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Move Creation Workshop
Would DARK Mega from battle network be allowed?
(07-30-2018, 01:39 AM)Jack Darby Wrote: Would DARK Mega from battle network be allowed?

Maybe you should write up the move or provide an outline for it before asking that question.
Dark Mega is a character from Megaman battle network 5.
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 pitiful damage. 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 (Ranged Proficiency, Debuff,  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. 

Dark Sword (Physical Strength, Debuff, 300 OM): 

A relic of the past that was converted by James into a Battle Card. This was once a battle chip, more specifically a dark chip. A blade that is about 5 feet long. The blade is made out of purple energy, and forms over one of his hands when activated. The blade takes up to 15 seconds for him to generate. The blade's debuff is that it causes people to be poisoned by negative thoughts when they are struck by the sword, reducing their courage, and willingness to fight the user.

Barrier of Pain (Area Shield,  Area Attack, 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.
Hey what do you think of these?

Water-Gel Bullets (300 OM, Requires Ranged, Debuff, Area)
Holding out her water wings at their maximum length, and after focusing for 4 seconds, Aquamarine begins shooting various needles made of water from her wings. Much like her Wing Flap technique, this move also hits everything in a 15 foot cone in front of her, but unlike the Wing Flap, Aquamarine sends out many small, bullet sized drops of water to hit her opponents. These water bullets travel at 50 MPH, and when they hit, they quickly harden into the form of a soft gel, which weighs down and slows the opponent for 5 seconds. The technique creates up to 100 of these water bullets, and Aquamarine can move around and use her wand moves while charging this technique, but using this move ends up wasting a substantial amount of stamina, and will cause her wings to wear out and disappear for the day if she overuses the technique.

Snow Cloud Drop (T1 Super Attack, Requires Ranged, Area, Telekinesis)
Aquamarine inserts a special round into her Empire Cold Gun Prototype, before firing the round into the air and creating a snow cloud, which Aquamarine then uses her wand to cause the snow cloud to fall to the ground at dangerous speeds. This technique takes 3 seconds to charge, and requires some focus to pull off, but this move will cause a 15 foot area within a 50 foot radius from her to suddenly become a subzero temperature for 5 seconds, damaging everyone in the radius from the extreme cold regardless of their clothes and equipment, and causing the floor to freeze a bit from the impact.
Going to buff summon bucket because it's shit and has a higher charge time than Summer's lightning strike move

Original:
summon bucket (600): After a 5 second charge, a small bucket flies out of the emperor's throne, it will fly at the speed of an arrow over an enemy and dump water on them, possibly stopping a move from channelling as long as the emperor's TEC is higher than the enemie's TEC. It will then fly into them and deal a low amount of damage. He can also leave the water in there to deal slightly more damage but the water effect won't happen. The move takes a low amount of energy to aim and use. It will continue going for up to 50 metres (164.042 feet). The bucket will change size and shape but it will always be metal and contain around 5 gallons of water. The bucket can not get smaller than 10 cm wide and no bigger than 50. It can be used while moving and will home in on an enemy within 5 metres of it after the inital launch, getting within at most two metres of them before it flies at them like a normal projectile, dropping to the floor after it hits or travels 3 metres. The emperor can use other moves along with the bucket as long as they don't take too much effort. It can turn reasonably tightly but it will have to slow down or get flung in the direction it's turning, often overshooting an enemy.

New:
summon bucket (600): After a 2 second charge, a small bucket flies out of the emperor's throne, it will fly at the speed of an arrow over an enemy and dump water on them, possibly stopping a move from channelling as long as the emperor's TEC is higher than the enemie's TEC. It will then fly into them and deal a low amount of damage. He can also leave the water in there to deal slightly more damage but the water effect won't happen. The move takes a low amount of energy to aim and use. It will continue going for up to 50 metres (164.042 feet). The bucket will change size and shape but it will always be metal and contain around 5 litres of water. The bucket can not get smaller than 10 cm wide and no bigger than 50. It can be used while moving and will home in on an enemy within 5 metres of it after the inital launch, getting within at most two metres of them before it flies at them like a normal projectile, dropping to the floor after it hits or travels 3 metres. The emperor can use other moves along with the bucket as long as they don't take too much effort. It can turn reasonably tightly but it will have to slow down or get flung in the direction it's turning, often overshooting an enemy.
StA61 Vultur with Silencer- 300 or 600 OM?

[Image: 400?cb=20140315202945]

The STA61 Vultur is a advanced sniper rifle with a silencer and crosshair with targeting system for shooting long distance targets.

The weapon shoots about 12 shells per magazine fitting in it.
[Image: %3E]
[Image: OfMKNG0.gif](Thanks Ez!)
James Knight:
[spoiler]
(07-30-2018, 07:18 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 pitiful damage. 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 (Ranged Proficiency, Debuff,  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. 

Dark Sword (Physical Strength, Debuff, 300 OM): 

A relic of the past that was converted by James into a Battle Card. This was once a battle chip, more specifically a dark chip. A blade that is about 5 feet long. The blade is made out of purple energy, and forms over one of his hands when activated. The blade takes up to 15 seconds for him to generate. The blade's debuff is that it causes people to be poisoned by negative thoughts when they are struck by the sword, reducing their courage, and willingness to fight the user.

Barrier of Pain (Area Shield,  Area Attack, 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.

Mega/Dark Buster: 
>Increase the damage, if you're charging something up for 10 seconds, it's bound to be strong.

Thunder:
>This doesn't need debuff (unless it paralyses the target or something), but will need ranged materialise (to make the cloud appear).
>I'd add some rough info about the height/size of the cloud. Doesn't need to be precise, but is it right above their head, or higher up in the air?

Dark Sword:
>You didn't do dark data, you'd have no way of obtaining a dark chip. If you want to maybe try and arrange something, shoot ElFailzalot (or Nebula) a PM. Or maybe Alex.
>This would need telepathy if you want to influence someone's thoughts.
>You'll need an extra drawback for the debuff, or a maximum duration the sword can be out. Either it's tiring to use, or the sword only lasts a couple of minutes per summon (or less time if you decrease the charge time).

Barrier of Pain: 
>This will need homing prof, as the retaliation is automatic. It will not need area attack, as it's not attacking an area.
>How long does the shield last? X seconds? Until it takes enough damage to break?
>You should probably add some info about what the shield looks like.
[/spoiler]
Aquamarine:
[spoiler]
(07-30-2018, 07:53 PM)Aquamarine Wrote: Hey what do you think of these?

Water-Gel Bullets (300 OM, Requires Ranged, Debuff, Area)
Holding out her water wings at their maximum length, and after focusing for 4 seconds, Aquamarine begins shooting various needles made of water from her wings. Much like her Wing Flap technique, this move also hits everything in a 15 foot cone in front of her, but unlike the Wing Flap, Aquamarine sends out many small, bullet sized drops of water to hit her opponents. These water bullets travel at 50 MPH, and when they hit, they quickly harden into the form of a soft gel, which weighs down and slows the opponent for 5 seconds. The technique creates up to 100 of these water bullets, and Aquamarine can move around and use her wand moves while charging this technique, but using this move ends up wasting a substantial amount of stamina, and will cause her wings to wear out and disappear for the day if she overuses the technique.

Snow Cloud Drop (T1 Super Attack, Requires Ranged, Area, Telekinesis)
Aquamarine inserts a special round into her Empire Cold Gun Prototype, before firing the round into the air and creating a snow cloud, which Aquamarine then uses her wand to cause the snow cloud to fall to the ground at dangerous speeds. This technique takes 3 seconds to charge, and requires some focus to pull off, but this move will cause a 15 foot area within a 50 foot radius from her to suddenly become a subzero temperature for 5 seconds, damaging everyone in the radius from the extreme cold regardless of their clothes and equipment, and causing the floor to freeze a bit from the impact.

Water-Gel Bullets:
>How wide is the cone?
>Otherwise, this looks good.

Snow Cloud Drop:
>Looks good.
[/spoiler]
The Emperor of Mankind:
[spoiler]
(07-31-2018, 04:50 AM)The Emperor of Mankind Wrote: Going to buff summon bucket because it's shit and has a higher charge time than Summer's lightning strike move

Original:
summon bucket (600): After a 5 second charge, a small bucket flies out of the emperor's throne, it will fly at the speed of an arrow over an enemy and dump water on them, possibly stopping a move from channelling as long as the emperor's TEC is higher than the enemie's TEC. It will then fly into them and deal a low amount of damage. He can also leave the water in there to deal slightly more damage but the water effect won't happen. The move takes a low amount of energy to aim and use. It will continue going for up to 50 metres (164.042 feet). The bucket will change size and shape but it will always be metal and contain around 5 gallons of water. The bucket can not get smaller than 10 cm wide and no bigger than 50. It can be used while moving and will home in on an enemy within 5 metres of it after the inital launch, getting within at most two metres of them before it flies at them like a normal projectile, dropping to the floor after it hits or travels 3 metres. The emperor can use other moves along with the bucket as long as they don't take too much effort. It can turn reasonably tightly but it will have to slow down or get flung in the direction it's turning, often overshooting an enemy.

New:
summon bucket (600): After a 2 second charge, a small bucket flies out of the emperor's throne, it will fly at the speed of an arrow over an enemy and dump water on them, possibly stopping a move from channelling as long as the emperor's TEC is higher than the enemie's TEC. It will then fly into them and deal a low amount of damage. He can also leave the water in there to deal slightly more damage but the water effect won't happen. The move takes a low amount of energy to aim and use. It will continue going for up to 50 metres (164.042 feet). The bucket will change size and shape but it will always be metal and contain around 5 litres of water. The bucket can not get smaller than 10 cm wide and no bigger than 50. It can be used while moving and will home in on an enemy within 5 metres of it after the inital launch, getting within at most two metres of them before it flies at them like a normal projectile, dropping to the floor after it hits or travels 3 metres. The emperor can use other moves along with the bucket as long as they don't take too much effort. It can turn reasonably tightly but it will have to slow down or get flung in the direction it's turning, often overshooting an enemy.

Summon Bucket:
>Remember to add in the proficiencies you think this needs.
>I'd say this should have a fatigue cost if you wanna be able to stop someone's move more quickly. Just a light one.
[/spoiler]
Lucas Kellan:
[spoiler]
(07-31-2018, 04:16 PM)Lucas Kellan Wrote: StA61 Vultur with Silencer- 300 or 600 OM?

[Image: 400?cb=20140315202945]

The STA61 Vultur is a advanced sniper rifle with a silencer and crosshair with targeting system for shooting long distance targets.

The weapon shoots about 12 shells per magazine fitting in it.

>I don't see why this would cost 600 OM. As far as I can tell, it only has one function: shooting people.
>What's the rough fire rate? 1 shot per 2 seconds? Faster? Slower?
>How long does it take to reload?
[/spoiler]
StA61 Vultur with Silencer- 300 OM (Requires Physical Proficiency, Ranged Proficiency)

[Image: 400?cb=20140315202945]

The STA61 Vultur is a advanced sniper rifle with a silencer and crosshair with targeting system for shooting long distance targets. The sniper rifle has a high rate of fire and a large magazine.

The weapon shoots about 12 shells per magazine fitting in it and it's able to fire 1 shot every two seconds quickly.

Echo takes about 5 seconds to reload.
[Image: %3E]
[Image: OfMKNG0.gif](Thanks Ez!)
Looks good, but I'd decrease the reload time to be like 5 seconds or so. Maybe 10 seconds at most. 1 minute is really long.
And edited ! Thanks Ebony.
[Image: %3E]
[Image: OfMKNG0.gif](Thanks Ez!)
Looks good. Also, I just noticed you added physical proficiency as a requirement. It's a sniper rifle - and hence a ranged weapon. Unless you want to hit people with it physically (like using the gun as club, or having a blade strapped to it), when you should say that in the move and add 300 OM to the cost, this would only need ranged prof.
Here are a bunch of potential move ideas for Sunshine.

Water Harness (900 OM, Requires Ranged, Remote Control, Debuff)
Sunshine creates a ball of water, which she sends out at the opponent while holding a string of water for when it catches up to the opponent. The ball of water Sunshine creates is about a foot in height and width, and can be controlled by Sunshine by using the string of water it leaves behind from it's travel. Once it hits the opponent, the water takes form of a harness around the opponent, wrapping all around the opponent and slowing their movement. From that point onward Sunshine can either tighten the harness to deal some constricting damage, or pull the string of water, detonating the harness and causing the opponent to be launched 10 feet into the air. Either way, the harness dissipates after 15 seconds.

The Water Harness takes 5 seconds for Sunshine to charge, and while she can move while charging, she cannot use other Moves or Powers besides Flight while charging the technique. The ball of water and the resulting harness travel only 40 MPH, and have a maximum radius of 50 feet, and the ball can be dispersed by a powerful technique. In addition, due to being made of water, the harness can conduct electricity, and if this electricity reaches Sunshine it can cause her to lose focus and prematurely dissipate the Water Harness. Using this move requires a lot of focus, and ends up causing Sunshine to be winded out after the technique.

Snowball (300 OM, Requires Ranged, Debuff)
Sunshine creates a snowball from her body, before throwing a snowball at the opponent at full force. This technique takes one second to charge, and the snowball is created at around the size of a baseball, before being thrown at speeds of 80 MPH at the opponent. Once the Snowball hits the opponent, they will take a bit of damage and end up feeling chills around the limb struck by the snowball, causing that limb to be shaky and harder to control for 3 seconds, which can be refreshed by being hit by another snowball. This snowball can be created and thrown while using other moves or while moving, and Sunshine requires little stamina and focus to create one.

P.O.I.N.T Trooper (T1 Assist)
By pressing a button on her remote, Sunshine can cause a random Secondary citizen nearby to temporarily transform into a P.O.I.N..T Trooper, a strong soldier wearing armor reminiscent to the soldiers in P.O.I.N.T. These troopers rarely ever display any emotions besides aggression and happiness, but during the time they are in the form of a P.O.I.N.T Trooper they are incredibly loyal to Sunshine, unwilling to betray her. They are usually only available for 30 seconds by spending 1 SP before turning back to the Secondary they originally were, with only vague memories of what happened.

Stats
ATK: 2
DEF: 1
SPD: 1
TEC: 1

Plasma Pistol (300 OM, Requires Ranged)
Every P.O.I.N.T Trooper comes with a standard uniform Plasma Pistol, a sort of rifle capable of shooting small bits of plasma from it's nozzle at the opponent. These guns are reminiscant to a shotgun from the 80's, and are capable of holding up to 5 shots, each shot taking around 6 seconds to fire. When fired, these plasma bullets cause a small explosion upon impact, dealing substantial damage and causing the opponent to be pushed back 3 feet. These guns take 3 seconds to reload, and the shots are carried between all P.O.I.N.T Troopers, which means if one P.O.I.N.T Trooper fires all of it's bullets, then the next one will have to reload before firing again. These guns have a maximum range of 10 feet, and the plasma bullets move at the speeds of a bullet.

Cloud Wave (T1 Super Move, Requires Ranged, Area Attack)
Sunshine charges for 10 seconds, charging the winds around her body before launching what appears to be a wave of fog like clouds with high wind speeds. Upon finishing charging the move, Sunshine creates a 5 feet long, 5 feet wide, and 3 feet tall column of clouds right in front of her, before pushing it out 50 feet away, picking up opponents and dealing damage as they are continually pushed away up to the maximum distance over time, before dissipating. Sunshine has to stay still while charging and firing the technique, and the technique can be stopped by a strong Super Defense. Using the move ends up leaving all of Sunshine's muscles very sore afterwards, due to all the power she puts into the technique.
T1 Super Attack- (Remote Control, Area Attack, Debuff and Ranged, Area Shield, Healing)

[Image: 302?cb=20130701002601]OWL drone- A advanced hovering attack drone used exclusively by Lucas to give him all kinds of tactical abilities in the field. It attaches itself onto Lucas's suit until e gives it an order. When damaged, the OWL automatically returns and repairs itself until it receives an order again.

Attack mode- Allows Lucas to command the Owl drone to attack a enemy either from a distance or close by.

Zipline mode- [Image: latest?cb=20140413212539] Allows Lucas to access a zipline to various areas if he needs to get across areas fast.

Stun mode-[Image: OWL_NANO.jpg] The Owl drone is commanded by Lucas to protect him with a rectangular like shield,

Hacking mode- A mode where The OWL can hack electronic equipment nearby.

Adrenaline Shot- A mode where the OWL can automatically give shots of healing adrenaline to help Lucas heal faster.
[Image: %3E]
[Image: OfMKNG0.gif](Thanks Ez!)
Professor Sunshine:
[spoiler]
(07-31-2018, 06:54 PM)Professor Sunshine Wrote: Here are a bunch of potential move ideas for Sunshine.

Water Harness (900 OM, Requires Ranged, Remote Control, Debuff)
Sunshine creates a ball of water, which she sends out at the opponent while holding a string of water for when it catches up to the opponent. The ball of water Sunshine creates is about a foot in height and width, and can be controlled by Sunshine by using the string of water it leaves behind from it's travel. Once it hits the opponent, the water takes form of a harness around the opponent, wrapping all around the opponent and slowing their movement. From that point onward Sunshine can either tighten the harness to deal some constricting damage, or pull the string of water, detonating the harness and causing the opponent to be launched 10 feet into the air. Either way, the harness dissipates after 15 seconds.

The Water Harness takes 5 seconds for Sunshine to charge, and while she can move while charging, she cannot use other Moves or Powers besides Flight while charging the technique. The ball of water and the resulting harness travel only 40 MPH, and have a maximum radius of 50 feet, and the ball can be dispersed by a powerful technique. In addition, due to being made of water, the harness can conduct electricity, and if this electricity reaches Sunshine it can cause her to lose focus and prematurely dissipate the Water Harness. Using this move requires a lot of focus, and ends up causing Sunshine to be winded out after the technique.

Snowball (300 OM, Requires Ranged, Debuff)
Sunshine creates a snowball from her body, before throwing a snowball at the opponent at full force. This technique takes one second to charge, and the snowball is created at around the size of a baseball, before being thrown at speeds of 80 MPH at the opponent. Once the Snowball hits the opponent, they will take a bit of damage and end up feeling chills around the limb struck by the snowball, causing that limb to be shaky and harder to control for 3 seconds, which can be refreshed by being hit by another snowball. This snowball can be created and thrown while using other moves or while moving, and Sunshine requires little stamina and focus to create one.

P.O.I.N.T Trooper (T1 Assist)
By pressing a button on her remote, Sunshine can cause a random Secondary citizen nearby to temporarily transform into a P.O.I.N..T Trooper, a strong soldier wearing armor reminiscent to the soldiers in P.O.I.N.T. These troopers rarely ever display any emotions besides aggression and happiness, but during the time they are in the form of a P.O.I.N.T Trooper they are incredibly loyal to Sunshine, unwilling to betray her. They are usually only available for 30 seconds by spending 1 SP before turning back to the Secondary they originally were, with only vague memories of what happened.

Stats
ATK: 2
DEF: 1
SPD: 1
TEC: 1

Plasma Pistol (300 OM, Requires Ranged)
Every P.O.I.N.T Trooper comes with a standard uniform Plasma Pistol, a sort of rifle capable of shooting small bits of plasma from it's nozzle at the opponent. These guns are reminiscant to a shotgun from the 80's, and are capable of holding up to 5 shots, each shot taking around 6 seconds to fire. When fired, these plasma bullets cause a small explosion upon impact, dealing substantial damage and causing the opponent to be pushed back 3 feet. These guns take 3 seconds to reload, and the shots are carried between all P.O.I.N.T Troopers, which means if one P.O.I.N.T Trooper fires all of it's bullets, then the next one will have to reload before firing again. These guns have a maximum range of 10 feet, and the plasma bullets move at the speeds of a bullet.

Cloud Wave (T1 Super Move, Requires Ranged, Area Attack)
Sunshine charges for 10 seconds, charging the winds around her body before launching what appears to be a wave of fog like clouds with high wind speeds. Upon finishing charging the move, Sunshine creates a 5 feet long, 5 feet wide, and 3 feet tall column of clouds right in front of her, before pushing it out 50 feet away, picking up opponents and dealing damage as they are continually pushed away up to the maximum distance over time, before dissipating. Sunshine has to stay still while charging and firing the technique, and the technique can be stopped by a strong Super Defense. Using the move ends up leaving all of Sunshine's muscles very sore afterwards, due to all the power she puts into the technique.

Water Harness:
>Not sure why this is 900. Shouldn't it be 600 OM? 300 - Detonate. 300 - Trap.
>You added ranged control as a requirement. Is that just because you can choose to detonate it from range, or did you mean to add something about being able to redirect the harness mid-flight?

Snowball:
>Seems good.

P.O.I.N.T Trooper:
>This will last for one post if you spend 1sp. Or one round if you spend 2sp. (And you can spend more SP to make it last from round to round if you wish).
>Note that you can only use this on random throwaway secondaries, or your own secondaries. Not one belonging to someone else, or an important NPC.

Plasma Pistol:
>Know that you'd only be able to have one point trooper at a time until you reach level 6 (then you can have 2 at once if you spend twice as much SP). And at level 10 when you'll be able to have up to 4. Since your assist only gives you one of them. So the ammo sharing probably won't come into play for a while.
>10ft is a very low range. Are you sure you didn't mean 100ft?

Cloud Wave: Seems good.
[/spoiler]
Lucas Kellan:
[spoiler]
(07-31-2018, 07:40 PM)Lucas Kellan Wrote: T1 Super Attack- (Remote Control, Area Attack, Debuff and Ranged, Area Shield, Healing)

[Image: 302?cb=20130701002601]OWL drone- A advanced hovering attack drone used exclusively by Lucas to give him all kinds of tactical abilities in the field. It attaches itself onto Lucas's suit until e gives it an order. When damaged, the OWL automatically returns and repairs itself until it receives an order again.

Attack mode- Allows Lucas to command the Owl drone to attack a enemy either from a distance or close by.

Zipline mode- [Image: latest?cb=20140413212539] Allows Lucas to access a zipline to various areas if he needs to get across areas fast.

Stun mode-[Image: OWL_NANO.jpg] The Owl drone is commanded by Lucas to protect him with a rectangular like shield,<br /><br />Hacking mode- A mode where The OWL can hack electronic equipment nearby.<br /><br />Adrenaline Shot- A mode where the OWL can automatically give shots of healing adrenaline to help Lucas heal faster.<br />[/img][/img]

This looks more like an assist than a super move. I'd take a look at the assists section of the rules, and then get a few moves for it. Alternatively, if Lucas is controlling the drone, this is possible as a normal move.

Lastly, you don't need a move to get the drone to heal you. Just get the regen power.
[/spoiler]
It's the latter, that the ball of water can be controlled mid-flight. But it's 900 because it has 3 parts, namely the weighing down and harness creation, the harness tightening, and the detonation.
Here's a few more Move ideas.

Simoon (300 OM, requires Ranged, Area, Debuff)
Sunshine creates a gust to blow up some dust, before creating a big squall to push out the dust, causing it to heat up and create a Simoon. This gust takes the form of a ball around 8 inches wide, which travels at around 60 MPH in a single direction up to a maximum range of 50 feet, and once the ball of wind hits something, it explodes, covering a 15 foot radius in a very hot dust, slightly damaging opponents and covering dust in their eyes to reduce vision. This gust ball takes 5 seconds to charge and requires a bunch of Sunshine's stamina and focus to charge, and while she can walk around while creating it, she cannot use any moves or fly while creating the Simoon. In addition, if the ball hits something less then 15 meters away, Sunshine will be caught in the blast radius of the attack as well.

Wind Shear (600 OM, Requires Physical, Ranged, Area)
Sunshine spins rapidly before jumping forward in a line, taking the area in front of her as she delivers a kick that creates a cut of air that travels out at fast speeds. This technique takes 3 seconds to charge, but as soon as Sunshine jumps she travels forward 15 feet, building up wind energy as she prepares to kick the air. If she kicks the opponent during this jump, she will unleash a series of wind-powered jumps, dealing a bunch of physical damage to the opponent, but if she reaches her maximum distance, she will unleash a massive downward kick, creating a 5 foot tall and 3 foot wide wind shear that will travel forward another 10 feet at 75 MPH, damaging opponents heavily with the high wind pressures as it passes through them.

Sunshine requires a bunch of stamina and focus in order to use this move, and she must have both of her legs available in order to pull off this move, otherwise she will not be able to jump the required distance. In addition, Sunshine will not be able to fly, move around, or use moves while charging up this technique, and afterwards she will be very winded, preventing herself from flying for the rest of a battle. Lastly, Sunshine can still be attacked while in the air, and if she is attacked while she is travelling through the air, then the attack will be cancelled.

Fog Breath (600 OM, Requires Area, Ranged, Debuff)
Sunshine swallows up a big amount of air, causing her chest area to grow a bit, before releasing the air in a big stream of dense, cloudy fog. Sunshine requires 3 seconds of sucking up air before she can create a Fog Breath, but she can hold it for up to 5 seconds after charging before she has to fire this technique, allowing her to use other moves while holding the breath as long as they don't require her to use her mouth. Once she releases her breath, it takes the form of a dense fog that takes shape 30 feet around her, going up 10 feet high and turning the area around her into a foggy place for about 30 seconds or until the fog is blown away.

Sunshine requires quite a bit of stamina in order to use this move, and while it does not need a lot of focus to create a Fog Breath, it will leave Sunshine winded after using it, leaving the cloudy woman gasping for air for 3 seconds before turning back to normal. In addition, the fog, while obscuring opponent's vision, will also obscure Sunshine's own vision while in the fog, as well as the vision of her allies. Lastly, while opponent's sight will be obscured while in the fog, they can still hear Sunshine while in the fog, as well as any other loud noise created in the fog.
(08-01-2018, 02:19 AM)Professor Sunshine Wrote: Here's a few more Move ideas.
[spoiler]
Simoon (300 OM, requires Ranged, Area, Debuff)
Sunshine creates a gust to blow up some dust, before creating a big squall to push out the dust, causing it to heat up and create a Simoon. This gust takes the form of a ball around 8 inches wide, which travels at around 60 MPH in a single direction up to a maximum range of 50 feet, and once the ball of wind hits something, it explodes, covering a 15 foot radius in a very hot dust, slightly damaging opponents and covering dust in their eyes to reduce vision. This gust ball takes 5 seconds to charge and requires a bunch of Sunshine's stamina and focus to charge, and while she can walk around while creating it, she cannot use any moves or fly while creating the Simoon. In addition, if the ball hits something less then 15 meters away, Sunshine will be caught in the blast radius of the attack as well.

Wind Shear (600 OM, Requires Physical, Ranged, Area)
Sunshine spins rapidly before jumping forward in a line, taking the area in front of her as she delivers a kick that creates a cut of air that travels out at fast speeds. This technique takes 3 seconds to charge, but as soon as Sunshine jumps she travels forward 15 feet, building up wind energy as she prepares to kick the air. If she kicks the opponent during this jump, she will unleash a series of wind-powered jumps, dealing a bunch of physical damage to the opponent, but if she reaches her maximum distance, she will unleash a massive downward kick, creating a 5 foot tall and 3 foot wide wind shear that will travel forward another 10 feet at 75 MPH, damaging opponents heavily with the high wind pressures as it passes through them.

Sunshine requires a bunch of stamina and focus in order to use this move, and she must have both of her legs available in order to pull off this move, otherwise she will not be able to jump the required distance. In addition, Sunshine will not be able to fly, move around, or use moves while charging up this technique, and afterwards she will be very winded, preventing herself from flying for the rest of a battle. Lastly, Sunshine can still be attacked while in the air, and if she is attacked while she is travelling through the air, then the attack will be cancelled.

Fog Breath (600 OM, Requires Area, Ranged, Debuff)
Sunshine swallows up a big amount of air, causing her chest area to grow a bit, before releasing the air in a big stream of dense, cloudy fog. Sunshine requires 3 seconds of sucking up air before she can create a Fog Breath, but she can hold it for up to 5 seconds after charging before she has to fire this technique, allowing her to use other moves while holding the breath as long as they don't require her to use her mouth. Once she releases her breath, it takes the form of a dense fog that takes shape 30 feet around her, going up 10 feet high and turning the area around her into a foggy place for about 30 seconds or until the fog is blown away.

Sunshine requires quite a bit of stamina in order to use this move, and while it does not need a lot of focus to create a Fog Breath, it will leave Sunshine winded after using it, leaving the cloudy woman gasping for air for 3 seconds before turning back to normal. In addition, the fog, while obscuring opponent's vision, will also obscure Sunshine's own vision while in the fog, as well as the vision of her allies. Lastly, while opponent's sight will be obscured while in the fog, they can still hear Sunshine while in the fog, as well as any other loud noise created in the fog.[/spoiler]

This is me being pedantic, but remember to specify area attack. And such.

Simoon: Seems good. Can people just rub the dust out of their eyes or something? Might wanna clarify how people get rid of it. The charge time also seems a bit long for what you're doing. Unless you expect it to blind people for a while somehow. Also, at the bit at the end about Sunshine getting hit, I think you meant 15ft and not 15m.

Wind Shear: All good here.

Fog Breath: Not sure why this is 600 OM. Doesn't it just create fog? I can't see how it's variable.

As for your other 900 OM move. I'd still try to put it at 600. It's not like there's any advantage to deciding not to do the constricting damage. And I'm pretty sure you'll be doing either the damage or detonation every time it's used. If you were cool with it being 900, maybe up the fatigue cost for the constricting part to make it do more damage and distinguish it a bit more from the main move.
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]
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.


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