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Move Creation Workshop
(05-26-2017, 08:53 AM)Sun Ogong Wrote: Okay, here goes...

[Image: 1357538053_s]
"Wall" BYUK (Requires Area Shield?) - 300

After concentrating for three seconds, Ogong conjures the character for wall in mid-air. A brick wall will spread out from the center of Ogong's palm. The wall stops growing once it hits 3x3 meters or if something gets in the way. Once the wall forms it will detach from Ogong's hand and be affected by gravity. This wall is impenetrable to anyone with an ATK less than Ogong's. The wall can sustain itself as long as Ogong can focus on it - he can only move very slowly and if he wants to cast another spell while maintaining the wall, the preparation takes twice as long. The moment Ogong sustains any damage, the wall will instantly break. This move has a cooldown of 20 seconds which begins as soon as the wall breaks. Forming the wall takes some effort but nothing too bad - holding it for longer than 15 seconds is exhausting to the point of Ogong needing to catch a breather. When the wall breaks, it shatters into tiny inconsequential pieces. This is the exception to the "no-two spells" rule.

[Image: 1331385567_s]
"Stone" SUK (Requires Physical Strength, Ranged Attack) - 600
After concentrating for one second, Ogong conjures the character for stone in mid-air. A fairly spherical granite boulder with a radius of 30 cm will appear in Ogong's right palm. It's quite heavy, but Ogong's strength allows him to throw it, chuck it, smack or kick it towards a target. It will move at 20 m/s in an arc. Unlike most projectile-based Moves, the boulder will remain in the field even after it serves its function, meaning it can be thrown by anyone else who can lift the 250 kg boulder. No two spells can be cast at the same time.

Those edited moves look good to me, hopefully the others at Move Approval will think the same Tongue Good luck!
(Unless something unclear remains? Feel free to write again if so)

(05-26-2017, 06:35 PM)Aang Wrote: Pummeling Gale (300)

Requirements: Ranged Proficiency

Pummeling Gale is a technique Airbenders use when evasion just doesn't cut it. Due to their peaceful ways, this technique is meant to simply bat a target around to control the battlefield and create space. With circular motions of his body, Aang creates arcing winds which race outwards, then curve back to strike at their target. These powerful winds are mostly transparent, but can be seen with a sharp eye. The simple move can be unleashed in rapid succession with ease, but deals very little actual damage. Batting a threatening target around like a fly is far more damaging to their pride.

The gales are highly condensed streams of swirling winds, with the head of the attack roughly one foot in diameter. On impact, this force spreads out across the surface to distribute force, trading off what would otherwise be a dangerously concentrated force.

The speed of the attack is roughly similar to an arrow being fired from a common shortbow with moderate draw weight. The rate at which Aang can unleash these attacks is roughly once per second, if he has at least five foot of space for full range of motion and is not carrying anything in his arms. The exception to this is a staff, or other pole-like weapon which he can use equally well to channel the flow of wind. If there is not enough space to move freely, the speed or power drops greatly. The same is true if his hands are occupied. If both restrictions are present, Aang is incapable of using Pummeling Gale effectively.



This is the move that I already have approved. It's a fast way to knock an opponent down, but I just bought Debuff... I kinda want to add some "dissorientation" debuff to it, maybe for a couple of seconds (at max.) Just a "I just flipped head over heels, where am I now?" sort of thing. Are there any suggestions, perhaps? What kind of debuff could this give? Something minor, so I don't have to reduce the rate of fire. It's already non-lethal, and I'd rather not have it deal any extra damage. This is supposed to be a passive aggressive "control" effect.

Perhaps at the end of the first paragraph you could place something along the lines of "Opponents that cannot withstand the winds are thrown around and may be disoriented for a little as they are tripped, flipped around or even upside down." Though I don't feel like this would necessitate a Debuff proficiency.
If you are willing to up the move's cost, perhaps you could upgrade the move (or make a new one) in which Aang conjures a particularly strong gust of wind that majorly flips an opponent upside down and around, inflicting dizziness and disorientation without really hurting them, but it cannot be used as often as his regular Pummeling Gale technique?

(05-28-2017, 07:47 AM)Nezha Wrote: Ok!

So I've been looking to get back into this again and I realised that Nezha will require some back-up/insurance in order to make his deliveries.

Hold-Out Armatures: Repeating Enforcer-45 (RE-45)
"Some say the best way to resolve a conflict is to never stick around. Bring this and you can be sure that anyone will think twice and thrice before chasing yah' skinny ass."
- unknown Black Market Armsdealer

Cost: 300 OM
Requires: Ranged Attack Proficiency
The RE-45 autopistol is one out of a family of weapons designed to replicate solitary aspects of the infamous Lawgiver, chosen firearm of Judge Dredd. The RE-45's chosen aspect is the rapid fire mode, being a perfectly capable bullet-hose, at 800 rpm, in return for sacrificing accuracy and damage at longer ranges.

As a close range pistol it deals extra damage at out to two meters in range, the high rate of fire making the pistol act almost as a shotgun. The rapidfire configuration takes its toll past 20 meters, the combination of accuracy and force being halved at 40 meters, halved again at 60 meters, only to piddle down to nothing past 80 meters.

The gun is technically modular in design and could thus support a variety of upgrades, alterations, and ammo types, but with its current set-up there is real effort involved in keeping anything over a four-round spray on target, to say nothing in the effort required to focus the omnillium in the magazine to refill once the 20 contained bullets have been expended. Which happens often when keeping the trigger pressed empties the magazine in 1.5 seconds. The effort to refill the standard .45 cal ammunition is equivalent to three rapid roundhouse kicks performed in sequence and it takes a few seconds, while the effort of trying to keep a "spray" on target is that of a single straight punch, doubling in effort for each four rounds fired beyond the initial quartet.

:frog: Roundhouse kicks and straight punches aren't too accurate of a measurement of stamina consumption.

Also, you should bring up if this can be used with other moves (for instance if Nezha needs one or both hands)

(05-28-2017, 04:38 PM)Chakravartin Wu Kong Wrote: Palace Splash (300 OM) Area Attack, Debuff, Disassemble, Hive Mind

Chakravartin intentionally releases the cohesion of his body, letting the golden liquid metal that makes up his form fall freely, scattering and falling where it may. He will then appear as either a single amorphous glob of liquid gold, or multiple globs.

He can reform his body, or parts of his body, within three seconds, assuming at least 80% of his biomass is within the same five-foot radius. He is also capable of moving while in liquid form, able to take full mental control of any of his own biomass within a five-foot radius of the largest clump of it. He is capable of touch, smell, and hearing while in this form, but must form eyes if he wishes to see, something that would create an obvious weak point. When reforming only part of his body, leaving the rest liquid, if that reformed part takes damage it will carried over the next time he reforms completely. 

He can move about as fast as he can run normally while in the liquid form, but is unable to meaningfully attack anything in this form as it has so little cohesion even a high-speed tackle will not have much effect. While in this form he is more or less immune to cutting or blunt attacks, but can still be harmed by acidic substances or very extreme temperatures. If he wishes to attack, he must at least partially reform part of his body.

However, in this form he is still a viable threat, if he is able to make contact with an opponent, he may climb over them, restraining their body by creating a living web around their limbs. While fully restraining someone, he is unable to otherwise damage them, as he is spread too thin to even partially reform a hand. If the thing he is trying to restrain has a higher ATK than his own, they will be able to break out with a few seconds of struggling, or if more than twice Chakravartin's own ATK, able to break out nigh-instantly. 

He is unable to use Palace Hands in this form.

There should be some way for opponents with less ATK than Chakravartin to struggle or break out, even if harder, as otherwise if he has higher ATK he would be able to attack without being able to be stopped.

Other than that, how draining is this move to use? Can it be used alongside other moves in general? And the Debuff proficiency would not be necessary here as the restraining is not a lingering debuff, but rather a disassembled Chakravartin "holding down" an opponent.
 [Image: Rnk00x5.gif] 
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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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