleported two people 2000m in 25 seconds.
I thought I had him sit down by the side of the road for a few minutes. >_>
...okay, apparently I did a dumb and didn't convey the passage of time very well. My bad. Still, he would have been combat-crippled for an immediate fight. And he was more than winded, since his magic waned enough to break his stealth.
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03-08-2018, 09:32 PM
Yandere Hater 9000 (900 OM, Ranged Prof, Area Attack, Debuff):
The Yandere Hater is a gray and purple blaster rifle that was created by Warren Zimmer. The rifle holds a power cartridge that enables 21 shots before the blaster must be reloaded. This mode of the blaster is moderately draining on his stamina, and has a range of 90 feet. It also travels at the speed of an arrow.
The second mode of the Yandere Hater is a single shot, but that shoots a powerful beam of energy out of it. The beam of energy will disable a single move, or if Primes have only one move, all the moves that they possess for 10 seconds. Takes him 15 seconds to change to this setting on the blaster before he can use it.
The third mode is a sniper shot that is aimed for the balls, or another weak point on the target. In short, this is bound to cause them at lelast some pain from getting hit there by this.
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Warren:
• What do the shots look like? e.g. are they proper laser beams, or short blasts of energy (à la Star Wars)? Also, what colour are they? I'd assume purple given the picture, but it's up to you.
• "or if Primes have only one move, all the moves that they possess" you don't need this bit, since all of the moves of a character with one move is still just one move. Also, you should note that in the case of weapon-type moves, what actually happens is that they lose their skill at wielding the weapon (meaning that it only deals Incidental damage for the ten second period)... since it doesn't really make sense for your gun to vaporise someone's weapon then inexplicably unvaporise it 10 seconds later...
Personally, I am of the opinion that you ought to be allowed this move with just the requirements you have listed, but based on what mods have said previously, I expect you will be forced to buy Telepathy in order to leave someone unable to use a certain move temporarily.
• 15 seconds is much too long. Also, you'll need to say that it is limited to only removing one move per target... it'd be kinda silly if you could just fire it at the same person constantly all fight.
• You don't need to state that the third mode is aimed for a weak point, that's the sort of thing you would mention during the fight itself.
• You also need to describe the appearance of the second and third shots, assuming they are different from the first.
• Types 2 & 3 need reload times.
Dabony (or someone else) may have more to add that I've missed.
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03-09-2018, 02:37 AM
(This post was last modified: 03-09-2018, 02:40 AM by Dane Regan.)
@Reece/Warren:
Type 1:
>Needs a reload time.
>Needs a fire rate.
>Why is it draining on stamina?
Type 2
>Reduce the time to switch weapon modes down. Maybe to 3 seconds at most. Also, can Warren move and use other moves at the same time as doing this or does it require his concentration?
>Does this use the same clips as type 1? If not, specify.
>What is the fire rate?
>This needs a drawback, because at the moment you can just switch to type and then fire it as much as you want. I would suggest you just apply a charge time per shot and don't bother about having a time to switch weapon modes.
>This needs telepathy. And you should really explain how Warren is stopping someone using one of their moves. I.e. by the bullets fuddling part of their mind.
>To use this on moves you haven't seen used will require insight.
Type 3:
>This is just a shot of type 1/2 aimed at the balls, right? You don't need a separate move variant to shoot someone in the balls.
Overall:
>Why does this need area attack?
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@Warren – Based on my comments and Dabony's, here's an example of what your move could look like if re-written to be more approvable:
[spoiler] Yandere Hater 9000 (900)
(Ranged Proficiency, Debuff Proficiency, Telepathy)
![[Image: images?q=tbn:ANd9GcSXSEfVhum9ZIR326jk7Jo...SF9_OiR6og]](https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSXSEfVhum9ZIR326jk7JoyrEQP8FZDJGIsqnWQQuwUSF9_OiR6og)
The Yandere Hater 9000 is a 40 inch grey and purple blaster rifle which can fire three types of ammunition. Changing power cartridges (such as when switching ammo types or reloading) takes 3 seconds, during which time Warren can still walk or run as normal, but cannot fight, as this procedure requires Focus and the use of both hands. The Yandere Hater 9000 has an effective range of 90 feet and its shots travel at the speed of arrows.
The three ammo types are:
• Standard Blasts. Foot-long, inch-thick beams of purple energy about as powerful as arrows. They cauterise any wounds they inflict, preventing blood loss. This ammunition type has a semi-automatic rate of fire (one shot each time the trigger is pulled) and each cartridge holds enough power for 21 blasts.
• Silencing Beam. An inch-thick beam of purple energy which keeps going until it reaches its max range or hits a target. Upon hitting someone, the beam of energy will disable a single move for 10 seconds. In order to silence a move, Warren must have seen it used at least once, and must concentrate on which of their moves he wishes to remove whilst he fires. Each character can only have up to one move silenced at a time. In the case of weapon-type moves, the item itself is not destroyed, but rather the character simply loses the knowledge of how to use their weapon (meaning that it counts as an Incidental Weapon and so is much less effective for the duration). Each silencing cartridge only holds enough power for a single shot.
• Sniper Beam. An inch-thick beam of purple energy which keeps going until it reaches its max range or hits a target. Upon striking someone, the beam will deal high damage. This beam cauterises any wounds it inflicts, preventing blood loss. Each sniper cartridge only holds enough power for a single shot. Also, this ammo type has a strong recoil, so Warren will tire himself out if he uses it too frequently.[/spoiler]
And this is an alternate version which has slightly less chance of being approved, but could potentially save you from needing to buy Telepathy:
[spoiler] Yandere Hater 9000 (900)
(Ranged Proficiency, Debuff Proficiency)
![[Image: images?q=tbn:ANd9GcSXSEfVhum9ZIR326jk7Jo...SF9_OiR6og]](https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSXSEfVhum9ZIR326jk7JoyrEQP8FZDJGIsqnWQQuwUSF9_OiR6og)
The Yandere Hater 9000 is a 40 inch grey and purple blaster rifle which can fire three types of ammunition. Changing power cartridges (such as when switching ammo types or reloading) takes 3 seconds, during which time Warren can still walk or run as normal, but cannot fight, as this procedure requires Focus and the use of both hands. The Yandere Hater 9000 has an effective range of 90 feet and its shots travel at the speed of arrows.
The three ammo types are:
• Standard Blasts. Foot-long, inch-thick beams of purple energy about as powerful as arrows. They cauterise any wounds they inflict, preventing blood loss. This ammunition type has a semi-automatic rate of fire (one shot each time the trigger is pulled) and each cartridge holds enough power for 21 blasts.
• Dimensional Beam. An inch-thick beam of purple energy which keeps going until it reaches its max range or hits a target. Upon hitting someone, the beam of energy will disable a single move for 10 seconds. In order to disable a move, Warren must have seen it used at least once, and must concentrate on which of their moves he wishes to remove whilst he fires. Each character can only have up to one move removed at a time. In the case of weapon-type moves, the item vanishes into a pocket dimension for the duration. In the case of magical moves, the character still remembers how their move functions (as this is not a mental effect), but the Omnilium expended to purchase that move is sealed away in the pocket dimension, rendering it temporarily unusable. Each dimensional cartridge only holds enough power for a single shot.
• Sniper Beam. An inch-thick beam of purple energy which keeps going until it reaches its max range or hits a target. Upon striking someone, the beam will deal high damage. This beam cauterises any wounds it inflicts, preventing blood loss. Each sniper cartridge only holds enough power for a single shot. Also, this ammo type has a strong recoil, so Warren will tire himself out if he uses it too frequently.[/spoiler]
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Replace the "about as powerful as arrows" part with something equivalent to, "each bullet if fairly weak by itself, but together they can be powerful - if they all hit".
Also, "semi-automatic rate of fire (one shot each time the trigger is pulled)" primes are typically superhuman so you should really clarify here.
Quote:• Dimensional Beam. An inch-thick beam of purple energy which keeps going until it reaches its max range or hits a target. Upon hitting someone, the beam of energy will disable a single move for 10 seconds. In order to disable a move, Warren must have seen it used at least once, and must concentrate on which of their moves he wishes to remove whilst he fires. Each character can only have up to one move removed at a time. In the case of weapon-type moves, the item vanishes into a pocket dimension for the duration. In the case of magical moves, the character still remembers how their move functions (as this is not a mental effect), but the Omnilium expended to purchase that move is sealed away in the pocket dimension, rendering it temporarily unusable. Each dimensional cartridge only holds enough power for a single shot.
This needs more drawbacks. Especially since, while I see what you're doing when it comes to trying to find a way to do this without telepathy, it's now a lot stronger than just sealing the move. A lot of people have moves linked to weapons - removing the weapon would give him a 2-for-1 combo of sorts since the weapon would disappear and render the other moves impossible to use. Also, you should clarify that this beam does no damage and can't be used on super moves. If you added a stationary charge time in addition to the reload, it might be passable. You should also really add a fatigue cost, since you'll probably not want a long charge time. Lastly, I can't really vouch for the "locking OM" thing, and imo the flavour text for it is pretty sketchy. You might get it at approval, but I have some doubts. I wouldn't count on it, but I can't comfortably make a ruling.
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