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Move Creation Workshop
Orbital Satellite - Laser (Remote Control Proficiency, Homing,  Ranged Proficiency, Area Attack, Ranged Materialize. 600 OM): 

[Image: 6bc993e8ca64e727c8a64493ba15b03a.jpg] 
A Fairly Large Satellite that will appear above the Battle Field. This may take Warren 7 seconds, to summon, but it can discharge a very powerful blast of plasma once it charges up for ten seconds. This beam is 9 feet (but has a maximum of 18 feet in diameter) and fires at speeds of 70 MPH. The beam can cause large amounts of property damage, or be pin pointed on a single target instead, which may reduce the width/length of the beam, but increases the damage the beam can do. The beam appears to be made out of purple fire. This can be used while moving. At maximum this has 5 shots, before it will disappear. It is about 100 feet up in the air making attacking it more difficult.  This will last 20 seconds, at maximum before he must spend the effort to recreate it. 
@Warren:
>Can Warren move while summoning it?
>How big is the Satellite? Roughly. Like, ~3m wide? Larger? Smaller? The size of an elephant? A house?
>How durable is it? If someone does hit it, how much damage can it take?
>How long does each shot of the beam last roughly? One second?
>Roughly how narrow can the beam go? An inch wide? One foot wide?
>The beam is unlikely to cause large amounts of property damage, since it's effectively a shot you charged for about 1.4 seconds and you're spreading the damage over an area. Perhaps say something like "if all the shots work together that damage can build up", and that it's powerful overall. But even then, unless you get something like 10 ATK it ain't gonna destroy a house.
>Add a comment that Warren needs to input things for it to target. It cannot think by itself as it's not an assist. Preferably, this would have a small time constraint (like 2 seconds or something like that, during which he can move) - then you'd get the power boost you probably want. Alternatively, just make it so he can't concentrate on other moves while the satellite is up.
>I recommend that you add a specified fatigue cost, since you want this move to be strong. Heck, at its current strength you're better off just getting a super attack.
Tier 2 Super Attack: Mental Meltdown -800 OM (Requires: Area Attack Proficiency, Fusion)

When fused, if the fusion were to end up in a situation where it’s parts were to react too drastically different from one another, the resulting conflict would cause the fusion to defuse erratically, creating a fiery explosion 16 feet in radius. Non-damaging shockwaves can also be felt within a 60 ft diameter from where the fusion was, all fusion materials being sent 20 ft away from the centre point as well.
[Image: Darkdata.png]

Yuuka KazamiBig Grines is like that one meme like... "How many levels of Omniverse are you on?"

Revan Noctis : Desman what are you currently doing in the omniverse?
Desman Black: I'm faking an engagement to a sex deamon to stop two samurai I accidently summoned whipping them in half, while also trying to stop them from doing the same thing to my best freind who is currently having relations with said deamon, and wh has now accidently summoned his previous girlfreind. So you know... normal stuff
@Des: You sure? That's pretty niche. Instead just get a T2 Super Attack where Desman can cause an explosion just like this around himself. And then give the rp fodder note that it can be used when a fusion ends.
(03-26-2018, 02:26 AM)Desman Black Wrote: (Requires: Area Attack Proficiency, Fusion)

This would also require Ranged Proficiency.
[Image: Remote_Sensor_Tower_and_the_Fire_Warriors_2.png]
I'm having some trouble with a moves format and the balancing... I was told this is where I was supposed to go for help in that department.

Death’s Gaze (300 OM) debuff proficiency

‘Born from blood, to blood will they return’
When a desire to kill comes over Taloc, his eyes change, causing the iris to extend out across the entirety of his eye with crimson streaks swirling and pulsating where the whites were previously. His killing intent and thirst for blood becomes palpable and overpowering, enveloping the target caught in his gaze and giving them reason to pause.
A single target move, Death’s Gaze causes an opponent to hesitate while fighting Taloc by drowning them in his desire to kill, it is triggered by emotion and is otherwise involuntary. The target is only affected so long as his gaze is upon them, and the effect ends immediately once he loses sight of them. Stamina drain is negligible.

Any help would be greatly appreciated.
In battle it is important to keep a sharp blade

But it is by far more important to keep a sharp mind.
(03-26-2018, 08:48 AM)Taloc Wrote: I'm having some trouble with a moves format and the balancing... I was told this is where I was supposed to go for help in that department.

Death’s Gaze (300 OM) debuff proficiency

‘Born from blood, to blood will they return’
When a desire to kill comes over Taloc, his eyes change, causing the iris to extend out across the entirety of his eye with crimson streaks swirling and pulsating where the whites were previously. His killing intent and thirst for blood becomes palpable and overpowering, enveloping the target caught in his gaze and giving them reason to pause.
A single target move, Death’s Gaze causes an opponent to hesitate while fighting Taloc by drowning them in his desire to kill, it is triggered by emotion and is otherwise involuntary. The target is only affected so long as his gaze is upon them, and the effect ends immediately once he loses sight of them. Stamina drain is negligible.

Any help would be greatly appreciated.


This is gonna need Telepathy cause your inserting emotions into an opponents minds. How does this trigger does this just happen when you want it or does it require eye contact or a charge time? What does it feel like for the opponent? As a clarification are they hesistating because they're frightened of Taloc's murderous intent or is there something I'm missing? As for strength of the move, making an opponent hesistant to fight you for an unlimited amount of time seems a little strong. Maybe clarify onto how long it can last or any general drawbacks Taloc has to do. Why couldn't you just permanently do this if there was no drawbacks.
[Image: GilgameshDAsig_zpsecqjfngm.png][Image: NB_BadgeRight.png][Image: RhzfCY6.gif] - Credit to Ezzy
I wasn't anticipating telepathy... Since I can't afford that I should probably just put this on hold then. However to answer your questions...
It activates at the start of a fight, Taloc has no control over that as it revolves around killing intent. The hesitation does revolve around fear, but it would feel more like a nameless sensation, a tickling doubt if you will. I meant it to be a small thing though to allow for the long time frame. As for the draw backs, the biggest that would come to mind is that the intent can't be hidden... Which is bad for the character, but I can see why it wouldn't seem like much...
In battle it is important to keep a sharp blade

But it is by far more important to keep a sharp mind.
So I was talking to staff and they feel like telepathy may not be needed. In that case if it’s like a longer doubt or a slight hesistation I would just describe the senesation in the move
[Image: GilgameshDAsig_zpsecqjfngm.png][Image: NB_BadgeRight.png][Image: RhzfCY6.gif] - Credit to Ezzy
(03-26-2018, 09:14 AM)Taloc Wrote: I wasn't anticipating telepathy... Since I can't afford that I should probably just put this on hold then. However to answer your questions...
It activates at the start of a fight, Taloc has no control over that as it revolves around killing intent. The hesitation does revolve around fear, but it would feel more like a nameless sensation, a tickling doubt if you will. I meant it to be a small thing though to allow for the long time frame. As for the draw backs, the biggest that would come to mind is that the intent can't be hidden... Which is bad for the character, but I can see why it wouldn't seem like much...

Telepathy is required to influence how someone thinks. Instead, perhaps just have his gaze paralyse them for a split second (or longer?), so instead of them actually hesitating, they literally can't move or act for a brief moment (it will not force them to feel scared, however). As in, focus only on how you want to manipulate their body and it won't need telepathy.

Also, you'll need homing if it activates on anyone he looks at (since he wouldn't need to aim it and it can't be dodged). If you don't want to get homing proficiency, an alternative is requiring eye contact (both ways, so they need to look at his eyes and he needs to look at theirs) or something like that. Naturally, that could add some weight to the move's strength as it would then be harder to use - homing moves will typically be weaker.

Furthermore, as Gilg said, you'll need some drawbacks. How long does it take to activate? How long does the hesitation (paralysis) last? Passive moves in the Omniverse aren't really a thing (there are exceptions but those are really weak and not worth going into). So you're better off having this be something that needs to be activated for each use.

You can still make it obvious you want to kill someone without telepathy or any moves, just with normal character actions. But telepathy will be needed to make someone feel those thoughts or act a certain way. After all, why would a professional fighter hesitate about the fact someone wants to kill them without something tweaking their mind or something forcing their body to not act? You could add "some people are likely to feel afraid after realising his murderous intent" but you can't force them to without telepathy.

Lastly, you will need Ranged Proficiency if you want this to use this on people further than 12ft away. If you're fine with them having to be closer than 12ft, this would need physical instead.
Death’s Gaze (300 OM) Debuff proficiency Ranged proficiency

‘Born from blood, to blood will they return’
When a desire to kill comes over Taloc, his eyes change, causing his black iris to extend out across the entirety of his eye with crimson streaks swirling and pulsating where the whites were previously. His killing intent and thirst for blood becomes palpable and overpowering, enveloping the target caught in his gaze and giving them reason to pause.

A single target move, Death’s Gaze causes an opponent to freeze up while fighting Taloc by drowning them in his desire to kill, potentially leaving the victim fearful in the process. The target’s eyes must meet Taloc's for the effect to be triggered, and lasts for five seconds. The effect can be used repeatedly, but each subsequent use after the first reduces the time by one second down to a minimum of one. An opponent whose tech is higher than Taloc's reduces the initial time down to 3 seconds, and having double Taloc's tech negates the effect all together.

Stamina drain is negligible, but the opponent must have been out of the influence of Death's Gaze for at least 5 seconds before they can be affected again.

I made a bunch of edits based on what you said... This is the results so far, any more suggestions?
In battle it is important to keep a sharp blade

But it is by far more important to keep a sharp mind.
(03-26-2018, 11:50 AM)Taloc Wrote: Death’s Gaze (300 OM) Debuff proficiency Ranged proficiency

‘Born from blood, to blood will they return’
When a desire to kill comes over Taloc, his eyes change, causing his black iris to extend out across the entirety of his eye with crimson streaks swirling and pulsating where the whites were previously. His killing intent and thirst for blood becomes palpable and overpowering, enveloping the target caught in his gaze and giving them reason to pause.

A single target move, Death’s Gaze causes an opponent to freeze up while fighting Taloc by drowning them in his desire to kill, potentially leaving the victim fearful in the process. The target’s eyes must meet Taloc's for the effect to be triggered, and lasts for five seconds. The effect can be used repeatedly, but each subsequent use after the first reduces the time by one second down to a minimum of one. An opponent whose tech is higher than Taloc's reduces the initial time down to 3 seconds, and having double Taloc's tech negates the effect all together.

Stamina drain is negligible, but the opponent must have been out of the influence of Death's Gaze for at least 5 seconds before they can be affected again.

I made a bunch of edits based on what you said... This is the results so far, any more suggestions?

>I'd advise the change based on TEC to be dynamic. Say having double your TEC halves the time, and having half your TEC or less doubles it? Or have it just increase/decrease by 1 second for every point they have above or below your TEC. Either works.
>While this is now limited in use due to the strength drop off, 5 seconds is a long time to be unable to move. That's enough time for someone with 3SP to travel ~67 metres and long enough for the average fighter to walk up to someone and stab 'em a bunch. You'll need a charge time for this move or something like that. Maybe 5 seconds where Taloc can move and dodge but can't attack or concentrate on other moves. Alternatively, 3 seconds or so if Taloc has to stand still for the whole charge time. If you'd prefer shorter charge times, you'll really need a fatigue cost. The time drop off is nice, but this move is currently free to use.
>Can someone affected by this move use other moves or powers that don't require movement? Like Telepathy or Telekinesis? Or a ranged control move? Like, is it just a physical freeze up or are all their moves/powers sealed and stuff?
First off, some flavor:

Nen Ability: Doll. (0 OM). (Physical Proficiency, Survival)

As a nen Manipulator, Belle is naturally inclined to using her nen to take control of animate and inanimate objects. 'Doll' is her first manifestation of this ability, and is the source of most of her speed in the Omniverse. In essence, instead of using her nen to take control of an external target, she takes control of the nen inside her body to move it as she sees fit. As the nen inside a person is bound into their flesh and bone, this allows her to move her body as well, with the theoretical limit being bound only by her imagination and her own body's ability to handle the sudden acceleration and deceleration. Without this ability active, Belle's Speed stat is 1. It is considered active by default in combat.

A secondary bonus of this ability is resistance to damage. As long as Belle can maintain focus, she can continue to move her limbs, even after ligaments are severed and bones are broken. Even if her body is ruined, as long as she has the Willpower, she can continue to fight long after a normal person would have dropped.

Nen Ability: Marionette (600 OM) (Ranged Proficiency, Remote Control Proficiency, Homing Proficiency)

To activate this ability, Belle must infuse an object with her nen, an action which requires her to touch and maintain contact with the object using her dominant (right) hand for a duration that increases with the size of the object. A pair of handcuffs takes a touch to infuse. A folding baton takes a second. A Go-Kart takes ten seconds. A car takes thirty seconds. Larger objects are possible, but the time required begins to increase exponentially, rather than linearly. Belle can accelerate the process by using her left hand combined with the right, increasing the speed of infusion by 50%.

After successfully infusing the object, Belle gains control over its functions, as well as an awareness of the object itself, acting as if it were a part of her own body. By focusing, she can effectively hijack control of simple mechanical processes. This would allow her to, for example, deploy a baton at an inopportune moment, flip switches on an infused panel, or sit in the back seat of a car while driving it as the only passenger.

Additionally, as long as she is within 'earshot' of the infused object, she can give the infused object a verbal instruction, after which it will attempt to execute the command. Such commands must be simple in nature, and any execution is less skilled than what Belle would have been capable of herself.

Belle is unable to use this ability to take control of internal electronics and computers.
Uh oh. Those boys got me all tingly...
[Image: ezgif-1-a370e630e1.gif]
I must calm it.

Your flavour is good (since it's just an IC explanation of your survival and SPD stat).

Nen Ability: Marionette is going to be a 'no'. Since it's basically telekinesis. Technically, you might be able to do it without, but you would need an extra 300 OM for every single thing you can make something do, rather than 300 OM to do "everything". So your best bet is getting telekinesis and physically manipulating objects with your mind, and flavouring it like this (or maybe getting a move to enhance your telekinesis to do more in some way).

Edit: Some minor things, like driving your own car from the back seat, can be under the realms of fodder. But since this move is basically manipulating objects from afar, it's pretty much going to need telekinesis, and in some cases be possible with just telekinesis and no move.
Makes sense. So Telekinesis for the basic ability to infuse and control (which would include most already listed pre-reqs as is), and add on Homing Efficiency to represent the ability to give the object verbal commands?

Oh, and just to get ahead of it, should I include something like "commanding an object to collide with a character, or to otherwise cause harm, is treated as an Assist and costs the appropriate amount of SP"? Or should I make a separate Assist move called "Collision" or something.

e: Or would that be better as a Super Move?
Uh oh. Those boys got me all tingly...
[Image: ezgif-1-a370e630e1.gif]
I must calm it.

I am trying to get some moves pre-approved for an NPC character with a lot of moves. Many of the spells are simple like a stunning spell, or a shield spell.  Some are more complex, and include debuffs. Here are the more complex spells and the debuffs. I would appreciate any feedback before I submit them for approval, especially if I made some glaring mistakes or did something overpowered.


Gryffancendio (300) Requires Ranged Proficiency, Remote Control Proficiency, Ranged Materialize Proficiency- This spell requires that Ginny aim her wand and perform the incantation 'Gryffancendio, a process which takes five seconds, after which a ball of fire in the shape of a lions head manifests and charges a target. It moves at the speed of a lion. Ginny must concentrate on the lion, fueling it and directing it's movements with her wand. If she is damaged or otherwise distracted the spell fails. The lion may attack four times before Ginny cannot fuel it any longer. The lion can be attacked, and will die after taking the appropriate amount of damage required to kill a magical fire lion. Ginny can only cast this spell once per day, as it is very draining.

Like all fire spells, this spell is very draining, but very damaging.

Fridjus (300) Ranged Attack Proficiency, Area Attack Proficiency, Debuff Proficiency

Ginny aims her wand and perform the incantation ‘Fridjus’ (this takes three seconds) and a cone of blue light sprays from the tip of her wand. This cone affects everything in 30 degree angle out to twenty feet in front of Ginny. Over the next five seconds, the spell lowers the temperature in the cone rapidly, causing targets to be covered in frost and ice, and either slowing them or freezing them completely in ice. This also causes minor damage. The longer an opponent stay in the area of affect, the stronger the effect is.

Characters with high DEF will find themselves slowed or unaffected; characters with low DEF may find themselves slowed or even frozen and unable to move for up to ten seconds while they thaw. Ginny cannot cast any other spells, or move, during the five seconds it takes to channel this spell. This spell is draining to Ginny, but not as draining as fire spells.

Fumos (300) Ranged Attack Proficiency, Area Attack Proficiency, Ranged Materialize Proficiency

Ginny points her want and says the incantation ‘Fumos’ (this takes two seconds), after which a thick cloying cloud of black smoke erupts from her wand and fills an are roughly 30 feet in diameter (this takes an additional two seconds). This smoke obscures vision, and causes choking, coughing, and eyes tearing up. This smoke last about five minutes in a closed area, or about ten seconds in an open area. Ginny can cancel the spell early with ‘Ventus’. This spell is the most draining of Ginny’s debuff-only spells, as it is fire-based, but it is not as draining as her other elemental spells.

Bat Bogey Hex (300) Requirements- Ranged Attack Proficiency, Debuff Proficiency

Ginny aims her wand, says the incantation ‘Vespertilio Pestis’, and shoots a brown light from the tip of her wand towards where she aims. This takes three seconds. The projectile is the size of a bullet and moves at about the speed of an arrow. If the projectile hits its intended target, the target is afflicted by the Bat Bogey Hex, as live bats crawl from their nostrils and escape to freedom. The size and anger of the bats is determined by the power of the caster, as well as the fortitude of the victim.

This spell causes minimal damage from clawing bats, but may be quite distracting. The effects last about five seconds.

Leg Locker Jinx (300) Requirements- Ranged Proficiency, Debuff Proficiency

Ginny aims her wand, says the incantation ‘Locomotor Mortis’, and fires a brown light in the shape of a rope from the tip of her wand towards where she aims. This takes five seconds. The projectile is rope shaped, about three feet long, and moves at the speed of an expertly thrown bola. If the curse hits the target, the targets’ legs are bound together, and the target cannot separate them. Ginny must concentrate on channelling this spell, or the effect will wear off in minutes; with Primes the effect will wear off instantly. She can move while channeling, but can use none of her other Moves.

Targets with high DEF that are able to resist this spell only partially may find that they are simply slowed or unaffected; targets with low DEF may be unable to walk at all as their legs are stuck together.

Lumos Maxima (300) Area Attack Proficiency, Debuff Proficiency

Ginny closes her eyes, says the incantation ‘Lumos Maxima’, and a blindingly bright light flashes at the tip of her wand. This takes two seconds. This light will blind anyone who doesn’t close their eyes in a ten foot radius around Ginny for five seconds, and will blind anyone who doesn’t close their eyes in a twenty foot radius for three seconds.

Targets with high SPD might close their eyes when they notice Ginny close her eyes, or might know the spell. If they close their eyes fast enough the may be only partially blinded or not blinded at all.

This spell is not very draining, but Ginny hates it because she accidentally blinded herself during a robbery. She uses it only rarely, twice a day, max.

Glisseo (300) Ranged Attack Proficiency, Area Attack Proficiency, Debuff Proficiency

Ginny aims her wand performs the incantation ‘Glisseo’ (this takes three seconds), and a ten-foot-diameter circle, transparent but flecked with glitter, appears on the ground within 60 feet of where Ginny is aiming. Any targets in the area of effect find the ground impossibly slippery, hard to walk on, and may even fall over prone.

Targets with high TEC will themselves slowed or unaffected; targets with low TEC will find themselves slowed or may even fall prone.

This spell lasts ten seconds, does not require focus, and is not very draining.

Tier 2 Attack Supermove-Patronus Charm (800). Ranged Proficiency, Ranged Materialize, Remote Control Proficiency

Ginny draws on a happy memory, aims her wand, and performs the incantation ‘Expecto Patronum’ (this takes five seconds). A stallion-sized unicorn made of silvery light emerges from Ginny’s wand and charges at it’s target at the speed of a rampaging unicorn. This is Ginny’s Patronus. The Patronus will attack, attempting to gore targets with it’s horn and stomp them with it’s hooves. It is mindless, controlled completely by Ginny. Ginny must channel this spell, not moving or casting any other spells. The Patronus can attack five times before Ginny can no longer fuel it. The Patronus can be damaged or even destroyed by other super attacks.

This move costs 2 SP.
President of the Westside Knife Ear Warriors

[Image: V4Dvvfy.gif]

Westside: Join or Die



@Luci:

One thing I'd like you to add with all your moves is whether or not Ginny can move while initially aiming and saying the incantation.

Gryffancendio:
>Roughly how much damage is appropriate to kill the lion? A few solid hits?
>How does the lion attack? Just with its claws? Or does it simply burn people it touches, regardless of how it does so.
>The "one spell per day" thing is cool, but I don't see a problem with there being no limit to the uses.
>This does not need ranged materialise if the lion appears next to you, or from the wand.

Fridjus:
>General move outline is good.

Also, I'd suggest you replace this:
"Characters with high DEF will find themselves slowed or unaffected; characters with low DEF may find themselves slowed or even frozen and unable to move for up to ten seconds while they thaw. Ginny cannot cast any other spells, or move, during the five seconds it takes to channel this spell. This spell is draining to Ginny, but not as draining as fire spells."

With:
"Characters with high DEF will find themselves slowed or unaffected; characters with low DEF may find themselves slowed or even frozen and unable to move for up to ten seconds while they thaw. This is in comparison to Ginny's TEC, and how long they were in the blast. Tanking the full blast will usually completely freeze someone for the full ten seconds afterwards. Ginny cannot cast any other spells, or move, during the five seconds it takes to channel this spell. This spell is draining to Ginny, but moderately so. She can use it a good many times in a fight if she paces herself."

(added a reference to Ginny's stats, and removed the reference to fire moves as its better to keep everything internal where possible)

Fumos:
>You'll need debuff due to the teary eyes and such.
"This smoke last about five minutes in a closed area, or about ten seconds in an open area."
>I'd be happy with you saying it usually lasts between five minutes and thirty seconds, depending on the breeze and ventilation. Since the effect is just stationary, people can always simply leave the area.
>Is 'Ventus' another move? Or is that just a fodder way of saying she can end this effect?
>At the moment, it reads like the smoke is around Ginny, and would also apply the debuff to her. Can she create it far away? If so, how far?
>I'd add a direct comment about the fatigue, like, "this is very tiring, cannot use this often in a sustained fight".

Bat Bogey Hex:
>Haha. This one is pretty funny.
>I'd like a fatigue cost here. Since the damage is low and it's mostly just distracting (presumably they can't concentrate on moves), I'd say it would only be lightly draining.

Leg Locker Jinx:
>You could buff this. 5-second charge just to stop someone moving, and you need to keep concentrating on it? I would just give it a duration of about 15 seconds, maybe varying based on stats (say Ginny's ATK and/or TEC against their ATK and/or TEC - escaping ropes requires brute force, I'd say). For an extra 300 OM, you could let it only start to break if she stops concentrating (when the 15-second countdown starts). Regardless, this seems fairly weak imo.

Lumos Maxima:
"This light will blind anyone who doesn’t close their eyes in a ten foot radius around Ginny for five seconds, and will blind anyone who doesn’t close their eyes in a twenty foot radius for three seconds."
>I'd say it would be easier to scale this. Say, five seconds of blindness within 10ft or less, decreasing by 1 second per additional 5ft.
>This will need ranged.

Glisseo:
>I'd say this needs ranged materialise.
>I'd write it being Ginny's TEC against theirs, with it being harder for them to stand if they move fast.

Tier 2 Attack Supermove-Patronus Charm:
>This is all good, but I'd say it just attacks someone for 10 seconds, or 15 seconds, or something like that rather than having a set number of hits. Otherwise you could keep it about in a fight and use it as an assist or something.
>This doesn't need ranged materialise if the Patronus initially appears next to Ginny.
(04-01-2018, 04:19 PM)Belle Wrote: Makes sense. So Telekinesis for the basic ability to infuse and control (which would include most already listed pre-reqs as is), and add on Homing Efficiency to represent the ability to give the object verbal commands?

Oh, and just to get ahead of it, should I include something like "commanding an object to collide with a character, or to otherwise cause harm, is treated as an Assist and costs the appropriate amount of SP"? Or should I make a separate Assist move called "Collision" or something.

e: Or would that be better as a Super Move?

Homing and a move would be needed if you are not concentrating on what the object is doing. So, if you expended energy to say "hit this guy" to an object, that would need your homing move.

But saying, "move in this direction (which happens to be where your enemy is)" would not need homing, but would need a move if you're not focusing on the object. This may need a charge time and fatigue or something like that.

Telekinesis can allow you to manipulate objects (besides primes and their weapons), by concentrating on them. But you would need a move to impact another prime or their weapons.

You would only need an assist if you wanted a 'controlled' object to be capable of independent thought - at least, able to think more than a mindless zombie and be able to do many tasks not covered by the base telekinesis power. You can toss a car into someone with telekinesis, or the similar move idea.
(04-01-2018, 08:57 PM)Dane Regan Wrote: @Luci:

One thing I'd like you to add with all your moves is whether or not Ginny can move while initially aiming and saying the incantation.

Gryffancendio:
>Roughly how much damage is appropriate to kill the lion? A few solid hits?
>How does the lion attack? Just with its claws? Or does it simply burn people it touches, regardless of how it does so.
>The "one spell per day" thing is cool, but I don't see a problem with there being no limit to the uses.
>This does not need ranged materialise if the lion appears next to you, or from the wand.

Fridjus:
>General move outline is good.

Also, I'd suggest you replace this:
"Characters with high DEF will find themselves slowed or unaffected; characters with low DEF may find themselves slowed or even frozen and unable to move for up to ten seconds while they thaw. Ginny cannot cast any other spells, or move, during the five seconds it takes to channel this spell. This spell is draining to Ginny, but not as draining as fire spells."

With:
"Characters with high DEF will find themselves slowed or unaffected; characters with low DEF may find themselves slowed or even frozen and unable to move for up to ten seconds while they thaw. This is in comparison to Ginny's TEC, and how long they were in the blast. Tanking the full blast will usually completely freeze someone for the full ten seconds afterwards. Ginny cannot cast any other spells, or move, during the five seconds it takes to channel this spell. This spell is draining to Ginny, but moderately so. She can use it a good many times in a fight if she paces herself."

(added a reference to Ginny's stats, and removed the reference to fire moves as its better to keep everything internal where possible)

Fumos:
>You'll need debuff due to the teary eyes and such.
"This smoke last about five minutes in a closed area, or about ten seconds in an open area."
>I'd be happy with you saying it usually lasts between five minutes and thirty seconds, depending on the breeze and ventilation. Since the effect is just stationary, people can always simply leave the area.
>Is 'Ventus' another move? Or is that just a fodder way of saying she can end this effect?
>At the moment, it reads like the smoke is around Ginny, and would also apply the debuff to her. Can she create it far away? If so, how far?
>I'd add a direct comment about the fatigue, like, "this is very tiring, cannot use this often in a sustained fight".

Bat Bogey Hex:
>Haha. This one is pretty funny.
>I'd like a fatigue cost here. Since the damage is low and it's mostly just distracting (presumably they can't concentrate on moves), I'd say it would only be lightly draining.

Leg Locker Jinx:
>You could buff this. 5-second charge just to stop someone moving, and you need to keep concentrating on it? I would just give it a duration of about 15 seconds, maybe varying based on stats (say Ginny's ATK and/or TEC against their ATK and/or TEC - escaping ropes requires brute force, I'd say). For an extra 300 OM, you could let it only start to break if she stops concentrating (when the 15-second countdown starts). Regardless, this seems fairly weak imo.

Lumos Maxima:
"This light will blind anyone who doesn’t close their eyes in a ten foot radius around Ginny for five seconds, and will blind anyone who doesn’t close their eyes in a twenty foot radius for three seconds."
>I'd say it would be easier to scale this. Say, five seconds of blindness within 10ft or less, decreasing by 1 second per additional 5ft.
>This will need ranged.

Glisseo:
>I'd say this needs ranged materialise.
>I'd write it being Ginny's TEC against theirs, with it being harder for them to stand if they move fast.

Tier 2 Attack Supermove-Patronus Charm:
>This is all good, but I'd say it just attacks someone for 10 seconds, or 15 seconds, or something like that rather than having a set number of hits. Otherwise you could keep it about in a fight and use it as an assist or something.
>This doesn't need ranged materialise if the Patronus initially appears next to Ginny.

Dane, you rock, and I will take all those things into consideration when I rewrite these. Probably the lion is the one I have had the most trouble with, which is the one I got the most advice on. Here's a revised version, which I like much better after taking your advice.

Gryffancendio (300) Requires Ranged Proficiency, Remote Control Proficiency- This spell requires that Ginny aim her wand and perform the incantation 'Gryffancendio, a process which takes five seconds, after which a ball of fire in the shape of a lions head manifests and charges a target. It moves at the speed of a lion. Ginny must concentrate on the lion, fueling it and directing it's movements with her wand. If she is damaged or otherwise distracted the spell fails. The lion may attack four times before Ginny cannot fuel it any longer. The lion will attack by biting and clawing, both slashing and burning its target. The lion can be attacked, and will die after taking approximately the same amount of damage as a lion with 1 DEF. This spell is very draining to Ginny, and she cannot use it more than once per fight.
Yeah, the idea is that, once she's infused an object with her nen, she can give that object a verbal command, and if it is capable of fulfilling it, the object will independently execute that action as an extension of her will, so long as the instructions are not overly complicated (generally, one if/then value or condition is the limit).

For example, if she was in a car chase, and the car she was using was infused, she could tell the car "follow that truck, and don't hit anybody", and she herself could climb onto the roof while the vehicle steered itself.
Uh oh. Those boys got me all tingly...
[Image: ezgif-1-a370e630e1.gif]
I must calm it.



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