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Move Creation Workshop
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.


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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