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Move Creation Workshop
(08-01-2018, 02:19 AM)Professor Sunshine Wrote: Here's a few more Move ideas.
[spoiler]
Simoon (300 OM, requires Ranged, Area, Debuff)
Sunshine creates a gust to blow up some dust, before creating a big squall to push out the dust, causing it to heat up and create a Simoon. This gust takes the form of a ball around 8 inches wide, which travels at around 60 MPH in a single direction up to a maximum range of 50 feet, and once the ball of wind hits something, it explodes, covering a 15 foot radius in a very hot dust, slightly damaging opponents and covering dust in their eyes to reduce vision. This gust ball takes 5 seconds to charge and requires a bunch of Sunshine's stamina and focus to charge, and while she can walk around while creating it, she cannot use any moves or fly while creating the Simoon. In addition, if the ball hits something less then 15 meters away, Sunshine will be caught in the blast radius of the attack as well.

Wind Shear (600 OM, Requires Physical, Ranged, Area)
Sunshine spins rapidly before jumping forward in a line, taking the area in front of her as she delivers a kick that creates a cut of air that travels out at fast speeds. This technique takes 3 seconds to charge, but as soon as Sunshine jumps she travels forward 15 feet, building up wind energy as she prepares to kick the air. If she kicks the opponent during this jump, she will unleash a series of wind-powered jumps, dealing a bunch of physical damage to the opponent, but if she reaches her maximum distance, she will unleash a massive downward kick, creating a 5 foot tall and 3 foot wide wind shear that will travel forward another 10 feet at 75 MPH, damaging opponents heavily with the high wind pressures as it passes through them.

Sunshine requires a bunch of stamina and focus in order to use this move, and she must have both of her legs available in order to pull off this move, otherwise she will not be able to jump the required distance. In addition, Sunshine will not be able to fly, move around, or use moves while charging up this technique, and afterwards she will be very winded, preventing herself from flying for the rest of a battle. Lastly, Sunshine can still be attacked while in the air, and if she is attacked while she is travelling through the air, then the attack will be cancelled.

Fog Breath (600 OM, Requires Area, Ranged, Debuff)
Sunshine swallows up a big amount of air, causing her chest area to grow a bit, before releasing the air in a big stream of dense, cloudy fog. Sunshine requires 3 seconds of sucking up air before she can create a Fog Breath, but she can hold it for up to 5 seconds after charging before she has to fire this technique, allowing her to use other moves while holding the breath as long as they don't require her to use her mouth. Once she releases her breath, it takes the form of a dense fog that takes shape 30 feet around her, going up 10 feet high and turning the area around her into a foggy place for about 30 seconds or until the fog is blown away.

Sunshine requires quite a bit of stamina in order to use this move, and while it does not need a lot of focus to create a Fog Breath, it will leave Sunshine winded after using it, leaving the cloudy woman gasping for air for 3 seconds before turning back to normal. In addition, the fog, while obscuring opponent's vision, will also obscure Sunshine's own vision while in the fog, as well as the vision of her allies. Lastly, while opponent's sight will be obscured while in the fog, they can still hear Sunshine while in the fog, as well as any other loud noise created in the fog.[/spoiler]

This is me being pedantic, but remember to specify area attack. And such.

Simoon: Seems good. Can people just rub the dust out of their eyes or something? Might wanna clarify how people get rid of it. The charge time also seems a bit long for what you're doing. Unless you expect it to blind people for a while somehow. Also, at the bit at the end about Sunshine getting hit, I think you meant 15ft and not 15m.

Wind Shear: All good here.

Fog Breath: Not sure why this is 600 OM. Doesn't it just create fog? I can't see how it's variable.

As for your other 900 OM move. I'd still try to put it at 600. It's not like there's any advantage to deciding not to do the constricting damage. And I'm pretty sure you'll be doing either the damage or detonation every time it's used. If you were cool with it being 900, maybe up the fatigue cost for the constricting part to make it do more damage and distinguish it a bit more from the main move.


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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