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08-01-2017, 03:44 PM
(This post was last modified: 08-01-2017, 03:45 PM by Ebonywood Hellscythe.)
(08-01-2017, 03:39 PM)Asriel Dreemurr Wrote: You know what. I actually want to take this move in a completely different direction which needs the homing proficiency. So, I'll wait until I'll get that before I make any other posts.
Super Moves do not need homing. They typically auto-hit. (Although if you want a visual homing effect you may need it)
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Actually, I want the debuff to instantly take effect as soon as the spell is cast. I don't want the debuff to be triggered by the projectiles hitting someone anymore.
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(08-01-2017, 03:49 PM)Asriel Dreemurr Wrote: Actually, I want the debuff to instantly take effect as soon as the spell is cast. I don't want the debuff to be triggered by the projectiles hitting someone anymore.
That's fine. Super moves play out like a cutscene. So the charge time doesn't actually matter mechanically. All super moves of the same tier are the same strength, basically. Although, yes, you may need homing for that. Post the move in the move approval with no homing, and ask if you need it (once you're happy everything else is fine).
Chaos Slicer:
Swords: Range and speed are needed.
Orbs: Range and speed are needed.
Quote:It takes one minute to summon.
You are not going to get a spare minute inside a fight. 5 to 10 seconds is fine.
Quote:Only one can be out at a time.
I assume you mean, "the swords and orbs can't be out at the same time" and not "only one sword/orb may be out at a time"
Lastly, it may not be needed, but I'd advise more general description. Even if you have a picture.
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I have to wonder, since I don't believe I've seen any form of "cavalry" used by Primes in a combat scenario, how would I be able to make a mounted vehicle or horse viable for use in a PvP situation?
I imagine, in the example of Morene's Thunderbike (as I like to call it now), it would be a simple transformation with a few more specific downsides, such as limited turning and vertical mobility in exchange for raw speed. Perhaps in that instance too, melee attacks would be essentially charged moves that you can see a mile away, but if you're hit by one of them, you get brained almost instantly?
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I designed something like this for a hypothetical prime. It was just a powered up form with high speed and attack with moderate Defense and low tec.
If you want to fluff maneuverability or wind-up ranges into the purchase, you can, but I wouldn't make it more complicated than that.
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
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This thread talks about using vehicles in combat!
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
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Hard-Light Construct – 600 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)
Veritas can summon objects with his ring to interact with and manipulate objects at range. These manipulations are analogous to the things that a person with two large hands could feasibly complete (moving, pushing, pulling, pressing, turning, etc).
These objects have superficial images associated with them, always in the form of an object that is completing the task. If the object is grabbing and moving another thing, it will have a "grasping" mechanic, be it a hand, a mouth, a clamp, a claw, etc. These images are purely illusory, and the strength of the object is always the same. That means that a Construct shaped like a hand and a Construct shaped like a crowbar are equally good at prying something open and etc. These grabbing constructs appear as a tendril of rope-like light that extends from his robotic arm ending in the chosen 'grabber'. They can extend as far as Veritas's concentration allows, but the longer the grabber, the more easily it is broken.
While these objects are illusory and can fulfill only one purpose, they can be attacked, damaged and destroyed. The more damage they take, the more strain it puts on the mind of Veritas The more energy he puts into these objects, the harder they are to break but the more physically and mentally exhausted he becomes. These objects will immediately dissipate upon his breaking his concentration for any reason. Maximum range of ~30 meters (~100 feet)
Hard-Light Weapons – 900 OM (Requires Physical Strength)
Veritas can create melee weapons from Hard-Light in most forms that a melee weapon can come in. These can be short (like a dagger), medium (like a sword) or long (like a spear) in length. The more energy he puts into these weapons, the harder they are to break but the more physically and mentally exhausted he becomes. These weapons will immediately dissipate upon his breaking his concentration for any reason.
Hard-Light Blast – 600 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)
The ring can fire a concentrated beam of yellow hard-light when Sinestro concentrates. This can take the form of a single beam or appear as any other ranged weapon Sinestro images. Sinestro put more energy into each shot, the strength of which relates directly to how physically and mentally drained he is after the attack. If he chooses to create a hard-light weapon, it must be roughly the size of a pistol for a weak shot, or the size of a rifle for a charged shot. These weapons and projectiles will immediately dissipate upon his breaking his concentration for any reason.
Hard-Light Shield – 600 OM (Requires Area Shield Proficiency)
Veritas is covered in a purple aura that protects him from attacks and environmental effects. This shield can grow as far as he wills it, usually in the form of a shield or wall, however the shield's overall strength remains the same. This means that a 1'x1' shield will be 100 times stronger than a 100'x100' wall (which almost any attack from a Prime would break through). The more he focuses, the more damage the shield can take, but the more physically and mentally drained he is after the defense.
Hard-Light Tethers – 600 OM (Requires Debuff Proficiency, Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)
In the same way that Veritas can manipulate objects in creative ways, he can also manipulate characters. Iron chains, ribbons of light, crushing snakes can all be used. In general, these tethers always accomplish the same goal: they slow a character down and they immobilize their arms. However, these shackles can be broken just like any other item: hitting, cutting and ripping free in a feat of strength are all options. Additionally, if he loses his concentration, the tethers immediately dissipate. The more energy he puts into these tethers, the harder they are to break but the more physically and mentally exhausted he becomes.
Hard-Light Grab – 300 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency, Hard-Light Tether)
When a Hard-Light Tether has successfully attached itself to an target, Veritas can then use that tether to move the target, be it Secondary or Prime. The bond can firmly grab, but not crush his opponent. The bond can move the target off of the ground and in all the cardinal directions. The Tether can be broken as usual.
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08-02-2017, 04:17 AM
(This post was last modified: 08-02-2017, 03:09 PM by Ebonywood Hellscythe.
Edit Reason: Veritas owes me a cookie
)
Veritas, I'm one person. Don't throw lots of moves at me at once. Only work on a couple a time in the future.
Edit: Apparently, the moves you posted moves here that were already approved. I am staring at you disapprovingly right now. Scrap all the following stuff if you want I guess. Although I'm convinced my point about the shield strength being 10000 times weaker for a 100x100 shield compared to a 1x1 shield is correct and should be noted.
Original feedback (it was brief because you gave me a lot of stuff and I wanted to sort out any basics first):
[spoiler]
Also, a lot of basic information is needed. Be specific. What effects are on Veritas while he summons? How long does it take (min if applicable, and maximum)? Ranges, speeds and charge times have often been missed. You need to give a general upper bound, and likely a lower one.
Construct:
>Needs details on summoning.
>My advice, scrap it. This is literally just telekinesis at a longer range with some fodder attached. Get telekinesis instead.
>If you already have it or really want this move, perhaps use the hardlight things as an extension of your telekinetic powers to allow heavier objects to be lifted at the max range. It'll need drawbacks though.
Weapons:
>Need summoning info.
Blast:
>Needs all the basic information I tell you most times. Read the first post of the main move approval thread. I'm here to help you make moves, and I will do that, but I don't want to have to repeat the same things every single time. Especially when you're going to throw 6 moves at me (or whoever wants to handle them) at once. To specify, that's range, laser speed, charge times.
>Needs summoning info.
Shield:
>Your maths is wrong. A 1x1 shield is 100² (10000) times stronger than a 100x100 wall. It'd be based on area.
>Needs summoning details (times!)
Tethers:
>Why is this 600 OM?
>Needs summoning details.
>Range and speed
>How many can he have?
Grab:
>Range and speed
[/spoiler]
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08-02-2017, 09:17 AM
(This post was last modified: 08-02-2017, 10:38 AM by Asriel Dreemurr.)
Quote:Not to offend you or anything, but I would still like to copy the attack patterns from the game. However, I still want to take your advice by giving them my own touch. As for making versatile moves that can be weaved together, that was my goal from the beginning.
Chaos Slicer (600, requires Physical and Remote Control)
![[Image: FMPRKMAIKEALH8L.MEDIUM.jpg]](https://cdn.instructables.com/FMP/RKMA/IKEALH8L/FMPRKMAIKEALH8L.MEDIUM.jpg) (ignore the fact that this is Asriel's Hyperdeath form)
Asriel instantly summons two swords which are roughly 23 1/2 inches long. They are quite quick when compared to heftier swords. He has to focus and stand still to do so, but it's not very tiring to summon.
When he desummons them, Asriel has the option to summon 8 magic orbs (2-inch diameters) that he can shoot towards an opponent. It takes 5 seconds to summon the orbs. Asriel has to focus and stand still while doing so, like with summoning the swords. He cannot summon the orbs without summoning the sword prior and it does cause him a bit of fatigue to summon the orbs. They can go up to 10 feet and they last for only 5 seconds. The orbs will go up to 27 mph, the speed of an average punch, and each have the force of a strong punch. Combined, they all have a concussive force. The orbs will all fire out at once and he can redirect them with his thoughts.
Struggle! - Tier 1 Super Utility – 600 OM (requires Ranged and Debuff)
Asriel points his index finger at a target and a beam of warped space-time with a 1-foot diameter fires out for up to 25 feet. The beam will look like refracted light (the phenomenon responsible for the visible heat waves coming off pavement that distort the environment) Whoever it hits will be will be debuffed. If the beam hits one target, it reduces SPD by up to 2 for a single round - this is split between multiple targets if applicable. It may be blocked by a Tier 1 or higher Super Defense, and it cannot reduce SPD below 0.
Chaos Blaster (900, requires Ranged, Remote Control and Ranged Materialize)
Asriel's left arm morphs into this blaster which takes 5 seconds to summon. This weapon is a highly ornate white metallic bazooka-like gun with many markings etched into it that is roughly 3 feet in diameter. It can alternate between shooting magic spheres, shurikens and rainbow lasers. He can instantly switch modes.
The magic bullets have 3-inch radii. Their rate of fire is 3 per second. He can fire 4 lines of bullets that go in a 25° cone. The bullets go around the speed of a normal rifle bullet. The drawback is that the bullets do little damage and that they are telegraphed by laser lines that Asriel uses to aim.
The rainbow laser is a magical blast of energy that is 3 feet in diameter. It travels as fast as an arrow, and will stop once it hits something or Asriel stops firing or Asriel is too tired and can't perpetuate the beam any longer. The longer the beam is fired, the more tired Asriel gets. He can't fire a laser again for two minutes.
Asriel can also choose to fire out 25 magic shuriken-like stars one time per minute. They travel in a 45° cone angle and they're around the speed of a baseball. The range is 20 feet. They each deal the same damage as a normal shuriken. They are fired for 10 seconds.
Quote:The shurikens are now independent of the laser.
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@Asriel:
From what I can gather, you're trying to copy combat patterns from the game. Or something like that. My advice is: don't. You could, but this is a different medium. The Omniverse is more fluid. Palpatine and Aragorn, while NPCs, don't have a set "attack pattern" for example. Perhaps try to make moves that are versatile, and simply use them together like an attack pattern instead? That way you have the same capabilities, but can mix it up a lot more.
Chaos Slicer:
>How long does it take to summon the swords?
>Does he have to focus and stand still while doing so?
>How tiring is it? (it's fine to say "not very", it'll just be a bit weaker)
>To clarify, can he summon the orbs without summoning the sword prior?
>How long does it take to summon the orbs?
>Does he have to focus and stand still while doing so?
>How tiring is it? (it's fine to say "not very", it'll just be a bit weaker)
>Punches go faster than 4 feet per second. That speed is slower than walking speed. If you used it, people would literally be able to just walk away from them. Did you mean 40 feet per second? (12m/s or 27mph).
>Instead of saying they have to force of 3 punches, maybe generalise and just go with "they feel like a strong punch".
Struggle:
>The debuff is fine, but you'd either have to nerf the debuff strength or get a second move for the comets.
Chaos Blaster:
>Bullets are fine I think, although being easily visible isn't much of a drawback considering they go fast. Low damage is fine as a drawback by itself though (probably).
>How long does it take to switch modes? Or is that instant?
Quote:After a laser is fired, he has to switch to bullet mode until the laser charges up again, which takes around two minutes.
>The cooldown is fine if you're sure you want it, but just say "he can't fire the laser again for 2 minutes" or something. Not that he has to switch to bullet mode, as wouldn't that stop him from firing a shuriken over that time?
>How many shurikens does he fire, and for how long?
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@Asriel: It all looks mostly good to send off to move approval.
Except for the shurikens:
> Instead of saying the shurikens do the same damage of a shuriken, say they do "low damage" individually (as in the OV ranged weapons typically do less damage than you may expect), but the spray makes it hard to dogde them, and if hit by multiple ones the damage adds up. You're firing 25 of them, so the damage would need to be nerfed down to low for each, probably.
>While firing, can Asriel turn and change the attack direction?
>Prematurly stop firing?
>Move?
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Chaos Blaster (900, requires Ranged, Remote Control and Ranged Materialize)
Asriel's left arm morphs into this blaster which takes 5 seconds to summon. This weapon is a highly ornate white metallic bazooka-like gun with many markings etched into it that is roughly 3 feet in diameter. It can alternate between shooting magic spheres, shurikens and rainbow lasers. He can instantly switch modes.
The magic bullets have 3-inch radii. Their rate of fire is 3 per second. He can fire 4 lines of bullets that go in a 25° cone. The bullets go around the speed of a normal rifle bullet. The drawback is that the bullets do little damage and that they are telegraphed by laser lines that Asriel uses to aim.
The rainbow laser is a magical blast of energy that is 3 feet in diameter. It travels as fast as an arrow, and will stop once it hits something or Asriel stops firing or Asriel is too tired and can't perpetuate the beam any longer. The longer the beam is fired, the more tired Asriel gets. He can't fire a laser again for two minutes.
Asriel can also choose to fire out 25 magic shuriken-like stars one time per minute. They travel in a 45° cone angle and they're around the speed of a baseball. The range is 20 feet and they are fired for 10 seconds.
The drawbacks of the shurikens: - They each deal low damage.
- Asriel cannot cancel the attack, turn or move once he activates it.
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@Asriel: That's great. Send it off to move approval. Locking yourself in a position for 10 seconds could be enough to actually increase the damage back to medium. So maybe just post this into move approval next, but replace "low damage" with "low-medium damage", or even "medium" if you feel the move approval gods will smile on you.
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(08-01-2017, 10:51 PM)Veritas Night Wrote: Hard-Light Construct – 600 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)
Veritas can summon objects with his ring to interact with and manipulate objects at range. These manipulations are analogous to the things that a person with two large hands could feasibly complete (moving, pushing, pulling, pressing, turning, etc).
These objects have superficial images associated with them, always in the form of an object that is completing the task. If the object is grabbing and moving another thing, it will have a "grasping" mechanic, be it a hand, a mouth, a clamp, a claw, etc. These images are purely illusory, and the strength of the object is always the same. That means that a Construct shaped like a hand and a Construct shaped like a crowbar are equally good at prying something open and etc. These grabbing constructs appear as a tendril of rope-like light that extends from his robotic arm ending in the chosen 'grabber'. They can extend as far as Veritas's concentration allows, but the longer the grabber, the more easily it is broken.
While these objects are illusory and can fulfill only one purpose, they can be attacked, damaged and destroyed. The more damage they take, the more strain it puts on the mind of Veritas The more energy he puts into these objects, the harder they are to break but the more physically and mentally exhausted he becomes. These objects will immediately dissipate upon his breaking his concentration for any reason. Maximum range of ~30 meters (~100 feet)
Hard-Light Weapons – 900 OM (Requires Physical Strength)
Veritas can create melee weapons from Hard-Light in most forms that a melee weapon can come in. These can be short (like a dagger), medium (like a sword) or long (like a spear) in length. The more energy he puts into these weapons, the harder they are to break but the more physically and mentally exhausted he becomes. These weapons will immediately dissipate upon his breaking his concentration for any reason.
Hard-Light Blast – 600 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)
The ring can fire a concentrated beam of yellow hard-light when Sinestro concentrates. This can take the form of a single beam or appear as any other ranged weapon Sinestro images. Sinestro put more energy into each shot, the strength of which relates directly to how physically and mentally drained he is after the attack. If he chooses to create a hard-light weapon, it must be roughly the size of a pistol for a weak shot, or the size of a rifle for a charged shot. These weapons and projectiles will immediately dissipate upon his breaking his concentration for any reason.
Hard-Light Shield – 600 OM (Requires Area Shield Proficiency)
Veritas is covered in a purple aura that protects him from attacks and environmental effects. This shield can grow as far as he wills it, usually in the form of a shield or wall, however the shield's overall strength remains the same. This means that a 1'x1' shield will be 100 times stronger than a 100'x100' wall (which almost any attack from a Prime would break through). The more he focuses, the more damage the shield can take, but the more physically and mentally drained he is after the defense.
Hard-Light Tethers – 600 OM (Requires Debuff Proficiency, Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency)
In the same way that Veritas can manipulate objects in creative ways, he can also manipulate characters. Iron chains, ribbons of light, crushing snakes can all be used. In general, these tethers always accomplish the same goal: they slow a character down and they immobilize their arms. However, these shackles can be broken just like any other item: hitting, cutting and ripping free in a feat of strength are all options. Additionally, if he loses his concentration, the tethers immediately dissipate. The more energy he puts into these tethers, the harder they are to break but the more physically and mentally exhausted he becomes.
Hard-Light Grab – 300 OM (Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency, Hard-Light Tether)
When a Hard-Light Tether has successfully attached itself to an target, Veritas can then use that tether to move the target, be it Secondary or Prime. The bond can firmly grab, but not crush his opponent. The bond can move the target off of the ground and in all the cardinal directions. The Tether can be broken as usual.
All of these moves have literally already been approved.
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Alright, so this move I'm planning on being a sort of "minion" type ordeal, with later updates coming in the form of "commands." Things like "Attack," or "Run" etc. This is going to be a big project I'm working towards, with a LOT more Commands to follow.
This may or may not become the jumping point into the future Forces update... just a thought.
Shadow Conjuration: ---
Requires: Remote Control, Hive Mind (for Commands)
Zi can manifest a minor illusion that is 20% real. Doing so takes ten seconds of concentration to cast the spell. These illusions have only mock intelligence, enough so that they appear to be real. Zi uses Shadow Conjuration primarily to summon copy images of himself to disorient a foe, or to distract multiple targets at once.
Upon completion of the spell, Zi and the replica step from the same position, so that it becomes difficult to tell which is the real thing from the summoning. Those who view the spell completion with a Technique equal to or higher than Zi's immediately know which is the Shadow.
A Prime may realize the illusion is false by studying it for 2 seconds for every point of TEC lower than Zi's. Matching TEC immediately sees through the illusions. Those who do not realize the shadow is false are effected by it as if it were real. Those who do know the shadow is false realize its attacks are only a fifth as strong as Zi's would really be, and can disband the illusion with a single attack. This final attack deals 20% of its damage directly to Zi (so long as the attacker recognized the illusion as a Shadow.) Those with Technique 3 points or lower than Zi's are incapable of realizing the Shadows are illusions. (Must currently beat a Technique requirement of 2.)
Zi can have a number of shadows equal to his TEC. If he already has an active Shadow, the casting time increases exponentially for each active Shadow. He may summon multiple at a time by combining the casting times. 1 Shadow is 10 seconds, 2 is 30 seconds, 3 is a minute, 4 is a minute and 40 seconds, 5 is two minutes and 30 seconds. If casting while Stealthed, he is unstealthed upon completion of the spell.
Shadows dissipate if they reach 80 meters away from Zi. As long as they are within this range, the Shadows remain semi-permanent constructs until otherwise destroyed.
If one Shadow is "injured" then all take on a similar visual, despite not taking actual damage. This includes Zi, who will appear to have illusionary cuts or bruises to match his Shadows.
Command: Attack [300]
The Shadows attack a designated target. They are capable of using Zi's whip, but only as a form of attack. They cannot manipulate objects under the Attack command. The Shadows will continue to fight until their target dies, or they are given other commands.
Command: At Ease: [---]
The Shadows stand near Zi, following him about in a nearly mindless manner, though they will actively avoid obstacles (such as cliffs, walls or people.)
Command: Flee [300]
Zi depicts a targeted place or person as the point of origin. All active Shadows then actively flee from the target at top speed. The Shadows are just intelligent enough to maneuver their way through most terrains, using a combination of Burst Movement and Super Speed to flee as fast as possible in the chosen path. If they can no longer continue in this direction, they will stop and wait for a replacement Command. If pursued, they do not have the capacity to respond, becoming easy to recognize as Shadows. If they are still within Zi's maximum range after one minute, they will return to Zi.
Command: Shuffle [300]
Using a combination of Burst Movement and Super Speed, the Shadows dash around the local area at a disorienting speed. The real Zi and the Shadows are mixed up in the shuffle. A viewer with TEC of 4 or greater (Zi's TEC -1) is capable of keeping an eye on the real Zi, so long as they knew the original in the first place.
Command: Work [---]
By giving specific orders, Zi can use the shadows as a small work force. They are often incapable of preforming complex tasks and cannot actively use Powers to complete their task.
To sum up the pros and cons:
Multiple Shadows . . . . . . . . . . . . . . . Exponential Casting Time
Stacking Cast Times . . . . . . . . . . . . . Unstealthed upon Cast Completion (as if attacking, despite the Command given)
Lingering Shadows . . . . . . . . . . . . . . Quick to discover as fakes
Separate targets . . . . . . . . . . . . . . . . Zi takes 20% damage of discovered illusions' final blow
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08-03-2017, 10:50 AM
(This post was last modified: 08-03-2017, 10:55 AM by Ebonywood Hellscythe.)
(if someone notices I've said anything wrong here, please correct me)
@Ziyadah:
I know you've done some of your own looking around (probably) but I have some suggestions here that would also work (instead of a normal move or set of moves).
Option A: Wait for the forces update. Then you can have all the minions you want (but it may cost you to maintain them if you keep losing battles).
Option B: An assist. You could have a T1 assist (1 SP per post or 2 SP per round) that happens to be something that looks just like you (or very similar). Also, your assist could be "4 clones" where all 4 would share the stats of the assist.
Option C: You probably won't want this one, since it's very short term, but you could get a super attack where your minion things appear and attack someone (then disappear after). A super defence where they appear to take shorts for you (then disappear after).
Should you get choose option A or B, you could still get something like the following (from the move page in the rules):
Quote:[spoiler]
WAAAAAAAAUUUUGH! (Requires Buff proficiency) – 300 OM
Bluddflagg stops where he is, throws his head back, and lets out a mighty roar of the titular Orky battlecry: WAAAAAAUUUUUUUUUUUUUUUUUUUGH!!!! Of course, he does have to stop everything he's doing to howl this out, but the effects can be worth it. Allies who hear this during the fight will gain a burst of morale and adrenaline. For a short time, about half a minute, those allies can shrug off injuries as if they had the Survival power, but they do still take the damage, and after the half minute is up, if a wound would have normally killed them, they'll then likely keel over. Still, the move can buy himself and allies just enough time to at least take the sorry gits they're fighting with them!
Omni's Note: A good example of a solid buff that doesn't require extensive downsides or a super move. If you want to add real stats, you'll need to take either of these two options.
[/spoiler]
Or any other general buff/commanding thing. Although most commands wouldn't need a move on your part (as they can simply do as you tell them to).
Now, moving on to the actual general move, there are some things you should make a note of (if you haven't already). Firstly, have an example of a relevant similar move:
Quote:[spoiler]
Raise Dead (requires Ranged Proficiency, Remote Control Proficiency) – 1200 OM
The legacy of the orcish necrolytes, and a favorite of Raal's, this skill has changed to reflect Omni's own whims and no longer requires a corpse. Raal may use this spell to summon a weak undead warrior near him. These creatures are weak and lack any true combat skill, but are controlled remotely by Raal and can be deceptively dangerous, capable of slowing down enemies and performing an unliving shield against anyone attempting to get close to Raal. They are capable of using basic weaponry, such as swords and bows, but do so with all the grace of an untrained peasant, and about the same level of physical strength to boot.
Compared to a prime, the average undead is very weak, with a prime being more than capable of destroying any undead with a single casual strike, and due to their weakened muscles, they're incapable of doing any serious damage to primes without repeated clean blows. Any undead using a bow is limited to merely thirty feet of range due to their physicality.
The undead take roughly five seconds to fully summon, which takes the majority of Raal's concentration. He can direct his other undead during this time but must stay rooted in one place, palm facing the ground, and cannot move, cast spells, or make any use of his enhanced senses until he is finished. Attempting to do any of these for a split second will stop his spellcasting and cause him to lose the energy he was using to summon the undead. Being physically struck will also cause his spellcasting to fail, regardless of if he was moved or distracted by it.
The undead are a small drain on Raal to summon, each one requiring a small amount of his energy to initially summon, though none to maintain. Actually controlling the undead requires a degree of concentration; as he must control them manually, it makes it more difficult to move, aim or generally focus on other attacks. This effect is more pronounced as he summons more undead; directing ten undead requires his entire concentration, leaving him unable to move or do almost anything else.
At maximum, Raal can summon ten undead at once. If he attempts to summon more than that, one of the undead he is currently controlling will simply shatter into dust, before it's remnants fade away.
Omni's Note: Summoning beings with true sentience and independence always requires the use of an Assist. However, this is an example of a move that summons single-minded creatures who can perform specific tasks or be mentally controlled by the user directly using their own focus (Remote-Control Proficiency). Note the balance: these creatures are weak and can be killed with a single direct hit, hence the relatively low energy cost to summon.
The cost can be broken down into each 'use' of the ability: 300 OM for summoning an undead that can be remotely controlled for basic stuff such as grabbing, moving, essentially a physical manifestation of his remote control. +300 for summoning multiple or controlling multiple simultaneously. +300 for using swords. +300 for using bows.
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Now, there's something to note here:
Quote:Summoning beings with true sentience and independence always requires the use of an Assist.
Essentially, they can't make their own decisions. So they're not going to dodge an attack unless you tell them to. Although I reckon you could probably get away with having them navigate terrain if they're heading in a straight line. And you can get them to attack opponents mindlessly (move is from this page):
Quote:[spoiler]
Kamikazi Buu Clone 600 OM (requires Physical Strength, Ranged Proficiency, Homing Proficiency)
Buu takes several seconds of stationary focus to create a Buu clone out of excess material (he has a lot to spare). This clone is mindless and will only go after the first target Buu points it to. It will then proceed to close in on the target and hit them with punches and kicks. By putting more time and energy in, Buu can create up to six clones of himself - this can be rather exhausting. These clones are very weak and are mostly used to distract or overwhelm an opponent - they can be caved in with a few direct hits. However, Buu can re-absorb dead or disabled clones in order to recover a portion of the energy that was put into them.
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Now, I'm going to look at your move piece by piece. And in the future, just note the full cost of the move at the top (and then just explain where the cost comes from if it's not obvious). So the top should look like:
Quote:Shadow Conjuration: 1200 (300 for being able to effectively allowing you to manipulate basic stuff at range, 300 for attack, 300 for shuffle, 300 for being able to summon multiple minions)
Requires: Remote Control, Hive Mind (for Commands), Ranged, Burst Movement, Super Speed
I don't think telling them to run would really cost you anything. Also, the commanding part can come from remote control. Unless you're chopping off your arms to attack people with, you don't need Hive Mind. You need ranged proficiency (as the minions attacks are are a distance from you). You'll need burst movement and super speed for your minions to use those powers.
Quote:Those who view the spell completion with a Technique equal to or higher than Zi's immediately know which is the Shadow.
This is redundant as people with a TEC can see through the illusions instantly without witnessing the completion of the spell:
Quote:A Prime may realize the illusion is false by studying it for 2 seconds for every point of TEC lower than Zi's. Matching TEC immediately sees through the illusions.
So perhaps provide an advantage to detecting the illusion for people who witnessed its appearance? Such as less time staring at it? Or a lower initial TEC requirement. Also, people with insight will probably be able to tell which is the illusion instantly (unless you have suppression).
Quote:Zi can have a number of shadows equal to his TEC. If he already has an active Shadow, the casting time increases exponentially for each active Shadow. He may summon multiple at a time by combining the casting times. 1 Shadow is 10 seconds, 2 is 30 seconds, 3 is a minute, 4 is a minute and 40 seconds, 5 is two minutes and 30 seconds. If casting while Stealthed, he is unstealthed upon completion of the spell.
Because I am a massive nerd, I feel it is my duty to inform you that is not an exponential increase since the casting time is equal to 5n^2 + 5n which is a quadratic expression (where n is the shadow number and the casting time is in seconds). Exponential refers to when the rate of change is proportional to the value. Something like 2^n (i.e. the casting time doubles for each additional shadow), or something in for form of Ae^(bx) (where A, e and b are constants and x is real). So, technically, the casting time increases quadratically. #rantover
There are some things I'd like to be clarified for the main body of the move:
>How many hits can they normally take?
>How fast are they?
>How "smart" are they?
>What is Zi doing while summoning them?
>Can Zi use other moves while they're summoned?
>How draining is this move?
Possible problems:
>It's too strong. Being able to mob a low TEC player with potentially 5 times your usual melee output is insane. Perhaps instead have the damage stay low per hit, but just have the target not notice they were hit with a weaker attack.
>I think Zi should take the full damage of attacks that kill his minions.
>Depending on how you go with this, your 'shadows' may be too smart. Bare in mind Zi needs to manually command every single one, so having multiple ones move in different directions would be hard. There needs to be an additional drawback. But too many drawbacks would naturally reveal the real Zi. Perhaps reduce Zi's strength to that of the minions?
Command: Attack:
>You need some information about how well they attack. Is it a blind rush? Or as skilful as Zi?
Command: At Ease:
>This is fine, but I think it should probably have a slight passive drain on his mind.
Command: Shuffle:
>Trying to coordinate that many things at once would be hard for Zi. I have a potential idea here: what if Zi had a preset routine? Like when people choreograph a dance. Essentially, the movements are already planned. A consequence of this would probably be the TEC requirement of keeping track of Zi lowering by 1 after each successive use.
>How long does shuffle last?
>How tiring is it?
Command: Work:
>As I said above, this would add 300 OM to the cost as it's allowing you to manipulate stuff at range, like a watered down telekinesis.
>How much can they lift?
>Give some examples of things they can and can't do. Can they make you a cup of tea? Can they dig a hole? Can they lift a really big rock? Can they open a combination lock (with the code)? Can they brute force a combination lock (by trying every option)? Can they talk? Can they build a house? You don't need to answer everything here, but some specifc examples of what they can and can't do would be nice.
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Tier 1 Super (utility?) Move Siphon Grenade (Prof: Ranged, AOE, Debuff, Buff, Regeneration) - 600 om
Another grenade shaped object, except it looks like an red orb of pulsing argent energy wrapped around with thorny vines made of metal. Once the weapon has been primed and thrown away from, a two second a red and evil looking dome of light radiates with a indiscriminate radius of 4 feet from it's spot, which bends around cover (but does not go through it). Like other grenades, it's only goes as fast and as far as DG throws it while loosing accuracy if he has to Hail Mary it. He can be shot out of the air and detonates prematurely if struck.
The area lasts for 2 seconds, those caught in it briefly have a small amount of their health drained from them and feel physically slow and weak for a second, while left in horror as their omnilium is pulled from their body and they see the Doom Marine get stronger as he regains his own health. Those who are stuck in the attack for the full duration, however, are severely weakened, feeling encumbered even in their own equipment for 3 seconds, along with the aforementioned regeneration for the marine.
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Doomguy the drawback should be that he can't shoot it to blow it up early, it just has a timer that is the same every time he throws it. That creates a significant enough drawback, IMHO, to get the move through. Also, it's a definitely a Super Attack
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08-03-2017, 03:54 PM
(This post was last modified: 08-03-2017, 04:05 PM by Ebonywood Hellscythe.)
@Doomguy:
So, essentially, you're applying a short term debuff, doing damage, and healing.
Since 1SP equates to 3 SP of health restored, so since you're doing other stuff, I reckon you wouldn't heal as much health as usual. Probably 1 to 2 hp.
Also, you need to note that the move can be blocked by T1 Super Defence moves (or higher).
Lastly, can Doomguy go about shooting people while he's regenerating health (not as part of this move)? I'd assume yes, but it's always a good idea to clarify.
If I were you, I'd just post it in move approval. There's not a lot I can really say. It's definitely possible, I think, but it's something that'd probably be better for the mods to look at. A quick search of the site hasn't yielded any similar moves to yours. This move should probably be fine. Considering it's a super move it'll probably be passed (maybe with some minor tweaks or additions first).
@Luci: Supermoves typically don't need drawbacks. It's more "I do damage" or "I do buffs" or "I stop damage". Shooting it to detonate it early should easily be fine as a feature. Especially considering people can't "dodge" super moves (unless the dodge is a super defense). Also, this was mostly rejected from the move approval thread originally because the original move wasn't super.
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