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Move Creation Workshop
Mechendrite harness: 300 OM, requires ranged prof

13's body is covered in mechendrites, small metal arms that can be used to hold and fire up to two of his ranged weapons at once. If 13 is firing with the mechandrite guns and has one in his hand he will have to fire much slower, every weapon will be more inaccurate and take more effort because of how much concentration he needs to use multiple weapons at once. The mechendrites can be disabled but they'll have to be focused on [/b]because of their durability.[/b]


Torison cannon: 300 OM, requires debuff, physical and ranged


13 takes 5 seconds to morph his arm, or arm-like appendage, into a large circular cannon the colour of bronze. It can only be shot accurately while 13 is standing still. It sends out a bolt, which travels as fast as a bullet, that will trap an opponent, surrounding with blue, glowing rings , that are only there to show that they have been trapped, rotating around the enemy 5 cm or more away from their body. It will deal above average damage and while an opponent is trapped it will deal low amounts of damage as the torison cannon contorts their body parts. In extreme cases, it can snap an enemy's neck or tear off their limbs, such as against a weak secondary or as a finishing move. It only has 1 shot in the barrel and reloading takes 10 seconds. Because the barrel is heavy and accurately aiming is difficult, an enemy could attack 13's arm and disrupt the shot. It only takes 5 seconds to charge (which counts as it reloading) but if 13 wants it to hit he'll have to spend an extra 10 seconds aiming which will give enemies time to attack him. If he fires at an enemy that is already trapped then it will deal the impact damage but will not deal additional trapping damage or make it last longer. No matter how badly the cannon twists an enemy's limbs, they will always be able to shoot as well as they would be able to while under pain. Someone could phase or teleport out but it will take them more effort than normal. 13 will trap them for 5 seconds for every point of TEC and ATK he has and the enemy will reduce the amount of time they're trapped for by 5 seconds for every point of ATK and TEC.



Master psyker (X00) requires ranged prof, ranged materialize prof, telepathy, homing, area defence, buff, debuff

The Emperor can use up to 5 powers per round and each power once except for smite, each on is taxing on his body and all of his concentration must be on the move to use it.

Terrifying visions, The emperor fills the mind of an enemy with visions of torment and what scares them most, making them more likely to keep their distance and attack less for 30 seconds depending on their TEC vs The Emperor's TEC. This takes 5 seconds to charge and will not be as effective against foes with suppression or enhanced senses. This can hit an enemy within 50 metres.

Gaze of the Emperor, The emperor's eyes blaze in vengeful fury and as his rage is made manifest and he shoots twin red beams through his eyes at the nearest target. It will almost always pierce the target but will only deal the amount of damage that would've happened if it dissipated on the enemy's skin. He can not move his head while using this move and the beam only extends 20 metres. It takes 10 seconds to charge up and can be detected by fire appearing in The Emperor's empty eye socket. The lasers travel as fast as a bullet.

Smite, Lightning shoots from The emperor's skull, hitting and shocking an enemy. This can be used multiple times but it becomes more and more difficult to use each time. This takes 10 seconds to charge with each consecutive use adding another 2 seconds to the charge time. The difficulty will reset as the round ends. This power will automatically hit and travels as fast as a bullet.

Psychic barrier, The emperor forms a psychic barrier that covers an ally's 'skin', which will give them a shield that can absorb one hit from an enemy before shattering. This takes 5 seconds to charge and will cover the ally with a clear blue substance that is intangible. If not shattered, it will disappear after a minute.

Nightshroud, The Emperor summons a shadow out of the warp, covering an area within 10 feet in a 12 feet high and wide bubble. From outside, it will look like a section of the world is now in twilight but people inside will see the rest of the battlefield in sunset levels of light. This takes 5 seconds to charge and will fade after a minute, enemies with enhanced senses will be able to completely ignore the bubble.

Changed master back to 5 because reasons, limited use of a move is a downside. It's also how I want to do it, if it bothers me I can change it.

Positive aspects of a move might be: how much power is behind an attack, or how much damage a shield can withstand, or the length of time an effect lasts, or its speed, or its gigantic range, or its ability to almost always hit a target. Drawbacks of a move might be: its low power, its difficulty to hit with, the long time it takes to charge, the limited number of times it can be used, the fatigue or harm it inflicts on the user, or otherwise. 'Cooldowns' (not being able to use a move for a period of time) are considered a very mild downside and quite 'videogamey' so consider using other types of downsides that are more realistic and have more impact, allowing you to create stronger moves. (Second paragraph of balancing moves in the moves section of the rules)

Changes in bold except for some of the psychic power changes, I'm having every offensive power be 10 charge and every buffing or debuffing power be 5 seconds to charge


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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