Posts: 59
Threads: 2
Joined: Feb 2016
Reputation:
0
rapidfire lets go
300 OM: Submachine Gun (Requires Ranged Proficiency)
Apparently it’s an IMI Uzi. It fires 10-12 rounds per second straight forward, and getting shot by it… Feels like getting shot, really- what did you expect? Launch is pretty lax about her aim, though, so it’s rare most of those bullets will hit. Or not hit allies. It weighs about 8 lbs and it’s about two feet long, so not the most concealable thing- she tends to carry it in a duffel bag. Unfortunately the magazine only has room for like, 30 bullets, so she has to take some time to reload before firing again around every 2-3 seconds. The kickback is significant, but she’s learned to take it over the years. It’s also not very quick to get ready, as it takes three or four seconds to put into working order or reload. She’s also pretty much locked to one place when firing besides turning slightly, though she’d be able to move while she reloads. Since it's pretty big, it requires both her hands, so unfortunately she can't fire it and anything else at once. It has an effective range of like, 70 meters.
300 OM: Sawn-off Shotgun (Requires Ranged Proficiency, Area Attack Proficiency)
What can one say? It’s a single-barreled pump-action shotgun with a majority of said barrel cut off. While it makes the thing way less accurate, when has Launch ever cared about not shooting her allies? Never, that’s when. Since the kickback is lessened from a full-size shotgun, this is often used one-handed when fleeing on some sort of vehicle or while in motion. She could also presumably use her other hand on something else, but doing either of these things causes her aim to suffer greatly. The spread of shot is conical, roughly a 15 meter cone. The actual shot distribution is highly random within that cone, and hell no, she cannot affect who or what it hits. The ammunition is pellets, so much smaller and less effective individually than her submachine gun, but the spread shot is useful. She can fire this four times before needing to spend five or six seconds to reload. She also needs this time to load it before using it for the first time in a fight. It weighs about five pounds unloaded and it’s about a foot and a half long.
300 OM: Grenades (Requires Ranged Proficiency, Area Attack Proficiency)
You pull the pin and they explode. Launch is a pretty athletic lady, so she can toss these about 20 meters, but not without some effort. It knocks the wind out of her to throw that far and she’s far less accurate (not that she’s ever accurate), so she’d prefer they stay a little bit closer to her, within the 10 meter mark. The explosion itself is honestly not as impressive as one would think- only about a meter and a half in diameter proper, though the shrapnel may catch people within about 5 meters off guard. She can probably drop or throw these while moving, but it’s risky and may catch her in the blast- and less accurate than standing still. She’ll only bother with throwing one at a time, as she has a supposedly limited supply. While the explosion itself isn’t very damaging, the shrapnel is- it’s a bit higher in damage per hit taken than pellets from her shotgun, but less than the expected couple hits from her full on machine gun. Individually the grenades are pretty heavy, about 3-4 pounds despite their fairly small size.
Yuuka Kazami Wrote:Do you think Yuuka *aims* the Master Spark? No. She decides which half of the world she wants to fuck.
Posts: 49
Threads: 4
Joined: Jun 2017
08-03-2017, 04:35 PM
(This post was last modified: 08-03-2017, 04:38 PM by Ebonywood Hellscythe.)
@Yuuka: I lied. I can't sleep with the suspense of leaving moves here. Obviously some of this is a suggestion, your moves are often good from the start but I wanted to provide some thoughts and feedback regardless. And since you mentioned this is for SS I guess having unlimited ammo for most of these would be recommended given the situation.
In general though, restrictions are laxer for NPC moves. As long as the baseline is there, it's not broken, and it's not ambiguous, you'll be good in most cases.
Submachine Gun:
>All good, you've got range, fire rate, reload time.
>If I was being pedantic, I'd ask for the speed of the bullets.
>You may wish to consider limited ammo (which would give the move a power boost). On that note, where does she get the ammo for reloading from? Unless she makes more on the spot, surely she'd run out?
>I'm not sure if a rapid fire gun can have bullets at full strength (even with 5 ATK). You can try leaving it for now, but I think it's likely the damage will need to decrease unless the ammo is very limited. You can still get a high damage output, just that each individual bullet won't be as strong (but lots will hurt a lot still).
>If you're asked for a drawback at any point, having limited ammo and/or having the recoil make her arms ache are good options.
Shotgun:
>How often can she fire?
>Can she move while reloading?
>You may wish to consider limited ammo.
Grenades:
>You may wish to note people closer to the grenade get hurt more.
>Since it takes effort to do the throw, I assume it takes some time (pull the arm back then swing or whatever). How long? 1 second? 2 seconds? Does she have to stand still or do a run up?
Posts: 114
Threads: 10
Joined: Dec 2014
Reputation:
0
When I said it could be detonated prematurely, it was meant by other people, not necessarily by doomguy (although as a super move, that would just represented by someone else using a super move to counter). BUt thank you for the advise, you two
Posts: 76
Threads: 14
Joined: Mar 2017
Reputation:
0
@Ebonywood
Option A Response:
I'm waiting for the final draft of Forces and its release before making any final decisions, considering I don't know if all the current information is both final and complete in detail and regulations.
Option B Response:
This is a possibility, but I'd keep it as just one to start with. However, I was more considering using this with the current set up to make one or multiple of the Shadows briefly self-aware and capable of fighting individually of the Move itself. This would come later, perhaps as a more "Story developed" type ordeal, or at the very least when Zi realizes his dumb side kicks are too dumb in some situations (particularly against high TEC opponents.
Option C Response:
Well yes and no... Super Move intigration is a big thing, especially after relevant powers are achieved. Using the Shadows as additional costs, I already have ideas for super attacks, defenses and utilities. These will probably have their own thread in this topic when I get ready to work on them in greater detail.
Moving on to the breakdown . . . . .
I like the idea of having an advantage if you've seen the casting. Maybe those who witnessed the casting only require a study of 1 second per TEC lower than Zi's (halving the time required to realize it as false.)
I also have Suppression, so we'll tack that into the Required list.
Here be Math
[spoiler]
I don't think that math is quite right, considering each new clone is its number in sequence times ten. So the fifth would require fifty seconds. Your equation 5n^2 + 5n has the fifth in sequence taking 650 seconds to cast, which is almost eleven minutes. That's enough time to create an entirely sentient secondary. I agree it would probably be quadratic over exponential though.
10s is the cost of each Shadow, where s is how many shadows there will be upon casting the spell.
For example, the fifth shadow will simply take 50 seconds to cast, and the third will take 30 seconds.
When casting multiple at the same time, the equation would be a bit more complex, because we have to account for the current Shadows on the field and then begin mid sequence. I just broke it down to simple (30 plus 40 plus 50) and left it at that.
[/spoiler]
On to the clarification . . . . . . . . .
> If they are not revealed to be illusions, they can take roughly as many as anyone with 1 Defense, because they don't actually take damage. After they are revealed, it takes just one to disband them.
> They are not as fast as Zi, running as if they had one point of speed less than Zi.
> They are pretty dumb. Their TEC is essentially 1.
> Zi cannot attack or cast other spells, but he can move at normal speeds. He is incapable of using Super Speed or Burst Movement. He can be Stealthed while casting, but upon completion he becomes visible.
> Zi cannot use other "spell" type moves while casting this spell.
> To create a Shadow mid-fight is quite draining, though he usually has them beforehand.
Patching Problems . . . . . . . . . .
>This is a big problem for low-TEC players, but if the ATK is lowered, then when they are realized as illusions, they would not do any damage at all. It's already easy to see through them for the average skilled fighter.
>Zi could take the full damage to those realized as Illusions, but only a fifth of the killing blow to those not realized as Illusions.
>The Shadows must be realized as illusions for their effective ATK and DEF to drop (ATK to 1/5th, DEF to -- (1HKO)) so an additional downside to power for Zi would make him weaker than the unrealized shadows.
A point on drawbacks, the time to summon just one lost Shadow (to keep to a maximum of five) is fifty seconds. If all are destroyed in a single area-of-effect blast, not only does Zi take damage as if he were hit by the same attack twice (1/5th damage from five unrealized Shadows, and himself) up to six times (if all were realized) so an AoE Super Attack, even at T1, is potentially lethal.
Another aspect is that re-summoning them is very difficult to downright impossible in the heat of battle. Just losing one and resummoning it takes 50 seconds. Trying to re-summon all five takes two and a half minutes of casting no other spell and no super/burst speed. Unless he is stealthed, he will never have this amount of time in a fight.
Command: Attack Response:
Essentially their stats are 1 ATK, 1 DEF, 2 SPD, 1 TEC
Realized stats: 0 ATK, 1HK, 2 SPD, 1 TEC
Command At Ease Response:
They essentially exist individually of him. While "At Ease" they do the absolute minimum to appear "real" such as look around, slight fidgeting, etc. If there is a drain,
Command: Shuffle Response:
> I like the idea of a routine. For each time Shuffle is used, treat the opponent's TEC as one higher for the purposes of revealing Shadows as Illusions. This means that in a drawn out battle (Opponent with high DEF) low TEC opponents have a chance of realizing patterns fairly quickly.
>Shuffle lasts only a single second, the allotment allowed by Burst Movement.
>As tiring as using Burst Movement and Remote control, so it can't be used excessively. It is a purely utility move, so it cannot be used in conjunction with attacks.
Command: Work Response:
>Thought this would be Fodder. No matter, that's fine.
>Objects cannot realize their falsehood, so as much as Zi can.
>If acting individually (not being actively controlled) they can lift a heavy object and move it to where you point, but they cannot stitch a pair of pants effectively, even if you tell them how. IT simply requires too much technique. They can boil water, add tea bags, and bring the glass to a person if given individual orders, but they don't have the capacity to remember an extended sequence at one time.
Usually Zi is actively controlling the workers, much like a foreman of sorts. They can do grunt work and usually cannot be left alone with any sort of mildly complicated task. As a rule of thumb, two steps is the most they can remember and process. Pick up, put down over there.
Posts: 49
Threads: 4
Joined: Jun 2017
08-04-2017, 12:00 AM
(This post was last modified: 08-04-2017, 04:41 AM by Ebonywood Hellscythe.)
@Doomguy: With regards to your move, my only idea if for your making a T2 like that that can be blocked by a T1 (1sp for damage, 1sp for drain). That's all I've got. Sorry. I thought it'd be more possible. You could make a damage + debuff move. Then choose to heal afterwards and use it as rp fodder.
@Zi:
Maths:
The 5n^2 + 5n fits the 10, 30, 60, 100... pattern. Did I miss something?
Individually (doing the shadows one at a time) it's just be a linear pattern of 10, 20, 30, ... (I.e. 10n)
Either way, don't bother quoting forumlas in your move. As long as the times are clear.
Quote:That's enough time to create an entirely sentient secondary
Yes, but you can't use secondaries to benefit your character.
Quote:[spoiler]> If they are not revealed to be illusions, they can take roughly as many as anyone with 1 Defense, because they don't actually take damage. After they are revealed, it takes just one to disband them.
> They are not as fast as Zi, running as if they had one point of speed less than Zi.
> They are pretty dumb. Their TEC is essentially 1.
> Zi cannot attack or cast other spells, but he can move at normal speeds. He is incapable of using Super Speed or Burst Movement. He can be Stealthed while casting, but upon completion he becomes visible.
> Zi cannot use other "spell" type moves while casting this spell.
> To create a Shadow mid-fight is quite draining, though he usually has them beforehand.[/spoiler]
In order:
>Don't define creations with defense. More the damage they can take. A couple of medium hits? A large hit?
>You could have them as fast as Zi. That's not a problem. People control faster things than themselves with ranged control sometimes.
>No. Their TEC should be 0. They possess no skill. You can tell them to attack and they'll swing their whip, but that's it. A novice fighter would outskill them. The only way they could beat a noob fighter in skill is if Zi was manual telling them every minor movement they needed to make.
>Alright, a fair drawback. Can he restealth though?
>Good.
>If he has them beforehand then wait for forces. Having them with him at every point defeats half the drawbacks. In fact, I'd argue they'd probably have a limited summon time.
Quote:[spoiler]>This is a big problem for low-TEC players, but if the ATK is lowered, then when they are realized as illusions, they would not do any damage at all. It's already easy to see through them for the average skilled fighter.
>Zi could take the full damage to those realized as Illusions, but only a fifth of the killing blow to those not realized as Illusions.
>The Shadows must be realized as illusions for their effective ATK and DEF to drop (ATK to 1/5th, DEF to -- (1HKO)) so an additional downside to power for Zi would make him weaker than the unrealized shadows.[/spoiler]
>Realistically, it'd be easier for most mid TEC+ people to see though it if they don't move exactly like Zi.
>Keep that for now, but does that damage use his defense of the "DEF" the constructs would have.
>Sure.
Quote:Command: Attack Response:
Essentially their stats are 1 ATK, 1 DEF, 2 SPD, 1 TEC
Realized stats: 0 ATK, 1HK, 2 SPD, 1 TEC
I know what you mean, but don't use stays as a basis here. Use descriptions. And use the zombie move I listed early to help if needed.
Quote:They essentially exist individually of him.
>They can't . He has to tell them to turn left or right to keep following him. They're like footballs that keep rolling. He has to kick them for ever change.
>Essentially, he has to tell them to fidget. You may get away without that if "programs" them with a preset pattern to fidget and look around (like an addition to their walking animation).
Shuffle is good. Heck, if you did get soldiers or whatever for forces, I reckon your squad could replicate it.
Work is fine now, probably. We'll see. Try rewriting out a full move.
Posts: 46
Threads: 6
Joined: May 2017
Reputation:
0
08-04-2017, 01:57 PM
(This post was last modified: 08-04-2017, 01:58 PM by Professor Sunshine.)
(Made two moves that I want to work on here)
Black Smoke (600 OM, requires Ranged Proficiency, Area Attack)
Syn Shenron, in his Omega Shenron form, channels energy into the cracked Dragon Balls on his chest, before unleashing a dark smoke from them, reminiscent to the smoke from Black Smoke Shenron. The size of the smoke cloud can be varied depending on how long Omega Shenro charges the attack, with the lowest charge taking around 3 seconds and reaching a 15 foot cone in front of Omega Shenron, and the biggest version taking a long 15 seconds to fully charge, with reaching a 50 foot cone in front of Omega Shenron. As any opponents stay in the smoke's radius regardless of the version used, they will end up slowly taking damage as the negative energies from the smoke slowly corrodes the opponent's skin. No matter the version, the Black Smoke will always travel at 50MPH and will dissipate once it reaches it's maximum radius, and the attack will only last 8 seconds.
Using this move uses a varying amount of stamina depending on the version, and while using the minimum version only drains a bit of stamina from Omega Shenron, using the fully charged version takes a huge chunk from Omega Shenron's stamina, and as such he can only use the Black Smoke 3 times a day. In addition, Black Smoke can only be used by Syn whenever he is in one of his Omega Shenron forms, so Syn cannot use this move in his main form. The Black Smoke also can be dispelled by heavy winds, and will be blown away if such a move is used. Lastly, While Omega Shenron can move while charging the technique, the Shadow Dragon has to stay still in order to fire the technique, as Omega Shenron needs focus to keep the smoke coming out.
Omega Burst Flash (T1 Super Move, Requires Ranged Proficiency)
Syn Shenron draws his hands back and draws huge amounts of black Ki into both hands, before thrusting his arms forward and launching a powerful black beam at the opponent. Charging this technique takes up to 6 seconds, and upon finishing to charge this technique, Syn fires a one foot wide beam of black ki, that can go up to 100 meters and travels 100MPH at the opponent before losing any power, and upon hitting the opponent can cause a devastating result. Syn Shenron has to be standing still, though not necessarily on the ground in order to charge this technique.
Posts: 49
Threads: 4
Joined: Jun 2017
08-04-2017, 02:15 PM
(This post was last modified: 08-04-2017, 02:15 PM by Ebonywood Hellscythe.)
@Syn:
Black Smoke:
Quote:and the attack will only last 8 seconds.
Is that how long he breathes the smoke out for, or how long the smoke lasts as a maximum?
Quote:using the fully charged version takes a huge chunk from Omega Shenron's stamina, and as such he can only use the Black Smoke 3 times a day.
Only use the super charged version that many times or in general?
Omega Burst Flash:
Quote:Charging this technique takes up to 6 seconds.
Up to?
Quote:that can go up to 100 meters and travels 100MPH at the opponent before losing any power
So does this still work at a weaker strength outside this range? If that was your intention, I'd remove it and cap the range at 100m regardless.
Posts: 46
Threads: 6
Joined: May 2017
Reputation:
0
08-04-2017, 02:22 PM
(This post was last modified: 08-04-2017, 02:26 PM by Professor Sunshine.)
(08-04-2017, 02:15 PM)Ebonywood Hellscythe Wrote: @Syn:
Black Smoke:
Quote:and the attack will only last 8 seconds.
Is that how long he breathes the smoke out for, or how long the smoke lasts as a maximum?
Quote:using the fully charged version takes a huge chunk from Omega Shenron's stamina, and as such he can only use the Black Smoke 3 times a day.
Only use the super charged version that many times or in general?
Omega Burst Flash:
Quote:Charging this technique takes up to 6 seconds.
Up to?
Quote:that can go up to 100 meters and travels 100MPH at the opponent before losing any power
So does this still work at a weaker strength outside this range? If that was your intention, I'd remove it and cap the range at 100m regardless.
Black Smoke (600 OM, requires Ranged Proficiency, Area Attack)
Syn Shenron, in his Omega Shenron form, channels energy into the cracked Dragon Balls on his chest, before unleashing a dark smoke from the cracks, reminiscent to the smoke from Black Smoke Shenron. The size of the smoke cloud can be varied depending on how long Omega Shenro charges the attack, with the lowest charge taking around 3 seconds and reaching a 15 foot cone in front of Omega Shenron, and the biggest version taking a long 15 seconds to fully charge, with reaching a 50 foot cone in front of Omega Shenron. As any opponents stay in the smoke's radius regardless of the version used, they will end up slowly taking damage as the negative energies from the smoke slowly corrodes the opponent's skin. No matter the version, the Black Smoke will always travel at 50MPH and will dissipate once it reaches it's maximum radius, and the attack will only last 8 seconds before all of the smoke dissipates.
Using this move uses a varying amount of stamina depending on the version, and while using the minimum version only drains a bit of stamina from Omega Shenron, using the fully charged version takes a huge chunk from Omega Shenron's stamina, and as such he can only use the full powered version of the Black Smoke 3 times a day. In addition, Black Smoke can only be used by Syn whenever he is in one of his Omega Shenron forms, so Syn cannot use this move in his main form. The Black Smoke also can be dispelled by heavy winds, and will be blown away if such a move is used. Lastly, While Omega Shenron can move while charging the technique, the Shadow Dragon has to stay still in order to fire the technique, as Omega Shenron needs focus to keep the smoke coming out.
Omega Burst Flash (T1 Super Move, Requires Ranged Proficiency)
Syn Shenron draws his hands back and draws huge amounts of black Ki into both hands, before thrusting his arms forward and launching a powerful black beam at the opponent. Charging this technique takes 6 seconds, and upon finishing to charge this technique, Syn fires a one foot wide beam of black ki, that can go up to 100 meters and travels 100MPH at the opponent before dissipating, and upon hitting the opponent can cause a devastating result. Syn Shenron has to be standing still, though not necessarily on the ground in order to charge this technique.
(Also, the smoke from Black Smoke comes out of the cracks on the cracked Dragon Balls, not his mouth)
Posts: 49
Threads: 4
Joined: Jun 2017
Omega Burst Flash is good.
Black Smoke:
Quote:No matter the version, the Black Smoke will always travel at 50MPH and will dissipate once it reaches it's maximum radius, and the attack will only last 8 seconds before all of the smoke dissipates.
Are you sure you don't mean how long he's breathing smoke? Since:
A) You haven't specified how long he breathes smoke for.
B) There's already a condition for when the smoke dissipates (after it's travelled the 15ft/50ft distance at 50 MPH, so about 0.2 seconds or 0.7 seconds after being breathed out depending on the version).
Also, since the smoke spreads out, it would realistically be stronger the closer the target is to Syn (so at the edge of the range it does limited damage).
Lastly, since the smoke is black, does it obstruct visibility? Or can people see through it well enough?
Posts: 46
Threads: 6
Joined: May 2017
Reputation:
0
(08-04-2017, 02:32 PM)Ebonywood Hellscythe Wrote: Omega Burst Flash is good.
Black Smoke:
Quote:No matter the version, the Black Smoke will always travel at 50MPH and will dissipate once it reaches it's maximum radius, and the attack will only last 8 seconds before all of the smoke dissipates.
Are you sure you don't mean how long he's breathing smoke? Since:
A) You haven't specified how long he breathes smoke for.
B) There's already a condition for when the smoke dissipates (after it's travelled the 15ft/50ft distance at 50 MPH, so about 0.2 seconds or 0.7 seconds after being breathed out depending on the version).
Also, since the smoke spreads out, it would realistically be stronger the closer the target is to Syn (so at the edge of the range it does limited damage).
Lastly, since the smoke is black, does it obstruct visibility? Or can people see through it well enough?
Black Smoke (600 OM, requires Ranged Proficiency, Area Attack)
Syn Shenron, in his Omega Shenron form, channels energy into the cracked Dragon Balls on his chest, before unleashing a dark smoke from them, reminiscent to the smoke from Black Smoke Shenron. The size of the smoke cloud can be varied depending on how long Omega Shenro charges the attack, with the lowest charge taking around 3 seconds and reaching a 15 foot cone in front of Omega Shenron, and the biggest version taking a long 15 seconds to fully charge, with reaching a 50 foot cone in front of Omega Shenron. As any opponents stay in the smoke's radius regardless of the version used, they will end up slowly taking damage as the negative energies from the smoke slowly corrodes the opponent's skin, with the smoke corroding and hurting the opponent faster the closer they are to Omega Shenron. No matter the version, the Black Smoke will always travel at 50MPH and will dissipate once it reaches it's maximum radius, and the attack will only last 8 seconds before the cracked Dragon Balls stop spewing smoke and all of the smoke dissipates.
Using this move uses a varying amount of stamina depending on the version, and while using the minimum version only drains a bit of stamina from Omega Shenron, using the fully charged version takes a huge chunk from Omega Shenron's stamina, and as such he can only use the Black Smoke 3 times a day. In addition, Black Smoke can only be used by Syn whenever he is in one of his Omega Shenron forms, so Syn cannot use this move in his main form. The Black Smoke also can be dispelled by heavy winds, and will be blown away if such a move is used. Lastly, While Omega Shenron can move while charging the technique, the Shadow Dragon has to stay still in order to fire the technique, as Omega Shenron needs focus to keep the smoke coming out.
Posts: 49
Threads: 4
Joined: Jun 2017
08-04-2017, 02:42 PM
(This post was last modified: 08-04-2017, 02:43 PM by Ebonywood Hellscythe.)
That's great. Just make it a tad clearer that it's a move for a specific transformation when you post it in move approval. Like append "can only be used in transformation X" at the bottom.
Posts: 46
Threads: 6
Joined: May 2017
Reputation:
0
(08-04-2017, 02:42 PM)Ebonywood Hellscythe Wrote: That's great. Just make it a tad clearer that it's a transformation move when you post it in move approval. Like append "can only be used in transformation X" at the bottom.
I will, but it can be used by all of Shenron's Omega Transformations, and not just the Omega Shenron Form that I plan to get for my T2 Transformation.
Posts: 76
Threads: 14
Joined: Mar 2017
Reputation:
0
08-05-2017, 06:09 AM
(This post was last modified: 08-05-2017, 06:14 AM by Alex Mercer.)
Shadow Conjuration: [1200]
Requires: Remote Control, Homing, Super Speed, Burst Movement, Area Defense
Zi can manifest a minor illusion that is 20% real. Casting the spell takes five seconds of concentration, which can be interrupted by any form of moderate jostling or minor damage. Upon completion of the spell, an illusion appears. This “Shadow” is a copy of Zi that fools every sense, even stepping from the same position Zi occupies to further the illusion that either could be the real version. Zi may summon more than one at a time by compiling the spell's Cast time. Upon completion of the spell, he is immediately unstealthed if he was stealthed during casting.
These Shadows will disperse into a black tar-like smoke upon particularly powerful attacks. Enemies with an Attack 2 points higher than Zi’s Defense will be able to disperse the Shadows with average attacks. While summoning them can be draining, sustaining the Shadows is effortless. Commanding them is slightly taxing on the mind.
When a Shadow is destroyed, Zi takes 1/5th the damage of the killing blow. The shadows cannot move beyond 80 meters from Zi. If they are forced beyond this range, they will resort to At Ease for thirty seconds, before dissipating.
While active, an onlooker may take five seconds to examine a single shadow to determine if it is fake or not. The Shadow must remain in sight, and it cannot be during a Scramble. The Shadow can be attacking or Fleeing. See Defending for special circumstances. Opponents with double Zi’s TEC instantly see through his Suppression, seeing the illusions as black humanoid shapes with glowing yellow eyes and no facial features.
Command: Attack [300]
Requires: Homing, Remote Control, Ranged
The Shadows are very weak, with an “effective” Attack half that of Zi’s and a Tec of 0. Their clumsy attacks are only particularly dangerous if a single enemy is swamped by a large number of Shadows. Targets with a Defense two points greater than Zi’s actual Attack take no physical damage, but may still believe they are being struck (being knocked around, feeling slight stinging/aching, etc) Foes with double Zi’s Tec both physical damage and the illusionary damage.
After three attacks, the Shadow must move away to “Recharge” for three seconds. At this time, if it sustains even moderate damage, it dissipates.
Command: Scramble [300]
Requires: Burst Movement, Super Speed, Remote Control
If Zi is discovered, the Shadows and Zi will burst into a single second long flurry of motion. In this flurry, the foe loses track of which copy is the real Zi. Targets with Technique two points higher than Zi instantly may see through the ruse.
If a single target witnesses the Scramble multiple times (in the same fight) they might notice patterns of movement. The required Tec to see through the ruse is lowered by 1 for each consecutive time Scramble is used.
Command: Defend [300]
Requires: Remote Control, Area Shield, Homing
While this command is active, the Shadows will stay close to the original. They will attack those who come too close, but will not pursue a target. They seek to defend Zi, even leaping in the way of projectiles, sacrificing themselves to protect their creator.
The Defend Command makes it more obvious which is the real Zi, lowering the required TEC to see through the illusion. While Defending, a target may realize which is being protected if their TEC is one point lower than Zi’s, simply by observing for a couple of seconds, or attacking twice with intent to observe the group reaction.
Attacks during the Defend Command do not deal physical damage and consists mainly of repelling targets with simple pushing. This is at half Zi’s ATK. Multiple Shadows may push the same target. A target with ATK matching the combined effort of the Shadows is not forced back. At double the combined effort, they may push the crowd of Shadows without much effort.
Command: Flee [300]
Requires: Remote Control, Super Speed, Burst Movement, Ranged
A single target is chosen, whether a point or general location, and all the Shadows then run away from that target at top speed. They will move in a straight(ish) line, deviating only slightly to avoid obstacles. They interact with the environment as if they were real; breaking tree branches, leaving foot prints, creating ripples in water, etc.
They may not attack at all during this Command. If they are struck with even moderate damage, they are struck just twice with moderate damage they will dissipate on the spot.
Command: At Ease [---]
Requires: Remote Control
This is the default Command. If for some reason another command cannot be completed, Shadows will resort to this state.
While “At Ease,” Shadows simply stand. They are not intelligent enough to genuinely interact with people, but they will track things with their eyes, fidget slightly and appear to breathe to keep the ruse that they are living beings.
The further away from Zi the Shadow is, the less natural it appears and the easier it becomes to identify. Treat Zi’s Tec as one point lower for every twenty meters it is away from Zi. This is seen as “jerky” motions similar to “lag” or “clipping.” This does not occur under an active command, like Flee.
Posts: 49
Threads: 4
Joined: Jun 2017
@Zi: Alright, looks better. I've just got some things to note here:
>Multiple illusions increase the OM cost by 300 since it's variable.
>What are the drawbacks of having multiple illusions? Move fatigue? Harder to control?
Quote:Enemies with an Attack 2 points higher than Zi’s Defense will be able to disperse the Shadows with average attacks.
Don't bother with numbers. You can literally just say "medium damage" or "high damage" or "a few medium attacks". Don't overcomplicate it. The Omniverse is meant to have as few numbers as possible.
Quote:Opponents with double Zi’s TEC instantly see through his Suppression, seeing the illusions as black humanoid shapes with glowing yellow eyes and no facial features.
10 TEC is a bit high, perhaps just a TEC higher than Zi's. And say the detection works like it would with detecting him through suppression normally. Maybe just as a steady reduction of the usual time it takes to examine the shadows.
>Please explicitly state that the shadows move at Zi's speed.
Attack:
>How much focus does Zi have to put into them? You used homing, so perhaps clearly state the impact of it (i.e. him not needed as much or any manual control).
Quote:Foes with double Zi’s Tec both physical damage and the illusionary damage.
Doesn't make sense. Also, again, more TEC than Zi. Maybe have the bonus the opponent has gradually increase as their TEC increases. Or have it as a flat thing for people with high TECs.
Scramble:
>Super speed isn't needed as it's 1 second long.
>Why is it Zi's TEC +2?
>Reasonably, this should change based on the number of shadows. And more shadows should make this more tiring.
Defend:
>This would work. I can't see any problems with the concept. Although, how would Zi know to send a shadow to block an attack coming from behind him? He might have to see all the attacks, or have foresight, or have enhanced senses.
Flee:
Quote:If they are struck with even moderate damage, they are struck just twice with moderate damage they will dissipate on the spot.
Revise this statement.
At Ease:
>This is probably fine. It definitely can work as fodder.
Posts: 95
Threads: 10
Joined: Jun 2017
Reputation:
0
Alternate Form: Drunken Fist [2000]
Takezo is a lightweight when it comes to alcohol. It takes very little to drastically effect him. Luckily, he is a hearty fellow, and knows not to overdo it, so he saves himself from sickness... at least for a while.
During this inhebriated state, he will not use his Katana (or any other blade on his person,) as drawing a sword of war whilst drunk is considered highly dishonorable to a swordsman of any background. As such, any Move relating his swords cannot be employed while in this Form.
Because Takezo is drunk, he cannot run as fast as his sober self, but the alcohol in his blood helps him ignore pain. The drunken movements make him less predictable, which combined with his already astute skill in battle makes him an even greater threat.
Sadly, his personality shifts away from his heavily offensive method of combat to a more defensive and disorienting strategy. Some might know this style as Drunken Fist.
ATK 1
DEF 4
SPD 1
TEC 6
T1 Power Up:
Drunken Fist: Drink like a Demon [xxx]
Note: This is the same as his current T1 Power Up, with matching stats. It simply has a different name and fodder for this form.
When Takezo drinks beyond his usual limits, his balance becomes atrotious, with every step an act of catching himself by taking another, faster step. His strikes become heavier, lacking the control to properly measure his strength. It is exceedingly awkward to try and fight the drunken Takezo, who still absorbs damage like a meat shield, if one can even land a blow on this weaving and wobbling drunkard.
ATK 1 (2)
DEF 0 (4)
SPD 2 (3)
TEC 2 (8)
Drunken Fist: Wine Gourd [300]
Requires: Ranged, Debuff
This is Takezo's choice of weapon (other than his own body.) He uses the Wine Gourd to strike distant foes, before yanking it back with the cord tied around his left wrist.
The gourd initially dangles from his waist and can be brought to his lips for a quick drink without detaching its cord. However, to unwind the cord to use as a weapon (usually when drunk) it takes five seconds of concentration to untie the knot.
The cord of the wine gourd is five foot long, but when the gourd is thrown the cord can reach up to thirty feet. How does this happen? Drunk logic and Omniphysics.
The gourd deals very low damage, being light and thrown with only small force (so he does not outright shatter it.) However, it can be thrown, then quickly yanked back to throw it again.
Drunken Fist: Hangover Strike [300]
Requires: Physical, debuff
The thing about fighting a drunkard is that you never know what to expect. While Takezo is drunk, he expects quite a few more strikes to land, thanks to his imbalance and his slowed pace. Even if this is not the case, he is prepared to react in such an occasion.
When struck by a melee attacker, Takezo attempts to strike at them at the exact same time with a weak surprise jab or kick. The damage from the blow is weak, but the surprise itself leaves an opponent disoriented for around five second, during which time their speed is slightly reduced.
T1 Super Attack: Drunken Fist: Dragon Breath [600]
Requires: Ranged, Debuff
By this point there is just so much ethanol in Takezo's system, that his very breath is flammable. Takezo keeps a pack of matches on his person for when he must make use of this hidden potential.
He takes a deep breath, filling his lungs with a combination of oxygen and ethanol while lighting the match against the rough exterior of his wine gourd. This process takes about three seconds. He then exhales, unleashing a line of flame up to ten feet for five seconds. The maximum diameter of the attack is less than a foot, but he may turn during this spewing of burning ethanol to direct it against multiple targets.
Victims that are in the relatively short range are swathed in the horrid drunken breath, and as if that weren't enough, the ethanol-infused flames spreads, catching them ablaze for three additional seconds even after Takezo's lungs have emptied.
After the attack, Takezo is left winded and must stop to catch his breath for five seconds.
T1 Super Defense: Drunken Fist: Distraction! [600]
Drunk Logic strikes again. When an opponent goes in for the kill, readying their most powerful move, the drunken Takezo, in a lapse of better judgement, notices something interesting! Better check that out.
At the last moment, the drunken swordman stumbles out of the way to pick up a coin, or chase a weird but pretty butterfly. Come back butterfly!
Posts: 76
Threads: 14
Joined: Mar 2017
Reputation:
0
(08-05-2017, 07:32 AM)Ebonywood Hellscythe Wrote: @Zi: Alright, looks better. I've just got some things to note here:
>Multiple illusions increase the OM cost by 300 since it's variable.
>What are the drawbacks of having multiple illusions? Move fatigue? Harder to control? Fatigue from the spell casting, but afterwards they are more like "programmed" so he only uses Remote Control to change the active Command.
Quote:Quote:Enemies with an Attack 2 points higher than Zi’s Defense will be able to disperse the Shadows with average attacks.
Don't bother with numbers. You can literally just say "medium damage" or "high damage" or "a few medium attacks". Don't overcomplicate it. The Omniverse is meant to have as few numbers as possible.
Noted Quote:Quote:Opponents with double Zi’s TEC instantly see through his Suppression, seeing the illusions as black humanoid shapes with glowing yellow eyes and no facial features.
10 TEC is a bit high, perhaps just a TEC higher than Zi's. And say the detection works like it would with detecting him through suppression normally. Maybe just as a steady reduction of the usual time it takes to examine the shadows.
>Please explicitly state that the shadows move at Zi's speed.
I think during our chat conversation you mentioned double Zi's TEC, probably before looking. XD
Quote:Attack:
>How much focus does Zi have to put into them? You used homing, so perhaps clearly state the impact of it (i.e. him not needed as much or any manual control).
Quote:Foes with double Zi’s Tec both physical damage and the illusionary damage.
Doesn't make sense. Also, again, more TEC than Zi. Maybe have the bonus the opponent has gradually increase as their TEC increases. Or have it as a flat thing for people with high TECs.
Scramble:
>Super speed isn't needed as it's 1 second long.
>Why is it Zi's TEC +2?
>Reasonably, this should change based on the number of shadows. And more shadows should make this more tiring.
Defend:
>This would work. I can't see any problems with the concept. Although, how would Zi know to send a shadow to block an attack coming from behind him? He might have to see all the attacks, or have foresight, or have enhanced senses.
The shadows keep anything from coming close to Zi on their own. Add Homing to the Required list. They still respond to the environment (very limited as it may be.) Quote:Flee:
Quote:If they are struck once with even moderate damage they will dissipate on the spot.
Revise this statement.
At Ease:
>This is probably fine. It definitely can work as fodder.
[img=0x0]http://omniverse-rpg.com/attachment.php?aid=39[/img]
Posts: 49
Threads: 4
Joined: Jun 2017
@Shin:
Transformations are good.
Hangover strike likely needs a drawback because of the debuff.
Your super attack doesn't need a drawback. It's a super move. Although if you want it for rp purposes go ahead (it just won't have an impact, most likely). You also need to state that a T1 defense or higher will block it.
The super defense is good, but how would it work for AoE? Just somehow wander outside the entire blast range? Also, you need to state that it only blocks T1 attacks or lower.
Posts: 95
Threads: 10
Joined: Jun 2017
Reputation:
0
Drunken Fist: Hangover Strike [300]
Requires: Physical, debuff
The thing about fighting a drunkard is that you never know what to expect. While Takezo is drunk, he expects quite a few more strikes to land, thanks to his imbalance and his slowed pace. Even if this is not the case, he is prepared to react in such an occasion.
When struck by a melee attacker, Takezo attempts to strike at them at the exact same time with a weak surprise jab or kick. The damage from the blow is weak, but the surprise itself leaves an opponent disoriented for around three second, during which time their speed is slightly reduced.
The downside to Hangover Strike is that Takezo moves into the opponent's attack, slightly increasing the damage taken.
T1 Super Attack: Drunken Fist: Dragon Breath [600]
Requires: Ranged, Debuff
By this point there is just so much ethanol in Takezo's system, that his very breath is flammable. Takezo keeps a pack of matches on his person for when he must make use of this hidden potential.
He takes a deep breath, filling his lungs with a combination of oxygen and ethanol while lighting the match against the rough exterior of his wine gourd. This process takes about three seconds. He then exhales, unleashing a line of flame up to ten feet for five seconds. The maximum diameter of the attack is less than a foot, but he may turn during this spewing of burning ethanol to direct it against multiple targets.
Victims that are in the relatively short range are swathed in the horrid drunken breath, and as if that weren't enough, the ethanol-infused flames spreads, catching them ablaze for three additional seconds even after Takezo's lungs have emptied.
Dragon's Breath can be blocked or evaded by T1 Super Defense moves.
T1 Super Defense: Drunken Fist: Distraction! [600]
Drunk Logic strikes again. When an opponent goes in for the kill, readying their most powerful move, the drunken Takezo, in a lapse of better judgement, notices something interesting! Better check that out.
At the last moment, the drunken swordman stumbles out of the way to pick up a coin, or chase a weird but pretty butterfly. Come back butterfly!
One might question how he wondered so far, so fast... Don't, he's drunk and trying to understand this sober just isn't going to happen.
[/quote]
Posts: 49
Threads: 4
Joined: Jun 2017
Quote:I think during our chat conversation you mentioned double Zi's TEC, probably before looking. XD
I described something similar to how suppression normally works. So double TEC instantly see through it. But people with more TEC can still see through it with focus (6 TEC dudes would have to focus a bit, 9 TEC dudes would have to focus very little). I primarily intended that you would change the time required to find a shadow as fake depending on TEC to suit this.
Posts: 49
Threads: 4
Joined: Jun 2017
08-06-2017, 04:20 AM
(This post was last modified: 08-06-2017, 04:21 AM by Ebonywood Hellscythe.)
@Shin:
Awesome sauce. Just add a note at the bottom of the super defense that "higher tier attacks may still damage him" when you send it off for approval.
|