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Move Creation Workshop
Going over the last two quickly:
Quote:Gummy Bears! [600]
T1: Super Attack
Requires: Ranged, Debuff, Twin Pistols
Flint inputs Gummy Bears into both Pistols commands and fires upon a single target up to twenty meters away. These gummy bears stick to their person but do nothing at first. For safety, Flint runs away! Steve comes out of the woodworks to get at those delicious gummy bears! For five seconds, that crazy monkey is clawing and biting and screaming "GUMMYBEARS!" at the target, clambering all over them as a major distraction, lowering their Technique slightly and dealing moderate damage.

I think it's good, but remember the general stance on super moves is: Debuff or damage. Pick one. A super move can't do both. But, since the Technique decrease is minor and only for the attack duration, I think you'll be fine here. 

Quote:Mutation Overdrive: [1000]
T1 Power Up
This is not a switch he flips often, but when he does, Flint's weaponry suck in a LOT more Omnilium and plan to pack a big punch. A FRUIT punch, that is!
ATK: 2
DEF: 0
SPD: 1
TEC: 2

Is there no cosmetic change then? Just more stats? If so, you're good. You might wanna put a '+' before the stats, but that's just me. As a general rule, don't bother shoving powerups to the workshop.



I'll look at the rest later, but next time stagger it a bit dude. There's no official rule, but I ain't gonna tackle a big wall of moves at once. Anyway, you're a big boy now, and none of those moves look like they're complicated or anything - just expensive due to fire modes. So you can probably go through the checklist yourself and shove them in approval (one at a time) without going through me. Also, add the requirements to twin pistols and pump action.


Messages In This Thread
Move Creation Workshop - by Omni - 07-25-2015, 03:25 AM
RE: Quick Questions II - by Clownpiece - 11-13-2016, 11:10 PM

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