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Move Creation Workshop
(07-01-2017, 04:56 AM)Somerled Murdoch Wrote: Text divided.

The current is distributed equally amongst people it hits. If it hits 2, each gets 50%. 3, each gets 33%, etc. Additions made in bold.
I don't know if it adds cost either so I guess we'll find out >.>

2 makes it completely numb, 4 makes it useless, 3 is somewhere in-between, difficult to move, can't feel it, but it's not quite dead. Additions in bold.
What I was going for when I put the 4 there was an absolute limit. With a dedicated super to it, the nebulous "3 before he runs out of energy" could be bypassed to a degree. "4 uses and your arm is fucked" is a limit that can't be bypassed without copious amounts of healing, so it's there as an absolute cap, to clarify that no matter what happens, he's not using more than 4 times per arm.
Also edited some wording, cleared up meaning. He fires it out through one arm, and that arm gets wrecked.

Righto, it looks good to me that way. Good luck in the MA thread!

(07-01-2017, 05:22 AM)Repliku Wrote: Axel's Chakrams (600, Ranged Proficiency, Physical Strength Proficiency.):

[Image: axel_chakrams___eternal_flames_by_angeld...41zxwz.png]
A weapon that belonged to one of the Members of Organization XIII. This can either be used as a melee weapon, or as a thrown weapon, or as a defensive item. They can be used to block attacks or to slash at an enemy, or thrown like projectile weapons. They travel at the speed of crossbow bolts when hurled at an enemy, however. These take eight seconds for Repliku to summon. These aren't tiring for him to use at all practically, draining only a weak amount of his energy from him per usage. In addition, the Chakrams can return 5 seconds after they are thrown, having a maximum range of 100 feet when he hurls them.

The image link doesn't work, but you probably noticed. I don't see any other issues.

(07-01-2017, 06:30 AM)Jak Mar Wrote: Level 2 Utility Move- 600. Physical Proficiency, Buff

Eco Channeler- Jak is able to summon OM and channel it into Eco, a lifeblood inside his own body to absorb it, giving him certain advantages. There is about 8 different eco types:

Green eco, physical proficiency, buff- Used for healing most of the time, but also can be used as a weapon mod. He can basically absorb and use it as a weapon mod, or healing.

Blue eco-  Physical proficiency, buff Can be found mostly in a cluster.  It can also be used as a extra boost of speed for Jak when he absorbs it into his body.

Red eco- Physical proficiency, buff-  this eco being channelled allows Jak's strength to double in a fight, allowing him to fight more difficult enemies for a short time.

Yellow eco- Physical proficiency, buff- Allows Jak's shooting and weapon strength to get stronger as he absorbs it.  He can also use it to form crystals jutting from the ground.

Dark Eco- Dangerous in a large dose, Jak can absorb dark eco that allows him to grow his beast side and feed it.

Light Eco- This rare eco can be used as a healing eco as well as Jak channels this or, to calm and feed his angelic side.

Trying to think of a utility move that utilizes Jak's eco powers.

I'm not sure what you aim to achieve with this... six different utilities, packed into a single move? Also, the proficiency requirements don't really match. I'd advise that you re-read the relevant rules for Powers and Super Moves for this one.

Green Eco sounds like it could be done with Healing (the Power), it wouldn't require a Super Utility in that case. I'm not sure what you mean by "weapon mod", unless you want Jak to summon a weapon - which sounds more like a Super Attack than a utility.
Blue Eco sounds like Super Speed or Burst Movement. Again, no special Super Utility required.
Red Eco would be a Power-Up boosting your ATK. Or you could do a single move with a chargeup or large stamina drain mechanic where Jak hits extra hard.
Yellow Eco would come similar to Green Eco's "weapon mod" - Jak can summon a weapon to use as a Super Attack.
Dark Eco... I guess this could be an alt form or a Shapeshift?
Light Eco is healing and possibly alt form or Shapeshift like Dark Eco.

(07-01-2017, 03:11 PM)Jams Bolero Wrote: The Violet Arcane

OM: 300

Properties
---------------
The Violet Arcane, casually dubbed "purple magic," is the ability to shift physical forces such as gravity or magnetism (magnetism sold separately).  Rather than holding things in mid-air from a distance, it's more akin to controlling the gravity which applies to the object; you choose a table and take its gravity away, and instead of standing still it will float around as if it were in space, for instance.

In the Omniverse, it would be an extension of Telekinesis to affect more than merely simple, inanimate objects.  This allows Jams to affect Primes as well, in such a way as he can push or pull them as necessary.  This could be a severe effect, such as pushing them down to add weight to their shoulders, or a more subtle one where he subconsciously nudges them to the side so he can more easily dodge an attack.  The effect naturally works with all the restrictions of Telekinesis; moves weaken over a distance, require concentration for higher effect, the likes.  Wear and tear on the body is also noticeable when this move is taken closer to the limit of the ATK stat; picking up a 80 pound box would be incredibly taxing for an ATK of 2, and for Jams it would likely leave him in a sudden sweat to move it about five meters on his own (This is an example with an inanimate object, but similar weight restrictions apply to mobile beings).  Also, a being who struggles against the gravitational manipulation causes more stress on the user; an 80 pound man is harder to carry if he is holding to a bar to prevent being pulled upwards, and is harder to push down if he tries his hardest to stand up straight.

---------------

The only real addition to his Telekinesis is the ability to affect primes as well as some specific limits to Jams' abilities, so I believe that would only be 300 atop what he already paid for telekinesis.

Ah yes... no. A broad "This allows my character to apply Telekinesis to living beings as well" move is not possible. You'd need to purchase numerous moves or one big one to cover the possible applications.
Feel free to take inspiration from "Psychic Grip", the move I had on Sabrina, found here: http://omniverse-rpg.com/showthread.php?...4#pid58674 Alternatively, you can ask Trixie or our other members with Telekinesis-based moves for advice (Trixie had the same issue as you).

(07-02-2017, 10:35 PM)Cell Wrote: Kaio-Ken (300)

A technique stolen from Goku, the Kaio-Ken is a short-term and dangerous boost to his power and speed. For up to 30 seconds, Cell's physical prowess and chi roughly double. All of his attacks hit harder and he's much faster. Seems great, right? Well, it would be if they technique didn't take Cell's body through the wringer. Every activation of Kaio-Ken deals 2 damage to him. Additionally, after each use, Cell needs to recover, which halves his physical prowess and chi for the same amount of time that it had been doubled.

I believe that the 20 damage points is a meta-game mechanic, not an actual ingame element, so I don't think that you can apply it to moves like you did.
Also, if your stats get higher (in this case, ATK and SPD) it's a Power-Up and will need to be priced accordingly.
What you can do would be to have Cell use Kaio-Ken for a single attack or combo as a charge-up (which is included into Kaio-Ken's description, and not empowering other moves), taking some damage as a drawback. This damage should be more specific than "takes 2 damage" though - maybe "the muscles on his arms and legs ache, slowing him down for a while" or something else that has a very direct impact on Cell's performance during the fight.
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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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