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Spectrum Move
#1
I need help designing a move and unfortunately it may be to big for just the workshop.
What I have to work with: AoE, Ranged and Debuff, 5 ATK, 3 TEC
Style: Harry Potter Magic
General Theme: Darker Magic
Move Modes: Semi-Automatic, Slower stronger shots, Charged AoE
Cost: 900 minimum so far

Since I'm doing Tom Riddle (Yes that app), who is well known even as younger man for having a wide repertoire of magic, I'm hoping to be able to include a lot of fodder effects, fodder appearances, fodder wound types and generally as wide of range variance in this moves appearance as possible to simulate as if Tom being able to still cast many different spells that are close enough together that the system considers them all cheaply one move.

This move will basically be my go to for generic attacks and I was thinking of using poison of some sort to be a sit in for how HP Dark Magic works.

So yeah if you've seen the HP movies and you remember all those different spells that never really played big role or had significant effects because most were dodged/deflected/defensed against etc etc... That's what I'm going here but in a way that doing so leaves me and others some artistic license in the RP.

Thoughts? Ideas? Fodder Concepts?

It would be like the spectrum of injury beyond  a hole in someone is from burns, blisters, desiccation and rotting. But the more I can pump into this to allow for artistically different spells the better.
#2
Disclaimer as usual, I'm not a mod so don't take my word for it Wink

But, I think that it's acceptable for a move to have different forms so long as it's purely RP fodder, and clearly so.

Like, the generic "this spell flies in a straight line and damages the first thing it hits" base would be taken, then you could apply various "cosmetic" changes which don't impact the move's actual effects or add additional effects to it (like more damage or blinding the target).

Just a few off the top of my head:
-Coloring, possibly shifting colors as it flies
-Special effects like leaving a trail of magic dust, causing a (not blinding) flash when hitting, spinning around itself...
-Something like people feeling inexplicably sad or hearing their heart thumping creepily if they see the spell (not distracting them, just causing odd feelings)
-Sounds (explosions, sizzles, that kind of thing) and light effects (a flash as the spell lands, "flooding the place with light momentarily") but you should point out that these don't impact the opponent's fighting capability - like, they don't deafen or blind them.
-General shape and appearance of the spell: it could be a spear-shaped projectile, it could be a bird, an arrow, a smoking ball, a very, very dark "black hole" style projectile... it could also be a beam or lightning that connects the caster and target for a split second (not continuous).
-Fodder effects like say, conjuring up the head of a dragon which fires the spell before disappearing, rather than firing it from the wand/palm/spellbook/wherever
-Dark "poisonous" spells could drip some sort of liquid as they fly, that burns the ground and causes little smoke puffs and sizzles
-The spell could be some form of material rather than pure energy - imagine firing a slimeball at your foe which sticks to their clothing (again, no additional/different effect, it just makes them look dirty)
"(Note to self: insert quote & picture once I find stuff)"

Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
#3
This will, inevitably, end up being multiple moves if it has multiple effects. If it's literally ONE THING, and it has no variance at all and it just looks different, then it's one Move, but if it has multiple different effects it's gonna be different moves.

Can you give some examples of specifically what you'd like to do? I'd think that we can pull a few powers at face value, like telekinesis?
#4
Bandit With No Name Wrote:This will, inevitably, end up being multiple moves if it has multiple effects. If it's literally ONE THING, and it has no variance at all and it just looks different, then it's one Move, but if it has multiple different effects it's gonna be different moves.

Can you give some examples of specifically what you'd like to do? I'd think that we can pull a few powers at face value, like telekinesis?

Telekinesis is a bit too expensive since it literally needs nearly ever proff...

The main focus different wound types that really aren't that different. Like the difference between summoning out a person's entrails or causing their abdomen to explode. Or the difference between blisters, charred flesh, desiccation and rotting flesh. And they need to be scaleable to cause low, medium and high amounts of injury depending on which mode of spell casting I go with.

I'm really trying to avoid just having a magic projectile skittles move

But I'm open to things beyond that. Again a wide range of nothing.
#5
Or perhaps it would be better to say, to diversify the appearance of the source and wound types without straying to +300 om upgrades.
#6
The problem with this is, you can't. It's a plain and simple No.

You can't lump a whole bunch of different ways to damage someone into one move and say they are all the same.

If you want to cause laceration wounds, that's much different to causing a burn, the same way that covering a person in puss filled boils is different to both of those as well.

You're just simply trying to make a move in which all the different effects are not synonymous with each other.
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Made by Ruby
"In order to save something dear, wars are waged."
#7
I suggest you check out Sinestro's roster page for examples how HOW and WHEN things can "look" different.

Essentially, your move has to have a clearly defined method of interacting with the world that can't really be "spun" to do more than it should I had to spend a lot of time and energy trying to make Sinestro's moves work JUST RIGHT so that they could do the things I wanted them to do without bending the rules in my favor.

Essentially your moves have to have a VERY OBVIOUS type of action that effects other characters and the environment in a very specific way, and that's ESPECIALLY true in the case if things having different physical presentations.

So, let's talk shop about your Move.

If you want a spell that flings a beam that, when it hits something, causes a specific part of their body which it struck (say a 6"x6" space), that he can fire off after an incantation that takes about 3 seconds, at a range of about 25 feet, and it's delivered by way of a long, thin, beam, that beam can look like whatever the fuck you want it to, so long as it doesn't deviate from "a long, thin, beam."

If it caused a burning mark, even if that burning mark did the "same amount" of damage, you'd need a different move.

If the long, thin beam is red or purple or made of tiny dancing pixies, it doesn't really matter terribly.
#8
Look at some of the powers that Sinestro has and their associated costs and come back trying to think of things along that line. Trying to find jsut the right line can be hard, and it's more often than not pretty expensive.
#9
Minato Namikaze Wrote:The problem with this is, you can't. It's a plain and simple No.

You can't lump a whole bunch of different ways to damage someone into one move and say they are all the same.

If you want to cause laceration wounds, that's much different to causing a burn, the same way that covering a person in puss filled boils is different to both of those as well.

You're just simply trying to make a move in which all the different effects are not synonymous with each other.
I feel like I'm yelling at a wall..

I'm not asking for a way around the rules.

I am asking what kinds of concepts would be synonymous enough with each other that would be grouped in a single move so if I do have to purchase multiple ones I can at least get a more than few different 'spells' out of it. I obviously don't know what this system considers similar enough. Things that are weird ore strange enough to be magically induced would be preferred.

And I've looked at Thaal's character, its not what I'm going for. Having to pay for three different swords to produce the same kind of wound isn't exactly cost efficient or reasonable for this type of character especially where ranged projectiles are concerned. The example I gave were meant to be example what kind of concept to concept would work.
#10
It all depends on what you want the spells to do.

You can stun someone by electrocuting them, or you can stun them by hitting them with and attack that has so much force that they are left stunned. The same effect, but utilized in two different ways that would have their own costs and wouldn't be allowed to be lumped together in one move.
Click Me
[Image: lIBxrEK.jpg?1]

Made by Ruby
"In order to save something dear, wars are waged."
#11
Never mind, my inability to ever explain myself is getting in the way. This is pointless.

Thanks for the help.
#12
I just want to say. I really don't think people should worry about expense and trying to keep things cheap when designing a character. You WANT to have expensive stuff to work towards. This RPG is designed to be going for years. You really want to run out of stuff to buy and have all your spells right away?

There's not much left to say on the topic of rules as Minato and The Bandit covered it, but I notice a lot of people rejecting ideas because of costs and I don't think it's that big a deal to have expensive ideas.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
#13
Sinestro's BASE ring powers (like, moving shit and having a melee weapon, etc) cost 900 OM on their own.
#14
Since Ururu feels this thread is pointless and, as Omni said, there's not much else to say on the matter, I am going to lock this thread.

I will unlock it again if Ururu wants me to so that he can work through his move.
Click Me
[Image: lIBxrEK.jpg?1]

Made by Ruby
"In order to save something dear, wars are waged."


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