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Move Creation Workshop
(10-30-2017, 03:35 AM)Ebonywood Hellscythe Wrote: @Koola:

Death Saucer:

>You'll need some information on how quick the disk can turn.

Quote:The edge of the disc is sharp and will cut through almost anything
Quote:When describing how powerful a move is, try not to use wording like "cuts through skin" or "breaks bones". This is because the actual damage an attack causes will depend not just on the power of the move, but also your opponent's DEF stat in relation to your ATK. It's best to leave this somewhat vague.
>Almost anything? Does that include heavy duty steel? Or concrete? Just describe this move as being comparatively strong, or weak, etc. Like doing medium damage, or heavy damage. You can still mention it being sharp.

Quote:The Death Saucer will continue on until it collides with an object of sufficient mass to stop it (eg. the ground).
>What about a head on collision with someone?

Imprisonment Ball:

>Add ranged attack to the proficiencies required.
>Add physical attack (maybe, since you're hitting ring/target to send them flying).
>How big is the orb's explosion?
>Is it damaging? If so, how much?
>What's the maximum range it can be sent after being hit?

OK third time's a charm? I appreciate your help with this.

Death Saucer:
- I removed the 'cut through almost anything' line but it should be obvious(?) that its intention is to cut or slice through things (this is dependent on the DEF stat, so it might be deflected or just cause a cut rather than penetrating).
- Added some speed of turning info.
- Head on collision should be covered by what I wrote above.

Imprisonment Ball:
- added Ranged and Physical.
- Orb explosion, damage and range (that was a good point) have been added/updated.

Death Saucer (300) (Requires Ranged, Remote Control Prof) - Koola lifts an open palm upward and creates a spinning disc of magenta energy with a deep red core with a 75cm diameter, taking about two seconds where he must remain still (though it can be summoned while falling) and he cannot perform any other attacks; taking damage will interrupt the charge. The edge of the disc is sharp and acts like a moving buzzsaw (the damage/severity of the cut depending on Koola's ATK stat to his target's durability/DEF stat for a Prime). Koola throws the disc, where it travels at the speed of an arrow and moves in a straight line. After loosing it, Koola can redirect the disc's path with a curt hand gesture if he so chooses (eg. flinging his hand left to right across his chest to make it turn right). Koola must maintain eye contact with and concentrate on the Death Saucer in order to redirect it (however he can attack after throwing it if he isn't redirecting it), and his control over it vanishes after a hundred and fifty metres. The death saucer, to perform a full 180 degree turn, will do so in four seconds, taking a wide arc. If it misses its target, the Death Saucer will continue on until it collides with an object of sufficient mass to stop it (eg. the ground). Koola can summon four of these in a five minute period without tiring.

Imprisonment Ball (300) (Requires Area Attack, Ranged, Physical, Telekinesis) - Koola throws out an open hand and fires a two-metre ring of orange energy at the speed of an arrow after a charge of three seconds. The ring dissipates after five metres so Koola has to be close. When the ring makes contact, it encircles the target in an orange orb of energy and completely immobilises them, preventing them from moving or attacking. Koola must continue channelling his energy to maintain the prison, and can hold it for as long as twenty seconds before he loses his grip. As long as Koola doesn't allow twenty seconds to pass, he can drop his focus and attack the orb, sending it flying in the direction of his hit at the speed of an arrow and causing it to explode with the first surface that isn't Koola. The explosion does moderate damage in a five metre diameter, but if the orb doesn't hit another surface after three hundred metres, the orb dispels. He has a window of two seconds to hit the orb after he stops channelling, otherwise the orb will dissipate. Koola must remain still while charging, firing and channelling, and taking damage during any phase will disrupt the attack. Due to the technique's drawbacks, outside of channelling the orb, Koola does not get very fatigued from multiple uses; however holding a target for its full duration three times in succession (up to a minute) will tire him.
[Image: illidansig2.jpg]


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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