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Move Creation Workshop
(06-22-2018, 04:03 AM)Ricter Wrote: Changed stuff, for Steel I added the stamina thing, though for my other move it had a 15 second charge time with an additional 5 second usage for it. Changed it since it seemed to not do much in the realm of helping, also added fatigue and keeping the other things.

[spoiler]Steel: (300) [Requires Buff, Area Defense]

He can increase the amount of iron proteins in his fur, making the fibers virtually as hard as metal, and coating his body in virtually a suit of armor when it comes to protection. Attacks that reflect off him resemble if you hit something metallic, typically displaying sparks if another metallic weapon would hit him, but will only block weaker attacks, anything stronger breaks his guard and stuns him for a second. The defense takes five seconds of him standing still to form, and once made it can be maintained by him for thirty seconds or when broken or dropped. The defense would need to be dropped completely in order to use more focus related powers and abilities and remade after another five second time frame to get it back again while taking minor stamina to use but repeated uses can cause bodily fatigue.

Aroma Something: (300) [Requires Healing, Buff, Area Defense, Telepathy, Ranged]

Thanks to all the herbal remedies he’s enchanted his weapon with, and some alcohol, his body can be engulfed in an aura that eludes the smell of vanilla with a mix of different kinds of herbs, in addition to a bit of sake from a friend of his to add some joyful inebriation. After and ten second channel time and five seconds of being in his generalized area he can use the allure of the smells to impose minor hypnotic effects on those who stay near him. One of which makes those who are around him very relaxed, a content state of lulled indulgence, similar to feeling a bit tipsy or drunk but having not drunken anything at all. They can choose to act normal however, or simply go along with the sensations as it was more so made to aid them than cause harm.

The aroma fights off the effects of foreign mental disturbances that may change the way someone acts, thinks, or anything affecting their five senses by matching his DEF vs their aggressors TEC. If they have double his DEF then the disturbance go’s through naturally, if they are nearly even then they are half as effective, less than half his DEF and they become immune to them for the duration. The effect can only afflict those in a five meter radius from his location. Leaving his general area makes the relaxing sensation go away, he can keep the mental blocking aspect of the skill going for one minute but on use it drains a moderate amount of energy from him. While channeling this prior he cant be intrupted but it takes some time still. Flavor wise he can always smell like this while not giving an in combat effect, additionally this can't help those afflicted by super debuff moves.[/spoiler]

Aside from a few bits of awkward phrasing these seems fine the way ithey are *thumbs up*

*Double takes*

Aroma aura needs to have a range, don't know how I missed that but yeah, after that I would day it's good to shove into approval
All warfare is based on deception.
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(06-22-2018, 11:49 AM)Demetri Malius Wrote:
(06-22-2018, 04:03 AM)Ricter Wrote: Changed stuff, for Steel I added the stamina thing, though for my other move it had a 15 second charge time with an additional 5 second usage for it. Changed it since it seemed to not do much in the realm of helping, also added fatigue and keeping the other things.

[spoiler]Steel: (300) [Requires Buff, Area Defense]

He can increase the amount of iron proteins in his fur, making the fibers virtually as hard as metal, and coating his body in virtually a suit of armor when it comes to protection. Attacks that reflect off him resemble if you hit something metallic, typically displaying sparks if another metallic weapon would hit him, but will only block weaker attacks, anything stronger breaks his guard and stuns him for a second. The defense takes five seconds of him standing still to form, once made it can be maintained by him for thirty seconds or when broken or dropped. The defense would need to be dropped completely in order to use more focus related powers and abilities and remade after another five second time frame to get it back again while taking minor stamina to use but repeated uses can cause fatigue his body.

Aroma Something: (300) [Requires Healing, Buff, Area Defense, Telepathy, Ranged]

Thanks to all the herbal remedies he’s enchanted his weapon with, and some alcohol, his body can be engulfed in an aura that eludes the smell of vanilla with a mix of different kinds of herbs, in addition to a bit of sake from a friend of his to add some joyful inebriation. After and ten second channel time, that cant be interrupted, and five seconds of being in his generalized area he can use the allure of the smells to impose minor hypnotic effects on those who stay near him. One of which makes those who are around him very relaxed, a content state of lulled indulgence, similar to feeling a bit tipsy or drunk but having not drunken anything at all. They can choose to act normal however, or simply go along with the sensations as it was more so made to aid them than cause harm.

The aroma fights off the effects of foreign mental disturbances that may change the way someone acts, thinks, or anything affecting their five senses by matching his DEF vs their aggressors TEC. If they have double his DEF then the disturbance go’s through naturally, if they are nearly even then they are half as effective, less than half his DEF and they become immune to them for the duration. The effect can only afflict those in a five meter radius from his location. Leaving his general area makes the relaxing sensation go away, he can keep the mental blocking aspect of the skill going for one minute but on use it drains a moderate amount of energy from him. Flavor wise he can always smell like this while not giving an in combat effect, additionally this can't help those afflicted by super debuff moves.[/spoiler]

Aside from a few bits of awkward phrasing these seems fine the way ithey are *thumbs up*

*Double takes*

Aroma aura needs to have a range, don't know how I missed that but yeah, after that I would day it's good to shove into approval

I bolded the radius, it was in the move already lol, and thanks.
Ricter CasengerPurchases LogATK: 1 • DEF: 7 • SPD: 3 • TEC: 3
(06-22-2018, 11:48 AM)The Vision Wrote: Copy Flower (300)
A Power Flower Wario stole from the Mario Bros. a long time ago. Wario creates a very, VERY temporary copy of himself within 5 feet. This copy can use Burst Movement and then hit a single target with a basic bludgeoning attack (punch, jump on, golf club, tennis racket, etc), after which it instantly vanishes. The original Wario suffers the energy expenditure of this attack. He also suffers any damage the copy sustains. The instant the copy is damaged in any way, it vanishes. All of this is true unless Wario uses a Bros. Move, a move with the "Bros." tag, in which case the rules may change.


Here is an example of a Bros. Move:

Tier 1 Super Attack
Swing Bros. (600) Requires Physical Strength, Area Attack

Wario creates a clone of himself. They join hands and the original starts spinning very slowly. After a brief speed-up time of two seconds, the two Warios become a terrifying cyclone of yellow and purple. Anything within 8 feet starts taking moderate damage. Wario can move at his speed, but will have difficulty changing direction. Any damage the clone Wario sustains will be carried over to the original Wario, but will not cause it to disappear. He doesn’t take damage from colliding with a target. This Move is fairly tiring, forcing him to spend SP.

Hmm if anything it looks like something that would be in your Bros move, not the. Copy flower itself. And it's an instant cast correct? Copy flower would need burst movement as a requirement but it seems fine otherwise *thumbs up*
All warfare is based on deception.
[Image: YhlX1uk.gif]  [Image: biuvYus.gif]  [Image: 291ztlc.png]  [Image: NGVMDdY.gif] [Image: VKKZgMO.gif]
(06-22-2018, 11:54 AM)Ricter Wrote:
(06-22-2018, 11:49 AM)Demetri Malius Wrote:
(06-22-2018, 04:03 AM)Ricter Wrote: Changed stuff, for Steel I added the stamina thing, though for my other move it had a 15 second charge time with an additional 5 second usage for it. Changed it since it seemed to not do much in the realm of helping, also added fatigue and keeping the other things.

[spoiler]Steel: (300) [Requires Buff, Area Defense]

He can increase the amount of iron proteins in his fur, making the fibers virtually as hard as metal, and coating his body in virtually a suit of armor when it comes to protection. Attacks that reflect off him resemble if you hit something metallic, typically displaying sparks if another metallic weapon would hit him, but will only block weaker attacks, anything stronger breaks his guard and stuns him for a second. The defense takes five seconds of him standing still to form, once made it can be maintained by him for thirty seconds or when broken or dropped. The defense would need to be dropped completely in order to use more focus related powers and abilities and remade after another five second time frame to get it back again while taking minor stamina to use but repeated uses can cause fatigue his body.

Aroma Something: (300) [Requires Healing, Buff, Area Defense, Telepathy, Ranged]

Thanks to all the herbal remedies he’s enchanted his weapon with, and some alcohol, his body can be engulfed in an aura that eludes the smell of vanilla with a mix of different kinds of herbs, in addition to a bit of sake from a friend of his to add some joyful inebriation. After and ten second channel time, that cant be interrupted, and five seconds of being in his generalized area he can use the allure of the smells to impose minor hypnotic effects on those who stay near him. One of which makes those who are around him very relaxed, a content state of lulled indulgence, similar to feeling a bit tipsy or drunk but having not drunken anything at all. They can choose to act normal however, or simply go along with the sensations as it was more so made to aid them than cause harm.

The aroma fights off the effects of foreign mental disturbances that may change the way someone acts, thinks, or anything affecting their five senses by matching his DEF vs their aggressors TEC. If they have double his DEF then the disturbance go’s through naturally, if they are nearly even then they are half as effective, less than half his DEF and they become immune to them for the duration. The effect can only afflict those in a five meter radius from his location. Leaving his general area makes the relaxing sensation go away, he can keep the mental blocking aspect of the skill going for one minute but on use it drains a moderate amount of energy from him. Flavor wise he can always smell like this while not giving an in combat effect, additionally this can't help those afflicted by super debuff moves.[/spoiler]

Aside from a few bits of awkward phrasing these seems fine the way ithey are *thumbs up*

*Double takes*

Aroma aura needs to have a range, don't know how I missed that but yeah, after that I would day it's good to shove into approval

I bolded the radius, it was in the move already lol, and thanks.


AND I LOOKED OVER IT LIKE THREE TIMES TO MAKE SURE I HADNT MADE A FOOL OF MYSELF

Only compounded by the triple post lmao

Looks good my dude
All warfare is based on deception.
[Image: YhlX1uk.gif]  [Image: biuvYus.gif]  [Image: 291ztlc.png]  [Image: NGVMDdY.gif] [Image: VKKZgMO.gif]
Thanks Demi! [strikethrough]now to get the character approved[/strikethrough]
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Forge of Solus Prime (900, Mimic, Buff, Physical Strength): 

The Forge of Solus Prime was a weapon of the Primes that could be used by Solus Prime and was, in fact, her signature relic. This allowed her to Smith fine blades like the Star Saber, armor such as the Apex Armor, and many other weapons. The Forge of Solus Prime has retained that power in the Omniverse, allowing Jack to craft weapons for others, and even transfer a copy of his moves to his allies. To do this, he takes five seconds to quickly summon the hammer and an anvil, taking a singular weapon and setting it on the anvil before charging up with an overhead smash. This adjusts the weapon to be able to be used by a specified ally. This is not without drawbacks. First, and foremost, Jack is unable to use any move that is connected to one that he has transferred, such as for example if he were to use a Green Lantern Ring as the transferred move, he'd be unable to use any connected that for 2 minutes. 

The move allows whoever he copies a move to in this fashion to use one of his moves for 1 minute. However, they also receive a temporary copy of any powers and proficiency needed, but only when applied to the move(s) transferred. 

Flavor: 
The hammer also allows him to absorb moves that are shot at him, and recreate them with his own aesthetic, though functionally the moves would still be the same. What this does is in short allow him to replicate moves he has seen others use, but the moves are "modified" so they have his own aesthetic instead of the one they use when the original wielder has launched them at him.
Quote:Snow Drift: mostly good, but 40m/s is actually pretty fast, close to 90mph. Is there a charge time? Cooldown doesn't seem to be much of an issue here, I wouldn't find you need to use it more than once every five seconds. With how it is now, you get a low stamina instant cast knockback move every 5 seconds.
I figured for a move that's mostly for a bit of knockback it wouldn't be too bad, given it's much slower than the average longbow, and most people would be capable of dodging that within 4 meters with something like SPD 2.
the cooldown I just figured would be good to add so I can't literally bury someone indefinitely with slow, though it's not as though that'd be a good way to write a fight anyways Tongue. The charge time I was linking to Weiss's arm slashes, so I was hoping to go with something similar to the rules stated with semi-autos - it requires Weiss to complete a slash of her weapon, so it's as fast as her sword arm allows.

Quote:Frozen Lake: I would say this lasts one round to make it more fluent with fights, as this could basically last an entire fight depending on how its written. Other than that, looks good.
I got no problem with doing that, I've been told not to use rounds for non-super moves before though. if it's allowable I'd absolutely prefer to write the move that way though!
Quote:Hierro: Indefinite use is generally a no go, especially since this is a high draining move, it leaves it too open-ended. Perhaps add a maximum time she can hold this before having to let it go and catch her breath. Other than that, looks good.
Alrighty. I'd imagine a "but she can do it this long if she wants to collapse afterwards" would probably be fine?
Quote:Sound Dust: Just in case of nitpicky fights, make sure you add what the range is on this, specifically to show the possibility of protecting others. Obviously, it needs area shield, which I assume you already have from previous moves, and if you feel like adding a small charge that would be chill, but hey, its a super, up to you.

Knew I'd forgot something!
(06-23-2018, 07:17 AM)Weiss Schnee Wrote:
Quote:Frozen Lake: I would say this lasts one round to make it more fluent with fights, as this could basically last an entire fight depending on how its written. Other than that, looks good.
I got no problem with doing that, I've been told not to use rounds for non-super moves before though. if it's allowable I'd absolutely prefer to write the move that way though!
Yeah. Rounds should only be used as a measurement of time for things you spend SP on (super moves). Every other duration should be in seconds or minutes or something like that.
So I'm working on a new character, and her starting move is a big stonking bow with some additional bells and whistles.

And yes, this is the second time I post this, so what does the move lack so far?

Quote:Nargacuga Greatbow
A masterfully crafted greatbow, firing fletched spears like arrows designed to take down monstrous foes.
Cost: 1,200 OM
Requirements: Physical Strength, Ranged Proficiency, Area Attack Proficiency, Homing Proficiency
Crafted from the bones and sinews of the Great Nargacuga Wyvern, this 7'6" feet tall bow fires greatarrows, literal fletched spears to strike down large beasts and dragons similar to what it was made from. The amount of force required to even draw the bow prevents full powered rapid fire from any but the strongest of wielders. Properly harnessing the bow's draw weight requires an extended overdraw, which takes Meriwa 3 seconds to complete, but its arrows can be fired much more quickly at a shot a second though this is done at severely reduced power. The quiver, situated at its wielder's back contain up to 15 standard greatarrows, almost fletched spears, which continuously refill at a rate of one greatarrow every 10 seconds. The inlaid runes can be used to completely fill the quiver in bursts, but this drains stamina equivalent to a light 100 meter jog. A combination of different arrow types and runic activations allow for several firing modes:
"Standard" Greatarrow
There is little to nothing standard about these massive projectiles, looking very much like someone has glued fletching to a bunch of spears. Designed to bring down large monsters and beasts, a shot at full charge is very powerful, even at long range.
Greatarrow, High Explosive
The head of this massive projectile is oversized, even for the Nargacuga Greatbow's massive ammunition, and inscribed with runes harkening to volcanoes and foul-tempered beasts. The spear energizes in flight, glowing red, and detonates in a wave of force and shrapnel upon impact, or after 5 seconds should it not have struck something by then, with an effective radious of 3 meters. High Ex Greatarrows takes the space of 4 normal greatarrows and requires an additional second of charge to activate the runes, even while quick-firing. High Ex Greatarrows do less damage than the standard variety due to being worse penetrators and some of the impact energy being used to activate the explosive runes.
Wolf-Hawk Targeting Rune
Named after a species of agile raptors at home in the twisting branches, canopies, and undergrowth of the Tangled Green, these runes significantly reduce the speed of fired greatarrows in return for giving them homing properties. As long as the bow's runic sight is kept on target for the locking period of a second, the projectile will eventually strike true. Any arrows fired with these runes active will give off a visible light-blue glow, same as the geometric rune-sight, and swerve to avoid obstacles in their path.
Nezha speaks/thinks/writes in #4183a4
(06-23-2018, 07:17 AM)Weiss Schnee Wrote:
Quote:Snow Drift: mostly good, but 40m/s is actually pretty fast, close to 90mph. Is there a charge time? Cooldown doesn't seem to be much of an issue here, I wouldn't find you need to use it more than once every five seconds. With how it is now, you get a low stamina instant cast knockback move every 5 seconds.
I figured for a move that's mostly for a bit of knockback it wouldn't be too bad, given it's much slower than the average longbow, and most people would be capable of dodging that within 4 meters with something like SPD 2.
the cooldown I just figured would be good to add so I can't literally bury someone indefinitely with slow, though it's not as though that'd be a good way to write a fight anyways Tongue. The charge time I was linking to Weiss's arm slashes, so I was hoping to go with something similar to the rules stated with semi-autos - it requires Weiss to complete a slash of her weapon, so it's as fast as her sword arm allows.

Quote:Frozen Lake: I would say this lasts one round to make it more fluent with fights, as this could basically last an entire fight depending on how its written. Other than that, looks good.
I got no problem with doing that, I've been told not to use rounds for non-super moves before though. if it's allowable I'd absolutely prefer to write the move that way though!
Quote:Hierro: Indefinite use is generally a no go, especially since this is a high draining move, it leaves it too open-ended. Perhaps add a maximum time she can hold this before having to let it go and catch her breath. Other than that, looks good.
Alrighty. I'd imagine a "but she can do it this long if she wants to collapse afterwards" would probably be fine?
Quote:Sound Dust: Just in case of nitpicky fights, make sure you add what the range is on this, specifically to show the possibility of protecting others. Obviously, it needs area shield, which I assume you already have from previous moves, and if you feel like adding a small charge that would be chill, but hey, its a super, up to you.

Knew I'd forgot something!

(06-23-2018, 07:21 AM)Dane Regan Wrote:
(06-23-2018, 07:17 AM)Weiss Schnee Wrote:
Quote:Frozen Lake: I would say this lasts one round to make it more fluent with fights, as this could basically last an entire fight depending on how its written. Other than that, looks good.
I got no problem with doing that, I've been told not to use rounds for non-super moves before though. if it's allowable I'd absolutely prefer to write the move that way though!
Yeah. Rounds should only be used as a measurement of time for things you spend SP on (super moves). Every other duration should be in seconds or minutes or something like that.

Ah, thats something that is new to me then, another reason why I haven't jumped at the opportunity of doing move approval :froggonk: I that case I would say thirty seconds would seem appropiate, but you can probably get away with a minute. A few minutes is still like I said, probably enough to last an entire fight depending on the circumstances and lack of aoe.
[Image: giphy.gif]
(06-23-2018, 11:54 AM)Dave Strider Wrote: A few minutes is still like I said, probably enough to last an entire fight depending on the circumstances and lack of aoe.

Depends on the fight. Boxing rounds tend to last like 3 minutes irl. I tend to balance moves more around "how much are they gaining" rather than "how much of a post/round could this last". You're holding down the fort over here, and you're not bad with moves - there are just things you pick up over time and some things that are easy to forget. For example, the timing thing is actually mentioned on the move rules page:
Quote:We always prefer descriptions to be as literal as possible. Saying "this lasts a round" is very vague because depending on the writers, post length et cetera, a "round" might be 1 minute or 10 minutes. Therefore, put durations in literal time. 

Anyway, I think a couple of minutes for Weiss's ice move is fine because:
>The ice is breakable
>People can just try to move somewhere else, they don't have to travel further than 15ft to escape, the 2-second charge also gives people a head start
>Weiss is affected by it as well
>People can still find creative ways to fight on it
>It's not a particularly strong effect, so I'd probably allow something like that to last indefinitely if it had a larger charge time and maybe a fatigue cost.
Hm... true, I still have to get up to date on how powerful moves can be now, before they were actually pretty weak, and at least within the time that I have been gone, extra details and whatnot have been added, I appreciate the help, Dane! Confusedtrider:
[Image: giphy.gif]
Bumping this again, something, something, long wait on initial post.

(06-23-2018, 07:42 AM)Nezha Wrote: So I'm working on a new character, and her starting move is a big stonking bow with some additional bells and whistles.

And yes, this is the second time I post this, so what does the move lack so far?

Quote:Nargacuga Greatbow
A masterfully crafted greatbow, firing fletched spears like arrows designed to take down monstrous foes.
Cost: 1,200 OM
Requirements: Physical Strength, Ranged Proficiency, Area Attack Proficiency, Homing Proficiency
Crafted from the bones and sinews of the Great Nargacuga Wyvern, this 7'6" feet tall bow fires greatarrows, literal fletched spears to strike down large beasts and dragons similar to what it was made from. The amount of force required to even draw the bow prevents full powered rapid fire from any but the strongest of wielders. Properly harnessing the bow's draw weight requires an extended overdraw, which takes Meriwa 3 seconds to complete, but its arrows can be fired much more quickly at a shot a second though this is done at severely reduced power. The quiver, situated at its wielder's back contain up to 15 standard greatarrows, almost fletched spears, which continuously refill at a rate of one greatarrow every 10 seconds. The inlaid runes can be used to completely fill the quiver in bursts, but this drains stamina equivalent to a light 100 meter jog. A combination of different arrow types and runic activations allow for several firing modes:
"Standard" Greatarrow
There is little to nothing standard about these massive projectiles, looking very much like someone has glued fletching to a bunch of spears. Designed to bring down large monsters and beasts, a shot at full charge is very powerful, even at long range.
Greatarrow, High Explosive
The head of this massive projectile is oversized, even for the Nargacuga Greatbow's massive ammunition, and inscribed with runes harkening to volcanoes and foul-tempered beasts. The spear energizes in flight, glowing red, and detonates in a wave of force and shrapnel  upon impact, or after 5 seconds should it not have struck something by then, with an effective radious of 3 meters. High Ex Greatarrows takes the space of 4 normal greatarrows and requires an additional second of charge to activate the runes, even while quick-firing. High Ex Greatarrows do less damage than the standard variety due to being worse penetrators and some of the impact energy being used to activate the explosive runes.
Wolf-Hawk Targeting Rune
Named after a species of agile raptors at home in the twisting branches, canopies, and undergrowth of the Tangled Green, these runes significantly reduce the speed of fired greatarrows in return for giving them homing properties. As long as the bow's runic sight is kept on target for the locking period of a second, the projectile will eventually strike true. Any arrows fired with these runes active will give off a visible light-blue glow, same as the geometric rune-sight, and swerve to avoid obstacles in their path.
"So you'd pursue the deeper truth? It isn't one the weak could bear."


"Prove yourself ready to face it. I'll not hold back. My needle is lethal and I'd feel no sadness in a weakling's demise."


"Show me you can accept this Kingdom's past and claim responsibility for its future."
Forge of Solus Prime (900, Mimic, Buff, Physical Strength): 

The Forge of Solus Prime was a weapon of the Primes that could be used by Solus Prime and was, in fact, her signature relic. This allowed her to Smith fine blades like the Star Saber, armor such as the Apex Armor, and many other weapons. The Forge of Solus Prime has retained that power in the Omniverse, allowing Jack to craft weapons for others, and even transfer a copy of his moves to his allies. To do this, he takes five seconds to quickly summon the hammer and an anvil, taking a singular weapon and setting it on the anvil before charging up with an overhead smash. This adjusts the weapon to be able to be used by a specified ally. This is not without drawbacks. First, and foremost, Jack is unable to use any move that is connected to one that he has transferred, such as for example if he were to use a Green Lantern Ring as the transferred move, he'd be unable to use any connected that for 2 minutes. 

The move allows whoever he copies a move to in this fashion to use one of his moves for 1 minute. However, they also receive a temporary copy of any powers and proficiency needed, but only when applied to the move(s) transferred. 

The hammer can also be used by him to bestow himself with copies of the moves of other individuals, and temporary copies of the proficiencies that only work for such a move. 

Flavor: 
The hammer also allows him to absorb moves that are shot at him, and recreate them with his own aesthetic, though functionally the moves would still be the same. What this does is in short allow him to replicate moves he has seen others use, but the moves are "modified" so they have his own aesthetic instead of the one they use when the original wielder has launched them at him.

Mechanical Hands (900, Physical Strength, Ranged Proficiency):   

Mechanical Hands Jack had to materialize for himself after the loss of his original limbs. These are powered by the Green Light of Will, and are good at punching things. They can also shoot green plasma blasts that travel at the speed of an arrow, and have a range of 75 feet. The damage these are capable of is minimal. The mechanical hands are also capable of cutting through things when he ignites them with his will power. Furthermore, these can clash with lightsabers or similar weapons.  These were made when he lost his original hands at the hands of a member of the Sinestro Corps. These were made for Jack by a kindly samaritan who used the Forge of Solus Prime as he couldn't.
Can someone please help me with this?
I'm not gonna ask why your making a move for hands that you could regrow because of omniphysics. So instead I'll focus on the hammer weapon that you have Solaris

Your hammer, how big is it, and can it be used offensively. Second your using this forged weapon to give to your ally and potentially yourself, however you use the term moves, implying that you copy multiple mes, I'm pretty sure mimic has limitations to how many you can copy at a time.

I believe you need the buff proficiency to give stuff to another person but don't quote me on this. And with you current state spread I see this being usefull in the start of a fight, paying 900 om for a move just usable at the opening of a fight is idk. Of course this is up to you.
(06-25-2018, 06:17 PM)Shantotto Wrote: I believe you need the buff proficiency to give stuff to another person but don't quote me on this. And with you current state spread I see this being usefull in the start of a fight, paying 900 om for a move just usable at the opening of a fight is idk. Of course this is up to you.

As far as I remember, you don't need buff to give people stuff, only to increase their stats, they just need to have the proper proficiency to use said stuff.
Forge of Solus Prime (900, Mimic, Buff, Physical Strength): 

The Forge of Solus Prime was a weapon of the Primes that could be used by Solus Prime and was, in fact, her signature relic. This allowed her to Smith fine blades like the Star Saber, armor such as the Apex Armor, and many other weapons. The Forge of Solus Prime has retained that power in the Omniverse, allowing Jack to craft weapons for others, and even transfer a copy of his moves to his allies. To do this, he takes five seconds to quickly summon the hammer and an anvil, taking a singular weapon and setting it on the anvil before charging up with an overhead smash. This adjusts the weapon to be able to be used by a specified ally. This is not without drawbacks. First, and foremost, Jack is unable to use any move that is connected to one that he has transferred, such as for example if he were to use a Green Lantern Ring as the transferred move, he'd be unable to use any connected that for 2 minutes. 

The move allows whoever he copies a move to in this fashion to use one of his moves for 1 minute. However, they also receive a temporary copy of any powers and proficiency needed, but only when applied to the move(s) transferred. 

The hammer can also be used by him to bestow himself with copies of the moves of other individuals, and temporary copies of the proficiencies that only work for such a move. 

Flavor: 
The hammer also allows him to absorb moves that are shot at him, and recreate them with his own aesthetic, though functionally the moves would still be the same. What this does is in short allow him to replicate moves he has seen others use, but the moves are "modified" so they have his own aesthetic instead of the one they use when the original wielder has launched them at him.

Additional Notes: 
The Hammer is huge,  about two x the size of Jack's body. It weighs about 100 Kilograms. The hammer cannot be used in combat for any reason whatsoever.
(06-25-2018, 06:21 PM)Link Wrote:
(06-25-2018, 06:17 PM)Shantotto Wrote: I believe you need the buff proficiency to give stuff to another person but don't quote me on this. And with you current state spread I see this being usefull in the start of a fight, paying 900 om for a move just usable at the opening of a fight is idk. Of course this is up to you.

As far as I remember, you don't need buff to give people stuff, only to increase their stats, they just need to have the proper proficiency to use said stuff.

You need Buff Proficiency to give someone else a move. Giving them weapons and stuff counts under that. The can still technically use your weapons if you don't get a move to loan them out (just by them physically taking or holding them), but they'd be considered incidental weapons and thus be very weak for them to use (assuming they don't have mimic).
(06-21-2018, 10:22 PM)Demetri Malius Wrote:
(06-18-2018, 08:14 AM)Violet Wrote: [spoiler]
Reforged Hellfire Weapon

After losing her original ability to summon the hellfire daggers, given to her by Yenma, Violet was given a second chance at being able to summon her beloved weapons by a special denizen of the Underverse with the power to create such things. These weapons are made of pure Ki energy bound with a special rock like material she brought back with her from the Underverse and can be summoned at will by Violet. They can take several forms depending on her needs. Usually, they're just a pair of daggers that appear to be forged of red-tinted steel, with a red satin material binding the hilt, but can also take the form of a red steel bladed katana with a similar appearance to the daggers, or a red steel bo stave, a shield, or a pair of glaives. All of these forms have a similar appearance: made of crimson steel with decorative as well as functional grips made of a darker crimson material and black ornament througout. Observers may notice streaks of red energy flowing throughout the weapon and a slight warmth and tingling sensation if touched. It takes a few minutes to summon, and can stay in a form for up to a day before reverting back into the special rock material. 

Each form has its own special property:

Daggers: applies a poison debuff that will inflict minor damage to the opponent over a period of about 15 seconds. (requires debuff proficiency, which I have)

Katana: Gives a temporary boost to her movement speed and allows for attacks that can hit multiple targets within close range (requires burst movement and area attack proficiency, both of which I have)

Glaives: Applies a poison debuff (debuff proficiency) that will inflict minor damage to an opponent over about 15 seconds. Can hit other opponents within close range (area attack proficiency) and can also be used as a somewhat weak barrier (area shield proficiency)

Bo Stave: temporary speed boost (via burst movement), hit multiple targets within close range(area attack proficiency) and used to direct ki bursts towards opponents (ranged proficiency/homing proficiency)

Shield: She can summon a shield in place of one of the daggers to reduce damage from an opponent (area shield proficiency)



Just throwing this out there for after DA so I can get it priced, revised, whatever else I need. I am not sure if this is even the right spot for it haha.
[/spoiler]

Alright, gonna need some specifics here, how long does it take to change in between any of these forms? Some of these say you gain speed boosts, but I don't see any downsides for this? It seems like a free speed up. Burst movement is kind of an unspoken boost to any attack and is unnecessary in their descriptions. Can the poison debuff stack or does it refresh? How large is the shield? How does the glaive protect you and why does it require area shield? Weapon sizes would be very helpful here as well. Can Vi use the shield along with any other forms or just the dagger? How is the Bo stave homing? Once all these are added and more clarity is added I would see this priced at 1500.


What would be reasonable? I mean, they last about a day before reverting back to the rock, so I would suppose she'd have to spend a little bit of time in order to switch them out if she needed to. Also keep in mind a lot of this is just writing fodder and I don't really expect to use any of this for pvp situations (except in the rare case that I may be dragged into something, or I get the opportunity to strangle the everliving crap out of Victor...). The way they worked before is they were instantaneous, and could be summoned on demand. However, I understand that such a mechanic wouldn't work over here, so regardless of what form she takes, they would revert back into this special rock after a day. I would suppose that it would take about a minute or so to generate them, with a cooldown in order to switch them out of about an hour? Perhaps this could apply towards situations when writing against another player, but for personal storylines, it would be quicker. 

The poison debuff doesn't stack, but just extend its duration. Realistically, once the poison is in you, your body begins to try and metabolize it and rid itself of it, so refreshing it with a new application would make the most sense to me. Again, more for story fodder than anything.

The shield is more of a half-bubble of energy that has deflectiion properties. Would work sort of like this 

[Image: latest?cb=20110118011827]

The shield would be summoned in place of one of the daggers that would usually be summoned together. 


The glaives can be used as a weapon, but also held in a manner to shield against an attack due to the positioning of their handles/hilts/whatever you want to call it. It's a weaker shield than the actual shield form I made, and will only cover so much, leaving anything above or below or even behind her vulnerable. The glaives themselves are rather large and can be somewhat awkward to carry around or use, but still useful in a fight if handled correctly. 
Think something like this, but red in color.

[Image: soria_with_illidan_s_glaives_by_orbitald...855cke.jpg]

Code:
Area Defense Proficiency – 400 OM ([url=http://omniverse-rpg.com/moves.php#Explosive_Shield]Example move[/url]) 

Allows you to create defensive moves wider than three feet in diameter, such as a shield that covers your entire person, an entire group of people, or wider still. Combined with the Healing power, this can also create area healing effects. Of course, the wider the effect, the more diluted the power, but such moves are nonetheless extremely handy. One cannot have shields that provide extra benefit against a particular element. 

I am assuming this is what replaced area shield proficiency. I gave them this particular proficiency requirement since they are pretty large weapons and used in a defensive maneuver I feel fit this, but if it's unnecessary, that's fine, too.


Code:
Homing Proficiency – 600 OM ([url=http://omniverse-rpg.com/moves.php#Reverse_Sign]Example move[/url]) 

Allows you to create moves which need not be aimed, whether they are instant hit or a projectile, aimed at enemies or allies. While such moves are generally more difficult to perform, often requiring greater energy expenditure, it allows the user greater flexibility in strategy, especially against tricky foes.

The bo stave, in addition to being used as a melee weapon, can also be used to direct her energy towards a target, sort of like a focus or a mage staff, in other words.

 Sizes:

daggers: about 15-18 inches from hilt to tip. I am terrible with sizes, so assume the length to be about from elbow to middle finger.
Katana: about from waist to the ground
Glaives: see photo above. They're about full body height, or around five feet each.
Bo stave: around 6 feet
shield: half bubble that covers the entire body with a little wiggle room.
[Image: visig2018.png]


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