08-30-2015, 06:24 PM
Some general guides and various examples and explanations that are too specific for the moves rules. This is intended to be eventually as complete a compendium as possible of different move examples and how they might be balanced. It's going to be worked on over time as I go through the quick questions thread and previous approved moves.
If a mod asks you a question about a move, that means you need to put that answer in the description somewhere.
Things that aren't really drawbacks
Cooldowns (simply not being able to use the move for another minute), locking other moves of your own, etc, are considered pretty minor drawbacks and aren't going to be enough to justify a move with massive power. You still need it to cause fatigue or be a large chargeup or whatever.
From the FAQ:
Q: Once initially summoned using omnilium, can a weapon such as a large hammer be summoned 'on the fly'?
A: Yes, as long as this is specified in the move description. You may even wish to add a certain amount of time it takes in order to summon the weapon, thus gaining a minor power boost in exchange for this downside.
Q: Can I boost my own stats with a buff move?
The intention of the buff proficiency is to allow you to buff OTHER players. Certain self-buffs are possible without even purchasing the buff proficiency. For example, you can power up a punch by giving it a greater windup or cooldown. However, simply powering up all of your attacks generally requires a Transformation. We will continually refer you back to transformations because that is what they were created for. We know they're more expensive than moves. That's the point.
Q: How do I create a move that dispels buffs?
We do things in realistic terms, not game terms, so 'dispelling a debuff' might simply be untangling someone from vines or melting ice. In some cases you'd need healing.
Q: If a sword blocks as well as attacks, does it cost 600 OM?
A: No, because it only has one 'form'. Such kinds of 'object' type moves can generally be purchased for 300 OM unless they transform.
Q: If I wish to dual wield an identical weapon such as dual daggers, do I need to purchase two moves?
A: No, 300 is fine for this.
EZ Move Template using the checklist:
• How powerful is it? Does it have a wide area of effect, or multiple projectiles? How big is the weapon? What size are the projectiles?
• *Is it instantaneous, or quick to use? Or is it slow?* (Almost instantaneous? A moment? Several seconds? Longer? Be specific.)
• Once activated, how fast does it travel? (Fast as a thrown ball or slower? Arrow? Bullet?)
• Is it difficult to aim? Must it be aimed at all?
• Can the user move around or do other things while using the move, or must they be stationary?
• Does the user have to keep their focus on the move, or is it 'fire and forget'?
• Does it have effects that linger after the user is no longer performing the move? If so, how long do they last?
• What does it look like? How is it performed? How does it feel to get hit with it?
• Is the move variable, or does it have a fixed method of use?
[Basic Move Overview - give a short opening sentence to describe what your move is overall]. It takes [x] seconds to charge/summon/equip [Delete if not applicable] which is done by [include visual description]. (If a ranged attack) It moves as fast as a thrown ball/slower than a thrown ball/bullet/arrow. It looks like [x]. It is quite/fairly/very easy/difficult to aim. It takes/does not take a great deal of focus to use this move, meaning that the user must be still/does not need to be still/moves slower and can/cannot use other moves at the same time. Once fired the user does/does not have to maintain their concentration on the attack. After use the user must rest for [x] seconds, during which time they can move/cannot move/can only move slowly, and attack/cannot attack.
Just an example. This would probably be pretty bad to use for moves generally, but it still has a lot of basic stuff that some people forget to include when applicable and we have to ask them for it.
If a mod asks you a question about a move, that means you need to put that answer in the description somewhere.
Things that aren't really drawbacks
Cooldowns (simply not being able to use the move for another minute), locking other moves of your own, etc, are considered pretty minor drawbacks and aren't going to be enough to justify a move with massive power. You still need it to cause fatigue or be a large chargeup or whatever.
From the FAQ:
Q: Once initially summoned using omnilium, can a weapon such as a large hammer be summoned 'on the fly'?
A: Yes, as long as this is specified in the move description. You may even wish to add a certain amount of time it takes in order to summon the weapon, thus gaining a minor power boost in exchange for this downside.
Q: Can I boost my own stats with a buff move?
The intention of the buff proficiency is to allow you to buff OTHER players. Certain self-buffs are possible without even purchasing the buff proficiency. For example, you can power up a punch by giving it a greater windup or cooldown. However, simply powering up all of your attacks generally requires a Transformation. We will continually refer you back to transformations because that is what they were created for. We know they're more expensive than moves. That's the point.
Q: How do I create a move that dispels buffs?
We do things in realistic terms, not game terms, so 'dispelling a debuff' might simply be untangling someone from vines or melting ice. In some cases you'd need healing.
Q: If a sword blocks as well as attacks, does it cost 600 OM?
A: No, because it only has one 'form'. Such kinds of 'object' type moves can generally be purchased for 300 OM unless they transform.
Q: If I wish to dual wield an identical weapon such as dual daggers, do I need to purchase two moves?
A: No, 300 is fine for this.
EZ Move Template using the checklist:
• How powerful is it? Does it have a wide area of effect, or multiple projectiles? How big is the weapon? What size are the projectiles?
• *Is it instantaneous, or quick to use? Or is it slow?* (Almost instantaneous? A moment? Several seconds? Longer? Be specific.)
• Once activated, how fast does it travel? (Fast as a thrown ball or slower? Arrow? Bullet?)
• Is it difficult to aim? Must it be aimed at all?
• Can the user move around or do other things while using the move, or must they be stationary?
• Does the user have to keep their focus on the move, or is it 'fire and forget'?
• Does it have effects that linger after the user is no longer performing the move? If so, how long do they last?
• What does it look like? How is it performed? How does it feel to get hit with it?
• Is the move variable, or does it have a fixed method of use?
[Basic Move Overview - give a short opening sentence to describe what your move is overall]. It takes [x] seconds to charge/summon/equip [Delete if not applicable] which is done by [include visual description]. (If a ranged attack) It moves as fast as a thrown ball/slower than a thrown ball/bullet/arrow. It looks like [x]. It is quite/fairly/very easy/difficult to aim. It takes/does not take a great deal of focus to use this move, meaning that the user must be still/does not need to be still/moves slower and can/cannot use other moves at the same time. Once fired the user does/does not have to maintain their concentration on the attack. After use the user must rest for [x] seconds, during which time they can move/cannot move/can only move slowly, and attack/cannot attack.
Just an example. This would probably be pretty bad to use for moves generally, but it still has a lot of basic stuff that some people forget to include when applicable and we have to ask them for it.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!

