10-23-2017, 12:06 PM
Does it look better now?
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Move Creation Workshop
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10-23-2017, 12:06 PM
Does it look better now?
10-23-2017, 12:09 PM
Fix up the formatting and add area attack to the bit at the top, then, sure. I think it's good to go.
10-24-2017, 05:15 PM
Cause Marisa is soon to be approved I decided why don't I start working on some moves for her:
Thief (600) (requires burst movement, debuff, physical strength, mimic) Marisa is a burglar so it is natural she would be able to steal things easily. The length of the stealing is ten seconds (with a large amount of concentration and energy used) and she can only take a single item from one person. Once stolen (meaning they can't use any moves linked with said item and depending on the choice the length is 5 or 10 minutes) she has a choice use said item (and said moves that would be used with it if she has the items, proficiencies, and powers for it.) the max uses are 1/5th the number of the total number of uses if there is a number (with the lowest number of uses being 1). Once the uses have been used the item is given back to the person (or if five minutes have passed and she hasn't used them all it automatically goes in a hand or something to hold said item that the person has on there body. The second options means she doesn't use the item and stores it away. The second option lasts for up to ten minutes and the person can TAKE the item back if they can overpower her and take the stolen item back. Celestial bodies "The stars align!" (600) (tier one super defense) (requires area defense, ranged proficiency) Marisa pulls out a spell book before the heavens align covering her in a multi-colored ray of light blocking all attacks. This takes five seconds to charge with few interuptions, The concentration is great and the defense lasts for half a minute. This leaves her quite exhausted though not enough to put her out of the fight. This will block any tier one super attack as per the rules. ![]() "While shooting concentrate your mind, gently muttering the spell to the Mini-Hakkero. Aiming at someone you don't like, a magicannon of love will be unleashed!"
10-24-2017, 05:30 PM
@Chara:
Thief: >You don't need to state she can use the opponents moves you "stole", since mimic lets you do that anyway. You don't need a move for it. So reduce the cost to 300 and remove that part. You're solely stopping an opponent from using that item. "The length of the stealing is ten seconds" >Did you mean that it takes her 10 seconds to steal something, instead of that? >Stopping someone being able to use a move for up to 10 minutes is too strong. Reduce the time or add drawbacks. >Look at Demetri's stealing move if you need ideas. >Try and reword and polish off the move when you make changes. Celestial Bodies: >You don't need a charge time since it's a super move, and since this is a super defence, you may need to use it instantly. So, that's better fodder to have for an attack. Just something to think about. >Otherwise, it's probably good.
10-24-2017, 06:26 PM
(10-24-2017, 07:47 AM)Gunther Stein Wrote:The Vision Wrote:How long can he maintain this shield? Can it break? How big, in meters or inches? Does it last a certain amount of time, or is it permanent? This move has grown VERY complicated and I don't know why. Its also so long winded for such a simple weapon because of having to repeat magic mechanics. I plan to upgrade this for offensive use later, but for the moment all it needs to do is hook things and be able to drag them/Stein in a 5 meter range. I'm thinking about omitting the Energy Stream bit and adding a snippet on my Roster, since the Energy Stream is going to be a constant aspect of several moves. (IE never hostile, magic rope sort of thing, with a slight downside of being cut able.) I'm also thinking of omitting the length of the shield, again to add a snippet on my roster and refer to it when gauging the "No time limit, based on durability remaining" aspect and just say how durable it is. Maybe the outcome can be heavy simplified to referral notes and move-specific details. That would solve the length. The new move could be described as follows: Hook Gauntlet: Req; Ranged, Melee 1H Shield Manifest Though this spell creates a gauntlet, it is "classified" as a shield for durability and manifestation process. Refer to the Shield Mechanics section that follows. The Manifestation time is five seconds, requires mild concentration The gauntlet extends up the hand to the elbow. This span can be used defensively, but unlike other shields it cannot accurately deflect projectiles back at enemies. It can take a few moderate hits before shattering. On the hand the gauntlet carries a large hook that can rotate to various angles at will. The hook is blunted and deals minor bludgeoning damage. Its primary use is for its grappling capability. It can be used to trip enemies, grab tree branches and swing, et cetera. The hook can move at 20 meters per second (high speed punch.) The hook can extend on an Energy Stream (see details in the Shield Mechanics section) that extends up to five meters. Stein controls the hook at this range much like a whip, requiring more focus to accurately wield it. The hook can be retracted with high strength, either pulling an object lighter than Stein, or pulling Stein to the object. This can be fatiguing with repetitive uses, especially if used in conjunction with other spells. If weighted by more than half of Stein's weight, the withdraw speed drops to 10 meters per second to maintain its strength. - - - Shortened it a bit...
10-25-2017, 02:22 AM
@Stein:
>Remember to add the cost at the top (300 for base item, 300 for sending it off at range to grapple, 300 for the general ranged manipulation of objects, I think). >You'll need ranged control listed up at the top since 5m > 12ft. >How big is the hook, roughly? And how much area of forearm does the gauntlet cover? >Maybe I'm missing something, but besides that I don't have anything to say.
10-25-2017, 03:31 AM
(10-25-2017, 02:22 AM)Ebonywood Hellscythe Wrote: @Stein: So 300 twice for the ranged grapple? Whether its hooking people or objects, it only does one thing, and that's hook. Not bucking on the price, but 300 to do the same thing to two different things is saying a guy with an axe would have to pay for it as a weapon and to cut down trees, even though its still just cutting two things. Hook Gauntlet: Req; Ranged, Melee 1H Shield Manifest Though this spell creates a gauntlet, it is "classified" as a shield for durability and manifestation process. Refer to the Shield Mechanics section that follows. The Manifestation time is five seconds, requires mild concentration. Upon completion the gauntlet extends up from the closed fist to the elbow. This span can be used defensively, as if it were an actual armored gauntlet. The hook is reminiscent of a pirate hook, and from the center point of the curvature is 8 centimeters in radius. From the fist of the gauntlet extends a large hook that can rotate to various angles at will. The hook is blunted and deals minor bludgeoning damage. Its primary use is for its grappling capability. It can be used to trip enemies, grab tree branches and swing, et cetera. The hook can move at 20 meters per second (high speed punch.) The hook can extend on an Energy Stream (see details in the Shield Mechanics section) that extends up to five meters. Stein controls the hook at this range much like a whip, requiring more focus to accurately wield it. The hook can be retracted with high strength, either pulling an object lighter than Stein, or pulling Stein to the object. This can be fatiguing with repetitive uses, especially if used in conjunction with other spells. If weighted by more than half of Stein's weight, the withdraw speed drops to 10 meters per second to maintain its strength.
10-25-2017, 03:52 AM
@Stein:
The way you worded it implies that he can manipulate the hook at range. There's a difference between simply grabbing anything and pulling it to you (or you to it) and grabbing stuff and being able to move it about at range. Hence, 300 for have gauntlet, 300 for grapple, 300 for ranged manipulation stuff.
10-25-2017, 04:59 AM
Yeah, stepping in here.
If he can get the hook wrapped around someone, then it's just a test of strength to see if he'd be able to throw them around. No extra cost.
10-26-2017, 01:28 PM
I'm hoping to make an NPC Prime soon for my character to fight, but before I do, I'd like to get some advice on writing his move up properly:
Quote:Pile a' Guns (1200) Steve is the NPC's name, by the way, and he's going to have 5 ATK, hence being strong enough to fire one in each hand. I spent a while Googling info about shotguns for this, but I wouldn't be surprised if there's a whole bunch of things I've forgotten to include... The pricing I came up with was: Base move - 300 Additional ammo type (shot) - 300 Melee functionality - 300 Dual-wielding - 300 --------------- Total - 1200 Dunno If that's right, though. ![]()
10-26-2017, 01:56 PM
(This post was last modified: 10-26-2017, 01:57 PM by Jade Harley.)
(10-26-2017, 01:28 PM)Takanomiya Hijiri Wrote: I'm hoping to make an NPC Prime soon for my character to fight, but before I do, I'd like to get some advice on writing his move up properly: Dual-wielding would not cost an extra 300. Also, is there a difference in strength between the shot and slug rounds? What is this move's effective range? 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.
10-26-2017, 03:18 PM
No difference in strength: the slug rounds have more speed and range, whilst the shot has a small AoE, so those balance each other out well enough, I think.
I've already mentioned the effective range in the move: 90m for slugs, 45m for shot. ![]()
10-26-2017, 07:30 PM
@Hijiri: I can't see anything you might be missing. So I think this should be good for 900, I'd send it off to move approval.
10-28-2017, 05:53 PM
(This post was last modified: 10-28-2017, 05:55 PM by Alexander Blakesley.
Edit Reason: Original move creation post got buried so I'm posting again for convenience.
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D-101 Longbow DMR - (300, requires Ranged Proficiency)
The D-101 Longbow is a high calibre semi-automatic Designated Marksman Rifle that can fire on the move holding twenty-five rounds per magazine. The Longbow's rate of fire is three shots per second, reloading a magazine takes around two seconds, Alexander can carry up to six magazines and five seconds to replenish spent magazines. The weapon's hypervelocity rounds make accuracy pinpoint even at long to extreme ranges with no bullet drop. One particular drawback of the Longbow being bullets leave faint streaks of white vapour which enemies can use to track to the sniper’s location. The effective firing range is up to around 1000m; the bullets can pierce through personal armour and deal heavy damage to infantry-sized targets. Hammond P2016 - (300, requires Ranged Proficiency) The Hammond P2016 is a semi-automatic handgun that can fire on the move holding thirty rounds. The weapon's handheld size and good accuracy provide Alexander with a free hand to either wield his Data Knife and counterattack or grab onto ledges and walls when freerunning. Best used against infantry-sized targets, it cannot take down heavily armoured targets as the bullets do not enough damage to pierce thick armour. The rate of fire is six bullets per second, reload per clip takes one second, Alexander can hold up to five magazines at a time and replenish them in five seconds. The effective firing range is up to 60m. Grapple Launchers - (300, requires Ranged Proficiency) Located in both forearm sections of Alexander’s Pilot suit are launchers that fire spike-tipped steel cables that can latch onto anything and propel him to the desired location. Maximum range is two hundred and fifty yards, and the cables are capable of creating instant ziplines that snap tight near instantly. The ziplines can resist most attempts at cutting the cables and can hold a Pilot in full combat gear. These launchers can also be utilised as weapons, latching onto opponents with its metal barbs or tripping them. This tactic is ill-advised against bigger and heavier opponents as they can simply pull on them and drag Alexander towards them. In the end, there will be no one left.
We are no longer innocent. We are lost from this world. From home. We no longer believe in such things. We only believe in war. [Spoiler] ![]() ![]() Quote:
10-28-2017, 07:29 PM
(This post was last modified: 10-28-2017, 07:44 PM by Ebonywood Hellscythe.)
Longbow:
"the bullets can pierce through personal armour and deal heavy damage to infantry-sized targets." From the rules: Quote:When describing how powerful a move is, try not to use wording like "cuts through skin" or "breaks bones". This is because the actual damage an attack causes will depend not just on the power of the move, but also your opponent's DEF stat in relation to your ATK. It's best to leave this somewhat vague.Stick to wording like, "high damage", "medium damage". And, anyway, a strength like you described is probably too strong. Unless you meant a whole magazine can deal heavy damage, which would be fine. Hammond: "it cannot take down heavily armoured targets as the bullets do not enough damage to pierce thick armour" Again, that depends on your ATK and their DEF. Describe the bullets as being weaker in general. Grapple Launchers: How fast do they extend? How fast do they retract? How fast can they pull Alex?
10-28-2017, 09:50 PM
Stuff and things. Rewrote Winter's Grasp to hopefully be more painful, and am open to suggestions to make it even more painful.
Winter’s Grasp (Physical) (300): [spoiler]Summer channels the chill of winter through his body, rapidly dropping his body temperature and bringing a dangerous chill to his skin over the course of 5 seconds, a process which requires total concentration. One he’s frozen himself, he can maintain the spell almost indefinitely with little focus necessary, capable of moving around, attacking, defending, and all that fun stuff as per normal, but is only capable of casting other winter spells while it’s active. While in this frigid state, simply touching him is very dangerous. Even the smallest brush against him would spread painful frostbite along the point of contact. Such a chill comes with a price, however. Summer himself slowly freezes to death while it’s active, which is mostly counteracted by his Regeneration, but overpowers it enough that he is still slowly damaged over time and is unable to heal new wounds without SP spent (which also means that should he be lacking Regen for whatever reason, the attack hurts him much more, but is still more painful to his opponent). This attack truly shines when prolonged contact is inevitable, and thus, when it’s active, Summer focuses on grappling rather than striking in order to force that. During this move, a thin layer of frost forms on him and breaks off as he moves about.[/spoiler] Summer's Heat (Physical, Debuff, Area Attack) (300): [spoiler]A nonlethal, but still dangerous method of fighting that Sonny uses to wear people out. Over the course of 5 seconds, he channels the heat of summer through his body, setting a spell to maintain that power by itself, before he’s able to move around and fight once again, now with a weapon at his disposal. This spell lasts indefinitely, but he is unable to use any other attacks or moves while it's active, even Supers (though he can still power-up). Sonny’s every movement is followed and surrounded by a burst of extraordinarily hot air, blowing no more than a few inches away from him and only lasting for about half a second before it mixes with the surrounding air. Each gust induces slight heatstroke in the victim, mildly sapping their energy. The strength of this move, how much energy it drains, is dependent upon his ATK and their DEF, but is always efficient. It always wears out the enemy more than him, though not by much.[/spoiler] ![]()
10-28-2017, 10:17 PM
(10-28-2017, 05:53 PM)Alexander Blakesley Wrote: D-101 Longbow DMR - (300, requires Ranged Proficiency) In the end, there will be no one left.
We are no longer innocent. We are lost from this world. From home. We no longer believe in such things. We only believe in war. [Spoiler] ![]() ![]() Quote:
10-29-2017, 07:32 PM
@Summer:
Looks awesome. @Alex: I'm a bit confused by what the speed of the grapple gun is meant to be. 3 seconds to fully extend/retract, even if pulling something? Since it's got a 250-yard range, that'd work out at about 170mph. Also, I think it'd be 600 OM. 300 to for the weaponised use, 300 to pull Alex somewhere super fast (although, with that kind of speed you might need burst movement, unless it pulls him slower than it extends). Besides that, I think your guns are probably fine.
10-29-2017, 11:06 PM
(10-29-2017, 07:32 PM)Ebonywood Hellscythe Wrote: 3 seconds to fully extend/retract, even if pulling something? Since it's got a 250-yard range, that'd work out at about 170mph. It probably should be a bit slower if it's pulling something... but in his defence, 170mph is approximately 76 m/s, whilst a modern-day rifle can fire a bullet at over 1,200 m/s... so that's way bellow bullet speed. ![]() |
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