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Move Creation Workshop
(02-13-2017, 04:00 PM)Chara Wrote: Scythe (600) (requires melee proficiency)
Betty in her base form may use this attack. it is a pink scythe summoned in around five seconds of continuous concentration. the blade its self is around 2 to 2.5 feet long and the handle is around 4 to 5 feet in length. she can hold the scythe in two styles (one is with both hands on the scythe, gives her a greater control of the scythe but loses a few feet of distance she would of had) she usually uses one hand to hold and to swing. the scythe will give a bit of damage, it can be knocked out of her hands or broken. the downsides are that the scythe blocks akumu from fighting as an assist, the concentration is fair, and to actually swing the 20 pound weapon takes a lot of energy out of her. and it will shatter with a fair amount of abuse in general (meaning she has to summon another one).

Rhabdophobia (tier two super debuff) (800) (don't know if this would be allowed or not?) (requires debuff proficiency)
Betty due to her special ability, can say Rhabdophobia (the move takes a total of ten seconds to activate), the super debuff takes a lot of energy and concentration just to enact, the move will encompasses a ten foot area that makes everything inverted colors for two seconds. after the twelve seconds are over both people can move again with the specific debuff being that any and all super moves of anyone caught in the super debuff (two max and foe's only) lose there super move capability's. major downsides are that anyone not in the initial blast is fine entering and attacking betty thus ending the effect right there, another huge debuff is that the foe/foes can use any supermove during the blast to stop her debuff (attack, defense you name it), and the debuff only lasts half a minute at most, due to the extreme concentration and energy consumption she may not use it again till the next fight (even with the chance of enough sp to use it again) and one more down side is that she basicaly can not run or jog after the move for a whole minute, she can use anything else in her arsenal to use with out downside (powerups, moves and assists are ok) (super defenses are safe from the move)
Regarding the Scythe - both the "base form" and the "disables Akumu as assist" would be fluff disadvantages. I realize that it makes sense in an IC point of view but still. Noting it just in case.

Other than that:
-Melee proficiency = Physical strength Tongue
-What does continuous concentration mean? Can Betty move or use other moves while doing so?
-You could perhaps go into a bit more detail about what advantages/disadvantages Betty has wielding the scythe with one hand.
-On that note, the 2-handed variant doesn't cover how much range Betty loses compared to one-handed wielding.
-How resistant to damage is the scythe? You could compare it to some existing material (wood, rock, metal...) if that helps.



Rhabdophobia is a bit confusing to me as you wrote it:

If I understand correctly, Betty creates a zone that lasts for 2 seconds and debuffs anyone who enters it with a debuff that doesn't let them use Super Attack Moves for 30 seconds, as well as nullifying any Super Attack Move that passes through it, and Super Defense Moves are unaffected by this debuff?

Anycase, a 10ft wide area would require Area Attack, first of all. You'll also need to explain where Betty casts this debuff - directly around herself, or somewhere into an area away from herself? And the half minute debuff duration isn't described all too well either as to when it is applied. I would also note what effect it has on Super Utility Moves.

Outside of this, I have some issues with the move: it's immensely powerful, disabling Super Attack Moves for 30 seconds could potentially mean disabling them for most, if not all, of the fight, even for a T2 Super Utility this is very powerful. I'm not sure if the idea of such a debuff would be approvable, even with drawbacks.

This is straying a lot from your original concept, but perhaps a T2 Super Defense in which Betty creates a shield that nullifies impacting Supers and regular moves, blocking up to a T2 Super Attack's worth of damage, would be better? It's a simpler concept that would also be more likely to be approved.
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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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