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Move Creation Workshop
A couple of moves for an npc im working on.

Coke spray (300) (requires Ranged proficiency, debuff)

Coca-Cola man will pull out a can of Coca-Cola and after shaking it up for five seconds will release the carbonated beverage upon his opponents. to use it requires a fair amount of concentration and aiming too accurately hit there opponent; the range of the spray is 10 feel long and an inch wide lasting for 2.5 seconds before he has to spend 4 seconds grabbing a new can which there is an seemingly unlimited amount of and no one knows where he pulls them out of. This is almost laughably easy to use in terms of energy usage though his arms might get tired after a while. upon hitting an opponent the opponent takes very minimal damage but does get the debuff of moving about 2 mph slower for 10 seconds due to the liquid making moving around a bit more difficult. 

Cola crusher: (300) (requires physical strength)


Coca-cola man will prepare a punch in either hand for 10 seconds where he can move slightly (think some shuffleing) making him essentially a sitting duck with full concentration being used on the move allowing attacks to land with ease. The range of the arm is approximately 3 feet in any direction in front of him. once the 10 seconds have passed his hand will burn with a red and white aura (note this aura does nothing but note its ready) before swinging immediately at an single opponent in range of his arm. this has the possibility to potentially punch through thin steel (less than an inch) with fair ease. this is very exhausting to use multiple times in a row without any rest.
                                            [Image: tenor.gif?itemid=10243242]
"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!"
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.

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. 

Spectrum Lantern Ring (600, Physical Strength, Remote Control, Ranged Materialize, Ranged Prof): 

A special Power Ring that was forged by Jack using the Forge of Solus Prime. The ring is a prototype and does not possess as many functions as the Oan Power Ring did. In fact, this only has two things that it can do, besides acting as a communicator for Jack to use, as well as a mobile Dataverse Device. This ring at present is capable of channeling the Green Light of Will, and shooting it out as tennis ball sized blasts of energy. Each blast takes about 15 seconds for him to perform with the power ring, but are able to crack concrete. The blasts travel at 1/4 the speed of an arrow. 

The second ability of the ring is that it can form a fist the size of a mini van, and use it as a weapon for punching his opponents around. This takes ten seconds. 

Both are highly exhausting on his stamina, and he doesn't like to use them more than once per fight.
Bump!
I was wondering if it able to combine super speed and burst movement into the creation of a move? Though I'm not ready at all for this....
But would it be possible combining to make a person's SPD stat even faster???
No, 2x is the maximum.
(07-01-2018, 01:32 AM)The Emperor of Mankind Wrote: No, 2x is the maximum.

2x is the maximum without moves.

I'd allow someone to charge up and then execute a super quick dash or something. Or do that with some other drawbacks.

That said, you would just be increasing your movement speed, Tyson. Not your SPD stat. It'd likely just be good for evading or closing distance. Burst movement doesn't let you swing your sword faster and whatnot.
Any edits I need?
(07-01-2018, 03:48 AM)Dane Regan Wrote:
(07-01-2018, 01:32 AM)The Emperor of Mankind Wrote: No, 2x is the maximum.

2x is the maximum without moves.

I'd allow someone to charge up and then execute a super quick dash or something. Or do that with some other drawbacks.

That said, you would just be increasing your movement speed, Tyson. Not your SPD stat. It'd likely just be good for evading or closing distance. Burst movement doesn't let you swing your sword faster and whatnot.

Moves or no moves, 2x your speed is the max.
(07-02-2018, 05:58 AM)Daniel Wrote: Moves or no moves, 2x your speed is the max.

No.

You can do "move 10m near-instantly" type moves and what-not.

With appropriate quirks and drawbacks, there's no problem with it for either short durations or distances.
No, Dane, you can't.

We have some hard limits and, like with teleportation, Burst Movement and Super Speed are included in those hard limitations.

Ask Alex if you want, but I already did.
Burst Movement may also be used in conjunction with Super Speed to make fast turns and stop/start quicker, but it does not allow you to surpass double your normal speed

that's straight from the rules. so x2 is the limit, speedwise.
[Image: giphy.gif]
You're naive. We're destroyers, not saviors. - Yu Kanda
(07-02-2018, 06:04 AM)Daniel Wrote: No, Dane, you can't.

We have some hard limits and, like with teleportation, Burst Movement and Super Speed are included in those hard limitations.

Ask Alex if you want, but I already did.

There are multiple moves in existence that allow people to travel a short distance really fast.

I'm not saying we'll allow moves like, "charge up for 5 seconds, now you can stack burst movement and SS for 5 seconds" and stuff like that. Just that, with quirks, it is fine and is approvable. And has been approved. Like, "travel 10m near instantly" and whatnot.

If you want to get really pedantic, technically the old Dio's time stop allowed that. But there have been numerous other examples over the years.

Edit: @Kanda, yes. The base Burst Movement and Super Speed powers don't stack. Nor would both necessarily be required for an "I go super fast" move (as such moves have a limited distance/duration so it's more suitable for a burst-movement type thing).

Edit 2: Dio's old time stop move was a T1 utility that let him stop time for 5 seconds and do basically anything he wanted in that time, ish. Including run about for 5 seconds. And, technically, any movement he did would naturally be way more than twice as fast as his usual movement speed. Literally every time stop move breaks the "you can only move this fast" thing. Yes, we don't allow people to get some arbitrary move that's "I move 4 times as fast now". But allowing short bursts of "super mega speed" has always been totally fine.
The fact of the matter is that Burst Movement and Super Speed only allow a character to travel up to 2x their normal speed, move or no move. That's the word from Alex.

edit by Alex (same for stuff like 'the max range of teleportation is x/y/z')
(07-02-2018, 06:27 AM)Daniel Wrote: The fact of the matter is that Burst Movement and Super Speed only allow a character to travel up to 2x their normal speed, move or no move. That's the word from Alex.

Burst Movement and Super Speed can't be "combo'd" to let someone run faster. And the base powers only allow up to 2x movement speed. And we're not going to allow moves to let people stack them for a 4x boost.

But, people can travel faster than 2x speed with moves. That's always been a thing. It just needs quirks to stop it being like "lol, I'mma run 1 mile away in a second, can't catch me". Usually, that comes in the form of a limited distance (but a limited duration - no more than like, a second, but probably just a fraction of one - could be somewhat acceptable for those with more quantifiable speeds).

Here's one example:
[spoiler]Temporal Flicker -- 300 OM (Requires: Burst Movement, Time Manipulation, Suppression)

With no small amount of effort and a rather large amount of energy expended on it, Adam can briefly stop time -- only for about a second or two -- and use every ounce of speed he's got to hop to somewhere not where he currently is. To the untrained eye, it might look like teleportation. But for the wary, and those who are observant enough, they just might spot it for what it is. He can't pull it out on a dime, it takes a moment to focus on it, and doing it in rapid succession is even worse than just using regular burst movement repeatedly. But in an emergency, it can still be pretty dang helpful. He can only cover about ten or so meters in his very brief window of stopped time, and even that's pushing it to the limit of what he can manage with such a quick prep period.[/spoiler]
Freezing time so you can run to another spot is obviously hacks.
[Image: KarlSig.jpg]
(07-02-2018, 07:06 AM)Karl Jak Wrote: Freezing time so you can run to another spot is obviously hacks.

:frog:

But, yeah. We've allowed similar "near-instant" movement moves in the past without time manipulation. As long as there are appropriate drawbacks (charge time or fatigue), and a limiting quirk (like capping the distance they can travel), it should be fine.

And, if a near-instant movement is fine, then a similar "slower" move with similar quirks should also be fine (like, run X metres at 4x speed), as such a move is just inherently weaker. So, yes, allowing a sustained movement speed boost is always going to be a nope. But quick bursts are fine.

In other words, as long as the distance is capped, either by only letting someone travel at 4x speed for like a quarter or half of a second (and maybe preventing it being repeatable quickly by making it count as a use of burst movement). Or by setting a hard cap on the distance (like, 10m or 10ft), it should be approvable. Other drawbacks, like a fatigue cost, may be required. There's nothing wrong with that, and it's hardly broken. Here's an example of a simple move that fits this:
[spoiler]Forward: JUN (300) (Requires Physical Strength, Burst Movement)
This spell is cast immediately with no concentration. Dongja conjures the character for "Forward" in mid-air. At that moment, Dongja dashes in a direction of his choice exactly 10 feet (no more, no less) almost instantly. As long as there is direct path on the ground to his destination, he can move there; in other words, Dongja will have to be able to run there normally. Anything, or anyone, in his way take some minor damage from getting hit without slowing him down, and may get a little knocked back, but not likely. This move is a little exhausting, and has two charges. Each charge has a 6 second cooldown. This counts as a use of Burst Movement.[/spoiler]
Anyway, "hard caps/rulings" go against a lot of the spirit of the OV. It's generally taken that going backwards in time is "impossible", but Omni's standpoint (at least over the last year or so) was it's probably impossible - but technically doable if someone finds the right quirks and drawbacks for it (and I kinda-sorta-maybe managed to do that depending on how you interpret Viola's Immortal Game super utility). Some things, like for teleportation distances, are more reasonable. Both for preventing people gaming their way past higher tiers of the power and because it's impossible to track someone who could warp a kilometre away (unless they had a fancy teleportation tracking move, I guess) - it's just a simple "you can't do this" way to prevent potential abuse of a mechanic. But, there are two core problems with these hard limits in many instances:

>No one knows what they all are. There's not even a fancy list on the staff forum with all of them, although I assume there aren't many. Often, it looks like some were just made up on the fly (like a while back when Daniel said it's "impossible" to circumvent the alt form switch time - which Omni later overruled when I asked him about it: link). I don't want to have to deal with the issue of someone coming along to say "umm, actually, in 2015 this came up and X mod decided that we're not going to allow anyone to ever do Y". Especially after I've approved what looked to be a reasonable move. Yeah, some are common sense. But others - like the "you can never move faster than 2x speed ever" - definitely aren't.

>They ignore whether a move is actually balanced or not. In many cases, there's plenty of possibilities for how to get past a limit while avoiding doing what it was trying to prevent. Presumably, the "speed cap" thing is to stop people getting away from fights too easily. That can be solved just by limiting the duration/distance.
:frog:

There's no place for hard limits because they're there in the Power descriptions. Teleportation has a max distance that's stated in the Power description.

Here's an idea for everyone in this thread: "Hey, Tyson, did you have anything specific in mind that you were trying to do? Why don't you try and type a Move up, so we members of the community can argue engineering rather than philosophy."

Quote:Q24: Can I combine Super Speed with Burst Movement to temporarily go faster than 2x speed?
A: No. 2x is the limit, regardless of power combination. However, you may instantly burst up to full speed and maintain it by combining the two powers.

Unless you want to provide Tyson with some sample Moves or something, move along.
[Image: KarlSig.jpg]
Sunken Strike - Requires Ranged proficiency, area attack proficiency, Remote control proficiency

Kerrigan concentrates her psychic abilities, coordinating with a nearby zerg hive cluster she'd set up before the battle started. Activating one of the oldest, most reliable of Zerg defence systems, she utilizes one of her nearby sunken colonies to summon a giant, man-sized spike of Crystallized organic matter underneath her opponent's feet. The attack takes roughly six seconds of concentration from Kerrigan to initiate, during which she needs to focus her psychic abilities entirely on directing the subterranean tentacle's target. She may dodge attacks and move during this time, but not attack with either physical prowess or special techniques until she finishes concentration.
The attack takes an additional couple seconds to make it's way from an off-site location to it's target, generating a loud rumble on it's way and creating a visible trail of disturbed earth leading to it's target destination before bursting out underneath it's intended target, skewering them with a high-powered tendril of force. The Tendril itself is incredibly fast to burst from the ground, moving at the speed of sound, and hits incredibly hard, but Kerrigan cannot correct it's target destination once the tentacle begins movement. While easy to see coming, it hits very hard on a direct hit. This technique moderately drains Kerrigan to use, and requires a rest time of 10 seconds between uses of the ability.


Disdain - 600 OM - Requires ranged proficiency, area shield proficiency

Kerrigan holds a hand up, charging psionic energy for a variable amount of time between an instant and a single second. Yellow energy wreaths her palm, glowing brightly, as an invisible pane of telekinetic energy, a 3 foot wide, 8 feet tall, 2 inch thick rectangle of psychic energy appears in front of her. The field, depending on the level of charge behind the move, can rapidly slow small to mid-power projectiles to a standstill.

Kerrigan can opt to simply leave the projectiles to fall to the ground, releasing them from her psychic grip, or expend additional stamina to turn the projectiles 180 degrees before sending them back where they came. Stopping the projectiles takes a variable amount of stamina depending on the charge time and the power of the projectiles in comparison, and regardless of the original projectiles speed, the attack is sent back at the speed of an arrow. Reflecting the projectiles back doubles the stamina cost. This has no effect on larger objects or people.

Scorn - 600 OM

Kerrigan puts both her hands out to her sides, and charges energy within both hands. After charging energy into both hands for one to ten seconds, she claps her hands together, the tips of her fingers pointed at a target within thirty meters. during this charge time, Kerrigan cannot move beyond small adjustments to adjust her aim, and is incapable of using any active moves or powers, or moving in any way. This skill takes all of Kerrigan's focus.
Utilizing the concentrated psychic energy, a series of invisible Kinetic impacts strike the opponent in question, travelling at roughly the speed of sound. The number of impacts depends on the amount of charge time - five with the minimum charge, fifty with the full charge. Each shot hits that would feel similar to being struck by a pellet rifle. While invisible to the naked eye, the shots do not "automatically hit" their target and can easily be perceived by anyone with enhanced senses.

A single impact is not very damaging, but getting hit by a full barrage can stack up to moderate damage. this move is moderately draining for Kerrigan to use.
(06-26-2018, 08:26 PM)Jack Darby Wrote: Forge of Solus Prime (900, Mimic, Buff, Physical Strength):
[spoiler]
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.
[/spoiler]
Mechanical Hands (900, Physical Strength, Ranged Proficiency):  
[spoiler]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.[/spoiler]
Spectrum Lantern Ring (600, Physical Strength, Remote Control, Ranged Materialize, Ranged Prof): 
[spoiler]A special Power Ring that was forged by Jack using the Forge of Solus Prime. The ring is a prototype and does not possess as many functions as the Oan Power Ring did. In fact, this only has two things that it can do, besides acting as a communicator for Jack to use, as well as a mobile Dataverse Device. This ring at present is capable of channeling the Green Light of Will, and shooting it out as tennis ball sized blasts of energy. Each blast takes about 15 seconds for him to perform with the power ring, but are able to crack concrete. The blasts travel at 1/4 the speed of an arrow. 

The second ability of the ring is that it can form a fist the size of a mini van, and use it as a weapon for punching his opponents around. This takes ten seconds. 

Both are highly exhausting on his stamina, and he doesn't like to use them more than once per fight.[/spoiler]

These have been around here for a while. At least, I think they have. I'm not supposed to do move stuff over in the MCW anymore, but I'll handle this one for once.

Forge of Solus Prime:
>I rewrote this move for you a while back. https://omniverse-rpg.com/showthread.php...#pid136309
>All you need to add to the linked move is the size of the hammer, and it should be good to go. Be more specific and give a rough size, rather than just "twice as big as Jack".
>The part about making moves for yourself or recreating things is all fodder, so you don't need to include that. The "absorbing" part isn't, and if you want to be able to absorb attacks you'll need some drawbacks.

Mechanical Hands:
"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."
>Add a fire rate for the plasma blasts.
>Add in how he cuts through things. Does a blade stick out of them? Does he basically use the hands to chop stuff normally? 
>You may wish to add a drawback for the cutting through things part, like adding in a charge time before each strike, or making it more tiring, otherwise it won't really be a lot stronger than a normal punch with them.

Spectrum Lantern Ring:
>You may wish to cut down the charge time. 15 seconds can be a long time.
>How long does the big punching fist last? Or can he keep it forever? Also, can you add some rough dimensions for it. You may also wish to add some info about whether your big fist is heavy or light and whatnot (i.e. is he doing slow strong swings, or moving it at a more normal speed).
>Can he move or do anything else while charging the blasts or the fist?
Forge of Solus Prime (300, Mimic, Buff): 


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 by transfer a copy of his moves (or a move he has mimicked) to one of his allies. To do this, he stands still and focuses for five seconds to summon the hammer and an anvil, taking a singular weapon and setting it on the anvil before charging it 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 1 minutes. 

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

The hammer and anvil disappear after they are used to transfer something and cannot be used to attack with (they just shatter). Jack can transfer as many objects as he wants, but must summon the hammer and anvil again each time.

The hammer weighs about 150 Kilograms. The hammer is massive,  being 10 feet long for the shaft of the hammer while the hammer's hammering portion is about 5 feet in diameter. 


Mechanical Hands (900, Physical Strength, Ranged Prof.): 

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. One blast can be shot every three seconds by the Mechanical Hands. This does pitiful damage. 

The mechanical hands also have a 2nd ability that he can choose to utilize. In combat, his abilities in melee were lacking. So, the hands were designed so they could ignite with green plasma after a 4 second charge, allowing chops, or slashes with his hands to do more damage than they should. This does moderate damage. 


Spectrum Lantern Ring (600, Physical Strength, Remote Control, Ranged Materialize, Ranged Prof, Flight): 



A special Power Ring that was forged by Jack using the Forge of Solus Prime. The ring is a prototype and does not possess as many functions as the Oan Power Ring did. In fact, this only has two things that it can do, besides acting as a communicator for Jack to use, as well as a mobile Dataverse Device. This ring at present is capable of channeling the Green Light of Will, and shooting it out as tennis ball sized blasts of energy. Each blast takes about 7 seconds for him to perform with the power ring, but are able to crack concrete. The blasts travel at 1/4 the speed of an arrow. The ring is a work in progress for Jack, but he plans on making it into a replacement for the Oan Power Ring that was stolen from him. 


This also grants him the ability of Flight as long as he is wearing the ring, because of the circuitry inside it. 



 


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